Rpgmaker Xp Mcp

io.github.SerifeusStudio由 GitHub 帳號 SerifeusStudio 發布v1.1.3更新於 Oct 24, 2026

Author RPG Maker XP games in natural language: read, write and render RGSS1 .rxdata.

概覽

AI 產生的概覽

讀取、寫入並渲染 RPG Maker XP 專案資料(.rxdata),讓助理以自然語言編寫角色、物品、技能、地圖、事件與腳本。

可以做什麼
  • 讀取、建立、更新與搜尋角色、物品、武器、防具與技能,包含傷害與治療技能的輔助工具
  • 讀取與編輯地圖和事件,加入事件指令與顯示文字訊息,並串接地圖傳送
  • 繪製地圖圖塊:建立地圖、設定圖塊、填滿區域、套用自動圖塊並在三個圖層上散佈裝飾
  • 驗證素材參照與地圖連通性,並將地圖預覽與標註過的圖塊集圖集算繪成 PNG
  • 辨識並註冊圖塊集,存取任意資料庫檔案、RGSS 腳本與系統資料(開關、變數、標題、起始位置)
適用情境
適合讓助理直接建置或批次修改 RPG Maker XP 遊戲專案:建立資料庫項目、繪製地圖、撰寫事件或檢查失效的素材參照,不必在編輯器中逐項操作。僅支援 XP,不適用於 VX、VX Ace、MV 或 MZ 專案。
執行需求
透過 npm 以 stdio 在本機執行(需 Node.js 18 或更新版本),並需要支援 MCP 的用戶端。需要一個包含 Game.rxproj 與 Data/ 的 RPG Maker XP 專案資料夾,以 RPGMAKER_PROJECT_PATH 指定;RPGMAKER_RTP_PATH 為選用,用於指定 RTP 素材位置,預設為 Steam 安裝目錄。若專案使用 RTP 素材,則需安裝 RPG Maker XP 本體。
安裝前請注意
它會直接修改真實專案檔案,執行前請關閉 RPG Maker XP 編輯器,否則編輯器儲存時會覆蓋其變更。請備份 Data/ 資料夾並使用版本控制:自動備份每個檔案每個工作階段只保留一份 .bak。變更可能結構有效但不適合你的遊戲,修改後請測試。它不產生美術或音訊,不替你撰寫 RGSS 腳本,也不能執行遊戲。

安裝

在 SourceWeft 中

  1. 開啟 儀表板中的 Rpgmaker Xp Mcp,將其新增到工作區。
  2. 為需要使用其工具的對話啟用該服務。

Desktop only,透過 STDIO。 STDIO 服務會啟動本機處理程序,因此需要 SourceWeft 桌面主機。

其他 MCP 客戶端

參照 儲存庫 中的啟動說明。

README

RPG Maker XP MCP Server

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.


⚠️ Read this before your first run

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.


What is MCP?

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:

  • Claude Code — terminal-based
  • Claude Desktop — desktop app
  • Open WebUI, Cursor, Windsurf, or any other MCP-capable client — including local models through Ollama (see below)

If you have never used an MCP client, start with Claude Desktop; the Configuration section has a copy-paste config.


Requirements

Node.js18 or newer
An MCP clientClaude Desktop, Claude Code, or any MCP-capable app
An RPG Maker XP projecta folder containing Game.rxproj and Data/
RPG Maker XP itselfrequired 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.

Does it work with Pokémon Essentials?

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.


Installation

The published package ships prebuilt, so there is no build step. Most clients can launch it on demand with npx.

bash
npm install -g rpgmaker-xp-mcp
From source
bash
git clone https://github.com/SerifeusStudio/rpgmaker-xp-mcp.gitcd rpgmaker-xp-mcpnpm installnpm run build

Then use node with the path to dist/index.js as the command in the configs below.


Configuration

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 Code

bash
claude mcp add --scope user rpgmaker-xp \  --env "RPGMAKER_PROJECT_PATH=C:\path\to\your\project" \  -- npx -y rpgmaker-xp-mcp

Claude Desktop

%APPDATA%\Claude\claude_desktop_config.json:

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 for troubleshooting.

Using a local model via Ollama

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:

bash
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.


What it will not do

Worth knowing before you install:

  • XP only. It does not read VX, VX Ace, MV or MZ projects. Their data formats are different (.rvdata, .rvdata2, JSON).
  • It does not generate art or audio. It can import, classify and validate graphics you already have; it cannot draw them.
  • It does not write RGSS scripts for you beyond storing what it is given — it manages Scripts.rxdata as data, and correctness is on you and your model.
  • It cannot run your game or test it. render_map shows a static layout preview, not gameplay.
  • It does not know about Pokémon Essentials' own systems (PBS files, its plugin conventions, its data classes).

Available tools (65)

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<NNN>.png and returns the path.

Layout preview only — no priority/overhead draw order, no fog, panorama or weather, and autotile animation uses frame 0.

Asset import verification

classify_asset · verify_tileset · register_tileset

Sorting a sheet by canvas dimensions alone silently mis-imports assets authored for other engines, so these detect the true content tile size (edge-periodicity, where a candidate must evenly divide the canvas, biased toward native 32px) and fingerprint the filename: a $/! prefix means a single-object sprite belonging in Characters, not a tileset; A1–A5 means an MV/MZ autotile sheet only when content is not 32px, otherwise it is a battler variant.

verify_tileset writes a grid-overlay preview so scale problems are visible before import. register_tileset adds a guarded Tilesets.rxdata entry with passages/priorities/terrain Tables sized to the sheet, and declines non-native assets unless explicitly forced.

Database, scripts & system

Database — get_database · get_database_entry · update_database_entry

Generic access to every database file, including those without dedicated tools (Classes, States, Enemies, Troops, CommonEvents, Tilesets…). Tileset passability lives in the passages Table: 0 = passable; 1/2/4/8 = down/left/right/up blocked; 15 = impassable; +64 bush; +128 counter.

Scripts — get_scripts · get_script · update_script · create_script · search_scripts

Full RGSS script access with zlib handling. Sources are stored as [magic, name, zlib-deflated code] triples; per-script magic numbers are not meaningful to the editor. create_script inserts above Main by convention. Binary-safe — script data never passes through UTF-8 conversion.

System — get_system · get_variables · set_variable_name · get_switches · set_switch_name · get_game_title · update_game_title · update_starting_position


How it works

The Marshal layer

.rxdata files are parsed with a vendored, bug-fixed copy of @hyrious/marshal (src/vendor/marshal/) and converted to plain JSON. Ruby objects become { "_class": "RPG::Actor", ... } with instance variables as fields (no leading @).

Why vendored: upstream ≤0.3.3 mis-decodes negative multibyte Marshal integers — −150 decodes as +106. In XP, healing is negative power, so that bug silently converted every healing skill into a damage skill on save. Details in research/REPORT.md.

The RGSS binary classes Table (tile and parameter grids), Color and Tone have dedicated codecs. On save, strings are written as raw byte strings with no Ruby 1.9 encoding ivars, or XP's Ruby 1.8 / RGSS104E refuses to load them. The game title lives in Game.ini, not in System data — unlike MZ.

Round-trips of 15 of the 16 template .rxdata files from the RMXP install are byte-identical. The exception is Scripts.rxdata, which the round-trip test excludes rather than fails: it stores zlib-compressed source as binary strings, so it needs the raw path (readRxdataRaw) instead of the UTF-8 one the rest of the database uses. The script tools handle it correctly; only the round-trip test skips it.

Behaviour that protects your project
  • Automatic backups — before the first write to any file in a session, the original is copied to Data/.mcp-backup/<name>.bak (project root for Game.ini). See the warning at the top: one per file per session.
  • Save-revision marker — map and event writes regenerate System.magic_number, mirroring the editor, so existing save files reload the changed map instead of keeping a stale copy.
  • Event list invariants — command lists are normalised on save: every command gets code/indent/parameters, and the trailing {code: 0, indent: 0, parameters: []} terminator is guaranteed.
  • Verified engine math — skill tools document XP's real damage algorithm, extracted from Game_Battler 3, and the helpers are calibrated to default-database conventions (heals are negative power with int_f 50).
How conventions reach any client

The server surfaces its own guidance, so any MCP client gets the conventions — not just one that can read this repository:

  • Server instructions are sent on connect (governance + map-design rules) and injected into context by most clients.
  • The guides are exposed as MCP resources (rpgmaker-xp://docs/…): map-design, tileset-catalog, authoring, wisdom.
  • get_map_design_guide returns the full guide; create_map returns its core rules inline.

Testing

bash
npm run buildnode test/roundtrip.mjs        # Marshal round-trip against real RMXP datanode test/tools.mjs            # end-to-end tool tests on a scratch projectnode test/server-smoke.mjs     # MCP stdio handshake + tool callsnode test/render.mjs           # renderer: autotile table + PNG rendersnode test/tileset-catalog.mjs  # catalog validationnode test/authoring.mjs        # map authoring primitivesnode test/connectivity.mjs     # transfer-graph validationnode test/validate.mjs         # asset reference checkingnode test/extract-scripts.mjs  # Scripts.rxdata extraction

The round-trip test loads every .rxdata file from the RMXP install's new-project template, converts to JSON and back, and verifies byte-identical output. Render tests need local RMXP graphics (the Steam RTP install and the library/Valentine90-ABS fixture) and skip rather than fail when those are absent; the autotile-table integrity check always runs.


Documentation

DocumentWhat it covers
SETUP.mdInstall and configuration walkthrough, troubleshooting
EXAMPLES.mdWorked examples — what to ask for, and the tool calls it produces
AUTHORING-XP.mdWriting for XP, and how this server acts as a governance layer to keep a project canonical as humans and models both edit it
MAP-DESIGN.mdLevel design: the three-layer model, priority and passability, multi-tile object rules, composition
SKILL_CREATION_GUIDE.mdXP's damage model in depth, and the skill creation tools
TILESET-CATALOG.mdEvidence-first tile identification, object grouping, confidence rules
CONTENT-SOURCES.mdLicence-vetted catalogue of RGSS1 script libraries you can install with create_script
WISDOM.mdCollected engineering notes: Marshal layer, battle math, event system, coexisting with the editor
research/Event command table, RGSS class definitions, the decoder bug report

Credits

Forked from k4zuki0539/-rpgmaker-mz-mcp (RPG Maker MZ MCP Server, MIT), then re-authored for RPG Maker XP. The MZ version targets MZ's JSON data; this fork reads and writes XP's Ruby 1.8 Marshal .rxdata directly, and adds skills, scripts, database and render tooling, a byte-verified Marshal codec, map authoring and map rendering. Upstream authorship and the MIT licence are preserved — see LICENSE.

Maintained by SerifeusStudios. Third-party components and their licences are listed in THIRD-PARTY-NOTICES.md.

RPG Maker XP is a product of Enterbrain / Gotcha Gotcha Games. This project is unaffiliated, and bundles no engine assets.

License

MIT — © 2025 k4zuki0539 (original MZ MCP) and © 2026 SerifeusStudios (XP fork). See LICENSE and THIRD-PARTY-NOTICES.md.

來源:README.md,提交 7662804

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  1. v1.1.3最新Sep 16, 2026

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