get_project_context
Retrieve pre-digested project knowledge to obtain database entry names, sprite filenames, tile IDs, and template maps. Avoid broken references by using this tool before generating content.
Instructions
Read-only: pre-digested project knowledge — CALL THIS FIRST in a session. detail selects the depth: "full" (default) returns id+name lists for every database, switch/variable names, starting position, and available sprite filenames per img/ folder — everything needed to create content without inventing broken references; "summary" is a cheap health check (entry counts per data file); "assets" scans img/ and Tilesets.json into a complete index (sheet dimensions, autotile kinds, categorized usable tiles, all PNG names); "tileset" returns the categorized usable tile IDs of ONE tileset (ground/water/walls/roof/decoration) for edit_map "fill_layer" — guessing tile IDs produces glitched maps; "templates" lists the 106 bundled reference maps (id, category, theme) usable with generate_map mode "template", optionally filtered by category/theme. Returns one structured object (or array for templates). GOLDEN RULES for good results: (1) build whole maps with generate_map (it stamps real houses/trees and wires encounters) and add content with the manage_map_event presets — do NOT hand-paint tiles or place decorations one tile at a time; (2) never invent tile IDs or sprite/troop/skill IDs — take them from this tool; (3) for enemies to appear, create troops then set encounters (edit_map "set_encounters"), which generate_map does automatically for combat themes.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| detail | No | How much and what kind of context; see the tool description. Default "full" | |
| tilesetId | No | detail "tileset": which tileset to categorize | |
| category | No | detail "templates": filter by template category | |
| theme | No | detail "templates": filter by template theme |