Skip to main content
Glama
Warcraft 3 MCP Server

Warcraft 3 MCP Server

by YElwiddi

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 build

That'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

wc3_overview

A quick summary of the whole map (great starting point)

wc3_map_info

Map name, author, players, size

wc3_list_files / wc3_read_file

List or read any file inside the map

wc3_read_objects

Read units / items / abilities / etc. and their stats

wc3_read_placements / wc3_list_units / wc3_list_doodads

What's placed on the map

wc3_read_script

The map's script (JASS / Lua)

wc3_read_strings

Text strings (names, tooltips, quest text)

wc3_read_regions / wc3_read_cameras / wc3_read_sounds

Regions, cameras, sounds

wc3_read_terrain

Terrain summary (size, tiles, height)

wc3_read_triggers / wc3_read_imports

GUI triggers in full (events, conditions, actions) and imported files

Change a map

Tool

What it does

wc3_place_unit / wc3_modify_unit / wc3_delete_unit

Add, move, or remove units

wc3_place_doodad / wc3_modify_doodad / wc3_delete_doodad

Add, move, or remove doodads/trees/etc.

wc3_add_region / wc3_modify_region / wc3_delete_region

Manage regions

wc3_add_camera / wc3_delete_camera

Manage cameras

wc3_write_objects

Change unit/item/ability stats

wc3_set_string

Change text strings

wc3_write_script / wc3_replace_file

Replace the script or any internal file

wc3_add_gui_trigger / wc3_modify_gui_trigger

Create or edit real GUI triggers (visible in the Trigger Editor, survive saves)

Create new things

Tool

What it does

wc3_create_object

Make a custom unit/item/ability based on an existing one

wc3_set_durable_script

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

wc3_open_in_editor

Open the map in the Warcraft III World Editor

wc3_test_map

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…

Asking Claude to add a GUI trigger

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

The created trigger shown in the World Editor's 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 .edited copy unless you ask to overwrite.

  • Triggers / new logic: wc3_set_durable_script stores your JASS/Lua in war3map.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 it MCPDurable) 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 tools
wc3_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.

Loading tool schema changelog…

    TDQS

    A3.6/5.0

    Scored across 35 tools

    Disambiguation5/5

    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.

    Naming Consistency5/5

    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.

    Tool Count2/5

    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).

    Completeness4/5

    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

    ActivityInactive
    ResponsivenessNo recent community issues

    Related MCP Connectors

    Related MCP Servers

    • A
      license
      Not graded
      quality
      Not graded
      maintenance
      Enables Claude to design and build interactive 3D games within the Portals virtual platform through direct API integration. It facilitates automated asset placement, interaction logic configuration, and quest management using natural language commands.
      4
      -
    • A
      license
      A
      quality
      C
      maintenance
      Connects Blender 3D modeling software with Claude AI, enabling natural language control of 3D modeling and scene manipulation tasks.
      17
      5
      MIT
    • A
      license
      B
      quality
      C
      maintenance
      Enables Claude to control Unreal Engine 5 editor, spawn actors, build materials, author Blueprints, and more, with zero plugin installation.
      31
      312 PyPI
      MIT
    • A
      license
      Not graded
      quality
      C
      maintenance
      Enables Claude to drive a live GIANTS Editor 10.x (FS25) session with 59 tools for terrain editing, field creation, asset placement, map audits, and more through natural language.
      3
      MIT