@starreel/mcp 0.1.149 → 0.1.151

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package/SKILL.md CHANGED
@@ -565,6 +565,27 @@ content that will be rejected.
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  lets it through). Relay your QC findings to the user verbatim. Listing a
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  `ref` you never opened is signing off on the user's money.
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+ **Script QC is an assessment with suggestions the user decides on.** At the
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+ script layer the materials include the user's own draft (`script:original`)
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+ as well as the rewrite (`script`). Assess the user's draft itself first —
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+ clarity of the main line, character motivation, conflict and reversals,
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+ pacing, plot holes, whether it can actually be shot — then check the
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+ rewrite. Every problem goes into `submit_qc_report.suggestions` with a
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+ `problem` and a concrete `proposal` (plus `before` / `after` when the fix is
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+ a text change); this is required at the script layer whenever you report
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+ issues (`agent_qc.suggestions_required`). The response numbers them
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+ (`s1`, `s2`, …). Present the assessment and each suggestion to the user and
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+ let them choose: adopt some, apply all directly, or change nothing and move
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+ on (`acknowledge_review: true` if the verdict was `issues`). Never choose
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+ for them and never edit without asking. Edits change the script, so run
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+ `review_script` and QC again afterwards.
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+
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+ At the asset layer, besides "is it the same person", check the character
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+ sheet itself (all angles present, consistent proportions and outfit, sound
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+ anatomy, single figure, no text) and whether each prop and scene plate makes
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+ sense in the story — the materials carry `used_in_shots`; read those shots
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+ (`get_storyboards`) and the era contract (`get_era_contract`).
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+
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  The per-shot tools are gated too (since 2026-10-14). A whole episode driven
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  shot by shot through `generate_shot_frame` / `regenerate_shot_video` used to
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  touch none of the gates; now each takes the same `review_token` as its batch
@@ -1200,6 +1221,17 @@ to close") tells the vendor to fit that entire sequence into each 3-second shot.
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  (`active_wardrobe_id` / `appearances[].wardrobeAssetId`), not prose in the
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  shot description — editing the text via `update_shot` and leaving the binding
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  alone leaves the character in the old outfit.
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+ To set, **override or clear** one shot's binding directly (no LLM, free), use
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+ `update_shot`: `active_wardrobe_id` (one outfit for the whole shot; `null`
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+ clears it) for single-character shots, and `appearance_wardrobes:
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+ [{character_id, wardrobe_id|null}]` when several characters share the frame
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+ and each wears their own. The apply tools only *fill gaps* (they never
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+ overwrite an existing choice and cannot clear), and their `items` can also be
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+ written by hand without running `build_wardrobe_timeline`. Read the result
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+ back from `get_storyboards` (`active_wardrobe_id`, `appearance_wardrobes`);
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+ `appearance_wardrobes_effective: false` in the reply means the drama has not
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+ yet enabled per-character wardrobe reads, so prefer `active_wardrobe_id` for a
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+ single-character shot. Never send the customer to the web editor for this.
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  - **Continuity ledger**: `get_world_state` (which props / garments / injuries
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  are tracked, and where two shots disagree), `rebuild_world_state` (LLM,
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  **billed** — rerun it when `stale=true`), `add/delete_world_state_event`