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Connect two maps

connect_maps

Links two RPG Maker MV maps by creating door events that transfer the player between them in both directions, validating both maps before writing.

Instructions

Link two maps with Transfer Player events in both directions in one call. A door event is placed on each map; stepping on (or pressing OK at) the door on map A moves the player to map B's spawn tile and vice versa. Give each side its door tile; add spawn when the player should appear next to the door instead of on it (always do this for doors drawn into walls). Both maps are validated before anything is written, and a door is refused if another event already stands on that tile (allowOverlap overrides). Use twoWay=false for a one-way link (map A's door only). Check the result with render_map_image (doors show as blue markers) and list_map_connections.

Input Schema

NameRequiredDescriptionDefault
aYes
bYes
fadeNoblack
soundNoSound effect to play before leaving, e.g. {name: 'Open1'}
twoWayNoCreate the return door on map B as well
triggerNotouch = player walks onto the door tile, action = player presses OK facing ittouch
doorNameNoEvent name prefix; default 'To <destination map name>'
allowOverlapNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. Addedv0.5.1

TDQS

A4.5/5.0
Behavior4/5

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

With no annotations, the description carries the burden and does well: it discloses mutation semantics (door events written on each map), pre-write validation of both maps, and a specific failure mode (door refused if another event occupies the tile, allowOverlap overrides). It doesn't state what is returned or whether a partial failure can leave one map modified.

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 core linking behavior is front-loaded and every sentence carries operational information. It is dense but not padded; a slightly tighter grouping of the door/spawn guidance would read better.

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 an 8-parameter, nested-object, mutating tool with no annotations and no output schema, coverage is strong on placement, direction, and failure handling. The gaps are the undocumented cosmetic parameters and the absence of any statement about the return value.

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?

At 50% schema coverage the description must compensate, and it adds real meaning for the key parameters: why a spawn tile is needed (doors in walls) and how twoWay/allowOverlap change behavior. It says nothing about `fade`, `sound`, or `doorName`, leaving `fade` undocumented in both places.

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?

States a specific verb and resource ('Link two maps with Transfer Player events in both directions in one call') and makes the distinguishing behavior — bidirectional door events created atomically — explicit. An agent can tell this apart from create_event/update_event without opening a schema.

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?

Gives concrete when-to conditions: 'add spawn ... (always do this for doors drawn into walls)', 'Use twoWay=false for a one-way link', and trigger selection via touch vs action. It also routes the agent to verification siblings ('Check the result with render_map_image ... and list_map_connections').

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