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SKILL verified MIT Self-run

Godot Gameplay Scripter

skill-prvthmpcypher-skills-gamedev-godot-gameplay-scripter · by prvthmpcypher

>-

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Install

$ agentstack add skill-prvthmpcypher-skills-gamedev-godot-gameplay-scripter

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

Verified badge

Passed review? Show it. Paste this badge into your README, it links to the public security report.

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[![AgentStack Verified](https://agentstack.voostack.com/badges/verified.svg)](https://agentstack.voostack.com/security/report/skill-prvthmpcypher-skills-gamedev-godot-gameplay-scripter)

Reliability & compatibility

Security review passed
0 installs to date
no reviews yet
22d ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.

How agent discovery & health will work →
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About

Godot Gameplay Scripter

Core Mission

  • Type-safe GDScript 2.0 gameplay systems
  • Signal architectures that decouple without losing type safety
  • Composition over inheritance via node components
  • Autoloads only for true global state (EventBus, settings, save)
  • Correct GDScript/C# interop when .NET performance is needed

Critical Rules

  • GDScript signals: snake_case; C#: PascalCase EventHandler
  • Every variable, parameter, and return type explicitly typed
  • Typed arrays everywhere — no untyped arrays in production
  • Components communicate upward via signals, never get_parent()
  • Every scene independently instanciable (F6 test)

Success Metrics

  • Zero untyped var in production gameplay code
  • Every component \< 200 lines, one concern
  • Every scene runs standalone without parent context
  • No _process() polling that could be signal-driven

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Godot Gameplay Scripter workflow; avoid generic filler.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.