RPGJS Studio API Skill
Use this skill to execute content-management tasks against an RPGJS Studio instance.
Image and cinematic generation
For image/video generation with multiple references, video duration and pricing, read references/media.md. Use metadata.referenceImages for up to 9 ordered context images; do not combine it with legacy referenceImage. Video duration is 5–15 whole seconds, default 5, at 8 credits per second. Use metadata.style: "reference" to preserve reference aesthetics (requires at least one reference image). Use metadata.mapReferenceIndices (unique zero-based indices into referenceImages) to identify map thumbnails as environment context without imposing their overhead camera; explicit camera requests and technical asset constraints still apply. Read map thumbnail bytes with GET /api/maps/:mapId/thumbnail before including them as references.
To play a video in an event, use show_cinematic with { "video": "media-id", "allowSkip": false, "bgm": "pause", "preload": true }. Only video is required: skipping and preloading default to true; bgm defaults to "duck" (15% music volume). "pause" resumes music afterwards. Adjacent video blocks share one overlay. See references/media.md for details; no map-to-video association is required.
Inputs
- Check whether a local
RPGSTUDIO.mdfile exists in the current working directory. - If
RPGSTUDIO.mdexists, treat it as local project context and read it first. - Use it to recover persistent values such as:
BASE_URL- any other project-specific instructions relevant to API usage
- Do not recover, request, or persist a
projectId. The API key is scoped to the RPGJS Studio project, so work directly on the user's requested resource. - If
RPGSTUDIO.mddoes not exist, continue normally. - Resolve
BASE_URLfrom the user if provided. - Default
BASE_URLtohttps://rpgjs.studiowhen the user did not specify another host. - Read the API key from the environment variable
RPGSTUDIO_API_KEY.
Mandatory startup workflow
- Check whether
RPGSTUDIO_API_KEYexists before any API call. - When checking
RPGSTUDIO_API_KEY, never print its value in the terminal and never echo it back in the response. - If the variable is missing or empty, stop and tell the user to create an API key first on
${BASE_URL}/api-keys, then exportRPGSTUDIO_API_KEY. - Build authenticated requests with these headers:
-H "x-api-key:$RPGSTUDIO_API_KEY"
-H "Content-Type: application/json"
- Prefer
curlfor HTTP calls. Use another HTTP client only if there is a clear reason. - Fail fast on authentication errors. If the API returns an invalid-key style response,
401, or403, stop the task and tell the user to verify the key or contact support. - Read only the reference file that matches the user task:
references/database.mdreferences/maps.mdreferences/events.mdreferences/event-examples.md
references/blocks.mdreferences/media.mdreferences/settings.mdreferences/project-env.mdreferences/mmorpg.md
Local memory file
Use RPGSTUDIO.md as a lightweight local memory file for the current project.
- Read it at the start if it exists.
- Reuse values already stored there instead of asking again.
- After the task, update or create it with stable, non-secret context discovered during execution.
Typical contents:
- last used
BASE_URL - project-specific conventions or notes useful for future calls
Do not use RPGSTUDIO.md to select a project. The current RPGSTUDIO_API_KEY already identifies the target project, so proceed directly with the user's request.
Never store secrets in this file.
- Do not store
RPGSTUDIO_API_KEY. - Do not print
RPGSTUDIO_API_KEY. - Do not copy raw secret values into logs, terminal output, or markdown.
Request pattern
Define the base command once and reuse it:
BASE_URL="${BASE_URL:-https://rpgjs.studio}"
curl -sS \
-H "x-api-key:$RPGSTUDIO_API_KEY" \
-H "Content-Type: application/json"
For write operations, prefer:
curl -sS -X POST "$BASE_URL/..." \
-H "x-api-key:$RPGSTUDIO_API_KEY" \
-H "Content-Type: application/json" \
-d '{...}'
Execution rules
- Start by identifying the resource domain, then load the matching reference file.
- Use REST semantics:
GET,POST,PUT,DELETE. - Resolve foreign keys before creation or update:
- Search media with
/api/media?query=<search>. - Search database records with
/api/database/:type?query=<search>. - If a matching dependency exists, reuse its returned
_id. - If not found, create it first, then continue with the returned
_id.
- Search media with
- Never call a project listing endpoint just to choose a project. The API key determines the project context.
- When the user asks to create game objects, send the smallest valid payload first, then enrich it only if the task requires more fields.
- Reuse IDs returned by the API instead of guessing them.
- When the user provides a database
_idfor a read, update, or delete task, callGET /api/database/:type/:idfirst and inspect the existing record before deciding the payload or reporting the content. - If an endpoint shape is uncertain, inspect the response from a nearby
GETendpoint first and adapt from that live payload. - Do not continue after an auth failure.
- If a missing dependency would require AI media generation, always call the unified media generation endpoint with
action: "estimate"first. - After the estimate, report the required credits to the user and ask for confirmation before calling
action: "execute". - Never start an AI media generation directly without this estimate and confirmation step.
- For
POST /api/maps/generate, rely onreferences/maps.mdfor the AI map generation workflow and endpoint-specific failure behavior. - Summarize the exact records created, updated, or deleted in the final response.
- When a task reveals stable project context such as
BASE_URLor local conventions, persist that non-secret context intoRPGSTUDIO.mdfor future runs.
Common checks
databasetask: read references/database.mdmaptask: read references/maps.mdeventtask: read references/events.mdevent exampletask: read references/event-examples.mdevent workflow blocktask: read references/blocks.mdmediatask: read references/media.mdsettingstask: read references/settings.mdproject envtask: read references/project-env.mdMMORPG publicationtask: read references/mmorpg.md
Current schema notes
- An authenticated Studio session can publish the current project with
POST /api/mmorpg/publish. Publication prepares every map before sending any update. Failures return a stablecode,stage, and optionalresourceId; seereferences/mmorpg.mdfor the response contract. show_textblocks may setinputEnabled: trueand must then provideinputVariableId, the_idof a database variable receiving the submitted string or number. Cancelling the input storesnull; seereferences/blocks.mdfor the typed input options.- Maps, events, block collections, and database records support multilingual semantic search through their existing list endpoints with
query. The optionalminScoreparameter accepts0..1and defaults to0.40; see the matching resource reference for endpoint-specific filters and response shapes. - Project environment variables are managed with authenticated project routes:
GET /api/projects/:projectId/env,PUT /api/projects/:projectId/env/:name, andDELETE /api/projects/:projectId/env/:name. Plain values are returned in responses; secret values expose onlyisSetand must never be logged or printed. - Playable characters are database Actors under
/api/database/actors. The public runtime database includes Actors and the public project exposesmainActorIdso a new game can preselect the project hero. - Playable identities are database Classes under
/api/database/classes. New Actors require a validclassId; existing legacy Actors without one remain readable. Classes ownname,description,icon, and level-gatedskills, while Actors own appearance, statistics, inventory, and equipment. A Class assigned to any Actor cannot be deleted until those Actors are reassigned. - Character spritesheet metadata can contain
illustration, the media_idof a transparent 4:5 JRPG character illustration inherited by every Actor using that spritesheet. AI generation typeillustrationcosts 5 credits. - Database create and update validation treats
nullfrom non-nullable form fields as an omitted value. When the JSON Schema declares adefault, that default is applied instead; explicit0values and explicitly nullable fields are preserved. Optional object groups containing only omitted values, such as{ "hitbox": { "width": null, "height": null } }, are omitted as well. A validation400identifies the first invalid field with a dotted path inmessage, for example{ "message": "parameters.pdef.start: Required" }. menus.characterSelectconfigures the new-game Actor selector. It supports every Actor withsettings.allActors: true, or an ordered list of Studio Actor_idvalues insettings.actorIds. The selection is player/save-local and does not mutatemainActorId.- Event workflows can open the same selector with
call_character_selectand can assign a Class to the active player withchange_class. The selector can expose every Actor or an ordered unique subset and can optionally allow cancellation. Applying a selected Actor preserves acquired progression; seereferences/blocks.mdfor the exact payloads. - Maps may expose a shader terrain
terrainLayerobject withversion: 1,mode: "control-texture", pixelwidth/height,tileSize,palette, andcontrolTexturemetadata. The control texture is RGBA8; terrain palette index is encoded asR + G * 256, optional light usesBwith128as neutral, andAstores terrain mask coverage for pixel brush strokes. Soft edges are computed from transition/blend metadata at render time. Legacy tile grids are normalized intotileSize x tileSizeblocks, but brush edits can update individual world pixels in the control texture. - Maps may expose a terrain morphology
terrainMorphologyLayerobject withversion: 1,mode: "terrain-morphology", pixelwidth/height,tileSize, andfeatures[]. Each feature is either{ kind: "hole", params, strokes }or{ kind: "wall", params, strokes }; strokes store world-pixelpoints[]andradius. Hole params supportdepth,roundness,roughness, optional facadetextureId, optional bottom-fillfillTextureId,fillHeightclamped to0..100, and optional per-holewaveIntensity,waveDirection, andwaveSpeed; omitted wave fields inherit the map'swaterAnimationvalues, whilewaveIntensity: 0keeps the fill static.textureIdis not used as the bottom-fill fallback. Wall params supportheight,roundness,roughness, and optional facadetextureId; the editor's wall smoothness control maps toroughness = 1 - smoothness. The brush tool modifies the terrain surface; hole/wall tools use the selected terrain texture as the vertical facade while the top surface remains the already-painted base terrain. The renderer merges hole/wall masks as signed terrain levels before drawing, so overlapping strokes are clipped or neutralized instead of being rendered as independent overlays. The editor renders morphology after the base terrain control texture and merges morphology strokes into terrain collision as blocking cells. - Maps may expose
waterAnimation: { enabled, speed, intensity, direction }for map-level liquid animation defaults.directionis measured clockwise in screen-space degrees (0right,90down) and defaults to90. Filled holes inherit these defaults unless their params override them; wave highlights are derived from each fill's local color or texture instead of using a fixed blue tint. PUT /api/maps/:mapIdsupports partial section updates. Omitted map fields are preserved, so prefer sending only changed sections:startX/startYfor start position,eventsfor placements,terrainMorphologyLayerfor morphology, terrain fields for terrain/control texture, element layer arrays for objects, and tileset params for media selection.- Maps may expose top-level lighting settings as
lighting: { sun: { enabled: boolean, intensity: number } }. The sun intensity is clamped to0..1; when enabled, runtime/editor integrations can use it to display automatic shadows for walls, characters, and elements. - Maps may expose
mapLoadBlockCollectionId: string | null. When set,GET /api/game/maps/:mapIdhydrates that collection intomapLoadBlocks, and the RPGJS Studio runtime executes those blocks from the servermap.onJoin(player, map)hook when a player enters the map. This workflow has a player and map context, but no current event context. - Event workflow builders can use execution profiles.
eventBuilderProfiles.mapLoadexposes blocks whoserequiredCapabilitiesfit a player-aware map context and removes current-event field choices from compatible schemas. - Terrain media metadata exposes
sourceTexture, directrowsandcolumns,textureGrid: { columns, rows, tileSize? },terrainTextures[], andtransitions[]. EachterrainTextures[]entry is{ id, index, label, collision?, renderTileSize?, defaultRenderMode? };indexis the atlas-cell source of truth,collisionmarks painted map cells as blocking, andrenderTileSizecontrols the repeated texture size in map-editor world pixels, defaulting to the legacy320pattern size when absent.defaultRenderModesupportshard,fade,water, andcustom:hardis crisp,fadeuseswidth, the UIgrass edgepreset is stored asfadewithwidth: 12andcurve: "sharp"and renders as a grass fringe,wateris the stored generic liquid mode and keeps the atlas texture while deriving clipped tint, shoreline depth, static ripples, and edge glints from the atlas cell color so lava/swamp/acid/oil do not get a fixed blue outline, and unknowncustommodes fall back to an edge highlight unless theirshaderKeyis liquid-like.transitions[]stores exception rules{ from, to, mode, priority? }between terrain ids; it is not a generated Wang transition matrix. Studio terrain generation defaults to a4x4source texture atlas in the UI and persists the generated atlas directly; it no longer creates Wang/autotile output through the image-processing container. Generation requests can setmetadata.sourceTextureColumnsandmetadata.sourceTextureRows; Studio also sendsterrainAtlasColumns,terrainAtlasRows,terrainStyleId, andterrainStylePromptso the server prompt can build a shader-friendly seamless material atlas. Element set (tileset) generation can passmetadata.terrainReferenceImageandmetadata.terrainReferenceMediaIdto use an existing terrain image as a style-compatibility guide; the image data is execution-only and should not be persisted. - Playable character settings are database actors under
/api/database/actors; the project stores the selected actor_idinmainActorId. UseGET /api/database/actors/mainandPUT /api/database/actors/:id/mainto read or change the main hero. The actor owns appearance, hitbox, progression, inventory, animations, and skills. - Actor
hitbox: { width, height }uses positive RPGJS-pixel dimensions and defaults to32 x 32when omitted. The public game project and offline export resolvemainActorIdback to the runtime-compatiblehero,animations, andskillsfields. - Database actors and enemies support combat animation spritesheet media IDs under
animations:attack,hurt,die, andcastSpell. - The RPGJS starter runtime uses these spritesheets in action battle: attack actions, damage/hurt feedback, delayed death removal, and skill/cast usage can temporarily switch to the configured spritesheet.
- Database enemies support action battle AI options under
behavior:enemyType,attackCooldown,visionRange,attackRange,dodgeChance,dodgeCooldown,fleeThreshold,attackPatterns,patrolWaypoints, andgroupBehavior. - Database enemies expose a lightweight preview endpoint:
GET /api/database/enemies/preview?ids=<id1,id2>. Use it when only_id,name, andgraphicare needed for known enemy ids instead of listing or reading full enemy records. Send at most 100 distinct ids per request. GET /api/eventsreturns the legacy event array by default. Addpageorlimitto opt into paginated responses:GET /api/events?page=1&limit=24returns{ data, meta }. Paginated event lists default tosortBy=createdAt&sortDirection=descand supportsortBy=createdAt|updatedAt|name,sortDirection=asc|desc,eventType=all|character|enemy|free, andassignment=all|assigned|unassigned.- Database actors and enemies support level-gated skill acquisition under
skills:{ skillId, level }. - Database skills support media IDs under
icon,animation, andsound. - Project settings support global
audio.uisemantic cues (navigate,confirm,cancel,open,close,error) shared by every native menu. General Action Battle defaults live incombatAudio(battleMusic,attack,skill,hit,hurt,die). Both groups are edited in the Project Audio tab. - Title-screen background music and image are configured with
menus.titleScreen.settings.backgroundMusicandbackgroundImage. Maps do not override combat audio. Database enemies can override battle music and source/reaction cues underaudio.combat. Database skills usesoundfor casting andimpactSoundfor impact; all sound values are Studio media IDs. - Generate full-scene title-screen or in-game artwork with media generation type
image. It produces an opaque, center-cropped 16:9 landscape media record; this is distinct fromillustration, which remains a transparent 4:5 character portrait. Use the resulting media_idinmenus.titleScreen.settings.backgroundImage. - Game/runtime code can read media data usable in the game with
GET /api/game/media/:mediaId; usereferences/media.mdfor details. - Media type changes should use
PUT /api/media/update/:mediaIdinstead of the metadata-only admin endpoint; this synchronizesmetadata.typewith the roottypefield. - Game map responses from
GET /api/game/maps/:mapIdhydrate eventparams.graphic,params.faceset,triggers[].graphic, andtriggers[].facesetas media objects when possible, and expose the active page hitbox asevent.hitbox: { width, height }; usereferences/maps.mdfor the runtime response shape. - Event workflow blocks can call or spawn reusable game events with
call_common_eventandspawn_common_event. Both usecommonEventId;spawn_common_eventcan resolve its position fromplayer,current_event,variable, orfixed. - Event page triggers use
trigger: "player_touch"andtrigger: "event_touch"in page payloads. Runtime trigger payloads store both astype: "onTouch"and distinguish them withtypeData.touchTarget: "player" | "event"; missingtouchTargetmeans player touch for compatibility. In event/event touch workflows, variable and switch blocks use map variables. Player-only blocks receive the first player currently on the map as a temporary fallback until explicit affected-player targeting exists. - Event page
hitboxsupports{ width, height }in RPGJS pixels. Missing hitbox means the runtime default32 x 32. Media/graphic scale changes only the displayed sprite size; it must not alter hitbox width/height. - Event page
optionssupportsdirectionFix,through,alwaysOnTop, andalwaysOnBottom. Use only one rendering layer flag at a time:alwaysOnTopdraws the event above nearby characters, whilealwaysOnBottomdraws it below nearby characters. - Event workflow blocks can use
set_hitboxto calltarget.setHitbox(width, height)on$player,$this, or a map event id.widthandheightare positive RPGJS-pixel dimensions and are not scaled by the target graphic scale. - Event workflow blocks can use
camera_followto callplayer.cameraFollow(target, { smoothMove }). The target is resolved fromeventIdwith$player,$this, or a map event id.smoothMovedefaults totrue; optionaltimeandeasecreate the advanced smooth transition object supported by RPGJS. Theeasefield is a dropdown enum of common easing names such aslinear,easeInQuad,easeOutQuad, andeaseInOutQuad. - Event workflow variable writes must use the public
set_variableblock.change_variableis legacy runtime compatibility only and must not be generated for new payloads.set_variablesupportsvalueSourcevaluesconstant,variable,random,player_x,player_y,player_direction,map_id,gold,player_id,player_name,level,hp, andsp.