Userscript · MIT · read-only

Addons for World of ClaudeCraft

One install button adds an Addons entry to the game menu. Browse a built-in marketplace, install an addon, configure it, all inside the game, with nothing about the game itself modified.

It runs as a userscript. It reads only what the game already hands the browser, and it never plays for you.

Needs Tampermonkey or Violentmonkey. Three minutes, mostly waiting on the store.

The Addons window inside the game, on the Installed tab beside Browse, Marketplaces, Updates, Dev and Diagnostics. Combat Meter, Cooldown Bars and Dev Harness are each listed as RUNNING with their version, author and description, a Configure button and a ticked Enabled checkbox.
The Addons window · Installed tab

What ships with it

The full catalog →

16 addons ship with the loader, reviewed and installed from inside the game. Five of them:

1.6.0 · combat

Combat Meter

Damage, healing and damage taken broken down per ability, pet included, with rates, crits and your real miss and dodge rates. Pages back through past fights, kept across a reload.

On the left, The fight you are in, the Combat Meter on its Damage tab, the fight strip reading Current: six ability rows tinted by damage school under a per-second total, above the attack table. On the right, One you already had, the same panel paged back one fight, the strip naming the mob and marking page two of three, above that earlier fight and its own rows.

1.5.1 · economy · interface

Satchel

Everything you own, on every character: bags, bank, Materials Vault and mailbox pooled into one row an item; hover for who holds how many where. Vault materials against their cap, and vendor value.

On the left, Everything you own, one row an item, pooled across every character and searchable, sortable and filterable by who holds it, each name coloured by its tier, with what the whole list goes for at the Merchant along the bottom On the right, One character, live, the bags of the character in play, as a grid of squares bordered by item tier, one of them padlocked

1.2.0 · interface · world

Facemark

A nameplate over every unit: health, casts, effects and raid marks. It names the side each player is on in PvP, which no field says, and whether a cast is coming at you.

On the left, A pull, two nameplates over the units they belong to, each with a name, a level and a health bar. The hostile one is the current target: a drawn star marks it, its level is orange for being two above the player, its health bar is edged in white and carries a thin blue mana strip under it, and under its cast bar a red tag says the cast is coming at you. The friendly one shows a lighter shield laid over the end of its health bar and an effect tile. On the right, A battleground, two player nameplates in a battleground, side by side, both named in red for the other side. Each health bar is tinted with that player's class colour, olive for the rogue and cyan for the mage. The rogue is marked as carrying a flag; the mage's cast bar shows the frostbolt icon beside its name, with a red tag under it saying the cast is coming at you and a thin blue mana strip over it.

1.5.0 · world · progression · interface

Trailmark

Where the thing your quest wants actually is: the zone, the distance, the way to turn and a world pin for every objective in your log, and who takes each quest that is ready.

a panel of the outstanding objectives in your quest log, each a bar saying how far along it is, where it is and which way to turn, with pins in the world below

1.7.5 · economy · interface

Ledgerline

A price history for a market that keeps almost none, and a scanner over it: every page you read at the Merchant is written down, each listing is judged against the vendor's floor, the page's own second-cheapest and your recorded prices, what is worth buying is ranked by what you would clear on the resale.

Panel 1 of 3, What to buy, underpriced listings ranked by what each clears Panel 2 of 3, The ledger, every price recorded, each against its own range Panel 3 of 3, Your listings, undercuts washed red

The whole install

Press Escape. There is a new entry.

No launcher, no account, nothing to keep running. The loader waits for the HUD to exist and adds one button to the menu you already use.

The in-game Game Menu listing Key Bindings, Controller, Graphics, Interface, Audio, Performance Overlay, Report a Bug, Unstuck, Logout and Return to Game, with a new Addons entry at the bottom, above the game's version readout.
Game Menu · Addons, added by the loader

The other 11

Before you install anything

Installing an addon is equivalent in trust to installing a browser extension.

Addon code runs in the game page and can read anything the page can, including your session token. The woc API is an ergonomic surface, not a security boundary.

The official marketplace

Ships with the loader, cannot be removed, and its contents are reviewed. It is the same repository as the loader itself.

Third-party marketplaces

You may add your own. Doing so means trusting whoever maintains it with your account. The loader says so at that moment, not afterwards.

Read-only, by design

No send API, no synthetic input, no automation of play. Addons reformat information you already have. This is a boundary, not a missing feature.

What you see before it runs

The loader shows what the addon declares. Read the declaration and the caveat under it together: they are one statement.

  • Read the world: your character, your party, your target, nearby units
  • Draw its own windows, buttons and messages inside the game
  • Bind keys, and see a key press before the game does

The declared list is what the author says the addon is for, not a limit the loader enforces.

The Browse tab showing an install confirmation for Cooldown Bars. It lists what the addon says it needs to do, then a gold warning that the declared list is what the author says the addon is for, not a limit the loader enforces, and that addon code runs with the same access to the page as the game itself, including your login token.
The install prompt, in the game

Fully outside the game

No game source is modified and no build is forked. The loader reaches the game only through surfaces a browser already gets:

  • window.__gamethe global the game already exposes
  • WebSocketobserved, never written to
  • HUD DOM idswhere panels anchor themselves
  • audio packfor addon sounds that match the game

Writing one is small

A folder, a JSON manifest, one plain JavaScript file. No bundler, no toolchain, no framework.

site/content/examples/minimal.js
const win = woc.ui.frame({
  id: 'main',
  title: 'My Addon',
  save: true,
});

woc.net.onEvent('damage', (event) => {
  win.body.textContent = String(event.amount);
});

woc.keys.bind('toggle', () => {
  win.toggle();
  woc.sound.play('ui_click');
});

Dev Harness ships with the loader for this: it exercises every API surface and reports what it found, so a change can be checked in the game rather than only in a test.

Read the authoring docs →