@starreel/mcp 0.1.149 → 0.1.151
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/SKILL.md +32 -0
- package/dist/i18n/tools.zh-CN.json +19 -19
- package/dist/tools/produce.js +56 -10
- package/openapi.json +155 -22
- package/package.json +1 -1
- package/server.json +2 -2
package/SKILL.md
CHANGED
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@@ -565,6 +565,27 @@ content that will be rejected.
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565
565
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lets it through). Relay your QC findings to the user verbatim. Listing a
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566
566
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`ref` you never opened is signing off on the user's money.
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567
567
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568
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+
**Script QC is an assessment with suggestions the user decides on.** At the
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569
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script layer the materials include the user's own draft (`script:original`)
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570
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as well as the rewrite (`script`). Assess the user's draft itself first —
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571
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clarity of the main line, character motivation, conflict and reversals,
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572
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pacing, plot holes, whether it can actually be shot — then check the
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573
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rewrite. Every problem goes into `submit_qc_report.suggestions` with a
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574
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`problem` and a concrete `proposal` (plus `before` / `after` when the fix is
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575
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a text change); this is required at the script layer whenever you report
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576
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issues (`agent_qc.suggestions_required`). The response numbers them
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577
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(`s1`, `s2`, …). Present the assessment and each suggestion to the user and
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578
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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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582
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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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585
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anatomy, single figure, no text) and whether each prop and scene plate makes
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586
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sense in the story — the materials carry `used_in_shots`; read those shots
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587
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(`get_storyboards`) and the era contract (`get_era_contract`).
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588
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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
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@@ -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`
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