rpgmaker-mv-workflow

rpgmaker-mv-workflow is a skill for Claude Code, Codex from Xerolo44/RPG-Maker-MV-MCP. It costs 50 tokens per session (1,636 once invoked), scanned A, original, MIT.

A workflow and safety skill for editing RPG Maker MV projects through an MCP server. It checks the selected project, protects files with session backups, and explains how the game's database and editor should be handled.

In plain words
What is it for?
Use it before changing RPG Maker game data, maps, events, or plugins. It helps inspect the project, preserve backups, follow database conventions, and restore a prior version if needed.
Why use it?
It reduces the risk of overwriting project data, editing while the RPG Maker editor is saving, or writing records in the wrong format. Backups provide a way to restore earlier files.

Skill for Claude CodeCodex

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

Good fit Use it before changing RPG Maker game data, maps, events, or plugins. It helps inspect the project, preserve backups, follow database conventions, and restore a prior version if needed.

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Install with agentmods
npx agentmods add skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-mv-workflow
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-mv-workflow
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 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,636 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 $0.01636
Opus 5.5 $0.00020 $0.00654
Sonnet 5.5 $0.00010 $0.00327
Haiku 4.5 $0.00005 $0.00164

Measured 11d ago against content hash a00cecb0eeb4, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

rpgmaker-mv-workflow 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-mv-workflow/SKILL.md · 59 lines

How it starts

The opening of the file, as written. The whole thing — 59 lines — stays where its author put it; the contents beside it link to each section on GitHub.

RPG Maker MV - working with the MCP server

Before you touch anything

  1. Call get_project_info (or set_project with the project folder if none is selected). It shows the title, start map, counts and plugin list.
  2. The RPG Maker editor keeps the whole database in memory and overwrites the JSON files when it saves. Ask the user to close the editor (or at least not save from it) while you edit, and to reopen the project afterwards.
  3. Every file is snapshotted into .mcp-backups/<session>/ before its first change. Mention list_backups / restore_backup when the user worries about a change.
  4. editor_status reports whether the editor process seems to be running (Windows only) and which files this server wrote were since changed by something else. Call it before a long session and after the user has had the editor open.
  5. If the client was started with --tools (or RPGMV_TOOLS), only some tool groups exist; if a tool named here is missing, tell the user which group to enable (maps, tiles, render, authoring, generation, analysis, assets, ...).

Data conventions you must respect

  • Database arrays are 1-indexed: index 0 is null, and a record's id equals its array position. Never write ids yourself - create_record assigns them.
  • params arrays are [MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK].
  • Read the resource rpgmaker://reference/database-fields for the fields of every record type, rpgmaker://reference/trait-codes for traits and rpgmaker://reference/damage-formulas for formulas.
  • When creating records, fetch an existing one with get_record first and copy its shape - missing fields make the editor choke.

Picking the right tool

Goal Use
New damage / heal / buff / state skill create_damage_skill, create_healing_skill, create_buff_skill, create_state_skill
Change many records at once bulk_update_records (dry run first)
Tune stat curves generate_param_curve, generate_enemy_scaling, then balance_report and simulate_battle
Find where something is used search_records, search_map_events (with searchCommands), find_usages for one id
Bring in an image or sound import_asset, then list_assets and preview_asset
Build a map create_map, get_tileset_info, paint_tiles, render_map_image
Link two maps connect_maps, then list_map_connections
Events and dialogue create_event_from_template, build_dialogue_tree, create_event, add_dialogue, add_event_command
Generate a dungeon or cave generate_map, then render_map_image; reuse pieces with capture_stamp / place_stamp
Several edits that belong together begin_changeset ... commit_changeset
Check events and assets lint_events, audit_assets, simulate_event
Do any references point at records that do not exist? check_references
Can the player get there? What can never happen? analyze_progression
Translate the game export_texts, import_texts
Check the result validate_project, lint_events, audit_assets, render_diff, playtest_start

Read the full file on GitHub · 59 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 · +13 lines a00cecb0eeb4
  2. 13d ago First seen · 46 lines · 50 tokens per session scan A 89dcdc82e3c1

Subscribe to this mod's changes

rpgmaker-mv-workflow 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 1,636 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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