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 skills add cruisediary/apple-app-review-skills --skill loot-box-disclosuregit clone --depth 1 https://github.com/cruisediary/apple-app-review-skillsWrote 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/cruisediary/apple-app-review-skills/loot-box-disclosure)<a href="https://agentmods.dev/skills/cruisediary/apple-app-review-skills/loot-box-disclosure"><img src="https://agentmods.dev/badge/skills/cruisediary/apple-app-review-skills/loot-box-disclosure/github.svg" alt="Measured on agentmods" height="20"></a>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.
<a href="https://agentmods.dev/skills/cruisediary/apple-app-review-skills/loot-box-disclosure"><img src="https://agentmods.dev/badge/skills/cruisediary/apple-app-review-skills/loot-box-disclosure.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00042 | $0.01772 |
| Opus 5 | $0.00021 | $0.00886 |
| Sonnet 5 | $0.00008 | $0.00354 |
| Haiku 4.5 | $0.00004 | $0.00177 |
Grade A, and why
loot-box-disclosure 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 7d 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 — 133 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Skill: Loot Box Disclosure
Purpose
Detects loot box, gacha, and randomized reward purchase mechanics that lack odds/probability disclosure before purchase, enforcing Guideline 3.1.1's requirement to disclose item drop rates.
Apple Guideline
- Primary: 3.1.1 — Business: Payments — In-App Purchase (Randomized Items)
- Related: 3.1.2
- Reference:
references/guidelines/3-business.md
Real-World Rejection Cases
-
Case: Gacha/loot box game rejected for not showing drop rates before purchase Source: Apple Developer Forums (Guideline 3.1.1 enforcement; multiple developer reports 2020–2024) Root cause: "Loot boxes" and similar randomized reward mechanisms must disclose the odds of receiving each item type before purchase — Apple requires this disclosure to be visible prior to the purchase confirmation step
-
Case: App showed odds table only on a secondary "Info" screen behind a small "?" button — rejected; Apple required disclosure to be visible before the purchase confirmation tap Source: Apple Developer Forums (Guideline 3.1.1 enforcement; multiple developer reports 2021–2023) Root cause: The guideline requires disclosure "prior to purchase" — a secondary screen not shown by default does not satisfy this. Odds must be visible on or immediately adjacent to the purchase UI without requiring additional navigation.
-
Case: Card game app disclosed category-level rates ("Rare: 3%") but did not list odds for individual cards within the category — rejected Source: Apple Developer Forums (multiple threads on 3.1.1 randomized items requirement, 2021–2023) Root cause: Apple requires the odds of receiving each item type, not just aggregate category percentages. When a user could receive one of many distinct rare cards, each card's individual probability must be disclosed.
-
Case: App had odds listed in App Store description and on developer website but not surfaced inside the app itself — rejected Source: Apple Developer Forums Root cause: The in-app disclosure requirement is separate from App Store metadata. Odds must be accessible within the app at the point of purchase, not only in external documentation.
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.
- 7d ago First seen · 133 lines · 42 tokens per session scan A bb1a359a2534
loot-box-disclosure is a skill published in the GitHub repository cruisediary/apple-app-review-skills (16 stars, last pushed 4mo ago), licensed MIT. It adds 42 tokens to every session and 1,772 once invoked, about $0.0002 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 2026-09-05.
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