Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
作者による説明(英語の原文)
Author RPG Maker XP games in natural language: read, write and render RGSS1 .rxdata.
この3つを1つのスコアにまとめることはしません。意見、測定、人気はそれぞれ別のものだからです。
このサーバーのやさしい解説はまだ書いていません。以下はレジストリから読み取った事実です。
使っているAIアプリを選んで、設定をコピーしてください。
RPGMAKER_PROJECT_PATH, RPGMAKER_RTP_PATH必要なもの
どのアプリを使っていますか?
上でアプリを選んでください。選んだアプリを覚えておくので、次からはボタンに「…にインストール」と表示されます。
Claude Desktop → Settings → Developer → Edit Config を開き、claude_desktop_config.json にこれを貼り付けます
{
"mcpServers": {
"rpgmaker-xp": {
"command": "npx",
"args": [
"-y",
"rpgmaker-xp-mcp"
],
"env": {
"RPGMAKER_PROJECT_PATH": "your-value",
"RPGMAKER_RTP_PATH": "your-value"
}
}
}
}ターミナルでこれを実行します
claude mcp add rpgmaker-xp --env RPGMAKER_PROJECT_PATH=your-value --env RPGMAKER_RTP_PATH=your-value -- npx -y rpgmaker-xp-mcp動かす前に、空欄の値を入力してください。
プロジェクトの .cursor/mcp.json、または ~/.cursor/mcp.json に貼り付けます
{
"mcpServers": {
"rpgmaker-xp": {
"command": "npx",
"args": [
"-y",
"rpgmaker-xp-mcp"
],
"env": {
"RPGMAKER_PROJECT_PATH": "your-value",
"RPGMAKER_RTP_PATH": "your-value"
}
}
}
}ブラウザがアプリを開いてよいか確認し、そのあとアプリが設定を表示して確認を求めます。キーの値は空欄のままなので、自分で入力してください。
プロジェクトの .vscode/mcp.json に貼り付けます
{
"servers": {
"rpgmaker-xp": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"rpgmaker-xp-mcp"
],
"env": {
"RPGMAKER_PROJECT_PATH": "your-value",
"RPGMAKER_RTP_PATH": "your-value"
}
}
}
}ブラウザがアプリを開いてよいか確認し、そのあとアプリが設定を表示して確認を求めます。キーの値は空欄のままなので、自分で入力してください。
これはパソコンで動くサーバーですが、ChatGPTがつなげるのはインターネット上のサーバーだけです。ほかのアプリを選んでください。
選んだアプリは、この端末のCookieに保存されます。アカウントは不要です。
RPGMAKER_RTP_PATH envこの設定は、作者のレジストリ登録情報から作成しています。READMEと違う場合は、READMEに従ってください。
パソコンで動くサーバーです。インストールすると、ツール一覧がAIアプリに表示されます。
誰でも見られる情報をチェックしており、コードは読んでいません。当てはまらない項目は数に入れていません。 · 2026年11月7日にチェック
レジストリ名は、リポジトリを所有するGitHubアカウント SerifeusStudio で確認済みです
このリポジトリはまだGitHubから読み取っていません
このリポジトリはまだGitHubから読み取っていません
これはパソコンで動くため、インターネット上のエンドポイントはありません
パソコンで動き、代わりにローカルの設定を使います
パソコンで動くサーバーです。ツール一覧を読み取れるのは、インターネット上のエンドポイントがある場合だけです
レジストリでこのカテゴリにある有効なすべてのサーバーと比較しています。スターは、公開者がリポジトリの所有者である場合だけ数えます。
当てはまる基本チェック1項目のうち1項目に合格しました。コードは読んでいません。キーやトークンを追加する前に、サーバーがどんなアクセスを求めているかを確認し、必要な権限だけを持つキーを使ってください。
入力が必要なもの:RPGMAKER_PROJECT_PATH
あなたのパソコンで動きます。必要なときにAIアプリが起動し、データは作者のサーバーを通りません(サーバー自体がオンラインサービスを呼び出す場合を除きます)。
GitHubリポジトリの最終更新は–、最新バージョン(1.1.3)がレジストリに届いたのは3 か月前です。
Claude Desktop、Claude Code、Cursor、VS CodeなどのMCP対応アプリで使えます。パソコンにNode.jsも必要です。
同じカテゴリには:Spec Driven Development, Remote Desktop Commander, MCP Server Autocad Lisp Helper
同じカテゴリで、ほかの作者が作ったサーバー。スターの多い順。
カードの見方:★ GitHubスターi3つの柱:レビュー · チェック · 利用状況i更新=最新バージョンをレジストリに公開した日i
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.
High-precision static analysis and debug server for AutoCAD AutoLISP (.lsp) files.
作者のリポジトリから書かれたとおりにコピーしたものです。PopNx MCPは内容を確認・推奨していません。HTML、画像、スクリプトは取り除いています。リンクはこのサイトの外へ移動します。
Build RPG Maker XP games by describing what you want.
*"Make a healing potion that restores 200 HP and costs 150 gold."*
*"Create a 40×30 forest map with a pond in the north-east, then show it to me."*
*"Find every NPC on map 3 whose dialogue mentions the king."*
This is an MCP server that reads and writes an RPG Maker XP project's .rxdata files directly — actors, skills, items, maps, events, scripts and system data — and renders map previews to PNG so you can see what was built without opening the editor.
It talks to XP's native Ruby 1.8 Marshal format. Nothing is exported, converted, or kept in a side file: it edits your real project, and the editor opens the result normally.
1. Close the RPG Maker XP editor while the server is running. The editor holds all data files in memory and rewrites every one of them when you save. If it is open, it will overwrite anything this server changed. This is the single most common way to lose work.
2. Back up your project first. Copy the whole Data/ folder somewhere safe. Do this even though the server takes its own backups, because:
3. The automatic backup is not version history. Before its first write to a file in a session, the server copies the original to Data/.mcp-backup/. That is one `.bak` per file per session — the next session overwrites it. It protects you from the last thing you did, not from something you broke a week ago. If your project matters, put it in git.
4. Test your game after changes. A file can be structurally valid and still be wrong for your game.
The Model Context Protocol is a standard way for AI assistants to use external tools. This server is not a chat program and has no interface of its own — it is a backend that an MCP client connects to.
You need one of those clients. Common choices:
If you have never used an MCP client, start with Claude Desktop; the Configuration section has a copy-paste config.
| Node.js | 18 or newer |
| An MCP client | Claude Desktop, Claude Code, or any MCP-capable app |
| An RPG Maker XP project | a folder containing Game.rxproj and Data/ |
| RPG Maker XP itself | required if your project uses RTP assets |
The RTP (the default tiles, autotiles, character sprites and audio) is read from your own installation at runtime. This project does not bundle or redistribute any Enterbrain assets.
Structurally, yes — Essentials games are RPG Maker XP projects, and every tool here operates on standard .rxdata. Two honest caveats: Essentials layers its own conventions on top of the engine (its own data files, a very large Scripts.rxdata, PBS text files) which this server knows nothing about, and its projects are big enough that you should be especially sure about backup point 2 above. Reading, map work and database edits behave normally.
The published package ships prebuilt, so there is no build step. Most clients can launch it on demand with npx.
npm install -g rpgmaker-xp-mcp
From source
git clone https://github.com/SerifeusStudio/rpgmaker-xp-mcp.git
cd rpgmaker-xp-mcp npm install npm run build
Then use node with the path to dist/index.js as the command in the configs below.
Point the server at your project with RPGMAKER_PROJECT_PATH — the folder containing Game.rxproj and Data/. If your RTP lives somewhere unusual, also set RPGMAKER_RTP_PATH; it defaults to the Steam RPG Maker XP install.
claude mcp add --scope user rpgmaker-xp \
--env "RPGMAKER_PROJECT_PATH=C:\path\to\your\project" \ -- npx -y rpgmaker-xp-mcp
%APPDATA%\Claude\claude_desktop_config.json:
{
"mcpServers": { "rpgmaker-xp": { "command": "npx", "args": ["-y", "rpgmaker-xp-mcp"], "env": { "RPGMAKER_PROJECT_PATH": "C:/path/to/your/xp/project" } } } }
Restart the client, then check it connected by asking for something read-only:
*"List the actors in my project."*
If you get names back, you are set up. See [SETUP.md](SETUP.md) for troubleshooting.
The server speaks standard MCP over stdio, so it works with any MCP client, not only Claude. Ollama has no MCP client of its own yet, so a local model reaches it through a bridge.
Open WebUI has native MCP support via mcpo, an OpenAPI proxy. Save the same mcpServers block as mcpo.json, then:
uvx mcpo --port 8000 --config mcpo.json
Register http://localhost:8000/rpgmaker-xp in Open WebUI as a tool server.
Terminal: ollmcp connects MCP servers straight to a local Ollama model.
Pick a model with solid tool calling (a recent Qwen or Llama instruct model). Smaller models struggle to chain several calls reliably, which matters here — map authoring is inherently multi-step.
Worth knowing before you install:
.rvdata, .rvdata2, JSON).Scripts.rxdata as data, and correctness is on you and your model.render_map shows a static layout preview, not gameplay.Actors
get_actors · get_actor · update_actor · create_actor · search_actors
XP actors use a parameters Table (6×100 — MaxHP, MaxSP, STR, DEX, AGI, INT per level) rather than MZ-style traits. create_actor generates linear growth curves by default. Equipment slots are weapon_id and armor1_id–armor4_id (shield / helmet / body / accessory).
Items & equipment
get_items · get_weapons · get_armors · get_skills · update_item · search_items · create_weapon · create_armor
create_weapon/create_armor append to Weapons.rxdata/Armors.rxdata with editor-default fields (override any). Armor kind: 0=shield, 1=helmet, 2=body, 3=accessory.
Skills
get_skill · create_skill · create_damage_skill · create_healing_skill · create_state_skill · update_skill · search_skills
XP has no damage formulas. Damage is power scaled by stat-influence rates (atk_f/str_f physical, int_f magical) and reduced by the target's pdef_f/mdef_f. Negative power = healing. There is no create_buff_skill — XP has no buff system, use states.
Scope: 0=none, 1=one enemy, 2=all enemies, 3=one ally, 4=all allies, 5=one ally (HP 0), 6=all allies (HP 0), 7=user.
Maps & events
get_map · get_map_infos · get_map_events · get_map_event · update_map_event · create_map_event · create_transfer_event · search_map_events · add_event_command · add_show_text
Maps live in Data/MapXXX.rxdata. get_map summarises the tile Table unless includeTiles: true. Events are a hash keyed by event ID.
add_show_text handles XP's message structure (first line = code 101, continuations = 401, 4 lines per box). XP specifics: code 101 carries text directly (unlike VX+); choice text is stored redundantly in both the 102 array and the 402 branches and must stay in sync; move routes are 209/509.
create_transfer_event wires two maps together and validates both endpoints exist and are in bounds before writing. Run validate_connectivity afterwards. The full 110-code table is in research/event-commands.md.
Map authoring (tile painting)
get_map_design_guide · get_map_size_advisory · create_map · get_map_tiles · set_map_tiles · fill_region · apply_autotile · scatter_tiles
apply_autotile paints an autotile and computes seamless edge variants per cell from 8-neighbour connectivity — give it an organic `blob` (ponds, lakes, forest), a `cells` list (rivers, curved paths), or a `region` rect (rectangular floors only). scatter_tiles distributes clutter at a target density with an optional focal gradient. Together these avoid the blocky ponds and corner-clustered detail that make maps look programmer-generated. See MAP-DESIGN.md §5b.
Layers (Map.data z, drawn z0→z1→z2 = editor Layer 1/2/3) are assigned by role: z0 terrain (autotiles), z1 ground clutter (priority 0), z2 overhead (priority > 0 — canopies and roofs the player walks behind).
Tile ids: 0 = empty; 48–383 = autotiles (slot=id/48-1, variant=id%48); ≥384 = regular tiles (col=(id-384)%8, row=(id-384)/8).
Load get_map_design_guide before authoring — create_map also returns its core rules inline. get_map_size_advisory reports screen count, target focal points, recommended scatter density and oversize warnings for an existing map.
Validation
validate_assets · validate_connectivity
validate_assets scans every data file for referenced graphic and audio filenames — tilesets, autotiles, panoramas, fogs, battlebacks, character, battler and icon graphics, animations, windowskin, title, gameover, transition, BGM/BGS/ME and map event sprites — and reports any with no file on disk. Broken references are otherwise silent until runtime. Checks the project's Graphics/ and Audio/ first, then the RTP, matching base name regardless of extension.
validate_connectivity builds the world transfer graph and reports maps unreachable from the start map, transfers pointing at a missing map or an out-of-bounds tile, and dead ends.
Tileset identification & preview
create_tileset_identification_harness · get_tileset_catalog · save_tileset_catalog · validate_tileset_catalog · render_tileset_atlas · render_map
`create_tileset_identification_harness` builds an evidence-first review bundle: the source sheet, a labelled copy with burned-in tile IDs, isolated transparent tile images, source rows, autotile sources, engine metadata, a catalog template and an interactive browser page. Reviewed labels, intended uses, object grids, layers and confidence live in a separate catalog, so passability or visual resemblance cannot silently become a semantic claim. See TILESET-CATALOG.md.
`render_tileset_atlas` renders a tileset to a labelled PNG — scaled with a grid, each tile's id burned in, passability dots (red = blocked, orange = partial) and a legend of the 7 autotile slots.
`render_map` renders a map's tile layers to a flat top-down PNG preview outside the editor, so you can *see* what you built. Composites all three layers using the tileset graphic (ids ≥ 384) and its autotiles (ids 48–383, via a cross-verified 48-variant quadrant table). Options: layers, scale, region, drawGrid, drawEvents, passability. Writes to Data/.mcp-preview/map .png and returns the path.
*Layout p
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