RPG Maker MZ MCP Server
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| RPGMAKER_ENGINE_PATH | Yes | Full path to RPG Maker MZ installation (usually Steam folder) | |
| RPGMAKER_PROJECT_PATH | Yes | Full path to your game project (where `game.rmmzproject` is) |
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_database_infoA | Get a summary of all database contents (actors, classes, items, skills, weapons, armors counts) |
| get_itemsB | Get all items from the database |
| create_itemC | Create a new item in the database with HP and/or MP recovery |
| update_itemC | Update an existing item in the database |
| get_installed_pluginsA | Get all installed plugins with their registration status |
| install_pluginB | Install a new plugin and register it in plugins.js |
| get_mapsA | Get all maps from the project |
| create_mapC | Create a new map in the project |
| update_mapC | Update an existing map's properties |
| scan_resourcesA | Scan available resources from project and/or engine |
| scan_dlc_packagesA | List all DLC packages in the engine folder |
| get_generator_partsA | List available character generator parts |
| get_sample_mapsA | List available sample maps from the engine |
| get_core_script_versionsB | List available core script versions |
| get_skillsB | Get all skills from the database |
| create_skillB | Create a new skill in the database |
| get_database_limitsA | Get current maximum limits for all databases |
| set_database_limitA | Set the maximum limit for a database (expands or shrinks the array) |
| get_weaponsB | Get all weapons from the database |
| create_weaponB | Create a new weapon in the database with attack power and optional element |
| update_weaponC | Update an existing weapon's properties |
| get_statesA | Get all states from the database |
| create_stateB | Create a new state (status effect) in the database |
| update_stateC | Update an existing state's properties |
| get_enemiesB | Get all enemies from the database |
| create_enemyC | Create a new enemy in the database |
| update_enemyC | Update an existing enemy's properties |
| get_armorsB | Get all armors from the database |
| create_armorB | Create a new armor in the database |
| update_armorC | Update an existing armor's properties |
| get_actorsA | Get all actors from the database |
| create_actorB | Create a new actor in the database |
| update_actorC | Update an existing actor's properties |
| get_classesA | Get all classes from the database |
| create_classB | Create a new class in the database |
| update_classC | Update an existing class's name |
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 36 tools
Each tool targets a distinct entity or operation (e.g., actor, armor, map) with clear verb prefixes. There is no ambiguity between tools, even those with similar patterns like get_actors and get_database_info.
All tool names follow a consistent verb_noun snake_case pattern (create_actor, get_actors, update_actor, set_database_limit). The naming style is uniform and predictable.
36 tools is reasonable for a game development server covering multiple database entities and utilities. While slightly on the higher side, it remains well-scoped and each tool serves a clear purpose.
The tool set covers create, read, and update for most entities, but lacks delete operations entirely. Additionally, update_skill is missing, leaving a notable gap in the skill lifecycle management.