hytale-custom-items

hytale-custom-items is a skill for Claude Code, Codex from MnkyArts/hytale-skills. It costs 56 tokens per session (4,002 once invoked), scanned A, original, MIT.

A guide for creating custom items in Hytale, the game, including tools, weapons, armour, consumables, and special abilities. Items are defined as JSON asset files in a plugin asset pack.

In plain words
What is it for?
Use it to add custom Hytale weapons, armour, tools, consumable items, interactions, and crafting recipes.
Why use it?
It explains the files and properties needed to add new in-game items instead of leaving their structure to guesswork.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to add custom Hytale weapons, armour, tools, consumable items, interactions, and crafting recipes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mnkyarts/hytale-skills/hytale-custom-items
Install

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.

Any agent
npx skills add MnkyArts/hytale-skills --skill hytale-custom-items
Clone the repo
git clone --depth 1 https://github.com/MnkyArts/hytale-skills

Made for: Claude Code, Codex.

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 hytale-custom-items

README.md
[![agentmods](https://agentmods.dev/badge/skills/mnkyarts/hytale-skills/hytale-custom-items/github.svg)](https://agentmods.dev/skills/mnkyarts/hytale-skills/hytale-custom-items)
Your own site
<a href="https://agentmods.dev/skills/mnkyarts/hytale-skills/hytale-custom-items"><img src="https://agentmods.dev/badge/skills/mnkyarts/hytale-skills/hytale-custom-items/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 hytale-custom-items

Your own site · 80×15
<a href="https://agentmods.dev/skills/mnkyarts/hytale-skills/hytale-custom-items"><img src="https://agentmods.dev/badge/skills/mnkyarts/hytale-skills/hytale-custom-items.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 56 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,002 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.
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 $0.00056 $0.04002
Opus 5 $0.00028 $0.02001
Sonnet 5 $0.00011 $0.00800
Haiku 4.5 $0.00006 $0.00400

Measured 11d ago against content hash 671750471a1a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

hytale-custom-items 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 11d 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.

skills/hytale-custom-items/SKILL.md · 615 lines

How it starts

The opening of the file, as written. The whole thing — 615 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Creating Custom Hytale Items

Complete guide for defining custom items with tools, weapons, armor, and special abilities.

When to use this skill

Use this skill when:

  • Creating new item types
  • Making custom weapons with stats
  • Designing armor sets
  • Creating tools for gathering
  • Adding consumable items
  • Defining item interactions
  • Setting up item crafting recipes

Item Asset Structure

Items are defined as JSON assets in your plugin's asset pack:

my-plugin/
└── assets/
    └── Server/
        └── Content/
            └── Items/
                ├── my_sword.item
                ├── my_armor.item
                └── my_tool.item

Basic Item Definition

File: my_item.item

{
  "DisplayName": {
    "en-US": "Custom Item"
  },
  "Description": {
    "en-US": "A mysterious custom item"
  },
  "Icon": "MyPlugin/Icons/custom_item",
  "MaxStack": 64,
  "Categories": ["MyPlugin:Miscellaneous"],
  "Tags": {
    "Type": ["Resource"]
  }
}

Item Properties Reference

Core Properties

Property Type Default Description
DisplayName LocalizedString - Localized item name
Description LocalizedString - Localized description
Parent String - Inherit from another item
Icon String - Icon texture path
Model String - 3D model for held item
MaxStack Integer 64 Maximum stack size
MaxDurability Integer 0 Durability (0 = infinite)
Categories Array [] Item category references
Tags Object {} Category tags

Visual Properties

Property Type Description
Texture String Item texture
Scale Float Model scale
Animation String Item animation set
Particles String Held particle effect
Trail String Swing trail effect
Light Object Light emission settings

Behavior Properties

Property Type Description
Rarity Enum Common, Uncommon, Rare, Epic, Legendary
BlockId String Block to place (for placeable items)
Interactions Object Interaction type mappings
CanDrop Boolean Can be dropped
DestroyOnDeath Boolean Lost on player death

Read the full file on GitHub · 615 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 11d ago First seen · 615 lines · 56 tokens per session scan A 671750471a1a

Subscribe to this mod's changes

hytale-custom-items is a skill published in the GitHub repository MnkyArts/hytale-skills (5 stars, last pushed 7mo ago), licensed MIT. It adds 56 tokens to every session and 4,002 once invoked, about $0.0003 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 2026-08-31.

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

unity-addressables

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

Besty0728/Unity-Skills · 25 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

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