X4CodeSense

io.github.chemodunv0.1.1更新於 Oct 3, 2026

X4: Foundations scripts: checks, schema elements, expression types, scripts, cues and texts.

已驗證STDIO僅桌面Developer ToolsFiles & Storage

概覽

AI 產生的概覽

讓助理依據遊戲本身的結構定義與檔案,檢查、查詢並驗證 X4: Foundations 的 Mission Director 與 AI 指令碼。

功能
它提供對 X4: Foundations 指令碼資料的唯讀工具:check 找出指令碼檔案中的問題並提供快速修正,describe_element 傳回元素的說明、屬性、型別與允許的子元素,expression_type 解析表達式關鍵字與資料型別,find 搜尋指令碼、cue 與程式庫,definition 和 references 找出或列出名稱的使用位置,text 依 page 與 id 傳回遊戲文字,status 回報已讀取的內容。回應為 JSON,每次呼叫都會記錄到標準錯誤。
適用情境
當助理撰寫或修改 X4: Foundations 的 Mission Director 或 AI 指令碼,需要查閱遊戲結構定義與指令碼屬性而不是憑猜測時,適合加入;也適合在每次變更後執行檢查。主要對象是處理遊戲指令碼檔案的模組與擴充套件作者。
執行需求
透過 npx 以 stdio 在本機執行,需要 Node.js 22 或更新版本。必須指向已安裝的遊戲資料夾(X4_GAME 或 --game)、解開後的遊戲檔案(X4_UNPACKED 或 --unpacked),可選擴充套件資料夾(--extensions);另有語言與結構相關選項。未宣告驗證機制。X4CodeSense VS Code 擴充套件可自動提供此伺服器。
安裝前請注意
這些工具只讀取遊戲與擴充套件檔案,寫入檔案由助理自行完成,因此指令碼變更來自助理而非此伺服器。它會讀取遊戲安裝目錄以及你指定的擴充套件資料夾,並把每次呼叫的工具、參數、時間與回應大小記錄到標準錯誤,用戶端會顯示這些記錄。與 VS Code 擴充套件同時安裝可能啟動第二個副本。

安裝

在 SourceWeft 中

  1. 開啟 儀表板中的 X4CodeSense,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

x4-script-mcp

MCP server for X4: Foundations scripts (AI scripts and Mission Director scripts), built on x4-script-core. It gives AI agents that write scripts what the X4CodeSense VS Code extension knows from the game's own files: the checks with their quick fixes, the elements and attributes of the schemas, the types and properties of expressions, the scripts, cues and texts of the game, its DLCs and the extensions. Its tools only read; the agent writes the files.

The X4CodeSense extension brings it along and offers it to VS Code's agents (Copilot's agent mode) on the game files and extensions set in its settings, with nothing to set up. Other agents start it from npm:

powershell
# Claude Codeclaude mcp add x4 -- npx -y x4-script-mcp --game "C:\Games\X4 Foundations" --extensions C:\mods
json
{  "mcpServers": {    "x4": {      "command": "npx",      "args": ["-y", "x4-script-mcp", "--unpacked", "C:\\X4\\extracted", "--extensions", "C:\\mods"]    }  }}

The second is the configuration of Claude Desktop, Cursor and others that take one in that form. It needs Node.js 22 or later. It is also in the MCP Registry as io.github.chemodun/x4-script-mcp, which catalogs such as VS Code's MCP server gallery read; with the X4CodeSense extension installed there is no need to add it from there, which would run a second copy.

Agents use the tools they are told about: say in your agent's instructions (CLAUDE.md, .github/copilot-instructions.md, AGENTS.md) to ask describe_element and expression_type before writing an element or an expression, rather than searching the game's .xsd files and scriptproperties.xml, and to run check after every change to a script. Each call is logged on standard error, which clients show as the server's log: the tool, its arguments, the time and the size of the answer.

Options:

  • --game <folder> - the installed game, the folder of X4.exe. Its files and those of its DLCs are read from their catalogs where they lie: nothing is extracted. Used when --unpacked is not given.
  • --unpacked <folder> - the extracted vanilla game files, the folder holding libraries, md, aiscripts and t.
  • Without --game and --unpacked, the X4_UNPACKED environment variable gives the extracted files, else X4_GAME the installed game; either option given wins over both variables.
  • --extensions <folder> - an extension, or a folder of extensions: those the agent writes and those they refer to. Their scripts and texts are read besides the game's. May be given several times; without it, the current folder.
  • --language <number> - the language texts are shown in, 44 (English) by default; the game's libraries/languages.xml lists the numbers.
  • --no-structure - report unknown elements, attributes and values, missing required attributes and text inside elements only, not the order and completeness of child elements.
  • --no-type-guesses - type variables only by what the scripts and the schemas state, not by guesses from the names and documentation of actions (create_ship a ship).
  • -h, --help - usage.

The game files are read on the first call, a few seconds. The extensions' files are watched: a script or text file the agent writes, changes or deletes is read again before the next call, and a file a call names is always taken as it is on disk. An extension added, or a content.xml changed, reads them all again.

Tools

Lines and columns count from 1, columns in UTF-16 code units, as editors count them. A place is given as file, line, column, endLine, endColumn, with text, the line it is on, and game: true for a file of the game or a DLC, which may lie in the catalogs only. Answers are JSON; a tool that cannot answer says why, as an error.

  • check - paths: files and folders; text: what to check instead of the one file in paths as it is on disk; severity: the least severe finding to report. A folder is checked as x4-script-check checks it: the md, aiscripts and libraries folders in it and one level deeper. The findings with their quick fixes (edits that do not overlap, preferred for the one an editor applies on its own), in the shape of the checker's JSON, and their counts.
  • describe_element - name, script (md or aiscripts), parent for an element declared differently in different places (param, actions), attribute for one attribute in full. The element's documentation, its attributes with their types, whether they are required, their defaults, whether the value is an expression, and the first of their allowed values (all, with their documentation, for one attribute in full); the child elements it allows. For a name the schema does not know, similar ones.
  • expression_type - expression, a keyword and its properties such as player.ship.sector, or datatype, such as ship; script; filter. Each step with what it resolved to, its type and description; the datatype of the result with its supertypes, and its properties as name → type, with how many those of the types derived from it add. With filter, the properties whose names contain it, those of the derived types too, with their descriptions. A variable has no type here: the step after it is matched against every datatype's properties.
  • find - query, limit. Mission Director scripts, AI scripts, cues, libraries and interrupt library items by name: whole names first, then those that start with the query, then those that contain it; a query with a dot matches qualified names, md.Setup.Start.
  • definition, references - file, line, column. Where what is named there is defined, or every place that names it, in the game, its DLCs and the extensions: cues, scripts, libraries, labels, variables, orders, texts; a definition also in the schemas and scriptproperties.xml.
  • text - page and id, or page alone for its texts, or search for the texts that hold all its words; language, limit. The text as the game shows it, references resolved, and as it is written when that differs, with the file it comes from and the languages it exists in.
  • status - the game folder, the extension folders, how many scripts and texts were read, and the problems met reading them.

Part of X4CodeSense. Apache License 2.0.

來源:packages/mcp/README.md,提交 08a4e7b

工具

0
工具後設資料尚未被收錄。

版本歷史

1
  1. v0.1.1最新Oct 3, 2026