rpgjs-studio
RPGJS Studio API Skill
Use this skill to execute content-management tasks against an RPGJS Studio instance.
Public game database reads resolve actor and enemy appearances in batches per project, preserving media links and explicit overrides. See references/database.md for the response behavior.
Image and cinematic generation
For a new character, use type: "spritesheet" with metadata.generationMode: "idle" to create a transparent 1024×768 image of four static poses (down, left, right, up) in a 2×2 grid for 5 credits. Studio then opens /media/apps/character-editor/:id; create named animations there through spritesheet.ai as separate media associated with the base character, using the idle sheet as the reference image. Existing spritesheet animation requests remain 15 credits. See references/media.md.
For deletion in the Studio editor, use the project-scoped character animation endpoint documented in references/media.md; it removes the animation reference and stored image together.
Base64 references accept MIME parameters; recognized PNG/JPEG/GIF/WebP signatures take precedence over missing or incorrect MIME headers, including text/xml. Invalid references return HTTP 400 and refund the startup debit.
Media generation debits metered API-key credits on execute before enqueueing; estimates do not debit. Startup failures are refunded, and terminal execution failures use a persisted refund step. A queued response is acceptance only: poll the returned instance. See references/media.md for billing and reference storage behavior.
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.