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create_skill

Create a new skill with full control over damage, effects, costs, scope, and other properties for RPG Maker MV.

Instructions

Create a new skill with full control over all properties including damage, effects, etc.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesSkill name
descriptionNoSkill description
mpCostNoMP cost
tpCostNoTP cost
scopeNoTarget scope: 1=single enemy, 2=all enemies, 7=all allies, 11=user
occasionNoWhen usable: 0=always, 1=battle, 2=menu, 3=never
animationIdNoAnimation ID
damageNoDamage configuration: {type, elementId, formula, variance, critical}
effectsNoArray of effect objects {code, dataId, value1, value2}
noteNoNote field
iconIndexNoIcon index
stypeIdNoSkill type ID
hitTypeNoHit type: 0=certain, 1=physical, 2=magical
speedNoSpeed correction
successRateNoSuccess rate (default 100)
repeatsNoNumber of repeats (default 1)
tpGainNoTP gained (default 0)
message1NoMessage line 1 when used
message2NoMessage line 2 when used
requiredWtypeId1NoRequired weapon type ID 1
requiredWtypeId2NoRequired weapon type ID 2
messageTypeNoMessage type
traitsNoArray of trait objects {code, dataId, value}
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description carries full burden. It states 'Create' indicating mutation but does not disclose side effects, authentication needs, or return value. Minimal behavioral context.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Single sentence that is to the point and front-loaded with key information. No redundant words, but could be slightly more structured.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Input schema is rich with 23 parameters but no output schema. The description does not explain what happens after creation (e.g., returns skill object). Given complexity, slightly more context on behavior would improve completeness.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the schema already describes all parameters well. The description adds 'full control' highlighting the parameter scope but does not add new meaning beyond what schema provides. Baseline 3 applies.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states 'Create a new skill' with specific verb and resource. It mentions 'full control over all properties including damage, effects, etc.', distinguishing it from specialized siblings like create_buff_skill or create_damage_skill.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description implies use when full control is needed but does not explicitly state when to use this vs alternatives or mention any exclusions. Sibling tools exist for specialized skills, but no guidance is provided.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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