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 rules/andvolodko/html5-game-editor/editor-commandsgit clone --depth 1 https://github.com/andvolodko/html5-game-editorWrote 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/rules/andvolodko/html5-game-editor/editor-commands)<a href="https://agentmods.dev/rules/andvolodko/html5-game-editor/editor-commands"><img src="https://agentmods.dev/badge/rules/andvolodko/html5-game-editor/editor-commands.svg" alt="Measured on agentmods" 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 | $0.00000 | $0.00360 |
| Opus 5 | $0.00000 | $0.00180 |
| Sonnet 5 | $0.00000 | $0.00072 |
| Haiku 4.5 | $0.00000 | $0.00036 |
Grade A, and why
editor-commands 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.
What it actually says
Editor commands layout
Undoable editor mutations live in @game-editor/editor-core under:
packages/editor-core/src/commands/
Rules
- One command class per file. Name files
kebab-casematching the class, e.g.CreateSpriteCommand→create-sprite-command.ts. - Do not add new command classes to a multi-command bag file (
commands.ts,hierarchy-commands.ts, etc.). - Shared helpers used by multiple commands (e.g.
cloneTransform2D) go in small sibling modules (clone-transform-2d.ts), not inside a command file that other commands import for side effects. - Factory helpers that only wire commands (e.g.
createDeleteSelectionCommand) may live in their own file next to the commands they construct. - Re-export public commands from
packages/editor-core/src/commands/index.tsand from the packagesrc/index.tsbarrel. - Commands implement
Commandfrom@game-editor/commandsand mutate throughDocumentManager/SelectionManager— never Pixi/Three objects or React state.
When adding a command
- Create
packages/editor-core/src/commands/<name>-command.ts. - Export it from
commands/index.tsand the packageindex.tsif it is public API. - Add/extend unit tests under
packages/editor-core/src/. - Wire the
Editorfaçade only if the UI/hotkeys need a convenience method.
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 First seen · 30 lines · 0 tokens per session scan A f0a46e19019f
editor-commands is a cursor rule published in the GitHub repository andvolodko/html5-game-editor (6 stars, last pushed 9d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 360 tokens. 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.
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