cocos-reverse-engineering

A toolkit for examining games made with Cocos Creator, a game-development platform. It can recover project files such as scripts, scenes, textures, audio, and character animations, including encrypted script files, and rebuild an editable project.

In plain words
What is it for?
Use it to extract assets, decrypt Cocos script files, and reconstruct Cocos Creator 2.x or 3.x projects.
Why use it?
It helps turn a packaged Cocos game into files that can be inspected and edited.

Plugin for Claude Code

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.

Claude Code
/plugin marketplace add Crain99/cocos-reverse-engineering-skill
agentmods
npx agentmods add plugins/crain99/cocos-reverse-engineering-skill/cocos-reverse-engineering
Clone the repo
git clone --depth 1 https://github.com/Crain99/cocos-reverse-engineering-skill

Made for: Claude Code.

Per session not measured What this adds to a session before it is invoked.
When invoked not measured Not applicable: nothing here is loaded into a session.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Security

Grade A, and why

cocos-reverse-engineering 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 2d 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.

plugins/cocos-reverse-engineering/.claude-plugin/plugin.json · 14 lines

What it actually says

{
  "name": "cocos-reverse-engineering",
  "version": "1.0.0",
  "description": "Reverse engineer Cocos Creator 2.x / 3.x games: recover scripts, scenes, prefabs, textures, audio, Spine/DragonBones; decrypt XXTEA-encrypted .jsc files; rebuild an editable project.",
  "author": {
    "name": "Crain99"
  },
  "repository": "https://github.com/Crain99/cocos-reverse-engineering-skill",
  "license": "MIT",
  "keywords": ["cocos", "cocos-creator", "reverse-engineering", "game", "jsc", "xxtea", "spine", "dragonbones", "asset-extraction"],
  "skills": "./skills/",
  "commands": "./commands/"
}
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. 2d ago First seen · 14 lines scan A b5dcb341546f

Subscribe to this mod's changes

cocos-reverse-engineering is a plugin published in the GitHub repository Crain99/cocos-reverse-engineering-skill (35 stars, last pushed 4mo ago), licensed MIT. Its token cost is not measured: this kind of file is read by the harness, not the model. 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 2026-08-30.