RPG Maker MV Ultimate: AI copilot to generate, edit and understand RPG Maker MV projects (MCP)
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Config is the same across clients — only the file and path differ.
{
"mcpServers": {
"rpgmaker-mv": {
"env": {
"RPGMAKER_PROJECT_PATH": "/path/to/your/RPGMakerMV/project"
},
"args": [
"-y",
"rpgmaker-mv-mcp"
],
"command": "npx"
}
}
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A Model Context Protocol server that 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 so the output is coherent and playable — and it can reason about the project (validate references, explain why an event never fires, critique a map) via analyze_project.
Run this in your terminal to verify the server starts. Then let us know if it worked — your result helps other developers.
npx -y 'degit' 2>&1 | head -1 && echo "✓ Server started successfully"
After testing, let us know if it worked:
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No known CVEs.
Checked degit against OSV.dev.
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A Model Context Protocol server that 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 so the output is coherent and playable — and it can reason about the project (validate references, explain why an event never fires, critique a map) via analyze_project.
Its headline feature is knowledge-driven map generation: instead of painting tiles procedurally, generate_map clones hand-authored reference maps from 106 bundled RTP templates (real multi-tile buildings, walls, furniture) and adapts them to your project's tilesets — falling back to procedural generation only for themes without a template.
The 101 fine-grained v4 tool names still work as call aliases (set RPGMV_LEGACY_TOOLS=1 to also advertise them).
The package ships an executable, so no clone is required. Add it to your MCP client:
{
"mcpServers": {
"rpgmaker-mv": {
"command": "npx",
"args": ["-y", "rpgmaker-mv-mcp"],
"env": {
"RPGMAKER_PROJECT_PATH": "/path/to/your/RPGMakerMV/project"
}
}
}
}
Works with Claude Desktop, Claude Code, opencode, and any MCP-compatible client. The server starts even without RPGMAKER_PROJECT_PATH — call set_project_path at runtime if you didn't set it.
git clone https://github.com/DiegoLopez0208/RpgMakerMVUltimate-MCP
cd RpgMakerMVUltimate-MCP
npm install
npm run build
RPGMAKER_PROJECT_PATH=/path/to/your/project npm start
| 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 | Knowledge-driven generation: clones a real reference map per theme (or pure procedural / blank / themed / a specific template / batch / duplicate) |
edit_map | Fill tile layers, set display names, organize the map tree, connect two maps, set encounters |
manage_map_event | 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 |
manage_system | Game title, switch/variable names, starting position |
analyze_project | Read-only project intelligence — overview, index, validate, graph, usage, explain, ast, plugins, critique, refactor, search (see below) |
get_project_context | Project digest, asset index, per-tileset tile IDs, bundled-template catalog |
set_project_path | Switch projects at runtime |
analyze_image | Optional Vision-AI image analysis, plus offline tileset grid measurement and quadrant colors |
generate_map defaults to mode: "procedural", which is smarter than the name suggests:
seed + params