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RPG Maker MV Ultimate MCP

Community
AI copilot for RPG Maker MV: generate maps, edit database & events, and understand your project.
Category
Dev Tools #147 of 438
Stars
★ 27 Popular
Transport
stdio (local process)
Runtime
Node.js
Credentials
Optional API key
License
MIT
Last commit
Tools
13
58FMRS · C

This server extends the MCP ecosystem to RPG Maker MV, offering unique template-based map generation and project intelligence. The 13 tools cover CRUD, map editing, event management, and system operations. Highlights include knowledge-driven map generation (cloning templates), read-only project analysis (validate, explain, critique, refactor), and optional vision AI. Install is simple via npx. Risks exist but are mitigated with backups and dryRun. Suitable for game developers; note the need for backups and vision AI endpoint configuration.

Strongest · Documentation 14/20 Weakest · Maintenance 9/20

Reliability
10/20
Security and permissions
12/20
Maintenance
9/20
Documentation
14/20
Setup experience
13/20
Why each score
Reliability 10/20
README claims atomic writes, rotated backups, dryRun, lint/validate views and controlled failures, and mentions vitest and a structured codebase; however no verifiable CI workflows or committed test coverage are supplied as evidence. Static calibration caps this at 12 without such evidence; error-handling details are thin, so 10.
Security and permissions 12/20
VISION_API_KEY is correctly flagged as secret and only sent when set; vision AI is off by default; writes have backups and dryRun. But the server has unrestricted read/write to an arbitrary on-disk project, can launch processes (playtest, open_editor) and write new directories (scaffold_project), with no explicit confirmation mechanism or scoping disclosed, hence deductions.
Maintenance 9/20
Version 5.16.1 published to npm, MIT license, 0 open issues, feedback channel and roadmap present; but only 12 stars, no visible security-response channel or governance evidence, and release/versioning practices are undocumented.
Documentation 14/20
Documentation is well layered: install, env-var table, 13-tool table, per-view examples, known limitations and roadmap, knowledge-base index — above average. But it is all README self-description (untrusted evidence), no standalone troubleshooting doc, and hidden env vars (RPGMV_BACKUP_KEEP, VISION_API_PATH) carry undocumented assumptions, so 14.
Setup experience 13/20
One-step npx install with client config examples for Claude Desktop/Code and opencode; all env vars optional; server starts without a project path. But playtest/open_editor depend on locating a local RPG Maker install (default Steam path on Windows) with limited cross-platform guidance; static calibration caps setup at 15 without execution evidence, so 13.

Static review · not runListed 2026-09-08

Read the FMRS scoring method →

Fit and risk

What it can accessReads local filesWrites / deletes local filesRuns commands or code

Best for

  • Game developers working with RPG Maker MV
  • Those who want AI-assisted level design and event scripting
  • AI agents that need to interact with the project structure via MCP

Not for

  • Projects not using RPG Maker MV
  • Users expecting real-time synchronization with a visual editor (this edits files directly, no GUI)
  • Those who want vision AI capabilities without configuring an external endpoint

Required permissions

  • Read and write project files (data/ and js/)
  • Run the game (playtest) or open the editor
  • Network access (optional, only for vision AI)

Risks and side effects

  • Incorrect operations can corrupt project data, but backup mechanisms exist
  • Using vision AI sends images to the configured endpoint
  • Procedural generation may not match design intent

Setup

Before you start

Runtime:Node.js

VISION_API_KEY optionalsecret Bearer token for the vision endpoint, only sent when set; obtain from OpenAI or your provider.
Other optional settings (7)
RPGMAKER_PROJECT_PATH optional Absolute path to the RPG Maker MV project to edit (folder with data/ and js/); optional at startup, can be set at runtime via set_project_path.
VISION_API_URL optional Base URL of an OpenAI-compatible vision endpoint (e.g. https://api.openai.com or http://localhost:11434); unset disables analyze_image AI mode.
VISION_MODEL optional Vision model name (default meta/llama-3.2-90b-vision-instruct), e.g. gpt-4o or llava.
VISION_API_PATH optional Vision endpoint path, defaults to /v1/chat/completions.
RPGMV_LEGACY_TOOLS optional Set to 1 to also advertise the 101 legacy v4 tool names.
RPGMV_BACKUP_KEEP optional Number of backups kept in .mcp-backups/, default 10.
RPGMAKER_MV_INSTALL optional RPG Maker MV install directory used by playtest / open_editor; default Steam path also checked.

Install via npm: add the server to your MCP client config with the command 'npx -y rpgmaker-mv-mcp' and set the RPGMAKER_PROJECT_PATH environment variable to the absolute path of your RPG Maker MV project. No clone required; the package ships an executable. The server starts even without the path; you can call set_project_path at runtime.

claude_desktop_config.json
{
  "mcpServers": {
    "rpgmaker-mv": {
      "command": "npx",
      "args": [
        "-y",
        "rpgmaker-mv-mcp"
      ],
      "env": {
        "RPGMAKER_PROJECT_PATH": "/path/to/your/RPGMakerMV/project"
      }
    }
  }
}

Shown for Claude Desktop. Other clients may use a different file or key (VS Code uses "servers") — the configurator below converts it.

.vscode/mcp.json
{
  "servers": {
    "rpgmaker-mv": {
      "command": "npx",
      "args": [
        "-y",
        "rpgmaker-mv-mcp"
      ],
      "env": {
        "RPGMAKER_PROJECT_PATH": "/path/to/your/RPGMakerMV/project"
      }
    }
  }
}

Goes in your project's .vscode/mcp.json (VS Code uses a "servers" key).

Terminal
claude mcp add rpgmaker-mv -e RPGMAKER_PROJECT_PATH=/path/to/your/RPGMakerMV/project -- npx -y rpgmaker-mv-mcp

Run it in a terminal; replace any <…> placeholders with your own values first.

Check that it works

The client's tool list should show the 13 tools (e.g. query_database, generate_map, analyze_project); calling analyze_project with view "overview" and getting project stats proves the connection works.

Troubleshooting

  1. Ensure RPGMAKER_PROJECT_PATH correctly points to the project folder (containing data and js)
  2. If vision features don't work, check VISION_API_URL, VISION_API_KEY, and VISION_MODEL settings
  3. For write operations, check the backup directory .mcp-backups/ if something goes wrong
  4. Playtest requires locating the engine installation (via install or default Steam path)

Things to try

Once connected, you can ask your AI assistant things like:

  • Give me an overview of this project first, including maps unreachable from the start.
  • Generate a 40x30 town map named Riverbend with generate_map.
  • Explain why switch 12 never gets turned on.
  • Create a chest event on map 3, then run the playtest so I can see it.

Tools 13

query_database read-only
List / get by ID / search any database (actors, classes, skills, items, weapons, armors, enemies, states, troops, tilesets, common events, animations).
create_database_entry writes
Create entries, with presets: damage_skill, healing_skill, buff_skill, state_skill, boss_enemy, encounter_troop.
update_database_entry writes
Partial updates (incl. troops & animations); append commands to common events; add enemies to troops.
delete_database_entry destructive
Delete entries incl. troops & animations (with reference-breakage warnings).
query_map read-only
Map tree, full map data, events, single event, lint (validate), offline ASCII render.
generate_map writes
Knowledge-driven generation: clones a real reference map per theme (or pure procedural / blank / themed / a specific template / batch / duplicate).
edit_map writes
Fill tile layers, set display names, organize the map tree, connect two maps, set encounters.
manage_map_event writes
Create (presets: npc, chest, teleport, door, shop, inn, boss, puzzle_switch), update, convert an existing event into a merchant/inn/sign, delete, add commands, bulk-populate.
Show 5 more tools
manage_system writes
Game title, switch/variable names, starting position; author a plugin (create_plugin), scaffold a new project (scaffold_project), and run the game (playtest) / open it in the editor (open_editor).
analyze_project read-only
Read-only project intelligence — overview, index, validate, graph, usage, explain, ast, plugins, critique, refactor, search.
get_project_context read-only
Project digest, asset index, per-tileset tile IDs, bundled-template catalog.
set_project_path writes
Switch projects at runtime.
analyze_image read-only
Optional Vision-AI image analysis, plus offline tileset grid measurement and quadrant colors.

Use cases

Generate complete, playable maps (towns, dungeons) from text descriptions.
Create NPCs, shops, teleports, bosses, and other events via natural language.
Analyze project consistency, finding broken references and unreachable maps.
Explain why a certain event (e.g., a door that never opens) never triggers.
Get design reviews of a map: dead space, cluttered areas, event distribution.
Scaffold a new project or author plugins quickly.

Supported clients

Claude Desktop
Claude Code
OpenCode

Listed from the project's documentation, not tested by this site.

Overview

RPG Maker MV Ultimate MCP server lets an AI agent edit a real RPG Maker MV project on disk — database, maps, events, system — through 13 consolidated tools, validated against the actual engine for coherent output. Its headline feature is knowledge-driven map generation: clones hand-authored reference maps from 106 bundled RTP templates and adapts them to your project's tilesets, falling back to procedural generation for themes without a template. It also offers read-only project intelligence (validates references, explains why an event never fires, critiques maps) and optional Vision-AI image analysis.

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Source revision d25f83215185 Data synced 2026-10-19 Read the FMRS scoring method