The RPGMakerUltimate-MCP server provides comprehensive tools to manage and create RPG Maker MV game projects across these areas:
Database Management Create, read, update, delete, and search actors, classes, skills, items, weapons, armors, enemies, states, troops, common events, animations, and tilesets. Includes simplified builders for damage/healing skills, boss enemies, and random encounter troops.
Map Management
Create blank, themed, template-based (106 bundled templates), or procedurally generated maps (Perlin noise, BSP dungeon, cellular automata across 21 themes)
Batch map generation, duplication, validation (detects invalid tile IDs, broken event commands, null references)
Edit tile layers, set display names, organize map tree hierarchy
Connect maps with bidirectional transfer events
Render maps as offline ASCII art with event markers and region IDs
Event Creation
Full CRUD for map events and low-level event command insertion
High-level builders for NPCs (multi-page dialogue), treasure chests, teleporters, shops, inns, boss battles, and puzzle switch/door pairs
Bulk populate maps with NPCs, chests, or bosses at random positions
System Settings Get/update game title, switch/variable names, player starting position, and full System.json data.
Project Management
Project summaries, full context digests (tilesets, maps, actors, items, switches, variables, sprites)
Asset scanning to index images and tile metadata
Tile ID categorization (ground, water, wall, roof, decoration) per tileset
Runtime project switching without restarting the server
Image & Vision Analysis
Send project images (tilesets, sprites, screenshots, battlers, faces) to any OpenAI-compatible vision API for AI descriptions
Offline tileset grid analysis and screenshot quadrant color extraction (no API required)
Enables AI-driven analysis of project images (tilesets, screenshots, etc.) using NVIDIA's vision models via the analyze_screenshot tool.
Enables AI-driven analysis of project images (tilesets, screenshots, etc.) using Ollama's vision models via the analyze_screenshot tool.
Enables AI-driven analysis of project images (tilesets, screenshots, etc.) using OpenAI's vision models via the analyze_screenshot tool.
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 analysis —
analyze_screenshotsends project images to any OpenAI-compatible vision API (OpenAI, Ollama, LocalAI, NVIDIA, etc.) for AI descriptionsOffline ASCII map rendering —
render_map_asciigenerates ASCII maps with event markers and region IDs, no API neededKnowledge-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 startWith 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 |
| List / get by ID / search any database (actors, classes, skills, items, weapons, armors, enemies, states, troops, tilesets, common events, animations) |
| Create entries, with presets: |
| Partial updates; append commands to common events; add enemies to troops |
| Delete entries (with reference-breakage warnings) |
| Map tree, full map data, events, single event, lint ( |
| Blank / themed / procedural (21 themes, seeded) / batch / duplicate / from one of 106 bundled templates |
| Fill tile layers, set player-visible display names, organize the map tree, connect two maps |
| Create (presets: npc, chest, teleport, shop, inn, boss, puzzle_switch), update, delete, add commands, bulk-populate |
| Game title, switch/variable names, starting position |
| Project digest, asset index, per-tileset tile IDs, template catalog |
| Switch projects at runtime |
| 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 |
|
| Base URL of the vision API |
|
| API key / bearer token |
|
| Model name to use |
|
| 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 startOllama Example
VISION_API_URL=http://localhost:11434 \
VISION_MODEL=llava \
npm startWithout 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
create_mapcallsget_tile_ids_for_tilesetto read the tileset's actual tilesCategories tiles into: ground, water, wallSide, wallTop, roof, decoration
Generates a 6-layer map: z=0,1 (ground), z=2,3 (upper), z=4 (shadow bits), z=5 (region ID)
Falls back to hardcoded RTP IDs if tileset scan fails (backward compatible)
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 ID ranges, autotile formula, sheet descriptions |
| Flag bits, common flags, passage check logic |
| ~140 event command codes with parameter schemas |
| Scope, occasion, hitType, damageType, restriction, etc. |
| Trait codes 11-64, effect codes 11-45 |
| Full schemas for all MV data types |
| 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 developmentProject 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
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