BLACK SOULS MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| BLACK_SOULS_DIR | No | Prepared standalone game directory. | |
| BLACK_SOULS_ROOT | No | Runtime root directory. Default is `<repository>/runtime`. | <repository>/runtime |
| BLACK_SOULS_TEST_TEMP | No | Temporary directory for unit tests. | |
| BLACK_SOULS_GAME_EXE_SHA256 | No | Optional SHA-256 hash of Game.exe for fingerprint verification. | |
| BLACK_SOULS_EXPECTED_SAVE_COUNT | No | Optional minimum number of save files expected for integration tests. |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| black_souls_statusA | Inspect the BLACK SOULS MCP edition and live RGSS3 bridge status. |
| black_souls_launchB | Launch the independent BLACK SOULS MCP edition and wait for its in-game bridge. The window is minimized after launch by default so real keyboard input cannot leak into the game; inputs keep working through the background wake path. |
| black_souls_get_stateA | Read current scene, player, party, message, windows, and battle state directly from RGSS3. |
| black_souls_get_mapB | Read the current nearby map tiles, passability, and events directly from RGSS3. |
| black_souls_inputB | Inject one allowlisted virtual RPG Maker input into the normal game input loop. |
| black_souls_input_sequenceA | Inject up to 200 allowlisted inputs and frame waits as one ordered sequence. |
| black_souls_list_savesA | List independent MCP-edition save slots and metadata without modifying them. |
| black_souls_killA | Forcefully terminate the running BLACK SOULS process. Safe to call when game is not running. |
| black_souls_saveA | Trigger an in-game save to a specific slot (0-indexed) by injecting menu navigation inputs. Only works from Scene_Map. |
| black_souls_loadA | Load a save slot from the title screen or the in-game menu and return the resulting state. |
| black_souls_situationA | Get a concise snapshot of the current game situation, contextual action suggestions, and warnings. |
| black_souls_get_variablesA | Read RPG Maker game variable values by ID. Request up to 64 IDs per call. |
| black_souls_get_switchesA | Read RPG Maker boolean switches by ID. Request up to 64 IDs per call. |
| black_souls_get_inventoryA | Read the party's current inventory: consumable items, weapons, and armors with counts. |
| black_souls_get_party_detailA | Read detailed party stats, equipment, and learned skills. |
| black_souls_scratchpad_readA | Read the AI agent's current session scratchpad. |
| black_souls_scratchpad_writeB | Update notes, flags, or recent actions in the session scratchpad. |
| black_souls_memory_readA | Read long-term game knowledge, optionally filtered by category. |
| black_souls_memory_writeC | Store or update one long-term game knowledge entry. |
| black_souls_memory_deleteB | Delete one long-term memory entry. |
| black_souls_goals_readA | Read the persistent objective hierarchy and active goal. |
| black_souls_goals_writeB | Create or update a persistent gameplay goal. |
| black_souls_goals_set_activeA | Choose the gameplay goal currently being pursued, or clear it. |
| black_souls_navigateA | Move to a target tile using automatic pathfinding over current passability data. |
| black_souls_interactB | Walk up to and interact with a nearby event, optionally selected by ID. |
| black_souls_battle_actionA | Execute one battle turn in a single call: pick the command (attack / skill(特技) / magic(魔法) / guard / item / flee), the list index, and the enemy target; menu navigation is closed-loop against the real cursor. Indices come from black_souls_battle_options; a choice the battler cannot afford is refused before any input is spent. Returns resulting party (including MP/TP) and enemy state. |
| black_souls_battle_optionsA | List everything the acting battler can do this turn: top-level commands, the full contents of every skill and magic submenu (name, MP/TP cost, whether it is usable right now, description), usable battle items with counts, and living enemy targets. Every entry carries the exact index to pass to black_souls_battle_action, so call this before choosing a battle action instead of guessing. |
| black_souls_advance_dialogueB | Advance active dialogue until it ends or a choice appears, optionally selecting a choice. |
| black_souls_get_full_mapA | Request map tiles, passability, regions, terrain tags, and events up to radius 20. The scan runs inside one game frame: radius 6 is cheap, radius 20 freezes the game for about a second, so prefer 12 or less. |
| black_souls_get_eventA | Inspect an event's pages, trigger conditions, active page, and self-switches. |
| black_souls_get_scene_detailA | Read deeper state for the active map, battle, or menu scene. |
| black_souls_healthA | Comprehensive bridge health check with diagnosis and recommended recovery action. |
| black_souls_waitC | Wait until a game condition becomes true before proceeding. |
| black_souls_session_log_appendC | Append a significant gameplay event to the persistent session log. |
| black_souls_session_log_readB | Read the most recent persistent session log entries. |
| black_souls_eval_statusA | Check scenario completion conditions against live game state. Used by the eval runner; returns pass/fail per condition. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 36 tools
Each tool has a clearly distinct purpose, covering process management, state inspection, input, memory, goals, navigation, battle, and dialogue. Even tools like black_souls_get_state and black_souls_situation differ in detail and focus.
All tools consistently follow the verb_noun pattern with the 'black_souls_' prefix, e.g., black_souls_kill, black_souls_get_state, black_souls_input_sequence. The naming is uniform and predictable.
With 36 tools, the set is comprehensive and each tool serves a specific purpose for game interaction. While it is on the higher end, the complexity of the game justifies the number. A slight reduction could still maintain completeness.
The tool set covers all major game operations: launch/stop, state reading, input, save/load, navigation, battle, dialogue, memory/goals, and evaluation. There are no obvious gaps for the intended use case.