SkillAgentSearch skills...

re-engine-mcp

MCP server that gives AI agents live access to any running RE Engine game via REFramework

Install / Use

claude mcp add praydog -- npx -y github:praydog/re-engine-mcp

If the server publishes to npm under a different name, use that package instead — check the repo README.

About this skill
🔌

MCP Server

Model Context Protocol server

Quality Score

79/100

Category

Other

Supported Platforms

Claude Code
Claude Desktop

Tags

Our assessment of re-engine-mcp

re-engine-mcp scores 79/100 on our quality scale, 227th of 255 Other skills we index.

Its MCP Server is 18 KB long, well organised into 16 sections with 4 code examples: a thorough specification that gives an agent plenty to work with.

It has 43 GitHub stars, so there is little community track record yet; judge it on its content.

Substance
30/30
Structure
20/20
Description
12/15
Adoption
7/20
Freshness
11/15

Maintenance, license and trust

  • The repository was last updated about 8 months ago. That is recent enough to be usable, but agent tooling moves fast, so check the instructions against your agent's current version.
  • It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
  • Its trust signals score 86/100, with 2 cautions from licensing, adoption, age or documentation. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

re-engine-mcp compared with similar skills

All 4 of these similar skills score higher than re-engine-mcp; compare them before choosing.

SkillScoreStarsUpdatedFormat
re-engine-mcp (this skill)by praydog79438mo agoMCP Server
Agent-Reachby Panniantong100101.2ktodayCLAUDE.md
headroomby headroomlabs-ai10077.6k1d agoCLAUDE.md
CowAgentby zhayujie10047.5ktodayCLAUDE.md
Scraplingby D4Vinci10089.3k1d agoMCP Server

Frequently asked questions

How do I install re-engine-mcp?
Run claude mcp add praydog -- npx -y github:praydog/re-engine-mcp. The install tabs above show the steps for each supported agent.
Which AI agents does re-engine-mcp work with?
It is written for Claude Code and Claude Desktop, as a MCP Server file. Other agents that read the same format can often use it too.
Is re-engine-mcp safe to use?
It is MIT-licensed and scores 86/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is re-engine-mcp still maintained?
The repository was last updated about 8 months ago. That is recent enough to be usable, but agent tooling moves fast, so check the instructions against your agent's current version.

RE Engine MCP Server

An MCP (Model Context Protocol) server that gives AI agents live, programmatic access to any running RE Engine game -- Resident Evil, Monster Hunter, Devil May Cry, Dragon's Dogma, and more.

  • Inspect everything. 100,000+ types, every singleton, every field, every method -- searchable and navigable from a running game. Call any method, chain multi-step queries across the object graph, batch operations in a single request.
  • Read and write live state. Player health, enemy AI, inventory, position, equipment -- the agent sees what the game sees, in real time.
  • Build mods in-conversation. Write C# plugins, hot-reload them into the running game, read compile errors, fix, redeploy -- full development loop, no human in the middle.
  • Works across games. Same tools work on RE2, Monster Hunter Wilds, RE9, DMC5, DD2, and any other RE Engine title. Per-game endpoints (Mr. X tracker, monster HP, adaptive difficulty) light up automatically.

The web dashboard -- player stats, enemy lists, inventory, Mr. X real-time tracker -- was built entirely by AI agents using these MCP tools, in single conversations, without prior knowledge of each game's internals.

Setup

Prerequisites

  • REFramework nightly build installed for your game. You must use a nightly build -- stable releases do not include .NET support.
  • csharp-api.zip from the same nightly releases page. Extract it into your game's reframework/ folder to get the .NET runtime and reference assemblies the plugin needs.
  • .NET 10 runtime and SDK -- required by the C# API and the MCP server. Install the SDK if you want to build the MCP server from source, or just the runtime if using a pre-built release.

1. Install the game plugin

Copy the reframework/ folder into your game directory. It mirrors the exact folder structure REFramework expects:

<game>/reframework/plugins/source/TestWebAPI.cs
<game>/reframework/plugins/source/WebAPI/

REFramework will hot-compile the plugin on next game launch. You should see [WebAPI] Listening on http://localhost:8899/ in the REFramework log.

2. Connect an MCP client

The repo root contains .mcp.json — agents that support workspace-level MCP config (Claude Code, Cursor, etc.) will detect it automatically when you open the project.

To register manually with any MCP client, add this to your MCP config:

{
  "mcpServers": {
    "reframework": {
      "command": "dotnet",
      "args": ["run", "--project", "/path/to/mcp-server"],
      "env": {
        "REFRAMEWORK_API_URL": "http://localhost:8899"
      }
    }
  }
}

Or use the helper scripts in mcp-server/ (install.cmd / install.sh) to register via the claude CLI.

3. Launch the game

Start the game with REFramework loaded. The plugin compiles automatically and starts the HTTP server. The MCP server connects to it on first tool call.

Web dashboard

Open http://localhost:8899 in a browser while the game is running. The dashboard auto-detects which game is running and shows the relevant cards:

<a href="images/re2dashboard.png"><img src="images/re2dashboard.png" alt="RE2 Dashboard" width="600"></a>

  • Player -- HP bar with slider, position, status badges (poison, combat, etc.)
  • Enemies -- Active enemy list with HP bars, distance, kill tracking
  • Inventory -- Item pouch with weapon ammo/durability bars, equipped weapon, item counts
  • Mr. X Tracker (RE2) -- Real-time AI state (Chasing/Searching/Stunned/Teleporting), distance proximity bar, location, kill/stun timers, on-screen detection
  • Game Info -- Scenario, difficulty, adaptive difficulty rank with damage/break multipliers, save count
  • Monsters (MH Wilds) -- Large monster HP, species, position, distance
  • Weather (MH Wilds) -- Current/next weather, blend rates, in-game clock
  • Equipment -- Weapon stats, armor pieces, decorations
  • Object explorer -- Browse singletons, navigate object graphs, inspect fields and methods interactively

Cards that don't apply to the current game are hidden automatically. The same plugin binary, same dashboard code -- it just adapts.

The entire dashboard -- every card, every endpoint, every line of CSS -- was built by AI agents using the MCP tools in this repo. No human wrote the player HP bars, the enemy list, the inventory renderer, or the Mr. X tracker.

The process: an agent explored the live game's object graph to discover what data was available. It wrote API endpoints to expose that data, authored the HTML/JS/CSS to render it, tested against the running game, and iterated until it worked. The full RE2 dashboard -- player, enemies, inventory, game info, Mr. X tracker -- took about 30 minutes.

The per-game detection, the adaptive card visibility, the RE2-specific features -- all autonomously built through the same tools the repo ships. The dashboard is both a useful feature and a proof of what the MCP server makes possible.

How it works

The game plugin uses REFramework.NET to access the RE Engine's managed object system. Every game object, singleton, type, field, and method is reachable through the type database (TDB). The plugin exposes this as a REST API:

  1. Type queries go straight to the TDB -- no live instance needed
  2. Object inspection reads field values from live objects in the game's managed heap
  3. Method invocation calls game methods through REFramework's managed interop layer
  4. Chain queries walk the object graph server-side, expanding fields, calling methods, filtering, and collecting results in a single request

The MCP server is a thin translation layer. Each MCP tool maps to one HTTP endpoint. The named pipe channel provides a secondary communication path for compile/log operations that must work before the HTTP plugin is loaded.

Architecture

Three components, each independently useful:

  AI Agent / MCP Client
        |
        | MCP protocol (stdio)
        v
  +-----------------+
  |   MCP Server    |  mcp-server/     .NET console app
  |  (stdio bridge) |  Translates MCP tool calls -> HTTP
  +-----------------+
        |
        | HTTP (localhost:8899)
        v
  +-----------------+
  |  Game Plugin    |  plugin/          C# REFramework.NET plugin
  |  (HTTP server)  |  Runs inside the game process
  +-----------------+
        |
        | REFramework.NET API
        v
  +-----------------+
  |   RE Engine     |  The actual game
  |   Game Process  |
  +-----------------+

reframework/plugins/source/TestWebAPI.cs -- A C# plugin loaded by REFramework inside the game. It starts an HTTP server on localhost:8899, exposes /api/* endpoints that call into the game engine via REFramework.NET's managed API, and serves the web dashboard from the WebAPI/ folder.

reframework/plugins/source/WebAPI/ -- A static web frontend with a live object explorer and player dashboard. Open http://localhost:8899 in a browser while the game is running.

mcp-server/ -- A standalone .NET 10 console app that speaks MCP over stdio. It translates MCP tool calls into HTTP requests to the game plugin. Also has a named-pipe channel for out-of-band operations (compile status, logs, errors) that work even before the HTTP plugin loads.

Supported games

Any RE Engine title that REFramework supports:

| Game | Convenience endpoints | |------|----------------------| | Monster Hunter Wilds | Player, equipment, monsters, map, weather, lobby, inventory, palico, materials, chat, hunt log | | Resident Evil 2 | Player, enemies, inventory, game info (scenario/difficulty/adaptive rank), Mr. X tracker (AI state, distance, timers) | | Resident Evil 9 | Player, equipment, enemies, map, inventory | | Devil May Cry 5, Dragon's Dogma 2, RE 3/4/7/8, MH Rise, SF6, ... | Core explorer endpoints (works on any RE Engine game) |

The plugin has per-game convenience endpoints gated behind preprocessor symbols (#if MHWILDS, #elif RE9, #elif RE2). The core explorer endpoints -- type search, object inspection, field read/write, method invocation -- work on any RE Engine game without modification.

50+ MCP tools

| Category | Tools | What they do | |----------|-------|-------------| | Game state | get_player, get_equipment, get_map, get_monsters, get_inventory, get_stalker, get_weather, get_lobby, get_camera | Read player stats, gear, enemies, inventory, Mr. X tracker, weather, lobby | | Type database | search_types, get_type, get_tdb | Search and inspect the 100k+ type database | | Object explorer | get_singleton, get_singletons, inspect_object, summary, read_field, call_method, get_array | Navigate, inspect, and read any live object in memory | | Mutation | invoke_method, write_field, set_health, set_position | Write fields, call methods, modify game state | | Traversal | chain, batch | Multi-step object graph navigation and batched operations | | Materials | get_materials, set_material_visibility | Inspect and toggle mesh material visibility | | Localization | localize_guid | Resolve message GUIDs to localized text | | Dev tools | compile_status, wait_compile, get_errors, clear_errors, get_log, clear_log | Monitor hot-reload, read compile errors, tail logs | | System | get_game_info, get_plugins, help | Game paths, loaded plugins, agent navigation guide |

Usage examples

Once connected, you can ask your agent things like:

  • "What's my current health and position?"
  • "Find the type that manages weather and show me its fields."
  • "Set my health to max."

But the real power is in open-ended requests. You don't need to know the game's internals -- the agent will figure it out:

  • "Figure out how the save system works and write a mod that expands it to 90 save slots."
  • "Find out what controls item drop rates and make a plugin that doubles them."
  • "Reverse-engineer how the damage formula works, then write a C# plugin that adds a damage log overlay."
  • "I want to change the weather to always be sunny. Find the right singleton, figure out the fields, and make it happen."

Real-world example: querying every large monster on the map (Monster Hunter Wilds, ~7 min)

A user asked: "What large monsters are currently loaded? Give me each one's species, HP, max HP, position, and distance from my character."

The agent had zero prior context about the game's enemy system. It found the enemy manager singleton, navigated a multi-step object graph through chain queries, and filtered down to boss-type enemies. It resolved monster names via GUID localization, read HP and positions, and computed 3D distances. Along the way it discovered and corrected a non-obvious enum offset bug between SPECIES_Fixed and SPECIES variants. 15-word question in, formatted table out.

| Monster | Species | HP | Max HP | Distance | |---------|---------|---:|-------:|---------:| | Doshaguma | Fanged Beast | 14,400 | 14,400 | 512m | | Lala Barina | Temnoceran | 10,483 | 10,483 | 348m | | Rathian | Flying Wyvern | 11,772 | 11,794 | 207m | | Rathalos | Flying Wyvern | 13,500 | 13,500 | 309m | | Uth Duna | Leviathan | 20,196 | 20,196 | 607m |

<details> <summary>Full step-by-step breakdown</summary>
  1. Get the player's position via get_player -- needed later for distance calculation.
  2. Find the enemy manager -- get_singleton("app.EnemyManager") to get the root of the enemy object graph.
  3. Navigate the enemy list -- a multi-step chain query: EnemyManager -> _EnemyList (a cManagedArray) -> get_Array() -> expand the array -> filter by get_CharacterValid=True -> get_Context() -> get_Em() -> `Ba

Truncated for display — read the full file on GitHub.

Related Skills

View on GitHub
GitHub Stars43
CategoryOther
Updated7mo ago
Forks7

Languages

C#

Trust signals

86/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

2 low1 info