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 nightquill/rpgmaker-agent-skills --skill rpgmaker-dialoggit clone --depth 1 https://github.com/nightquill/rpgmaker-agent-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/nightquill/rpgmaker-agent-skills/rpgmaker-dialog)<a href="https://agentmods.dev/skills/nightquill/rpgmaker-agent-skills/rpgmaker-dialog"><img src="https://agentmods.dev/badge/skills/nightquill/rpgmaker-agent-skills/rpgmaker-dialog/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/nightquill/rpgmaker-agent-skills/rpgmaker-dialog"><img src="https://agentmods.dev/badge/skills/nightquill/rpgmaker-agent-skills/rpgmaker-dialog.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 | $0.00109 | $0.02677 |
| Opus 5 | $0.00055 | $0.01339 |
| Sonnet 5 | $0.00022 | $0.00535 |
| Haiku 4.5 | $0.00011 | $0.00268 |
Grade A, and why
rpgmaker-dialog 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 — 294 lines — stays where its author put it; the contents beside it link to each section on GitHub.
RPG Maker Dialog Skill
This skill covers reading, writing, and editing NPC dialog in RPG Maker MV and MZ projects. It teaches agents where dialog lives in the project files, what the event command structure looks like, and how to maintain character voice consistency when drafting new lines.
All dialog suggestions generated by this skill are drafts for developer review — never authoritative final copy.
Where Dialog Lives
Dialog is stored as structured event commands in three locations:
1. data/CommonEvents.json
Reusable dialog sequences — inn conversations, quest hand-ins, shop greetings.
This file is a JSON array where index 0 is always null. Each event object
has an id, name, and list of event commands.
[
null,
{
"id": 1,
"name": "Innkeeper Dialog",
"trigger": 0,
"switchId": 0,
"list": [
{ "code": 101, "indent": 0, "parameters": ["Actor1", 0, 0, 2] },
{ "code": 401, "indent": 0, "parameters": ["Welcome to the village inn!"] },
{ "code": 0, "indent": 0, "parameters": [] }
]
}
]
2. data/MapXXX.json event pages
NPC dialog attached to a specific map. Each map file has an events array
(null at index 0). Each event has a pages array, and each page has a list
of event commands.
{
"events": [
null,
{
"id": 1,
"name": "Innkeeper",
"pages": [
{
"list": [
{ "code": 101, "indent": 0, "parameters": ["Actor1", 0, 0, 2] },
{ "code": 401, "indent": 0, "parameters": ["Hello traveler!"] },
{ "code": 0, "indent": 0, "parameters": [] }
]
}
]
}
]
}
3. data/System.json terms
UI text — menu labels, battle messages, status names. Not NPC dialog, but
text fields agents may need to review or update. Modify with care; this file
also holds the currency unit name (currencyUnit) and other engine settings.
Dialog Command Codes
Every dialog block follows this structure. For the full command code reference,
see ../shared/references/event-command-codes.md.
What ships with it
4 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 · 294 lines · 109 tokens per session scan A ab5ea5d5d0c1
rpgmaker-dialog is a skill published in the GitHub repository nightquill/rpgmaker-agent-skills (25 stars, last pushed 4mo ago), licensed MIT. It adds 109 tokens to every session and 2,677 once invoked, about $0.0005 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 2026-08-30.
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