get_project_context
Project digest, asset index, per-tileset tile IDs, bundled-template catalog
How to use it
get_project_context is exposed by the RpgMakerMVUltimate MCP MCP server. Add the server to your MCP client (Claude Desktop, Cursor, Windsurf and others), and the get_project_context tool becomes available to the model automatically. See the full listing for setup details and every tool this server provides.
Install RpgMakerMVUltimate MCP
npx degit DiegoLopez0208/RpgMakerMVUltimate-MCP/skill/rpgmaker-mv-mcp ~/.claude/skills/rpgmaker-mv-mcpOther tools in RpgMakerMVUltimate MCP (12)
Optional Vision-AI image analysis, plus offline tileset grid measurement and quadrant colors
Read-only project intelligence — overview, index, validate, graph, usage, explain, ast, plugins, critique, refactor, search (see below)
Create entries, with presets: damageskill, healingskill, buffskill, stateskill, bossenemy, encountertroop
Delete entries incl. troops & animations (with reference-breakage warnings)
Fill tile layers, set display names, organize the map tree, connect two maps, set encounters
Knowledge-driven generation: clones a real reference map per theme (or pure procedural / blank / themed / a specific template / batch / duplicate)
Create (presets: npc, chest, teleport, door, shop, inn, boss, puzzleswitch), update, convert an existing event into a merchant/inn/sign, delete, add commands, bulk-populate
Game title, switch/variable names, starting position; author a plugin (createplugin), scaffold a new project (scaffoldproject), and run the game (playtest) / open it in the editor (openeditor)
List / get by ID / search any database (actors, classes, skills, items, weapons, armors, enemies, states, troops, tilesets, common events, animations)
Map tree, full map data, events, single event, lint (validate), offline ASCII render
Switch projects at runtime
Partial updates (incl. troops & animations); append commands to common events; add enemies to troops