Warcraft 3 MCP Server
This MCP server connects Claude to Warcraft III .w3x/.w3m map files, enabling direct editing via natural language. Capabilities include:
Read & Inspect Maps
Get a full map overview (name, players, units, doodads, triggers, etc.)
Read map metadata: name, author, description, players, size, script language
Browse and read any internal file in the map archive
Inspect object data (units, items, abilities, buffs, destructables, doodads, upgrades)
View placed units and doodads, terrain, regions, cameras, sounds, triggers, and imports
Read the JASS/Lua map script and string table (names, tooltips, quest text)
Edit Units & Doodads
Place, move, modify, or delete preplaced units and items
Add, modify, or remove doodads/destructables (trees, rocks, etc.)
Manage Map Elements
Add, modify, or delete regions and cameras
Set string table entries (names, tooltips, quest text)
Replace any internal file (e.g., swap models or textures)
Edit Object Data & Scripts
Modify stats for units, items, abilities, buffs, destructables, doodads, and upgrades
Create new custom objects derived from existing base types
Replace the entire map script or splice in custom JASS/Lua code via triggers that survive editor re-saves
Launch & Test
Open the modified map in the Warcraft III World Editor
Launch it directly in Warcraft III for playtesting
Safety: Edits are saved to a separate .edited.w3x copy by default, preserving the original unless you explicitly request an overwrite.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Warcraft 3 MCP Server Add a footman for Player 1 in the center of the map."
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Warcraft 3 MCP Server
Edit your Warcraft III maps by just talking to Claude.
This is an MCP server that connects Claude to your Warcraft III
.w3x / .w3m map files. Once it's set up, you can say things like:
"Add a footman for Player 1 in the middle of the map." "Double the hit points of every grunt." "Add a trigger that spawns 5 wolves every 30 seconds, then open the map in the editor." "Create a GUI trigger that makes footmen kill grunts on their first attack."
…and Claude makes the change directly in your map file.
How it works in one line: Warcraft's World Editor has no plugin/automation system, so this edits the map file directly. Your change is really in the map — open it in the World Editor or play it and it's there.
Install (5 minutes)
Step 1 — Install Node.js
Download and install Node.js 18 or newer from nodejs.org.
(To check if you already have it, open a terminal and run node --version.)
Step 2 — Download this project and build it
Open a terminal (Command Prompt, PowerShell, or Terminal) and run:
git clone https://github.com/YElwiddi/warcraft-3-mcp-server.git
cd warcraft-3-mcp-server
npm install
npm run buildThat's it — the server is now built into the dist folder.
Step 3 — Connect it to Claude
Pick whichever you use:
Claude Code (the CLI) — run this one command (use the full path to the folder you just built):
claude mcp add wc3 --scope user -- node "/full/path/to/warcraft-3-mcp-server/dist/index.js"Claude Desktop (the app) — open Settings → Developer → Edit Config, and add a wc3
entry under mcpServers (keep any servers you already have):
{
"mcpServers": {
"wc3": {
"command": "node",
"args": ["C:/full/path/to/warcraft-3-mcp-server/dist/index.js"]
}
}
}Step 4 — Restart Claude
Close and reopen Claude Code / Claude Desktop so it loads the new tools. You're done!
💡 Tip: Use forward slashes
/in the path even on Windows, e.g.C:/Users/You/warcraft-3-mcp-server/dist/index.js.
Related MCP server: blender-mcp
Try it
Just ask Claude in plain English and give it the full path to your map. For example:
"Use wc3 to give me an overview of
C:\Users\Me\Desktop\MyMap.w3x."
By default, edits are saved to a copy next to your map (MyMap.edited.w3x) so your original is
safe. Tell Claude "overwrite the original" if you want it to edit the file in place.
What Claude can do (the tools)
Look at a map
Tool | What it does |
| A quick summary of the whole map (great starting point) |
| Map name, author, players, size |
| List or read any file inside the map |
| Read units / items / abilities / etc. and their stats |
| What's placed on the map |
| The map's script (JASS / Lua) |
| Text strings (names, tooltips, quest text) |
| Regions, cameras, sounds |
| Terrain summary (size, tiles, height) |
| GUI triggers in full (events, conditions, actions) and imported files |
Change a map
Tool | What it does |
| Add, move, or remove units |
| Add, move, or remove doodads/trees/etc. |
| Manage regions |
| Manage cameras |
| Change unit/item/ability stats |
| Change text strings |
| Replace the script or any internal file |
| Create or edit real GUI triggers (visible in the Trigger Editor, survive saves) |
Create new things
Tool | What it does |
| Make a custom unit/item/ability based on an existing one |
| Add game logic that runs immediately, survives editor re-saves, and shows up editable in the Trigger Editor |
See your change
Tool | What it does |
| Open the map in the Warcraft III World Editor |
| Launch the map in Warcraft III to play it |
GUI triggers (new in 1.1)
Claude can read and edit the real GUI trigger tree — the same triggers you see in the Trigger Editor (F4).
"Change that trigger's ability from War Drums to Bash." "Create a GUI trigger that makes footmen kill grunts on their first attack."
Ask for a trigger…

…and it's a real trigger, right there in the Trigger Editor:

What to know:
Changes are written to the editor's own trigger data (
war3map.wtg), so they show up in the Trigger Editor and survive your saves.Safe by design: before any write, the server proves it can rebuild your map's triggers byte-for-byte. If it can't, it refuses to touch them.
After a GUI change, open the map and Save once — that's when the editor compiles triggers into the playable script. Then playtest.
As with all edits: close the map in the editor first, reopen after.
Good to know
Your originals are safe — edits save to a
.editedcopy unless you ask to overwrite.Triggers / new logic:
wc3_set_durable_scriptstores your JASS/Lua inwar3map.wct(the editor's own trigger storage) and mirrors it into the map script — so it runs immediately and survives editor re-saves, appearing in the Trigger Editor where you can edit it later. For an auto-running trigger, create one custom-text trigger in the editor first (e.g. name itMCPDurable) and save once; the header slot (slot:"header") needs no setup.Very large or protected maps may have a few parts that can't be read; Claude will tell you which part and keep working on the rest.
This is not affiliated with Blizzard Entertainment. Warcraft III is a trademark of Blizzard. This tool only reads/writes your own map files.
License
MIT — free and open source. Do whatever you like with it.
Available Tools
35 toolswc3_add_cameraAdd a cameraA
Add a predefined camera at target (x,y). Unspecified fields use World Editor defaults (distance 1650, aoa 304, fov 70, rotation 90). Usable from JASS as gg_cam_. Saves the map.
Inputs: mapPath (required), x (required), y (required), name, +7 more.
wc3_add_regionAdd a regionB
Add a rectangular region defined by world-coordinate bounds (left/right/bottom/top). Returns the region with its assigned id (usable from JASS as gg_rct_). Saves the map.
Inputs: mapPath (required), left (required), right (required), bottom (required), +6 more.
wc3_add_triggerAdd a script triggerA
Splice custom JASS/Lua into the map script and optionally wire it to run at map init. code is one or more complete function definitions; set entryFunction to the name of a zero-arg function in code to have it called during initialization. This is the reliable way to make the map DO something new in-game. Note: if the map has a GUI trigger tree and is re-saved in the World Editor, regenerated script may overwrite this; for pure custom-script maps it is fully durable. Saves the map.
Inputs: mapPath (required), code (required), entryFunction, outPath.
wc3_create_objectCreate a custom objectA
Create a custom object (unit/item/ability/buff/destructable/doodad/upgrade) derived from a base type, setting any fields. newId is a fresh 4-char code (e.g. "x000"); baseId is the 4-char code to copy (e.g. "hfoo"). fields are { id (4-char field code), type, value, level?, column? }. Saves the map.
Inputs: mapPath (required), kind (required), baseId (required), newId (required), +2 more.
wc3_delete_cameraDelete camera(s)B
Remove the camera(s) matched by name or index. Saves the map.
Inputs: mapPath (required), select (required), outPath.
wc3_delete_doodadDelete doodad(s)B
Remove the doodad(s) matched by editorId, index, or type. Saves the map.
Inputs: mapPath (required), select (required), outPath.
wc3_delete_regionDelete region(s)A
Remove the region(s) matched by id, name, or index. Saves the map.
Inputs: mapPath (required), select (required), outPath.
wc3_delete_unitDelete placed unit(s)A
Remove the unit(s) matched by select from war3mapUnits.doo. Saves to outPath, or ".edited." beside the source (pass the source path to overwrite in place).
Inputs: mapPath (required), select (required), outPath.
wc3_list_doodadsList placed doodadsA
List preplaced doodads/destructables in war3map.doo with index, editorId, type code, position, angle, scale, variation, life. Optionally filter by type. Use index/editorId with wc3_modify_doodad / wc3_delete_doodad.
Inputs: mapPath (required), type.
wc3_list_filesList files in a WC3 mapA
List the internal files inside a Warcraft III .w3x/.w3m map archive.
Inputs: mapPath (required).
wc3_list_unitsList placed units/itemsA
List the preplaced units and items in war3mapUnits.doo with their index, creationNumber, type code, owner, position and facing. Use the index/creationNumber with wc3_modify_unit or wc3_delete_unit.
Inputs: mapPath (required).
wc3_map_infoRead WC3 map infoA
Parse war3map.w3i: map name, author, description, players, playable area, script language, flags, etc.
Inputs: mapPath (required).
wc3_modify_doodadModify doodad(s)A
Change fields on the doodad(s) matched by editorId, index, or type. Saves the map.
Inputs: mapPath (required), select (required), set (required), outPath.
wc3_modify_regionModify region(s)A
Change bounds/name/weather/sound/color on the region(s) matched by id, name, or index. Saves the map.
Inputs: mapPath (required), select (required), set (required), outPath.
wc3_modify_unitModify placed unit(s)A
Change fields on the unit(s) matched by select — move them, re-own them, rescale, re-face, swap type, or set HP/mana. Saves to outPath, or ".edited." beside the source (pass the source path to overwrite in place).
Inputs: mapPath (required), select (required), set (required), outPath.
wc3_open_in_editorOpen the map in the World EditorA
Launch the Warcraft III World Editor on the given map so the user can see/verify the edits. (The World Editor has no automation API; this just opens the edited file.) Pass exePath to override auto-detection.
Inputs: mapPath (required), exePath.
wc3_overviewWhole-map overviewA
One-call snapshot of the map: info (name/author/players), file count, script language, terrain summary, placed unit/doodad counts, custom-object counts, and the names of regions/cameras/sounds plus a trigger summary. Use this first to orient on an unfamiliar map.
Inputs: mapPath (required).
wc3_place_doodadPlace a doodadB
Add a doodad/destructable at (x,y). Type is a 4-char code, e.g. "LTlt" (a tree) or "ATtr" (a rock). Saves the map.
Inputs: mapPath (required), type (required), x (required), y (required), +6 more.
wc3_place_unitPlace a unit/itemA
Add a preplaced unit or item to the map at world coordinates (x, y). The type is a 4-char raw code, e.g. "ugho" (Ghoul), "hfoo" (Footman), or an item code. Saves to outPath, or ".edited." beside the source (pass the source path to overwrite in place).
Inputs: mapPath (required), type (required), x (required), y (required), +9 more.
wc3_read_camerasRead camerasA
List predefined cameras (war3map.w3c) — name, target, rotation, angle of attack, distance, fov, etc.
Inputs: mapPath (required).
wc3_read_fileRead a raw file from a WC3 mapC
Extract one internal file as text (utf8) or base64.
Inputs: mapPath (required), internalName (required), encoding.
wc3_read_importsRead the import tableA
List custom imported files declared in war3map.imp (models, textures, sounds, …). Their bytes are reachable via wc3_read_file / wc3_replace_file.
Inputs: mapPath (required).
wc3_read_objectsRead WC3 object dataA
Read an object-data table as JSON. "kind" is one of units/items/abilities/buffs/destructables/doodads/upgrades. Returns a { original, custom } modification table.
Inputs: mapPath (required), kind (required).
wc3_read_placementsRead placed units & doodadsA
Read what is placed on the map in the World Editor: preplaced units/items (war3mapUnits.doo) and doodads/destructables (war3map.doo). Returns { units: [...], doodads: [...] } with type code, position, angle, owner, etc.
Inputs: mapPath (required).
wc3_read_regionsRead regionsB
List the rectangular regions (war3map.w3r) — name, id, rect bounds, weather, ambient sound, color.
Inputs: mapPath (required).
wc3_read_scriptRead WC3 map scriptB
Read the map script (war3map.j JASS or war3map.lua).
Inputs: mapPath (required).
wc3_read_soundsRead sound definitionsA
List sound definitions (war3map.w3s) — variable name, file path, and playback settings.
Inputs: mapPath (required).
wc3_read_stringsRead the string tableA
Read war3map.wts as a { id: text } map. Many map fields are stored as TRIGSTR_### references into this table (map/unit names, quest text, tooltips, …).
Inputs: mapPath (required).
wc3_read_terrainRead terrain summaryA
Summarize war3map.w3e: tileset, ground/cliff tileset list, tilepoint dimensions, world size, and height/water ranges.
Inputs: mapPath (required).
wc3_read_triggersRead the trigger treeA
Inspect the GUI trigger tree (war3map.wtg): categories, variables, and per-trigger metadata (name, enabled, comment, action count). GUI triggers compile to the map script — to change behavior reliably, edit the script (wc3_add_trigger).
Inputs: mapPath (required).
wc3_replace_fileReplace a file in a WC3 mapB
Replace (or add) an internal file from a file on disk, then save. Useful for swapping models/textures/imports.
Inputs: mapPath (required), internalName (required), srcPath (required), outPath.
wc3_set_stringSet a string-table entryA
Set the text of a TRIGSTR entry by numeric id (the ### in TRIGSTR_###), or omit id to append a new entry and get back its TRIGSTR_### token. Saves the map.
Inputs: mapPath (required), value (required), id, outPath.
wc3_test_mapRun the map in Warcraft IIIA
Launch Warcraft III running the given map (windowed by default) so the change can be played immediately. Pass exePath to override auto-detection, or windowed=false for fullscreen.
Inputs: mapPath (required), exePath, windowed.
wc3_write_objectsWrite WC3 object dataA
Write an object-data table back into the map and save. Pass the same { original, custom } shape returned by wc3_read_objects. Saves to outPath, or ".edited.w3x" beside the source if omitted (pass the source path to overwrite in place).
Inputs: mapPath (required), kind (required), data (required), outPath.
wc3_write_scriptWrite WC3 map scriptA
Replace the map script (war3map.j / war3map.lua) and save. Saves to outPath, or ".edited.w3x" beside the source if omitted.
Inputs: mapPath (required), content (required), outPath.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
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TDQS
Scored across 35 tools
Each tool targets a unique resource and action (e.g., add_camera, delete_unit, read_terrain). Overlaps like list_doodads vs read_placements are clarified by descriptions focusing on different use cases (listing for modification vs comprehensive snapshot). No two tools serve the same purpose.
All tools follow a consistent verb_noun pattern with the 'wc3_' prefix (e.g., add_camera, delete_doodad, read_script). No mixing of conventions (camelCase, etc.), making the pattern predictable and easy to understand.
With 35 tools, this exceeds the 25+ threshold for 'too many' per the rubric. While the complex domain of Warcraft III map editing justifies many tools, the count is still high and could be streamlined. Some tools could be merged (e.g., list_* and read_* could be combined).
The tool set covers most major aspects: CRUD for units, doodads, regions, cameras, objects; script and trigger management; file handling; and testing/editor integration. Minor gaps exist (no terrain modification, no import management, no map info update), but these do not break core workflows.
Maintenance
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