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Spawn a character in the live game

dos2_live_spawn

Creates a new character on the loaded level in the running game at world coordinates or beside another character, returning its GUID and state for live Game Master control.

Instructions

Creates a new character on the level loaded in the running game, at a point or next to another character. Each call adds one more character, so repeating it makes duplicates; take one away with dos2_live_stage.

From a GM template only the model, level, alignment and name are used: its stat edits, skills and items are NOT
applied this way (placing it from the game's "Creatures and Items" panel applies them). During the Game Master
pause the character is created at once but moves into place only after unpausing: the result then has
applies_on_unpause=true and its position still reads 0, 0, 0. Needs the bridge (see dos2_live_status). Returns
the new character's GUID and state.

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "template": "<template>"
    },
    "name": "dos2_live_spawn"
  }
}

Input Schema

NameRequiredDescriptionDefault
xNoWorld X coordinate in metres. Give all of x, y, z, or use near instead.
yNoWorld Y (height) coordinate in metres. Give all of x, y, z, or use near instead.
zNoWorld Z coordinate in metres. Give all of x, y, z, or use near instead.
dxNoOffset in metres along X from the near character (default 1.5). Ignored without near.
dzNoOffset in metres along Z from the near character (default 0). Ignored without near.
nameNoName shown above the head. Defaults to the GM template's name.
nearNoPlace relative to this character (GUID or name) instead of giving x, y, z.
levelNoCharacter level. Defaults to the GM template's level.
campaignNoCampaign that holds the GM template named in template. Not needed for a root template GUID.
templateYesRoot template GUID, or the name of a saved GM NPC template (then campaign is required).
alignmentNo"Neutral NPC", "Evil NPC" (hostile) or "Good NPC" (ally). Defaults to the GM template's.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed11 schema fields changedv0.1.1
    • addedInput schema / properties / alignment / description
      Added value: +"\"Neutral NPC\", \"Evil NPC\" (hostile) or \"Good NPC\" (ally). Defaults to the GM template's."
    • addedInput schema / properties / campaign / description
      Added value: +"Campaign that holds the GM template named in template. Not needed for a root template GUID."
    • addedInput schema / properties / dx / description
      Added value: +"Offset in metres along X from the near character (default 1.5). Ignored without near."
    • addedInput schema / properties / dz / description
      Added value: +"Offset in metres along Z from the near character (default 0). Ignored without near."
    • addedInput schema / properties / level / description
      Added value: +"Character level. Defaults to the GM template's level."
    • addedInput schema / properties / name / description
      Added value: +"Name shown above the head. Defaults to the GM template's name."
    • addedInput schema / properties / near / description
      Added value: +"Place relative to this character (GUID or name) instead of giving x, y, z."
    • addedInput schema / properties / template / description
      Added value: +"Root template GUID, or the name of a saved GM NPC template (then campaign is required)."
    • addedInput schema / properties / x / description
      Added value: +"World X coordinate in metres. Give all of x, y, z, or use near instead."
    • addedInput schema / properties / y / description
      Added value: +"World Y (height) coordinate in metres. Give all of x, y, z, or use near instead."
    • addedInput schema / properties / z / description
      Added value: +"World Z coordinate in metres. Give all of x, y, z, or use near instead."
  2. First observedv0.1.0

TDQS

A4/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already declare readOnlyHint=false and idempotentHint=false, and the description usefully explains the consequence (duplicate characters on repeat). It also discloses real behavioral quirks: GM templates only apply model/level/alignment/name, and during GM pause the spawn exists immediately but reports position 0,0,0 with applies_on_unpause=true until unpause. However, it omits return detail beyond GUID and state.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loads the core action, then packs cautions into dense but purposeful sentences. Parentheticals and the pause explanation are slightly crowded but each carries needed information.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a non-idempotent mutation tool with no output schema, it covers prerequisites (bridge via dos2_live_status), duplicate side effects, template limitation, the pause edge case, and the return value, leaving no material gap for correct invocation.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so all 11 parameters are already documented, including x/y/z vs near and campaign requirements. The description adds some constraint semantics by naming which fields take effect for GM templates (model, level, alignment, name), but otherwise repeats schema content.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource ('Creates a new character on the level loaded in the running game') plus placement scope ('at a point or next to another character'), and differentiates from the removal sibling by naming dos2_live_stage.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Warns that each call adds a character so repeats create duplicates, and routes removal to dos2_live_stage; also contrasts with the game's 'Creatures and Items' panel for full template application. Lacks explicit guidance on point-vs-near choice beyond what the schema already says.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.