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 SummerEngine/summer-engine-agent --skill hit-sparkgit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/hit-spark)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/hit-spark"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/hit-spark/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/summerengine/summer-engine-agent/hit-spark"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/hit-spark.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00073 | $0.04403 |
| Opus 5 | $0.00036 | $0.02201 |
| Sonnet 5 | $0.00015 | $0.00881 |
| Haiku 4.5 | $0.00007 | $0.00440 |
Grade A, and why
hit-spark 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 7d 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 — 368 lines — stays where its author put it; the contents beside it link to each section on GitHub.
hit-spark — One-Shot Impact Sparks
Tiny stretched additive billboards spraying outward from an impact point, oriented to the surface normal so the burst points the right way. Used for: bullets hitting metal, sword clashes, footsteps on stone, ricochets, lightning endpoints, hammer strikes. The recipe is a GPUParticles3D configured for one-shot bursts plus a spawn_hit_spark(position, normal) static helper that orients the emitter, restarts it, and frees after lifetime.
When to use
- "Sparks when the bullet hits the wall."
- "Sword clash sparks."
- "Sparks under the hammer when the blacksmith works."
- "Footstep sparks on stone for the heavy armor."
- "Ricochet sparks when the projectile glances off."
- "Mining: sparks fly when pickaxe hits rock."
- Endpoint sparks on
lightningandmuzzle-flashrecipes (they reference this).
When NOT to use
- The user wants a flash at the impact, not a spray of particles — use
muzzle-flash(recolor it). - The user wants debris chunks (rock pieces, splinters) — those are physics objects, not particles. Spawn
RigidBody3Dshards, then sparks on top. - The user wants water droplets at a water impact — recolor this recipe blue/white (it works) or pair with
water-ripplefor the ring on the surface. - The user wants persistent burning sparks that linger and cool down — that's a hybrid; use this for the burst, then tiny
fireparticles for residual embers.
Recipe
1. Files to create
addons/vfx/hit-spark/hit_spark.gd
addons/vfx/hit-spark/hit_spark.tscn
No custom shader — uses the canonical additive billboard material (see _building-blocks/additive-billboard-particles.md). A StandardMaterial3D with the right flags is enough. (BaseMaterial3D is abstract: BaseMaterial3D.new() is a parse error. Its enum constants are still the right names to use.)
2. GDScript controller
addons/vfx/hit-spark/hit_spark.gd:
@tool
class_name HitSpark
extends GPUParticles3D
@export_group("Spark size")
@export_range(8, 256) var spark_count: int = 24 :
set(v): spark_count = v; _apply()
@export_range(0.05, 1.5) var burst_speed: float = 0.6 :
set(v): burst_speed = v; _apply()
@export_range(0.05, 1.5) var spark_lifetime: float = 0.35 :
set(v): spark_lifetime = v; _apply()
@export_range(5.0, 90.0) var spread_degrees: float = 35.0 :
set(v): spread_degrees = v; _apply()
@export_range(0.0, 9.8) var gravity_strength: float = 4.0 :
set(v): gravity_strength = v; _apply()
@export_group("Look")
@export var spark_color: Color = Color(1.0, 0.85, 0.45)
@export_range(0.0, 12.0) var emission_boost: float = 5.0
@export var stretch_to_velocity: bool = true
func _ready() -> void:
one_shot = true
emitting = false
explosiveness = 1.0 # all particles spawn in frame 1
_apply()
_ensure_material()
func _apply() -> void:
amount = spark_count
lifetime = spark_lifetime
var pm := process_material as ParticleProcessMaterial
if pm == null:
pm = ParticleProcessMaterial.new()
process_material = pm
pm.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_POINT
pm.direction = Vector3.UP # local +Y; the controller orients the node to the surface normal
pm.spread = spread_degrees
pm.initial_velocity_min = burst_speed * 6.0
pm.initial_velocity_max = burst_speed * 12.0
pm.gravity = Vector3(0, -gravity_strength, 0)
pm.scale_min = 0.04
pm.scale_max = 0.10
pm.color = spark_color
pm.damping_min = 1.5
pm.damping_max = 3.0
if stretch_to_velocity:
pm.particle_flag_align_y = true
pm.scale_curve = _make_streak_curve()
func _ensure_material() -> void:
if draw_pass_1 == null:
var mesh := QuadMesh.new()
mesh.size = Vector2(0.08, 0.30) if stretch_to_velocity else Vector2(0.10, 0.10)
# BaseMaterial3D is abstract ("Native class "BaseMaterial3D" cannot be
# constructed as it is abstract"); StandardMaterial3D is the concrete subclass.
var bm := StandardMaterial3D.new()
bm.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
bm.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
bm.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
bm.billboard_mode = BaseMaterial3D.BILLBOARD_PARTICLES
bm.albedo_color = spark_color
bm.emission_enabled = true
bm.emission = spark_color
bm.emission_energy_multiplier = emission_boost
mesh.material = bm
draw_pass_1 = mesh
func _make_streak_curve() -> CurveTexture:
var c := Curve.new()
c.add_point(Vector2(0.0, 1.0))
c.add_point(Vector2(0.8, 1.0))
c.add_point(Vector2(1.0, 0.0)) # shrink at end of life
var ct := CurveTexture.new()
ct.curve = c
return ct
## Static helper. Spawns a transient one-shot burst at world `position`, oriented to `normal`.
## parent: where to attach the spark instance (defaults to the scene tree root)
## position: world-space impact point
## normal: world-space surface normal at the impact
## intensity: 0.0–1.0+ scales the burst (light tap = 0.4, heavy hit = 1.0, explosion = 1.6)
static func spawn_hit_spark(
parent: Node,
position: Vector3,
normal: Vector3 = Vector3.UP,
intensity: float = 1.0,
scene_path: String = "res://addons/vfx/hit-spark/hit_spark.tscn"
) -> HitSpark:
if not ResourceLoader.exists(scene_path):
push_error("HitSpark: scene missing at %s" % scene_path)
return null
# `var inst := load(...).instantiate()` cannot infer a type; the `as HitSpark`
# cast is what gives this one a static type.
var inst := load(scene_path).instantiate() as HitSpark
if inst == null:
push_error("HitSpark: %s is not a HitSpark scene" % scene_path)
return null
parent.add_child(inst)
inst.global_position = position
# Orient local +Y (cone direction) to the surface normal.
if normal.length_squared() > 0.0001:
inst.look_at(position + normal, _safe_up(normal))
inst.rotate_object_local(Vector3.RIGHT, deg_to_rad(-90.0)) # because look_at uses -Z forward
inst.amount = max(4, int(inst.spark_count * intensity))
inst.restart()
inst.emitting = true
var t := inst.get_tree().create_timer(inst.spark_lifetime + 0.1)
t.timeout.connect(inst.queue_free)
return inst
static func _safe_up(n: Vector3) -> Vector3:
return Vector3.RIGHT if absf(n.dot(Vector3.UP)) > 0.99 else Vector3.UP
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.
- 7d ago First seen · 368 lines · 73 tokens per session scan A 5905036d34d8
hit-spark is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed yesterday), licensed MIT. It adds 73 tokens to every session and 4,403 once invoked, about $0.0004 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 2026-09-03.
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