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manage_system

Idempotent

Read or edit RPG Maker MV System.json settings, create plugins and projects, run live playtests, and export web builds.

Instructions

Project-wide settings in data/System.json (writes are immediate), project lifecycle, and the live playtest bridge. action "get" returns section: "full" (large), "switches"/"variables" (names by ID; empty means free) or "title". "set_title" sets the game title. "name_switch"/"name_variable" label one by ID (names only). "set_starting_position" {mapId, x, y} for new games (not validated; check with query_map "infos"). "create_plugin" writes js/plugins/.js with a proper header (and a pluginCommand hook when commands are given) and registers it in js/plugins.js (order is load order); the same name replaces it. "scaffold_project" creates a new editor-openable project at destPath from NewData (never overwrites; does not switch the active project). "playtest" runs the active project in the bundled nwjs; "open_editor" opens it in RPGMV.exe, repairing a missing Game.rpgproject (Windows; engine from install, RPGMAKER_MV_INSTALL or the Steam path). "mine_templates" learns layouts and tile roles from this project for semantic generation. "export_web" builds an HTML5 folder and zip for itch.io (see outDir, zip, prune). Live bridge: "install_bridge_plugin" writes js/plugins/McpBridge.js (active only in playtest); "bridge_start" opens the loopback socket and its handshake; "bridge_status" says whether the game is connected, and why not in lastAuthError; "bridge_telemetry" drains exceptions, logs, scene changes, player position and executing commands (filter types, peek keeps them); "bridge_command" sends reload_map, reload_database, get_state, teleport_player, interact, press_button or ping; "take_screenshot" captures the live game ("bridge_screenshot" is an alias); "bridge_stop" closes it.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
xNoset_starting_position: starting tile X (should be walkable)
yNoset_starting_position: starting tile Y
idNoname_switch/name_variable: switch or variable ID to label (1-based)
zipNoexport_web: also write <outDir>.zip with index.html at its root (default true)
bodyNocreate_plugin: custom JS body; omit for a safe generated skeleton
fileNobridge_command "reload_database": the data file to re-read, e.g. "Skills.json"
helpNocreate_plugin: @help text (multi-line allowed)
nameNoname_switch/name_variable: descriptive label. create_plugin: the plugin name (bare token — letters/digits/_/-, becomes js/plugins/<name>.js)
peekNobridge_telemetry: leave the frames in the buffer instead of consuming them
portNobridge_start/install_bridge_plugin: loopback port for the live bridge (default 32123, or RPGMV_BRIDGE_PORT)
testNoplaytest: run in playtest/test mode (default true; false runs it as a normal launch)
waitNobridge_command: wait for the game to answer (default true; false is fire-and-forget)
limitNobridge_telemetry: return at most this many of the most recent frames. mine_templates: keep at most this many layouts, largest maps first
mapIdNoset_starting_position: map where new games start (must exist)
pruneNoexport_web: drop img/audio/movies files no data or script references (default false; assets a plugin names only at runtime would be lost)
titleNoaction "set_title": new game title
typesNobridge_telemetry: only return these frame types, e.g. ["exception","log"]
actionYesWhat to do; see the tool description. Default "get"
authorNocreate_plugin: @author name
buttonNobridge_command "press_button": safe RPG Maker input to press
outDirNoexport_web: folder for the HTML5 build, outside the project (absolute, or relative to it). It must be new, empty, or a previous export_web folder; <outDir>.zip is written beside it unless zip:false. Copies js, fonts, data and assets, keeps encrypted assets as they are, never copies saves or backups. Returns file counts, bytes and the screen size for an itch.io embed.
paramsNocreate_plugin: @param definitions [{name, type?, desc?, default?}] surfaced in js/plugins.js
statusNocreate_plugin: enable the plugin in js/plugins.js (default true)
commandNobridge_command: which safe instruction to send to the running game
installNoplaytest/open_editor: RPG Maker MV install root (contains nwjs-win/ and RPGMV.exe); defaults to RPGMAKER_MV_INSTALL or the standard Steam install
sectionNoaction "get": which part of System.json to return (default "full")
commandsNocreate_plugin: plugin command names to document (@command) and wire a pluginCommand handler stub for
destPathNoscaffold_project: directory for the NEW project (must be empty of a project). title/mapId/x/y set the new game's title and start position
directionNobridge_command "teleport_player": facing after the transfer (2 down, 4 left, 6 right, 8 up)
timeoutMsNobridge_command/take_screenshot: how long to wait for the answer (default 8000, screenshots 15000)
durationMsNobridge_command "press_button": hold duration in milliseconds (default 80, range 30-1000)
sourcePathNoscaffold_project: a blank-project (NewData) folder to clone; defaults to the RPGMAKER_MV_INSTALL env var or the standard Steam install
descriptionNocreate_plugin: @plugindesc short description
screenshotNameNotake_screenshot: optional safe filename prefix (letters, numbers, _ and -, up to 64 characters)
minDistinctTilesNomine_templates: a map needs at least this many distinct tiles to count as content rather than scratch (default 10)
telemetryIntervalNoinstall_bridge_plugin: frames between player-position frames (default 30; 60 = once per second)

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed30 schema fields changedv5.19.0
    • changedInput schema / properties / action / enum
      Previous value: -[
      -  "get",
      -  "set_title",
      -  "name_switch",
      -  "name_variable",
      -  "set_starting_position"
      -]New value: +[
      +  "get",
      +  "set_title",
      +  "name_switch",
      +  "name_variable",
      +  "set_starting_position",
      +  "create_plugin",
      +  "scaffold_project",
      +  "playtest",
      +  "open_editor",
      +  "mine_templates",
      +  "install_bridge_plugin",
      +  "bridge_start",
      +  "bridge_stop",
      +  "bridge_status",
      +  "bridge_telemetry",
      +  "bridge_command",
      +  "take_screenshot",
      +  "bridge_screenshot",
      +  "export_web"
      +]
    • addedInput schema / properties / author
      Added value: +{
      +  "description": "create_plugin: @author name",
      +  "type": "string"
      +}
    • addedInput schema / properties / body
      Added value: +{
      +  "description": "create_plugin: custom JS body; omit for a safe generated skeleton",
      +  "type": "string"
      +}
    • addedInput schema / properties / button
      Added value: +{
      +  "description": "bridge_command \"press_button\": safe RPG Maker input to press",
      +  "enum": [
      +    "ok",
      +    "cancel",
      +    "menu",
      +    "up",
      +    "down",
      +    "left",
      +    "right"
      +  ],
      +  "type": "string"
      +}
    • addedInput schema / properties / command
      Added value: +{
      +  "description": "bridge_command: which safe instruction to send to the running game",
      +  "enum": [
      +    "ping",
      +    "get_state",
      +    "reload_map",
      +    "reload_database",
      +    "capture_screenshot",
      +    "teleport_player",
      +    "interact",
      +    "press_button"
      +  ],
      +  "type": "string"
      +}
    • addedInput schema / properties / commands
      Added value: +{
      +  "description": "create_plugin: plugin command names to document (@command) and wire a pluginCommand handler stub for",
      +  "items": {
      +    "type": "string"
      +  },
      +  "type": "array"
      +}
    • addedInput schema / properties / description
      Added value: +{
      +  "description": "create_plugin: @plugindesc short description",
      +  "type": "string"
      +}
    • addedInput schema / properties / destPath
      Added value: +{
      +  "description": "scaffold_project: directory for the NEW project (must be empty of a project). title/mapId/x/y set the new game's title and start position",
      +  "type": "string"
      +}
    • addedInput schema / properties / direction
      Added value: +{
      +  "description": "bridge_command \"teleport_player\": facing after the transfer (2 down, 4 left, 6 right, 8 up)",
      +  "type": [
      +    "number",
      +    "string"
      +  ]
      +}
    • addedInput schema / properties / durationMs
      Added value: +{
      +  "description": "bridge_command \"press_button\": hold duration in milliseconds (default 80, range 30-1000)",
      +  "type": [
      +    "number",
      +    "string"
      +  ]
      +}
    • addedInput schema / properties / file
      Added value: +{
      +  "description": "bridge_command \"reload_database\": the data file to re-read, e.g. \"Skills.json\"",
      +  "type": "string"
      +}
    • addedInput schema / properties / help
      Added value: +{
      +  "description": "create_plugin: @help text (multi-line allowed)",
      +  "type": "string"
      +}
    • addedInput schema / properties / install
      Added value: +{
      +  "description": "playtest/open_editor: RPG Maker MV install root (contains nwjs-win/ and RPGMV.exe); defaults to RPGMAKER_MV_INSTALL or the standard Steam install",
      +  "type": "string"
      +}
    • addedInput schema / properties / limit
      Added value: +{
      +  "description": "bridge_telemetry: return at most this many of the most recent frames. mine_templates: keep at most this many layouts, largest maps first",
      +  "type": [
      +    "number",
      +    "string"
      +  ]
      +}
    • addedInput schema / properties / minDistinctTiles
      Added value: +{
      +  "description": "mine_templates: a map needs at least this many distinct tiles to count as content rather than scratch (default 10)",
      +  "type": [
      +    "number",
      +    "string"
      +  ]
      +}
    • changedInput schema / properties / name / description
      Previous value: -"name_switch/name_variable: descriptive label, e.g. \"BridgeRepaired\""New value: +"name_switch/name_variable: descriptive label. create_plugin: the plugin name (bare token — letters/digits/_/-, becomes js/plugins/<name>.js)"
    • addedInput schema / properties / outDir
      Added value: +{
      +  "description": "export_web: folder for the HTML5 build, outside the project (absolute, or relative to it). It must be new, empty, or a previous export_web folder; <outDir>.zip is written beside it unless zip:false. Copies js, fonts, data and assets, keeps encrypted assets as they are, never copies saves or backups. Returns file counts, bytes and the screen size for an itch.io embed.",
      +  "type": "string"
      +}
    • addedInput schema / properties / params
      Added value: +{
      +  "description": "create_plugin: @param definitions [{name, type?, desc?, default?}] surfaced in js/plugins.js",
      +  "items": {
      +    "type": "object"
      +  },
      +  "type": "array"
      +}
    • addedInput schema / properties / peek
      Added value: +{
      +  "description": "bridge_telemetry: leave the frames in the buffer instead of consuming them",
      +  "type": "boolean"
      +}
    • addedInput schema / properties / port
      Added value: +{
      +  "description": "bridge_start/install_bridge_plugin: loopback port for the live bridge (default 32123, or RPGMV_BRIDGE_PORT)",
      +  "type": [
      +    "number",
      +    "string"
      +  ]
      +}
    • addedInput schema / properties / prune
      Added value: +{
      +  "description": "export_web: drop img/audio/movies files no data or script references (default false; assets a plugin names only at runtime would be lost)",
      +  "type": "boolean"
      +}
    • addedInput schema / properties / screenshotName
      Added value: +{
      +  "description": "take_screenshot: optional safe filename prefix (letters, numbers, _ and -, up to 64 characters)",
      +  "type": "string"
      +}
    • addedInput schema / properties / sourcePath
      Added value: +{
      +  "description": "scaffold_project: a blank-project (NewData) folder to clone; defaults to the RPGMAKER_MV_INSTALL env var or the standard Steam install",
      +  "type": "string"
      +}
    • addedInput schema / properties / status
      Added value: +{
      +  "description": "create_plugin: enable the plugin in js/plugins.js (default true)",
      +  "type": "boolean"
      +}
    • addedInput schema / properties / telemetryInterval
      Added value: +{
      +  "description": "install_bridge_plugin: frames between player-position frames (default 30; 60 = once per second)",
      +  "type": [
      +    "number",
      +    "string"
      +  ]
      +}
    • addedInput schema / properties / test
      Added value: +{
      +  "description": "playtest: run in playtest/test mode (default true; false runs it as a normal launch)",
      +  "type": "boolean"
      +}
    • addedInput schema / properties / timeoutMs
      Added value: +{
      +  "description": "bridge_command/take_screenshot: how long to wait for the answer (default 8000, screenshots 15000)",
      +  "type": [
      +    "number",
      +    "string"
      +  ]
      +}
    • addedInput schema / properties / types
      Added value: +{
      +  "description": "bridge_telemetry: only return these frame types, e.g. [\"exception\",\"log\"]",
      +  "items": {
      +    "type": "string"
      +  },
      +  "type": "array"
      +}
    • addedInput schema / properties / wait
      Added value: +{
      +  "description": "bridge_command: wait for the game to answer (default true; false is fire-and-forget)",
      +  "type": "boolean"
      +}
    • addedInput schema / properties / zip
      Added value: +{
      +  "description": "export_web: also write <outDir>.zip with index.html at its root (default true)",
      +  "type": "boolean"
      +}
  2. Addedv5.8.0

TDQS

A3.9/5.0
Behavior5/5

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

Annotations only supply readOnlyHint=false, idempotentHint=true and destructiveHint=false; the description goes well beyond them by disclosing that writes are immediate, that re-using a plugin `name` replaces it, that scaffold_project never overwrites, that outDir must be new/empty, and that prune can lose runtime-only assets. These are exactly the mutation and risk details an agent needs and the annotations cannot convey.

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

Conciseness3/5

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

It is one dense run-on paragraph covering 19 actions with no bullets, headings, or grouping; every clause is informative but the lack of structure makes scanning for a single action slow. Front-loading is only partial since it opens with the settings section rather than a scope statement.

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

Completeness4/5

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

For a 19-action, 36-parameter tool with no output schema, the description covers essentially every action's effect and several return details (lastAuthError, drained frames, export file counts/bytes/screen size). Minor gaps remain, e.g. return shape of get full vs. switches and what bridge_start's handshake yields.

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

Parameters4/5

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

Schema description coverage is 100%, so the baseline is 3, but the description adds real meaning: it ties parameters to actions (body/help/params/commands for create_plugin, section values for get, types/peek/limit for bridge_telemetry) and explains consequences such as load order for plugin registration and zip placement beside outDir.

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

Purpose4/5

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

Despite bundling three domains (project settings, project lifecycle, live bridge) into one tool, the description enumerates each of the 19 actions with a specific verb and resource, so an agent can tell what 'export_web' or 'bridge_telemetry' does without opening the schema. It differentiates from a sibling like query_map by pointing there for validation, though the heterogeneous scope keeps it short of a 5.

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?

Some operational conditions are given ('not validated; check with query_map "infos"', 'never overwrites', 'active only in playtest'), which is useful context. However there is no systematic when-to-use vs. when-not guidance, and notably no explanation of how this tool's take_screenshot action relates to the sibling tool of the same name.

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