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 agentmods add skills/simone-tarantino/godot-superpowers/create-componentnpx skills add Simone-Tarantino/godot-superpowers --skill create-componentgit clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowersWrote 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/simone-tarantino/godot-superpowers/create-component)<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>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 | $0.00037 | $0.02434 |
| Opus 5 | $0.00018 | $0.01217 |
| Sonnet 5 | $0.00007 | $0.00487 |
| Haiku 4.5 | $0.00004 | $0.00243 |
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.
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)
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.
- 5d ago First seen · 301 lines · 37 tokens per session scan A 0eefebd2fab9
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.
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