Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add n24q02m/claude-plugins --skill add-mechanicgit clone --depth 1 https://github.com/n24q02m/claude-pluginsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/n24q02m/claude-plugins/add-mechanic)<a href="https://agentmods.dev/skills/n24q02m/claude-plugins/add-mechanic"><img src="https://agentmods.dev/badge/skills/n24q02m/claude-plugins/add-mechanic/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/n24q02m/claude-plugins/add-mechanic"><img src="https://agentmods.dev/badge/skills/n24q02m/claude-plugins/add-mechanic.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00026 | $0.01724 |
| Opus 5 | $0.00013 | $0.00862 |
| Sonnet 5 | $0.00005 | $0.00345 |
| Haiku 4.5 | $0.00003 | $0.00172 |
Grade A, and why
add-mechanic scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
100% identical to add-mechanic — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 221 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Add Mechanic
Add game mechanics using correct GDScript 4.x syntax. Prevents common LLM mistakes with outdated GDScript 3.x patterns.
GDScript 4.x Syntax Rules
These changed from Godot 3 to 4. LLMs frequently generate the OLD syntax:
| Correct (GDScript 4.x) | Wrong (GDScript 3.x -- will error) |
|---|---|
@export var speed: float = 200.0 |
export var speed = 200.0 |
@onready var sprite = $Sprite2D |
onready var sprite = $Sprite2D |
signal health_changed(new_hp: int) |
signal health_changed (no typed params) |
func _ready() -> void: |
func _ready(): (return type optional but preferred) |
velocity = Vector2(...) then move_and_slide() |
move_and_slide(velocity, Vector2.UP) (args removed in 4.x) |
super() |
.method() for parent calls |
await get_tree().create_timer(1.0).timeout |
yield(get_tree().create_timer(1.0), "timeout") |
%UniqueNode |
get_node("path/to/node") when unique name is set |
Movement Patterns
Platformer Movement
extends CharacterBody2D
@export var speed: float = 300.0
@export var jump_velocity: float = -400.0
@export var gravity: float = 980.0
func _physics_process(delta: float) -> void:
# Gravity
if not is_on_floor():
velocity.y += gravity * delta
# Jump
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
# Horizontal movement
var direction := Input.get_axis("move_left", "move_right")
velocity.x = direction * speed
move_and_slide()
Key: move_and_slide() takes NO arguments in Godot 4. Velocity is set on the velocity property directly.
Top-Down Movement
extends CharacterBody2D
@export var speed: float = 200.0
func _physics_process(_delta: float) -> void:
var direction := Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = direction * speed
move_and_slide()
Point-and-Click Movement
extends CharacterBody2D
@export var speed: float = 200.0
var target_position: Vector2
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
target_position = get_global_mouse_position()
func _physics_process(_delta: float) -> void:
if position.distance_to(target_position) > 5.0:
velocity = position.direction_to(target_position) * speed
else:
velocity = Vector2.ZERO
move_and_slide()
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 10d ago First seen · 221 lines · 26 tokens per session scan A cdc5d9c0b4f8
add-mechanic is a skill published in the GitHub repository n24q02m/claude-plugins (4 stars, last pushed yesterday), licensed Apache-2.0. It adds 26 tokens to every session and 1,724 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to add-mechanic, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
media-higgsfield-assets
A Higgsfield workflow for creating or processing media beyond ordinary image and video generation. It covers 3D GLB models, rigging and animation, audio, video analysis, upscaling, reframing, outpainting, and background removal.
ux-design
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
architecture-review
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL…
localize
Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
vertical-slice
Pre-Production validation — build a production-quality end-to-end build to confirm the full game loop is achievable before committing to Production. Run after GDDs, architecture, and UX specs are complete. Produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production → Production transition.
quick-design
Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.