VOOZH about

URL: https://glama.ai/mcp/servers/DiegoLopez0208/RpgMakerMVUltimate-MCP

⇱ RPGMakerUltimate-MCP by DiegoLopez0208 | Glama


RPG Maker MV Ultimate MCP Server

A Model Context Protocol server for RPG Maker MV project management. Provides 12 consolidated tools covering actors, classes, skills, items, weapons, armors, enemies, states, troops, common events, maps, events, tilesets, animations, system settings, project management, AI vision analysis, offline ASCII map rendering, and knowledge-driven map generation. The 101 fine-grained v4 tool names keep working as call aliases (RPGMV_LEGACY_TOOLS=1 re-advertises them).

Features

  • 12 consolidated MCP tools covering every aspect of RPG Maker MV project data (the v4 names remain callable for backward compatibility)

  • TypeScript ESM — fully typed codebase with strict compilation.

  • Vision AI analysisanalyze_screenshot sends project images to any OpenAI-compatible vision API (OpenAI, Ollama, LocalAI, NVIDIA, etc.) for AI descriptions

  • Offline ASCII map renderingrender_map_ascii generates ASCII maps with event markers and region IDs, no API needed

  • Knowledge-driven map generation with 21 themes, procedural generation (Perlin noise, BSP, cellular automata), and 106 template maps

  • Template-based map generation — generates maps from ProjectR reference templates

  • Asset scanning — indexes your project's img/ folder and Tilesets.json to build categorized tile inventories

  • 7 static knowledge files — tile IDs, passage flags, event commands, enums, trait/effect codes, database schemas, image paths

  • High-level event builders — NPC with dialogue, chest, teleport, shop, inn, boss battle, puzzle switch, transfer

  • Map validation — detects invalid tile IDs, broken event commands, null references

  • 21 procedural themes — forest, town, village, castle, dungeon, cave, beach, desert, swamp, ruins, interior, snow, harbor, volcano, sewer, fortress, magic_forest, magic_interior, space_interior, space_exterior, world

Related MCP server: RPG Maker MZ MCP Server

Quick Start

npm install
npm run build
RPGMAKER_PROJECT_PATH=/path/to/your/project npm start

With Claude Desktop / opencode / any MCP client

Add to your MCP config:

{
 "mcpServers": {
 "rpgmaker-mv": {
 "command": "node",
 "args": ["/path/to/RpgMakerMVUltimate-MCP/dist/index.js"],
 "env": {
 "RPGMAKER_PROJECT_PATH": "/path/to/your/project"
 }
 }
 }
}

Using it well (for any AI agent)

A portable agent skill that teaches the correct, crash-free workflow lives at skill/rpgmaker-mv-mcp/SKILL.md. Copy that folder into your agent's skills directory (e.g. ~/.agents/skills, ~/.claude/skills, ~/.opencode/skills) so any model (Claude, DeepSeek, …) drives this MCP semantically — building maps with generate_map (which stamps real houses/trees and wires encounters) instead of hand-painting tiles.

Tools (v5)

Tool

Purpose

query_database

List / get by ID / search any database (actors, classes, skills, items, weapons, armors, enemies, states, troops, tilesets, common events, animations)

create_database_entry

Create entries, with presets: damage_skill, healing_skill, buff_skill, state_skill, boss_enemy, encounter_troop

update_database_entry

Partial updates; append commands to common events; add enemies to troops

delete_database_entry

Delete entries (with reference-breakage warnings)

query_map

Map tree, full map data, events, single event, lint (validate), offline ASCII render

generate_map

Blank / themed / procedural (21 themes, seeded) / batch / duplicate / from one of 106 bundled templates

edit_map

Fill tile layers, set player-visible display names, organize the map tree, connect two maps

manage_map_event

Create (presets: npc, chest, teleport, shop, inn, boss, puzzle_switch), update, delete, add commands, bulk-populate

manage_system

Game title, switch/variable names, starting position

get_project_context

Project digest, asset index, per-tileset tile IDs, template catalog

set_project_path

Switch projects at runtime

analyze_image

Vision AI analysis, offline tileset grid measurement, quadrant colors

Set RPGMV_LEGACY_TOOLS=1 to also advertise the 101 v4 tool names; calls to v4 names work regardless of the flag.

Vision AI

The analyze_screenshot tool sends project images to an OpenAI-compatible vision API for AI-powered analysis. Works with any endpoint that supports the /v1/chat/completions API format.

Supported backends: OpenAI, Ollama, LocalAI, NVIDIA NIM, vLLM, LiteLLM, or any OpenAI-compatible proxy.

Configuration

Set these environment variables to enable vision analysis:

Variable

Default

Description

VISION_API_URL

http://127.0.0.1:9999

Base URL of the vision API

VISION_API_KEY

sk-proxy

API key / bearer token

VISION_MODEL

meta/llama-3.2-90b-vision-instruct

Model name to use

VISION_API_PATH

/v1/chat/completions

API endpoint path

Usage

{
 "tool": "analyze_screenshot",
 "arguments": {
 "image_path": "img/tilesets/Outside.png",
 "prompt": "Describe the tile categories and colors",
 "resize_max": 1024
 }
}

Works with: tilesets, character sprites, map screenshots, battlers, faces, etc.

OpenAI Example

VISION_API_URL=https://api.openai.com \
VISION_API_KEY=sk-... \
VISION_MODEL=gpt-4o \
npm start

Ollama Example

VISION_API_URL=http://localhost:11434 \
VISION_MODEL=llava \
npm start

Without Vision AI

Set no VISION_API_URL or leave it unset. All other 100 tools work offline. render_map_ascii provides visual map inspection without any API.

render_map_ascii

Generates an ASCII representation of a map. No API required — works offline.

{
 "tool": "render_map_ascii",
 "arguments": {
 "map_id": 1,
 "layer": 0,
 "show_events": true,
 "show_regions": false
 }
}

Output uses tileset flag-based characters: . empty, ~ water, # wall, H ladder, " bush, , terrain, T tree, D decoration, A autotile. Event positions shown as first-letter markers.

Map Generation

The unified map generator produces coherent, beautiful maps using your project's actual tilesets:

{
 "tool": "create_map",
 "arguments": {
 "name": "Dark Forest",
 "width": 30,
 "height": 25,
 "tilesetId": 2,
 "theme": "forest",
 "displayName": "The Dark Forest"
 }
}

Themes

forest town village castle dungeon cave beach desert swamp ruins interior snow harbor volcano sewer fortress magic_forest magic_interior space_interior space_exterior world

Template-Based Generation

Generate maps from 106 Rpg maker MV reference templates:

{
 "tool": "create_map",
 "arguments": {
 "templateId": 1,
 "displayName": "Custom Forest"
 }
}

How It Works

  1. create_map calls get_tile_ids_for_tileset to read the tileset's actual tiles

  2. Categories tiles into: ground, water, wallSide, wallTop, roof, decoration

  3. Generates a 6-layer map: z=0,1 (ground), z=2,3 (upper), z=4 (shadow bits), z=5 (region ID)

  4. Falls back to hardcoded RTP IDs if tileset scan fails (backward compatible)

  5. Procedural generators use Perlin noise, BSP tree partitioning, and cellular automata

Asset Scanning

{ "tool": "scan_project_assets" }

Returns tileset sheet metadata (dimensions, tile counts, autotile kinds), categorized available tiles, and all PNG files in img/ subdirectories.

Knowledge Base

Static JSON files in knowledge/ provide technical reference data extracted from the RPG Maker MV corescript:

File

Content

tile-ids.json

Tile ID ranges, autotile formula, sheet descriptions

passage-flags.json

Flag bits, common flags, passage check logic

event-commands.json

~140 event command codes with parameter schemas

enums.json

Scope, occasion, hitType, damageType, restriction, etc.

trait-effect-codes.json

Trait codes 11-64, effect codes 11-45

database-schemas.json

Full schemas for all MV data types

image-paths.json

img/ directories, tileset slots, naming conventions

See knowledge/README.md for details.

Development

npm install
npm run build # tsc compile
npm start # run built server
npm run dev # tsx watch mode for development

Project Structure

src/
 server.ts # MCP server entry point (tool dispatch + handlers)
 index.ts # Re-export entry
 types/
 rpgmaker.ts # Shared TypeScript interfaces for all MV data structures
 tools/
 actorTools.ts # Actor CRUD
 animationTools.ts # Animation get
 assetTools.ts # Asset scanning + tile ID categorization
 classTools.ts # Class CRUD
 commonEventTools.ts # Common event CRUD
 enemyTools.ts # Enemy CRUD + boss builder
 itemTools.ts # Item/Weapon/Armor CRUD
 mapTools.ts # Map CRUD + event builders + generation integration
 projectTools.ts # Project summary + path switch
 skillTools.ts # Skill CRUD + simplified builders
 stateTools.ts # State CRUD
 systemTools.ts # System switches/variables/title
 tilesetTools.ts # Tileset get/update
 troopTools.ts # Troop CRUD + encounter builder
 utils/
 fileHandler.ts # readJson/writeJson/nextId/getMapPath
 commandBuilder.ts # Event command factory (35+ commands)
 mapGenerator.ts # Unified generator (Perlin, BSP, cellular, 21 themes)
 logger.ts # Logging utility
 knowledge/
 mapTemplates.ts # Template index loading + search
knowledge/
 maps/ # 106 ProjectR reference map JSONs
 map-templates.json # Template index
 tile-ids.json # Tile ID ranges and formulas
 passage-flags.json # Passage flag bits
 event-commands.json # Event command reference
 enums.json # Enum value reference
 trait-effect-codes.json # Trait and effect codes
 database-schemas.json # MV data type schemas
 image-paths.json # Image path conventions

[

👁 DiegoLopez0208/RpgMakerMVUltimate-MCP MCP server

](https://glama.ai/mcp/servers/DiegoLopez0208/RpgMakerMVUltimate-MCP)

License

MIT

A
license - permissive license
A
quality
A
maintenance

Maintenance

Maintainers
Response time
0dRelease cycle
15Releases (12mo)
Commit activity

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/DiegoLopez0208/RpgMakerMVUltimate-MCP'

If you have feedback or need assistance with the MCP directory API, please join our Discord server