# RPG Maker MV Ultimate MCP (npm · rpgmaker-mv-mcp)

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

- Trust score: 60/100 (medium)
- Change this week: +19
- Registry status: active
- Liveness: live
- Owner verified: no
- Last scored: 2026-08-03

## Components

- npm · `rpgmaker-mv-mcp`: 60/100 (this document), [markdown](https://verifymcp.io/servers/diegolopez0208-rpgmaker-mv-ultimate/rpgmaker-mv-mcp.md), [page](https://verifymcp.io/servers/diegolopez0208-rpgmaker-mv-ultimate/rpgmaker-mv-mcp)

## Channel facts

- Registry: `npm`
- Package: `rpgmaker-mv-mcp`
- Version: `5.12.2`
- Transport: `stdio`

## Trust breakdown

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. Scores are 0–100 per category. Scoring method: https://verifymcp.io/docs/scoring (what has changed: https://verifymcp.io/docs/scoring/changelog)

Scored 2026-08-03.

- **Supply Chain Security**: 70/100
  - No malware found by supply-chain analysis.
  - CVE check failed: a known high-severity CVE affects sharp 0.33.5, a direct dependency. A fixed version is available.
  - No install/post-install scripts declared.
  - Only part of the dependency tree could be resolved (125 of 129), so this covers what we could see, not the whole tree.
- **Provenance & Transparency**: 45/100
  - Source repository is publicly reachable at the declared URL.
  - Provenance check failed: no build-provenance attestation is published.
  - Clear OSI-approved license (MIT).
  - Actively maintained (last published 10 days ago).
  - Disclosure check failed: no security disclosure policy was found in the source repository.
- **Schema Quality & AI Usability**: 55/100
  - AI-judged instruction clarity (excellent).
  - 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.
  - Usage-examples check failed: none of the tools include examples.
- **Stability & Change Management**: 27/100
  - Stability observed for 8 of 30 days with no destabilising changes; credit accrues until the full window elapses.
- **Tool Coverage**: 100/100
  - 100% of tools have a non-trivial description (not blank, and not just the tool's name).
  - 100% of tool parameters carry a description.
- **Capabilities**: 100/100
  - Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.

## Install

### Claude

```bash
claude mcp add diegolopez0208-rpgmaker-mv-ultimate -- npx -y rpgmaker-mv-mcp
```

### Codex

```bash
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
    }
  }
}
```

### OpenClaw

```bash
openclaw mcp add diegolopez0208-rpgmaker-mv-ultimate --command npx --arg -y --arg rpgmaker-mv-mcp
```

### Hermes

```yaml
mcp_servers:
  diegolopez0208-rpgmaker-mv-ultimate:
    command: "npx"
    args: ["-y", "rpgmaker-mv-mcp"]
```

### Other

```json
{
  "mcpServers": {
    "diegolopez0208-rpgmaker-mv-ultimate": {
      "command": "npx",
      "args": [
        "-y",
        "rpgmaker-mv-mcp"
      ]
    }
  }
}
```

## Changelog

Every change recorded for this component, newest first. Days that predate change tracking, or that we cannot explain, say so: "we were watching and nothing happened" and "we were not watching" are different claims.

### 2026-08-03 (score 60, +4)

- [functional improvement] Stability: unverified → 0.27

### 2026-08-02 (score 56, +40)

- [security regression] GHSA-f88m-g3jw-g9cj affects this package: high
- [security regression] Known CVEs: unverified → fail
- [security regression] Provenance: unverified → fail
- [security improvement] Install scripts: unverified → pass
- [security improvement] Malware scan: unverified → pass
- [security] Stability: Stability not yet verified: not enough scan history yet (needs a 30-day window).
- [functional regression] Tool coverage: 100 → unverified
- [functional regression] Security disclosure: fail → unverified
- [functional improvement] Schema quality: unverified → excellent
- [functional improvement] License: unverified → pass
- [functional improvement] Dependency health: unverified → partial
- [functional improvement] Maintenance: unverified → pass
- [functional improvement] MCP protocol: unverified → pass
- [functional] Licence: MIT

### 2026-07-31 (score 16, −10)

- [functional] We updated how we score, so this day's move reflects our rubric, not a change to the server

### 2026-07-30 (score 26, −15)

- [functional regression] Tool coverage: 100 → unverified
- [functional improvement] Dependency health: unverified → partial
- [functional] First check of Schema quality: unverified

### 2026-07-27 (score 41)

First indexed and scored.

## MCP tools (13)

### `query_database` (~251 tokens)

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.

Input parameters:

- `entity` (string, required): Which database to read: actors, classes, skills, items (consumables), weapons, armors, enemies, states (status conditions), troops (enemy formations), tilesets, common_events, animations
- `id` (number|string): Fetch a single entry by its database ID (1-based). Omit to list or search
- `query` (string): Case-insensitive substring to match against entry names (and descriptions for items/weapons/armors/skills). Ignored when id is given

### `create_database_entry` (~393 tokens)

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.

Input parameters:

- `data` (object, required): Entry 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…
- `entity` (string): Which database receives the new entry. Optional when preset is given (the preset implies it)
- `preset` (string): Recipe for common content; see the tool description for each preset's required data fields. Omit for a raw entry

### `update_database_entry` (~333 tokens)

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.

Input parameters:

- `addEnemyId` (number|string): troops only: enemy ID to append as a new member at an auto-computed screen position
- `appendCommand` (object): common_events only: one event command {code, indent, parameters} appended before the terminator. Common codes: 101+401=Show Text, 121=Control Switches, 122=Control Variables
- `entity` (string, required): Which database contains the entry
- `fields` (object): Subset of properties to overwrite, e.g. {"name": "Hero", "price": 250}. Not needed when using appendCommand/addEnemyId
- `id` (number|string, required): ID of the entry to modify (must exist; find it with query_database)

### `delete_database_entry` (~209 tokens)

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.

Input parameters:

- `entity` (string, required): Which database contains the entry to delete
- `id` (number|string, required): ID of the entry to delete (never skill 1/2 or state 1)

### `query_map` (~369 tokens)

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.

Input parameters:

- `eventId` (number|string): Event ID within the map (required for view "event")
- `layer` (number|string): view "ascii" only: tile layer to draw, 0=ground (default) or 2=upper decorations
- `mapId` (number|string): Map ID (required for every view except "infos"); map 1 is Map001.json
- `query` (string): view "events" only: case-insensitive substring filter on event names
- `showEvents` (boolean): view "ascii" only: overlay event markers (default true)
- `showRegions` (boolean): view "ascii" only: also return the region-ID layer as a second grid (default false)
- `view` (string, required): What to read; see the tool description for each view

### `generate_map` (~970 tokens)

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.

Input parameters:

- `addEvents` (boolean): procedural: also place themed NPCs/chests/bosses/transfers (default true)
- `batch` (array): mode "batch" only: one spec per map [{key, name, theme, width, height, tilesetId, seed, parentId}]; key is echoed back to match returned mapIds
- `bgmName` (string): Audio file from audio/bgm/ to autoplay on entry
- `displayName` (string): Location name briefly shown to the player on entry
- `encounters` (boolean): procedural 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…
- `enterableHouses` (boolean): procedural 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…
- `height` (number|string): Map height in tiles (defaults: blank/themed 13, procedural 25)
- `keepEvents` (boolean): mode "template" only: also copy the template's events (default true)
- `mode` (string): Which generator to use; see the tool description. Default "procedural"
- `name` (string): Internal map name for the editor tree (required for mode "duplicate")
- `note` (string): Free-form note field for plugin metadata
- `parentId` (number|string): Map tree folder to nest the new map under (0 = root)
- `seed` (number|string): procedural/batch: random seed for reproducible output (omit for random; returned in the result)
- `sourceMapId` (number|string): mode "duplicate" only: existing map ID to copy (unchanged by the operation)
- `templateId` (number|string): mode "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
- `theme` (string): Required 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…
- `tilesetId` (number|string): Tileset 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…
- `useTemplate` (boolean): procedural: 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…
- `width` (number|string): Map width in tiles (defaults: blank/themed 17, procedural 30; template uses the template's size)

### `edit_map` (~586 tokens)

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.

Input parameters:

- `action` (string, required): Which edit to perform; see the tool description
- `encounterStep` (number|string): action "set_encounters": average steps between random battles (default 30)
- `encounters` (array): action "set_encounters": [{troopId, weight?, regionSet?}] random-battle entries; troopId must exist (create via create_database_entry "troops")
- `folders` (array): action "organize_tree": [{mapId, parentId}] — parentId 0 means root level
- `layer` (number|string): action "fill_layer": layer index 0-5
- `mapId` (number|string): action "fill_layer": map to modify
- `mapIdA` (number|string): action "connect": first map ID
- `mapIdB` (number|string): action "connect": second map ID
- `names` (array): action "set_display_names": [{mapId, name}] — name is what the player sees on map entry
- `posA` (object): action "connect": transfer event position on map A {x, y, trigger} (trigger 1=walk-on default, 0=action button for doors)
- `posB` (object): action "connect": transfer event position on map B {x, y, trigger}
- `tileId` (number|string): action "fill_layer": tile ID to write into every cell (0 = clear)

### `manage_map_event` (~1432 tokens)

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…

Input parameters:

- `action` (string, required): What to do; see the tool description. Default "create"
- `characterIndex` (number|string): Which of the 8 characters in the sheet (0-7)
- `characterName` (string): Sprite sheet from img/characters/ without extension; list options with get_project_context
- `command` (object): action "add_command": event command {code, indent, parameters}; e.g. 201=Transfer Player [0, mapId, x, y, dir, fade]
- `cost` (number|string): preset "inn": gold charged for a full recovery (default 50)
- `count` (number|string): action "populate": how many events (default 3)
- `destMapId` (number|string): preset "teleport"/"door": destination map ID
- `destX` (number|string): preset "teleport"/"door": destination tile X (should be walkable)
- `destY` (number|string): preset "teleport"/"door": destination tile Y
- `dialogues` (array): preset "npc": dialogue lines, each becomes one text box
- `doorName` (string): preset "puzzle_switch": editor name for the door event (default "Door")
- `doorX` (number|string): preset "puzzle_switch": door tile X
- `doorY` (number|string): preset "puzzle_switch": door tile Y
- `eventId` (number|string): Existing event ID (update/delete/add_command); find it with query_map view "events"
- `eventType` (string): action "populate": kind of events to scatter — "npc", "chest" or "boss"
- `fields` (object): action "update": properties to overwrite, e.g. {"x": 5, "y": 9} or {"pages": [...]} (replaces all pages)
- `gameSwitchId` (number|string): preset "puzzle_switch": game switch linking switch and door — pick an unused ID via manage_system get switches
- `goods` (array): preset "shop": wares [[type, id, priceType, price]] — priceType 1 uses the custom price, 0 the database price
- `items` (array): preset "chest": loot [{type: "item"|"weapon"|"armor", id, amount}]
- `kind` (string): action "convert": what to turn the existing event into
- `lockedMessage` (string): preset "door": message shown while locked (default "It's locked.")
- `lockedSwitchId` (number|string): preset "door": if set, the door shows lockedMessage until this game switch is ON, then warps
- `mapId` (number|string, required): Map the event lives on (always required)
- `name` (string): Event name shown in the editor
- `options` (object): action "convert": kind-specific settings — merchant {goods|items, greeting?}, inn {cost?}, sign {text}
- `opts` (object): action "populate": overrides {name, troopId, x, y}
- `pageIndex` (number|string): action "add_command": which page receives the command (0-based, default 0)
- `pages` (array): action "create" without preset: full event page objects (optional)
- `preset` (string): action "create" only: ready-made event recipe; omit for a low-level empty event
- `switchName` (string): preset "puzzle_switch": editor name for the switch event (default "Switch")
- `switchX` (number|string): preset "puzzle_switch": floor-switch tile X
- `switchY` (number|string): preset "puzzle_switch": floor-switch tile Y
- `trigger` (number|string): How the event activates: 0=action button, 1=player touch, 2=event touch, 3=autorun, 4=parallel
- `troopId` (number|string): preset "boss" / populate boss: troop to battle (create it first via create_database_entry preset encounter_troop)
- `x` (number|string): Tile X position (0-based; create/presets except puzzle_switch)
- `y` (number|string): Tile Y position (0-based)

### `manage_system` (~329 tokens)

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.

Input parameters:

- `action` (string, required): What to do; see the tool description. Default "get"
- `id` (number|string): name_switch/name_variable: switch or variable ID to label (1-based)
- `mapId` (number|string): set_starting_position: map where new games start (must exist)
- `name` (string): name_switch/name_variable: descriptive label, e.g. "BridgeRepaired"
- `section` (string): action "get": which part of System.json to return (default "full")
- `title` (string): action "set_title": new game title
- `x` (number|string): set_starting_position: starting tile X (should be walkable)
- `y` (number|string): set_starting_position: starting tile Y

### `get_project_context` (~382 tokens)

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.

Input parameters:

- `category` (string): detail "templates": filter by template category
- `detail` (string): How much and what kind of context; see the tool description. Default "full"
- `theme` (string): detail "templates": filter by template theme
- `tilesetId` (number|string): detail "tileset": which tileset to categorize

### `set_project_path` (~112 tokens)

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.

Input parameters:

- `path` (string, required): Absolute path to an RPG Maker MV project root (the folder containing data/System.json and img/)

### `analyze_image` (~335 tokens)

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.

Input parameters:

- `base64PNG` (string): modes "grid"/"colors": raw base64 PNG data (no data: URL prefix)
- `imagePath` (string): mode "ai": image path RELATIVE to the project root, e.g. "img/tilesets/Outside.png"; paths outside the project are rejected
- `mode` (string): ai = Vision API on a project file; grid/colors = offline analysis of a provided base64 PNG. Default "ai"
- `prompt` (string): mode "ai": custom analysis question (default: thorough RPG-Maker-specific analysis)
- `resizeMax` (number|string): mode "ai": max width in px before upload (default 1024; lower = fewer tokens)

### `analyze_project` (~842 tokens)

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 (…

Input parameters:

- `commonEventId` (number|string): view "ast": parse this common event instead of a map event
- `eventId` (number|string): view "ast": the event on `mapId` to parse
- `id` (number|string): views "usage"/"explain": numeric id of the switch/variable/map/entity to inspect
- `kind` (string): view "usage": what kind of entity `id` refers to
- `limit` (number|string): view "search": max results (default 20)
- `mapId` (number|string): view "ast": the map holding the event to parse
- `minLen` (number|string): view "refactor": minimum shared command-run length to report (default 4)
- `page` (number|string): view "ast": which page of the event (0-based, default 0)
- `query` (string): view "search": free-text query, e.g. "the blacksmith", "dark forest"
- `severity` (string): view "validate": keep only issues of this severity
- `target` (string): view "explain": what `id` refers to (default "switch")
- `view` (string): Which lens to apply (default "overview")

## Diagnostics

Captured diagnostic sections: Provenance, Vulnerabilities, Dependencies. The full working is on the page: https://verifymcp.io/servers/diegolopez0208-rpgmaker-mv-ultimate/rpgmaker-mv-mcp#diagnostics

## Score history

- 2026-08-03: 60
- 2026-08-02: 56
- 2026-08-01: 16
- 2026-07-31: 16
- 2026-07-30: 26
- 2026-07-28: 41
- 2026-07-27: 41

## Links

- npm package: https://www.npmjs.com/package/rpgmaker-mv-mcp
- Socket report: https://socket.dev/npm/package/rpgmaker-mv-mcp
- Repository: https://github.com/DiegoLopez0208/RpgMakerMVUltimate-MCP
- Changelog RSS feed: https://verifymcp.io/servers/diegolopez0208-rpgmaker-mv-ultimate/rpgmaker-mv-mcp/changelog.xml
- Changelog JSON feed: https://verifymcp.io/servers/diegolopez0208-rpgmaker-mv-ultimate/rpgmaker-mv-mcp/changelog.json
- HTML version of this page: https://verifymcp.io/servers/diegolopez0208-rpgmaker-mv-ultimate/rpgmaker-mv-mcp
