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storyforge-rosy.vercel.app

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Storyforge
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    inspect_battlefieldAnswer

    Reads the live Eclipse Inheritance battle state: realm, objective, health, active companion stance, remaining enemies, ritual progress, boss phase, pickups, Seal, and Portal. Use before recommending or issuing a combat tactic.

    View tool JSON
    {
      "name": "inspect_battlefield",
      "kind": "answer",
      "impl": "imperative",
      "description": "Reads the live Eclipse Inheritance battle state: realm, objective, health, active companion stance, remaining enemies, ritual progress, boss phase, pickups, Seal, and Portal. Use before recommending or issuing a combat tactic.",
      "inputSchema": {
        "type": "object",
        "properties": {},
        "additionalProperties": false
      }
    }
    inspect_fellowshipAnswer

    Reads every recruited companion's health, trust, relationship state, tactic, ability readiness, combos, autonomy mode, current recommendation, and pending coordinated plan.

    View tool JSON
    {
      "name": "inspect_fellowship",
      "kind": "answer",
      "impl": "imperative",
      "description": "Reads every recruited companion's health, trust, relationship state, tactic, ability readiness, combos, autonomy mode, current recommendation, and pending coordinated plan.",
      "inputSchema": {
        "type": "object",
        "properties": {},
        "additionalProperties": false
      }
    }
    propose_battle_planAction

    Creates a grounded multi-companion tactical plan from current canonical battle state. It never executes immediately; the player receives an in-game approval card.

    View tool JSON
    {
      "name": "propose_battle_plan",
      "kind": "act",
      "impl": "imperative",
      "description": "Creates a grounded multi-companion tactical plan from current canonical battle state. It never executes immediately; the player receives an in-game approval card.",
      "inputSchema": {
        "type": "object",
        "properties": {},
        "additionalProperties": false
      }
    }
    explain_next_objectiveAction

    Explains the next valid gameplay action from canonical world state without inventing progress or bypassing quest gates.

    View tool JSON
    {
      "name": "explain_next_objective",
      "kind": "act",
      "impl": "imperative",
      "description": "Explains the next valid gameplay action from canonical world state without inventing progress or bypassing quest gates.",
      "inputSchema": {
        "type": "object",
        "properties": {},
        "additionalProperties": false
      }
    }
    command_companionAction

    Issues a reversible live combat command to the active stage companion after recruitment. follow stays near the heir, guard intercepts attacks, focus prioritizes the boss, and hold maintains position. Inspect the battlefield first.

    View tool JSON
    {
      "name": "command_companion",
      "kind": "act",
      "impl": "imperative",
      "description": "Issues a reversible live combat command to the active stage companion after recruitment. follow stays near the heir, guard intercepts attacks, focus prioritizes the boss, and hold maintains position. Inspect the battlefield first.",
      "inputSchema": {
        "type": "object",
        "properties": {
          "mode": {
            "type": "string",
            "enum": [
              "follow",
              "focus",
              "guard",
              "hold"
            ],
            "description": "The ranger's tactical stance."
          }
        },
        "required": [
          "mode"
        ],
        "additionalProperties": false
      }
    }
    get_adventure_stateAnswer

    Returns the player, agent party, current location, active quest stage, and available destinations. Use before choosing an adventure action.

    View tool JSON
    {
      "name": "get_adventure_state",
      "kind": "answer",
      "impl": "imperative",
      "description": "Returns the player, agent party, current location, active quest stage, and available destinations. Use before choosing an adventure action.",
      "inputSchema": {
        "type": "object",
        "properties": {},
        "additionalProperties": false
      }
    }
    get_world_summaryAnswer

    Returns the current world premise, tone, scene, who is present, open questions, and entity counts. Use at the start of a session and after the world changes.

    View tool JSON
    {
      "name": "get_world_summary",
      "kind": "answer",
      "impl": "imperative",
      "description": "Returns the current world premise, tone, scene, who is present, open questions, and entity counts. Use at the start of a session and after the world changes.",
      "inputSchema": {
        "type": "object",
        "properties": {},
        "additionalProperties": false
      }
    }
    query_memoryAnswer

    Searches characters, locations, items, factions, plot threads, and history by keywords. Use to stay consistent with established lore before creating or changing anything.

    View tool JSON
    {
      "name": "query_memory",
      "kind": "answer",
      "impl": "imperative",
      "description": "Searches characters, locations, items, factions, plot threads, and history by keywords. Use to stay consistent with established lore before creating or changing anything.",
      "inputSchema": {
        "type": "object",
        "properties": {
          "query": {
            "type": "string",
            "description": "Natural language or keywords (name, place, secret, faction)."
          },
          "includeSecrets": {
            "type": "boolean",
            "description": "If true, search hidden secrets. Default false."
          }
        },
        "required": [
          "query"
        ],
        "additionalProperties": false
      }
    }
    move_partyAction

    Moves the party to an unlocked map location. Agent travel becomes a visible proposal the player can accept.

    View tool JSON
    {
      "name": "move_party",
      "kind": "act",
      "impl": "imperative",
      "description": "Moves the party to an unlocked map location. Agent travel becomes a visible proposal the player can accept.",
      "inputSchema": {
        "type": "object",
        "properties": {
          "locationId": {
            "type": "string",
            "description": "ID of an unlocked destination from get_adventure_state."
          }
        },
        "required": [
          "locationId"
        ],
        "additionalProperties": false
      }
    }
    recruit_party_memberAction

    Recruits an available specialist agent into the shared party. Agent recruitment is proposed for the player to approve.

    View tool JSON
    {
      "name": "recruit_party_member",
      "kind": "act",
      "impl": "imperative",
      "description": "Recruits an available specialist agent into the shared party. Agent recruitment is proposed for the player to approve.",
      "inputSchema": {
        "type": "object",
        "properties": {
          "entityId": {
            "type": "string"
          },
          "archetype": {
            "type": "string",
            "description": "Party role, such as ledger-mage or trade guide."
          }
        },
        "required": [
          "entityId",
          "archetype"
        ],
        "additionalProperties": false
      }
    }
    advance_quest_stageAction

    Resolves the active quest objective after the party has acted. Agent resolution becomes a pending proposal. At the bargain stage, provide valueChoice: mercy, truth, or leverage.

    View tool JSON
    {
      "name": "advance_quest_stage",
      "kind": "act",
      "impl": "imperative",
      "description": "Resolves the active quest objective after the party has acted. Agent resolution becomes a pending proposal. At the bargain stage, provide valueChoice: mercy, truth, or leverage.",
      "inputSchema": {
        "type": "object",
        "properties": {
          "action": {
            "type": "string",
            "description": "The accepted action that resolves the current objective."
          },
          "valueChoice": {
            "type": "string",
            "enum": [
              "mercy",
              "truth",
              "leverage"
            ]
          }
        },
        "required": [
          "action"
        ],
        "additionalProperties": false
      }
    }
    check_continuityAnswer

    Validates a proposed natural-language action against hard lore rules and known entities. Use before violent, irreversible, or lore-changing actions.

    View tool JSON
    {
      "name": "check_continuity",
      "kind": "answer",
      "impl": "imperative",
      "description": "Validates a proposed natural-language action against hard lore rules and known entities. Use before violent, irreversible, or lore-changing actions.",
      "inputSchema": {
        "type": "object",
        "properties": {
          "action": {
            "type": "string",
            "description": "Action to validate, for example 'Kill Magistrate Vale in the docks'."
          },
          "entityId": {
            "type": "string"
          },
          "intendedStatus": {
            "type": "string",
            "enum": [
              "alive",
              "dead",
              "unknown",
              "destroyed",
              "active",
              "resolved"
            ]
          }
        },
        "required": [
          "action"
        ],
        "additionalProperties": false
      }
    }
    propose_companion_actionAction

    Has a named agent companion suggest dialogue or action in the current quest scene. It stays pending for the player to review before becoming canon.

    View tool JSON
    {
      "name": "propose_companion_action",
      "kind": "act",
      "impl": "imperative",
      "description": "Has a named agent companion suggest dialogue or action in the current quest scene. It stays pending for the player to review before becoming canon.",
      "inputSchema": {
        "type": "object",
        "properties": {
          "characterId": {
            "type": "string"
          },
          "intent": {
            "type": "string",
            "description": "What the character tries to say or do."
          }
        },
        "required": [
          "characterId",
          "intent"
        ],
        "additionalProperties": false
      }
    }
    apply_world_ruleAction

    Adds a durable soft or hard canon constraint. It always asks the human for confirmation because later continuity checks will enforce it.

    View tool JSON
    {
      "name": "apply_world_rule",
      "kind": "act",
      "impl": "imperative",
      "description": "Adds a durable soft or hard canon constraint. It always asks the human for confirmation because later continuity checks will enforce it.",
      "inputSchema": {
        "type": "object",
        "properties": {
          "text": {
            "type": "string",
            "description": "Constraint in natural language."
          },
          "severity": {
            "type": "string",
            "enum": [
              "soft",
              "hard"
            ]
          }
        },
        "required": [
          "text",
          "severity"
        ],
        "additionalProperties": false
      }
    }