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 agentmods add skills/wesleysalzer/gamecodex/debugnpx skills add WesleySalzer/GameCodex --skill debuggit clone --depth 1 https://github.com/WesleySalzer/GameCodexWhat 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 | $0.00015 | $0.00067 |
| Opus 5 | $0.00008 | $0.00034 |
| Sonnet 5 | $0.00003 | $0.00013 |
| Haiku 4.5 | $0.00002 | $0.00007 |
Grade A, and why
debug scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
Copies of this mod
1 near-identical copy found in the catalogue:
- debug — 100% identical, 0 lines differ
What it actually says
Use the gamecodex debug_guide MCP tool to help diagnose and fix this issue: "$ARGUMENTS".
Provide the diagnosis, likely causes, and a concrete fix with code. Reference relevant GameCodex docs if available.
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.
- yesterday First seen · 8 lines · 15 tokens per session scan A b7500d84b450
debug is a skill published in the GitHub repository WesleySalzer/GameCodex (4 stars, last pushed 2mo ago), licensed MIT. It adds 15 tokens to every session and 67 once invoked, about $0.0001 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.
Other skills, from other repositories
unreal-asset-operation
Query and manage UE assets via UCP. Use when the user asks about asset search, dependencies, referencers, asset CRUD, asset management, getting selected/current assets, opening/closing asset editors, or any editor asset operation in Unreal Engine.
unreal-material-editing
Edit UE material node graphs and properties via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rewire material expression nodes, or change material properties like ShadingModel or BlendMode.
unreal-actor-editing
Manage actors in UE levels via UCP. Use when the user asks to spawn, delete, move, duplicate, select, or otherwise manipulate actors in the Unreal Engine editor.
unreal-niagara-editing
Edit Niagara systems, emitters, and scripts via UCP. Use when the user asks to create/modify particle effects, manage emitters, configure modules, set module inputs, edit Niagara script graphs, or any Niagara VFX operation.
unreal-large-blueprint-analysis
Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets. Use when the user asks to convert a Blueprint to C++, audit a complex Blueprint, or understand a large Blueprint's full logic.
unreal-modeling-meshops
Skill "unreal-modeling-meshops" from Italink/UnrealClientProtocol, covering 建模 — 网格操作, 库, 修复函数, 修复结构体 and 简化函数.