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.
npx skills add MnkyArts/hytale-skills --skill hytale-events-apigit clone --depth 1 https://github.com/MnkyArts/hytale-skillsWrote 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.
[](https://agentmods.dev/skills/mnkyarts/hytale-skills/hytale-events-api)<a href="https://agentmods.dev/skills/mnkyarts/hytale-skills/hytale-events-api"><img src="https://agentmods.dev/badge/skills/mnkyarts/hytale-skills/hytale-events-api/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.
<a href="https://agentmods.dev/skills/mnkyarts/hytale-skills/hytale-events-api"><img src="https://agentmods.dev/badge/skills/mnkyarts/hytale-skills/hytale-events-api.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00055 | $0.03728 |
| Opus 5 | $0.00028 | $0.01864 |
| Sonnet 5 | $0.00011 | $0.00746 |
| Haiku 4.5 | $0.00006 | $0.00373 |
Grade A, and why
hytale-events-api 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.
How it starts
The opening of the file, as written. The whole thing — 709 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Hytale Events API
Complete guide for handling server events and creating custom event systems.
When to use this skill
Use this skill when:
- Listening for player actions (connect, chat, interact)
- Reacting to world changes (blocks, chunks)
- Handling entity events (damage, death, spawn)
- Creating custom events
- Managing event priorities and cancellation
- Implementing async event handlers
Event System Architecture
Hytale has two event systems:
- General Event Bus - Server-wide events (players, worlds, assets)
- ECS Event System - Entity-specific events (damage, interactions)
General Event Bus
Event Registration
Register in plugin setup():
@Override
protected void setup() {
// Global listener - receives ALL events of this type
getEventRegistry().registerGlobal(
PlayerConnectEvent.class,
this::onPlayerConnect
);
// Keyed listener - receives events with specific key
getEventRegistry().register(
AddPlayerToWorldEvent.class,
"world_name",
this::onPlayerAddToWorld
);
// Priority listener
getEventRegistry().registerGlobal(
EventPriority.FIRST,
SomeEvent.class,
this::onSomeEvent
);
// Unhandled listener - only if no keyed handler processed
getEventRegistry().registerUnhandled(
SomeEvent.class,
this::onUnhandledEvent
);
}
Event Priorities
public enum EventPriority {
FIRST((short)-21844), // Runs first
EARLY((short)-10922),
NORMAL((short)0), // Default
LATE((short)10922),
LAST((short)21844); // Runs last
}
Handlers execute in priority order. Use custom short values for fine-grained control.
Event Cancellation
For cancellable events:
private void onPlayerInteract(PlayerInteractEvent event) {
if (shouldBlock(event)) {
event.setCancelled(true);
}
}
Check cancellation:
private void onEvent(SomeEvent event) {
if (event instanceof ICancellable cancellable && cancellable.isCancelled()) {
return; // Already cancelled by earlier handler
}
// Process event
}
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.
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.
- 11d ago First seen · 709 lines · 55 tokens per session scan A 406208786c33
hytale-events-api is a skill published in the GitHub repository MnkyArts/hytale-skills (5 stars, last pushed 7mo ago), licensed MIT. It adds 55 tokens to every session and 3,728 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.
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