rpgmaker-mcp
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TDQS
Scored across 65 tools
While each tool targets a distinct operation, the server has layered overlapping abstractions that are hard to tell apart: create_map vs make_map, set_tiles vs set_tileset_flags, place_event vs make_npc vs make_choice_scene, make_chest, link_maps, make_shop, make_encounter_zone, make_battle, and make_item all ultimately write events or database rows; add_commands vs write_plugin_source vs set_commands vs make_choice_scene write scripts; and many live_* tools overlap (live_eval, live_key, live_move, live_step). An agent choosing between the high-level builders and the low-level primitives has no clear rulebook.
Mostly snake_case is consistent, but verb styles are mixed: imperative verbs (get, set, create, delete, list, add, remove, copy, place, clear), 'make_' builders (make_map, make_npc, make_battle, make_item, make_choice_scene, make_chest, make_shop, make_encounter_zone), and nouns (project_info, command_catalog, block_structure, tile_slots) coexist, with several live_* tools. The pattern is readable but not predictable.
65 tools is far beyond typical MCP guidance and forces an agent to navigate layers of abstractions for the same underlying write operations. The high-level builders could collapse many of the primitive tools, reducing cognitive load.
The surface covers the RPG Maker MZ lifecycle end to end: map creation, tile painting, event scripting, database CRUD, plugin management, asset validation, backup/undo, validation, and live runtime control. No obvious domain gap remains; even asset import and rollback are present.