dungeon-crawl-wheat.vercel.app
Dungeon Crawl
First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com
Answer 1 · Act 4 · Transact 0 · Score: Not yet scored
Tool inspector
spawn_encounter
Put a new challenge in the room the player is standing in. Difficulty is optional — leave it out and the game picks from how the player is actually doing (health, level, how many rounds have gone badly in a row). If you do ask, you can always ask for less than the game suggests, never more: a request above the ceiling is lowered and the result tells you why, so read suggested_difficulty from get_game_state first. Returns what the player now faces.
Input schema
| Property | Type | Required | Description |
|---|---|---|---|
type |
string | yes | combat arms an enemy the player must fight; puzzle poses a question they must answer; discovery puts something in the room to find. |
difficulty |
string | no | Optional. Scales enemy health and damage, or what a find is worth. Omit to let the game choose for the player’s current state. |
enemy_name |
string | no | Optional, combat only. Rename the thing you are spawning to fit the room you are in — "the verger who kept the keys", not "Goblin 2". The numbers stay the game’s. |
intro_text |
string | no | Optional, combat only. The sentence that introduces it — how it arrives, what the player notices first. Write this whenever you are spawning into a room you invented, or the house entrance will describe furniture that room does not have. |
hit_text |
string | no | Optional, combat only. One sentence the player reads each round the fight continues. Present tense, second person, concrete: wet stone, cold iron, a voice that is nearly right. No gore for its own sake, no generic fantasy, no adjectives doing the work of a noun. |
kill_text |
string | no | Optional, combat only. One or two sentences for the moment it goes down. Same voice as hit_text. Let it be quiet rather than loud. |
Raw JSON schema
{
"type": "object",
"properties": {
"type": {
"type": "string",
"enum": [
"combat",
"puzzle",
"discovery"
],
"description": "combat arms an enemy the player must fight; puzzle poses a question they must answer; discovery puts something in the room to find."
},
"difficulty": {
"type": "string",
"enum": [
"easy",
"medium",
"hard"
],
"description": "Optional. Scales enemy health and damage, or what a find is worth. Omit to let the game choose for the player’s current state."
},
"enemy_name": {
"type": "string",
"description": "Optional, combat only. Rename the thing you are spawning to fit the room you are in — \"the verger who kept the keys\", not \"Goblin 2\". The numbers stay the game’s."
},
"intro_text": {
"type": "string",
"description": "Optional, combat only. The sentence that introduces it — how it arrives, what the player notices first. Write this whenever you are spawning into a room you invented, or the house entrance will describe furniture that room does not have."
},
"hit_text": {
"type": "string",
"description": "Optional, combat only. One sentence the player reads each round the fight continues. Present tense, second person, concrete: wet stone, cold iron, a voice that is nearly right. No gore for its own sake, no generic fantasy, no adjectives doing the work of a noun."
},
"kill_text": {
"type": "string",
"description": "Optional, combat only. One or two sentences for the moment it goes down. Same voice as hit_text. Let it be quiet rather than loud."
}
},
"required": [
"type"
]
}
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