create-component

create-component is a skill for Claude Code from Simone-Tarantino/godot-superpowers. It costs 37 tokens per session (2,434 once invoked), scanned A, original, MIT.

A set of reusable Godot game components for common entity behaviours such as health, damage detection, movement, interaction, and inventories. Components are added as child nodes to the game objects that need them.

In plain words
What is it for?
Use it to generate component scenes and scripts for health, hurtboxes, hitboxes, movement, interaction, or inventory systems in a Godot project.
Why use it?
It keeps common behaviours separate from the main game entity, making them easier to reuse and test. The provided components communicate through signals so other parts of the game can react to changes.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Part of the godot-superpowers plugin — 33 skills, 15 agents, 4 hooks, 5 MCP servers shipped together

Install

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.

agentmods
npx agentmods add skills/simone-tarantino/godot-superpowers/create-component
Any agent
npx skills add Simone-Tarantino/godot-superpowers --skill create-component
Clone the repo
git clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowers

Made for: Claude Code.

Or install godot-superpowers, the plugin that ships this one along with the rest of its 33 skills, 15 agents, 4 hooks, 5 MCP servers.

Wrote 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.

agentmods badge for create-component

README.md
[![agentmods](https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/create-component.svg)](https://agentmods.dev/skills/simone-tarantino/godot-superpowers/create-component)
Your own site
<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/create-component"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/create-component.svg" alt="Measured on agentmods" height="20"></a>
Per session 37 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,434 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00037 $0.02434
Opus 5 $0.00018 $0.01217
Sonnet 5 $0.00007 $0.00487
Haiku 4.5 $0.00004 $0.00243

Measured 5d ago against content hash 0eefebd2fab9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

create-component 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 5d 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.

skills/create-component/SKILL.md · 301 lines

How it starts

The opening of the file, as written. The whole thing — 301 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Create Component

Generate a reusable component as a scene + script. Composition pattern: drop the component as a child of the entity that should "have" the behavior.

Save scenes to scenes/components/<name>.tscn and scripts to scripts/components/<name>.gd.

HealthComponent

Decoupled HP from the entity. Any entity that can take damage drops one in.

scripts/components/health_component.gd:

class_name HealthComponent
extends Node

signal health_changed(old: int, new: int)
signal died
signal revived

@export var max_health: int = 100
@export var invulnerable: bool = false

var current_health: int

func _ready() -> void:
    current_health = max_health

func take_damage(amount: int, _source: Node = null) -> void:
    if invulnerable or current_health <= 0:
        return
    var prev := current_health
    current_health = maxi(0, current_health - amount)
    if current_health != prev:
        health_changed.emit(prev, current_health)
    if current_health == 0:
        died.emit()

func heal(amount: int) -> void:
    if current_health <= 0:
        return
    var prev := current_health
    current_health = mini(max_health, current_health + amount)
    if current_health != prev:
        health_changed.emit(prev, current_health)

func revive(amount: int = -1) -> void:
    var was_dead := current_health == 0
    current_health = max_health if amount < 0 else mini(max_health, amount)
    if was_dead:
        revived.emit()
    health_changed.emit(0, current_health)

func get_health_ratio() -> float:
    return float(current_health) / float(max_health) if max_health > 0 else 0.0

scenes/components/health_component.tscn: Node root, attach the script.

HurtboxComponent (2D and 3D variants)

Receives damage. Attach as child Area2D / Area3D with a CollisionShape sibling.

scripts/components/hurtbox_component_2d.gd:

class_name HurtboxComponent2D
extends Area2D
## Receives damage. Forwards to a HealthComponent reference.

@export var health_component: HealthComponent
@export var damage_modifier: float = 1.0  ## e.g. 0.5 = takes half damage

func _ready() -> void:
    area_entered.connect(_on_area_entered)

func _on_area_entered(area: Area2D) -> void:
    if area is HitboxComponent2D and health_component:
        var dmg := int(area.damage * damage_modifier)
        health_component.take_damage(dmg, area.owner)

Read the full file on GitHub · 301 lines

Changes

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.

  1. 5d ago First seen · 301 lines · 37 tokens per session scan A 0eefebd2fab9

Subscribe to this mod's changes

create-component is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 37 tokens to every session and 2,434 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

Related

Other skills, from other repositories

game-build-team

Build a Godot 4 / GDScript game feature with a coordinated agent team — a Manager (you), a Creative Director, a Logic Developer, an Animation Developer, and a Tester — that iteratively and autonomously design, build, juice, and verify the feature against the project's design contract to a strict, un-skippable quality…

Varalix-Digitech-Solutions/game-build-team-skill · 248 tokens

avatar-contribution-pr

Turn an avatar GitHub issue (from the in-app avatar-editor easter egg) into a merged sprite — validate the art, then either add a new module or replace an existing one, and open a PR that closes the issue. Handles both "Avatar contribution: " (a brand-new sprite) and "Avatar edit: " (a hand-redraw of an existing…

khromov/codebay · 0 tokens

yume-asset-designer

Visual + audio + UI-style designer for Yume games. Picks ONE consistent strategy per project (library lookup / AI-gen prompt / code-draw shape) for visuals; writes audio cue mappings and localized strings. Per ADR 0009 — owns audio/cues.json (semantic event → sound name) and ui/strings.json (localizable HUD text), in…

kamwoh/yume · 116 tokens

yume-design

Run the Yume text-to-game pipeline. Orchestrates 7 specialist skills (yume-game-designer → game-planner → systems-designer → content-designer → asset-designer → qa-tester, plus tech-director on demand) with optional user-approval gates. Skills load into orchestrator context (no subagent spawn — Tier 2.6 architecture).…

kamwoh/yume · 163 tokens

yume-game-reviewer

Adversarial reviewer for Yume GDDs. Reads docs/games/ /GDD.md and applies critical-but-fair scrutiny across 15 depth axes (mechanical/strategic/pacing/feedback/aesthetic/scope/adversarial + total content scope, signature moments, theme/identity, replay value, real-UX, spatial-design/level-layout). Outputs review.md…

kamwoh/yume · 173 tokens

yume-content-designer

Entities + initial state designer for Yume games. Translates GDD + world plan into entity definitions (entities/.json), initial placements (per-level entities.json), and world initial state (world/state.json). Picks tag names, state field names, default values, positions. Per ADR 0009 — narrowed scope: rules are NOT…

kamwoh/yume · 116 tokens