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dungeon-crawl-wheat.vercel.app

dungeon-crawl-wheat.vercel.app

live Unverified (seed import) Media & Personal 5 tools imperative implementation

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

act imperative

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

PropertyTypeRequiredDescription
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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