A side-by-side look at the Rpgmaker Mv MCP and Rpgmaker Xp MCP MCP servers: transport, auth, tools, quality signals, and the config to install either one in Claude, Cursor, Windsurf or VS Code.
Verdict: choose Rpgmaker Mv MCP for gaming work as a local process; choose Rpgmaker Xp MCP for gaming as a local process. You can also run both side by side in one mcpServers block.
set_project, get_project_info, list_records.RPGMAKER_PROJECT_PATH, RPGMAKER_RTP_PATH.get_actors, get_actor, update_actor.Rows where the two servers differ are marked.
| Spec | ||
|---|---|---|
| Category | Gaming | Gaming |
| Quality signal | 59/100 · Good | 60/100 · Good |
| Install command | Confirmed | Confirmed |
| Transport | Local subprocess (stdio) | Local subprocess (stdio) |
| Auth | Not declared | No auth required |
| Pricing | Not declared | Free |
| Required env vars | None listed | RPGMAKER_PROJECT_PATHRPGMAKER_RTP_PATH |
| Verified owner | Community listing | Community listing |
| GitHub stars | 4 | 4 |
| Directory activity | 2 views 0 installs 0 upvotes | 5 views 0 installs 0 upvotes |
| Tools | 41 | 65 |
| Full listing | View Rpgmaker Mv MCP | View Rpgmaker Xp MCP |
set_projectSelect the RPG Maker MV project folder to work on (the folder containing Game.rpgproject and data/). Must be called before other tools unless the server was started with --project.get_project_infoSummary of the current project: game title, database record counts, map count, and plugin count.list_recordsList all records of a database type as {id, name} summaries. Use get_record for full data.get_recordGet the full JSON of one database record by id.update_recordUpdate a database record. By default the given fields are shallow-merged into the existing record; set merge=false to replace it entirely. The record's id always stays fixed to match its array position.create_recordAppend a new record to a database. The new record's fields are copied from `data`; missing fields should be filled in to match the shape of existing records (fetch one with get_record as a template first). Returns the new id.get_systemRead System.json (game title, starting party/position, terms, sounds, switches, variables, etc.). Optionally return only one top-level key.set_switch_nameSet the editor name of a game switch in System.json (e.g. switch 5 = 'Opened Chest'). The switches array grows if the id is beyond its current size.set_variable_nameSet the editor name of a game variable in System.json (e.g. variable 3 = 'Quest Progress'). The variables array grows if the id is beyond its current size.update_systemShallow-merge the given top-level fields into System.json (e.g. gameTitle, startMapId, startX, startY, switches, variables).list_mapsList all maps from MapInfos.json as {id, name, parentId, order}.get_mapRead a map's properties (size, tileset, music, encounters, notes) and event summaries. Tile data is omitted unless includeTileData=true (it is large: width*height*6 integers).get_actorsGet all actors from the RPG Maker XP project (parameter tables omitted)get_actorGet a specific actor by ID, including its 6x100 parameters table (MaxHP, MaxSP, STR, DEX, AGI, INT per level)update_actorUpdate an actor's properties (XP fields: name, class_id, initial_level, final_level, exp_basis, exp_inflation, character_name, character_hue, battler_name, battler_hue, weapon_id, armor1_id..armor4_id, weapon_fix, armor1_fix..armor4_fix, parameters)create_actorCreate a new actor with RMXP defaults (linear stat growth curves unless a parameters Table is provided)search_actorsSearch actors by nameget_itemsGet all items from the projectget_weaponsGet all weapons from the projectget_armorsGet all armors from the projectget_skillsGet all skills from the projectget_skillGet a specific skill by IDcreate_skillCreate a new skill with full control over RPG::Skill fields. XP has no damage formulas: damage = power scaled by stat influence rates (atk_f/str_f for physical, int_f for magical). Negative power heals.create_damage_skillCreate a damage-dealing skill (simplified). Set physical=true for ATK/PDEF based damage, otherwise INT/MDEF based (magic). Engine formula: damage = (power + ATK*atk_f/100 - PDEF*pdef_f/200 - MDEF*mdef_f/200) * (20 + STR*str_f/100 + DEX*dex_f/100 + AGI*agi_f/100 + INT*int_f/100) / 20. Reference: default-DB Fire is power 140, sp 75.Paste either block (or both) into your client config, e.g. claude_desktop_config.json or ~/.cursor/mcp.json. We only show a config when the install command is confirmed.
{
"mcpServers": {
"rpgmaker-mv-mcp": {
"command": "npx",
"args": [
"@xerolo44/rpgmaker-mv-mcp"
]
}
}
}
{
"mcpServers": {
"rpgmaker-xp-mcp": {
"command": "npx",
"args": [
"-y",
"rpgmaker-xp-mcp"
],
"env": {
"RPGMAKER_PROJECT_PATH": "YOUR_RPGMAKER_PROJECT_PATH_HERE",
"RPGMAKER_RTP_PATH": "YOUR_RPGMAKER_RTP_PATH_HERE"
}
}
}
}