World of ClaudeCraft is a browser-based classic-style multiplayer online game with a persistent shared world that can also run locally or be controlled through a Python reinforcement-learning interface. Players can quest and raid in the online world, while developers can host it themselves and train AI agents to play. The catalogue skills, agents, instructions, hooks, and setting support workflows for interacting with and developing the game.
Borrowing it
Nothing to install: this file belongs to levy-street/world-of-claudecraft. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/levy-street/world-of-claudecraft/main/.claude/skills/pr-screenshots/SKILL.mdgit clone --depth 1 https://github.com/levy-street/world-of-claudecraftWrote 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/levy-street/world-of-claudecraft/pr-screenshots)<a href="https://agentmods.dev/skills/levy-street/world-of-claudecraft/pr-screenshots"><img src="https://agentmods.dev/badge/skills/levy-street/world-of-claudecraft/pr-screenshots/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/levy-street/world-of-claudecraft/pr-screenshots"><img src="https://agentmods.dev/badge/skills/levy-street/world-of-claudecraft/pr-screenshots.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00099 | $0.01033 |
| Opus 5 | $0.00049 | $0.00517 |
| Sonnet 5 | $0.00020 | $0.00207 |
| Haiku 4.5 | $0.00010 | $0.00103 |
Grade A, and why
pr-screenshots 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 12d 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 — 73 lines — stays where its author put it; the contents beside it link to each section on GitHub.
PR screenshots
The repo rule (root CLAUDE.md): a visual change ships with before/after screenshots,
desktop and mobile where relevant, committed under docs/screenshots/ and referenced from
the PR body. This skill is the capture recipe.
1. Use the change-aware tooling first
With npm run dev running (serves :5173):
git diff <base>...HEAD > /tmp/pr.diff
BROWSER_PATH=/path/to/chrome DIFF_FILE=/tmp/pr.diff SHOTS_DIR=pr-shots \
node scripts/pr_screenshots.mjs
scripts/pr_screenshots.mjs drives the OFFLINE client through the shared entry flow
(scripts/enter_offline_game.mjs, which handles the intro overlay that otherwise hides
#ui) and decides WHAT to shoot from the diff: specific windows via the target table,
the generic desktop/mobile HUD for broad visual changes, and nothing for non-visual diffs.
Adding coverage is one entry in scripts/pr_shot_targets.mjs, not a new script. Each
target maps changed-path substrings to a bring-up recipe (driving window.__game) and a
clip region. Only write a bespoke scripts/<thing>_shot.mjs when the flow genuinely cannot
be a target entry (for example an online-only or multi-client scene).
Standing capture rule (maintainer preference): every capture rig seeds the LOWEST
graphics preset before the app boots. Seed it the way the existing rigs seed presets,
via page.evaluateOnNewDocument writing localStorage woc_settings with
{ graphicsPreset: 1 } before page.goto. scripts/climb_stall_shot.mjs shows the
seeding MECHANISM, but copy only the shape: that rig deliberately seeds a high profile
(preset 5, the Advanced expert profile whose sub-dials it also seeds; the ladder in
src/ui/options_view.ts tops out at the Insane preset above Ultra) because its purpose
is a graphics shot. The default preset is not the lowest either (src/game/settings.ts
pins the range), so an unseeded rig is NOT lowest. The one
exception: shots whose PURPOSE is a graphics comparison (preset ladders, VFX quality,
shadow tiers) keep the preset the comparison needs.
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.
- 12d ago First seen · 73 lines · 99 tokens per session scan A 6850e6dd96a4
pr-screenshots is a skill published in the GitHub repository levy-street/world-of-claudecraft (2,251 stars, last pushed yesterday), licensed MIT. It adds 99 tokens to every session and 1,033 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 2026-08-30.
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