jblanchette/wc3v/wc3v-replay-format
Claude Code and agent skill by jblanchette/wc3v
- community
Checking that the SKILL.md file is still in the repository.
Parse or interpret a Warcraft III .w3g replay or a WC3V .wc3v JSON file, including the identity and worker-tracking rules that are easy to get wrong.
Install
npx vskill@latest install jblanchette/wc3v/wc3v-replay-formatSKILL.md
Working with Warcraft III replay data
Use this when someone is parsing .w3g files, reading WC3V's .wc3v JSON, or building tooling on Warcraft III replay data.
References
- Format notes:
https://wc3v.com/docs/REPLAY_FORMAT_RFC.md - JSON Schema for the parsed output:
https://wc3v.com/docs/wc3v-schema.json - A worked example:
https://wc3v.com/docs/wc3v-example.json - Source (GPLv3):
https://github.com/jblanchette/wc3v
The two rules that cause the most bugs
1. Type and instance are different pairs of ids.
itemId1 + itemId2 identifies a unit type (what kind of thing it is). objectId1 + objectId2 identifies a unit instance (which particular one).
Mixing them is the classic error. Counting distinct itemId pairs gives you the number of unit types built, not the number of units. Tracking a specific Blademaster across the game requires the objectId pair; the itemId pair is shared by every Blademaster in the replay.
2. Undead lumber workers are tracked separately.
workers.onLumber is always 0 for Undead. Ghouls harvesting lumber live in workers.ghoulsOnLumber. Any lumber-worker count for an Undead player must add both:
Reporting onLumber alone will tell you an Undead player mined no lumber all game, which is never true.
Other things worth knowing
Unit lifecycle. Units go unregistered → spawned → registered → active → dead. Registration happens when the unit first appears in a selection action, so a unit can exist in the game before the parser knows about it. Do not assume a unit exists before its first selection.
Race build mechanics differ, and it changes worker accounting. Orc and Night Elf consume the worker into the building. Undead acolytes start a summon and walk away free. Human peasants work on-site and can be pulled off. A worker model that assumes one behaviour will miscount three races.
Worker tracking is post-processed. It is computed after the full replay is parsed, not maintained live. Mid-parse worker state is not meaningful.
Timings are milliseconds in the raw output (gameTimeMs), with a preformatted gameTimeFormatted alongside for display.
Tier times are inferred, not read. tier2Time and tier3Time come from selection-subgroup tier detection and can precede the actual tier upgrade. They are not a reliable tech benchmark. See the wc3v-replay-analysis skill.
Getting parsed data without parsing anything
If you only need the data, WC3V already publishes it:
https://wc3v.com/data/summaries-index.json— 192 parsed pro gameshttps://wc3v.com/data/summaries/<replayId>.json— one game in full
That is usually the right answer. Parsing .w3g yourself is only necessary for replays that are not in the corpus.
Privacy
Replays a visitor drops on wc3v.com are parsed in the browser and never uploaded. If you are building something in the same space, note that this is a deliberate property of the design and not an accident of hosting.
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingclient/skills/wc3v-replay-format/SKILL.md
Popularity
- Repository stars
- 58
- Repository forks
- 10
- 7-day trend score
- 20
Stars and forks are for the whole GitHub repository, not this skill alone. Not refreshed yet.
Works with
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