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/tileset-catalog/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/tileset-catalog)<a href="https://agentmods.dev/skills/redseb/rpgmaker-mz-mcp/tileset-catalog"><img src="https://agentmods.dev/badge/skills/redseb/rpgmaker-mz-mcp/tileset-catalog/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/tileset-catalog"><img src="https://agentmods.dev/badge/skills/redseb/rpgmaker-mz-mcp/tileset-catalog.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 | $0.00140 | $0.01630 |
| Opus 5 | $0.00070 | $0.00815 |
| Sonnet 5 | $0.00028 | $0.00326 |
| Haiku 4.5 | $0.00014 | $0.00163 |
Grade A, and why
tileset-catalog 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 — 133 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Tileset catalog bootstrap
Give a custom tileset the same "ask for grass, get a paintable tile id" layer the
built-in Overworld catalog provides — but for sheets the server has never seen.
RPG Maker's default sheets ship an English .txt name sidecar (that's how the
Overworld catalog was built); custom tilesets don't, so their names must come
from looking at the tiles. This skill does that safely: it slices, you name,
it writes a file a human verifies before it's trusted.
When to use
- A project uses a tileset whose sheet filenames aren't
World_A1/A2/B/C(i.e. not the built-in Overworld catalog), and you need semantic names for painting. - Confirm the gap first:
get_tile_catalog(tilesetId)/find_tilecome back empty or thin for that tileset — its custom sheets are silently omitted.
Do not use it for the Overworld tileset; that catalog already exists and is authoritative (from RPG Maker's own labels).
What you produce
A versioned catalog at <projectPath>/data/tilecatalog/<Sheet>.json, one file
per sheet, keyed by the sheet's local index (autotile kind index for A1–A4, flat
tile offset for A5/B–E). Passability and terrain-tag are left null on purpose —
those are design decisions, not perception; a human sets them later.
Workflow
Scripts live in scripts/ next to this file and need only Node (built-in zlib;
no sharp/canvas/pngjs). Let SKILL=.claude/skills/tileset-catalog.
1. Find the sheets to catalog
Read the project's data/Tilesets.json for the target tilesetId; its
tilesetNames array holds the 9 sheet filenames [A1,A2,A3,A4,A5,B,C,D,E]
(empty string = unused slot). The image files are in <projectPath>/img/tilesets/.
Catalog the non-empty sheets that aren't already covered by the built-in catalog.
2. Slice each sheet into a labelled montage
node $SKILL/scripts/slice-tileset.mjs <projectPath>/img/tilesets/<Sheet>.png <workDir>
Writes <workDir>/<Sheet>.samples.png (a montage: one representative sample per
autotile kind — its shape-0, fully-surrounded tile — or per non-transparent flat
tile, each with its local index printed above it in white on a dark strip) and
<Sheet>.samples.json (index → {kind, tileId}). Fully-transparent flat tiles are
dropped; autotile kinds that render mostly-transparent (edge-only sets like clouds)
still appear so you can see and name them.
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 · 133 lines · 140 tokens per session scan A d32bd1383655
tileset-catalog is a skill published in the GitHub repository Redseb/rpgmaker-mz-mcp (5 stars, last pushed 1mo ago), licensed MIT. It adds 140 tokens to every session and 1,630 once invoked, about $0.0007 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.