Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/nightquill/rpgmaker-agent-skillsnpx agentmods add skills/nightquill/rpgmaker-agent-skills/rpgmaker-eventsWrote 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-events)<a href="https://agentmods.dev/skills/nightquill/rpgmaker-agent-skills/rpgmaker-events"><img src="https://agentmods.dev/badge/skills/nightquill/rpgmaker-agent-skills/rpgmaker-events/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-events"><img src="https://agentmods.dev/badge/skills/nightquill/rpgmaker-agent-skills/rpgmaker-events.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 | $0.00122 | $0.02494 |
| Opus 5 | $0.00061 | $0.01247 |
| Sonnet 5 | $0.00024 | $0.00499 |
| Haiku 4.5 | $0.00012 | $0.00249 |
Grade A, and why
rpgmaker-events 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 — 212 lines — stays where its author put it; the contents beside it link to each section on GitHub.
RPG Maker MV/MZ Events Skill
This skill covers reading, writing, and editing event command lists in RPG Maker MV and MZ projects. It teaches agents how events are structured in the project files, which command codes to use for common behaviors, and how to use switches, variables, and self-switches to gate event state.
All event patterns generated by this skill are drafts for developer review — never authoritative final content.
When to Use This Skill
Load this skill when:
- Editing the
listarray inside a CommonEvent or Map event page - Creating NPC behaviors (wandering, dialog gating, shops, inns)
- Setting or checking switch, variable, or self-switch state
- Scaffolding a standard event pattern (chest, shop, inn, door, cutscene, wanderer)
- Expanding or debugging a conditional branch (code 111) structure
- The user mentions events, map events, common events, triggers, switches, or variables in an RPG Maker context
Critical Safety Rules
These rules prevent silent data corruption. Apply them before writing any event command JSON.
-
Code-0 terminator is mandatory. Every event command list must end with
{"code": 0, "indent": 0, "parameters": []}. RPG Maker stops processing at code 0. Its absence causes undefined behavior without error messages. -
Never renumber event IDs. Events in both
CommonEvents.jsonandMapXXX.jsonhaveidfields that match their array index (MV) or object key (MZ). Changing either silently breaks every cross-file reference. -
Indent must match nesting. The
indentfield is purely positional — RPG Maker uses it to determine block membership. Getting it wrong corrupts the event's logical structure and may crash the game. -
Self-switch params are strings, not integers. Code 123 (Control Self Switch) takes
"A","B","C", or"D"forparams[0]. Using integers (0, 1, 2, 3) silently fails at runtime. -
Use 412 to close a conditional branch, not 413. Code 412 is End of Conditional Branch. Code 413 is Repeat Above (loop end — closes code 112). Using 413 to close a 111 corrupts event flow without error.
What ships with it
3 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 · 212 lines · 122 tokens per session scan A ffd92154be29
rpgmaker-events is a skill published in the GitHub repository nightquill/rpgmaker-agent-skills (25 stars, last pushed 4mo ago), licensed MIT. It adds 122 tokens to every session and 2,494 once invoked, about $0.0006 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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