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rpgmaker-mz-mcp — Claude Code MCP server: edit RPG Maker MZ projects

An MCP server that lets an AI assistant change an RPG Maker MZ project: database records, maps, tiles, events. Useful when clicking through the editor gets old.

Install into Claude Code · Platform CLI All methods and platforms ↓
claude mcp add --env RPGMAKER_PROJECT_PATH=<RPGMAKER_PROJECT_PATH> --transport stdio rpgmaker-mz-mcp -- npx -y rpgmaker-mz-mcp
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What rpgmaker-mz-mcp does

The server exposes the project's data files to the assistant: actors, classes, skills, items, equipment, states, enemies and troops, common events, maps with tilesets and tiles, system settings. A record needs only a name to exist; the remaining fields come from the editor's own template. Fresh maps get registered in MapInfos.json the way the engine expects.

Tile work is largely automatic. paint_tiles and fill_area place tiles across the six map layers and recompute autotile shapes from neighbours, so a filled region closes its own borders. paint_blueprint fills an area from ASCII rows plus a legend, and place_object stamps multi-cell B/C objects and reports their passability footprint. Tiles can be looked up by word: find_tile "grass" returns a usable id from the built-in catalogs covering the default tilesets. Before launching the game you can look at the build: render_map draws a map the way the engine does, and run_playtest drives a scripted headless session.

Set the project path in RPGMAKER_PROJECT_PATH first. It has to point at a folder holding game.rmmzproject and a data/ directory with System.json; without it the server has nothing to open. Inputs are schema-checked, and a structurally broken event write is refused instead of saved with a warning.

What it helps with

  • add new enemies and items to the database without opening the editor
  • fill a map patch with grass and keep autotile edges correct
  • drop a house or tree and check that passability still works
  • build a branching dialogue with player choices onto an event page
  • screenshot a map and run a scripted playtest before shipping the build

Example prompts for the agent

  • Find the grass tile and fill the area south of the town on Map003
  • Add a potion seller in a new room under the world map
  • Run validate_references and list every broken reference

How to install rpgmaker-mz-mcp

Platform CLI

claude mcp add --env RPGMAKER_PROJECT_PATH=<RPGMAKER_PROJECT_PATH> --transport stdio rpgmaker-mz-mcp -- npx -y rpgmaker-mz-mcp

Replace <…> with your own values

Step by step, with commands for each platform: How to add an MCP server to Claude Code, Codex, Cursor, VS Code, Gemini CLI and more

Questions about rpgmaker-mz-mcp

How to install rpgmaker-mz-mcp in Claude Code?

Two commands: claude mcp add rpgmaker-mz-mcp -- npx -y rpgmaker-mz-mcp, then claude mcp add --env RPGMAKER_PROJECT_PATH=<RPGMAKER_PROJECT_PATH> --transport stdio rpgmaker-mz-mcp -- npx -y rpgmaker-mz-mcp.

What does rpgmaker-mz-mcp do?

It hands an AI assistant tools to read and change data in an RPG Maker MZ project: database records, maps, tiles, events. It also validates writes and can render a map or run a playtest.

What does the server need to run?

A project path in RPGMAKER_PROJECT_PATH. That folder must contain game.rmmzproject and data/ with System.json.

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