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AI agent toolkit to edit RPG Maker MV: maps, events, database, knowledge-driven map generation
AI agent toolkit to edit RPG Maker MV: maps, events, database, knowledge-driven map generation
This is a well-structured MCP server for RPG Maker MV project editing with comprehensive input validation via Zod and proper file handling. Authentication is not applicable (this is a local file-editing tool). The main concerns are: (1) optional Vision AI feature that sends project images to external APIs when configured, which users must explicitly enable and understand the implications of; (2) broad filesystem access matching its purpose but worth noting; (3) some minor code quality observations around error handling. The server's permissions are appropriate for its stated purpose as a local project editor. Supply chain analysis found 4 known vulnerabilities in dependencies (1 critical, 3 high severity). Package verification found 1 issue.
3 files analyzed · 10 issues found
Security scores are indicators to help you make informed decisions, not guarantees. Always review permissions before connecting any MCP server.
This plugin requests these system permissions. Most are normal for its category.
Set these up before or after installing:
Environment variable: RPGMAKER_PROJECT_PATH
Environment variable: VISION_API_URL
Environment variable: VISION_API_KEY
Environment variable: VISION_MODEL
Environment variable: RPGMV_LEGACY_TOOLS
Add this to your MCP configuration file:
{
"mcpServers": {
"io-github-diegolopez0208-rpgmaker-mv-ultimate": {
"env": {
"VISION_MODEL": "your-vision-model-here",
"VISION_API_KEY": "your-vision-api-key-here",
"VISION_API_URL": "your-vision-api-url-here",
"RPGMV_LEGACY_TOOLS": "your-rpgmv-legacy-tools-here",
"RPGMAKER_PROJECT_PATH": "your-rpgmaker-project-path-here"
},
"args": [
"-y",
"rpgmaker-mv-mcp"
],
"command": "npx"
}
}
}From the project's GitHub README.
A Model Context Protocol server that lets an AI agent edit a real RPG Maker MV project on disk — database, maps, events, system — through 12 consolidated tools, validated against the actual engine so the output is coherent and playable.
Its headline feature is knowledge-driven map generation: instead of painting tiles procedurally, generate_map clones hand-authored reference maps from 106 bundled RTP templates (real multi-tile buildings, walls, furniture) and adapts them to your project's tilesets — falling back to procedural generation only for themes without a template.
The 101 fine-grained v4 tool names still work as call aliases (set RPGMV_LEGACY_TOOLS=1 to also advertise them).
The package ships an executable, so no clone is required. Add it to your MCP client:
{
"mcpServers": {
"rpgmaker-mv": {
"command": "npx",
"args": ["-y", "rpgmaker-mv-mcp"],
"env": {
"RPGMAKER_PROJECT_PATH": "/path/to/your/RPGMakerMV/project"
}
}
}
}
Works with Claude Desktop, Claude Code, opencode, and any MCP-compatible client. The server starts even without RPGMAKER_PROJECT_PATH — call set_project_path at runtime if you didn't set it.
git clone https://github.com/DiegoLopez0208/RpgMakerMVUltimate-MCP
cd RpgMakerMVUltimate-MCP
npm install
npm run build
RPGMAKER_PROJECT_PATH=/path/to/your/project npm start
| Tool | Purpose |
|---|---|
query_database | List / get by ID / search any database (actors, classes, skills, items, weapons, armors, enemies, states, troops, tilesets, common events, animations) |
create_database_entry | Create entries, with presets: damage_skill, healing_skill, buff_skill, state_skill, boss_enemy, encounter_troop |
update_database_entry | Partial updates; append commands to common events; add enemies to troops |
delete_database_entry | Delete entries (with reference-breakage warnings) |
query_map | Map tree, full map data, events, single event, lint (validate), offline ASCII render |
generate_map | Knowledge-driven generation: clones a real reference map per theme (or pure procedural / blank / themed / a specific template / batch / duplicate) |
edit_map | Fill tile layers, set display names, organize the map tree, connect two maps, set encounters |
manage_map_event | Create (presets: npc, chest, teleport, door, shop, inn, boss, puzzle_switch), update, delete, add commands, bulk-populate |
manage_system | Game title, switch/variable names, starting position |
get_project_context | Project digest, asset index, per-tileset tile IDs, bundled-template catalog |
set_project_path | Switch projects at runtime |
analyze_image | Optional Vision-AI image analysis, plus offline tileset grid measurement and quadrant colors |
generate_map defaults to mode: "procedural", which is smarter than the name suggests:
seed + params → the same map. Pass templateId to force a specific template, or useTemplate: false to force pure procedural.Other modes: "blank" (empty canvas you paint with edit_map), "themed" (simple tile layout), "template" (instantiate one specific bundled map by templateId), "batch" (many maps at once), "duplicate" (copy an existing map).
{
"tool": "generate_map",
"arguments": { "mode": "procedural", "theme": "town", "name": "Riverbend", "width": 40, "height": 30 }
}
Combat themes (dungeon/cave/world/fortress/sewer/volcano) auto-wire random encounters from your existing troops, and town/village auto-create enterable house interiors with two-way warps. List available templates with get_project_context { detail: "templates" }.
Themes: forest town village castle dungeon cave beach desert swamp ruins interior snow harbor volcano sewer fortress magic_forest magic_interior space_interior space_exterior world
No API needed:
query_map { view: "ascii", mapId } — render a map as a character grid with event markers (the cheapest way to "see" a layout and pick coordinates).query_map { view: "validate", mapId } — lint for invalid tile IDs, broken transfers, and missing event terminators.analyze_image { mode: "ai" } sends a project image (tileset, sprite, screenshot, battler) to any OpenAI-compatible vision endpoint. It is disabled by default — nothing is sent anywhere unless you configure it. The other modes ("grid", "colors") and all other tools work fully offline.
| Variable | Required | Description |
|---|---|---|
VISION_API_URL | to enable | Base URL of the vision API (e.g. https://api.openai.com, http://localhost:11434). Unset = vision disabled. |
VISION_API_KEY | optional | Bearer token; only sent when set. |
VISION_MODEL | optional | Model name (default meta/llama-3.2-90b-vision-instruct). |
VISION_API_PATH | optional | Endpoint path (default /v1/chat/completions). |
# OpenAI
VISION_API_URL=https://api.openai.com VISION_API_KEY=sk-... VISION_MODEL=gpt-4o npm start
# Ollama (local, no key)
VISION_API_URL=http://localhost:11434 VISION_MODEL=llava npm start
Supported backends: OpenAI, Ollama, LocalAI, NVIDIA NIM, vLLM, LiteLLM, or any OpenAI-compatible proxy.
A portable Agent Skill teaches any model (Claude, DeepSeek, …) the correct, crash-free workflow — building maps with generate_map and adding content with manage_map_event presets instead of hand-painting tiles or guessing IDs. It lives at skill/rpgmaker-mv-mcp/SKILL.md.
# Claude Code / Claude.ai
npx degit DiegoLopez0208/RpgMakerMVUltimate-MCP/skill/rpgmaker-mv-mcp ~/.claude/skills/rpgmaker-mv-mcp
# opencode
npx degit DiegoLopez0208/RpgMakerMVUltimate-MCP/skill/rpgmaker-mv-mcp ~/.opencode/skills/rpgmaker-mv-mcp
The skill is also listed in awesome-claude-skills.
Static JSON reference data in knowledge/, extracted from the RPG Maker MV corescript and the bundled maps:
| File | Content |
|---|---|
tile-ids.json | Tile ID ranges, autotile formula, sheet descriptions |
passage-flags.json | Flag bits, common flags, passage check logic |
event-commands.json | ~140 event command codes with parameter schemas |
enums.json | Scope, occasion, hitType, damageType, restriction, etc. |
trait-effect-codes.json | Trait codes 11-64, effect codes 11-45 |
database-schemas.json | Full schemas for all MV data types |
image-paths.json | img/ directories, tileset slots, naming conventions |
map-templates.json | Index of the 106 bundled reference maps |
stamps.json | Mined multi-tile object stamps (trees, props) per tileset |
maps/ | 106 RTP reference map JSONs used for template cloning |
This server is actively developed and feedback is very welcome — bug reports, weird maps, missing tools, or ideas. Please open a GitHub Issue with what you asked the agent to do and what you got (an exported map JSON or a screenshot helps a lot).
npm install
npm run build # tsc compile (+ copies knowledge/ into dist/)
npm test # vitest
npm run dev # tsx watch mode
Source: src/server.ts (tool handlers), src/toolDefinitionsV5.ts + src/v5Router.ts (the 12-tool v5 surface), src/tools/* (per-domain CRUD), src/utils/mapGenerator.ts (template cloning + procedural generation), knowledge/ (static reference data + bundled maps).
MIT
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