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MCP tools

Every tool runs as the signed-in player and reads through the one gate (ADR 0005): only the player's own log, and only what they found unless they asked for more. Every result carries next, short instructions for Claude worked out from what the call did, and every playthrough, session, quest and item comes with its URL in the web app.

record

Files one play session: the player's words verbatim as transcript, a summary, and what was learned from it.

Anything kept takes the player's own notes (ADR 0011): their thoughts in their words, added as a new paragraph to the notes it has. A game, quest, item or codex entry also takes a description, what it is as the game says, which replaces the one it has.

  • Which playthrough: playthroughId, or game (a title). An unknown title starts a game and its playthrough NG; a label such as NG+ picks or starts that playthrough. Two playthroughs being played and no label: questlog refuses and asks Claude to ask.
  • quests: each by id or exact name in the playthrough (otherwise a new quest), with localName, giver, location, status (open, blocked, done, failed, dropped) and entries: log, next (a vague next step) or decision, each with a spoiler level (none by default; hint or full for what the player hasn't reached).
  • stats: a snapshot, { level, values: { key: number } }; a key the game hasn't had gets its English and its own name through names.
  • build: the plan: summary, mainStat, and targets as a short way to set stat goals ({ vigor: 20 }).
  • goals: long-term goals (ADR 0009), in order: kind stat (stat, target), level (target), item (item: its id or exact name) or note (text), each with an optional text saying why, a rank (1 first; default last), suggested for a goal Claude or a guide proposes and the player hasn't agreed to, and a spoiler level. A new target for a stat replaces its open goal, which is kept as dropped. id changes a goal: accept a suggestion (suggested: false), re-rank it, mark an item or note goal reached, or dropped. Stat and level goals are reached on their own when a snapshot gets there.
  • character: who the player plays in this run: name, class and localClass.
  • carryFrom: with a new label (NG+): the playthrough to take the character, the build plan and the open goals from, only when the player wants it.
  • items: the inventory (ADR 0010), by id or exact name, with kind (one of the game's inventory groups by key, name or local name; anything else adds a group at the end), quantity (how many now), attributes (its numbers by the game's names, merged), against (codex entries it works on, by id or name, with an effect from very good through good (the default), neutral and bad to very bad, and a note), location, equipped, verdict, a spoiler level and sources: the pages its facts come from, each { url, title, facts }, merged by link.
  • codex: bosses, enemies, NPCs and places met or learned about (ADR 0010): by id, or exact name within its kind (boss, enemy, npc, place; required for a new one), with localName, location, status (met, beaten, gone; beaten is dated), a boss's attempts, weaknesses and resistances (added to those it has), strategy, notes, a spoiler level and sources.
  • tags: on a quest, an item or a codex entry (ADR 0014): free names that cut across the groups (fire on a sword, a resistance pot and a boss). They replace the tags it has; left out, they stay. A name the game has a tag for already, in any case, reuses it; newTags and next say which were made.
  • itemKinds: names the game's inventory groups, since games call them differently (amulets, rings, talismans): each { key, name, localName }; a key the game has gets the names, a new one goes last.
  • notes: { game, playthrough, session }, the player's thoughts on the game as a whole, this run or this session; gameDescription says what the game is.
  • sources: the sites the player trusts for this game, each { url, title }, merged by link. Claude looks things up there (ADR 0008).

next asks Claude to read back what was filed, to check new quests against open ones, to confirm a quest marked done, to tell the player which goals the snapshot reached, to ask about suggested goals and what was carried over, and notes new stat keys, new inventory groups (to check their names with the player) and filed spoilers.

briefing

"Where was I?" for one playthrough (playthroughId, or game, or the one played most recently): the last session, the open quests (open, then waiting on the game) with their next step and last log line, the build plan with its goals (open ones in order with where the latest snapshot is, then suggestions, then what was reached) and the latest stats with their change, what is equipped, the bosses met and not beaten yet (with tries, weaknesses and counters), the player's other playthroughs, and the tags in use with their ids and counts. next names the plan in order. It never contains a spoiler.

open_threads

The quests that are open or waiting on the game, each with its whole log. reveal is none unless the player asked for hints in this conversation; hint adds hints, full everything. With a reveal, next tells Claude to warn before reading them out.

item

The player's items in one playthrough: one by name (part of it is enough, in English or the game's own language), or all of them, with the build plan, the latest stats and what is equipped, so Claude can say whether a new find fits. tag keeps only the items that carry it ("what do I have against fire?"); tags lists the tags in use. Items marked as spoilers show only with a reveal. A name the player hasn't filed returns nothing, and next asks Claude to file it with record rather than describe it from its own knowledge.

questlog never fetches a page (ADR 0008). When the player wants to know more, next tells Claude to look it up with its own web tools on the game's sources, only about what the player has found, and to file the facts in its own words with the link. Without sources, it tells Claude to suggest a site and ask whether to keep it.

codex

"How do I beat this?": the bosses, enemies, NPCs and places of a playthrough, one by name (part of it is enough, in English or the game's own language), or all of one kind, with weaknesses, resistances, the strategy, notes, sources, and counters: the player's own items rated against each, best first (very good to very bad), with how many they have. tag keeps only the entries that carry it; tags lists the tags in use. Entries marked as spoilers show only with a reveal. With the build plan, the latest stats and what is equipped. A name the player hasn't filed returns nothing, and next asks Claude to file it; for a boss or enemy nothing is known about yet, next points Claude at the game's sources and asks it to file what it finds, marked hint where it gives away more than the player has seen.

correct

Fixes or removes what was filed, in changes: each names one row by what (game, playthrough, session, quest, entry, snapshot, item, goal, codex, tag) and id, and either sets some of its fields or removes it. All changes of one call apply together or not at all.

  • What each takes: a game its title, platform, sources and itemKinds (all of them, in the player's order; a group items still use can't be left out); a playthrough its label, language, status (playing, finished, dropped), characterName, characterClass and characterLocalClass; a session its summary and playedOn (its stat snapshot moves with it); a quest its name, localName, giver, location and status; an entry its kind, text and spoiler; a snapshot its level, values (only the stats named change) and playedOn; an item its name, localName, kind, location, equipped, verdict, spoiler, sources, quantity, attributes (the whole set) and against (all of it); a codex entry its name, localName, location, status, attempts, weaknesses, resistances, strategy, notes, spoiler and sources; a goal its target, text, status (open, reached, dropped), suggested, rank and spoiler (a lowered target the latest snapshot meets is reached at once). A quest, item or codex entry also takes tags (all of them; [] takes them off), and a tag its name. Every target but an entry and a tag takes notes (all of them: this replaces them), and a game, quest, item or codex entry a description. Any other field is refused; sources replaces the whole list, so a link left out is dropped; a nullable field set to null is cleared.
  • Removing: a game or a playthrough takes everything filed in it along; a session its log entries and its snapshot, while the quests and items it started stay; a quest its entries.
  • Merging: two quests are never merged unless asked: mergeInto on a quest moves its entries to the quest it really is and removes it, and Claude passes it only after the player agreed. The same holds for tags: mergeInto on a tag moves its rows to the other tag, and remove takes it off every row. A rename to a name another tag of the game has is refused with that tag's id. A rename to a name another quest, item, game or playthrough already has is refused.

The ids come from briefing, open_threads, item and record. next asks Claude to read back each change and says that a removal can't be undone.

missed

"Did I miss anything?", only when the player asks, after Claude warned them, and at the level they agreed to: reveal is required, hint or full. questlog knows only the player's own log (values V6), so it returns:

  • leftBehind: open quests that haven't changed in the playthrough's last three sessions, in the player's own words.
  • hidden: the open quests' entries above none, the hints and spoilers Claude filed that other reads leave out.
  • hiddenItems: the items marked as hints or spoilers.

next has Claude name the threads left behind first, read out the rest one quest at a time, and, if the player wants more than their log holds, say that what follows is Claude's own knowledge of the game, at the level they asked for.