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generate_map

Generate RPG Maker MV maps using blank, themed, procedural, batch, duplicate, or template modes. Customize theme, size, events, and seed for reproducible output.

Instructions

Create a new map file (next free map ID, registered in MapInfos.json; both files written immediately). mode selects the generator: "blank" makes an empty map you paint later (edit_map fill_layer); "themed" generates a simple tile layout for a theme using the tileset's real tiles; "procedural" is the full generator — for themes with matching RTP reference templates (town, dungeon, interior, castle, world, etc.) it CLONES a hand-authored template from the 106 bundled maps (real 3D buildings, walls, furniture), auto-picking the closest size; for themes without templates (beach, swamp, etc.) it generates procedurally (Perlin terrain, BSP dungeons, cellular caves). Same seed + params = same map. Pass templateId to force a specific template, or useTemplate:false to force procedural. 21 themes incl. snow, volcano, sewer, space_interior; "batch" generates several procedural maps in one call from batch specs; "duplicate" copies an existing map (transfer events still point at their ORIGINAL destinations — review them); "template" instantiates one of the 106 bundled reference maps by templateId (list them with get_project_context detail "templates"). Returns {mapId, ...} — procedural also returns the seed; batch returns all mapIds keyed for edit_map "connect". Fails with an error on unknown theme/template or unwritable files.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
modeNoWhich generator to use; see the tool description. Default "procedural"
nameNoInternal map name for the editor tree (required for mode "duplicate")
displayNameNoLocation name briefly shown to the player on entry
widthNoMap width in tiles (defaults: blank/themed 17, procedural 30; template uses the template's size)
heightNoMap height in tiles (defaults: blank/themed 13, procedural 25)
tilesetIdNoTileset to render with. Defaults to the one matching the theme (Outside=2, Inside=3, Dungeon=4, Overworld=1), so you normally omit it — only set it to override. A mismatched tileset renders the map as garbage
themeNoRequired for themed/procedural. themed: forest, dungeon, town, castle, cave, village, swamp, desert, ruins, interior, beach. procedural adds: snow, harbor, volcano, sewer, fortress, magic_forest, magic_interior, space_interior, space_exterior, world
seedNoprocedural/batch: random seed for reproducible output (omit for random; returned in the result)
addEventsNoprocedural: also place themed NPCs/chests/bosses/transfers (default true)
enterableHousesNoprocedural town/village only: also auto-generate an interior map per house with a two-way warp (action-button door outside → interior, walk-on mat inside → back to the street). Default true; the new interior map IDs are returned in interiorMapIds
encountersNoprocedural combat themes (dungeon/cave/world/fortress/sewer/volcano): auto-populate the map's random encounters from the project's existing troops so enemies appear while walking. Default true (no-op if the project has no troops yet)
parentIdNoMap tree folder to nest the new map under (0 = root)
bgmNameNoAudio file from audio/bgm/ to autoplay on entry
noteNoFree-form note field for plugin metadata
batchNomode "batch" only: one spec per map [{key, name, theme, width, height, tilesetId, seed, parentId}]; key is echoed back to match returned mapIds
sourceMapIdNomode "duplicate" only: existing map ID to copy (unchanged by the operation)
templateIdNomode "template": bundled template ID. mode "procedural": OPTIONAL — force a specific template ID (from get_project_context detail "templates") instead of auto-picking by theme+size
keepEventsNomode "template" only: also copy the template's events (default true)
useTemplateNoprocedural: when true (default), clone an RTP template for themes that have one (town, dungeon, interior, etc.) instead of generating procedurally. Set false to force procedural generation even when templates exist
Behavior5/5

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

The description discloses key behaviors beyond annotations: immediate file writing, cloning of hand-authored templates, auto-picking closest size, reproducibility with same seed and params, transfer events pointing to original destinations in duplicate mode, and failure conditions (unknown theme/template, unwritable files). Annotations (readOnlyHint=false, destructiveHint=false) are consistent and complemented.

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?

The description is dense but well-structured, with the core purpose upfront and mode-specific details logically organized. It is slightly long due to the complexity (6 modes, 19 parameters), but every sentence adds value. A minor condensation could improve conciseness.

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

Completeness5/5

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

Given the tool's complexity (19 parameters, 6 modes, no output schema), the description provides complete context: all modes, parameter interactions, defaults, return values (mapId, seed, interiorMapIds, batch keys), and failure conditions. No gaps are evident.

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

Parameters5/5

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

With 100% schema description coverage, the tool description adds significant context for parameters: defaults (e.g., mode defaults to procedural, width/height defaults per mode), required conditions (e.g., name required for duplicate, theme required for themed/procedural), and warnings (mismatched tileset renders garbage). This exceeds mere schema repetition.

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 the tool creates a new map file with a free ID, registers it, and writes immediately. It distinguishes six modes (blank, themed, procedural, batch, duplicate, template) and their specific behaviors, which differentiates it from siblings like edit_map.

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

Usage Guidelines5/5

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

The description explicitly explains when to use each mode, e.g., blank for later painting, themed for simple tile layout, procedural for full generator with templates, batch for multiple maps, duplicate for copying, template for instantiating bundled maps. It also mentions alternatives like edit_map for painting layers and get_project_context for listing templates.

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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