world-of-claudecraft: Skill for Claude Code

.claude/skills/write-game-tooltips/SKILL.md

write-game-tooltips is a skill for Claude Code from levy-street/world-of-claudecraft. It costs 74 tokens per session (339 once invoked), scanned A, original, MIT.

Instructions for writing clear, exact player-facing tooltips for World of ClaudeCraft, a game with spells, talents, items, and combat mechanics.

In plain words
What is it for?
Use them when adding or reviewing tooltips, tracing the code that implements an effect, writing English text, adding focused tests, and running related checks.
Why use it?
They prevent tooltip text from disagreeing with the live game rules, such as damage, targets, durations, scaling, or resource use.

Skill for Claude Code

Written for Claude Code: user-invocable in frontmatter.

This is levy-street/world-of-claudecraft's own configuration. It tells Claude Code how to work on world-of-claudecraft 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 world-of-claudecraft configures →

About the project

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.

levy-street/world-of-claudecraft · 2,251 stars · on GitHub · worldofclaudecraft.com

Reuse

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.

Copy the file
curl -O https://raw.githubusercontent.com/levy-street/world-of-claudecraft/main/.claude/skills/write-game-tooltips/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/levy-street/world-of-claudecraft

Made for: Claude Code.

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 write-game-tooltips

README.md
[![agentmods](https://agentmods.dev/badge/skills/levy-street/world-of-claudecraft/write-game-tooltips/github.svg)](https://agentmods.dev/skills/levy-street/world-of-claudecraft/write-game-tooltips)
Your own site
<a href="https://agentmods.dev/skills/levy-street/world-of-claudecraft/write-game-tooltips"><img src="https://agentmods.dev/badge/skills/levy-street/world-of-claudecraft/write-game-tooltips/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 write-game-tooltips

Your own site · 80×15
<a href="https://agentmods.dev/skills/levy-street/world-of-claudecraft/write-game-tooltips"><img src="https://agentmods.dev/badge/skills/levy-street/world-of-claudecraft/write-game-tooltips.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 74 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 339 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 $0.00074 $0.00339
Opus 5 $0.00037 $0.00169
Sonnet 5 $0.00015 $0.00068
Haiku 4.5 $0.00007 $0.00034

Measured 13d ago against content hash 640517041815, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

write-game-tooltips 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 13d 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.

.claude/skills/write-game-tooltips/SKILL.md · 32 lines

What it actually says

Write game tooltips

Make every tooltip clear enough to understand in one read and exact enough to test.

Required workflow

  1. Read docs/design/tooltip-writing.md in full.
  2. Read the live content definition and every runtime handler for the effect.
  3. List the action, target, values, timing, scaling stat, triggers, caps, and consumption rules.
  4. Write the English source in the order the player experiences it.
  5. Use resolved values for anything changed by rank, gear, talents, or specialization.
  6. Add or update a focused test that compares the tooltip with the combat result.
  7. Run the relevant tooltip, mechanic, i18n, and type checks.

Hard rules

  • Never infer mechanics from the old description.
  • Never claim an effect scales until the live combat path proves it.
  • Never hide a trigger, cap, target limit, stack rule, cooldown reset, or resource change.
  • Never repeat metadata already shown above the description unless the repetition prevents a real misunderstanding.
  • Never hand-edit non-English locale overlays or generated i18n files.
  • Never use flavor text in place of an exact rule.

Write the English pass first. Locale work follows the repository release workflow.

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. 13d ago First seen · 32 lines · 74 tokens per session scan A 640517041815

Subscribe to this mod's changes

write-game-tooltips is a skill published in the GitHub repository levy-street/world-of-claudecraft (2,251 stars, last pushed yesterday), licensed MIT. It adds 74 tokens to every session and 339 once invoked, about $0.0004 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.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens