原型 · 预览版:收录官方注册中心里的全部服务器,每 30 分钟同步一次。评价和账户功能将在后续阶段推出。
PopNx MCP为使用 AI 的人准备的 MCP 服务器 · 用大白话讲清楚

Rpgmaker Mz MCP

作者:Redseb版本 1.4.0i★ –i在你的电脑上运行
注册名称io.github.Redseb/rpgmaker-mz-mcp

安装

概览

作者提供的说明(英文原文)

MCP server for RPG Maker MZ: maps, tile painting, events, database editing, and validation.

PopNx MCP 的三大支柱

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。

它能帮你做什么

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。

  • 连接方式: 在你的电脑上运行
  • 传输方式: stdio
  • 分类: 旅行、地图与天气

安装

选择你使用的 AI 应用,然后复制设置。

安装之前

  • 基础检查:1 项中通过 1 项
  • 在你的电脑上运行,拥有你的用户账户的权限(文件、网络、应用)。
  • 需要你自己填写: RPGMAKER_PROJECT_PATH

你需要

  • npm已安装 Node.js(用于 npx 命令)

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-mz": {
      "command": "npx",
      "args": [
        "-y",
        "rpgmaker-mz-mcp"
      ],
      "env": {
        "RPGMAKER_PROJECT_PATH": "your-value"
      }
    }
  }
}

在终端中运行这条命令

claude mcp add rpgmaker-mz --env RPGMAKER_PROJECT_PATH=your-value -- npx -y rpgmaker-mz-mcp

运行前请先填写空着的值。

在 Cursor 中打开

或者自己复制设置

粘贴到项目中的 .cursor/mcp.json,或 ~/.cursor/mcp.json

{
  "mcpServers": {
    "rpgmaker-mz": {
      "command": "npx",
      "args": [
        "-y",
        "rpgmaker-mz-mcp"
      ],
      "env": {
        "RPGMAKER_PROJECT_PATH": "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。

在 VS Code 中打开

或者自己复制设置

粘贴到项目中的 .vscode/mcp.json

{
  "servers": {
    "rpgmaker-mz": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "rpgmaker-mz-mcp"
      ],
      "env": {
        "RPGMAKER_PROJECT_PATH": "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。

需要你填写的值

  • RPGMAKER_PROJECT_PATH env
    Default RPG Maker MZ project directory (contains game.rmmzproject). Optional: the set_project tool can set or change the project at runtime.

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。

它能做什么

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。

基础检查i

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8日

  • ✓ 通过

    作者与仓库一致

    注册名称已通过 GitHub 账户 Redseb 验证,该账户拥有此仓库

  • … 尚未检查

    仍在维护

    我们还没有从 GitHub 读取这个仓库

  • … 尚未检查

    有许可证

    我们还没有从 GitHub 读取这个仓库

  • – 不适用

    端点有响应

    它在你的电脑上运行,没有互联网端点

  • – 不适用

    使用 OAuth 登录

    在你的电脑上运行,改用本地设置

  • … 尚未检查

    工具描述中没有隐藏指令

    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“旅行、地图与天气”中的其他服务器比较i

  • 星标数多于此分类中其他 1716 个服务器的 0%
  • 发布到注册中心的时间比此分类中其他 1716 个服务器的 41% 更新
  • 基础检查结果等于或优于此分类中其他 1716 个服务器的 100%

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。

常见问题

Rpgmaker Mz MCP 安全吗?

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。

它需要哪些密钥或代码?

注册中心没有列出必需的密钥,不过有些服务器会在首次使用时要求你登录。

它在我的电脑上运行还是在云端?

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)。

它还在维护吗?

GitHub 仓库最后更新于–,最新版本(1.4.0)于43天前进入注册中心。

哪些应用可以使用它?

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。

有什么可以替代它?

同一分类中有:Sorted Travel Docs, Sorted Travel, 方睿科技 FUNRAISE|台灣不動產資料 Taiwan Real Estate Data

替代选择

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

Sorted Travel Docs

作者:a-l-e-x-k

Search Sorted Travel developer docs for MCP, API, SDK, and auth questions.

在云端运行今天更新
安装

Sorted Travel

作者:a-l-e-x-k

Travel ranking, place facts, weather, visa, and profile tools for Sorted Travel.

在云端运行今天更新
安装

作者的 README

打开 README

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。

RPG Maker MZ MCP Server

128 tools that let an AI assistant read and write an RPG Maker MZ project directly — actors, classes, skills, items, equipment, states, enemies, troops, common events, maps, tiles, tilesets, events, and system settings — instead of hand-editing everything in the editor.

_"Add a town under the world map, paint it with grass, and drop in a shopkeeper who sells potions"_ → done, in-project, no editor clicks.

Quick start

Claude Code (recommended) — installs the server *and* the authoring skills as one plugin:

claude plugin marketplace add Redseb/rpgmaker-mz-mcp

claude plugin install rpgmaker-mz@rpgmaker-mz-mcp

You'll be prompted for your RPG Maker MZ project directory (optional — you can also just ask Claude to set_project later).

Any other MCP client — the server is on npm; no clone or build needed:

{

"mcpServers": { "rpgmaker-mz": { "command": "npx", "args": ["-y", "rpgmaker-mz-mcp@latest"], "env": { "RPGMAKER_PROJECT_PATH": "/path/to/your/rpgmaker/project" } } } }

Claude Desktop — either the JSON config above, or download the one-click rpgmaker-mz-mcp.mcpb bundle from Releases and open it with Claude Desktop.

New here? Read SETUP.md for the full walkthrough and EXAMPLES.md for end-to-end recipes.

Contents

  • Quick start
  • Capabilities
  • How it fits together
  • Installation
  • Configuration
  • Usage
  • Available tools
  • Input validation
  • Event validation (throw-by-default)
  • Reference linting
  • Dry-run preview
  • Custom-tileset catalog skill
  • Example prompts
  • Development
  • Project structure
  • Safety and best practices
  • Limitations

Capabilities

  • Database CRUD — actors, classes (with learnings & param curves), skills (full-control + simplified damage/heal/buff/state helpers), items, weapons, armors, states, enemies, and troops. Only a name is required to create; everything else falls back to the editor's true "New X" template.
  • Maps & the map tree — create/delete maps, batch-reparent/reorder/rename with a cycle guard, and edit map properties. New maps register in MapInfos.json exactly as the editor expects.
  • Tile painting (with automatic autotiling) — paint_tiles/fill_area set tiles on any of the six map layers and recompute autotile shapes (and their neighbours') from same-kind adjacency, so a filled region borders itself correctly. paint_blueprint paints a whole area from ASCII rows + a legend in one call (multi-layer cells, catalog names, A4 wall faces derived automatically) and returns a passability overview. place_object stamps multi-tile B/C objects (houses, trees) and reports their passability footprint.
  • Semantic tile catalog — find_tile "grass" → a paintable tile id. Built-in catalogs for every default tileset (Overworld, Outside, Inside, Dungeon, SF), sourced from RPG Maker's own English name sidecars. A bundled vision-bootstrap skill catalogs custom tilesets.
  • Passability & terrain — read a tile's flags or a map cell's layered passability (get_tile_flags/check_passability), and edit passability/terrain-tag/behaviour flags (set_tile_flags).
  • Event-command builders — high-level, read-only builders that emit the exact EventCommand sequences the editor writes (including tricky recursive branch blocks and continuation rows), landed on a page via insert_event_commands. Covers dialogue & flow, game-state changes, presentation/transitions, and scene processing.
  • Event & NPC ergonomics — create_npc places a complete talking NPC in one call; set_event_page merges a page's graphic + behavior in place.
  • Asset awareness — list_assets enumerates valid character/face/tileset/audio names so events never reference a missing file.
  • See and play the build — render_map screenshots a map exactly as the engine draws it (whole map or a game-screen view) and run_playtest drives a scripted headless session (load a state, trigger events, read dialogue, pick choices, walk, auto-battle, screenshot), both reporting console errors and missing assets. Validators prove structure; these show what the player sees.
  • Correctness layer — Zod-validated inputs, throw-by-default event validation (a structurally invalid write is refused, not saved-and-warned-about), a cross-file reference linter (validate_references), and a dry-run/diff preview on every write.

How it fits together

Installation

Pick one:

  • Claude Code plugin *(recommended)* — claude plugin marketplace add Redseb/rpgmaker-mz-mcp, then claude plugin install rpgmaker-mz@rpgmaker-mz-mcp. This bundles the MCP server (run via npx from the npm package) together with the two authoring skills (rpgmaker-authoring, tileset-catalog) — the skills carry the judgment the tools don't enforce, so this is the full experience.
  • npm package — configure your MCP client to run npx -y rpgmaker-mz-mcp@latest (see Quick start). Tools only, no skills.
  • MCPB bundle (Claude Desktop) — download rpgmaker-mz-mcp.mcpb from Releases, open it with Claude Desktop, and pick your project folder in the install dialog.
  • From source (development):
npm install

npm run build

Configuration

Set the RPG Maker MZ project path as an environment variable:

# macOS/Linux

export RPGMAKER_PROJECT_PATH=/path/to/your/rpgmaker/project

Windows

set RPGMAKER_PROJECT_PATH=C:\path\to\your\rpgmaker\project

The path must point to a directory containing game.rmmzproject and a data/ directory with System.json.

The environment variable is only the startup default: the set_project tool can retarget a running server at a different project (and get_project reports the current one), so switching games doesn't require editing config or restarting.

Usage

Running the server
npm start          # or: node dist/index.js
Configuring in Claude Desktop

The easiest path is the .mcpb bundle from Releases — open it with Claude Desktop and pick your project folder. To configure by hand instead, add to your Claude Desktop configuration file (%APPDATA%\Claude\claude_desktop_config.json on Windows, ~/Library/Application Support/Claude/claude_desktop_config.json on macOS):

{

"mcpServers": { "rpgmaker-mz": { "command": "npx", "args": ["-y", "rpgmaker-mz-mcp@latest"], "env": { "RPGMAKER_PROJECT_PATH": "/path/to/your/rpgmaker/project" } } } }

(For a from-source checkout, use "command": "node" with "args": ["/path/to/rpgmaker-mz-mcp/dist/index.js"] instead.)

Available tools

All 128 tools, grouped by area. Tools that write to the project accept an optional dryRun argument (see Dry-run preview); those that can refuse a structurally invalid write also accept force (see Event validation).

Expand the full tool reference

Project targeting
  • get_project — the project the server is operating on: path, validity, game title
  • set_project — retarget the server at another project directory for the rest of the session (no restart; overrides RPGMAKER_PROJECT_PATH)
Actors
  • create_actor, update_actor, search_actors
Classes
  • create_class, update_class
  • add_class_learning — attach a skill learned at a level (validates the skill, keeps learnings level-sorted)
  • set_class_param_curve — replace one of the 8 parameter growth rows
Skills
  • create_skill (full control — every Skills.json field incl. occasion, hitType, speed, repeats, successRate, tpGain, required weapon types, message2, note; hitType defaults to magical for Magic skills, physical for other damage, certain for heals/ally scopes), update_skill, search_skills
  • create_damage_skill, create_healing_skill, create_buff_skill, create_state_skill — natural-language-friendly helpers for common skill types
Items & equipment
  • create_item, update_item, search_items
  • create_weapon, update_weapon
  • create_armor, update_armor
States
  • create_state, update_state
Enemies & troops
  • create_enemy, update_enemy, search_enemies
  • create_troop, update_troop, search_troops — create_troop validates that every member references an existing enemy
  • build_troop_page — build a battle-event page { conditions, list, span } from a compact trigger (when: turn [a, b], enemyHpBelow [slot, pct], actorHpBelow [actorId, pct], switch, turnEnd — ANDed) and a span (battle / turn / moment), no hand-built 12-field conditions object. Read-only
  • add_troop_page — append (or insert at position) one page to a troop without re-sending the others; warns on an HP condition pointing past the troop's members
Common events
  • create_common_event, update_common_event
  • call_common_event — builds the code-117 call command and validates the target exists
Maps & the map tree
  • get_map (pass includeData: false to omit the tile array on a big map), get_map_infos, get_map_dimensions, update_map
  • get_map_region — read a window of tile ids (x, y, width, height, layer) instead of the whole map
  • create_map — allocates the next id, writes a blank map, and registers it in the tree
  • delete_map — removes a map and reparents its children onto its parent
  • update_map_tree — batch reparent/reorder/rename/expand with an up-front existence check and cycle guard
Map events
  • get_map_events, get_map_event, search_map_events
  • create_map_event, update_map_event, delete_map_event
  • add_event_command — append a single command to an event page
  • set_map_tile — set a single raw tile id at (x, y) on a z-layer (no autotiling)
Event & NPC ergonomics
  • create_npc — one-shot "talking NPC": graphic + trigger + a talk list from text (optionally auto word-wrapped with wrap) or explicit commands
  • create_chest — one-shot treasure chest: the two-page self-switch idiom (give item/weapon/armor/gold, then never again)
  • create_transfer — one-shot map transfer, in either working idiom: face a solid landmark (action_button) or step on a doormat (player_touch)
  • set_event_page — merge a page's graphic + behavior (sprite, trigger, priority, movement, flags) in place
Event-command builders

Read-only builders that return editor-faithful EventCommand sequences; land them on a command list with `insert_event_co

只显示了开头部分;其余内容请在仓库中阅读

问 PopNx