rpgmaker-map-building

rpgmaker-map-building is a skill for Claude Code, Codex from Xerolo44/RPG-Maker-MV-MCP. It costs 50 tokens per session (1,757 once invoked), scanned A, original, MIT.

A map-building skill for RPG Maker MV, a game-making tool. It uses the RPG Maker server to create and edit maps, place tiles and events, preview the result, and connect maps with doors.

In plain words
What is it for?
Use it to build game areas, paint ground and objects, place event markers, inspect tile passability, and preview a map as an image.
Why use it?
It replaces manual, hard-to-check map edits with a repeatable loop of planning, painting, previewing, and fixing. This makes it easier to catch misplaced tiles, objects, and map connections.

Skill for Claude CodeCodex

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

Good fit Use it to build game areas, paint ground and objects, place event markers, inspect tile passability, and preview a map as an image.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-map-building
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-map-building
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.

agentmods badge for rpgmaker-map-building

README.md
[![agentmods](https://agentmods.dev/badge/skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-map-building/github.svg)](https://agentmods.dev/skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-map-building)
Your own site
<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.

agentmods 80×15 button for rpgmaker-map-building

Your own site · 80×15
<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>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,757 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 $0.00050 $0.01757
Opus 5.5 $0.00020 $0.00703
Sonnet 5.5 $0.00010 $0.00351
Haiku 4.5 $0.00005 $0.00176

Measured 11d ago against content hash a19edcd25293, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

skills/rpgmaker-map-building/SKILL.md · 67 lines

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

  1. create_map with a size and tilesetId; pass fill (e.g. {sheet: "A2", kind: 16}) so layer 0 is not empty.
  2. get_tileset_info {tilesetId} for the overview, then get_tileset_info {tilesetId, sheet: "A2"} for kinds and passability. get_tileset_image shows the sheet so you can pick by looks.
  3. paint_tiles with a list of operations (cells, rect, fill). Autotile edges and corners are computed for you - paint plain rectangles and let the shapes resolve.
  4. render_map_image after every few operations. It draws the real graphics, event sprites and numbered markers. Use x/y/width/height to zoom and showGrid to read coordinates and showPassability to tint cells red that are blocked in at least one direction.
  5. 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_tileset to switch sets (existing ids keep their numbers, so repaint if the layouts differ).
  • Check passability in get_tileset_info before 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.

Read the full file on GitHub · 67 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 · +19 lines a19edcd25293
  2. 13d ago First seen · 48 lines · 50 tokens per session scan A e742f76fa4f1

Subscribe to this mod's changes

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.

Related

rpgmaker-map-building compared with skills from other repositories

rpgmaker-map-building next to 6 skills from other repositories
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rpgmaker-map-buildingXerolo44/RPG-Maker-MV-MCPSkill812d agoMITA50Claude Code, Codex
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unity-addressablesBesty0728/Unity-SkillsSkill1.9kyesterdayMITA25Claude Code, Codex
unity-manual-componentBesty0728/Unity-SkillsSkill1.9kyesterdayMITA36Claude Code, Codex