rpgmaker-event-writing

rpgmaker-event-writing is a skill for Claude Code, Codex from Xerolo44/RPG-Maker-MV-MCP. It costs 54 tokens per session (1,820 once invoked), scanned A, original, MIT.

An event-writing skill for RPG Maker MV, where an event is a game action or interaction triggered by a player or the game. It creates event command lists for dialogue, choices, conditions, switches, variables, shops, battles, and other scenes.

In plain words
What is it for?
Use it to create NPCs, chests, quests, cutscenes, conversations, choices, conditional interactions, shops, and battles.
Why use it?
It helps keep event commands in the structure RPG Maker expects, including the nesting used for conditional branches and the required list ending. This reduces malformed events and repetitive manual setup.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to create NPCs, chests, quests, cutscenes, conversations, choices, conditional interactions, shops, and battles.

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Install with agentmods
npx agentmods add skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-event-writing
Install

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.

Any agent
npx skills add Xerolo44/RPG-Maker-MV-MCP --skill rpgmaker-event-writing
Clone the repo
git clone --depth 1 https://github.com/Xerolo44/RPG-Maker-MV-MCP

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.

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README.md
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Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,820 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 $0.00054 $0.01820
Opus 5.5 $0.00022 $0.00728
Sonnet 5.5 $0.00011 $0.00364
Haiku 4.5 $0.00005 $0.00182

Measured 11d ago against content hash ad9d87871731, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

rpgmaker-event-writing 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-event-writing/SKILL.md · 51 lines

How it starts

The opening of the file, as written. The whole thing — 51 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Writing events

An event has pages; each page has conditions, an image, a trigger and a list of commands {code, indent, parameters}. Every list ends with {code: 0, indent: 0, parameters: []}. The full table is in the resource rpgmaker://reference/event-commands and the tool event_command_reference.

Fast paths

  • Dialogue: add_dialogue {mapId, eventId, lines, faceName?, position?} builds the 101/401 commands and starts a new message box every 4 lines (the window shows 4 lines).
  • Common patterns (preferred): create_event_from_template {mapId, x, y, template, ...} builds a finished chest, locked door, inn, shop, save point or NPC in one write; it refuses an occupied tile unless allowStack is true. Events are invisible until you give them an image.
  • Branching conversations (preferred): build_dialogue_tree {tree, mapId?, eventId?} compiles nested say / choices / if / set-switch / set-variable / transfer nodes into correctly indented commands. Call it without mapId/eventId (or with dryRun) to preview first. Use these two before hand-writing add_event_command lists; the hand-built indent and terminator bookkeeping is where most event bugs come from.
  • Cutscenes and game flow (same tool): build_dialogue_tree also has presentation nodes - wait, fade (out/in), tint, flash, shake, weather, playAudio, fadeAudio, showPicture, erasePicture, animation, balloon, moveRoute - and game-flow nodes - battle (with onWin / onEscape / onLose), shop, callCommon, label / jump, exit, comment, gold, item, party, learnSkill, recoverAll, nameInput, plugin, scene. Example: [{"fade":"out"},{"battle":{"troopId":3,"canLose":true,"onWin":[{"gold":200}],"onLose":[{"scene":"gameOver"}]}},{"fade":"in"}]. onEscape needs canEscape: true and onLose needs canLose: true. Preview with dryRun, and play important cutscenes: the command layouts come from knowledge of the MV engine, not engine source.
  • Move routes: {moveRoute: {target: "player" | "this" | eventId, steps: [...], repeat?, skippable?, wait?}}. A step is up, down, left, right, turnUp (and the other turns), throughOn/throughOff, {wait: n}, {jump: {x, y}}, {switchOn: id} and so on. The route is written as one 205 command plus a 505 row per step, so never insert commands between those rows by hand. Repeat/wait rule: a route with repeat: true never finishes, so the event cannot wait for it - wait then defaults to false and an explicit wait: true is rejected. A one-shot route waits by default, so the next command runs after it ends.
  • Anything else: add_event_command with a commands array; it inserts before the terminator, or at index.
  • New NPC: create_event {mapId, name, x, y} then add_dialogue. Give it a sprite by passing a page with image: {characterName, characterIndex, direction, pattern: 1} (look at an existing event with get_event for the full page shape).

Read the full file on GitHub · 51 lines

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 Changed · +6 lines ad9d87871731
  2. 13d ago First seen · 45 lines · 54 tokens per session scan A be37cbe1fc61

Subscribe to this mod's changes

rpgmaker-event-writing is a skill published in the GitHub repository Xerolo44/RPG-Maker-MV-MCP (8 stars, last pushed 12d ago), licensed MIT. It adds 54 tokens to every session and 1,820 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-10-24.

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