Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
作者提供的说明(英文原文)
RPG Maker MV Ultimate: AI copilot to generate, edit and understand RPG Maker MV projects (MCP)
这三项永远不会合并成一个分数:意见、测量和人气是不同的东西。
我们还没有为它写通俗的介绍。下面是我们从注册中心读取到的事实。
选择你使用的 AI 应用,然后复制设置。
RPGMAKER_PROJECT_PATH, VISION_API_URL, VISION_API_KEY, VISION_MODEL, RPGMV_LEGACY_TOOLS标为机密的值是你账户的钥匙。千万不要分享给别人,也不要粘贴到聊天里。
你需要
你用的是哪个应用?
在上方选择你的应用。我们会记住它,下次按钮会显示“安装到 …”。
打开 Claude Desktop → Settings → Developer → Edit Config,把下面的内容粘贴到 claude_desktop_config.json
{
"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"
}
}
}
}在终端中运行这条命令
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-mcp运行前请先填写空着的值。
粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json
{
"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"
}
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
粘贴到项目中的 .vscode/mcp.json
{
"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"
}
}
}
}浏览器会先询问是否打开应用,然后应用会显示设置并请你确认。密钥的值会留空,由你自己填写。
这个服务器在你的电脑上运行,而 ChatGPT 只能连接互联网上的服务器。请选择其他应用。
你的选择通过 Cookie 保存在这台设备上,无需账户。
RPGMAKER_PROJECT_PATH envVISION_API_URL envVISION_MODEL envRPGMV_LEGACY_TOOLS env这些设置是根据作者在注册中心的条目生成的。如果 README 的写法不同,请以 README 为准。
它在你的电脑上运行;安装后,工具列表会显示在你的 AI 应用中。
我们检查的是任何人都能看到的信息;我们没有阅读代码。不适用的检查项不计入总数。 · 检查于 2026年11月7日
注册名称已通过 GitHub 账户 DiegoLopez0208 验证,该账户拥有此仓库
我们还没有从 GitHub 读取这个仓库
我们还没有从 GitHub 读取这个仓库
它在你的电脑上运行,没有互联网端点
在你的电脑上运行,改用本地设置
它在你的电脑上运行;我们只能读取互联网端点的工具列表
与注册中心里这个分类中所有活跃的服务器比较。只有当发布者拥有该仓库时,星标数才计入。
它在 1 项适用的基础检查中通过了 1 项。我们没有阅读代码。在添加密钥或令牌之前,请先看看这个服务器要求哪些权限,并使用只具备所需权限的密钥。
你需要填写:VISION_API_KEY
它在你的电脑上运行。你的 AI 应用会在需要时启动它,数据不会经过作者的服务器(除非它自己调用在线服务)。
GitHub 仓库最后更新于–,最新版本(5.21.0)于26天前进入注册中心。
支持 MCP 的应用,例如 Claude Desktop、Claude Code、Cursor 和 VS Code。你的电脑上还需要有 Node.js。
同一分类中有:Spec Driven Development, Remote Desktop Commander, Signoff
同一分类中其他作者的服务器,按星标数排序。
如何看卡片:★ GitHub 星标i三大支柱:评价 · 检查 · 使用情况i更新 = 最新版本发布到注册中心的时间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.
Five gates that make an agent's 'done' provable: run them, read the verdict, audit the record.
按原文从作者的仓库复制。PopNx MCP 没有审查或背书其内容。HTML、图片和脚本已被移除。链接会离开本站。
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 `
只显示了开头部分;其余内容请在仓库中阅读