rpgmaker-events

rpgmaker-events is a skill for Claude Code, Codex from nightquill/rpgmaker-agent-skills. It costs 122 tokens per session (2,494 once invoked), scanned A, original, MIT.

Guidance for reading and editing event command lists in RPG Maker MV and MZ, tools for making role-playing games. Events control map actions such as conversations, doors, shops, chests, and conditions based on switches or variables.

In plain words
What is it for?
Use it to edit event commands, create NPC behaviors, control switches and variables, build common interactions, and debug conditional branches.
Why use it?
It helps prevent malformed event data and missing end markers from breaking game behavior. It also provides safe patterns for common event structures, as drafts for developer review.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions Claude Code.

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is PYTHONPATH=. python scripts/scaffold_event.py \.

Good fit Use it to edit event commands, create NPC behaviors, control switches and variables, build common interactions, and debug conditional branches.

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Install

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.

Clone the repo
git clone --depth 1 https://github.com/nightquill/rpgmaker-agent-skills
agentmods
npx agentmods add skills/nightquill/rpgmaker-agent-skills/rpgmaker-events

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for rpgmaker-events

README.md
[![agentmods](https://agentmods.dev/badge/skills/nightquill/rpgmaker-agent-skills/rpgmaker-events/github.svg)](https://agentmods.dev/skills/nightquill/rpgmaker-agent-skills/rpgmaker-events)
Your own site
<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.

agentmods 80×15 button for rpgmaker-events

Your own site · 80×15
<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>
Per session 122 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,494 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 11d ago against content hash ffd92154be29, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

skills/rpgmaker-events/SKILL.md · 212 lines

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 list array 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.

  1. 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.

  2. Never renumber event IDs. Events in both CommonEvents.json and MapXXX.json have id fields that match their array index (MV) or object key (MZ). Changing either silently breaks every cross-file reference.

  3. Indent must match nesting. The indent field 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.

  4. Self-switch params are strings, not integers. Code 123 (Control Self Switch) takes "A", "B", "C", or "D" for params[0]. Using integers (0, 1, 2, 3) silently fails at runtime.

  5. 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.

Read the full file on GitHub · 212 lines

Files

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.

Changes

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.

  1. 11d ago First seen · 212 lines · 122 tokens per session scan A ffd92154be29

Subscribe to this mod's changes

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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