html5-game-editor: Skill for Cursor

.cursor/skills/add-editor-command/SKILL.md

add-editor-command is a skill for Cursor from andvolodko/html5-game-editor. It costs 55 tokens per session (1,534 once invoked), scanned A, original, MIT.

A workflow for adding editor actions that can be undone and redone. These actions change saved project, scene, asset, prefab, or tilemap data.

In plain words
What is it for?
Use it for creating, deleting, renaming, moving, or changing properties, including pointer or painting gestures that should appear as one history entry.
Why use it?
It prevents user edits from bypassing the editor’s history and becoming impossible to undo.

Skill for Cursor

Written for Cursor: installed under .cursor/.

This is andvolodko/html5-game-editor's own configuration. It tells Cursor how to work on html5-game-editor itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything html5-game-editor configures →

Reuse

Borrowing it

Nothing to install: this file belongs to andvolodko/html5-game-editor. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/andvolodko/html5-game-editor/master/.cursor/skills/add-editor-command/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/andvolodko/html5-game-editor

Made for: Cursor.

Wrote 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.

agentmods badge for add-editor-command

README.md
[![agentmods](https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/add-editor-command/github.svg)](https://agentmods.dev/skills/andvolodko/html5-game-editor/add-editor-command)
Your own site
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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.

agentmods 80×15 button for add-editor-command

Your own site · 80×15
<a href="https://agentmods.dev/skills/andvolodko/html5-game-editor/add-editor-command"><img src="https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/add-editor-command.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 55 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,534 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00055 $0.01534
Opus 5.5 $0.00022 $0.00614
Sonnet 5.5 $0.00011 $0.00307
Haiku 4.5 $0.00006 $0.00153

Measured 2mo ago against content hash c0871a3c58d7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

add-editor-command 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 2mo 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.

.cursor/skills/add-editor-command/SKILL.md · 135 lines

How it starts

The opening of the file, as written. The whole thing — 135 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Add Editor Command

Strict workflow for mutations that participate in undo/redo.

Follow .cursor/rules/editor-commands.mdc and .cursor/rules/editor-ui.mdc. Do not copy those files here.

When to use this skill

  • User-visible project/scene/asset edits that must undo.
  • A React panel currently calls document mutators directly.
  • A pointer/paint gesture needs one history entry on completion.
  • Adding a façade method on Editor that changes persisted state.

Do not use this for:

  • Script gameplay (create-game-component / implement-runtime-feature).
  • Transient UI (Inspector draft strings, Asset Browser search, dock layout).
  • Runtime-only motion that must not write scene files (GameRuntime / setTransform2D on scripts).

Before changing code

  1. Ask: does this change user-editable project state? If yes, it needs a Command.
  2. Find the closest command under packages/editor-core/src/commands/ and copy its shape.
  3. Decide sync vs async:
Sync (execute / undo) Async (async: true, executeAsync)
Typical scene graph, transforms, components catalogue/disk (DeleteAssetCommand, rename folder, scene file)
Manager CommandManager.execute CommandManager.executeAsync
  1. CommandManager has no merge/coalesce API. Do not invent command squashing. Continuous tools preview on the renderer and commit one command on pointer-up (or one stroke). Group several already-built commands with CompositeCommand.

Implementation workflow

1. One class per file

Create packages/editor-core/src/commands/<kebab-name>-command.ts.

export class SetExampleCommand implements Command {
  readonly name = "SetExample";
  private readonly before: Example;
  private readonly after: Example;

  constructor(
    private readonly document: DocumentManager,
    /* selection if the command changes it */
  ) {
    // Capture before/after in the constructor from current document state.
  }

  execute(): void { /* apply after */ }
  undo(): void { /* restore before */ }
}

Read the full file on GitHub · 135 lines

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. 2mo ago First seen · 135 lines · 55 tokens per session scan A c0871a3c58d7

Subscribe to this mod's changes

add-editor-command is a skill published in the GitHub repository andvolodko/html5-game-editor (14 stars, last pushed 1mo ago), licensed MIT. It adds 55 tokens to every session and 1,534 once invoked, about $0.0002 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 2026-08-31.

Related

add-editor-command compared with skills from other repositories

add-editor-command next to 6 skills from other repositories
ModTypeStarsLast pushLicenceScanTokensWorks with
add-editor-commandandvolodko/html5-game-editorSkill141mo agoMITA55Cursor
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vibegame-edittettethu/VibeGameSkill36724d agoApache-2.0A57Claude Code, Codex
hearth-feelechoo19/hearthSkill441mo agoMITA97Claude Code