rpgmaker-xp-mcp
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@rpgmaker-xp-mcpMake a healing potion that restores 200 HP and costs 150 gold."
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
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.
Related MCP server: DMCP
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.js | 18 or newer |
An MCP client | Claude Desktop, Claude Code, or any MCP-capable app |
An RPG Maker XP project | a folder containing |
RPG Maker XP itself | required 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.
npm install -g rpgmaker-xp-mcpgit clone https://github.com/SerifeusStudio/rpgmaker-xp-mcp.git
cd rpgmaker-xp-mcp
npm install
npm run buildThen 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
claude mcp add --scope user rpgmaker-xp \
--env "RPGMAKER_PROJECT_PATH=C:\path\to\your\project" \
-- npx -y rpgmaker-xp-mcpClaude Desktop
%APPDATA%\Claude\claude_desktop_config.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:
uvx mcpo --port 8000 --config mcpo.jsonRegister 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.rxdataas data, and correctness is on you and your model.It cannot run your game or test it.
render_mapshows 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)
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).
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.
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.
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.
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.
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.
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. Design notes: SCOPING-map-renderer.md.
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 — 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
.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 all 15 template .rxdata files from the RMXP install are
byte-identical.
Automatic backups — before the first write to any file in a session, the original is copied to
Data/.mcp-backup/<name>.bak(project root forGame.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 withint_f50).
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_guidereturns the full guide;create_mapreturns its core rules inline.
Testing
npm run build
node test/roundtrip.mjs # Marshal round-trip against real RMXP data
node test/tools.mjs # end-to-end tool tests on a scratch project
node test/server-smoke.mjs # MCP stdio handshake + tool calls
node test/render.mjs # renderer: autotile table + PNG renders
node test/tileset-catalog.mjs # catalog validation
node test/authoring.mjs # map authoring primitives
node test/connectivity.mjs # transfer-graph validation
node test/validate.mjs # asset reference checking
node test/extract-scripts.mjs # Scripts.rxdata extractionThe 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
Document | What it covers |
Install and configuration walkthrough, troubleshooting | |
Worked examples — what to ask for, and the tool calls it produces | |
Writing for XP, and how this server acts as a governance layer to keep a project canonical as humans and models both edit it | |
Level design: the three-layer model, priority and passability, multi-tile object rules, composition | |
Evidence-first tile identification, object grouping, confidence rules | |
Licence-vetted catalogue of RGSS1 script libraries you can install with | |
Collected engineering notes: Marshal layer, battle math, event system, coexisting with the editor | |
Event command table, RGSS class definitions, the decoder bug report, engineering surveys | |
SCOPING-*.md / SPEC-*.md | Design notes for the renderer, map authoring, graphics generation, resource import |
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.
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