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-state-machinegit 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-state-machine)<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/create-state-machine"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/create-state-machine/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-state-machine"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/create-state-machine.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 | $0.00041 | $0.01647 |
| Opus 5 | $0.00020 | $0.00823 |
| Sonnet 5 | $0.00008 | $0.00329 |
| Haiku 4.5 | $0.00004 | $0.00165 |
Grade A, and why
create-state-machine 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 9d 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 — 213 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Create State Machine
Generate a node-based FSM. Compared to class-based / dictionary-based FSMs:
✅ Each state is a Node — visible in scene tree, Inspector-tweakable ✅ States can have their own children (timers, animation refs) ✅ Transitions go through a single signal — easy to log/debug ✅ Substituting a state for testing = swap a node
Files
scripts/state_machine/state_machine.gd
class_name StateMachine
extends Node
## Holds State child nodes; forwards engine callbacks to current state.
## States transition by emitting `transitioned(next_state_name)`.
signal state_changed(old: StringName, new: StringName)
@export var initial_state: NodePath
@export var debug: bool = false
var current_state: State
var states: Dictionary[StringName, State] = {}
func _ready() -> void:
for child in get_children():
if child is State:
states[StringName(child.name)] = child
child.transitioned.connect(_on_state_transitioned)
if initial_state:
current_state = get_node(initial_state) as State
elif not states.is_empty():
current_state = states.values()[0]
if current_state:
current_state.enter({})
func _process(delta: float) -> void:
if current_state:
current_state.update(delta)
func _physics_process(delta: float) -> void:
if current_state:
current_state.physics_update(delta)
func _unhandled_input(event: InputEvent) -> void:
if current_state:
current_state.handle_input(event)
func change_state(target: StringName, payload: Dictionary = {}) -> void:
if not states.has(target):
push_warning("StateMachine: missing state '%s'" % target)
return
var old := StringName(current_state.name) if current_state else &""
if current_state:
current_state.exit()
current_state = states[target]
if debug:
print("[FSM] %s -> %s" % [old, target])
state_changed.emit(old, target)
current_state.enter(payload)
func _on_state_transitioned(target: StringName, payload: Dictionary) -> void:
change_state(target, payload)
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.
- 9d ago First seen · 213 lines · 41 tokens per session scan A 2a5495f7cf76
create-state-machine is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 41 tokens to every session and 1,647 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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