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io.github.SerifeusStudio/rpgmaker-xp-mcp

NPM · RPGMAKER-XP-MCP

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

Available components

+3 this week 83 Trust /100

Last scanned (22 hours ago)

Scores higher than 77% of npm servers

Category Design and Media

Trust breakdown (7 categories)

How this component scores in each security and reliability category. Every signal is checked automatically from public evidence about the published package, including repeated runs of it in an isolated sandbox, and we only credit what we can confirm. How we score → Why this is hard to score →

Supply Chain Security98
  • No malware found by supply-chain analysis.Pass
  • No known CVEs affecting this package version or its production dependencies.Pass
  • No install/post-install scripts declared.Pass
  • 32 of 93 dependencies flagged as unhealthy. View diagnostics → Partial
Provenance & Transparency45
Schema Quality & AI Usability82
  • 100% of prompts and resources have a non-trivial description (not blank, and not just the item's name).Pass
  • AI-judged instruction clarity (good).Pass
  • Context-footprint check failed: tool/resource definitions use about 7331 tokens (~106/item across 69 items; 65 tools + 4 resources), over budget; trim descriptions and params. See how to fix → Fail
  • Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management100
  • No destabilizing schema changes in the last 30 days.Pass
Tool Coverage89
  • 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
  • 66% of tool parameters carry a description.Partial
Tool Safety75
  • No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.Pass
  • 0 of 1 tool(s) whose name or description implies an irreversible operation declare an MCP destructiveHint annotation; "create_transfer_event" implies "transfer" and declares no destructiveHint at all, which the MCP spec reads as destructive by default. See how to fix → Fail
  • An AI judge read all 67 captured unit(s) of tool text and found none that tries to manipulate the model reading it.Pass
Capabilities100
  • Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
Changelog

Every change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.

  • 16 Oct 26 +1
    • Stability: 0.97 → pass security
  • 14 Oct 26 +1

    No change was recorded against any check on this day. Stability & Change Management went from 90 to 93. That category is still filling its 30-day observation window: 27 days of observed history at the previous scan, 28 at this one. The score rises as the window fills, whether or not the server changes.

  • 12 Oct 26 +1
    • Security disclosure: unverified → fail ▼ functional
  • 11 Oct 26 0
    • Security disclosure: fail → unverified ▼ functional
  • 3 Oct 26 −3
    • Stability: pass → 0.80 functional
  • 2 Oct 26 +1
    • Stability: 0.97 → pass security
  • 30 Sept 26 +1

    No change was recorded against any check on this day. Stability & Change Management went from 90 to 93. That category is still filling its 30-day observation window: 27 days of observed history at the previous scan, 28 at this one. The score rises as the window fills, whether or not the server changes.

  • 28 Sept 26 +1
    • We updated how we score, so this day's move reflects our rubric, not a change to the server See what changed → functional
Diagnostics

Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.

Captured 16 Oct 2026 · Analysed npm/rpgmaker-xp-mcp@1.1.3

Provenance No attestation

The registry publishes no build provenance for this version, so there is nothing to verify.

Result No attestation
Ecosystem npm

Background: How many MCP packages publish verified provenance →

Dependencies 93 packages
Packages resolved 93
Stale 32
Tree resolution Complete

Background: SBOMs and build attestations, explained →

MCP tools · 65 exposed · ~6,684 tokens

The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability. A tool's description is untrusted text the model reads on every call, which is what makes this list a security surface and not just an inventory: how tool poisoning works →

Tool Tokens
add_event_command ~219

Add a single command to an event page (for Show Text prefer add_show_text). Common XP codes: 101=Show Text first line (401=continuation lines), 102=Show Choices [[texts...],cancelType] (each 402 branch repeats its choice text and must stay in sync), 111=Conditional Branch, 121=Control Switches, 122=Control Variables, 123=Control Self Switch [ch,0=on/1=off], 125=Change Gold, 126=Change Items, 201=Transfer Player, 209=Set Move Route (509=continuation), 223=Change Screen Color Tone, 355=Script. indent must increase by 1 inside branch blocks; the trailing code-0 terminator is preserved automatically.

NameTypeReqDescription
commandobjectyes–
eventIdnumberyes–
mapIdnumberyes–
pageIndexnumberyes–
positionnumber–Insert position in the command list (default: end)

No output schema declared.

No examples provided.

add_show_text ~125

Add a Show Text message to an event page. Handles XP's 101/401 structure automatically: first line of each box is code 101, continuation lines are 401, and text longer than 4 lines is split into multiple message boxes. Use \n for line breaks.

NameTypeReqDescription
eventIdnumberyes–
mapIdnumberyes–
pageIndexnumberyes–
positionnumber–Insert position in the command list (default: end)
textstringyesMessage text; newlines split lines (4 per box)

No output schema declared.

No examples provided.

apply_autotile ~355

Paint an autotile (slot 0..6 = tileset autotile_names index) and compute the correct edge variant per cell from 8-neighbour connectivity (seamless coastlines/paths/cliffs). Supply ONE of: `blob` (organic roundish shape — USE for ponds/lakes/forest patches); `path` (autotile-safe road/trail/river through waypoints, width >=2); `cells` (arbitrary [x,y] list); or `region` (rect — only for rectangular floors). All shapes are auto-sanitized to be autotile-safe (4-connected, no diagonal pinches or 1-cell holes) so they never render broken/pinched. The border ring of existing same-autotile cells is recomputed so it blends. Preview with render_map.

NameTypeReqDescription
autotileSlotnumberyesAutotile slot 0..6 (index into the tileset autotile_names)
blobobject–Organic blob: ellipse (rx,ry) around (cx,cy) with wobbly edges. Best for ponds/lakes/forest patches.
cellsarray–Explicit [x,y] cells (custom shapes; auto-sanitized)
edgeModestring–Map-border connectivity (default same)
layernumberyes0=ground, 1=detail, 2=overhead
mapIdnumberyes–
pathobject–Autotile-safe road/trail/river through waypoints (orthogonal, never diagonal). width >= 2 recommended.
regionobject–Rectangle (only for rectangular things; use blob/cells for nature)

No output schema declared.

No examples provided.

classify_asset ~150

Inspect a PNG before import and report whether it is a native RMXP asset. Goes beyond canvas dimensions: fingerprints the filename ($/! object sprites, MV/MZ A1-A5 autotile sheets, 48px-divisible MV dimensions) AND detects the true CONTENT tile size via edge-periodicity (16/24/32/48/64px). Catches assets that look fine by size but render 1.5x/2x too large in RMXP's 32px grid, and assets that are not tilesets at all. Returns tier, recommended conversion op, target category, and flags. No writes.

NameTypeReqDescription
filePathstringyesAbsolute path to the PNG to classify

No output schema declared.

No examples provided.

create_actor ~211

Create a new actor with RMXP defaults (linear stat growth curves unless a parameters Table is provided)

NameTypeReqDescription
armor1_idnumber–Shield ID
armor2_idnumber–Helmet ID
armor3_idnumber–Body armor ID
armor4_idnumber–Accessory ID
battler_huenumber––
battler_namestring–Battler graphic filename (Graphics/Battlers)
character_huenumber––
character_namestring–Character graphic filename (Graphics/Characters)
class_idnumber––
exp_basisnumber–EXP curve basis (valid range 10-50, default 30)
exp_inflationnumber–EXP curve inflation (valid range 10-50, default 30)
final_levelnumber––
initial_levelnumber––
namestringyes–
weapon_idnumber––

No output schema declared.

No examples provided.

create_armor ~201

Create a new armor (appended to Armors.rxdata). kind: 0=shield, 1=helmet, 2=body, 3=accessory. Defaults match the RMXP editor; override any field.

NameTypeReqDescription
agi_plusnumber––
auto_state_idnumber––
descriptionstring––
dex_plusnumber––
evanumber––
guard_element_setarray––
guard_state_setarray––
icon_namestring–Icon filename (Graphics/Icons)
int_plusnumber––
kindnumber–0=shield, 1=helmet, 2=body, 3=accessory
mdefnumber––
namestringyes–
pdefnumber––
pricenumber––
str_plusnumber––

No output schema declared.

No examples provided.

create_damage_skill ~226

Create 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.

NameTypeReqDescription
descriptionstring–Skill description
elementIdnumber–Element ID from the System elements list (0=none)
namestringyesSkill name
physicalboolean–true=physical (ATK/PDEF), false=magical (INT/MDEF, default)
powernumberyesBase damage power
scopenumberyesTarget scope (1=one enemy, 2=all enemies)
spCostnumberyesSP cost

No output schema declared.

No examples provided.

create_healing_skill ~151

Create a healing skill (simplified). In XP healing is negative power. Amount healed = power * (20 + INT*int_f/100) / 20 with int_f=50 (default-DB convention), so it scales with the caster's INT. Reference: default-DB Heal is power 150, sp 80.

NameTypeReqDescription
descriptionstring–Skill description
namestringyesSkill name
powernumberyesBase heal power (positive number; actual healing scales up with caster INT)
scopenumberyesTarget scope (3=one ally, 4=all allies, 7=user)
spCostnumberyesSP cost

No output schema declared.

No examples provided.

create_map ~298

Create a new map. SIZE IS THE FIRST DESIGN DECISION: a map is N screens of 20x15 tiles, so pass a `purpose` (interior/room/town/dungeon/overworld/region) to get a sensible default size, or set width/height explicitly. Returns the new map id and a size_advisory (screens, target focal-point count, scatter density, oversize warnings) plus the design guide. Writes the next-free MapXXX.rxdata (blank Table[w,h,3]) + MapInfos entry. Paint with apply_autotile / scatter_tiles / set_map_tiles, preview with render_map.

NameTypeReqDescription
heightnumber–Height in tiles. Omit to use the purpose default. Clamped to 15..500.
namestringyesDisplay name in the map tree
parentIdnumber–Parent map id in the tree (default 0 = root)
purposestring–What the map is for. Picks a default size if width/height are omitted, and tunes the size advisory. interior=20x15 one screen; town~40x35; dungeon~45x40; overworld~100x90 (segment).
tilesetIdnumber–Tileset id (default 1)
widthnumber–Width in tiles. Omit to use the purpose default. Clamped to 20..500.

No output schema declared.

No examples provided.

create_map_event ~72

Create a new event on a map. If pages are omitted, a default empty page is created.

NameTypeReqDescription
mapIdnumberyes–
namestringyes–
pagesarray–Optional RPG::Event::Page objects
xnumberyes–
ynumberyes–

No output schema declared.

No examples provided.

create_script ~67

Create a new RGSS script. By default it is inserted just above "Main" (the conventional slot for custom scripts).

NameTypeReqDescription
codestringyesRuby source code
namestringyesScript name
positionnumber–Insert position (default: just above Main)

No output schema declared.

No examples provided.

create_skill ~441

Create 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.

NameTypeReqDescription
agi_fnumber–AGI influence rate 0-100
animation1_idnumber–User animation ID
animation2_idnumber–Target animation ID
atk_fnumber–ATK influence rate 0-200 (physical)
common_event_idnumber–Common event to call
descriptionstring–Skill description
dex_fnumber–DEX influence rate 0-100
element_setarray–Element IDs (see System elements list)
eva_fnumber–Evasion influence rate 0-100
hitnumber–Hit rate percentage (0-100)
icon_namestring–Icon filename (Graphics/Icons)
int_fnumber–INT influence rate 0-100 (magical)
mdef_fnumber–Target MDEF influence rate 0-100
minus_state_setarray–State IDs to remove
namestringyesSkill name
occasionnumber–0=always, 1=only battle, 2=only menu, 3=never
pdef_fnumber–Target PDEF influence rate 0-100
plus_state_setarray–State IDs to add (see States)
powernumber–Base power (positive=damage, negative=healing)
scopenumber–Target 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)
sp_costnumber–SP cost
str_fnumber–STR influence rate 0-100
variancenumber–Damage variance percentage

No output schema declared.

No examples provided.

create_state_skill ~145

Create a state-inflicting skill (poison, sleep, etc.). State IDs come from States.rxdata (XP defaults: 3=poison, 5=blind, 6=silence, 7=confuse, 8=sleep, 9=paralyze).

NameTypeReqDescription
descriptionstring–Skill description
hitnumberyesHit/success rate percentage (0-100)
namestringyesSkill name
scopenumberyesTarget scope (1=one enemy, 2=all enemies)
spCostnumberyesSP cost
stateIdnumberyesState ID to inflict

No output schema declared.

No examples provided.

create_tileset_identification_harness ~143

Create a review bundle for one tileset that separates engine facts from semantic claims. Produces the exact source sheet, isolated transparent tile images, source-row strips, manifest.json (priority, passage flags, alpha bounds), catalog templates, and an interactive index.html for identifying single tiles and rectangular multi-tile objects. Use this before assigning map-design roles to an uncataloged tileset.

NameTypeReqDescription
outDirstring–Output directory (default Data/.mcp-tilecatalog/<tileset-id>/)
scalenumber–Integer review-image scale (default 4)
tilesetIdnumberyesTileset id to inspect

No output schema declared.

No examples provided.

create_transfer_event ~301

Wire two maps together: create a Transfer Player (command 201) event at (x,y) on a map that warps the player to (targetX,targetY) on targetMapId. trigger 0 = action button (a door — give it a graphic); trigger 1 = player touch (an edge teleport — leave it invisible). Validates both endpoints exist and are in-bounds before writing. Use validate_connectivity afterwards to check the whole world graph.

NameTypeReqDescription
directionnumber–Facing after transfer: 0 retain, 2 down, 4 left, 6 right, 8 up (default 0)
fadeboolean–Fade through black during transfer (default true)
graphicobject–Optional event appearance (for a visible door). Omit for an invisible touch teleport.
mapIdnumberyesMap the event is placed on
namestring–Event name (default transfer_to_<targetMapId>)
targetMapIdnumberyesDestination map id
targetXnumberyesDestination x (tile)
targetYnumberyesDestination y (tile)
triggernumber–0 action button (door), 1 player touch (edge teleport, default), 2 event touch
xnumberyesEvent x (tile) on this map
ynumberyesEvent y (tile) on this map

No output schema declared.

No examples provided.

create_weapon ~181

Create a new weapon (appended to Weapons.rxdata). Defaults match the RMXP editor; override any field. Equippable in the weapon slot.

NameTypeReqDescription
agi_plusnumber––
animation1_idnumber––
animation2_idnumber––
atknumber–Attack power
descriptionstring––
dex_plusnumber––
element_setarray–Element ids this weapon carries
icon_namestring–Icon filename (Graphics/Icons)
int_plusnumber––
mdefnumber––
minus_state_setarray––
namestringyes–
pdefnumber––
plus_state_setarray––
pricenumber––
str_plusnumber––

No output schema declared.

No examples provided.

fill_region ~119

Fill a rectangle of a layer with one tile id (or the whole layer if `rect` is omitted). Tile id 0 clears. For autotiles this places the base variant (P1) — smart edges come with apply_autotile.

NameTypeReqDescription
layernumberyes0=ground, 1=detail, 2=overhead
mapIdnumberyes–
rectobject–Rectangle in tiles (default whole layer)
tileIdnumberyesTile id to fill with (0 = clear)

No output schema declared.

No examples provided.

get_actor ~57

Get a specific actor by ID, including its 6x100 parameters table (MaxHP, MaxSP, STR, DEX, AGI, INT per level)

NameTypeReqDescription
actorIdnumberyesThe ID of the actor to retrieve

No output schema declared.

No examples provided.

get_actors ~23

Get all actors from the RPG Maker XP project (parameter tables omitted)

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_armors ~17

Get all armors from the project

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_database ~68

List all entries of a database file. Kinds: classes, states, enemies, troops, common_events, tilesets, animations (also actors/skills/items/weapons/armors). Tables and command lists are summarized; use get_database_entry for full data.

NameTypeReqDescription
kindstringyes–

No output schema declared.

No examples provided.

get_database_entry ~65

Get one full database entry by ID, including Tables (tileset passages/priorities/terrain_tags, enemy element_ranks, class element_ranks) and event command lists (common events, troop pages)

NameTypeReqDescription
idnumberyes–
kindstringyes–

No output schema declared.

No examples provided.

get_game_title ~18

Get the game title (from Game.ini)

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_items ~15

Get all items from the project

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_map ~62

Get map data by ID (Data/MapXXX.rxdata). Tile data is summarized unless includeTiles is true.

NameTypeReqDescription
includeTilesboolean–Include the full tile data Table (large!)
mapIdnumberyesThe ID of the map to retrieve

No output schema declared.

No examples provided.

get_map_design_guide ~74

Return the level/map design guide (MAP-DESIGN.md): layer roles (z0 terrain / z1 ground clutter / z2 overhead), tile priority & passability, the multi-tile-object no-overlap rule, composition principles, and the authoring workflow. Load this before authoring or editing maps.

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_map_event ~33

Get a specific event from a map

NameTypeReqDescription
eventIdnumberyes–
mapIdnumberyes–

No output schema declared.

No examples provided.

get_map_events ~25

Get all events from a specific map

NameTypeReqDescription
mapIdnumberyes–

No output schema declared.

No examples provided.

get_map_infos ~21

Get information about all maps (names, parent, order)

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_map_size_advisory ~116

Size advisory for an EXISTING map: screens (ceil(w/20)*ceil(h/15)), target focal-point and path-junction counts, recommended scatter density, approx clutter tile budget, and oversize/purpose-mismatch warnings. Use this first when editing a map so size and tile budget guide the design. Optionally pass a purpose to check the size against its sweet spot.

NameTypeReqDescription
mapIdnumberyes–
purposestring–Optional: check the map size against this purpose's sweet spot.

No output schema declared.

No examples provided.

get_map_tiles ~123

Read a map's tile ids as a 2D grid (rows top-to-bottom). Returns one layer if `layer` is given, else all three. Tile id 0 = empty, 48..383 = autotiles, >=384 = regular tiles. Use `region` to crop and avoid large payloads.

NameTypeReqDescription
layernumber–Layer 0=ground, 1=detail, 2=overhead (omit for all)
mapIdnumberyes–
regionobject–Crop in tiles (default whole map)

No output schema declared.

No examples provided.

get_script ~32

Get an RGSS script's Ruby source code by index

NameTypeReqDescription
indexnumberyesScript index from get_scripts

No output schema declared.

No examples provided.

get_scripts ~25

List all RGSS scripts in Scripts.rxdata (index, name, source length)

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_skill ~30

Get a specific skill by ID

NameTypeReqDescription
skillIdnumberyesThe ID of the skill to retrieve

No output schema declared.

No examples provided.

get_skills ~16

Get all skills from the project

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_switches ~20

Get all game switch names (index = switch ID)

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_system ~32

Get system data (System.rxdata: party, elements, switches, variables, vocabulary, start position, audio settings)

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_tileset_catalog ~58

Read the structured semantic catalog for a tileset together with its generated engine-fact manifest and validation summary. Absence from the catalog means unreviewed, not safe to infer.

NameTypeReqDescription
tilesetIdnumberyesTileset id

No output schema declared.

No examples provided.

get_variables ~19

Get all game variable names (index = variable ID)

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

get_weapons ~16

Get all weapons from the project

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.

register_tileset ~164

Create a Tilesets.rxdata entry for a graphic already in Graphics/Tilesets, sizing the passability/priority/terrain Tables to the image (384 + height/4). GUARDED: refuses object sprites, MV A-series sheets, non-256px-wide, or non-32px-content assets (pass force:true to override). This is the gate that keeps mis-classified art out of the database.

NameTypeReqDescription
autotileNamesarray–Up to 7 autotile graphic names (optional)
forceboolean–Override the native-asset guard (default false)
graphicNamestringyesPNG base name in Graphics/Tilesets (with or without .png)
namestring–Database display name (default = graphicName)

No output schema declared.

No examples provided.

render_map ~323

Render a map's tile layers to a flat top-down PNG preview (outside the editor) and return the file path. Composites all 3 tile layers using the tileset graphic and autotiles. Use this to SEE a map you built/edited and self-check it. Layout preview only: no priority/overhead draw-order, fog/panorama/weather, autotile animation (frame 0), or event sprites. Reads project Graphics/ then falls back to the RTP (override base with RPGMAKER_RTP_PATH). Writes to Data/.mcp-preview/ by default; Read the returned path to view it.

NameTypeReqDescription
drawEventsboolean–Draw events (page-0 sprite/tile, else a marker) and return an event legend (default false)
drawGridboolean–Overlay a 32px tile grid (default false)
layersarray–Which z-layers (0=ground,1=detail,2=overhead) to draw, in order. Default [0,1,2]
mapIdnumberyesMap ID to render
outPathstring–Output PNG path (default Data/.mcp-preview/map<NNN>.png)
passabilityboolean–Tint cells by passability: red=blocked, orange=partial. Approximate, uses the topmost tile (default false)
regionobject–Crop in tiles (default: whole map)
scalenumber–Integer nearest-neighbour upscale for legibility (default 1)

No output schema declared.

No examples provided.

render_tileset_atlas ~138

Render a labeled atlas of a tileset to a PNG: the tileset graphic scaled with a grid, each regular tile's id burned in, passability indicators, and the 7 autotile slots. This is a quick numeric reference, not semantic proof; use create_tileset_identification_harness before assigning map-design roles.

NameTypeReqDescription
outPathstring–Output PNG path (default Data/.mcp-preview/tilesetNNN-atlas.png)
scalenumber–Integer upscale for legibility (default 2)
tilesetIdnumberyesTileset id (a map's tileset_id)

No output schema declared.

No examples provided.

save_tileset_catalog ~142

Validate and save reviewed semantic findings for a tileset. Accepts incremental tile/object/autotile arrays or the complete catalog JSON exported by the review page. Generated engine facts cannot be overwritten by catalog claims.

NameTypeReqDescription
autotilesarray–Reviewed autotile-slot semantics
catalogobject–Complete catalog JSON exported by the review page; replaces semantic maps while preserving trusted tileset identity
entriesarray–Reviewed regular-tile semantic entries
objectsarray–Reviewed rectangular multi-tile object definitions
replaceboolean–Replace instead of merge (default false)
tilesetIdnumberyesTileset id

No output schema declared.

No examples provided.

scatter_tiles ~186

Scatter clutter tile ids over a region with natural random distribution at a target density (fraction of cells), skipping occupied cells. Optional focal point with falloff for a density gradient (denser near a landmark). Use for flowers/bushes/rocks/tall grass instead of hand-placing lone tiles — fixes sparse/corner-clustered decoration. Deterministic given seed.

NameTypeReqDescription
avoidOccupiedboolean–Skip non-empty cells (default true)
densitynumber–Fraction of cells to fill, 0..1 (default 0.12)
focalobject–Density gradient toward a point
layernumberyesUsually 1 (ground clutter)
mapIdnumberyes–
regionobjectyes–
seednumber––
tileIdsarrayyesTile ids to scatter (picked at random per cell)

No output schema declared.

No examples provided.

search_actors ~28

Search actors by name

NameTypeReqDescription
searchTermstringyesThe search term to find actors

No output schema declared.

No examples provided.

search_items ~28

Search items, weapons and armors by name or description

NameTypeReqDescription
searchTermstringyes–

No output schema declared.

No examples provided.

search_map_events ~33

Search events on a map by name

NameTypeReqDescription
mapIdnumberyes–
searchTermstringyes–

No output schema declared.

No examples provided.

search_scripts ~41

Search all RGSS script sources with a regex pattern; returns matching lines with script name and line number

NameTypeReqDescription
patternstringyesRegular expression to search for

No output schema declared.

No examples provided.

search_skills ~26

Search skills by name or description

NameTypeReqDescription
searchTermstringyesSearch term

No output schema declared.

No examples provided.

Install

How do I install the io.github.SerifeusStudio/rpgmaker-xp-mcp server?

io.github.SerifeusStudio/rpgmaker-xp-mcp runs locally as an npm package, launched with npx -y rpgmaker-xp-mcp. Ready-made configuration for Claude, Cursor, VS Code, Codex and 5 more is on this page, copied from each client's own documentation.

npm · rpgmaker-xp-mcp

# add to Claude Code
claude mcp add serifeusstudio-rpgmaker-xp-mcp -- npx -y rpgmaker-xp-mcp
Common questions

What is the io.github.SerifeusStudio/rpgmaker-xp-mcp server?

io.github.SerifeusStudio/rpgmaker-xp-mcp is listed in the public MCP registry as io.github.SerifeusStudio/rpgmaker-xp-mcp. Author RPG Maker XP games in natural language: read, write and render RGSS1 .rxdata. This page covers its npm package (rpgmaker-xp-mcp).

Is the io.github.SerifeusStudio/rpgmaker-xp-mcp server safe to use?

io.github.SerifeusStudio/rpgmaker-xp-mcp scores 83 out of 100 on VerifyMCP. We found no known CVEs affecting it as of 16 October 2026. It declares no install or post-install scripts. That is a record of what we were able to check automatically, not an endorsement. The category breakdown on this page shows every signal behind the number, including the ones we could not confirm.

What tools does the io.github.SerifeusStudio/rpgmaker-xp-mcp server expose?

io.github.SerifeusStudio/rpgmaker-xp-mcp exposes 65 tools: get_actors, get_actor, update_actor, create_actor, search_actors, and 60 more. Their descriptions and schemas cost roughly 6,684 tokens of context every time the server is loaded.

Is the io.github.SerifeusStudio/rpgmaker-xp-mcp server still maintained?

io.github.SerifeusStudio/rpgmaker-xp-mcp is still listed as active in the MCP registry. We last reached this channel on 16 October 2026. Those dates come from our own scans of the registry and the channel itself, not from anything the publisher announced.

What licence is the io.github.SerifeusStudio/rpgmaker-xp-mcp server under?

io.github.SerifeusStudio/rpgmaker-xp-mcp declares the MIT licence, which is OSI-approved. That covers the source only, and says nothing about the cost of any service it calls.