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.
npx skills add Xerolo44/RPG-Maker-MV-MCP --skill rpgmaker-map-buildinggit clone --depth 1 https://github.com/Xerolo44/RPG-Maker-MV-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/xerolo44/rpg-maker-mv-mcp/rpgmaker-map-building)<a href="https://agentmods.dev/skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-map-building"><img src="https://agentmods.dev/badge/skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-map-building/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/xerolo44/rpg-maker-mv-mcp/rpgmaker-map-building"><img src="https://agentmods.dev/badge/skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-map-building.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 | $0.00050 | $0.01757 |
| Opus 5.5 | $0.00020 | $0.00703 |
| Sonnet 5.5 | $0.00010 | $0.00351 |
| Haiku 4.5 | $0.00005 | $0.00176 |
Grade A, and why
rpgmaker-map-building 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 — 67 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Building maps
Loop: plan -> paint -> look -> fix
create_mapwith a size andtilesetId; passfill(e.g.{sheet: "A2", kind: 16}) so layer 0 is not empty.get_tileset_info {tilesetId}for the overview, thenget_tileset_info {tilesetId, sheet: "A2"}for kinds and passability.get_tileset_imageshows the sheet so you can pick by looks.paint_tileswith a list of operations (cells,rect,fill). Autotile edges and corners are computed for you - paint plain rectangles and let the shapes resolve.render_map_imageafter every few operations. It draws the real graphics, event sprites and numbered markers. Usex/y/width/heightto zoom andshowGridto read coordinates andshowPassabilityto tint cells red that are blocked in at least one direction.- Fix what looks wrong and repeat.
render_map(text) is the cheap alternative when you only need exact tile ids.
Layers
| Layer | Holds | Notes |
|---|---|---|
| 0, 1 | ground | A1-A5 tiles default to layer 0 |
| 2, 3 | upper tiles | B-E (objects) default to layer 2 |
| 4 | shadows | bit mask 0-15 (the four quarters) |
| 5 | regions | id 0-255, used by encounters and plugins |
Erasing needs an explicit layer: {tile: 0, layer: 2, ...}.
Tile choice
- A1 water/waterfalls, A2 ground, A3 building tops/walls, A4 wall tops and sides, A5 plain ground tiles, B-E decoration/objects.
- Tiles from a sheet the tileset does not assign are invisible - the tools refuse them. Use
set_map_tilesetto switch sets (existing ids keep their numbers, so repaint if the layouts differ). - Check passability in
get_tileset_infobefore relying on a tile as a floor or a wall: a "wall" you can walk through is the most common map bug. - A tile painted on layer 0 without ground below it shows black where the tile is transparent - put a ground fill underneath first.
Composition tips
- Start with the big shapes (ground fill, water, paths), then buildings and walls, then objects (trees, signs) on layer 2, then events.
- Leave a walkable border or an exit; players must be able to reach every event.
- Vary the ground: a second A2 kind in patches looks much better than one flat fill.
- Keep doors and exits 1 tile wide and mark them clearly.
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 Changed · +19 lines a19edcd25293
- 13d ago First seen · 48 lines · 50 tokens per session scan A e742f76fa4f1
rpgmaker-map-building is a skill published in the GitHub repository Xerolo44/RPG-Maker-MV-MCP (8 stars, last pushed 12d ago), licensed MIT. It adds 50 tokens to every session and 1,757 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.
rpgmaker-map-building compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| rpgmaker-map-buildingXerolo44/RPG-Maker-MV-MCP | Skill | 8 | 12d ago | MIT | A | 50 | Claude Code, Codex |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 19d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 10d ago | Apache-2.0 | A | 95 | Claude Code |
| scenario-unreal-gameplayscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 121 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 8d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |
| unity-manual-componentBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 36 | Claude Code, Codex |