MCP server for RPG Maker MZ
claude mcp add rpgmaker-mz-mcp -- npx -y from{
"mcpServers": {
"rpgmaker-mz-mcp": {
"command": "npx",
"args": ["-y", "from"]
}
}
}Resumen de MCP Servers
<div align="center">
<img src="assets/banner.svg" alt="RPG Maker MZ MCP Server" width="100%" />
# RPG Maker MZ MCP Server
[](https://github.com/Redseb/rpgmaker-mz-mcp/actions/workflows/ci.yml)
[](#available-tools)
[](https://modelcontextprotocol.io/)
[](tsconfig.json)
[](package.json)
[](#license)
**119 tools** that let an AI assistant read and write an RPG Maker MZ project directly — actors, classes, skills, items, equipment, states, enemies, troops, common events, maps, tiles, tilesets, events, and system settings — instead of hand-editing everything in the editor.
_"Add a town under the world map, paint it with grass, and drop in a shopkeeper who sells potions"_ → done, in-project, no editor clicks.
</div>
## Quick start
**Claude Code (recommended)** — installs the server *and* the authoring skills as one plugin:
```bash
claude plugin marketplace add Redseb/rpgmaker-mz-mcp
claude plugin install rpgmaker-mz@rpgmaker-mz-mcp
```
You'll be prompted for your RPG Maker MZ project directory (optional — you can also just ask Claude to `set_project` later).
**Any other MCP client** — the server is on npm; no clone or build needed:
```json
{
"mcpServers": {
"rpgmaker-mz": {
"command": "npx",
"args": ["-y", "rpgmaker-mz-mcp@latest"],
"env": { "RPGMAKER_PROJECT_PATH": "/path/to/your/rpgmaker/project" }
}
}
}
```
**Claude Desktop** — either the JSON config above, or download the one-click `rpgmaker-mz-mcp.mcpb` bundle from [Releases](https://github.com/Redseb/rpgmaker-mz-mcp/releases) and open it with Claude Desktop.
New here? Read [SETUP.md](SETUP.md) for the full walkthrough and [EXAMPLES.md](EXAMPLES.md) for end-to-end recipes.
## Contents
- [Quick start](#quick-start)
- [Capabilities](#capabilities)
- [How it fits together](#how-it-fits-together)
- [Installation](#installation)
- [Configuration](#configuration)
- [Usage](#usage)
- [Available tools](#available-tools)
- [Input validation](#input-validation)
- [Event validation (throw-by-default)](#event-validation-throw-by-default)
- [Reference linting](#reference-linting)
- [Dry-run preview](#dry-run-preview)
- [Custom-tileset catalog skill](#custom-tileset-catalog-skill)
- [Example prompts](#example-prompts)
- [Development](#development)
- [Project structure](#project-structure)
- [Safety and best practices](#safety-and-best-practices)
- [Limitations](#limitations)
## Capabilities
- **Database CRUD** — actors, classes (with learnings & param curves), skills (full-control + simplified damage/heal/buff/state helpers), items, weapons, armors, states, enemies, and troops. Only a `name` is required to create; everything else falls back to the editor's true "New X" template.
- **Maps & the map tree** — create/delete maps, batch-reparent/reorder/rename with a cycle guard, and edit map properties. New maps register in `MapInfos.json` exactly as the editor expects.
- **Tile painting (with automatic autotiling)** — `paint_tiles`/`fill_area` set tiles on any of the six map layers and recompute autotile shapes (and their neighbours') from same-kind adjacency, so a filled region borders itself correctly. `place_object` stamps multi-tile B/C objects (houses, trees) and reports their passability footprint.
- **Semantic tile catalog** — `find_tile "grass"` → a paintable tile id. Built-in catalogs for every default tileset (Overworld, Outside, Inside, Dungeon, SF), sourced from RPG Maker's own English name sidecars. A bundled vision-bootstrap skill catalogs **custom** tilesets.
- **Passability & terrain** — read a tile's flags or a map cell's layered passability (`get_tile_flags`/`check_passability`), and **edit** passability/terrain-tag/behaviour flags (`set_tile_flags`).
- **Event-command builders** — high-level, read-only builders that emit the exact `EventCommand` sequences the editor writes (including tricky recursive branch blocks and continuation rows), landed on a page via `insert_event_commands`. Covers dialogue & flow, game-state changes, presentation/transitions, and scene processing.
- **Event & NPC ergonomics** — `create_npc` places a complete talking NPC in one call; `set_event_page` merges a page's graphic + behavior in place.
- **Asset awareness** — `list_assets` enumerates valid character/face/tileset/audio names so events never reference a missing file.
- **Correctness layer** — Zod-validated inputs, throw-by-default event validation (a structurally invalid write is refused, not saved-and-warned-about), a cross-file reference linter (`validate_references`), and a dry-run/diff preview on every write.
## How it fits together
<div align="center">
<img src="assets/architecture.svg" alt="AI assistant talks to the MCP server over stdio, which reads and writes the RPG Maker MZ project's data files" width="100%" />
</div>
## Installation
Pick one:
- **Claude Code plugin** *(recommended)* — `claude plugin marketplace add Redseb/rpgmaker-mz-mcp`, then `claude plugin install rpgmaker-mz@rpgmaker-mz-mcp`. This bundles the MCP server (run via npx from the npm package) together with the two authoring skills (`rpgmaker-authoring`, `tileset-catalog`) — the skills carry the judgment the tools don't enforce, so this is the full experience.
- **npm package** — configure your MCP client to run `npx -y rpgmaker-mz-mcp@latest` (see [Quick start](#quick-start)). Tools only, no skills.
- **MCPB bundle (Claude Desktop)** — download `rpgmaker-mz-mcp.mcpb` from [Releases](https://github.com/Redseb/rpgmaker-mz-mcp/releases), open it with Claude Desktop, and pick your project folder in the install dialog.
- **From source** (development):
```bash
npm install
npm run build
```
## Configuration
Set the RPG Maker MZ project path as an environment variable:
```bash
# macOS/Linux
export RPGMAKER_PROJECT_PATH=/path/to/your/rpgmaker/project
# Windows
set RPGMAKER_PROJECT_PATH=C:\path\to\your\rpgmaker\project
```
The path must point to a directory containing `game.rmmzproject` and a `data/` directory with `System.json`.
The environment variable is only the startup default: the `set_project` tool can retarget a running server at a different project (and `get_project` reports the current one), so switching games doesn't require editing config or restarting.
## Usage
### Running the server
```bash
npm start # or: node dist/index.js
```
### Configuring in Claude Desktop
The easiest path is the `.mcpb` bundle from [Releases](https://github.com/Redseb/rpgmaker-mz-mcp/releases) — open it with Claude Desktop and pick your project folder. To configure by hand instead, add to your Claude Desktop configuration file (`%APPDATA%\Claude\claude_desktop_config.json` on Windows, `~/Library/Application Support/Claude/claude_desktop_config.json` on macOS):
```json
{
"mcpServers": {
"rpgmaker-mz": {
"command": "npx",
"args": ["-y", "rpgmaker-mz-mcp@latest"],
"env": {
"RPGMAKER_PROJECT_PATH": "/path/to/your/rpgmaker/project"
}
}
}
}
```
(For a from-source checkout, use `"command": "node"` with `"args": ["/path/to/rpgmaker-mz-mcp/dist/index.js"]` instead.)
## Available tools
All 119 tools, grouped by area. Tools that write to the project accept an optional `dryRun` argument (see [Dry-run preview](#dry-run-preview)); those that can refuse a structurally invalid write also accept `force` (see [Event validation](#event-validation-throw-by-default)).
<details>
<summary><strong>Expand the full tool reference</strong></summary>
### Project targeting
- `get_project` — the project the server is operating on: path, validity, game title
- `set_project` — retarget the server at another project directory for the rest of the session (no restart; overrides `RPGMAKER_PROJECT_PATH`)
### Actors
- `create_actor`, `update_actor`, `search_actors`
### Classes
- `create_class`, `update_class`
- `add_class_learning` — attach a skill learned at a level (validates the skill, keeps learnings level-sorted)
- `set_class_param_curve` — replace one of the 8 parameter growth rows
### Skills
- `create_skill` (full control), `update_skill`, `search_skills`
- `create_damage_skill`, `create_healing_skill`, `create_buff_skill`, `create_state_skill` — natural-language-friendly helpers for common skill types
### Items & equipment
- `create_item`, `update_item`, `search_items`
- `create_weapon`, `update_weapon`
- `create_armor`, `update_armor`
### States
- `create_state`, `update_state`
### Enemies & troops
- `create_enemy`, `update_enemy`, `search_enemies`
- `create_troop`, `update_troop`, `search_troops` — `create_troop` validates that every member references an existing enemy
### Common events
- `create_common_event`, `update_common_event`
- `call_common_event` — builds the code-117 call command and validates the target exists
### Maps & the map tree
- `get_map` (pass `includeData: false` to omit the tile array on a big map), `get_map_infos`, `get_map_dimensions`, `update_map`
- `get_map_region` — read a window of tile ids (x, y, width, height, layer) instead of the whole map
- `create_map` — allocates the next id, writes a blank map, and registers it in the tree
- `delete_map` — removes a map and reparents its children onto its parent
- `update_map_tree` — batch reparent/reorder/rename/expand with an up-front existence check and cycle guard
### Map events
- `get_map_events`, `get_map_event`, `search_map_events`
- `create_map_event`, `update_map_event`, `delete_map_event`
- `add_event_command` — append a single command to an event page
- `set_map_tile` — set a single raw tile id at (x, y) on a z-layer (no autotiling)
#Lo que la gente pregunta sobre rpgmaker-mz-mcp
¿Qué es Redseb/rpgmaker-mz-mcp?
+
Redseb/rpgmaker-mz-mcp es mcp servers para el ecosistema de Claude AI. MCP server for RPG Maker MZ Tiene 1 estrellas en GitHub y se actualizó por última vez today.
¿Cómo se instala rpgmaker-mz-mcp?
+
Puedes instalar rpgmaker-mz-mcp clonando el repositorio (https://github.com/Redseb/rpgmaker-mz-mcp) o siguiendo las instrucciones del README en GitHub. ClaudeWave también te ofrece bloques de instalación rápida en esta misma página.
¿Es seguro usar Redseb/rpgmaker-mz-mcp?
+
Redseb/rpgmaker-mz-mcp aún no ha sido auditado por nuestro agente de seguridad. Revisa el repositorio original en GitHub antes de usarlo en producción.
¿Quién mantiene Redseb/rpgmaker-mz-mcp?
+
Redseb/rpgmaker-mz-mcp es mantenido por Redseb. La última actividad registrada en GitHub es de today, con 4 issues abiertos.
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+
Sí. En ClaudeWave puedes explorar mcp servers similares en /categories/mcp, ordenados por popularidad o actividad reciente.
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