Author or edit a SillyTavern-compatible 角色卡 / character card (V2/V3 spec) directly inside a NeonRP project. Use when the user asks to write a tavern character card, convert a NeonRP character entity into a shareable tavern card, or fix schema issues in an existing card. Distinct from tavern-game-import, which converts…
Schema-aware workflow for creating or updating WorldLines game entities (JSON files under game/). Use when adding/editing NPCs, locations, items, quests, or fixing validation errors in entity files.
Scaffold a WorldLines soul folder (角色灵魂包) — a self-contained character bundle that lives under souls/ / with persona kernel, RPG mechanics, behaviour rules, seeded memory, and the 6 soul-agent manifest. Use when creating a new soul / character that will inhabit a world. Multi-soul → one-world framework.
Author or edit a SillyTavern-compatible 世界卡 / world book (V2/V3 spec) directly inside a NeonRP project. Use when the user asks to build, expand, or fix lorebook entries, world cards, characterbook payloads, or tavern-style world packages. Distinct from tavern-game-import, which converts an existing card into a…
Project-specific instructions for WorldLines, a workbench for creating role cards and world cards, including its structure, available skills, usage, and architecture.
A Claude Code instruction file for the LudicDynamics/WorldLines project. It explains the project structure, available skills, working methods, and the background architecture for creating character and world cards.
A crisis and conflict adjudication agent for Kagurajima, covering situations outside dungeon combat. It decides outcomes for attacks, physical conflicts, danger, and the time pressure of treating Tsubasa’s blood loss.
A background-NPC generator for Kagurajima. It creates unnamed people such as fishermen, festival helpers, and children, without changing the named cast managed by character agents.
A rules-referee agent for non-combat decisions in a Call of Cthulhu-style system, a tabletop game that uses skill, sanity, and related checks. It also handles common-sense and taboo decisions, where breaking a taboo has lasting effects.
A fallback story-narrative agent for Kagurajima. When a player enters content that has not been written, it provides restrained second-person Japanese-style mystery description without changing established canon.
A town and location agent for Kagurajima, including the 潮待ち茶屋 teahouse. It handles navigation, shops, information gathering, and short interactions, while named characters remain controlled by their own agents.
A world-state and turn-management agent for the Kagurajima setting. It sends each turn to the active character agents, combines their results, and closes the turn with the final story.
An island-map agent for Kagurajima. It tracks which of 15 locations have been discovered, their danger and other status, and the connections between them.
A set of rules for agents that represent individual characters, called souls. Each soul can change only its own memory, mood, and state; the world agent records changes to the shared world, and a soul can report important events to it.
A private-mind agent for one named character at a time. It reacts only from that character’s personal point of view and must be given the character’s ID.
An independent mind for a single named non-player character, or NPC—a character controlled by the game rather than the player. It responds from that character's point of view when deeper dialogue or reactions are needed.
A combat rules agent for turn-based fights using twenty-sided dice. It calculates whether attacks hit, how much damage they cause, and how status effects work.
A dungeon exploration agent for navigating rooms and handling encounters, traps, searches, and boss events. A world agent calls it when the game is in a dungeon area.
An event record keeper that maintains the official story history, often called canon. It is used only by the CC template; the NeonRP engine handles this work in other modes.
A relationship-judgment agent for a story about players forming bonds with princes. Given a player's words or actions, the current relationship value, and the prince's personality, it returns structured changes and internal reasoning as JSON.