Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Description from the maker (original English)
MCP server for reading, editing, and playtesting RPG Maker MV projects
These three are never merged into one score: opinions, measurements and popularity are different things.
We have not written a plain-language summary for this one yet. Below are the facts we read from the registry.
Pick the AI app you use, then copy the settings.
You need
Which app do you use?
Pick your app above. We remember it, so next time the button says “Install in …”.
Open Claude Desktop → Settings → Developer → Edit Config, and paste this into claude_desktop_config.json
{
"mcpServers": {
"rpgmaker-mv": {
"command": "npx",
"args": [
"-y",
"@xerolo44/rpgmaker-mv-mcp"
]
}
}
}Run this in your terminal
claude mcp add rpgmaker-mv -- npx -y @xerolo44/rpgmaker-mv-mcpPaste into .cursor/mcp.json in your project, or ~/.cursor/mcp.json
{
"mcpServers": {
"rpgmaker-mv": {
"command": "npx",
"args": [
"-y",
"@xerolo44/rpgmaker-mv-mcp"
]
}
}
}Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.
Paste into .vscode/mcp.json in your project
{
"servers": {
"rpgmaker-mv": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"@xerolo44/rpgmaker-mv-mcp"
]
}
}
}Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.
This one runs on your computer, and ChatGPT can only connect to servers on the internet. Pick another app.
Your choice stays on this device in a cookie; no account needed.
These settings are generated from the maker’s registry entry. If the README says otherwise, follow the README.
Runs on your computer; the tool list appears in your AI app after you install it.
We check information anyone can see; we have not read the code. Checks that do not apply are left out of the count. · Checked Nov 8, 2026
The registry name was verified with the GitHub account Xerolo44, which owns the repo
We have not read this repo from GitHub yet
We have not read this repo from GitHub yet
This one runs on your computer; there is no internet endpoint
Runs on your computer and uses local settings instead
Runs on your computer; we can only read tool lists from internet endpoints
Compared with every active server in this category in the registry. Stars count only when the publisher owns the repo.
It passed 1 of 1 applicable basic checks. We have not read the code. Before adding a key or token, see what access the server asks for and use a key with only the permissions you need.
The registry does not list a required key, though some servers ask you to sign in on first use.
It runs on your computer. Your AI app starts it when needed, and data does not pass through the maker’s servers (unless it calls an online service itself).
The GitHub repo last changed –, and the latest version (0.5.1) reached the registry 14 days ago.
Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. You also need Node.js on your computer.
In the same category: Spec Driven Development, Remote Desktop Commander, ProAgentStore
Servers in the same category from other makers, sorted by stars.
Reading a card:★ GitHub starsiThree pillars: reviews · checks · usageiUpdated = latest version published to the registryi
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.
MCP-first control plane for ProAgentStore agents and private instances.
Copied from the maker’s repo as written. PopNx MCP has not reviewed or endorsed it. HTML, images and scripts are removed. Links lead off this site.
A Model Context Protocol server that turns AI assistants (Claude Code, Claude Desktop, or any MCP client) into a co-developer for RPG Maker MV projects — with automatic backups of everything it touches.
Ask your assistant things like:
*"Create a Fireball skill: magical damage,
a.mat * 4 - b.mdf * 2, 12 MP, fire element."*
*"Find every event in the game that mentions the mayor."*
*"Add a guard to the castle gate who says 'Halt! Who goes there?'"*
*"Rebalance all weapons: +10% attack across the board."*
*"Validate the project — anything broken?"*
render_map shows the result as text.render_map_image renders a map to a PNG with the real tileset graphics, autotiles, shadows, event sprites, numbered event markers, region ids and an optional grid, so the assistant can look at what it built instead of working blind.connect_maps places Transfer Player doors on two maps in both directions in one call (with spawn tiles, fades and sounds); list_map_connections shows the map graph, one-way doors, broken targets and maps you cannot reach.bulk_update_records ("all weapons +10% attack") with a dry-run diff, generate_param_curve / generate_enemy_scaling for stat curves, balance_report (class curves, damage vs enemy HP, enemy threat) and simulate_battle (Monte-Carlo troop vs party using the real damage formulas).export_texts / import_texts move every text of the game (database, system terms, map names, dialogue, choices, battle events) through CSV or JSON, keep control codes intact and split long dialogue into extra message boxes.SKILL.md workflow guides, reference tables as MCP resources and ready-made prompts (new_town, balance_check, ...), see Skills, prompts and resources.js/plugins.js format.build_dialogue_tree compiles nested dialogue and choices, cutscene effects (fades, audio, pictures, move routes, ...) and game-flow commands (battles, shops, items, party, scenes, ...) into correctly indented event commands, create_event_from_template builds chests, locked doors, inns, shops, save points and NPCs in one call. See Cutscene and game-flow nodes.import_asset copies images and sounds into the project, list_assets shows what is there and what uses it, preview_asset lets the assistant look at an image. See Assets.generate_map makes seeded dungeons and caves with entrance/exit/chest markers; capture_stamp / place_stamp reuse a hand-built piece of map. See Map generation and stamps.audit_assets, lint_events and simulate_event check an event or the whole project without launching the game, see Analysis. find_usages shows everywhere an id is read, written or used, check_references finds references to records that do not exist, and analyze_progression asks which maps and events can ever be reached, see Usage and progression analysis..mcp-backups/ before its first modification each session; restore_backup rolls anything back, validate_project catches broken references before you ship, and changesets let you stage a batch of edits, commit it in one step and undo it.Requires Node.js 18+.
The easiest way for Claude Code or Claude Desktop users:
npm install -g @xerolo44/rpgmaker-mv-mcp
Then configure it (see below). The package is available on npmjs.com and in the MCP Registry.
claude mcp add rpgmaker-mv -- npx @xerolo44/rpgmaker-mv-mcp --project "/path/to/YourGame"
Add to claude_desktop_config.json:
{
"mcpServers": { "rpgmaker-mv": { "command": "npx", "args": [ "@xerolo44/rpgmaker-mv-mcp", "--project", "/path/to/YourGame" ] } } }
--project is optional — without it, ask the assistant to call set_project first. The project can also be switched mid-session.
Some clients (e.g. "Add custom connector" UIs) don't spawn a local process — they connect to a URL instead. Run the server in HTTPS mode:
node dist/index.js --http [port] # default port 3939
This starts a Streamable HTTP MCP endpoint at https://127.0.0.1: /mcp, bound to localhost only (never reachable from the network — every request is checked against the connecting socket's address, not just the bind address). A self-signed TLS certificate for localhost/127.0.0.1 is generated on first run and cached in .certs/ (gitignored) next to the project.
Status: the endpoint is fully verified at the protocol level (handshake, session management, and the 41 tools of the first release tested directly over HTTPS with curl). What's *not* guaranteed is that a given GUI connector-adding flow will accept a self-signed localhost certificate — some do (after a manual "proceed anyway" warning, since they open the URL as a normal page), others silently reject it because their background connection check doesn't trust locally-generated certs and gives no user-facing error. If adding the connector spins and fails with no message, that's very likely what's happening, and it's a limitation of that client's trust handling, not of this server. The reliable, zero-friction way to use this server today is the stdio mode above (Claude Code CLI / Claude Desktop's local server config) — reach for --http only if your client specifically requires a URL.
The server process must stay running for the connector to work — start it in its own terminal window before adding the connector, and leave that window open.
| Group | Tools |
|---|---|
| Project | set_project, get_project_info |
| Database | list_records, get_record, update_record, create_record, get_system, update_system, set_switch_name, set_variable_name |
| Skill helpers | create_damage_skill, create_healing_skill, create_buff_skill, create_state_skill |
| Search | search_records, search_map_events |
| Maps & events | list_maps, get_map, create_map, update_map, get_event, update_event, create_event, delete_event, add_event_command, add_dialogue, event_command_reference |
| Authoring | build_dialogue_tree, create_event_from_template |
| Tilesets & painting | get_tileset_info, get_tileset_image, set_map_tileset, paint_tiles, render_map, render_map_image, render_diff |
| Generation | generate_map, capture_stamp, place_stamp, list_stamps |
| Map connections | connect_maps, list_map_connections |
| Bulk & balancing | bulk_update_records, generate_param_curve, generate_enemy_scaling, balance_report, simulate_battle |
| Localization | export_texts, import_texts |
| Skill files | install_skills |
| Plugins | list_plugins, configure_plugin, add_plugin, remove_plugin, create_plugin, read_plugin, write_plugin |
| Playtest | playtest_start, playtest_status, playtest_log, playtest_stop |
| Analysis | audit_assets, lint_events, simulate_event, find_usages, check_references, analyze_progression |
| Assets | import_asset, list_assets, preview_asset |
| Safety | list_backups, restore_backup, validate_project, editor_status, begin_changeset, commit_changeset, discard_changeset, undo_changeset |
Every tool description is written for AI consumption: parameter semantics, RPG Maker quirks (target scopes, command codes, 1-indexed arrays), and pointers to related tools are all in the schema, so assistants can use the server without external documentation.
All 78 tools are registered by default. Some clients cope better with a shorter tool list, so you can register only some tool groups with --tools (a comma-separated list) or the environment variable RPGMV_TOOLS:
claude mcp add rpgmaker-mv -- npx @xerolo44/rpgmaker-mv-mcp --project "/path/to/YourGame" --tools maps,tiles,render,authoring
Groups: project, database, maps, tiles, render, plugins, playtest, search, maintenance (backups, validation, editor_status and the changeset tools), connect, balance, localization, authoring, generation, analysis, assets. project (set_project, get_project_info) is always on, all (the default) enables everything, and an unknown group name makes the server exit with a message. install_skills, resources and prompts are always available whatever the profile.
Tools per group (77 tools, plus install_skills, which is always on = 78):
project (2): set_project, get_project_infodatabase (12): list_records, get_record, update_record, create_record, get_system, set_switch_name, set_variable_name, update_system, create_damage_skill, create_healing_skill, create_buff_skill, create_state_skillmaps (11): list_maps, get_map, update_map, get_event, update_event, create_event, delete_event, add_event_command, add_dialogue, create_map, event_command_referencetiles (5): get_tileset_info, get_tileset_image, set_map_tileset, paint_tiles, render_maprender (2): render_map_image, render_diffplugins (7): list_plugins, configure_plugin, add_pluginOnly the beginning is shown; read the rest in the repo