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  1. Home
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  3. RpgMakerMVUltimate MCP
  4. vs Weppy Roblox MCP
Side-by-Side Model Context Protocol Comparison

RpgMakerMVUltimate MCP vs Weppy Roblox MCP

In-depth architectural comparison of the RpgMakerMVUltimate MCP and Weppy Roblox MCP MCP servers. Compare execution transports, security boundaries, tool capabilities, quality scores, and ready-to-paste client installation snippets for Claude, Cursor, Windsurf, and VS Code.

At a Glance & Executive Verdict

RpgMakerMVUltimate MCP
Gaming · Local stdio
Quality: 68/100 (Great) | Auth: No auth required
Weppy Roblox MCP
Gaming · Local stdio
Quality: 59/100 (Good) | Auth: No auth required
Verdict Summary: Choose RpgMakerMVUltimate MCP if you need specialized Gaming tools running via a local process. Choose Weppy Roblox MCP if your workspace requires Gaming integration with local subprocess execution. Both servers can be configured concurrently in your client's mcpServers manifest.

Which MCP Server Should You Choose?

RpgMakerMVUltimate MCP logo

Choose RpgMakerMVUltimate MCP when:

  • You need dedicated capabilities in the Gaming domain.
  • You prefer local stdio subprocess transport architecture.
  • Your security boundary fits: No auth required (Free / Open Source).
  • You have access to required keys: RPGMAKER_PROJECT_PATH.
  • Primary tools included: query_database, create_database_entry, update_database_entry.
Explore RpgMakerMVUltimate MCP Details
Weppy Roblox MCP logo

Choose Weppy Roblox MCP when:

  • You need dedicated capabilities in the Gaming domain.
  • You prefer local stdio subprocess transport architecture.
  • Your security boundary fits: No auth required (Free / Open Source).
  • Primary tools included: query_instances, mutate_instances, manage_properties.

Feature & Specification Comparison

Specification
RpgMakerMVUltimate MCP logo
RpgMakerMVUltimate MCP
DiegoLopez0208
Gaming
Weppy Roblox MCP logo
Weppy Roblox MCP
hope1026
Gaming
SummaryAI copilot for RPG Maker MV: generate maps, edit the database and events, and reason about a project — validate broken references, explain why an event never fires, critique maps, and search by meaning. 13 tools, knowledge-driven map generation, fully offline.MCP server and plugin that lets AI agents (Claude Code, Cursor, Codex, Gemini) directly control a live Roblox Studio session — create scripts, instances, terrain, lighting, and assets via natural language. 21 tools, 140+ actions, bidirectional sync, and automated playtest.
Category & Scope

Tools & Capabilities Breakdown

RpgMakerMVUltimate MCP Tools (15)

query_database
Read-only: query any RPG Maker MV database (data/*.json). Three forms depending on arguments: no id/query lists every non-null entry of the entity; `id` fetches one entry (returns null, not an error, if it does not exist); `query` does a case-insensitive name search (items/weapons/armors/skills also match descriptions). Returns an array (list/search) or a single object/null (id). Use this to discover valid IDs before create/update/delete or before wiring references (class learnings, troop members, chest loot). For maps use query_map; for a digest of everything at once use get_project_context.
create_database_entry
Create a new entry in an RPG Maker MV database with the next free ID; the data file is written immediately. Returns the complete created object including its new id. Two forms: with `entity` + `data` it creates a raw entry (omitted fields get engine defaults; data.name is expected); with `preset` it builds a ready-to-use entry from a recipe — damage_skill {name, mpCost, scope, formula, element?, animationId?}, healing_skill {name, mpCost, scope, formula}, buff_skill {name, mpCost, scope, paramId 0-7, turns}, state_skill {name, mpCost, scope, stateId, chance 0-1}, boss_enemy {name, battlerName?, specialSkillId?, params?}, encounter_troop {name, enemyIds[]}. Presets validate their required fields and fail with a validation error when missing. Class entries: data.params accepts 8 stat seeds [HP,MP,ATK,DEF,MAT,MDF,AGI,LUK] expanded to full level 1-99 curves automatically. Not supported for tilesets/animations (author those in the editor). Referenced IDs (classId, stateId, enemyIds...) are NOT validated — confirm them with query_database first.

Ready-to-Paste Client Configurations

Paste either (or both) of these JSON server blocks into your client config file (e.g. claude_desktop_config.json or ~/.cursor/mcp.json).

RpgMakerMVUltimate MCP Configuration
mcpServers (Claude Desktop / Cursor)
{
  "mcpServers": {
    "diegolopez0208-rpgmakermvultimate-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "rpgmaker-mv-mcp"
      ],
      "env": {
        "RPGMAKER_PROJECT_PATH": "YOUR_RPGMAKER_PROJECT_PATH_HERE"
      }
    }
  }
}
Weppy Roblox MCP Configuration
mcpServers (Claude Desktop / Cursor)
{
  "mcpServers": {
    "hope1026-weppy-roblox-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "@weppy/roblox-mcp@latest"
      ]
    }
  }
}

Frequently Asked Questions

RpgMakerMVUltimate MCP is categorized under Gaming and uses a local stdio subprocess. In contrast, Weppy Roblox MCP belongs to Gaming using local stdio subprocess. Select RpgMakerMVUltimate MCP when you need capabilities focused on gaming and Weppy Roblox MCP when you require tools for gaming.

More alternatives to RpgMakerMVUltimate MCPMore alternatives to Weppy Roblox MCPGaming category hub

Related MCP Server Comparisons

Popular comparisons with RpgMakerMVUltimate MCP

  • Godot MCP Runtime logoRpgMakerMVUltimate MCP vs Godot MCP Runtime
  • Unity MCP logoRpgMakerMVUltimate MCP vs Unity MCP
  • Godot MCP logoRpgMakerMVUltimate MCP vs Godot MCP
  • Rpgmaker Mz MCP logoRpgMakerMVUltimate MCP vs Rpgmaker Mz MCP

Popular comparisons with Weppy Roblox MCP

Explore Weppy Roblox MCP Details
Gaming
Gaming
Quality signal68/100 (Great)59/100 (Good)
Transport ProtocolLocal Subprocess (stdio)Local Subprocess (stdio)
Auth RequirementNo auth requiredNo auth required
Pricing ModelFree / Open SourceFree / Open Source
Required Env Vars
RPGMAKER_PROJECT_PATH
None required
Compatible Clients
Claude DesktopCursorWindsurfClineVS Code
Claude DesktopCursorWindsurfClineVS Code
Install path signalnpx · highnpx · high
Engagement & Health 6 views 0 copies 0 upvotes 25 stars 3 views 0 copies 0 upvotes 60 stars
Verified / OfficialCommunity ListingCommunity Listing
Open full listingView RpgMakerMVUltimate MCP ListingView Weppy Roblox MCP Listing
update_database_entry
Partially update an existing database entry: only the keys in `fields` are overwritten (arrays like traits/learnings/actions are replaced wholesale, not merged); the data file is written immediately and there is no undo, so fetch current values with query_database first if you may revert. Returns the full entry after the update. Fails with an error if the ID does not exist. Special append forms that do not need `fields`: common_events + `appendCommand` inserts one event command before the list terminator; troops + `addEnemyId` adds a member at an auto-computed battle position. Troops and animations also support plain `fields` updates now (e.g. rename a troop, replace its members/pages, or relabel an animation). Class params in fields accept 8 seeds (expanded to full curves) or 8 arrays of 100 per-level values. Editing tilesets affects every map using them; malformed flags break passability project-wide.
delete_database_entry
DESTRUCTIVE: delete a database entry by nulling it out in its data file (written immediately; not undoable — re-create it if needed; IDs are never reused). References elsewhere are NOT cleaned up and will break at runtime: actors in the starting party, classes assigned to actors, skills in class learnings/enemy actions, items in chests/shops, enemies in troops, states in skill effects, troops in map encounters — check and update those first with query_database/update_database_entry. NEVER delete skill 1 (Attack), skill 2 (Guard) or state 1 (KO); the engine uses them directly. Supported entities: actors, classes, skills, items, weapons, armors, enemies, states, troops, animations. Returns the deleted object for reference; fails with an error if the ID does not exist.
query_map
Read-only: inspect maps. `view` selects what you get: "infos" lists the map tree from MapInfos.json (ids, names, folder parentIds — no mapId needed); "full" returns one complete MapNNN.json (dimensions, 6-layer tile data, events — can be large); "events" lists a map's events (with `query`, filters by name, case-insensitive); "event" returns one event by eventId (null if absent); "validate" lints a map (invalid tile IDs per layer, missing page terminators, transfers to map 0, Self Switch OFF where ON was likely meant) returning {issueCount, issues[]}; "ascii" renders the map as a character grid with event markers and a legend — the cheapest way to "see" a layout and pick coordinates, entirely offline. Fails with an error if the map file does not exist. For player-visible images use analyze_image instead.
generate_map
Create a new map file (next free map ID, registered in MapInfos.json; both files written immediately). `mode` selects the generator: "blank" makes an empty map you paint later (edit_map fill_layer); "themed" generates a simple tile layout for a theme using the tileset's real tiles; "procedural" is the full generator — for themes with matching RTP reference templates (town, dungeon, interior, castle, world, etc.) it CLONES a hand-authored template from the 106 bundled maps (real 3D buildings, walls, furniture), auto-picking the closest size; for themes without templates (beach, swamp, etc.) it generates procedurally (Perlin terrain, BSP dungeons, cellular caves). Same seed + params = same map. Pass templateId to force a specific template, or useTemplate:false to force procedural. 21 themes incl. snow, volcano, sewer, space_interior; "batch" generates several procedural maps in one call from `batch` specs; "duplicate" copies an existing map (transfer events still point at their ORIGINAL destinations — review them); "template" instantiates one of the 106 bundled reference maps by templateId (list them with get_project_context detail "templates"); "semantic" is the tileset-independent generator — it lays out a MISSION (entrance, key, locked door, treasure, boss, exit, side rooms) as a graph and only then paints it, asking the tileset profile which tile plays each role, so the layout works on ANY tileset including DLC and third-party packs, and the key is always reachable before the door it opens. It returns `markers` naming the cell of every mission role, which is where to place events next. Run manage_system action "mine_templates" first so the profile comes from tiles this project actually uses; pass a mined `templateId` (like "mined-3") to re-materialise one of the project OWN maps onto a different tileset instead of generating a new mission. Returns {mapId, ...} — procedural also returns the seed; batch returns all mapIds keyed for edit_map "connect". Fails with an error on unknown theme/template or unwritable files.
edit_map
Modify existing maps; the affected map files / MapInfos.json are written immediately. `action` selects the edit: "fill_layer" overwrites an ENTIRE tile layer with one tile ID (destructive, not undoable; layers: 0-1 ground, 2-3 upper, 4 shadow bits 0-15, 5 region IDs 0-255; tileId 0 clears; find valid IDs with get_project_context detail "tileset"); "set_display_names" sets the player-visible displayName of several maps at once (entries whose map file is missing are reported in `skipped`, not errors); "organize_tree" re-parents maps in the editor tree (purely organizational, gameplay unaffected); "connect" creates a bidirectional pair of transfer events between two maps so the player can walk both ways; "set_encounters" sets the map's random-battle list so enemies appear while walking — `encounters` is [{troopId, weight?, regionSet?}] (weight default 5; regionSet [] = whole map; troopId must exist) plus optional `encounterStep`. WITHOUT encounters set, a map has no random battles. Returns a per-action summary. Fails with an error if a referenced map does not exist (except set_display_names, which skips). For event-level work use manage_map_event.
manage_map_event
Create, modify or remove events on a map; the map file is written immediately. action "create" without preset makes a low-level event at x/y (empty page unless `pages` given; add behavior later with add_command). action "create" WITH preset builds a complete, ready-to-play event: "npc" (2-page dialogue NPC: {name, dialogues[], characterName?, characterIndex?}), "chest" (one-time loot: {items: [{type: item|weapon|armor, id, amount}]} — IDs not validated, confirm with query_database), "teleport" (one-way walk-on transfer zone: {destMapId, destX, destY, trigger?} — destination not validated), "door" (action-button warp into another map, e.g. a house entrance: {destMapId, destX, destY, characterName?, characterIndex?, trigger?, lockedSwitchId?, lockedMessage?}; with lockedSwitchId it shows a "locked" message until that game switch is ON), "shop" ({goods: [[type 0=item/1=weapon/2=armor, id, priceType 0=standard/1=custom, price]]}), "inn" ({cost?} full-recovery flow with gold check), "boss" ({troopId} one-time battle, game over on loss), "puzzle_switch" ({switchX, switchY, doorX, doorY, gameSwitchId, switchName?, doorName?} creates TWO linked events). action "update" overwrites only `fields` on an event; action "convert" RE-PURPOSES an existing event in place — keeping its id, position, name and sprite but replacing its behaviour — via `kind`: "merchant" (a working shop; pass `options.goods` [[type,id,priceType,price]] or the friendly `options.items` [{type,id}], plus optional `options.greeting`), "inn" (`options.cost?` full-recovery flow with gold check), "sign" (`options.text` string or string[] read-only message); ideal for "turn this NPC into a merchant" without re-placing it; "delete" removes it permanently (DESTRUCTIVE); "add_command" appends one command before a page's terminator; "populate" scatters N events of a kind (npc/chest/boss) at random positions (walkability not checked — validate with query_map "ascii"). Returns the created/updated event(s) with ids. Fails with an error if the map (or event, for update/delete) does not exist.
manage_system
Read or edit project-wide settings in data/System.json (writes are immediate). action "get" returns the requested `section`: "full" (everything — large), "switches" or "variables" (name arrays indexed by ID; unnamed entries are empty strings — use these to find free IDs), or "title". action "set_title" changes the game title shown on the title screen. "name_switch"/"name_variable" label a switch/variable by ID — documentation only, runtime values are untouched, but good names keep event logic readable. "set_starting_position" sets where new games begin {mapId, x, y} — NOT validated against existing maps, verify with query_map "infos" first; does not affect saved games. "create_plugin" authors a new plugin: it writes js/plugins/<name>.js with a correct @plugindesc/@author/@param/@help header (and a classic-MV Game_Interpreter.pluginCommand hook when `commands` are given) and registers it in js/plugins.js (array order = load order). Re-authoring the same `name` overwrites the file and replaces its manifest entry in place. Pair with analyze_project view "plugins" to inspect the project's existing plugins first. "scaffold_project" creates a NEW, editor-openable RPG Maker MV project by cloning NewData, adding `Game.rpgproject` when Steam omits it, and rewriting its title/start position; it refuses to overwrite an existing project and does not switch the active path. "playtest" launches the ACTIVE project through the bundled nwjs runtime. "open_editor" validates the active project, repairs a missing `Game.rpgproject`, and opens that descriptor in RPGMV.exe so the editor loads the project instead of an empty grey shell. Both locate the engine via `install` / RPGMAKER_MV_INSTALL / the default Steam path and are Windows-only. THE LIVE BRIDGE closes the loop between editing and seeing. "install_bridge_plugin" writes js/plugins/McpBridge.js (only active in playtest). "bridge_start" opens a loopback WebSocket and writes its authenticated handshake. "bridge_status" reports whether the game is connected. "bridge_telemetry" drains exceptions, logs, scene changes, player position and executing event commands, optionally filtered by `types`; pass `peek` to retain frames. "bridge_command" supports `reload_map`, `reload_database`, `get_state`, `teleport_player` and `ping`. "take_screenshot" captures the live game through the MCP bridge; `bridge_screenshot` remains as a compatibility alias. "bridge_stop" closes the socket and deletes the handshake file. "mine_templates" learns layouts and semantic tile roles from this project for later semantic generation. Returns the read section or updated values.
take_screenshot
Capture the current RPG Maker MV playtest frame through the authenticated MCP bridge and save it as a PNG under `.mcp-cache/screenshots/`. Returns `{path, bytes, mimeType, name}` so the image can be inspected or attached as QA evidence without shell commands. Requires `manage_system` actions `install_bridge_plugin`, `bridge_start`, and `playtest` first. Optional `name` becomes a safe filename prefix; each capture keeps a timestamp. `manage_system {action:"bridge_screenshot"}` remains available as a compatibility alias.
record_video
Start or stop recording the live RPG Maker MV playtest canvas through the authenticated MCP bridge. `action:"start"` begins a silent WebM capture inside the game runtime; `action:"stop"` saves it under `.mcp-cache/recordings/` and returns `{path, bytes, mimeType, durationMs, name}`. This captures only the game canvas, not the desktop or credentials. Requires the bridge plugin, a running bridge, and a connected playtest. Optional `name`, `fps` (default 30), and `bitrateKbps` (default 2500) control the artifact.
get_project_context
Read-only: pre-digested project knowledge — CALL THIS FIRST in a session. `detail` selects the depth: "full" (default) returns id+name lists for every database, switch/variable names, starting position, and available sprite filenames per img/ folder — everything needed to create content without inventing broken references; "summary" is a cheap health check (entry counts per data file); "assets" scans img/ and Tilesets.json into a complete index (sheet dimensions, autotile kinds, categorized usable tiles, all PNG names); "tileset" returns the categorized usable tile IDs of ONE tileset (ground/water/walls/roof/decoration) for edit_map "fill_layer" — guessing tile IDs produces glitched maps; "templates" lists the 106 bundled reference maps (id, category, theme) usable with generate_map mode "template", optionally filtered by category/theme. Returns one structured object (or array for templates). GOLDEN RULES for good results: (1) build whole maps with generate_map (it stamps real houses/trees and wires encounters) and add content with the manage_map_event presets — do NOT hand-paint tiles or place decorations one tile at a time; (2) never invent tile IDs or sprite/troop/skill IDs — take them from this tool; (3) for enemies to appear, create troops then set encounters (edit_map "set_encounters"), which generate_map does automatically for combat themes.
+3 more tools listed on main page

Weppy Roblox MCP Tools (25)

query_instances
Query Roblox instances: get, children, find child/descendant, wait for child, class info, search by name/class. [PRO] file_tree, project_structure, descendants, ancestors, search by property/tag.
mutate_instances
Create, delete, clone, move, rename, or pivot instances. [PRO] create_tree, mass_create, mass_delete, mass_duplicate, smart_duplicate, scatter.
manage_properties
Get/set properties, attributes, and tags on instances. [PRO] set_calculated, set_relative, mass_set, mass_get, modify_children.
manage_scripts
Manage script source code: read, write, create, delete, edit lines, search, and validate Luau syntax. [PRO] replace across scripts.
manage_ui
Create / update / verify Roblox in-game UI (ScreenGui / Frame / TextLabel / …). Always start with `design_brief`. For ambiguous input, it inspects Studio context and returns candidate brief patches; Do not dump enum lists at the user. An empty StarterGui does not prove runtime UI absence: for an existing-UI review, follow `runtime_review_required`, collect a structured Play Client PlayerGui snapshot, and pass its saved `runtimeEvidenceRef`. Pass relevant repository evidence in `projectContext`; explicit screen job, visual thesis, forbidden defaults, tokens, and approved assets determine the direction without a built-in subject preset. `design_brief` returns a primary-view-first Design Contract and an advisory Layout Plan with neutral regions, AnchorPoint strategy, and responsive behavior; it is not a hard tree preset or style quota. A calling agent may declare provider-neutral image generation capability through `agentCapabilities`; missing or unavailable capability must use the explicit existing, user-provided, Creator Store, or assetless fallback. Keep the returned `brief_id`, `design_contract`, and `layout_plan` through creation, update, preview, and check. The asset recommendation gate considers user references, project assets, existing UI, and user-approved `manage_assets.search` intent; do not use a recommendation until the user accepts it. After each meaningful create or update, preview the representative primary view and submit a calling-agent critic verdict (`recompose`, `refine`, or `approved`) with `visualReview`. Read `primary_visual_verdict`, `functional_safe`, `responsive_requirement`, `responsive_ready`, `required_dimensions`, and `readiness` separately from mutation success. Responsive evidence blocks readiness only when the Design Contract marks it required. Read `weppy://ui-studio/guide` for the authoring workflow, `weppy://ui-studio/tokens` for optional visual examples, and `weppy://ui-studio/functional-rules` for machine-readable advisory evidence rules. Design Check permits `priority_high` only for observed functional visual failures such as meaningful overlap, unreadable content, invalid geometry, or primary-view occlusion; style-only findings remain medium or low.
manage_lighting
[PRO] Configure environment: lighting, atmosphere, sky, terrain properties, time of day.
manage_selection
Get, set, or clear selection. [PRO] context, details, add/remove items, watch changes.
manage_camera
Camera operations: get info, focus on instance/position, suggest view, capture Edit-mode viewport screenshot (Edit mode only; not usable during playtest).
manage_tween
[PRO] Tween service: create, play, pause, cancel tweens for smooth animations.
manage_audio
[PRO] Audio management: play, stop, pause, resume sounds. Set audio listener.
manage_animation
[PRO] Animation: load, play, stop animations. Get animation tracks from humanoid/controller.
manage_physics
[PRO] Physics collision groups: register, set collidable between groups, list groups.
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