wc3-map-ts-template: Skill for Cursor

.cursor/skills/wc3-w3x2lni-workflow/SKILL.md

wc3-w3x2lni-workflow is a skill for Cursor from eiriksgata/wc3-map-ts-template. It costs 162 tokens per session (7,771 once invoked), scanned A, original, MIT.

Instructions for editing Warcraft III map terrain, object data, and imported resources in the w3x2lni project format. This format stores map content as folders and text files instead of requiring direct editing of the packaged map file.

In plain words
What is it for?
Use it to change terrain, units, object-editor settings, models, textures, interface files, imports, and map packaging.
Why use it?
It clarifies where map changes belong and prevents incorrect workflows, such as unpacking the built map after editing it in the editor.

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 →

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is dev_lib/w3x2lni/w2l.exe obj ./maps ./dist/map.w3x.

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-w3x2lni-workflow/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-w3x2lni-workflow

README.md
[![agentmods](https://agentmods.dev/badge/skills/eiriksgata/wc3-map-ts-template/wc3-w3x2lni-workflow/github.svg)](https://agentmods.dev/skills/eiriksgata/wc3-map-ts-template/wc3-w3x2lni-workflow)
Your own site
<a href="https://agentmods.dev/skills/eiriksgata/wc3-map-ts-template/wc3-w3x2lni-workflow"><img src="https://agentmods.dev/badge/skills/eiriksgata/wc3-map-ts-template/wc3-w3x2lni-workflow/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-w3x2lni-workflow

Your own site · 80×15
<a href="https://agentmods.dev/skills/eiriksgata/wc3-map-ts-template/wc3-w3x2lni-workflow"><img src="https://agentmods.dev/badge/skills/eiriksgata/wc3-map-ts-template/wc3-w3x2lni-workflow.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 162 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 7,771 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 $0.00162 $0.07771
Opus 5 $0.00081 $0.03886
Sonnet 5 $0.00032 $0.01554
Haiku 4.5 $0.00016 $0.00777

Measured 8d ago against content hash bb1a241c8a16, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

wc3-w3x2lni-workflow 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 8d 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-w3x2lni-workflow/SKILL.md · 272 lines

How it starts

The opening of the file, as written. The whole thing — 272 lines — stays where its author put it; the contents beside it link to each section on GitHub.

w3x2lni (w2l) 工作流与数据放置约定

本技能 wc3-map-ts-template(构建链总览)及 wc3-map-ts-architecturesrc/ 代码结构)并列: 何时看本技能 = 改/加 物编地形(KKWE)资源(mdl/blp/tga/fdf/toc)imp.ini 引用w2l 打包问题,或要向 AI 解释「应该把数据/资源放在哪里」。

KKWE 直接编辑 LNI:禁止解包回写

maps/LNI 工程(根上有空的 .w3x 标记)。KKWE 内置 w3x2lni 插件,原生打开并保存这个目录

在 KKWE 里改什么 保存后写到哪里 还要不要 w2l 解包
地形 / 装饰物 / 单位摆放 maps/map/war3map.w3e / .doo / .wpm …) 不要
物体编辑器 / 地图信息 maps/table/*.ini 不要

对用户说话时的硬规则:

  • 打开 maps/ 改图,不要打开 dist/map.w3x
  • KKWE 保存后源码已更新。禁止再说「保存后再用 w2l 解包 .w3x」「把 dist/map.w3x 解回 maps/」。
  • 本仓库日常 w2l 只打包w2l.exe obj ./maps ./dist/map.w3x。进游戏测图才需要打包。
  • w2l lni 解包只用于第一次把外部独立 .w3x 导入成 LNI 工程,不是地形编辑的后续步骤。

一句话心智模型

  • maps/w2l 的 LNI 工程根(目录化源码,不是「解包出来的临时目录」)。KKWE 读写的就是它。
  • w2l.exe obj ./maps ./dist/map.w3x 把整个 maps/ 打包为标准 map.w3x(MPQ)。输入是 LNI,输出是 obj/MPQ。
  • maps/table/*.iniw3x2lni 特有的 Lni 文本物编,打包时会被 w2l 当作补丁与 _parent 所继承的 Slk 默认数据合并,再以 war3map.w3u/w3a/w3t/w3b/w3d/w3h/w3q + war3mapMisc.txt/war3mapSkin.txt 等形式写入 map.w3x。 KKWE 保存物编时也会直接改这些 ini。
  • maps/resource/**/* 是要随地图进入 MPQ 的 美术/UI 资源(模型、贴图、FDF、TOC 等);必须maps/table/imp.ini 里登记 MPQ 内路径才会进包并被 WAR3 寻址。
  • 路径映射有陷阱:w2l 按扩展名分类,blp/tga/mdx/mdl/dds/tif 打包时会被 剥掉 resource\ 前缀(引擎路径不带 resource),而 fdf/toc/ttf/slk保留 resource\ 前缀。详见下文「关键规则」章节。
  • resource/object-data/*.tsTS 侧物编数据源UnitTable / AbilityTable / ItemTable / BuffTable / MiscTable / TxtTable …)。约定:构建期 scripts/prepack 把它们序列化为 maps/table/*.ini然后 再跑 w2l。运行时禁止修改。

顶层目录总览(以本仓库为准)

路径 角色 写入时机 进不进 MPQ
maps/ w2l LNI 工程根 KKWE 保存 + 手写 + 构建时注入(bootstrap.lua / war3map.j) 打包时整体进 map.w3x
maps/map/ 地形/触发/war3map.j/bootstrap.lua KKWE 保存或构建脚本写 ✅(MPQ 根)
maps/table/*.ini 物编(Lni 文本,w3x2lni 专用) KKWE 保存会自动更新;也可由 resource/object-data/*.ts → prepack 生成或手写 转换为 w3u/w3a/... 后进 MPQ
maps/resource/** 随地图进 MPQ 的资源(.mdl/.mdx/.blp/.tga/.fdf/.toc …) 人工放置 ✅(需登记到 imp.ini
maps/trigger/ 触发相关工程文件 WE / w2l 视 w2l 规则
maps/w3x2lni/ 地图内插件目录(可选) 手写 w2l 会应用其中 plugin/*
maps/.w3x Lni 模式标记文件(存在即告诉 w2l 这是 lni 工程) 由 w2l 首次生成
resource/object-data/* TS 侧物编数据源(类型安全) 手写 TS ❌ 仅参与预打包
resource/model/** 本地素材仓库(可镜像给 maps/resource/ 手写 ❌(需拷贝进 maps/resource/
dev_lib/w3x2lni/ w2l 运行时w2l.exetemplate/data/ 依赖
dev_lib/w3x2lni-src/ w2l 源码(Lua),用来理解规则 依赖

Read the full file on GitHub · 272 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. 8d ago First seen · 272 lines · 162 tokens per session scan A bb1a241c8a16

Subscribe to this mod's changes

wc3-w3x2lni-workflow is a skill published in the GitHub repository eiriksgata/wc3-map-ts-template (25 stars, last pushed 12d ago), licensed MIT. It adds 162 tokens to every session and 7,771 once invoked, about $0.0008 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

hearth-art

Give a Hearth game real art and sound — importing and slicing spritesheets, animations, procedural sprites and sounds, autonomous CC0 asset sourcing (Kenney, itch.io, OpenGameArt, Freesound, Google Fonts) with licensing rules, and pixel-art discipline (never stretch; read the art before using it). Use when the game…

echoo19/hearth · 89 tokens

hearth-build

Structure a Hearth game's world — scenes, entities, components, tilemaps and autotiling (surfaces must connect), collider/sprite alignment, prefabs, animation state machines, and input bindings. Use when creating or arranging what exists in a Hearth game (levels, objects, hierarchies); behavior scripts are…

echoo19/hearth · 75 tokens

hearth-feel

Make a Hearth game feel good, not just run — the juice stack (hit-stop, screen shake, flash, particle bursts, layered sound), tween easing, camera effects, anticipation/recovery animation idioms, game-UX conventions (menus, pause, onboarding, difficulty, save etiquette), effect-asserting playtests, and the quality bar…

echoo19/hearth · 97 tokens

hearth

Operate the Hearth engine as a coding agent — the session loop (recall → snapshot → change → validate → playtest → screenshot → remember), project memory, permission modes, verification, review/undo, and export. Load FIRST whenever a project has a hearth.json or the task mentions Hearth. Routes to the domain skills…

echoo19/hearth · 120 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

hearth-design

Shape a complete Hearth game, not just working mechanics — scoping to session length (the verbs × levels × enemies budget), the teach → develop → escalate → climax → end arc, real endings (a win state, not just game-over), one-element-at-a-time difficulty ramps, scenes-as-levels pacing with gated progress and…

echoo19/hearth · 109 tokens