RPGMakerUltimate-MCP
The RPGMakerUltimate-MCP server provides comprehensive tools to manage and create RPG Maker MV game projects across these areas:
Database Management Create, read, update, delete, and search actors, classes, skills, items, weapons, armors, enemies, states, troops, common events, animations, and tilesets. Includes simplified builders for damage/healing skills, boss enemies, and random encounter troops.
Map Management
Create blank, themed, template-based (106 bundled templates), or procedurally generated maps (Perlin noise, BSP dungeon, cellular automata across 21 themes)
Batch map generation, duplication, validation (detects invalid tile IDs, broken event commands, null references)
Edit tile layers, set display names, organize map tree hierarchy
Connect maps with bidirectional transfer events
Render maps as offline ASCII art with event markers and region IDs
Event Creation
Full CRUD for map events and low-level event command insertion
High-level builders for NPCs (multi-page dialogue), treasure chests, teleporters, shops, inns, boss battles, and puzzle switch/door pairs
Bulk populate maps with NPCs, chests, or bosses at random positions
System Settings Get/update game title, switch/variable names, player starting position, and full System.json data.
Project Management
Project summaries, full context digests (tilesets, maps, actors, items, switches, variables, sprites)
Asset scanning to index images and tile metadata
Tile ID categorization (ground, water, wall, roof, decoration) per tileset
Runtime project switching without restarting the server
Image & Vision Analysis
Send project images (tilesets, sprites, screenshots, battlers, faces) to any OpenAI-compatible vision API for AI descriptions
Offline tileset grid analysis and screenshot quadrant color extraction (no API required)
Enables AI-driven analysis of project images (tilesets, screenshots, etc.) using NVIDIA's vision models via the analyze_screenshot tool.
Enables AI-driven analysis of project images (tilesets, screenshots, etc.) using Ollama's vision models via the analyze_screenshot tool.
Enables AI-driven analysis of project images (tilesets, screenshots, etc.) using OpenAI's vision models via the analyze_screenshot tool.
RPG Maker MV Ultimate MCP Server
A Model Context Protocol server that lets an AI agent edit a real RPG Maker MV project on disk — database, maps, events, system — through 13 consolidated tools, validated against the actual engine so the output is coherent and playable — and it can reason about the project (validate references, explain why an event never fires, critique a map) via analyze_project.
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).
Install
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.
From source
git clone https://github.com/DiegoLopez0208/RpgMakerMVUltimate-MCP
cd RpgMakerMVUltimate-MCP
npm install
npm run build
RPGMAKER_PROJECT_PATH=/path/to/your/project npm startRelated MCP server: RPG Maker MZ MCP Server
The 13 tools
Tool | Purpose |
| List / get by ID / search any database (actors, classes, skills, items, weapons, armors, enemies, states, troops, tilesets, common events, animations) |
| Create entries, with presets: |
| Partial updates; append commands to common events; add enemies to troops |
| Delete entries (with reference-breakage warnings) |
| Map tree, full map data, events, single event, lint ( |
| Knowledge-driven generation: clones a real reference map per theme (or pure procedural / blank / themed / a specific template / batch / duplicate) |
| Fill tile layers, set display names, organize the map tree, connect two maps, set encounters |
| Create (presets: npc, chest, teleport, door, shop, inn, boss, puzzle_switch), update, convert an existing event into a merchant/inn/sign, delete, add commands, bulk-populate |
| Game title, switch/variable names, starting position |
| Read-only project intelligence — |
| Project digest, asset index, per-tileset tile IDs, bundled-template catalog |
| Switch projects at runtime |
| Optional Vision-AI image analysis, plus offline tileset grid measurement and quadrant colors |
Map generation (knowledge-driven)
generate_map defaults to mode: "procedural", which is smarter than the name suggests:
For themes with a matching RTP reference template — town, village, dungeon, interior, castle, world, and more — it clones a hand-authored map from the 106 bundled templates, picking the closest size, so you get real 3D-looking buildings, walls and furniture instead of flat tile noise.
For themes without a template (beach, swamp, desert, …) it generates procedurally (Perlin terrain, BSP dungeons, cellular caves).
Same
seed+ params → the same map. PasstemplateIdto force a specific template, oruseTemplate: falseto 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
Offline map inspection
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.
Project intelligence (analyze_project)
Read-only — it understands the whole project instead of re-reading files, so an agent can reason about a game it didn't build. All offline.
{ view: "overview" }— call this first on an unfamiliar project: counts, a health summary, and maps unreachable from the start.{ view: "validate" }— every consistency problem at once: broken transfers, missing map files, dangling common-event/item/troop references, duplicate IDs, unused switches/variables, unreachable maps.{ view: "explain", target: "switch", id }— why something never happens, e.g. "Switch 12 is read/gated in 3 places but is never set ON" (the usual cause of a door that never opens).target: "map"reports what a deletion would strand.{ view: "usage", kind: "variable", id }— every event/common-event/troop that touches it (with read/write roles).{ view: "graph" }— the map transfer network and reachability.{ view: "ast", mapId, eventId }— an event's logic as a readable tree.{ view: "plugins" }— what plugins the project uses, their parameters and commands.{ view: "critique", mapId }— a designer-style review of one map (dead space, empty/cluttered, event spread, monotony) with justified suggestions.{ view: "refactor" }— duplicated event logic worth extracting into a Common Event.{ view: "search", query: "the blacksmith" }— find things by meaning across names, dialogue and descriptions.
Vision AI (optional)
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 |
| to enable | Base URL of the vision API (e.g. |
| optional | Bearer token; only sent when set. |
| optional | Model name (default |
| optional | Endpoint path (default |
# 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 startSupported backends: OpenAI, Ollama, LocalAI, NVIDIA NIM, vLLM, LiteLLM, or any OpenAI-compatible proxy.
Agent Skill (recommended for any AI agent)
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-mcpThe skill is also listed in awesome-claude-skills.
Knowledge base
Static JSON reference data in knowledge/, extracted from the RPG Maker MV corescript and the bundled maps:
File | Content |
| Tile ID ranges, autotile formula, sheet descriptions |
| Flag bits, common flags, passage check logic |
| ~140 event command codes with parameter schemas |
| Scope, occasion, hitType, damageType, restriction, etc. |
| Trait codes 11-64, effect codes 11-45 |
| Full schemas for all MV data types |
| img/ directories, tileset slots, naming conventions |
| Index of the 106 bundled reference maps |
| Mined multi-tile object stamps (trees, props) per tileset |
| 106 RTP reference map JSONs used for template cloning |
Feedback & contributing
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).
Known limitations & roadmap
Decoration/object semantics are best-effort; rare multi-tile objects may be placed as single tiles.
Town and dungeon layouts keep improving — planned: central plaza/well landmark, houses in rows facing roads, fences/yards, richer road networks, more dungeon-room variety.
Vision AI is optional and requires your own endpoint.
Development
npm install
npm run build # tsc compile (+ copies knowledge/ into dist/)
npm test # vitest
npm run dev # tsx watch modeSource: src/server.ts (tool handlers), src/toolDefinitions.ts + src/router.ts (the 13-tool surface), src/tools/* (per-domain CRUD), src/utils/mapGenerator.ts (template cloning + procedural generation), src/intel/* (the read-only project-intelligence layer behind analyze_project), knowledge/ (static reference data + bundled maps).
License
MIT
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