rpgmaker-plugin-dev

rpgmaker-plugin-dev is a skill for Claude Code, Codex from Xerolo44/RPG-Maker-MV-MCP. It costs 48 tokens per session (587 once invoked), scanned A, original, MIT.

A plugin-development skill for RPG Maker MV, which supports JavaScript add-ons that change how the game engine behaves. It creates, edits, configures, registers, and playtests files in the project's plugin folder.

In plain words
What is it for?
Use it to add or modify game features through plugins, set plugin parameters, enable or disable plugins, and check changes in playtest mode.
Why use it?
It provides the expected plugin header, parameter handling, and safe method-aliasing patterns, helping avoid broken plugin registration or direct engine-file edits. Playtest logs can reveal runtime errors.

Skill for Claude CodeCodex

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

Good fit Use it to add or modify game features through plugins, set plugin parameters, enable or disable plugins, and check changes in playtest mode.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-plugin-dev/github.svg)](https://agentmods.dev/skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-plugin-dev)
Your own site
<a href="https://agentmods.dev/skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-plugin-dev"><img src="https://agentmods.dev/badge/skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-plugin-dev/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-plugin-dev

Your own site · 80×15
<a href="https://agentmods.dev/skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-plugin-dev"><img src="https://agentmods.dev/badge/skills/xerolo44/rpg-maker-mv-mcp/rpgmaker-plugin-dev.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 48 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 587 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 $0.00048 $0.00587
Opus 5.5 $0.00019 $0.00235
Sonnet 5.5 $0.00010 $0.00117
Haiku 4.5 $0.00005 $0.00059

Measured 13d ago against content hash 2af7e52fcdde, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

rpgmaker-plugin-dev 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 13d 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-plugin-dev/SKILL.md · 68 lines

How it starts

The opening of the file, as written. The whole thing — 68 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Plugin development

Tools

list_plugins, read_plugin, create_plugin (scaffold), write_plugin (replace the source), configure_plugin (set parameters, enable/disable), add_plugin / remove_plugin (register in js/plugins.js), then playtest_start and playtest_log to see console errors (NW.js mode).

File header

The editor reads parameters from a comment block at the top of the file:

//=============================================================================
// MyPlugin.js
//=============================================================================
/*:
 * @plugindesc One line shown in the plugin manager.
 * @author Name
 *
 * @param Speed
 * @desc What this parameter does.
 * @default 4
 *
 * @help
 * Describe plugin commands and usage here.
 */

The file name and the registered plugin name must match exactly. Plugin parameters are strings: convert with Number(...) or JSON.parse.

Pattern for changing engine behaviour

Never edit js/rpg_*.js. Alias the original method and call it:

(function() {
  var params = PluginManager.parameters('MyPlugin');
  var speed = Number(params['Speed'] || 4);

  var _Game_Player_initialize = Game_Player.prototype.initialize;
  Game_Player.prototype.initialize = function() {
    _Game_Player_initialize.call(this);
    this.setMoveSpeed(speed);
  };
})();

Always wrap code in an IIFE, keep aliases in local variables and call the original unless you intend to replace it.

Plugin commands

var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
  _Game_Interpreter_pluginCommand.call(this, command, args);
  if (command === 'MyCommand') { /* args are the space-separated words */ }
};

Events call it with event command 356: parameters: ["MyCommand arg1 arg2"].

Order and testing

  • Plugin order matters: plugins that alias the same method wrap each other in load order. list_plugins shows the order.
  • After writing, playtest_start in NW.js mode and read playtest_log for ReferenceError/TypeError. A black screen at startup is almost always a plugin error.
  • Use configure_plugin for parameters instead of editing js/plugins.js by hand.
  • MV runs in NW.js with its own JavaScript engine version: avoid syntax newer than the project's runtime supports unless you have verified it.

Read the full file on GitHub · 68 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. 13d ago First seen · 68 lines · 48 tokens per session scan A 2af7e52fcdde

Subscribe to this mod's changes

rpgmaker-plugin-dev is a skill published in the GitHub repository Xerolo44/RPG-Maker-MV-MCP (8 stars, last pushed 12d ago), licensed MIT. It adds 48 tokens to every session and 587 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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