Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Beschreibung vom Entwickler (englisches Original)
RPG Maker MV Ultimate: AI copilot to generate, edit and understand RPG Maker MV projects (MCP)
Diese drei werden nie zu einer Punktzahl zusammengefasst: Meinungen, Messungen und Beliebtheit sind verschiedene Dinge.
Für diesen Server haben wir noch keine Zusammenfassung in einfacher Sprache geschrieben. Unten stehen die Fakten, die wir aus der Registry gelesen haben.
Wähle die KI-App, die du nutzt, und kopiere die Einstellungen.
RPGMAKER_PROJECT_PATH, VISION_API_URL, VISION_API_KEY, VISION_MODEL, RPGMV_LEGACY_TOOLSAls geheim markierte Werte sind Schlüssel zu deinem Konto. Gib sie nie weiter und füge sie nie in einen Chat ein.
Du brauchst
Welche App nutzt du?
Wähle oben deine App. Wir merken sie uns, damit der Button beim nächsten Mal „In … installieren“ anzeigt.
Öffne Claude Desktop → Settings → Developer → Edit Config und füge dies in claude_desktop_config.json ein
{
"mcpServers": {
"rpgmaker-mv-ultimate": {
"command": "npx",
"args": [
"-y",
"rpgmaker-mv-mcp"
],
"env": {
"RPGMAKER_PROJECT_PATH": "your-value",
"VISION_API_URL": "your-value",
"VISION_API_KEY": "your-value",
"VISION_MODEL": "your-value",
"RPGMV_LEGACY_TOOLS": "your-value"
}
}
}
}Führe das in deinem Terminal aus
claude mcp add rpgmaker-mv-ultimate --env RPGMAKER_PROJECT_PATH=your-value --env VISION_API_URL=your-value --env VISION_API_KEY=your-value --env VISION_MODEL=your-value --env RPGMV_LEGACY_TOOLS=your-value -- npx -y rpgmaker-mv-mcpTrag die leeren Werte ein, bevor du ihn startest.
In .cursor/mcp.json in deinem Projekt oder in ~/.cursor/mcp.json einfügen
{
"mcpServers": {
"rpgmaker-mv-ultimate": {
"command": "npx",
"args": [
"-y",
"rpgmaker-mv-mcp"
],
"env": {
"RPGMAKER_PROJECT_PATH": "your-value",
"VISION_API_URL": "your-value",
"VISION_API_KEY": "your-value",
"VISION_MODEL": "your-value",
"RPGMV_LEGACY_TOOLS": "your-value"
}
}
}
}Dein Browser fragt, ob er die App öffnen darf, dann zeigt die App die Einstellungen und bittet dich um Bestätigung. Schlüsselwerte bleiben leer, damit du sie selbst einträgst.
In .vscode/mcp.json in deinem Projekt einfügen
{
"servers": {
"rpgmaker-mv-ultimate": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"rpgmaker-mv-mcp"
],
"env": {
"RPGMAKER_PROJECT_PATH": "your-value",
"VISION_API_URL": "your-value",
"VISION_API_KEY": "your-value",
"VISION_MODEL": "your-value",
"RPGMV_LEGACY_TOOLS": "your-value"
}
}
}
}Dein Browser fragt, ob er die App öffnen darf, dann zeigt die App die Einstellungen und bittet dich um Bestätigung. Schlüsselwerte bleiben leer, damit du sie selbst einträgst.
Dieser Server läuft auf deinem Computer, und ChatGPT kann sich nur mit Servern im Internet verbinden. Wähle eine andere App.
Deine Auswahl bleibt in einem Cookie auf diesem Gerät; kein Konto nötig.
RPGMAKER_PROJECT_PATH envVISION_API_URL envVISION_MODEL envRPGMV_LEGACY_TOOLS envDiese Einstellungen werden aus dem Registry-Eintrag des Entwicklers erzeugt. Wenn in der README etwas anderes steht, folge der README.
Läuft auf deinem Computer; die Tool-Liste erscheint nach der Installation in deiner KI-App.
Wir prüfen Informationen, die jeder sehen kann; den Code haben wir nicht gelesen. Checks, die nicht zutreffen, werden nicht mitgezählt. · Geprüft am 7. Nov. 2026
Der Registry-Name wurde mit dem GitHub-Konto DiegoLopez0208 bestätigt, dem das Repo gehört
Dieses Repo haben wir noch nicht von GitHub gelesen
Dieses Repo haben wir noch nicht von GitHub gelesen
Dieser Server läuft auf deinem Computer; es gibt keinen Endpunkt im Internet
Läuft auf deinem Computer und nutzt stattdessen lokale Einstellungen
Läuft auf deinem Computer; Tool-Listen können wir nur von Endpunkten im Internet lesen
Verglichen mit allen aktiven Servern dieser Kategorie in der Registry. Sterne zählen nur, wenn dem Herausgeber das Repo gehört.
Er hat 1 von 1 zutreffenden Basischecks bestanden. Den Code haben wir nicht gelesen. Bevor du einen Schlüssel oder Token hinzufügst, sieh nach, welche Zugriffe der Server verlangt, und nutze einen Schlüssel, der nur die Berechtigungen hat, die du brauchst.
Das musst du eintragen: VISION_API_KEY
Er läuft auf deinem Computer. Deine KI-App startet ihn bei Bedarf, und die Daten laufen nicht über die Server des Entwicklers (außer der Server ruft selbst einen Onlinedienst auf).
Das GitHub-Repo wurde zuletzt – geändert, und die neueste Version (5.21.0) kam vor 25 Tagen in die Registry.
Apps, die MCP unterstützen, etwa Claude Desktop, Claude Code, Cursor und VS Code. Außerdem brauchst du Node.js auf deinem Computer.
In derselben Kategorie: Spec Driven Development, Remote Desktop Commander, MCP Server Autocad Lisp Helper
Server derselben Kategorie von anderen Entwicklern, sortiert nach Sternen.
So liest du eine Karte:★ GitHub-SterneiDrei Säulen: Bewertungen · Checks · NutzungiAktualisiert = neueste Version in der Registry veröffentlichti
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
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Unverändert aus dem Repo des Entwicklers übernommen. PopNx MCP hat den Inhalt weder geprüft noch empfiehlt es ihn. HTML, Bilder und Skripte wurden entfernt. Links führen von dieser Website weg.
30-second silent workflow: a visual replay of verified MCP calls and a real MV 1.6.1 playtest. Inspect the evidence .
[Quick start](#-quick-start) · [First useful result](docs/first-result.md) · [Map generation](#️-map-generation) · [Live bridge](#-the-live-bridge) · [Intelligence](#-project-intelligence) · [Tools](#tools)
A Model Context Protocol server that lets an AI agent inspect and edit a real RPG Maker MV project on disk through 18 consolidated tools. Find broken references and switch conditions, build events with MV-compatible commands, and run repeatable playtests. Generated data still needs validation in your game's tilesets and plugins.
It does three things that are usually missing:
| 🏗️ Builds | Generates maps that look hand-made, wires events from presets, and edits every database with real IDs instead of invented ones. |
| 🧠 Understands | Reads the whole project and answers *why the door never opens*, *which map nobody can reach*, *which skill breaks the game*. |
| 👀 Watches | Runs the game and reports back: exceptions, player position, screenshots — and reloads a map you just edited without losing the save. |
Install Node.js 20.19.0 or newer, and close the MV editor before asking the agent to edit project files. Start with a copy of your project.
For containers and directory hosting, see Docker and Glama build configuration.
Windows x64 MCPB bundle: download v5.21.0 for a compatible MCPB client. See bundle requirements and verification. The npm setup below works across supported operating systems.
Find the project on itch.io and Smithery.
Check the environment before adding the server (PowerShell on Windows):
npx.cmd -y rpgmaker-mv-mcp --doctor "C:/path/to/your/RPGMakerMV/project"
coreReady: true means Node and System data checks pass. headlessReady: true additionally means Playwright and Chromium are available. The check does not start a browser or certify assets/plugins. Bridge warnings do not block offline queries. Missing Chromium: run npx.cmd playwright install chromium-headless-shell, or set RPGMAKER_MCP_CHROMIUM to your Chrome executable.
1 — Add it to your MCP client. No clone needed; the package ships an executable.
{
"mcpServers": { "rpgmaker-mv": { "command": "npx", "args": ["-y", "rpgmaker-mv-mcp"], "env": { "RPGMAKER_PROJECT_PATH": "C:/path/to/your/RPGMakerMV/project" } } } }
Claude Code one-liner, and running from source
# Claude Code, user scope
claude mcp add rpgmaker --scope user \ --env RPGMAKER_PROJECT_PATH="C:/path/to/project" \ -- npx -y rpgmaker-mv-mcp
# From source
git clone https://github.com/DiegoLopez0208/RpgMakerMVUltimate-MCP cd RpgMakerMVUltimate-MCP npm install && npm run build RPGMAKER_PROJECT_PATH=/path/to/your/project npm start
MCP clients load tool definitions once at startup, so restart the client after adding or upgrading the server.
2 — Point it at a project. RPGMAKER_PROJECT_PATH is the folder containing data/, js/ and index.html. The server starts without it; call set_project_path at runtime instead if you prefer.
3 — Let the agent look around first.
get_project_context { detail: "full" } → what exists, with real IDs
analyze_project { view: "overview" } → health, counts, unreachable maps
Works with Claude Desktop, Claude Code, opencode, and any MCP-compatible client.
For Codex CLI, use codex mcp add rpgmaker --env RPGMAKER_PROJECT_PATH=C:/path/to/project -- npx -y rpgmaker-mv-mcp. In Windows clients that cannot launch npx, use the command cmd with arguments ["/c", "npx", "-y", "rpgmaker-mv-mcp"]. Restart the client, then try the three first-result recipes.
flowchart LR
A["🤖 Agent"] -->|"generate_map · manage_map_event"| B["📁 Project on disk"] B -->|"validate · balance · metrics"| A B -->|"playtest"| C["🎮 Running game"] C -->|"exceptions · position · screenshots"| A A -->|"reload_map"| C
The bottom half of that loop is what the bridge adds. Before it, the agent wrote files and hoped.
Two paths, both behind generate_map. Pick by whether your project uses RTP art.
mode: "procedural" *(default)* | mode: "semantic" | |
|---|---|---|
| How | Clones a hand-authored map from the 106 bundled RTP templates, closest size first | Lays out a mission graph, then paints it through a tileset profile |
| Looks like | Real multi-tile buildings, walls, furniture | Rooms and corridors shaped by what the space is *for* |
| Tilesets | RTP, or close to it | Any — DLC, itch.io, custom |
| Guarantees | Same seed → same map | Same seed → same map, and the key is always reachable before the door it opens |
{ "mode": "procedural", "theme": "town", "name": "Riverbend", "width": 40, "height": 30 }
Themes with a matching template — town, village, dungeon, interior, castle, world and more — clone a real map instead of painting tile noise. Themes without one (beach, swamp, desert…) fall back to Perlin terrain, BSP dungeons and cellular caves. Combat themes auto-wire random encounters from your existing troops; town and village auto-create enterable house interiors with two-way warps.
Themes ·
foresttownvillagecastledungeoncavebeachdesertswampruinsinteriorsnowharborvolcanosewerfortressmagic_forestmagic_interiorspace_interiorspace_exteriorworld
Other modes: blank (empty canvas), themed (simple layout), template (one specific bundled map), batch (many at once), duplicate (copy an existing map).
The bundled templates are raw MV map JSON, so their tile IDs only mean anything on RTP sheets. Change the tileset and the map turns to noise. semantic keeps the layout abstract until the last moment:
manage_system { action: "mine_templates" } # learn from THIS project
generate_map { mode: "semantic", tilesetId: 5, rooms: 6, seed: 42 }
.mcp-cache/.markers naming the cell of every mission role, which is where to put events with manage_map_event.templateId (e.g. "mined-3") to re-materialise one of your own maps onto a different tileset.playtest on its own is fire-and-forget: the game opens and nothing comes back. The bridge closes the loop.
manage_system { action: "install_bridge_plugin" } # once per project
manage_system { action: "bridge_start" } # opens ws://127.0.0.1:32123 manage_system { action: "playtest" } # the game connects on its own manage_system { action: "bridge_telemetry", types: ["exception", "log"] }
sequenceDiagram
participant A as 🤖 Agent participant S as 🖥️ MCP server participant G as 🎮 Game (nwjs) A->>S: edit_map S->>S: atomic write to Map002.json A->>S: bridge_command reload_map S->>G: reload_map G->>G: reserveTransfer + _needsMapReload G-->>S: reload_complete A->>S: take_screenshot S->>G: capture_screenshot G-->>S: PNG in base64 S-->>A: path for analyze_image A->>S: record_video start / stop S->>G: MediaRecorder on the game canvas G-->>S: WebM in base64 S-->>A: path for video evidence
console.error/warn, scene changes, player position, *which event command is executing* (so a hung event can be pinpointed), FPS and heap. Frames are consumed as you read them unless you pass peek.reload_map re-reads the current MapXXX.json and rebuilds the scene without losing party state: it reserves a transfer to the player's own position with _needsMapReload, the engine's own reload seam, rather than rebuilding Spriteset_Map by hand. reload_database re-reads one data file; System.json and Tilesets.json need a fresh playtest and are refused with an explanation.take_screenshot { name: "collision-proof" } captures the live playtest through the MCP plugin, saves a timestamped PNG under .mcp-cache/screenshots/, and returns its path for inspection or QA evidence. No shell screenshot command is involved. manage_system { action: "bridge_screenshot" } remains as a compatibility alias.record_video { action: "start", name: "npc-dialogue" } begins a silent WebM capture of the live game canvas; record_video { action: "stop" } saves it under .mcp-cache/recordings/ and returns its path. Agents can stage repeatable scenes with the allowlisted interact command and fixed-button press_button input—there is still no arbitrary script or eval command.### 🔒 Security
The plugin returns before anything else runs unless the game is under NW.js *and* was launched with a
testargument. A deployed build a player double-clicks never reaches the socket code, or evenrequire('fs').
It checks every argument rather than only
argv[0]the wayUtils.isOptionValiddoes, becauseplaytestpasses the project path first. So a deployed build *deliberately* launched with a literaltestargument would get past the guard — and then find no handshake file, and never connect.
The server binds `
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