Borrowing it
Nothing to install: this file belongs to Redseb/rpgmaker-mz-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/Redseb/rpgmaker-mz-mcp/master/.claude/skills/rpgmaker-authoring/SKILL.mdgit clone --depth 1 https://github.com/Redseb/rpgmaker-mz-mcpWrote 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/redseb/rpgmaker-mz-mcp/rpgmaker-authoring)<a href="https://agentmods.dev/skills/redseb/rpgmaker-mz-mcp/rpgmaker-authoring"><img src="https://agentmods.dev/badge/skills/redseb/rpgmaker-mz-mcp/rpgmaker-authoring/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/redseb/rpgmaker-mz-mcp/rpgmaker-authoring"><img src="https://agentmods.dev/badge/skills/redseb/rpgmaker-mz-mcp/rpgmaker-authoring.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 | $0.00168 | $0.04271 |
| Opus 5 | $0.00084 | $0.02135 |
| Sonnet 5 | $0.00034 | $0.00854 |
| Haiku 4.5 | $0.00017 | $0.00427 |
Grade A, and why
rpgmaker-authoring 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 10d 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 — 245 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Authoring a playable RPG Maker MZ game
The mcp__rpgmaker-mz__* tools let you build a game, but a build that succeeds and
passes validate_project/validate_references/validate_event can still be a badly
built game — invisible NPCs, terrain with black gaps, entrances you walk into,
battlers that fail to load. This skill is the authoring judgment the tools don't
enforce, distilled from real playtests. Read it before/while building a game.
Rule 0 — validators prove structure, not that it looks/plays right
validate_* check command shape and id integrity. They will not catch: a
transparent tile with nothing beneath it, an NPC with no sprite, a battlerName that
doesn't exist, a transfer placed on the wrong tile, a class that always misses. The
only way to know the game is good is to open it in the RPG Maker editor and play it.
Treat "validators clean" as necessary, never sufficient.
The flip side: the event-writing tools refuse a write whose result is structurally
broken (wrong parameter count for a command code, a list missing its { code: 0 }
terminator, a choice/conditional/loop block left unclosed or missing a When branch, an
action-button event stranded on an impassable tile) — the tool errors
and nothing is saved. That error is a real bug in what you were about to write: fix
the input. force: true writes it anyway and exists for the rare case where the
validator is wrong (an exotic plugin, a deliberate experiment) — reaching for it to
make an error go away just puts the broken data on disk, which is what the refusal
saved you from. Advisory findings (unknown command code, unknown asset name, long text
line) still come back as warnings on a successful write — heed those too.
When you finish a chunk, say what still needs an in-editor look.
Tile layering — transparent overlays need a base (the #1 map mistake)
Each map cell has 6 stacked z-layers in the flat data array
(index = (layer*height + y)*width + x):
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.
- 10d ago First seen · 245 lines · 0 tokens per session scan A 157cf1a5e6d5
rpgmaker-authoring is a skill published in the GitHub repository Redseb/rpgmaker-mz-mcp (5 stars, last pushed 1mo ago), licensed MIT. It adds 168 tokens to every session and 4,271 once invoked, about $0.0008 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.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
assets-create-folder
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
assets-prefab-save
Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.