hit-spark

hit-spark is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 73 tokens per session (4,403 once invoked), scanned A, original, MIT.

A one-shot burst of small sparks that sprays from an impact and follows the surface direction. It is made for Godot game scenes.

In plain words
What is it for?
Use it for bullet impacts, sword clashes, ricochets, hammer strikes, footsteps on stone, and sparks at lightning endpoints.
Why use it?
It gives collisions and weapon hits visible direction and energy, so impacts do not look flat or silent.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it for bullet impacts, sword clashes, ricochets, hammer strikes, footsteps on stone, and sparks at lightning endpoints.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/hit-spark
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 SummerEngine/summer-engine-agent --skill hit-spark
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

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 hit-spark

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/hit-spark/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/hit-spark)
Your own site
<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.

agentmods 80×15 button for hit-spark

Your own site · 80×15
<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>
Per session 73 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,403 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00073 $0.04403
Opus 5 $0.00036 $0.02201
Sonnet 5 $0.00015 $0.00881
Haiku 4.5 $0.00007 $0.00440

Measured 7d ago against content hash 5905036d34d8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

skills/visual-effects/recipes/hit-spark/SKILL.md · 368 lines

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 lightning and muzzle-flash recipes (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 RigidBody3D shards, then sparks on top.
  • The user wants water droplets at a water impact — recolor this recipe blue/white (it works) or pair with water-ripple for 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 fire particles 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

Read the full file on GitHub · 368 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. 7d ago First seen · 368 lines · 73 tokens per session scan A 5905036d34d8

Subscribe to this mod's changes

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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