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 Mv MCP

作者:Xerolo44版本 0.5.1i★ –i在你的电脑上运行
注册名称io.github.Xerolo44/rpgmaker-mv-mcp

安装

概览

作者提供的说明(英文原文)

MCP server for reading, editing, and playtesting RPG Maker MV projects

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: 其他

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)。
  • 注册中心没有列出需要填写的密钥。

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-mv": {
      "command": "npx",
      "args": [
        "-y",
        "@xerolo44/rpgmaker-mv-mcp"
      ]
    }
  }
}

在终端中运行这条命令

claude mcp add rpgmaker-mv -- npx -y @xerolo44/rpgmaker-mv-mcp

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-mv": {
      "command": "npx",
      "args": [
        "-y",
        "@xerolo44/rpgmaker-mv-mcp"
      ]
    }
  }
}

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-mv": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "@xerolo44/rpgmaker-mv-mcp"
      ]
    }
  }
}

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。

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 Xerolo44 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“其他”中的其他服务器比较i

  • 星标数多于此分类中其他 18444 个服务器的 0%
  • 发布到注册中心的时间比此分类中其他 18444 个服务器的 75% 更新
  • 基础检查结果等于或优于此分类中其他 18444 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 Mv 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(0.5.1)于14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:Spec Driven Development, Remote Desktop Commander, Tethered Trust

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:↓ 每周下载量i★ 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

Spec Driven Development

MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.

作者:formulahendry起步阶段↓ 66/周★ 44014个月前更新

在你的电脑上运行

Remote Desktop Commander

Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.

作者:desktop-commander正在增长★ 2113天前更新

在云端运行✓ desktopcommander.app

Tethered Trust

Fit, compatibility and recall checks for AI agents before they buy: verdicts, evidence, receipts.

作者:tetheredtrust.com非常新今天更新

在云端运行✓ tetheredtrust.com

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 MV MCP Server

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?"*

Highlights

  • Full database access — all 12 database types (actors, classes, skills, items, weapons, armors, enemies, troops, states, animations, tilesets, common events) plus System.json, through a compact generic CRUD interface.
  • High-level skill builders — create complete, editor-valid damage / healing / buff / state skills from just a name and a formula.
  • Maps and events — create maps, create/edit/delete events, insert event commands in batches, add dialogue with automatic message-box splitting, and consult a built-in event command code reference.
  • Tilesets and map painting — inspect a tileset (sheets, autotile kinds, passability), look at its sheet images, switch a map's tileset, and paint ground, water, walls and objects with rectangles, flood fill and single cells. Autotile edges and corners are computed exactly like the editor does, so painted maps look right in game. render_map shows the result as text.
  • See your maps — 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.
  • Map connector — 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 edits and balancing — 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).
  • Localization — 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 files, prompts and resources — bundled SKILL.md workflow guides, reference tables as MCP resources and ready-made prompts (new_town, balance_check, ...), see Skills, prompts and resources.
  • Search everywhere — substring search across every database, and across every event on every map, including *inside* event command lists (find which event shows a line of dialogue or runs a script).
  • Plugin management — enable/disable/configure plugins, scaffold new ones, edit plugin source, all in the editor's own js/plugins.js format.
  • Playtest control — launch the game through NW.js (auto-detected from common install locations) with stdout/stderr capture, or serve it to a browser via the built-in HTTP server.
  • Authoring helpers — 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.
  • Assets — 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.
  • Map generation and stamps — 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.
  • Analysis — 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.
  • Safety net — every file is snapshotted to .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.

Installation

Requires Node.js 18+.

Quick start (npm)

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.

Configure Claude Code
claude mcp add rpgmaker-mv -- npx @xerolo44/rpgmaker-mv-mcp --project "/path/to/YourGame"
Configure Claude Desktop

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.

Custom connector / URL-based clients (HTTPS) — experimental

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.

Tool reference (78 tools)

GroupTools
Projectset_project, get_project_info
Databaselist_records, get_record, update_record, create_record, get_system, update_system, set_switch_name, set_variable_name
Skill helperscreate_damage_skill, create_healing_skill, create_buff_skill, create_state_skill
Searchsearch_records, search_map_events
Maps & eventslist_maps, get_map, create_map, update_map, get_event, update_event, create_event, delete_event, add_event_command, add_dialogue, event_command_reference
Authoringbuild_dialogue_tree, create_event_from_template
Tilesets & paintingget_tileset_info, get_tileset_image, set_map_tileset, paint_tiles, render_map, render_map_image, render_diff
Generationgenerate_map, capture_stamp, place_stamp, list_stamps
Map connectionsconnect_maps, list_map_connections
Bulk & balancingbulk_update_records, generate_param_curve, generate_enemy_scaling, balance_report, simulate_battle
Localizationexport_texts, import_texts
Skill filesinstall_skills
Pluginslist_plugins, configure_plugin, add_plugin, remove_plugin, create_plugin, read_plugin, write_plugin
Playtestplaytest_start, playtest_status, playtest_log, playtest_stop
Analysisaudit_assets, lint_events, simulate_event, find_usages, check_references, analyze_progression
Assetsimport_asset, list_assets, preview_asset
Safetylist_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.

Tool profiles

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_info
  • database (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_skill
  • maps (11): list_maps, get_map, update_map, get_event, update_event, create_event, delete_event, add_event_command, add_dialogue, create_map, event_command_reference
  • tiles (5): get_tileset_info, get_tileset_image, set_map_tileset, paint_tiles, render_map
  • render (2): render_map_image, render_diff
  • plugins (7): list_plugins, configure_plugin, add_plugin

只显示了开头部分;其余内容请在仓库中阅读

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