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 Simone-Tarantino/godot-superpowers --skill create-scenegit 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-scene)<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/create-scene"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/create-scene/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/simone-tarantino/godot-superpowers/create-scene"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/create-scene.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 | $0.00062 | $0.02184 |
| Opus 5 | $0.00031 | $0.01092 |
| Sonnet 5 | $0.00012 | $0.00437 |
| Haiku 4.5 | $0.00006 | $0.00218 |
Grade A, and why
create-scene 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 8d 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 — 263 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Create a Scene
Templates available. Pass <template> <name> (e.g. 2d-player Player, 3d-character Hero, main-menu MainMenu).
If no template matches, fall back to manual scaffolding using the principles in godot-patterns.
Templates
2d-player — CharacterBody2D player
{Name} (CharacterBody2D)
├── Sprite2D (or AnimatedSprite2D)
├── CollisionShape2D
├── Hurtbox (Area2D) -> takes damage; layer: PlayerHurtbox
│ └── CollisionShape2D
├── Hitbox (Area2D) -> deals damage; layer: PlayerHitbox
│ └── CollisionShape2D
├── HealthComponent (Node)
├── StateMachine (Node)
│ ├── Idle (Node)
│ ├── Run (Node)
│ ├── Jump (Node)
│ └── Fall (Node)
├── Camera2D (optional, for player-following)
└── AnimationPlayer
Script: extends CharacterBody2D, class_name Player. Connect Hurtbox.area_entered and forward to HealthComponent.take_damage. Use setup-collision-layers skill for the layer config.
The Player scene re-emits HealthComponent's signals so coordinators can connect on the root node instead of digging into children:
class_name Player
extends CharacterBody2D
signal health_changed(old: float, new: float)
signal died
@onready var _health: HealthComponent = $HealthComponent
func _ready() -> void:
_health.health_changed.connect(func(old, new): health_changed.emit(old, new))
_health.died.connect(func(): died.emit())
3d-character — CharacterBody3D player or NPC
{Name} (CharacterBody3D)
├── MeshInstance3D (or Skeleton3D for rigged)
├── CollisionShape3D
├── Hurtbox (Area3D)
│ └── CollisionShape3D
├── HealthComponent (Node)
├── StateMachine (Node)
├── CameraPivot (Node3D) -> rotated by input
│ └── SpringArm3D -> collision-aware camera arm
│ └── Camera3D
├── AnimationPlayer / AnimationTree
└── NavigationAgent3D (NPCs only)
Script: set velocity, call move_and_slide(). Camera: rotate CameraPivot from mouse/stick.
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.
- 8d ago First seen · 263 lines · 62 tokens per session scan A 04b773a5bd63
create-scene is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 62 tokens to every session and 2,184 once invoked, about $0.0003 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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