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 →

Combat Meter · 1.0.0

What your damage is actually made of

A row per ability with crit rate, average and biggest hit, plus your real miss, dodge and parry rates and what is hitting you back.

The game has its own meter. This answers what that one does not.

The Combat Meter panel on its Damage tab, reading 2,542 damage in 22s, last fight. Seven ability rows (Auto Shot, Measured Shot, Fell Shot, Fevered Draw, Venom Barb, Rattling Shot, Chain Arc) each show hits, crit rate, average and max, with the fill behind each row tinted by damage school, and a summary line reading hit 100%.
Rows tinted by damage school

Cooldown Bars (Example) · 1.0.0

Everything on cooldown, soonest first

A draining bar for every ability you have on cooldown, with an exact bar for anything regenerating a charge.

Also the example addon: one file, no build step. It is what authors copy.

The Cooldowns panel, five draining bars ordered by time remaining: Rapid Fire 4.4s, Volley 5.8s, Counter Shot 10.4s, Wildheart 97.5s and Shellskin 155.5s, each with the ability's own icon.
Soonest ready at the top

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.

Dev Harness ships too: it exercises every API surface and reports what it found, so authors can check a change in the game rather than only in a test.

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

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');
});

Read the authoring docs →