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RPG Maker MV Ultimate MCP

NPM · RPGMAKER-MV-MCP · SCANNED AUG 3

RPG Maker MV Ultimate: AI copilot to generate, edit and understand RPG Maker MV projects (MCP)

Available components

+19 this week 60 Trust /100
Trust breakdown (6 categories)

How this component scores in each security and reliability category. Every signal is checked automatically from public evidence about the published package, including repeated runs of it in an isolated sandbox, and we only credit what we can confirm. How we score →

Supply Chain Security70
  • No malware found by supply-chain analysis.Pass
  • CVE check failed: a known high-severity CVE affects sharp 0.33.5, a direct dependency. A fixed version is available. View diagnostics → Fail
  • No install/post-install scripts declared.Pass
  • Only part of the dependency tree could be resolved (125 of 129), so this covers what we could see, not the whole tree. View diagnostics → Partial
Provenance & Transparency45
Schema Quality & AI Usability55
  • AI-judged instruction clarity (excellent).Pass
  • Context-footprint check failed: tool/resource definitions use about 6543 tokens (~503/item across 13 items; 13 tools + 0 resources), over budget; trim descriptions and params. See how to fix → Fail
  • Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management27
  • Stability observed for 8 of 30 days with no destabilising changes; credit accrues until the full window elapses.Partial
Tool Coverage100
  • 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
  • 100% of tool parameters carry a description.Pass
Capabilities100
  • Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
Install

Add this component to your MCP client. Where a client-specific snippet is available, pick your client below and copy it straight into your config; otherwise use the connection detail shown.

npm · rpgmaker-mv-mcp

# add to Claude Code
claude mcp add diegolopez0208-rpgmaker-mv-ultimate -- npx -y rpgmaker-mv-mcp
# add to Codex CLI
codex mcp add diegolopez0208-rpgmaker-mv-ultimate -- npx -y rpgmaker-mv-mcp
// opencode.json
{
  "$schema": "https://opencode.ai/config.json",
  "mcp": {
    "diegolopez0208-rpgmaker-mv-ultimate": {
      "type": "local",
      "command": [
        "npx",
        "-y",
        "rpgmaker-mv-mcp"
      ],
      "enabled": true
    }
  }
}
# add to OpenClaw
openclaw mcp add diegolopez0208-rpgmaker-mv-ultimate --command npx --arg -y --arg rpgmaker-mv-mcp
# ~/.hermes/config.yaml
mcp_servers:
  diegolopez0208-rpgmaker-mv-ultimate:
    command: "npx"
    args: ["-y", "rpgmaker-mv-mcp"]
// mcp.json
{
  "mcpServers": {
    "diegolopez0208-rpgmaker-mv-ultimate": {
      "command": "npx",
      "args": [
        "-y",
        "rpgmaker-mv-mcp"
      ]
    }
  }
}
Changelog

Every change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.

  • 3 Aug 26 +4
    • Stability: unverified → 0.27 functional
  • 2 Aug 26 +40
    • GHSA-f88m-g3jw-g9cj affects this package: high security
    • Known CVEs: unverified → fail security
    • Provenance: unverified → fail security
    • Install scripts: unverified → pass security
    • Malware scan: unverified → pass security
    • Stability: Stability not yet verified: not enough scan history yet (needs a 30-day window). security
    • Tool coverage: 100 → unverified functional
    • Security disclosure: fail → unverified functional
    • Schema quality: unverified → excellent functional
    • License: unverified → pass functional
    • Dependency health: unverified → partial functional
    • Maintenance: unverified → pass functional
    • MCP protocol: unverified → pass functional
    • Licence: MIT functional
  • 31 Jul 26 −10
    • We updated how we score, so this day's move reflects our rubric, not a change to the server See what changed → functional
  • 30 Jul 26 −15
    • Tool coverage: 100 → unverified functional
    • Dependency health: unverified → partial functional
    • First check of Schema quality: unverified functional
  • 27 Jul 26 41

    First indexed and scored.

Diagnostics

Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.

Captured 3 Aug 2026 · Analysed npm/[email protected]

Provenance none

Ecosystem: npm · Outcome: none

Vulnerabilities 1 finding
ID CVE Severity Vector Fix available
GHSA-f88m-g3jw-g9cj high yes
Dependencies 125 packages

125 packages in the resolved dependency tree · 125 deprecated · 29 stale.

The dependency tree was only partially resolved, so these counts may be incomplete.

MCP tools — 13 exposed · ~6,543 tokens

The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability.

Tool Tokens
analyze_image ~335

Analyze images related to the project. mode "ai" sends a project image file (tileset, character sheet, map screenshot, battler) to an external OpenAI-compatible Vision API and returns {analysis, model, tokens_used} — NETWORK SIDE EFFECT: the resized JPEG leaves your machine to the endpoint configured via VISION_API_URL / VISION_API_KEY / VISION_MODEL env vars; fails if the path escapes the project, the file is missing, or the API is unreachable/times out (120 s). mode "grid" measures a base64 PNG tileset offline and returns its 48px grid {cols, rows, totalTiles}. mode "colors" returns the average RGB of a base64 PNG's four quadrants offline (a crude what-is-on-screen check). For precise offline map layout, query_map view "ascii" is usually better than any image analysis.

NameTypeReqDescription
base64PNGstringmodes "grid"/"colors": raw base64 PNG data (no data: URL prefix)
imagePathstringmode "ai": image path RELATIVE to the project root, e.g. "img/tilesets/Outside.png"; paths outside the project are rejected
modestringai = Vision API on a project file; grid/colors = offline analysis of a provided base64 PNG. Default "ai"
promptstringmode "ai": custom analysis question (default: thorough RPG-Maker-specific analysis)
resizeMaxnumber|stringmode "ai": max width in px before upload (default 1024; lower = fewer tokens)

No output schema declared.

No examples provided.

analyze_project ~842

Read-only project intelligence: builds (and caches) an in-memory model of the WHOLE project so you can reason about it instead of re-reading files. `view` selects the lens: "overview" (default) returns game title, entity/map/event counts, a health summary (errors/warnings/info) with the top issues, and any maps unreachable from the start map — the fastest way to understand a project you did not build; "index" returns the structured digest (every map with its event count, common events, and only the NAMED switches/variables); "validate" runs every consistency check (broken transfers to non-existent maps, MapInfos entries whose Map file is missing, events that call missing common events / items / weapons / armors / troops / animations, duplicate database IDs, named-but-unused switches/variables, bad starting position, unreachable maps) returning {issueCount, bySeverity, issues[]}, optionally filtered by `severity`; "graph" returns the map transfer network (nodes, directed edges) plus reachability from the start map; "usage" answers "what uses X?" — pass `kind` (switch/variable/common_event/item/weapon/armor/troop/animation/actor/state/map) and `id` to get every event, common event and troop that references it, with read/write roles for switches/variables; "explain" reasons about one thing — `target` "switch"/"variable" + `id` tells you whether it is set, read, gated, a dead write, or never-set (the usual reason a door/event never triggers), and `target` "map" + `id` reports incoming transfers, what becomes unreachable if it is deleted, and whether it is the start map; "ast" parses one event page (mapId + eventId, optional page) or a common event (commonEventId) into a logical tree with a readable outline; "plugins" fuses js/plugins.js with each plugin file's @plugindesc/@author/@param/@command/@help header so you can adapt to the project's OWN systems instead of emitting vanilla events (and flags configured plugins whose file is missing); "critique" reviews ONE map (…

NameTypeReqDescription
commonEventIdnumber|stringview "ast": parse this common event instead of a map event
eventIdnumber|stringview "ast": the event on `mapId` to parse
idnumber|stringviews "usage"/"explain": numeric id of the switch/variable/map/entity to inspect
kindstringview "usage": what kind of entity `id` refers to
limitnumber|stringview "search": max results (default 20)
mapIdnumber|stringview "ast": the map holding the event to parse
minLennumber|stringview "refactor": minimum shared command-run length to report (default 4)
pagenumber|stringview "ast": which page of the event (0-based, default 0)
querystringview "search": free-text query, e.g. "the blacksmith", "dark forest"
severitystringview "validate": keep only issues of this severity
targetstringview "explain": what `id` refers to (default "switch")
viewstringWhich lens to apply (default "overview")

No output schema declared.

No examples provided.

create_database_entry ~393

Create a new entry in an RPG Maker MV database with the next free ID; the data file is written immediately. Returns the complete created object including its new id. Two forms: with `entity` + `data` it creates a raw entry (omitted fields get engine defaults; data.name is expected); with `preset` it builds a ready-to-use entry from a recipe — damage_skill {name, mpCost, scope, formula, element?, animationId?}, healing_skill {name, mpCost, scope, formula}, buff_skill {name, mpCost, scope, paramId 0-7, turns}, state_skill {name, mpCost, scope, stateId, chance 0-1}, boss_enemy {name, battlerName?, specialSkillId?, params?}, encounter_troop {name, enemyIds[]}. Presets validate their required fields and fail with a validation error when missing. Class entries: data.params accepts 8 stat seeds [HP,MP,ATK,DEF,MAT,MDF,AGI,LUK] expanded to full level 1-99 curves automatically. Not supported for tilesets/animations (author those in the editor). Referenced IDs (classId, stateId, enemyIds...) are NOT validated — confirm them with query_database first.

NameTypeReqDescription
dataobjectyesEntry fields. Raw entries: same properties as the RPG Maker database (name, note, traits, params...; effects for items/skills, members [{enemyId,x,y}] for troops, trigger/switchId/list for common_eve…
entitystringWhich database receives the new entry. Optional when preset is given (the preset implies it)
presetstringRecipe for common content; see the tool description for each preset's required data fields. Omit for a raw entry

No output schema declared.

No examples provided.

delete_database_entry ~209

DESTRUCTIVE: delete a database entry by nulling it out in its data file (written immediately; not undoable — re-create it if needed; IDs are never reused). References elsewhere are NOT cleaned up and will break at runtime: actors in the starting party, classes assigned to actors, skills in class learnings/enemy actions, items in chests/shops, enemies in troops, states in skill effects — check and update those first with query_database/update_database_entry. NEVER delete skill 1 (Attack), skill 2 (Guard) or state 1 (KO); the engine uses them directly. Supported entities: actors, classes, skills, items, weapons, armors, enemies, states. Returns the deleted object for reference; fails with an error if the ID does not exist.

NameTypeReqDescription
entitystringyesWhich database contains the entry to delete
idnumber|stringyesID of the entry to delete (never skill 1/2 or state 1)

No output schema declared.

No examples provided.

edit_map ~586

Modify existing maps; the affected map files / MapInfos.json are written immediately. `action` selects the edit: "fill_layer" overwrites an ENTIRE tile layer with one tile ID (destructive, not undoable; layers: 0-1 ground, 2-3 upper, 4 shadow bits 0-15, 5 region IDs 0-255; tileId 0 clears; find valid IDs with get_project_context detail "tileset"); "set_display_names" sets the player-visible displayName of several maps at once (entries whose map file is missing are reported in `skipped`, not errors); "organize_tree" re-parents maps in the editor tree (purely organizational, gameplay unaffected); "connect" creates a bidirectional pair of transfer events between two maps so the player can walk both ways; "set_encounters" sets the map's random-battle list so enemies appear while walking — `encounters` is [{troopId, weight?, regionSet?}] (weight default 5; regionSet [] = whole map; troopId must exist) plus optional `encounterStep`. WITHOUT encounters set, a map has no random battles. Returns a per-action summary. Fails with an error if a referenced map does not exist (except set_display_names, which skips). For event-level work use manage_map_event.

NameTypeReqDescription
actionstringyesWhich edit to perform; see the tool description
encounterStepnumber|stringaction "set_encounters": average steps between random battles (default 30)
encountersarrayaction "set_encounters": [{troopId, weight?, regionSet?}] random-battle entries; troopId must exist (create via create_database_entry "troops")
foldersarrayaction "organize_tree": [{mapId, parentId}] — parentId 0 means root level
layernumber|stringaction "fill_layer": layer index 0-5
mapIdnumber|stringaction "fill_layer": map to modify
mapIdAnumber|stringaction "connect": first map ID
mapIdBnumber|stringaction "connect": second map ID
namesarrayaction "set_display_names": [{mapId, name}] — name is what the player sees on map entry
posAobjectaction "connect": transfer event position on map A {x, y, trigger} (trigger 1=walk-on default, 0=action button for doors)
posBobjectaction "connect": transfer event position on map B {x, y, trigger}
tileIdnumber|stringaction "fill_layer": tile ID to write into every cell (0 = clear)

No output schema declared.

No examples provided.

generate_map ~970

Create a new map file (next free map ID, registered in MapInfos.json; both files written immediately). `mode` selects the generator: "blank" makes an empty map you paint later (edit_map fill_layer); "themed" generates a simple tile layout for a theme using the tileset's real tiles; "procedural" is the full generator — for themes with matching RTP reference templates (town, dungeon, interior, castle, world, etc.) it CLONES a hand-authored template from the 106 bundled maps (real 3D buildings, walls, furniture), auto-picking the closest size; for themes without templates (beach, swamp, etc.) it generates procedurally (Perlin terrain, BSP dungeons, cellular caves). Same seed + params = same map. Pass templateId to force a specific template, or useTemplate:false to force procedural. 21 themes incl. snow, volcano, sewer, space_interior; "batch" generates several procedural maps in one call from `batch` specs; "duplicate" copies an existing map (transfer events still point at their ORIGINAL destinations — review them); "template" instantiates one of the 106 bundled reference maps by templateId (list them with get_project_context detail "templates"). Returns {mapId, ...} — procedural also returns the seed; batch returns all mapIds keyed for edit_map "connect". Fails with an error on unknown theme/template or unwritable files.

NameTypeReqDescription
addEventsbooleanprocedural: also place themed NPCs/chests/bosses/transfers (default true)
batcharraymode "batch" only: one spec per map [{key, name, theme, width, height, tilesetId, seed, parentId}]; key is echoed back to match returned mapIds
bgmNamestringAudio file from audio/bgm/ to autoplay on entry
displayNamestringLocation name briefly shown to the player on entry
encountersbooleanprocedural combat themes (dungeon/cave/world/fortress/sewer/volcano): auto-populate the map's random encounters from the project's existing troops so enemies appear while walking. Default true (no-op…
enterableHousesbooleanprocedural town/village only: also auto-generate an interior map per house with a two-way warp (action-button door outside → interior, walk-on mat inside → back to the street). Default true; the new…
heightnumber|stringMap height in tiles (defaults: blank/themed 13, procedural 25)
keepEventsbooleanmode "template" only: also copy the template's events (default true)
modestringWhich generator to use; see the tool description. Default "procedural"
namestringInternal map name for the editor tree (required for mode "duplicate")
notestringFree-form note field for plugin metadata
parentIdnumber|stringMap tree folder to nest the new map under (0 = root)
seednumber|stringprocedural/batch: random seed for reproducible output (omit for random; returned in the result)
sourceMapIdnumber|stringmode "duplicate" only: existing map ID to copy (unchanged by the operation)
templateIdnumber|stringmode "template": bundled template ID. mode "procedural": OPTIONAL — force a specific template ID (from get_project_context detail "templates") instead of auto-picking by theme+size
themestringRequired for themed/procedural. themed: forest, dungeon, town, castle, cave, village, swamp, desert, ruins, interior, beach. procedural adds: snow, harbor, volcano, sewer, fortress, magic_forest, mag…
tilesetIdnumber|stringTileset to render with. Defaults to the one matching the theme (Outside=2, Inside=3, Dungeon=4, Overworld=1), so you normally omit it — only set it to override. A mismatched tileset renders the map a…
useTemplatebooleanprocedural: when true (default), clone an RTP template for themes that have one (town, dungeon, interior, etc.) instead of generating procedurally. Set false to force procedural generation even when…
widthnumber|stringMap width in tiles (defaults: blank/themed 17, procedural 30; template uses the template's size)

No output schema declared.

No examples provided.

get_project_context ~382

Read-only: pre-digested project knowledge — CALL THIS FIRST in a session. `detail` selects the depth: "full" (default) returns id+name lists for every database, switch/variable names, starting position, and available sprite filenames per img/ folder — everything needed to create content without inventing broken references; "summary" is a cheap health check (entry counts per data file); "assets" scans img/ and Tilesets.json into a complete index (sheet dimensions, autotile kinds, categorized usable tiles, all PNG names); "tileset" returns the categorized usable tile IDs of ONE tileset (ground/water/walls/roof/decoration) for edit_map "fill_layer" — guessing tile IDs produces glitched maps; "templates" lists the 106 bundled reference maps (id, category, theme) usable with generate_map mode "template", optionally filtered by category/theme. Returns one structured object (or array for templates). GOLDEN RULES for good results: (1) build whole maps with generate_map (it stamps real houses/trees and wires encounters) and add content with the manage_map_event presets — do NOT hand-paint tiles or place decorations one tile at a time; (2) never invent tile IDs or sprite/troop/skill IDs — take them from this tool; (3) for enemies to appear, create troops then set encounters (edit_map "set_encounters"), which generate_map does automatically for combat themes.

NameTypeReqDescription
categorystringdetail "templates": filter by template category
detailstringHow much and what kind of context; see the tool description. Default "full"
themestringdetail "templates": filter by template theme
tilesetIdnumber|stringdetail "tileset": which tileset to categorize

No output schema declared.

No examples provided.

manage_map_event ~1,432

Create, modify or remove events on a map; the map file is written immediately. action "create" without preset makes a low-level event at x/y (empty page unless `pages` given; add behavior later with add_command). action "create" WITH preset builds a complete, ready-to-play event: "npc" (2-page dialogue NPC: {name, dialogues[], characterName?, characterIndex?}), "chest" (one-time loot: {items: [{type: item|weapon|armor, id, amount}]} — IDs not validated, confirm with query_database), "teleport" (one-way walk-on transfer zone: {destMapId, destX, destY, trigger?} — destination not validated), "door" (action-button warp into another map, e.g. a house entrance: {destMapId, destX, destY, characterName?, characterIndex?, trigger?, lockedSwitchId?, lockedMessage?}; with lockedSwitchId it shows a "locked" message until that game switch is ON), "shop" ({goods: [[type 0=item/1=weapon/2=armor, id, priceType 0=standard/1=custom, price]]}), "inn" ({cost?} full-recovery flow with gold check), "boss" ({troopId} one-time battle, game over on loss), "puzzle_switch" ({switchX, switchY, doorX, doorY, gameSwitchId, switchName?, doorName?} creates TWO linked events). action "update" overwrites only `fields` on an event; action "convert" RE-PURPOSES an existing event in place — keeping its id, position, name and sprite but replacing its behaviour — via `kind`: "merchant" (a working shop; pass `options.goods` [[type,id,priceType,price]] or the friendly `options.items` [{type,id}], plus optional `options.greeting`), "inn" (`options.cost?` full-recovery flow with gold check), "sign" (`options.text` string or string[] read-only message); ideal for "turn this NPC into a merchant" without re-placing it; "delete" removes it permanently (DESTRUCTIVE); "add_command" appends one command before a page's terminator; "populate" scatters N events of a kind (npc/chest/boss) at random positions (walkability not checked — validate with query_map "ascii"). Returns the created/updated event(s) with ids. Fa…

NameTypeReqDescription
actionstringyesWhat to do; see the tool description. Default "create"
characterIndexnumber|stringWhich of the 8 characters in the sheet (0-7)
characterNamestringSprite sheet from img/characters/ without extension; list options with get_project_context
commandobjectaction "add_command": event command {code, indent, parameters}; e.g. 201=Transfer Player [0, mapId, x, y, dir, fade]
costnumber|stringpreset "inn": gold charged for a full recovery (default 50)
countnumber|stringaction "populate": how many events (default 3)
destMapIdnumber|stringpreset "teleport"/"door": destination map ID
destXnumber|stringpreset "teleport"/"door": destination tile X (should be walkable)
destYnumber|stringpreset "teleport"/"door": destination tile Y
dialoguesarraypreset "npc": dialogue lines, each becomes one text box
doorNamestringpreset "puzzle_switch": editor name for the door event (default "Door")
doorXnumber|stringpreset "puzzle_switch": door tile X
doorYnumber|stringpreset "puzzle_switch": door tile Y
eventIdnumber|stringExisting event ID (update/delete/add_command); find it with query_map view "events"
eventTypestringaction "populate": kind of events to scatter — "npc", "chest" or "boss"
fieldsobjectaction "update": properties to overwrite, e.g. {"x": 5, "y": 9} or {"pages": [...]} (replaces all pages)
gameSwitchIdnumber|stringpreset "puzzle_switch": game switch linking switch and door — pick an unused ID via manage_system get switches
goodsarraypreset "shop": wares [[type, id, priceType, price]] — priceType 1 uses the custom price, 0 the database price
itemsarraypreset "chest": loot [{type: "item"|"weapon"|"armor", id, amount}]
kindstringaction "convert": what to turn the existing event into
lockedMessagestringpreset "door": message shown while locked (default "It's locked.")
lockedSwitchIdnumber|stringpreset "door": if set, the door shows lockedMessage until this game switch is ON, then warps
mapIdnumber|stringyesMap the event lives on (always required)
namestringEvent name shown in the editor
optionsobjectaction "convert": kind-specific settings — merchant {goods|items, greeting?}, inn {cost?}, sign {text}
optsobjectaction "populate": overrides {name, troopId, x, y}
pageIndexnumber|stringaction "add_command": which page receives the command (0-based, default 0)
pagesarrayaction "create" without preset: full event page objects (optional)
presetstringaction "create" only: ready-made event recipe; omit for a low-level empty event
switchNamestringpreset "puzzle_switch": editor name for the switch event (default "Switch")
switchXnumber|stringpreset "puzzle_switch": floor-switch tile X
switchYnumber|stringpreset "puzzle_switch": floor-switch tile Y
triggernumber|stringHow the event activates: 0=action button, 1=player touch, 2=event touch, 3=autorun, 4=parallel
troopIdnumber|stringpreset "boss" / populate boss: troop to battle (create it first via create_database_entry preset encounter_troop)
xnumber|stringTile X position (0-based; create/presets except puzzle_switch)
ynumber|stringTile Y position (0-based)

No output schema declared.

No examples provided.

manage_system ~329

Read or edit project-wide settings in data/System.json (writes are immediate). action "get" returns the requested `section`: "full" (everything — large), "switches" or "variables" (name arrays indexed by ID; unnamed entries are empty strings — use these to find free IDs), or "title". action "set_title" changes the game title shown on the title screen. "name_switch"/"name_variable" label a switch/variable by ID — documentation only, runtime values are untouched, but good names keep event logic readable. "set_starting_position" sets where new games begin {mapId, x, y} — NOT validated against existing maps, verify with query_map "infos" first; does not affect saved games. Returns the read section or the updated values.

NameTypeReqDescription
actionstringyesWhat to do; see the tool description. Default "get"
idnumber|stringname_switch/name_variable: switch or variable ID to label (1-based)
mapIdnumber|stringset_starting_position: map where new games start (must exist)
namestringname_switch/name_variable: descriptive label, e.g. "BridgeRepaired"
sectionstringaction "get": which part of System.json to return (default "full")
titlestringaction "set_title": new game title
xnumber|stringset_starting_position: starting tile X (should be walkable)
ynumber|stringset_starting_position: starting tile Y

No output schema declared.

No examples provided.

query_database ~251

Read-only: query any RPG Maker MV database (data/*.json). Three forms depending on arguments: no id/query lists every non-null entry of the entity; `id` fetches one entry (returns null, not an error, if it does not exist); `query` does a case-insensitive name search (items/weapons/armors/skills also match descriptions). Returns an array (list/search) or a single object/null (id). Use this to discover valid IDs before create/update/delete or before wiring references (class learnings, troop members, chest loot). For maps use query_map; for a digest of everything at once use get_project_context.

NameTypeReqDescription
entitystringyesWhich database to read: actors, classes, skills, items (consumables), weapons, armors, enemies, states (status conditions), troops (enemy formations), tilesets, common_events, animations
idnumber|stringFetch a single entry by its database ID (1-based). Omit to list or search
querystringCase-insensitive substring to match against entry names (and descriptions for items/weapons/armors/skills). Ignored when id is given

No output schema declared.

No examples provided.

query_map ~369

Read-only: inspect maps. `view` selects what you get: "infos" lists the map tree from MapInfos.json (ids, names, folder parentIds — no mapId needed); "full" returns one complete MapNNN.json (dimensions, 6-layer tile data, events — can be large); "events" lists a map's events (with `query`, filters by name, case-insensitive); "event" returns one event by eventId (null if absent); "validate" lints a map (invalid tile IDs per layer, missing page terminators, transfers to map 0, Self Switch OFF where ON was likely meant) returning {issueCount, issues[]}; "ascii" renders the map as a character grid with event markers and a legend — the cheapest way to "see" a layout and pick coordinates, entirely offline. Fails with an error if the map file does not exist. For player-visible images use analyze_image instead.

NameTypeReqDescription
eventIdnumber|stringEvent ID within the map (required for view "event")
layernumber|stringview "ascii" only: tile layer to draw, 0=ground (default) or 2=upper decorations
mapIdnumber|stringMap ID (required for every view except "infos"); map 1 is Map001.json
querystringview "events" only: case-insensitive substring filter on event names
showEventsbooleanview "ascii" only: overlay event markers (default true)
showRegionsbooleanview "ascii" only: also return the region-ID layer as a second grid (default false)
viewstringyesWhat to read; see the tool description for each view

No output schema declared.

No examples provided.

set_project_path ~112

Switch this server to a DIFFERENT RPG Maker MV project directory for all subsequent tool calls (session-wide side effect; persists until changed again or the server restarts). Validates that the path contains data/System.json and fails with an error otherwise, leaving the previous project active. Returns the new active path. Without this tool, the RPGMAKER_PROJECT_PATH environment variable set at startup applies.

NameTypeReqDescription
pathstringyesAbsolute path to an RPG Maker MV project root (the folder containing data/System.json and img/)

No output schema declared.

No examples provided.

update_database_entry ~333

Partially update an existing database entry: only the keys in `fields` are overwritten (arrays like traits/learnings/actions are replaced wholesale, not merged); the data file is written immediately and there is no undo, so fetch current values with query_database first if you may revert. Returns the full entry after the update. Fails with an error if the ID does not exist. Special append forms that do not need `fields`: common_events + `appendCommand` inserts one event command before the list terminator; troops + `addEnemyId` adds a member at an auto-computed battle position. Plain troop updates and animations are not supported. Class params in fields accept 8 seeds (expanded to full curves) or 8 arrays of 100 per-level values. Editing tilesets affects every map using them; malformed flags break passability project-wide.

NameTypeReqDescription
addEnemyIdnumber|stringtroops only: enemy ID to append as a new member at an auto-computed screen position
appendCommandobjectcommon_events only: one event command {code, indent, parameters} appended before the terminator. Common codes: 101+401=Show Text, 121=Control Switches, 122=Control Variables
entitystringyesWhich database contains the entry
fieldsobjectSubset of properties to overwrite, e.g. {"name": "Hero", "price": 250}. Not needed when using appendCommand/addEnemyId
idnumber|stringyesID of the entry to modify (must exist; find it with query_database)

No output schema declared.

No examples provided.