@debuffjp/mcp

中文文档
0.33.0发布于 2026/11/11MITTypeScriptES Module构建来源已验证近 30 天下载 1万

MCP server for debuff: lets AI agents inspect, build, test and play a debuff game

原始使用文档
文档目录4 节
  1. Setup
  2. Tools
  3. Prompts
  4. Live and headless

@debuffjp/mcp

An MCP server that lets AI agents inspect, build, test and play a debuff game. It uses the same evidence a human would want: real state, real frames, real test results.

Setup

New projects from npm create debuff include a .mcp.json, so MCP clients that read it (such as Claude Code) pick the server up automatically. For other clients:

claude mcp add debuff -- npx -y @debuffjp/mcp        # Claude Code
{
  "mcpServers": {
    "debuff": { "command": "npx", "args": ["-y", "@debuffjp/mcp"] }
  }
}

Run it from the game's folder, or pass --root <dir> (or set DEBUFF_ROOT).

As a Claude Code plugin, which also adds a skill that teaches Claude the workflow:

/plugin marketplace add debuffjp/debuff
/plugin install debuff@debuff

As a Codex plugin: codex plugin marketplace add debuffjp/debuff, then codex plugin add debuff@debuff.

For Claude Desktop, mcpb/manifest.json describes a desktop extension that asks for the game folder. Pack it from that folder with npx @anthropic-ai/mcpb pack.

Tools

ToolWhat it does
inspect_projectDependencies, plugins and their contributions, assets, last build size
list_assetsEvery asset with its type, size and importer, plus warnings and possibly unused ids
typecheckType-check with the project's own tsc; no browser needed. Vite doesn't type-check, so run it after edits
buildProduction build plus size report; leaks must be empty
run_testsRun the logic tests in tests/ (keiko): the real game in Node, no browser; failures carry the tick, scene and state
run_scenariosRun scenarios/*.json headless; per-step results, errors, captures
fuzzPlay with random input; each crash, stuck state or back-and-forth loop comes with an explained error and a scenario that replays it
game_startAttach to the live game, or open a private headless copy, paused (see below). Headless takes a viewport: [w, h]; reducedMotion forces it on or off
game_stepAdvance fixed simulation steps (pausing first); returns state (quiet leaves out your inspect() data)
game_pausePause or resume a live game
game_framesRecent frame breakdown: update/render ms, catch-up steps, quads, draw calls, long tasks; summary gives percentiles and the 3 slowest
game_notesMoments the human flagged in the overlay, with the state at that tick
game_rewindLive mode: take the human's game back (or forward) to a tick, paused, with its exact state then
game_replaySave the live session up to a tick (for example a note's) as a scenario in .debuff/replays/ that reproduces it. From 0.31 it holds state checkpoints, so run_scenarios warns at the tick where the replay stops matching
game_inputpress / release keys (and PointerRight / PointerMiddle); tap, pointer_down (with an optional kind: mouse, touch or pen), pointer_move, pointer_up; wheel (dy, dx); touch_down, touch_move, touch_up by contact id
game_stateScene, tick, logical width/height, renderer, frame stats, reducedMotion, your inspect() data
game_commandRun a command the game registered with devTools({ commands }), with JSON args
game_params / game_set_paramRead and tune typed params (validated)
game_captureThe current frame as a PNG image; path also saves it in the project (thumbnails, store art). social: true letterboxes it into 1200×675 for X and Bluesky posts (added in 0.26)
game_clipLive mode: start a rolling recording, save the last 15 s as a video in .debuff/captures/, stop. For devlogs and press kits; the human posts. Added in 0.26
game_errorsRuntime errors, explained: whose problem (your code, a rejected call, a debuff bug), the source line, a hint
game_stopClose the game. From 0.28, a headless game also closes after 15 idle minutes, and a call that takes over 60 s fails with game_hung
report_papercutReport tooling friction in debuff, keiko, myaku, spryte or debuff.jp to papercuts.debuff.jp. Returns close matches instead of filing a duplicate; call again with hit: <id> or force: true. With hit, workaround fills the papercut's workaround when it has none (from 0.24.1). Added in 0.24

Tool calls that fail on setup twice in a week, or run far too long, are reported to papercuts.debuff.jp on their own, and the result says so (see debuff papercuts in the CLI README to turn it off). From 0.24.

Prompts

Workflows clients can offer as slash commands: playtest, fix-errors, tune-feel, add-mechanic, devlog-post (added in 0.26: capture a still and a clip, then draft short posts for the human to send) and explain-stutter.

Live and headless

If you have the game open under debuff dev, game_start attaches to that tab (mode live). The overlay shows an agent badge, and every pause, step and param change the agent makes appears in its activity log, where you can undo it. Type a note in the overlay ("jump feels floaty here") to flag a moment; the agent reads it, along with the game state at that tick, through game_notes. game_stop resumes your game and disconnects.

Otherwise, or with mode: "headless", the agent gets a private copy in a headless browser. Time only advances through game_step, so what it sees is reproducible, and a scenario can replay it exactly.

版本与发布记录

@debuffjp/mcp 共发布 56 个版本,首次发布于 2026/10/16;过去 12 个月发布了 56 个版本。最新版本附带 npm provenance 构建来源证明,可追溯到公开的 CI 构建记录。

版本发布日期距今
0.33.0latest2026/11/11今天
0.32.02026/11/074 天前
0.31.12026/11/065 天前
0.31.02026/11/065 天前
0.30.02026/11/056 天前
0.29.22026/11/056 天前

关于 @debuffjp/mcp 的常见问题

@debuffjp/mcp 是什么?

MCP server for debuff: lets AI agents inspect, build, test and play a debuff game

如何安装 @debuffjp/mcp?

在项目目录运行 npm install @debuffjp/mcp,或使用 pnpm add / yarn add / bun add。它还提供命令行工具 debuff-mcp,可以用 npx debuff-mcp 直接运行。

@debuffjp/mcp 支持 TypeScript 吗?

支持。包内自带 TypeScript 类型声明(package.json 声明了 types 入口),安装后即可获得类型提示,无需再安装 @types 包。

@debuffjp/mcp 支持 ESM 还是 CommonJS?

以 ES Module 形式发布,推荐使用 import 引入。在 CommonJS 项目中,Node.js 20.19+ / 22.12+ 可以直接 require() 不含顶层 await 的 ES Module,更早的版本需要改用动态 import()。

@debuffjp/mcp 需要什么版本的 Node.js?

package.json 的 engines 字段要求 Node.js >=22。版本不符时 npm 默认只给出警告,开启 engine-strict 后会拒绝安装。

@debuffjp/mcp 可以商用吗?

@debuffjp/mcp 使用 MIT 许可。宽松许可:允许商业使用、修改和再分发,通常只需在分发时保留原版权与许可声明。以上为概括,不构成法律意见,请以许可原文为准。

@debuffjp/mcp 的下载量有多少?

根据 npm 官方下载统计,@debuffjp/mcp 在 2026/10/12 – 2026/11/10 这 30 天内被下载 10,485 次,日均约 350 次。下载量会把 CI 构建、镜像同步和作为其他包依赖的安装一并计入,适合横向比较热度,不能直接等同于使用人数。

@debuffjp/mcp 还在维护吗?

最新版本 0.33.0 发布于 2026/11/11(今天);至今共发布 56 个版本,其中过去 12 个月发布了 56 个;首次发布于 2026/10/16。发布频率只是参考信号:功能稳定的工具可能很少需要更新,建议结合源码仓库的 issue 和提交记录判断。