RPG Maker MZ/MV MCP Server
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| RPGMAKER_PROJECT_PATH | Yes | The path to your RPG Maker MZ/MV project directory containing the data/ folder and project file. |
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 | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| get_actorsB | Get all actors from the RPG Maker MZ/MV project |
| get_actorC | Get a specific actor by ID |
| update_actorC | Update an actor's properties |
| create_actorD | Create a new actor |
| search_actorsB | Search actors by name or nickname |
| get_itemsB | Get all items from the project |
| get_weaponsB | Get all weapons from the project |
| get_armorsB | Get all armors from the project |
| get_skillsA | Get all skills from the project |
| get_skillA | Get a specific skill by ID |
| create_skillC | Create a new skill with custom properties |
| 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_skillC | Create a state-inflicting skill (poison, sleep, etc.) |
| update_skillC | Update a skill's properties |
| search_skillsB | Search skills by name or description |
| update_itemD | Update an item's properties |
| search_itemsC | Search items by name or description |
| get_mapC | Get map data by ID |
| get_map_infosB | Get information about all maps |
| get_map_eventsA | Get all events from a specific map |
| get_map_eventC | Get a specific event from a map |
| update_map_eventD | Update a map event's properties |
| create_map_eventD | Create a new event on a map |
| search_map_eventsB | Search events on a map by name |
| add_event_commandC | Add a command to an event page |
| create_mapB | Create a new map with specified dimensions and properties. Returns the new map ID and map data. |
| paint_mapA | Paint tiles on a map using batch operations (fill rectangles or draw outlines). Efficient for creating terrain, roads, walls, and decorations in one call. Reads/writes map data only once regardless of operation count. |
| get_systemC | Get system data |
| get_variablesA | Get all game variable names |
| set_variable_nameD | Set a variable name |
| get_switchesB | Get all game switch names |
| set_switch_nameC | Set a switch name |
| get_game_titleC | Get the game title |
| update_game_titleC | Update the game title |
| update_starting_positionD | Update the game starting position |
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 37 tools
The five different skill creation tools (create_skill plus four specialized variants) create significant overlap and potential confusion about which to use. While other tools are well-differentiated by resource type and action, the skill creation redundancy and the similarity between 'create_map_event' and 'add_event_command' (which targets event pages, not events) could cause misselection.
Tools follow a consistent snake_case convention with clear verb_noun patterns. Verbs are well-chosen and semantically distinct (create vs add vs update vs set vs paint). The only minor issue is the mix of singular and plural nouns (get_actor vs get_actors), though this follows a predictable pattern for list vs single-item retrieval.
With 37 tools, the surface is quite heavy and pushes beyond the ideal range for an MCP server. While RPG Maker is a complex domain requiring coverage of actors, skills, maps, and events, the count is inflated by redundant skill creation shortcuts and very granular operations. The breadth risks overwhelming agent context windows.
The surface covers major game elements (actors, skills, maps, events) with reasonable CRUD operations, but has notable gaps: items lack a create operation despite having update, armors and weapons are read-only, and there's no apparent delete functionality for any resource. Missing game systems like enemies, troops, and classes limit full game authoring capability.