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/andvolodko/html5-game-editor/update-documentationnpx skills add andvolodko/html5-game-editor --skill update-documentationgit 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/skills/andvolodko/html5-game-editor/update-documentation)<a href="https://agentmods.dev/skills/andvolodko/html5-game-editor/update-documentation"><img src="https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/update-documentation.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 5.1 | $0.00054 | $0.01155 |
| Opus 5 | $0.00027 | $0.00577 |
| Sonnet 5 | $0.00011 | $0.00231 |
| Haiku 4.5 | $0.00005 | $0.00115 |
Grade A, and why
update-documentation 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 5d 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.
How it starts
The opening of the file, as written. The whole thing — 98 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Update Documentation
Keep human docs aligned with code. Code wins when they disagree.
Do not update roadmap/history sections merely to produce documentation churn.
Only update documentation that becomes incorrect or incomplete because of the implementation.
When to use this skill
- A shipped behavior, format, command, hotkey, panel, asset kind, node type, or package boundary changed.
PROJECT.md/docs/README.md“start here” tables would send readers to the wrong file.- README feature table or layout/port list would omit a new game or capability.
Do not use this to:
- Rewrite
docs/roadmap.mdor README “Suggested next work” because a task was completed unless that line is now false. - Add new topic pages for localized Inspector/UI tweaks.
- Duplicate
.cursor/rules/*.mdcintodocs/.
Before changing code (or finishing a feature)
- Diff the implementation against the docs in the table below — do not load every file.
- Treat these as authoritative:
| Kind | File |
|---|---|
| Operator setup, ports, games list, feature table | README.md |
| Invariants, packages, which topic to open | PROJECT.md |
| Developer “I want to…” index | docs/README.md |
| Scene JSON / components / prefabs | docs/scene-model.md |
| Script components how-to | docs/guides/add-a-script-component.md |
| Assets / generated files | docs/assets.md |
| Aseprite CLI | docs/aseprite.md |
| Editor façade, commands, panels | docs/editor.md |
| Shortcuts | docs/hotkeys.md |
| Runtime / independent games | docs/runtime.md |
| Pixi/Three adapters, node-type table | docs/renderers.md |
| HTTP / path confinement | docs/project-server.md |
| Package boundaries, performance | docs/architecture.md |
| Collaboration (design only today) | docs/collaboration.md — do not describe it as shipped |
| Phases / remaining work | docs/roadmap.md |
| Screenshots | docs/screenshots/ |
Cursor workflows live in .cursor/skills/ (this tree). Persistent constraints live in .cursor/rules/. Do not copy a skill into docs/ unless a human how-to is missing (docs/guides/add-a-script-component.md already pairs with create-game-component).
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.
- 5d ago First seen · 98 lines · 54 tokens per session scan A eb3cfd0a8a3d
update-documentation is a skill published in the GitHub repository andvolodko/html5-game-editor (6 stars, last pushed 11d ago), licensed MIT. It adds 54 tokens to every session and 1,155 once invoked, about $0.0003 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
review-architecture
Review a PR against the Pascal architectural rules — package boundaries (core/viewer/editor/nodes), the registry-driven composition model (def.geometry / def.renderer / def.system), legacy-dispatch regressions, the slots + world-scale-UV convention for new nodes/geometry, hook hygiene (useEditor/useScene/useViewer)…
open-pr2
Open or update a pull request on pascalorg/editor with a plain-language issue-and-fix description based on the full branch diff. Use only when the user explicitly asks for OpenPR2 or /open-pr2.
open-pr
Open a pull request on pascalorg/editor using the repo's PR template. Use when the user asks to open/create a PR, push and PR, or ship a branch in the editor repo.
self-evolve
Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
vibegame-build
Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.