rpgmaker-mz-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| RPGMAKER_PROJECT_PATH | No | The path to the RPG Maker MZ project directory (must contain game.rmmzproject and a data/ directory with System.json). This is the startup default; can be changed at runtime with the set_project tool. |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| get_projectA | Get the project directory the server is currently operating on: its path, whether it is a valid RPG Maker MZ project, and the game title it holds. |
| set_projectA | Point the server at a different RPG Maker MZ project directory for the rest of the session (overrides RPGMAKER_PROJECT_PATH until the server restarts). The directory must contain game.rmmzproject and data/System.json. |
| update_actorC | Update an actor's properties |
| create_actorA | Create a new actor in data/Actors.json. Only |
| search_actorsA | Search actors by name or nickname |
| create_itemA | Create a new item in data/Items.json. Only |
| update_itemA | Update an item's properties (shallow merge into the existing record) |
| search_itemsA | Search items by name or description |
| create_weaponA | Create a new weapon in data/Weapons.json. Only |
| update_weaponA | Update a weapon's properties (shallow merge into the existing record) |
| create_armorA | Create a new armor in data/Armors.json. Only |
| update_armorB | Update an armor's properties (shallow merge into the existing record) |
| create_skillA | Create a new skill with custom properties. Omitted fields use new-skill defaults: stypeId 1 (Magic), scope 1, occasion 1 (battle only), hitType derived — 0 certain for recovery or ally/user scopes, else 2 magical for Magic skills, else 1 physical if it deals damage, else 0. An effect referencing a missing record throws: Add/Remove State (code 21/22) → state, Learn Skill (43) → skill, Common Event (44) → common event. |
| create_damage_skillC | Create a damage-dealing skill (simplified) |
| create_healing_skillC | Create a healing skill (simplified) |
| create_buff_skillC | Create a buff skill (simplified) |
| create_state_skillA | Create a state-inflicting skill (poison, sleep, etc.). Throws if |
| update_skillC | Update a skill's properties |
| search_skillsA | Search skills by name or description |
| get_mapA | Get map data by ID. The tile |
| get_map_regionA | Read the raw tile ids in a rectangular window of one map layer — a token-cheap alternative to get_map for inspecting part of a painted map. Returns |
| get_map_infosB | Get information about all maps |
| create_mapA | Create a new blank map: writes a new data/MapNNN.json (all tiles unpainted) and registers it in the map tree (MapInfos.json). Allocates the next unused map id and returns it. Paint tiles afterward with paint_tiles/fill_area (autotile-aware) and add events with create_map_event/create_npc. |
| delete_mapA | Delete a map: remove its entry from the map tree (MapInfos.json) and delete its data/MapNNN.json file. The deleted map's direct children are reparented onto its parent (not deleted), so removing one node doesn't wipe a whole sub-tree. Does not touch System.json. |
| update_map_treeA | Edit the map tree (MapInfos.json) only — reparent, reorder, rename, or expand/collapse maps without touching their tiles or events. Takes a batch of per-map updates; every referenced map (and any non-zero parentId) must exist, and the resulting tree must stay acyclic. |
| get_map_eventsA | Get all events from a specific map |
| get_map_eventB | Get a specific event from a map |
| update_map_eventA | Update a map event's properties. Refuses the write (nothing is saved) if the resulting event is structurally invalid — pass force: true to override. |
| create_map_eventA | Create a new event on a map. Each page is merged onto a blank "New Event" page (trigger 0 action-button, priority 0 below characters, no graphic, empty command list, standing move type), so you only supply the fields that differ — pass e.g. |
| search_map_eventsA | Search events on a map by name |
| add_event_commandA | Add a command to an event page. Refuses the write (nothing is saved) if the resulting page is structurally invalid — e.g. the command has the wrong parameter count for its code. Pass force: true to override. |
| update_mapA | Update a map's top-level properties (name, display name, bgm, encounters, etc.). Does not repaint tiles. Cannot change width/height (that would desync the tile data array) — use resize_map for that. The echo omits the tile |
| resize_mapA | Resize a map to new width/height, safely repadding every z-layer of its tile data (existing tiles kept where the old and new grids overlap; new cells blank; shrinking crops). This is the ONLY safe way to change a map's dimensions — update_map refuses a width/height change because it would not resize the tile array. Warns about any event left outside the new bounds. |
| set_encountersA | Set a map's random-encounter list (replaces it wholesale) and optionally its encounterStep (average steps between encounters). Each encounter is { troopId, weight?, regionSet? }: weight biases the random pick (default 5), regionSet restricts it to those map region ids (empty/omitted = anywhere). Every troopId is validated against Troops.json — a non-existent troop throws. Prefer this over update_map for encounters (it validates and hides the on-disk shape). |
| get_map_dimensionsA | Get the width and height (in tiles) of a map |
| set_map_tileA | Set a single raw tile ID at (x, y) on a given z-layer (0-5). Note: tile IDs are raw engine integers; this is a low-level primitive without autotile/passability awareness. |
| delete_map_eventB | Delete an event from a map by ID |
| create_enemyA | Create a new enemy in data/Enemies.json. Only |
| update_enemyA | Update an enemy's properties (shallow merge into the existing record). Returns |
| search_enemiesA | Search enemies by name (case-insensitive) |
| create_troopA | Create a new troop (enemy battle group) in data/Troops.json. |
| update_troopA | Update a troop's properties (shallow merge). If |
| build_troop_pageA | Build a troop battle-event page { conditions, list, span } from a compact trigger — no hand-built 12-field conditions object. |
| add_troop_pageA | Append one battle-event page (e.g. the |
| search_troopsA | Search troops by name (case-insensitive) |
| create_classA | Create a new character class in data/Classes.json. Only |
| update_classA | Update a class's properties (shallow merge into the existing record). Use for name, expParams, traits, or to replace the whole learnings/params arrays; for targeted edits prefer add_class_learning / set_class_param_curve. Warns when a learned skill's stypeId has no Add Skill Type trait ({ code: 41 }). |
| add_class_learningA | Add a "learn skill at level" entry to a class (replaces the hack of attaching skills to an actor via an Add-Skill trait). Validates the skillId exists and keeps the learnings sorted by level. Warns (never blocks) when the skill's stypeId is not covered by an Add Skill Type trait ({ code: 41, dataId: stypeId, value: 1 }) on the class — without it the skill-type command never appears and actors cannot use the skill. |
| set_class_param_curveA | Replace one of a class's 8 parameter growth curves. paramId is 0-7 ([maxHP,maxMP,atk,def,mat,mdf,agi,luk]); values must match the existing curve length (same max level). |
| create_stateA | Create a new state (status condition like Poison/Sleep) in data/States.json. Only |
| update_stateA | Update a state's properties (shallow merge into the existing record) |
| create_common_eventA | Create a new common event (reusable event-command list) in data/CommonEvents.json. Only |
| update_common_eventA | Update a common event's properties (shallow merge into the existing record). Use for name, trigger, switchId, or to replace the whole command list. A structurally invalid command list refuses the write (nothing is saved) — pass force: true to override. |
| call_common_eventA | Build a "Common Event" event command (code 117) that calls the given common event, for insertion into an event page via insert_event_commands. Validates the common event exists. Read-only: returns |
| create_move_routeA | Build a movement route from a named pattern (patrol/approach/flee/wander/custom) instead of raw move-command codes. Read-only: returns { moveRoute, warnings? }. Use the route as an event page’s autonomous moveRoute (update_map_event with moveType 3), or feed it to set_movement_route for a forced route in an event command list. |
| set_movement_routeA | Insert a forced "Set Movement Route" (event command 205, plus the 505 continuation rows the editor expects) into an event page’s command list, moving a character as part of that page. characterId: -1 player, 0 this event, N event id. Pass a moveRoute from create_move_route. A structurally invalid route or page refuses the write (nothing is saved) — pass force: true to override. |
| build_show_textA | Build a Show Text event-command sequence (101 setup + one 401 line per text line) for insertion via insert_event_commands. Supports face image (from list_assets("faces")), window background/position, and the MZ name-box speaker. MZ does NOT word-wrap: keep each line under ~55 chars (~38 with a face) or it is cut off at the window edge (warned, never blocked) — or pass |
| build_show_choicesA | Build a Show Choices block (102 opener + a 402 branch per choice + optional 403 When-Cancel branch + 404 closer, each branch terminated like the editor) for insertion via insert_event_commands. Pass per-choice |
| build_conditional_branchA | Build a Conditional Branch block (111 condition + then-branch + optional 411 Else + 412 closer, each branch terminated like the editor) for insertion via insert_event_commands. Condition types: switch, self_switch, variable, actor_in_party, gold, item. Provide thenBranch/elseBranch as EventCommand[] (e.g. from other builders). Read-only: returns { commands }. |
| build_flow_commandA | Build a single flow-control event command for insertion via insert_event_commands: wait (230, N frames), exit_event (115), label (118, a named jump target), or jump_to_label (119). Read-only: returns { command }. |
| build_control_switchA | Build a Control Switches (121) or Control Self Switch (123) event command for insertion via insert_event_commands. scope "switch": set a switch (or the inclusive switchId..endId range) on/off. scope "self_switch": set the current event's self switch A–D. Read-only: returns { command }. |
| build_control_variableA | Build a Control Variables (122) event command for insertion via insert_event_commands. Applies operation (set/add/sub/mul/div/mod) to a variable (or the inclusive variableId..endId range) using an operand: constant, another variable, a random range, or game_data (item/actor/party/… readouts). Read-only: returns { command }. |
| build_change_goldA | Build a Change Gold (125) event command for insertion via insert_event_commands — increase or decrease party gold by a constant or variable amount. Read-only: returns { command }. |
| build_change_itemsA | Build a Change Items (126), Change Weapons (127), or Change Armors (128) event command for insertion via insert_event_commands — gain/lose an item/weapon/armor by a constant or variable amount. includeEquip (weapon/armor only) also counts equipped copies when removing. Read-only: returns { command }. |
| build_change_party_memberA | Build a Change Party Member (129) event command for insertion via insert_event_commands — add or remove an actor from the party. initialize (add only) resets the actor to their initial state. Read-only: returns { command }. |
| build_transfer_playerA | Build a Transfer Player (201) event command for insertion via insert_event_commands — move the party to (x, y) on a map. With designation "variable", mapId/x/y are variable ids resolved at runtime. Read-only: returns { command }. |
| build_play_audioA | Build a Play BGM/BGS/ME/SE (241/245/249/250) event command for insertion via insert_event_commands. Warns (never blocks) when |
| build_screen_effectA | Build a screen transition/effect event command for insertion via insert_event_commands: fadeout (221) / fadein (222) — no params; tint (223) & flash (224) — an [r,g,b,a] color over |
| build_pictureA | Build a Show Picture (231) or Erase Picture (235) event command for insertion via insert_event_commands. show: display |
| build_character_effectA | Build a Show Animation (212) or Show Balloon Icon (213) event command for insertion via insert_event_commands, played over a character (characterId: -1 player, 0 this event, N event id). Read-only: returns { command }. |
| build_battle_processingA | Build a Battle Processing (301) event command for insertion via insert_event_commands — start a battle against a troop (direct id, a variable holding the id, or "random" like the map encounters). canEscape/canLose gate the battle result branches. Read-only: returns { command }. |
| build_shop_processingA | Build a Shop Processing (302 + one 605 row per extra good) event-command sequence for insertion via insert_event_commands. Each good sells an item/weapon/armor at its database price, or a specified |
| build_name_inputA | Build a Name Input Processing (303) event command for insertion via insert_event_commands — open the name-entry screen for an actor. Read-only: returns { command }. |
| build_change_actorA | Build an actor stat-change scene command for insertion via insert_event_commands: hp (311), mp (312), state (313), recover_all (314), exp (315), or level (316). Targets a fixed actor (0 = whole party) or a variable. hp/mp/exp/level take an increase/decrease |
| build_battle_commandA | Build an in-battle event command for a troop battle-event page (see build_troop_page / add_troop_page / insert_event_commands target "troop_page"): enemy_appear (335 — reveal a troop member added with hidden: true, i.e. a summon/reinforcement), enemy_state (333 — add/remove a state on one troop member or the whole troop, e.g. a telegraph "Gathering power" state), or abort_battle (340 — end the battle with no victory/defeat; the calling Battle Processing takes its Escape branch). |
| insert_event_commandsA | Insert a pre-built sequence of event commands (from the build_* builders) into any of the three command lists an MZ project has — the mutating companion to the read-only builders. Splices before the list’s end marker (or at |
| set_event_pageA | Update an existing event page's graphic and behavior in one call, without rebuilding the whole page or touching its command list: sprite (characterName/characterIndex/direction/pattern or a tileId), trigger, priority, movement (type/speed/frequency/route), and the through/walkAnime/stepAnime/directionFix flags. Graphic fields merge onto the current image; warns (never blocks) on an unknown characterName. Refuses the write if the change would leave the event unreachable (an action-button page with priority |
| create_npcA | Create a complete, placed NPC event on a map in one call — a graphic + trigger + a talk list. Provide |
| create_chestA | Create a complete, placed treasure chest on a map in one call — the two-page self-switch idiom done correctly, so the chest can never be looted twice. Page 1 (closed) is an action-button, priority- |
| create_transferA | Create a complete, placed map-transfer event in one call, using whichever of the two working idioms you pick. |
| list_plugin_commandsA | List every plugin command create_plugin_command can validate (plugin filename → command key → args): the plugins this project actually ships, scanned from their js/plugins/*.js annotations, merged over a small built-in allowlist. Pass pluginName to narrow to one plugin. Read-only. Use scan_plugins for the richer per-project view (arg types/defaults, enabled state); an unlisted plugin command can still be built, it just isn’t validated. |
| create_plugin_commandA | Build an RPG Maker MZ plugin command (event command code 357) for insertion into an event page via add_event_command. Validates against the plugins this project actually ships (scanned from their js/plugins/*.js @command/@arg annotations) merged over a small built-in allowlist — warn-by-default: an unknown plugin/command, a stray arg, or a plugin that is installed but disabled in js/plugins.js produces a warning but never blocks. Args are normalized to the editor’s string-valued shape. Read-only: returns { command, warnings? }, writes nothing. |
| describe_tileA | Decode a raw RPG Maker MZ tile id into its tileset sheet (A1–A5, B–E), and for autotiles its kind + shape slot (0–47) and autotile geometry (floor/wall/waterfall). Read-only inspection helper — raw tile ids are opaque integers, this makes one legible. Returns { tileId, empty, sheet, sheetIndex, autotile, kind?, shape?, autotileType? }. Pass |
| get_tile_catalogA | Get the semantic tile catalog for a tileset: the named tiles (e.g. 'Grassland A', 'Forest', 'Sea') in each of its image sheets, each with its representative tile id and a |
| find_tileA | Find tiles in a tileset by a case-insensitive SUBSTRING match on their catalog name — a quick bridge from a name fragment like 'grass' or 'forest' to a paintable tile id. This is a literal substring match, NOT synonym/semantic search: 'water' matches 'Endless Waterfall' but not 'Sea' or 'Pond' (their names lack the substring). To browse the actual tile names first, use get_tile_catalog with a |
| paint_tilesA | Paint specific tiles onto a map, with automatic autotiling. Each cell is set to its tile id; if that id is an autotile (A1-A4, e.g. a catalog 'kind' base from find_tile), its shape and its neighbours' shapes are recomputed from same-kind adjacency so borders/corners line up. Flat tiles are painted as-is. Defaults to the lower ground layer (0). Higher-level than set_map_tile, which is a single raw tile with no autotiling. |
| fill_areaA | Fill a rectangular area of a map with one tile id, with automatic autotiling — a filled autotile region borders itself correctly (and re-borders any same-kind tiles it touches). Flat tiles fill uniformly. Defaults to the lower ground layer (0). For region ids, fill layer 5 with the region number as tileId. |
| paint_blueprintA | Paint a whole map area from an ASCII blueprint in ONE call and one write. |
| object_tilesA | Expand a top-left flat tile id + a width×height size into the grid of tile ids that object occupies on the sheet — feed the returned |
| place_objectA | Place a multi-tile B/C object (a house, tree, fountain, …) on a map and report its passability. |
| get_tilesetsA | List every tileset in the project with its id, name, mode (0 world / 1 area), and the image sheets it uses (labelled A1–A4, A5, B–E; empty slots omitted). Use this to discover valid tilesetId values (needed by find_tile, get_tile_catalog, paint_tiles, fill_area, place_object, get_tile_flags, set_tile_flags, check_passability) and to see which sheets each tileset is built from. For a plain id→name list, list_names(type:"tilesets") is even cheaper. Read-only. |
| get_tile_flagsA | Decode a tileset's flag word for a single tile id into a legible view: 4-direction passability (down/left/right/up — true = walkable that way), the [*] 'star' overlay bit, ladder/bush/counter/damage-floor flags, and terrain tag (0–7). Read-only inspection of data/Tilesets.json flags[]. Note passability here is for the tile in isolation; a real cell's passability layers its stacked tiles — use check_passability for that. Returns { tilesetId, tileId, tile, flags }. |
| check_passabilityA | Check whether a map cell can be walked onto, reproducing the engine's layered passage rule: the stacked tiles at (x, y) are examined upper-layer first, and the first non-[*] tile decides each direction. Reads the map's tileset flags. Returns per-direction passability (down/left/right/up — true = a character can walk off the cell that way), the cell's terrain tag, the stacked tile ids, and — when |
| set_tile_flagsA | Edit a tile's passability/terrain/behaviour flags in a tileset's flags[] array (the write side of get_tile_flags). Only the fields you pass change — everything else on the tile is preserved (a non-destructive merge onto the current flag word). |
| get_systemC | Get system data |
| get_variablesA | Get all game variable names |
| set_variable_nameA | Set a variable name. Grows the project's variable list if the id is past the end (padded to the editor's 20-slot block), so an id from next_free_id can always be labelled. Naming a variable as soon as you claim it is what makes it visible to the next session — see list_allocated_ids. |
| get_switchesA | Get all game switch names |
| set_switch_nameA | Set a switch name. Grows the project's switch list if the id is past the end (padded to the editor's 20-slot block), so an id from next_free_id can always be labelled. Naming a switch as soon as you claim it is what makes it visible to the next session — see list_allocated_ids. |
| get_game_titleA | Get the game title |
| update_game_titleB | Update the game title |
| get_title_screenA | Get the title screen settings: title1Name/title2Name (background layers, from list_assets("titles1"/"titles2") — title2Name draws over title1Name), titleBgm (the AudioFile that plays while it is shown), and drawTitle (whether the game title text is drawn over the art). |
| update_title_screenA | Update the title screen: background layers (title1Name/title2Name, basenames from list_assets("titles1"/"titles2")), the BGM that plays while it is shown, and/or whether the game title text is drawn over the art. Only the provided fields are changed. Warns (never blocks) when an image/audio name is not a known asset. Returns the updated title screen settings. |
| get_starting_positionA | Get the game starting position ({ mapId, x, y }) |
| update_starting_positionC | Update the game starting position |
| get_partyA | Get the starting party — the actor ids the game begins with. Returns |
| set_partyA | Set the starting party (the actor ids the game begins with, in order). Every id must reference an existing actor. |
| get_termsA | Get the game vocabulary/terms: the |
| set_termA | Set one vocabulary term. For category 'basic'/'commands'/'params' the key is a numeric index (as a string); for 'messages' it's a message key (e.g. 'actorDamage'). Returns the updated terms. |
| get_typesA | Get one System.json type-name array — the named lists other data references by index: elements, skillTypes, weaponTypes, armorTypes, or equipTypes. |
| set_type_nameA | Rename one entry in a System.json type-name array (elements/skillTypes/weaponTypes/armorTypes/equipTypes). Index 0 is the conventional empty slot. Returns the updated array. |
| set_currency_unitA | Set the currency unit shown next to gold amounts (e.g. "G", "Gold"). |
| list_assetsA | List the available asset filenames (extension stripped) for one asset kind — the exact names RPG Maker's data references (a sprite/face/tileset/audio name). Use it to validate a graphic or audio name before wiring it into an event; a wrong filename fails silently at runtime. Fails soft: an unused asset directory returns an empty list. |
| list_namesA | Cheap names-only index for a database table. Returns { id, name } entries instead of full records — use it to look up or sanity-check IDs before wiring them into events, without paying the token cost of a full get_*/search_* dump. |
| get_databaseA | Read a database table in full: actors, classes, items, weapons, armors, skills, enemies, troops, states, or common_events. Returns the raw 1-indexed array (slot 0 is null), or — with |
| validate_eventA | Validate a single event's command lists against the known RPG Maker MZ command table, plus its placement against the tile it sits on: an action-button page with priority below on an impassable tile (can never trigger) and an invisible wall (a graphic-less, priority-same, non-through page on a walkable tile — the player bumps into nothing; an action-button page over a drawn B–E object is exempt, as the solid-landmark idiom). Read-only: reports warnings without changing anything. |
| validate_projectA | Validate the event command lists of every map in the project, plus each event's placement (action-button-below on an impassable tile; graphic-less priority-same invisible walls on walkable tiles, except action-button pages over a drawn B–E object). Read-only: returns aggregated, map-tagged warnings for auditing before or after a batch of edits. |
| validate_referencesA | Audit cross-file reference integrity across the whole project (read-only, warn-by-default): Transfer Player targets and starting position point at existing maps; starting party, actor classes, class/enemy skills, troop members, enemy drops, and skill/item effects (states, learned skills, common events, animations) all resolve; event commands that name a record (Change Items/Weapons/Armors, Change Party Member, Battle Processing, Shop Processing, Change State/Skill, Common Event) and map random encounters point at existing rows; and the map tree has no dangling or cyclic parentId. Complements validate_project (which checks command shape). Returns { ok, warnings[] }. |
| validate_assetsA | Audit asset-filename integrity across the whole project (read-only, warn-by-default): every image/audio name field — actor characterName/faceName/battlerName, enemy battlerName, tileset sheets, map bgm/bgs/parallax/battlebacks, event page graphics, event Play BGM/BGS/ME/SE / Show Picture / Show Text face / Change Actor Images, and system titles/battlebacks/default audio/vehicle graphics — is checked against the files present under img/ and audio/. Catches a wrong filename (e.g. a battlerName with no matching img/enemies/*.png) before it becomes a runtime "Failed to load" error. An asset kind whose directory is empty/missing is skipped (not flagged). Complements validate_references (which checks id integrity). Returns { ok, warnings[] }. |
| list_allocated_idsA | Show which switch / variable / common-event IDs are already spoken for, derived from the project's own JSON (never a hand-maintained list, which would drift the moment someone edited in the RPG Maker editor). An id counts as allocated if it is declared (a System.json label, a CommonEvents row) OR referenced anywhere — event page conditions and command lists, common events, troop pages, and Common Event skill/item effects. Use this before reusing an id, and pass |
| next_free_idA | Reserve the next unallocated switch / variable / common-event ID(s) instead of picking one by hand. Ids are handed out strictly above every id already declared or referenced, so two sessions editing the same project over time cannot silently claim the same switch — a collision that never crashes and only surfaces hours into a playtest as a door that is inexplicably already open. Pass |
| batch_createA | Create many database records of one type in a single call and a single file write — the batch sibling of create_actor/create_item/create_weapon/create_armor/create_skill/create_enemy/create_state/create_class. Each entry in |
| delete_recordA | Delete one database record (actor, class, skill, item, weapon, armor, enemy, troop, state, or common_event) by nulling its slot — ids never shift, so nothing else is renumbered. Reports every reference the deletion would leave dangling (an actor's class, a troop member, a Change Items / Shop / Battle Processing command, a skill effect, the starting party, …; found with the same audit validate_references runs, see |
| reset_tableA | Clear a whole database table (actor, class, skill, item, weapon, armor, enemy, troop, state, or common_event) except the ids in |
| scan_pluginsA | Discover the plugin commands this project actually has, by parsing the @command/@arg annotations in js/plugins/*.js and the enabled/disabled state in js/plugins.js. Use it to find out what create_plugin_command can call and with which args — it reports every command's key, label, description and args (name/type/default), plus whether the plugin is enabled in the editor's Plugin Manager (a disabled plugin's commands never run). create_plugin_command validates against this scan automatically, so you don't need to call this first; it's for discovery. Pass pluginName to narrow to one plugin, or enabledOnly:true to skip plugins that are installed but switched off. Read-only. NOTE: MZ has no 'required argument' annotation, so scanned args are checked for unknown names only, never for missing ones. |
| export_webA | Export a pruned HTML5 web deployment (for itch.io or any static host): copies index.html, js/, css/, fonts/, icon/ and data/.json, plus only the img/audio/movies files the game references (every string in data/.json, string literals in the core js and plugins, plugin @default annotations; img/system is always kept) and only the effects/*.efkefc Effekseer effects actually referenced (an animation's effectName, a Plugin Command argument, or a plugin parameter/string — not other data strings) together with the textures/models they list internally. Writes the folder to outDir and, by default, .zip with index.html at the archive root. Returns file/byte counts, kept/dropped asset counts (+ dropped paths), the screen size from System.advanced (the itch embed size), and warnings for itch's 1000-file / 200 MB-per-file limits. Writes nothing inside the project; outDir must be outside the project's copied folders, and an existing non-empty outDir is only replaced if it was a previous export_web output. Follow up with a playtest of the exported build. |
| render_mapA | Screenshot a map as the game actually draws it: boots the project headless, starts a new game on the map, and saves a PNG. Validators prove structure, not looks — use this to catch wrong wall/autotile kinds, void (unbased transparent tiles), odd sprites or missing images. Default renders the WHOLE map (canvas resized to width×height×48px, player hidden, autorun/parallel events frozen, map-name banner off); pass x+y for a normal 816×624 game-screen view centred on that tile. Returns the PNG path plus |
| run_playtestA | Play the game headless from a script of steps and report what happened — the runtime check validators cannot do (does the door transfer, does the NPC say the right thing, does the choice branch, is there an invisible wall). One browser session runs the whole script; each step reports its outcome and the run stops at the first failing step. Steps: |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 128 tools
Most tools have clearly distinct purposes, with detailed descriptions that clarify boundaries between high-level helpers (create_npc, create_transfer, create_chest) and low-level builders (build_show_text, insert_event_commands). Some overlapping tile-painting tools (paint_tiles, fill_area, paint_blueprint, set_map_tile, place_object) and event-creation tools could still cause occasional misselection, but the distinctions are usually spelled out.
Nearly all tools use a consistent snake_case, verb-first naming convention (create_actor, get_map_region, update_troop, delete_map_event). Minor deviations like batch_create, next_free_id, object_tiles, and list_names are readable and do not seriously break predictability.
128 tools is an extreme mismatch for practical agent use, far beyond the typical well-scoped range and even the 50+ threshold for a score of 1. Although many tools are specialized for RPG Maker MZ's large domain, the sheer count imposes heavy selection and context costs.
The surface covers project setup, maps, events, database records, tiles, assets, system data, playtesting, and web export with lifecycle operations across create, read, update, delete, batch, and validation workflows. Only minor edge gaps exist, such as explicit removal of a single event command, but they are workable through existing tools.