create-state-machine

create-state-machine is a skill for Claude Code from Simone-Tarantino/godot-superpowers. It costs 41 tokens per session (1,647 once invoked), scanned A, original, MIT.

A scaffold for a node-based finite state machine in Godot. A finite state machine represents behavior as separate states, such as idle, running, and jumping, with transitions between them.

In plain words
What is it for?
Use it to create a StateMachine parent and State child templates for game characters or systems whose behavior changes between defined modes.
Why use it?
It provides a consistent structure for switching between behaviors and makes states visible, adjustable, loggable, and independently testable in the Godot editor.

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

Good fit Use it to create a StateMachine parent and State child templates for game characters or systems whose behavior changes between defined modes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/simone-tarantino/godot-superpowers/create-state-machine
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.

Any agent
npx skills add Simone-Tarantino/godot-superpowers --skill create-state-machine
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-state-machine

README.md
[![agentmods](https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/create-state-machine/github.svg)](https://agentmods.dev/skills/simone-tarantino/godot-superpowers/create-state-machine)
Your own site
<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.

agentmods 80×15 button for create-state-machine

Your own site · 80×15
<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>
Per session 41 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,647 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 $0.00041 $0.01647
Opus 5 $0.00020 $0.00823
Sonnet 5 $0.00008 $0.00329
Haiku 4.5 $0.00004 $0.00165

Measured 9d ago against content hash 2a5495f7cf76, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

skills/create-state-machine/SKILL.md · 213 lines

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)

Read the full file on GitHub · 213 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. 9d ago First seen · 213 lines · 41 tokens per session scan A 2a5495f7cf76

Subscribe to this mod's changes

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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