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overloaded.fpahmad36.workers.dev

overloaded.fpahmad36.workers.dev

live Unverified (seed import) Media & Personal 19 tools imperative implementation

Overloaded is a Napoleonic command game: you stand on the field while your own agent uses WebMCP to run a much larger control surface.

First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com

Answer 3 · Act 15 · Transact 1 · Score: Not yet scored

Tool inspector

update_rule

act imperative

Change any part of an order already in the book. Only the fields you send are touched.

Input schema

PropertyTypeRequiredDescription
id string yes —
enabled boolean no —
watch — no What the order is written against, and it must be one named thing: a formation name like "Alpha", a structure id like "base1", or "chest" for your own war chest. There is no wildcard.
trigger — no —
threshold number no —
actor — no Who carries the order out: a formation name like "Alpha", or a structure id like "base1" (a base can only raise men).
action — no —
place — no The ground the order aims at, always named: "attacker" for the enemy that set the watch off (only for under_fire, spotted and threatened), a formation name, a structure id, or { x, y } for a marked spot. Orders that go nowhere -- fall back, stand in reserve, raise men -- take no place.
unitType — no —
count integer no —
once boolean no —
cooldownS number no —
Raw JSON schema
{
  "type": "object",
  "additionalProperties": false,
  "required": [
    "id"
  ],
  "properties": {
    "id": {
      "type": "string"
    },
    "enabled": {
      "type": "boolean"
    },
    "watch": {
      "description": "What the order is written against, and it must be one named thing: a formation name like \"Alpha\", a structure id like \"base1\", or \"chest\" for your own war chest. There is no wildcard.",
      "anyOf": [
        {
          "type": "string"
        },
        {
          "type": "object",
          "additionalProperties": false,
          "required": [
            "kind"
          ],
          "properties": {
            "kind": {
              "enum": [
                "binding",
                "structure",
                "chest"
              ]
            },
            "ref": {
              "type": "string"
            }
          }
        }
      ]
    },
    "trigger": {
      "enum": [
        "under_fire",
        "spotted",
        "weakened",
        "arrived",
        "idle",
        "threatened",
        "supply_cut",
        "supply_restored",
        "captured",
        "lost",
        "destroyed",
        "supply_above"
      ]
    },
    "threshold": {
      "type": "number"
    },
    "actor": {
      "description": "Who carries the order out: a formation name like \"Alpha\", or a structure id like \"base1\" (a base can only raise men).",
      "anyOf": [
        {
          "type": "string"
        },
        {
          "type": "object",
          "additionalProperties": false,
          "required": [
            "kind",
            "ref"
          ],
          "properties": {
            "kind": {
              "enum": [
                "binding",
                "structure"
              ]
            },
            "ref": {
              "type": "string"
            }
          }
        }
      ]
    },
    "action": {
      "enum": [
        "move",
        "hold",
        "attack_area",
        "bombard",
        "charge",
        "retreat",
        "reserve",
        "recruit"
      ]
    },
    "place": {
      "description": "The ground the order aims at, always named: \"attacker\" for the enemy that set the watch off (only for under_fire, spotted and threatened), a formation name, a structure id, or { x, y } for a marked spot. Orders that go nowhere -- fall back, stand in reserve, raise men -- take no place.",
      "anyOf": [
        {
          "type": "string"
        },
        {
          "type": "object",
          "additionalProperties": false,
          "required": [
            "x",
            "y"
          ],
          "properties": {
            "x": {
              "type": "integer"
            },
            "y": {
              "type": "integer"
            }
          }
        }
      ]
    },
    "unitType": {
      "enum": [
        "infantry",
        "cavalry",
        "artillery"
      ]
    },
    "count": {
      "type": "integer",
      "minimum": 1,
      "maximum": 60
    },
    "once": {
      "type": "boolean"
    },
    "cooldownS": {
      "type": "number",
      "minimum": 0,
      "maximum": 600
    }
  }
}

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