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  "IssueTotal": 14,
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  "Issues": [
    {
      "Title": "export_web (#18): effects/ folder copied unpruned even when no animation uses Effekseer",
      "Excerpt": "Follow-up to #18. `export_web` output ran cleanly: all maps and every boss battle with 0 HTTP 404s, and the marker file is correctly left out of the zip.\n\nIt copies the whole `effects/` folder without pruning: 175 Effekseer files, about 3 MB, in a project where **no** animation uses Effekseer. Every entry in `Animations.json` is MV-style with an empty `effectName`. Output was 683 files against 474 for a pruned export. With a bigger RTP-based project this alone could push past itch's 1,000-file…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/23",
      "PublishedAt": "2026-09-23T14:23:54.000Z",
      "State": "closed",
      "Comments": 2,
      "Reporter": "Maintainer",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "run_playtest: battles run in real time (autoBattle 60s default too short for bosses); escape codes leak into lines",
      "Excerpt": "Follow-up to #22, re-tested on Opus55 at `792a54b`. The #22 fixes all work: transfers settle (`transferredTo`), a blocked walk names the `blockedTile`, `battleLines` come back separately, and progress notifications kept a client with a strict 60 s timeout alive through a 75 s run. Two things left:\n\n1. **Battles run at real-time speed, so `autoBattle`'s 60 s default is too short for a normal boss.** A 6-turn boss fight (Thornmother, level 6 party) failed with `Battle still running after…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/24",
      "PublishedAt": "2026-09-23T15:17:14.000Z",
      "State": "closed",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "run_playtest (#13): walk doesn't settle transfers, ambiguous blockedAt, runs exceed 60s client timeouts",
      "Excerpt": "Follow-up to #13. `render_map` and `run_playtest` both work on a real 11-map project: renders came back with no problems, and a 13-step script ran the quest scene (51 message lines captured), a boss fight on auto-battle and the aftermath. Small issues:\n\n1. **`walk` returns before a triggered transfer finishes.** Walking onto a doormat stops early with `eventRunning: true`, but a following `eval` still reports the old map (2 → expected 1). `walk` and `startEvent` should settle: wait while…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/22",
      "PublishedAt": "2026-09-23T14:23:53.000Z",
      "State": "closed",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "paint_blueprint (#14): passability overview marks A4 wall tops as walkable",
      "Excerpt": "Follow-up to #14. `paint_blueprint` rebuilt a 31×25 dungeon **identical** to my 21-call hand-built version (0/775 cells differ), in one call using catalog names. Great.\n\nThe returned passability overview is misleading for A4 walls. It marks wall-top cells `.` (walkable) and only the face row `#`:\n```\n............###.###............   <- faces\n...............................   <- wall tops shown walkable\n```\nIn the engine, wall tops block movement on their outer edges, so the player can't step…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/21",
      "PublishedAt": "2026-09-23T14:23:52.000Z",
      "State": "closed",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "Invisible-wall lint (#12): false positive on solid-landmark events over drawn B/C objects",
      "Excerpt": "Follow-up to #12 (tested on the Opus55 / \"The Hundredth Dawn\" project with the new build).\n\nThe lint works: it catches the original doorway bug when re-introduced. It also found a **real** bug I didn't know about (a spring event on the DLC's wadeable `Water A` tile, which meant the pond itself was walkable).\n\nBut it also fires on the documented **solid-landmark idiom** from the authoring skill: an action-button, priority-same event on an overworld landmark drawn as an upper-layer tile (World_B…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/20",
      "PublishedAt": "2026-09-23T14:23:51.000Z",
      "State": "closed",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "export_web: pruned HTML5 deployment + zip for itch.io",
      "Excerpt": "### Problem\nShipping to the web (itch.io) needs a pruned deployment: itch caps HTML uploads at ~1000 files, and a project that imported a full resource pack has thousands of unused images. The editor's \"exclude unused files\" isn't available to an agent. I wrote an exporter that:\n1. Collects every string in `data/*.json` plus string literals in `js/plugins.js` and `js/plugins/*.js`.\n2. Copies runtime (`index.html`, `js`, `css`, `fonts`, `icon`, `data/*.json`, all of `img/system`).\n3. Copies an…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/18",
      "PublishedAt": "2026-09-23T13:11:43.000Z",
      "State": "closed",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "Enemy battlerName asset check ignores side-view (img/sv_enemies)",
      "Excerpt": "### Problem\n`battlerNameWarnings` (`src/tools/battleTools.ts`) and the enemy check in `src/validation/assets.ts` always look in `img/enemies`. When `System.optSideView` is true, RMMZ loads enemy battlers from **`img/sv_enemies`**, so a name that exists only in `enemies/` passes validation but fails to load in side-view battles (and vice versa gives a false warning).\n\n### Fix\nCheck `sv_enemies` when `optSideView` is true (and `enemies` otherwise); ideally mention the other folder in the message…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/17",
      "PublishedAt": "2026-09-23T13:11:42.000Z",
      "State": "closed",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "paint_blueprint: paint a whole map from ASCII rows + legend (with A4 wall-face handling)",
      "Excerpt": "### Problem\nPainting a full map through `paint_tiles`/`fill_area` is dozens of calls and tile-id bookkeeping. For every map in an 11-map game I ended up writing the same client-side helper: an ASCII blueprint + legend → one `paint_tiles` call per layer (+ clearing upper layers), plus `place_object` calls. Two conventions needed extra code every time:\n1. **A4 walls**: the bottom cell of each vertical wall run must be the *wall side* kind (`kind + 8`, e.g. 6656 → 7040) while the rest is the *wall…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/14",
      "PublishedAt": "2026-09-23T13:11:38.000Z",
      "State": "closed",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "top",
      "Extractor": "github_issue"
    },
    {
      "Title": "Add render_map (headless screenshot) and a scripted run_playtest tool",
      "Excerpt": "### Problem\nThe authoring skill says \"validators prove structure, not that it looks/plays right — play the build\", but the server gives the agent no way to *see* anything. Every visual bug I caught while building a full game (wrong wall kinds, multicolour stamp where I expected one glyph, black-void forest, sprite choices) came from a headless renderer I had to write myself. Same for runtime bugs (the invisible-wall doorway, choice handling in endings).\n\n### Proposal — `render_map` (priority)…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/13",
      "PublishedAt": "2026-09-23T13:11:37.000Z",
      "State": "closed",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "recent",
      "Extractor": "github_issue"
    },
    {
      "Title": "Lint: graphic-less 'same' priority page on a walkable tile is an invisible wall",
      "Excerpt": "### Problem\nA graphic-less event page with **priority `same`** (1) placed on a *passable* tile is an invisible wall. This shipped in a real build: a cutscene NPC's \"after\" page (no image, priority same) sat on a house's only doorway, and players couldn't leave the first map. `validate_event`/`validate_project` reported clean — the write-gate only checks the opposite case (action-button + below on an impassable tile).\n\nIt's easy to produce: copying a visible NPC page and blanking the image, or a…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/12",
      "PublishedAt": "2026-09-23T13:11:36.000Z",
      "State": "closed",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "recent",
      "Extractor": "github_issue"
    },
    {
      "Title": "Auto-load tileset .txt name sidecars for non-default sheets (DLC packs ship them)",
      "Excerpt": "Related: #5.\n\n### Problem\nThe server's built-in catalogs were generated from RPG Maker's English `.txt` name sidecars — but it only knows the default sheets. Commercial DLC packs ship **the same sidecar format next to their sheets** (e.g. the *8bit Retro Graphic Materials* pack: `img/tilesets/Tl_Outside_A2.png` + `Tl_Outside_A2.txt`, `Name|日本語名` one line per local index). With that DLC, `find_tile` returned nothing for every tileset, and the only documented route was the vision-bootstrap skill…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/11",
      "PublishedAt": "2026-09-23T13:11:35.000Z",
      "State": "closed",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "recent",
      "Extractor": "github_issue"
    },
    {
      "Title": "create_skill / batch_create drop occasion, hitType, speed, repeats, tpGain… and mis-derive hitType (spells become physical)",
      "Excerpt": "**Found while** authoring a complete game (~40 skills) via `batch_create`.\n\n### Problem\n`buildSkillRecord` (`src/tools/skillTools.ts`, shared by `create_skill` and `batch_create`) hard-codes or mis-derives several fields and silently drops the caller's values:\n\n| field | current behaviour | consequence |\n|---|---|---|\n| `occasion` | always `1` (battle only) | healing/cure skills (e.g. \"Heal\") can't be used from the menu |\n| `hitType` | `damage.type` 1 or 5 → `1` (physical), else `2` | **every…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/10",
      "PublishedAt": "2026-09-23T13:11:33.000Z",
      "State": "closed",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "recent",
      "Extractor": "github_issue"
    },
    {
      "Title": "create_map_event rejects an explicit empty list: [] but accepts an omitted list",
      "Excerpt": "## What happened\n\nThe `create_map_event` description says:\n\n> Nested `image`/`conditions` deep-merge; **an omitted `list` becomes a valid empty (code-0-terminated) list.**\n\nPassing `list: []` explicitly is refused instead of being normalized the same way:\n\n```\ncreate_map_event(mapId: 2, name: \"EV001 Opening Rite\", x: 18, y: 9, pages: [\n  { trigger: 3, priorityType: 0, list: [] },\n  { conditions: { switch1Valid: true, switch1Id: 1 }, trigger: 0, priorityType: 1, list: [] }\n])\n```\n\n```\nError:…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/7",
      "PublishedAt": "2026-07-29T14:08:50.000Z",
      "State": "open",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "recent",
      "Extractor": "github_issue"
    },
    {
      "Title": "find_tile/get_tile_catalog return an empty result for uncataloged tilesets, which is indistinguishable from \"no such tile\"",
      "Excerpt": "## What happened\n\nBuilding a map on a DLC tileset (the *8bit Retro Graphic Materials* pack, tileset id 2, sheets `Tl_Outside_A1..A5/B/C`), every lookup came back empty:\n\n```\nfind_tile(tilesetId: 2, query: \"monument\")  -> { count: 0, matches: [] }\nfind_tile(tilesetId: 2, query: \"grass\")     -> { count: 0, matches: [] }\nfind_tile(tilesetId: 2, query: \"flower\")    -> { count: 0, matches: [] }\nfind_tile(tilesetId: 2, query: \"rock\")      -> { count: 0, matches: [] }\n```\n\nAll four of those tiles…",
      "SourceUrl": "https://github.com/Redseb/rpgmaker-mz-mcp/issues/5",
      "PublishedAt": "2026-07-29T14:08:12.000Z",
      "State": "open",
      "Comments": 0,
      "Reporter": "Maintainer",
      "Rank": "recent",
      "Extractor": "github_issue"
    }
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