- Home
- MCP servers
- RPG Maker MZ
RPG Maker MZ
- typescript
0
GitHub Stars
typescript
Language
5 months ago
First Indexed
2 months ago
Catalog Refreshed
Documentation & install
Readme and setup notes from the catalogue, plus a client-ready config you can copy for your MCP host.
Installation
Add the following to your MCP client configuration file.
Configuration
View docs{
"mcpServers": {
"rein1225-rpgmakermz_mcp": {
"command": "node",
"args": [
"C:/Users/YOUR_USERNAME/AppData/Roaming/npm/node_modules/@rein634/rpg-maker-mz-mcp/dist/index.js"
],
"env": {
"APPDATA": "C:/Users/YOUR_USERNAME/AppData/Roaming"
}
}
}
}You can run RPG Maker MZ MCP Server to automate map creation, event placement, plugin configuration, and even test playthroughs of your RPG Maker MZ projects. This server lets you issue natural language prompts and have the AI translate them into concrete changes in your project, with built-in safety checks, automatic backups, and undo support so you can iterate confidently.
How to use
You interact with the MCP client to send requests to the server. Start by ensuring the MCP server is configured in your client, then use natural language prompts to ask the AI to analyze your project, modify maps and events, manage assets and plugins, and run automated playtests. The server handles ID assignment, asset references, and safe execution. You can ask it to create new maps, place dialogue, add choices, set up conditional branches, spawn actors or items, and run a test play to verify the results.
Key capabilities include automatic data handling and validation, automatic backups before writes, undo of the last change, and a security layer that restricts which scripts can run. When you request changes, you’ll receive confirmation messages and structured results showing what was added or updated. If you want to preview a change before applying it, request a dry-run mode where supported.
How to install
Prerequisites you need: Node.js and a compatible MCP client. Follow the concrete steps below to set up the MCP server integration in your environment.
## Google Antigravity setup (no local install required)
1. Ensure you have a compatible MCP client configured to use Antigravity.
2. Add the server config to your MCP client so it can launch the MCP server when requested. The example configuration uses npx to fetch the MCP package on demand.
{ "mcpServers": { "rpg-maker-mz": { "command": "npx", "args": ["-y", "@rein634/rpg-maker-mz-mcp"] } } }
3. Restart the Antigravity client and refresh the MCP Servers list. You should see the server ready to accept requests.
4. Use the MCP client to start parsing your project and issue your first prompt, for example: “Parse this project and add a conversation event to map 1.”
Alternative: local project-local setup (requires a local node process)
1. Install the MCP package globally or locally in your project. The examples below show a local project setup that uses an absolute path to the MCP runner.
Local project setup (absolute path example)
- Globally install the MCP package (optional):
npm install -g @rein634/rpg-maker-mz-mcp
- In your project config, set a stdio MCP server using an absolute path to the runner:
{
"mcpServers": {
"rpg-maker-mz": {
"command": "node",
"args": ["C:/Users/YOUR_USERNAME/AppData/Roaming/npm/node_modules/@rein634/rpg-maker-mz-mcp/dist/index.js"]
}
}
}
- Replace the path with your actual user folder and ensure you use forward slashes for Windows paths. Restart your MCP client and refresh the server list.
## Additional setup methods (project-local and alternatives)
If you prefer to run the MCP runner directly from your project, you can install the package in the project and reference the local binary. The following example shows a project-local setup using an index.js script.
Project-local setup (no global install required)
- In your RPG Maker MZ project directory:
npm install -D @rein634/rpg-maker-mz-mcp
- Add a local MCP configuration file (for example, mcp_config.json) with:
{
"mcpServers": {
"rpg-maker-mz": {
"command": "node",
"args": ["./node_modules/@rein634/rpg-maker-mz-mcp/dist/index.js"]
}
}
}
- Restart your MCP client and refresh MCP Servers.
## Security and backups
All write operations trigger automatic backups before changes are committed. Backups are stored with a timestamp suffix and up to the latest five are kept. If an error occurs during a write, the system automatically rolls back to the previous backup.
A white-list based security model restricts executed code for sensitive tools. You can disable specific tools in client configuration if needed, but only trusted environments should enable such features.
## Common troubleshooting
If you encounter errors during configuration, ensure your JSON configuration is valid and free of comments or trailing commas. Use a JSON validator to confirm syntax, and verify that paths use forward slashes on Windows.
If you see EOF or startup errors with global wrappers, prefer Antigravity-based configuration or project-local setup as described above.
## Practical examples
Example 1: Create a new actor and add a dialogue event to map 1 event 1.
Example 1
add_actor({ projectPath: "C:/Games/MyProject", name: "新キャラ" }); add_dialogue({ projectPath: "C:/Games/MyProject", mapId: 1, eventId: 1, pageIndex: 0, insertPosition: -1, text: "こんにちは!\n新しい仲間です。" });
## Notes on reliability and scope
This server is designed for local development and experimentation. Exercise caution with production data and keep regular backups. Always validate changes with a test playthrough.
## Available tools
### get\_project\_info
Fetches project basic information from System.json such as title, version, and currency.
### list\_data\_files
Lists JSON data files under the data directory.
### read\_data\_file
Reads the content of a specified data file (e.g., Actors.json).
### write\_data\_file
Writes JSON content to a data file with automatic backup prior to writing.
### search\_events
Searches text or IDs within map and common events.
### get\_event\_page
Retrieves the command list for a specific event page with readable explanations for key commands.
### list\_assets
Lists asset files in img and audio directories.
### check\_assets\_integrity
Checks that referenced assets exist in the project.
### write\_plugin\_code
Creates a new plugin file under js/plugins with specified code.
### get\_plugins\_config
Reads current plugin configuration from js/plugins.js.
### update\_plugins\_config
Updates the plugin configuration in js/plugins.js.
### add\_dialogue
Adds a dialogue line to an event page.
### add\_choice
Adds a choice block to an event page with up to six options.
### add\_loop
Adds a loop structure to an event page.
### add\_break\_loop
Adds a command to break out of a loop.
### add\_conditional\_branch
Adds an If-Else-End conditional to an event page.
### delete\_event\_command
Deletes a specific event command by index.
### update\_event\_command
Updates a specific event command with new content.
### add\_actor
Adds a new actor to the database.
### add\_item
Adds a new item to the database.
### add\_skill
Adds a new skill to the database.
### draw\_map\_tile
Places a map tile at specified coordinates.
### create\_map
Creates a new map with given dimensions.
### show\_picture
Adds a picture display command to an event.
### inspect\_game\_state
Evaluates whitelisted JavaScript expressions against the running game state.
### run\_playtest
Launches a playtest, captures screenshots, and optionally uses a browser-based fallback.
### undo\_last\_change
Restores the most recent backup for a file.
### list\_backups
Lists backups for a specified file or all files.