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YElwiddi

Warcraft 3 MCP Server

by YElwiddi
README.md
# 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](https://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:

```bash
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):

```bash
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):

```jsonc
{
  "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`.

---

## 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](docs/usage-claude.png)

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

![The created trigger shown in the World Editor's Trigger Editor](docs/usage-trigger-editor.png)

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](LICENSE) — free and open source. Do whatever you like with it.

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

ActivityMaintained
ResponsivenessNo issues