rpgmaker-mv-mcp

rpgmaker-mv-mcp is a skill for Claude Code, Codex from DiegoLopez0208/RpgMakerMVUltimate-MCP. It costs 139 tokens per session (1,781 once invoked), scanned A, original, MIT.

A workflow guide for editing RPG Maker MV games through an MCP server. RPG Maker MV is a game engine that stores maps, characters, items, and other game data in project files.

In plain words
What is it for?
Use it to inspect an RPG Maker project, create maps, add NPCs, chests, shops, doors, and events, and edit the game database.
Why use it?
It helps prevent invalid map tiles, missing sprites, and malformed database entries that can stop the game from loading or behaving correctly.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to inspect an RPG Maker project, create maps, add NPCs, chests, shops, doors, and events, and edit the game database.

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Install with agentmods
npx agentmods add skills/diegolopez0208/rpgmakermvultimate-mcp/rpgmaker-mv-mcp
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add DiegoLopez0208/RpgMakerMVUltimate-MCP --skill rpgmaker-mv-mcp
Clone the repo
git clone --depth 1 https://github.com/DiegoLopez0208/RpgMakerMVUltimate-MCP

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

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README.md
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Per session 139 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,781 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00139 $0.01781
Opus 5 $0.00069 $0.00890
Sonnet 5 $0.00028 $0.00356
Haiku 4.5 $0.00014 $0.00178

Measured 11d ago against content hash d76e731e5a0b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

rpgmaker-mv-mcp scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skill/rpgmaker-mv-mcp/SKILL.md · 67 lines

How it starts

The opening of the file, as written. The whole thing — 67 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Driving the RPG Maker MV MCP correctly

This MCP edits a real RPG Maker MV project on disk (data/*.json, validated against the actual engine). It is powerful but the engine is unforgiving: a wrong tile ID, a sprite that doesn't exist, or a missing field crashes the game. Follow this workflow and you produce coherent, playable content; ignore it and you produce "random tiles everywhere" and Loading-Error crashes.

The one rule that prevents 90% of bad output

Do NOT hand-paint tiles or place objects one tile at a time, and never invent IDs. Build maps with generate_map and add content with the manage_map_event presets. generate_map is knowledge-driven: for most themes it clones a real hand-authored reference map from the 106 bundled templates (real multi-tile houses, walls, furniture) instead of painting tiles procedurally, so the output looks like a real RPG Maker map and only uses IDs that exist. When you do need an ID (tile, sprite, troop, skill, item), get it from get_project_context — never guess.

Standard workflow

  1. get_project_context (detail full) — ALWAYS first. Returns every database id+name, switch/variable names, starting position, and the sprite filenames available per img/ folder. This is your source of truth; read it before creating anything.
  2. Build the world with generate_map (default mode:"procedural", which is knowledge-driven):
    • Pick a theme (town, village, forest, dungeon, cave, world, interior, castle, beach, desert, snow, …) and omit tilesetId — it auto-selects the right tileset. For themes with a bundled reference map (town, village, dungeon, interior, castle, world, …) it clones a real hand-authored map from the knowledge base, adapted to your tilesets; for themes without one (beach, swamp, desert) it generates procedurally. Combat themes auto-wire random encounters from existing troops.
    • Want a specific reference map? List them with get_project_context detail:"templates", then generate_map mode:"template" templateId:<id> (or pass templateId in procedural mode to force that one). Force pure procedural generation with useTemplate:false. Same seed + params → the same map.
    • town/village auto-create enterable house interiors with two-way warps (returned in interiorMapIds); opt out with enterableHouses:false.
    • To connect maps, use edit_map action:"connect" (bidirectional) or manage_map_event preset:"door" / "teleport".
  3. Populate with manage_map_event presets (each builds a complete, working event):
    • npc {dialogues[], characterName?, characterIndex?} — characterName must be a real sprite from get_project_context (e.g. People1); omit for invisible.
    • chest {items:[{type:item|weapon|armor,id,amount}]} — IDs must exist (check first).
    • shop {goods:[[type,id,priceType,price]]}, inn {cost}, boss {troopId}, teleport/door {destMapId,destX,destY}, puzzle_switch.
  4. Database via create_database_entry / update_database_entry / query_database (entity = actors/classes/skills/items/weapons/armors/enemies/states/troops/common_events). Presets exist for skills (damage_skill, healing_skill, …), boss_enemy, encounter_troop.
  5. System: manage_system for title, switch/variable names, and set_starting_position (validate the map exists first).

Read the full file on GitHub · 67 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 67 lines · 139 tokens per session scan A d76e731e5a0b

Subscribe to this mod's changes

rpgmaker-mv-mcp is a skill published in the GitHub repository DiegoLopez0208/RpgMakerMVUltimate-MCP (25 stars, last pushed 2d ago), licensed MIT. It adds 139 tokens to every session and 1,781 once invoked, about $0.0007 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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