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 VPDPersonal/Aspid.FastTools --skill aspid-enum-valuesgit clone --depth 1 https://github.com/VPDPersonal/Aspid.FastToolsWrote 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/vpdpersonal/aspid.fasttools/aspid-enum-values)<a href="https://agentmods.dev/skills/vpdpersonal/aspid.fasttools/aspid-enum-values"><img src="https://agentmods.dev/badge/skills/vpdpersonal/aspid.fasttools/aspid-enum-values/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/vpdpersonal/aspid.fasttools/aspid-enum-values"><img src="https://agentmods.dev/badge/skills/vpdpersonal/aspid.fasttools/aspid-enum-values.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 | $0.00087 | $0.00996 |
| Opus 5.5 | $0.00035 | $0.00398 |
| Sonnet 5.5 | $0.00017 | $0.00199 |
| Haiku 4.5 | $0.00009 | $0.00100 |
Grade A, and why
aspid-enum-values 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 4d 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 — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
EnumValues
Namespace Aspid.FastTools.Enums. If the user's scripts have an .asmdef, it must reference Aspid.FastTools.
A read-only table of rows (enum member -> value) plus a Default Value returned when no row matches.
Data comes only from Unity serialization: there is no Add, Remove, indexer or setter.
using Aspid.FastTools.Enums;
using UnityEngine;
public sealed class DamageConfig : ScriptableObject
{
[SerializeField] private EnumValues<DamageType, float> _multipliers;
public float GetMultiplier(DamageType type) => _multipliers.GetValue(type);
}
- Default to
EnumValues<TEnum, TValue>(typed, the key is checked at compile time). UseEnumValues<TValue>only when the asset author must pick the enum in the Inspector;GetValue(type)with a typed enum argument binds toGetValue<TEnum>and does not box the key, while aSystem.Enumvariable binds toGetValue(Enum). Switching a field between the two keeps its data when the selected enum equalsTEnum. - Rows are not created automatically. After adding a field, tell the user to set Default Value and add rows by
hand or via right-click on the table header -> Populate Missing Enum Members. For enums without
[Flags], only members whose value differs from the default need a row. A flags row set to Default Value can override a partial match. Populate skips[Obsolete]members and is unavailable while several objects are selected. foreach (var (key, value) in table)yields rows in list order (struct enumerator, no allocation; throughIEnumerable<T>or LINQ the enumerator is boxed and allocates), never the default, and skips rows whose key no longer resolves.Countis the number of rows it yields.table.TryGetValue(key, out var value)returnstruewhen a row matches.valueis the row's value, or Default Value on a miss, so it tells a missing row from a row equal to Default Value.EnumValues<TValue>also hasTryGetValue<TEnum>.
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.
- 4d ago Changed · +3 lines 128083fc1dd0
- 5d ago Changed · +6 lines d52d5d9a48b3
- 14d ago Changed 5bf593a782b4
- 17d ago Changed · +2 lines fd0b3e5ba5b7
- 20d ago First seen · 52 lines · 87 tokens per session scan A ab6518b5d8d1
aspid-enum-values is a skill published in the GitHub repository VPDPersonal/Aspid.FastTools (24 stars, last pushed today), licensed MIT. It adds 87 tokens to every session and 996 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-09-26.
Other skills, from other repositories
test-designing-guide
Provides test design methodology for Unity projects. Use this skill whenever designing test cases from requirements or specifications, including selecting test techniques, deriving test cases, and formatting them. Even for small features, load this skill to ensure test design rigor.
test-writing-guide
Provides guidelines for writing test code for Unity projects. Make sure to use this skill whenever writing, creating, editing, or modifying test code files (files under Tests/). This includes implementing new tests, fixing test failures, adding test cases, or any task that results in test code changes. Even for small…
edit-scene
Creates and modifies Unity scene and prefab files. Use this skill whenever creating, editing, or modifying .unity scene files or .prefab prefab files. This includes adding GameObjects, building uGUI hierarchies, wiring up components, and any task that results in changes to .unity or .prefab files.
run-tests
Provides guidelines for running Unity tests using the rununitytests tool. Make sure to use this skill whenever running, executing, or re-running tests on the Unity editor. This includes verifying implementations, debugging test failures, running specific test assemblies, or any task that involves the rununitytests…
resolve-diagnostics
Resolves IDE diagnostics (inspections and analyzer findings) at the warning or higher severity level for a given set of files, then applies the solution's code style. Use this skill when a workflow's refactoring step calls for resolving diagnostics, or when the user asks to fix warnings, inspections, or static…
unity-yaml-editing-guide
Provides guidelines for directly editing Unity YAML-serialized asset files for Unity projects. Make sure to use this skill whenever creating, editing, or modifying simple YAML asset files (ScriptableObjects, Materials, etc.) via Edit/Write tools without going through the Unity Editor. This includes adjusting…