Audit the game before playing it
validate_gameValidate an RPG Maker MZ project to catch runtime errors like missing assets, invalid event references, and unreachable maps before playtesting.
Instructions
Read-only check of the things that only show up in play. System: the start position on a map that exists, inside it, on a cell the player can stand, with a party of at least one named actor; the switch and variable tables in the array shape the engine indexes, and every id an event names that is past their end; and the keys the engine dereferences without a fallback (advanced.windowOpacity and friends), which is how a project copied from the shipped data/newdata template turns out to die on its own title screen. Events: transfer destinations (checked against the destination map's own size and passability), every database id a command reads, encounter rows (a real troop, a regionSet that is painted, a non-zero weight), pages whose indent does not match the branch they sit under, and the graphics and audio the project does not have — including the picture a Show Picture command names, which nothing else reads, and which only ever loads as <name>.png. Also tile ids painted from a slot the tileset has no image for, and reachability from the start through the portals that exist. Each problem comes back as {severity, where, what, fix} and fix names the call that clears it. This is the gate a build script should pass before a playtest starts, and it never writes.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| from | No | Where reachability starts; default System's start position | |
| audio | No | Also check referenced audio files (default true) | |
| limit | No | Cap on reported problems (default 120) | |
| mapIds | No | Restrict the walk to these maps (default: every map in the project) |