wc3-map-ts-template: Skill for Cursor

.cursor/skills/wc3-map-ts-architecture/SKILL.md

wc3-map-ts-architecture is a skill for Cursor from eiriksgata/wc3-map-ts-template. It costs 90 tokens per session (1,748 once invoked), scanned A, original, MIT.

A map of the source code and subsystems in a Warcraft III TypeScript map project. It shows where gameplay systems, user interface code, configuration, utilities, and documentation live.

In plain words
What is it for?
Use it to locate gameplay systems, UI components, configuration, events, buffs, damage logic, and related documentation.
Why use it?
It helps an agent find the right files before changing a feature, especially in a large map codebase.

Skill for Cursor

Written for Cursor: installed under .cursor/.

This is eiriksgata/wc3-map-ts-template's own configuration. It tells Cursor how to work on wc3-map-ts-template 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 wc3-map-ts-template configures →

Reuse

Borrowing it

Nothing to install: this file belongs to eiriksgata/wc3-map-ts-template. 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/eiriksgata/wc3-map-ts-template/main/.cursor/skills/wc3-map-ts-architecture/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/eiriksgata/wc3-map-ts-template

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 wc3-map-ts-architecture

README.md
[![agentmods](https://agentmods.dev/badge/skills/eiriksgata/wc3-map-ts-template/wc3-map-ts-architecture/github.svg)](https://agentmods.dev/skills/eiriksgata/wc3-map-ts-template/wc3-map-ts-architecture)
Your own site
<a href="https://agentmods.dev/skills/eiriksgata/wc3-map-ts-template/wc3-map-ts-architecture"><img src="https://agentmods.dev/badge/skills/eiriksgata/wc3-map-ts-template/wc3-map-ts-architecture/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.

agentmods 80×15 button for wc3-map-ts-architecture

Your own site · 80×15
<a href="https://agentmods.dev/skills/eiriksgata/wc3-map-ts-template/wc3-map-ts-architecture"><img src="https://agentmods.dev/badge/skills/eiriksgata/wc3-map-ts-template/wc3-map-ts-architecture.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 90 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,748 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00090 $0.01748
Opus 5 $0.00045 $0.00874
Sonnet 5 $0.00018 $0.00350
Haiku 4.5 $0.00009 $0.00175

Measured 7d ago against content hash a8b978710dfc, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

wc3-map-ts-architecture 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.

.cursor/skills/wc3-map-ts-architecture/SKILL.md · 90 lines

How it starts

The opening of the file, as written. The whole thing — 90 lines — stays where its author put it; the contents beside it link to each section on GitHub.

wc3-map-ts-template 架构与模块速查

与本仓库另一技能的关系

  • wc3-map-ts-template:构建链、YDWE/KKWE、bootstrap.luawar3map.j、w3x2lni LNI(KKWE 直接保存 maps/,不解包)、maps/table/*.ini
  • 本技能(wc3-map-ts-architecture):应用层 TypeScript 源码结构、各目录职责、常见功能「去哪找」。

二者同时适用时:改打包/物编/载入先看前者;改游戏逻辑与 UI 先看本技能。

项目定位(一句话)

基于 TypeScript → TSTL → Lua魔兽争霸 III 1.27a 地图工程模板,使用 @eiriksgata/wc3ts 与 KKWE/YDWE JAPI;src/main.tsinitialize() 为运行时入口,main() 为延迟启动的游戏逻辑入口。

顶层目录

路径 职责
src/ 全部 TS 业务与系统代码;TSTL 输出到 dist/
maps/ w3x2lni LNI 工程(KKWE 直接打开/保存;map/resource/table/ 等)
lua/ bootstrap.lua 源,构建时复制到 maps/map/
scripts/ Node 构建:build.tsdev.tscommon.ts(注入 Cheat、bootstrap 等)
docs/ 组件与系统说明(Tips、Panel、热重载、事件等)
dev_lib/ KKWE、w3x2lni 等本地工具

src/ 一级结构

目录 / 文件 职责
main.ts 导出 initialize()onHotReload();集中注册系统、加载 TOC、调用各子系统 init
config/ 地图与玩家等配置:Map.tsPlayers.tsMapUnit.tsindex.ts 聚合导出
constants/ 按 frame / game / ui 分类的常量;见 constants/README.md
types/ 公共类型
utils/ helper.tsqueue.tsCameraControl.ts 等通用工具
ydlua/ ydlua 封装入口(mainydlua.getInstance().initialize()
examples/ 可运行示例(按钮、Dialog、Tips、单位事件、JAPI 等),用于对照 API
test/ 地图内测试/演示入口(如遗物、技能测试)

src/system/ 子系统(核心)

按「找功能」用途速查:

区域 路径 职责摘要
事件 system/event/ GameEventMouseEventKeyboardEventEventBus / EventEmitterindex.tsmouseEvents.initialize() 等在 main 中调用
UI 基类 system/ui/ UIComponent.tsUILayout.tsScreenCoordinates.tsDamageTexttagGameUIConsole
UI 组件 system/ui/component/ ButtonPanelDialogTipsTextMessageListUnitBloodGachaPanelKKWEHeroBloodBarRelicBarUI 等;多继承 UIComponentBase
FDF system/ui/fdf/ FDFButton 等与 Frame 资源相关的封装
伤害 system/damage.ts DamageSystem 单例,与技能/攻击结算相关
Buff system/buff/ BuffBuffManagerBuffSystemShieldBuff;驱动力与持续时间 tick
护盾 system/ShieldSystem.ts 与 Buff 配合,吸收伤害并写回 event damage
召唤 system/SummoningSystem.ts 召唤物逻辑入口
遗物 system/relic/ RelicRegistryRelicPoolRelicSystemtypesdefinitions/*.ts 单遗物定义;registerDefaultContent.ts 注册内容;index.ts 导出注册函数
Actor system/actor.ts 演员/单位表现相关辅助
模块与热重载 ModuleManager.tsHotReload.ts 模块注册、依赖顺序初始化、require 热替换(main 中热重载相关调用多已注释,慎用)
其它 console.tsLeakDetector.ts 调试控制台、泄露检测(可选启用)

Read the full file on GitHub · 90 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. 7d ago First seen · 90 lines · 90 tokens per session scan A a8b978710dfc

Subscribe to this mod's changes

wc3-map-ts-architecture is a skill published in the GitHub repository eiriksgata/wc3-map-ts-template (25 stars, last pushed 11d ago), licensed MIT. It adds 90 tokens to every session and 1,748 once invoked, about $0.0005 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 2026-09-03.

Related

Other skills, from other repositories

onejs-setup-and-overview

Use this skill whenever the user wants to build or set up user interface in a Unity project using OneJS, React, TypeScript, or JSX, e.g. 'add a main menu to my game', 'build a settings screen', 'make a HUD', 'set up OneJS', 'my OneJS panel is blank', 'the UI is not hot reloading'. Covers confirming OneJS is installed…

Singtaa/OneJS · 199 tokens

rpg-stat-catalyst

A core TypeScript library for RPG game mathematics. Handles attribute points, leveling curves, and stat derivation (HP, Dmg, etc.).

kennyzir/7deer_skills · 36 tokens

three-webgl-game

Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.

openai/plugins · 45 tokens

pixi-js

Expert guidance for Pixi.js game development with TypeScript, focusing on high-performance web and mobile games.

Mindrally/skills · 24 tokens

hearth-code

Write behavior in Hearth — Lua/JS scripts, the ctx API (input, timers, tweens, events, camera, audio, save), script modules and require, the dot-call and userdata pitfalls, deterministic RNG, and the check-script/edit-script iteration loop. Use when making things happen in a Hearth game (movement, AI, pickups, rules)…

echoo19/hearth · 88 tokens

phaser-2d-game

Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.

fanfan-de/anybox · 48 tokens