MythxEngine
NPM · @MYTHXENGINE/MCP-SERVER · 2 COMPONENTS · SCANNED AUG 3
Tabletop RPG engine over MCP: dice, combat, stress, clocks, world generation, four bundled worlds
Available components
How this component scores in each security and reliability category. Every signal is checked automatically from public evidence about the published package, including repeated runs of it in an isolated sandbox, and we only credit what we can confirm. How we score →
Supply Chain Security87
- No malware found by supply-chain analysis.Pass
- Only part of the dependency tree could be resolved (96 of 100), so this covers what we could see, not the whole tree.Partial
- No install/post-install scripts declared.Pass
- Only part of the dependency tree could be resolved (96 of 100), so this covers what we could see, not the whole tree. View diagnostics → Partial
Provenance & Transparency97
- Source repository is publicly reachable at the declared URL. View diagnostics → Pass
- Cryptographically verified build provenance (signed, bound to protoLabsAI/mythx-mcp). View diagnostics → Pass
- Clear OSI-approved license (MIT).Pass
- Actively maintained (last published 22 days ago).Pass
- Disclosure check failed: no security disclosure policy was found in the source repository. See how to fix → Fail
Schema Quality & AI Usability44
- 0% of prompts and resources have a non-trivial description (not blank, and not just the item's name).Fail
- AI-judged instruction clarity (good).Pass
- Tool/resource definitions use about 12305 tokens (~75/item across 164 items; 158 tools + 6 resources), lean.Pass
- Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management23
- Stability observed for 7 of 30 days with no destabilising changes; credit accrues until the full window elapses.Partial
Tool Coverage100
- 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
- 99% of tool parameters carry a description.Partial
Capabilities100
- Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
Add this component to your MCP client. Where a client-specific snippet is available, pick your client below and copy it straight into your config; otherwise use the connection detail shown.
npm · @mythxengine/mcp-server
claude mcp add protolabsai-mythxengine -- npx -y @mythxengine/mcp-server
codex mcp add protolabsai-mythxengine -- npx -y @mythxengine/mcp-server
{
"$schema": "https://opencode.ai/config.json",
"mcp": {
"protolabsai-mythxengine": {
"type": "local",
"command": [
"npx",
"-y",
"@mythxengine/mcp-server"
],
"enabled": true
}
}
} openclaw mcp add protolabsai-mythxengine --command npx --arg -y --arg @mythxengine/mcp-server
mcp_servers:
protolabsai-mythxengine:
command: "npx"
args: ["-y", "@mythxengine/mcp-server"] {
"mcpServers": {
"protolabsai-mythxengine": {
"command": "npx",
"args": [
"-y",
"@mythxengine/mcp-server"
]
}
}
} Every change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.
- 3 Aug 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 20 to 23. That category is still filling its 30-day observation window: 6 days of observed history at the previous scan, 7 at this one. The score rises as the window fills, whether or not the server changes.
- 2 Aug 26 +67
- Install scripts: unverified → pass ▲ security
- Provenance: unverified → pass ▲ security
- Known CVEs: unverified → partial ▲ security
- Malware scan: unverified → pass ▲ security
- The attested source repository moved: protoLabsAI/mythx-mcp security
- Schema quality: unverified → good ▲ functional
- Tool coverage: unverified → 100 ▲ functional
- License: unverified → pass ▲ functional
- Schema quality: unverified → 0 ▲ functional
- Dependency health: unverified → partial ▲ functional
- Stability: unverified → 0.20 ▲ functional
- Maintenance: unverified → pass ▲ functional
- MCP protocol: unverified → pass ▲ functional
- Licence: MIT functional
- 31 Jul 26 −21
- We updated how we score, so this day's move reflects our rubric, not a change to the server See what changed → functional
- 30 Jul 26 −18
- Malware scan: pass → unverified ▼ security
- 27 Jul 26 44
First indexed and scored.
Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.
Captured 3 Aug 2026 · Analysed npm/@mythxengine/[email protected]
Provenance verified
Ecosystem: npm · Outcome: verified
Reason: verified
- Source repo:
- protoLabsAI/mythx-mcp
- Certificate issuer:
- https://token.actions.githubusercontent.com
- Certificate SAN:
- https://github.com/protoLabsAI/mythx-mcp/.github/workflows/release.yml@refs/tags/v0.3.0
- Rekor log index:
- 2148358974
- Predicate type:
- https://slsa.dev/provenance/v1
- Subject digest:
- sha512:76d0217672d7803fdb6639fbbe58ea06794d12571f3cbf4ca78491690cbd6d7554fcae41ea3eb7cd6e8873ffa915ff4bd9d457a393bd78aa1cfb9c608
- Discovery method:
- attestation_endpoint
Dependencies 96 packages
96 packages in the resolved dependency tree · 96 deprecated · 29 stale.
The dependency tree was only partially resolved, so these counts may be incomplete.
The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability.
mystify_content ~60
Break complete information into mysterious fragments, creating revelatory discovery.
| Name | Type | Req | Description |
|---|---|---|---|
| fragmentCount | number | yes | How many pieces (2-6) |
| fullRevelation | string | yes | Complete information to fragment |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
next_turn ~26
Advance to the next turn in combat
| Name | Type | Req | Description |
|---|---|---|---|
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
pause_clock ~44
Pause an active clock. Time-based triggers will not fire while paused.
| Name | Type | Req | Description |
|---|---|---|---|
| clockId | string | yes | Clock ID to pause |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
personalize_content ~59
Connect abstract information to a PC's backstory, making it personally relevant.
| Name | Type | Req | Description |
|---|---|---|---|
| characterId | string | yes | PC to connect it to |
| content | string | yes | The information or event to personalize |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
push_roll ~156
Spend 2 stress to add +1d6 bonus to a failed or partial roll. Can trigger trauma if stress exceeds max. Returns an envelope with `outcome` ('pushed' or 'trauma_gained') and a one-line `summary` as the headline; mechanical detail is in `result` (including `previousOutcome` → `newOutcome`, the re-derived outcome tier for the pushed margin), stress/trauma changes in `state_delta`.
| Name | Type | Req | Description |
|---|---|---|---|
| characterId | string | yes | Character spending stress to push |
| originalMargin | number | yes | The original margin (roll - difficulty) |
| originalRoll | number | yes | The original roll total to add bonus to |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
quick_research ~143
Fast deterministic world pack lookup. Use for finding monsters, NPCs, locations, items, etc. Automatically detects entity type and does fuzzy name matching. Pure function lookup (~5ms) with no LLM overhead.
| Name | Type | Req | Description |
|---|---|---|---|
| entityType | string | — | Entity type hint (optional, will auto-detect if not provided) |
| includeSecrets | boolean | — | Whether to include GM-only information (default: true) |
| query | string | yes | Search query - can be entity name, ID, or natural language |
| resolveReferences | boolean | — | Whether to resolve cross-references (default: true) |
| worldPackId | string | yes | World pack ID to search |
No output schema declared.
No examples provided.
record_null_result ~76
Log a search that found nothing. Critical for hypothesis testing.
| Name | Type | Req | Description |
|---|---|---|---|
| investigationId | string | yes | Investigation ID |
| location | string | — | Where they searched |
| meaning | string | yes | GM note: why nothing was found |
| search | string | yes | What they searched for |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
recover_stress ~87
Recover stress during rest. Short rest recovers 2 stress, long rest recovers all stress.
| Name | Type | Req | Description |
|---|---|---|---|
| bonuses | number | — | Additional recovery from abilities, conditions, or circumstances |
| characterId | string | yes | Character recovering stress |
| restType | string | yes | Type of rest (short=2 stress, long=all stress) |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
remove_condition ~83
Remove a condition from a character. Accepts the condition id OR its display name (case-insensitive). No-op if the condition isn't on the character.
| Name | Type | Req | Description |
|---|---|---|---|
| characterId | string | yes | Character losing the condition |
| condition | string | yes | Condition to remove — accepts the condition id OR display name (case-insensitive). |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
remove_deadline ~37
Remove a deadline by ID
| Name | Type | Req | Description |
|---|---|---|---|
| deadlineId | string | yes | Deadline ID to remove |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
remove_item ~89
Remove an item from a character's inventory. For stackable items, can remove a specific quantity. Automatically unequips if equipped.
| Name | Type | Req | Description |
|---|---|---|---|
| characterId | string | yes | Character ID |
| itemId | string | yes | Item instance ID to remove |
| quantity | integer | — | Quantity to remove (for stackable items). Removes all if not specified. |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
request_player_input ~77
Mark a human player as awaiting input for their turn
| Name | Type | Req | Description |
|---|---|---|---|
| choices | array | — | Optional preset choices |
| context | string | — | Additional context (scene, situation) |
| playerId | string | yes | Player ID |
| prompt | string | yes | What we're asking the player to decide |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
resist_consequence ~264
Spend stress to reduce a consequence. Roll ability to potentially reduce cost. Minor=1, Moderate=2, Severe=3 base cost. Pass `damage` when the consequence is HP damage — the tool then applies the mechanical effect itself (successful resist halves it, failed resist lands in full; set `alreadyApplied` if the damage already hit HP so it refunds the reduction). Returns an envelope with `outcome` ('reduced', 'absorbed', or 'trauma_gained') and a one-line `summary` as the headline; stress/trauma/HP changes in `state_delta`.
| Name | Type | Req | Description |
|---|---|---|---|
| characterId | string | yes | Character resisting the consequence |
| consequence | string | — | Description of the consequence being resisted |
| damage | object | — | Mechanical damage consequence. When provided the tool applies the resist result to HP itself: a successful resist halves the damage (rounded down — 1 becomes 0), a failed resist lets it land in full.… |
| resistAbility | string | yes | Ability to roll for potential cost reduction |
| sessionId | string | yes | Session ID |
| severity | string | yes | Severity of consequence to resist (affects stress cost) |
No output schema declared.
No examples provided.
resume_clock ~35
Resume a paused clock.
| Name | Type | Req | Description |
|---|---|---|---|
| clockId | string | yes | Clock ID to resume |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
resume_generation ~55
Resume an interrupted world generation session. Analyzes session state to report progress and optionally reset incomplete steps.
| Name | Type | Req | Description |
|---|---|---|---|
| reconstruct | boolean | — | If true, reset incomplete steps to allow retry |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
reveal_clock ~76
Make a hidden situation clock visible to players on their HUD. Call this exactly when your narration reveals the threat or deadline to the players — not before. Until revealed, clocks are GM-only state and may tick in secret.
| Name | Type | Req | Description |
|---|---|---|---|
| clockId | string | yes | Clock ID to reveal to players |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
reveal_clue ~52
Mark a portable clue as discovered.
| Name | Type | Req | Description |
|---|---|---|---|
| clueId | string | yes | Clue ID to reveal |
| sessionId | string | yes | Session ID |
| via | string | yes | How it was revealed (description) |
No output schema declared.
No examples provided.
reveal_lead ~87
Mark a lead as discovered by the players.
| Name | Type | Req | Description |
|---|---|---|---|
| discoveredByPlayerId | string | — | Player ID of the PC who discovered this lead (for asymmetric knowledge) |
| discoveryContext | string | — | Additional context about discovery |
| discoveryMethod | string | yes | How it was discovered |
| leadId | string | yes | Lead ID to reveal |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
roll_custom_test ~96
Perform a custom test defined in the world pack rules (e.g., panic check, sanity roll). Returns success/failure, any table rolls, and effects to apply.
| Name | Type | Req | Description |
|---|---|---|---|
| characterId | string | yes | Character performing the test |
| modifiers | number | — | Additional modifiers |
| sessionId | string | yes | Session ID |
| testId | string | yes | Custom test ID (e.g., 'panic', 'sanity_check') |
No output schema declared.
No examples provided.
roll_dice ~88
Roll dice using standard notation (e.g., '2d6+3', 'd20', '4d6'). Optionally use session RNG for determinism.
| Name | Type | Req | Description |
|---|---|---|---|
| expression | string | yes | Dice expression like '2d6+3', 'd20', '1d8-1' |
| sessionId | string | — | Optional session ID to use session RNG for determinism |
No output schema declared.
No examples provided.
roll_initiative ~31
Roll initiative for all combatants and set turn order
| Name | Type | Req | Description |
|---|---|---|---|
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
roll_test ~289
Perform a skill or ability test for a character. Rolls d20 + ability + skill + modifiers vs difficulty. Supports advantage/disadvantage. Returns an envelope with `outcome` (five-tier) and a one-line `summary` as the headline; mechanical detail is in `result`, follow-up moves in `suggested_next`.
| Name | Type | Req | Description |
|---|---|---|---|
| ability | string | — | Ability to use (optional, defaults to skill's ability or WIT) |
| advantageSources | array | — | Sources granting advantage (e.g., 'flanking', 'high ground') |
| autoTickClockIds | array | — | Clock IDs to automatically tick on partial/failure outcomes |
| characterId | string | yes | Character performing the test |
| difficulty | string | — | Difficulty level: easy (DC 8), standard (DC 12, default), hard (DC 16), extreme (DC 20). For an exact custom DC, use roll_custom_test instead. |
| disadvantageSources | array | — | Sources granting disadvantage (e.g., 'darkness', 'wounded') |
| effectLevel | string | — | Effect level (impact): limited, standard (default), great |
| modifiers | array | — | Additional modifiers |
| position | string | — | Position (risk level): controlled, risky (default), desperate |
| sessionId | string | yes | Session ID |
| skill | string | — | Skill to use (optional) |
No output schema declared.
No examples provided.
save_book_result ~52
Save generated book content to a file.
| Name | Type | Req | Description |
|---|---|---|---|
| bookType | string | yes | Type of book being saved |
| content | string | yes | The generated book content |
| packId | string | yes | World pack ID |
No output schema declared.
No examples provided.
save_generation_result ~76
Save LLM-generated content back to the session. Call this after executing a generation prompt. Accepts JSON or XML formatted results.
| Name | Type | Req | Description |
|---|---|---|---|
| result | — | — | The LLM-generated result (JSON object or XML string) |
| sessionId | string | yes | Session ID |
| stepId | string | yes | Step ID from the generation tool response |
No output schema declared.
No examples provided.
save_rulebook_result ~31
Save the generated rulebook content to files.
| Name | Type | Req | Description |
|---|---|---|---|
| content | string | yes | The generated rulebook content |
No output schema declared.
No examples provided.
scale_encounter ~61
Adjust the difficulty of an existing encounter.
| Name | Type | Req | Description |
|---|---|---|---|
| encounterId | string | yes | Encounter ID to scale |
| method | string | — | How to adjust difficulty |
| sessionId | string | yes | Session ID |
| targetDifficulty | string | yes | New target difficulty |
No output schema declared.
No examples provided.
search_leads ~38
Search for leads by keyword across all lead information.
| Name | Type | Req | Description |
|---|---|---|---|
| query | string | yes | Search query |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
search_notes ~51
Search session notes by keyword or tags
| Name | Type | Req | Description |
|---|---|---|---|
| query | string | yes | Search query (searches content) |
| sessionId | string | yes | Session ID |
| tags | array | — | Filter by tags (optional) |
No output schema declared.
No examples provided.
sell_item ~103
Sell an item from the character's inventory for gold. Default sell price is 50% of item value.
| Name | Type | Req | Description |
|---|---|---|---|
| characterId | string | yes | Character who is selling |
| inventoryItemId | string | yes | ID of the item in the character's inventory |
| quantity | integer | — | Quantity to sell |
| sellPriceOverride | integer | — | Override sell price per unit (default: 50% of item value) |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
set_party_location ~72
Update the session's current party location. The locationId must exist in the active world pack. Drives the persistent scene panel in the UI.
| Name | Type | Req | Description |
|---|---|---|---|
| locationId | string | yes | Id of the location the party is now at — must exist in the active world pack |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
set_play_mode ~79
Set the play mode for a session. 'interactive' prompts the player for decisions, 'auto' plays all characters autonomously. Persists across context compaction.
| Name | Type | Req | Description |
|---|---|---|---|
| mode | string | yes | Play mode: 'interactive' prompts the player for actions, 'auto' plays all characters autonomously |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
set_time ~64
Sets game time (for initialization/GM override)
| Name | Type | Req | Description |
|---|---|---|---|
| day | number | — | Day number (1+) |
| hour | number | — | Hour (0-23) |
| minute | number | — | Minute (0-59) |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
start_augmentation ~80
Start adding new content to an existing world pack. Returns generation prompts for the requested content types.
| Name | Type | Req | Description |
|---|---|---|---|
| locationContext | string | — | Location ID or description for contextual content |
| packId | string | yes | World pack ID to augment |
| request | object | yes | Content counts to generate |
| theme | string | — | Theme or focus for new content |
No output schema declared.
No examples provided.
start_combat ~139
Initialize combat with characters and enemies. Returns an envelope with `outcome: 'combat_started'` and a one-line `summary` as the headline; combatant lists in `result`, combat state in `state_delta`. Always follow with `roll_initiative` (also surfaced in `suggested_next.next_action`).
| Name | Type | Req | Description |
|---|---|---|---|
| characterIds | array | yes | Character IDs participating in combat |
| enemies | array | — | Inline enemy definitions — creates enemies automatically. Use this instead of pre-creating enemies with create_character. |
| enemyIds | array | — | IDs of enemies already in the session |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
start_dialogue ~111
Start a structured NPC dialogue. Loads NPC data from the world pack, sets the UI to dialogue stage with portrait and response choices.
| Name | Type | Req | Description |
|---|---|---|---|
| context | string | — | Additional context for the encounter (e.g., 'player just saved them') |
| greeting | string | — | Custom greeting text (overrides auto-generated greeting) |
| npcId | string | yes | NPC ID from world pack |
| responses | array | — | Custom response choices (overrides role-based defaults) |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
start_investigation ~89
Begin tracking a mystery. Define the truth (GM-only) to enable hypothesis testing.
| Name | Type | Req | Description |
|---|---|---|---|
| name | string | yes | Investigation name |
| openQuestions | array | — | Initial questions to answer |
| sessionId | string | yes | Session ID |
| situationIds | array | — | Related situation IDs |
| truth | object | yes | The truth of the mystery (GM-only, used for hypothesis testing) |
No output schema declared.
No examples provided.
start_situation_clock ~117
Start a situation clock. The clock tracks what happens if PCs don't intervene.
| Name | Type | Req | Description |
|---|---|---|---|
| clockId | string | — | Optional clock ID if situation has multiple clocks |
| playerVisible | boolean | — | Whether players can see this clock on their HUD. Defaults to false — clocks are GM-state and revealing them at start is a spoiler. Leave hidden and call reveal_clock when the fiction surfaces the thr… |
| sessionId | string | yes | Session ID |
| situationId | string | yes | Situation ID containing the clock |
No output schema declared.
No examples provided.
start_turns ~63
Begin turn-based coordination for multi-player gameplay
| Name | Type | Req | Description |
|---|---|---|---|
| playerIds | array | — | Specific player IDs for turn order (default: all PC players) |
| sessionId | string | yes | Session ID |
| strategy | string | — | Turn strategy (default: round_robin) |
No output schema declared.
No examples provided.
submit_ai_player_action ~65
Record an AI player's decided action
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | The action the AI decided on |
| playerId | string | yes | AI player ID |
| reasoning | string | — | Brief reasoning for the choice (optional) |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
submit_player_action ~48
Record a human player's chosen action
| Name | Type | Req | Description |
|---|---|---|---|
| action | string | yes | The action the player chose |
| playerId | string | yes | Player ID |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
suggest_clue_delivery ~79
Get suggestions for how to naturally deliver a clue in the current context.
| Name | Type | Req | Description |
|---|---|---|---|
| clueId | string | yes | Clue ID |
| currentActivity | string | — | What's happening now |
| currentLocationId | string | — | Current location |
| presentNpcIds | array | — | NPCs present |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
suggest_investigation_steps ~39
Get suggestions for moving the investigation forward.
| Name | Type | Req | Description |
|---|---|---|---|
| investigationId | string | yes | Investigation ID |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
suggest_lead_opportunity ~55
Suggest ways to naturally surface leads pointing to a target situation. Supports the Three Clue Rule.
| Name | Type | Req | Description |
|---|---|---|---|
| sessionId | string | yes | Session ID |
| targetSituationId | string | yes | Situation ID to find leads for |
No output schema declared.
No examples provided.
suggest_scene_cut ~87
Recommend how to transition to the next meaningful moment. Based on the Alexandrian principle: 'Cut to the next meaningful choice.'
| Name | Type | Req | Description |
|---|---|---|---|
| currentLocation | string | yes | Where the scene is taking place |
| includeInterruptions | boolean | — | Whether to suggest interruptions |
| partyIntention | string | yes | What the party is trying to do |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
take_rest ~168
Initiate a rest sequence for the party. Recovers HP and stress, advances game time, and optionally clears conditions. Sets the UI stage to 'rest'. Returns an envelope with `outcome` ('short_rest', 'long_rest', or 'camp_rest') and a one-line `summary` as the headline; per-character mechanics in `result.results`, totals in `state_delta`.
| Name | Type | Req | Description |
|---|---|---|---|
| flavor | string | — | Flavor text for the rest scene |
| location | string | — | Where the party is resting |
| restType | string | yes | Type of rest: short (1h, 25% HP, 1 stress), long (8h, 50% HP, 2 stress), camp (12h, full recovery) |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
test_hypothesis ~87
Record the result of testing a hypothesis. Supports the 'null result' principle.
| Name | Type | Req | Description |
|---|---|---|---|
| hypothesisId | string | yes | Hypothesis ID |
| investigationId | string | yes | Investigation ID |
| result | string | yes | Result: supports, refutes, or inconclusive |
| sessionId | string | yes | Session ID |
| test | string | yes | What was done to test it |
No output schema declared.
No examples provided.
tick_clock ~90
Manually advance a clock to its next stage. Use for event-based triggers or GM override.
| Name | Type | Req | Description |
|---|---|---|---|
| clockId | string | yes | Clock ID to advance |
| reveal | boolean | — | Also make the clock player-visible (tick-and-reveal in one call). Defaults to false — ticking does NOT reveal a hidden clock, so hidden doom can advance off-screen. |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
transfer_item ~111
Transfer an item between characters or to/from party inventory. Automatically unequips if the item is equipped.
| Name | Type | Req | Description |
|---|---|---|---|
| fromCharacterId | string|null | yes | Source character ID (null = from party inventory) |
| itemId | string | yes | Item instance ID to transfer |
| quantity | integer | — | Quantity to transfer (for stackable items). Transfers all if not specified. |
| sessionId | string | yes | Session ID |
| toCharacterId | string|null | yes | Destination character ID (null = to party inventory) |
No output schema declared.
No examples provided.
treasurify_information ~63
Package information as a valuable discovery - a physical item, document, or reward.
| Name | Type | Req | Description |
|---|---|---|---|
| context | string | yes | Current situation for context |
| information | string | yes | The lore or plot point to make valuable |
| sessionId | string | yes | Session ID |
No output schema declared.
No examples provided.
unequip_item ~57
Unequip an item from an equipment slot. The item remains in inventory.
| Name | Type | Req | Description |
|---|---|---|---|
| characterId | string | yes | Character ID |
| sessionId | string | yes | Session ID |
| slot | string | yes | Equipment slot to unequip from |
No output schema declared.
No examples provided.