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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
VISION_MODELNoModel name to use (default: meta/llama-3.2-90b-vision-instruct)meta/llama-3.2-90b-vision-instruct
VISION_API_KEYNoAPI key / bearer token for vision API (default: sk-proxy)sk-proxy
VISION_API_URLNoBase URL of the vision API (default: http://127.0.0.1:9999)http://127.0.0.1:9999
VISION_API_PATHNoAPI endpoint path (default: /v1/chat/completions)/v1/chat/completions
RPGMAKER_PROJECT_PATHYesPath to the RPG Maker MV project directory

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
get_actors

Get all actors from the RPG Maker MV project. Returns the full Actors.json data (excluding null entries).

get_actor

Get a single actor by ID from the RPG Maker MV project.

create_actor

Create a new actor in the RPG Maker MV project with the specified properties.

update_actorB

Update an existing actor's properties (partial update). Only the fields provided will be changed.

search_actorsA

Search actors by name or nickname (case-insensitive).

get_itemsA

Get all items from the RPG Maker MV project.

get_weaponsB

Get all weapons from the RPG Maker MV project.

get_armorsB

Get all armors from the RPG Maker MV project.

get_skillsA

Get all skills from the RPG Maker MV project.

create_itemB

Create a new item (consumable: potions, scrolls, etc.). Generates a complete RPG Maker MV item object.

create_weaponB

Create a new weapon. Generates a complete RPG Maker MV weapon object.

create_armorB

Create a new armor. Generates a complete RPG Maker MV armor object.

update_itemB

Update an existing item, weapon, or armor by ID (partial update).

search_itemsA

Search items, weapons, or armors by name or description (case-insensitive).

get_skillC

Get a single skill by ID.

get_all_skillsB

Get all skills from the RPG Maker MV project.

create_skillB

Create a new skill with full control over all properties including damage, effects, etc.

create_damage_skillA

Create a damage-dealing skill (simplified). Sets damage type to HP damage automatically.

create_healing_skillB

Create a healing skill (simplified). Sets damage type to HP recover automatically.

create_buff_skillB

Create a buff skill (simplified). Adds a buff effect to a parameter for a number of turns.

create_state_skillC

Create a state-inflicting skill (simplified). Adds a state effect like poison, sleep, etc.

update_skillB

Update an existing skill's properties (partial update).

search_skillsA

Search skills by name or description (case-insensitive).

get_map_infosA

Get information about all maps in the project (MapInfos.json). Returns the map tree structure.

get_mapA

Get full map data by ID including events, tiles, and settings.

get_map_eventsB

Get all events from a specific map.

get_map_eventB

Get a specific event from a map by event ID.

create_mapB

Create a new map with specified dimensions and properties. Optionally generates a tile layout by theme. When a tilesetId is provided with a theme, uses the enhanced V2 generator that reads actual tileset tile IDs for coherent, beautiful maps with proper shadow/region layers.

fill_map_layerA

Fill an entire tile layer of a map with a specific tile ID. Useful for setting base terrain.

create_map_eventB

Create a new event on a map with specified position, name, trigger, and optional pages.

generate_map_v3A

Generate a new map using the V3 procedural generator with Perlin noise, BSP dungeon, cellular automata caves. Supports 21 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. Generates events automatically (NPCs, chests, bosses, transfers). Returns mapId and seed used.

generate_map_batchA

Generate multiple maps in a single call. Each entry specifies theme, size, tilesetId, name. Returns all mapIds for interconnection.

connect_mapsB

Create bidirectional transfer events between two maps. Player touch events at specified positions.

populate_map_eventsB

Add multiple events of a type (npc, chest, boss) to an existing map at random positions.

set_map_display_namesB

Set display names for multiple maps at once. Display name is shown to the player during gameplay.

organize_map_treeA

Organize maps into folders by setting parentId. Creates a hierarchy in the RPG Maker editor map tree.

update_map_eventA

Update an existing map event's properties (partial update).

add_event_commandB

Add an event command to a specific page of an event. Command is inserted before the page terminator (code 0).

create_npcA

HIGH LEVEL: Create an NPC with dialogue on a map. Produces a 2-page event: Page 1 has dialogue triggered by Action Button, Page 2 shows "already talked" when Self Switch A is ON.

create_chestA

HIGH LEVEL: Create a chest event on a map. Produces a 2-page event: Page 1 gives items and activates Self Switch A, Page 2 shows "already opened" when Self Switch A is ON.

create_teleport_eventB

HIGH LEVEL: Create a teleport event that transfers the player to another map position.

search_map_eventsA

Search map events by name (case-insensitive).

get_systemA

Get the full system data from System.json (game title, switches, variables, starting position, etc.).

get_switchesA

Get all game switch names from the project.

get_variablesA

Get all game variable names from the project.

set_switch_nameB

Set a switch name by ID.

set_variable_nameB

Set a variable name by ID.

get_game_titleB

Get the game title.

update_game_titleB

Update the game title.

update_starting_positionC

Update the player starting position (map ID and coordinates).

get_classesA

Get all classes from the RPG Maker MV project. Returns all non-null entries from Classes.json.

get_classA

Get a single class by ID.

create_classB

Create a new class with the specified properties. Classes define skill learning, parameters, and traits for actors.

update_classB

Update an existing class (partial update).

search_classesA

Search classes by name (case-insensitive).

delete_classA

Delete a class by ID (sets entry to null).

get_enemiesA

Get all enemies from the RPG Maker MV project.

get_enemyA

Get a single enemy by ID.

create_enemyB

Create a new enemy with the specified properties.

create_boss_enemyB

Create a boss enemy with higher stats and special attack pattern. Simplified helper.

update_enemyB

Update an existing enemy (partial update).

search_enemiesA

Search enemies by name (case-insensitive).

delete_enemyB

Delete an enemy by ID.

get_statesA

Get all states from the RPG Maker MV project (poison, sleep, confusion, etc.).

get_stateB

Get a single state by ID.

create_stateC

Create a new state (poison, sleep, confusion, buff, etc.).

update_stateA

Update an existing state (partial update).

search_statesA

Search states by name (case-insensitive).

delete_stateB

Delete a state by ID.

get_tilesetsA

Get all tilesets from the RPG Maker MV project.

get_tilesetB

Get a single tileset by ID.

update_tilesetC

Update a tileset (partial update).

get_common_eventsA

Get all common events from the RPG Maker MV project.

create_common_eventC

Create a new common event. Trigger types: 0=none, 1=autorun, 2=parallel.

update_common_eventB

Update an existing common event (partial update).

add_common_event_commandB

Add an event command to a common event's command list.

get_troopsA

Get all troops (enemy groups) from the RPG Maker MV project.

get_troopA

Get a single troop by ID.

create_troopB

Create a new troop (enemy group for battle encounters).

add_enemy_to_troopA

Add an enemy to an existing troop at auto-generated battle position.

create_random_encounter_troopA

Create a troop with specified enemies at auto-generated battle positions. Simplified helper for random encounters.

get_animationsA

Get all animations from the RPG Maker MV project.

get_animationB

Get a single animation by ID.

delete_actorA

Delete an actor by ID (sets entry to null in Actors.json).

delete_itemB

Delete an item, weapon, or armor by ID and type.

delete_skillA

Delete a skill by ID (sets entry to null in Skills.json).

delete_map_eventB

Delete an event from a map by event ID.

duplicate_mapB

Duplicate an existing map to create a new one with the same tiles and events.

create_shopB

Create a shop event on a map. Uses Shop Processing event commands with a list of goods.

create_innA

Create an inn event on a map. Shows a choice (Yes/No), checks gold, and recovers all if the player can pay.

create_boss_eventA

Create a boss battle event on a map. 2-page event: page 1 triggers battle, page 2 (self-switch A) for post-battle. On lose: game over.

create_puzzle_switchA

Create a puzzle switch and door pair on a map. The switch activates a game switch; the door opens when that switch is ON. Creates 2 events.

get_project_summaryA

Get a summary of the current RPG Maker MV project (counts of actors, items, maps, etc.).

get_project_contextA

Get a complete pre-digested context of the project. Call this FIRST before creating maps, events, or database entries. Returns: tilesets with available tile categories, maps list, actors, items/weapons/armors IDs, switches, variables, and available sprites.

validate_mapA

Validate a map for common errors: invalid tile IDs, wrong layer usage, broken event commands, invalid references to switches/variables/items/troops, missing page terminators. Returns a list of issues found.

set_project_pathA

Switch the server to a different RPG Maker MV project at runtime. Validates the new path.

analyze_tileset_imageA

Analyze a tileset image (base64 PNG) to determine grid dimensions, tile count, rows and columns. Assumes standard RPG Maker MV 48x48 tile size.

read_screenshotA

Analyze a screenshot (base64 PNG) by splitting into 4 quadrants and returning the dominant color (average RGB) of each. Useful for visual reasoning about what's on screen.

scan_project_assetsA

Scan the project's img/ folder and Tilesets.json to build a complete asset index. Returns tileset sheet metadata (dimensions, tile counts, autotile kinds) and categorized available tiles (ground, water, wallSide, wallTop, roof, decoration) for each tileset. Also lists all PNG files in each img/ subdirectory. Use this before creating maps to get tilesetConfig for better tile layouts.

get_tile_ids_for_tilesetA

Get categorized tile IDs for a specific tileset. Returns tile IDs organized by category: ground, water, wallSide, wallTop, roof, decoration. Each entry includes the tileId, kind index, and description. Use this to pick specific tiles for manual map editing or to understand what tiles a tileset provides.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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