Squall Studio

Read, edit and generate AI microdrama scripts, shots, characters and video in Squall Studio

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    Read, edit and generate AI microdrama scripts, shots, characters and video in Squall Studio

    Server tool list (30)

    Raw names from tools/list. Only developers need these.

    list_projectsList all projects owned by the authenticated user.
    get_projectGet one project's summary and current workflow step.
    get_project_episodesList the episodes in a project.
    get_episodeGet one episode record.
    get_episode_editorGet the full episode tree in one call: project, episode, outline, script, segments, shots, characters, looks, locations and jobs. Prefer this over several narrower calls.
    get_episode_shotsList the shots in an episode.
    list_episode_segmentsList the video segments in an episode.
    get_scene_assetsGet one scene with its shots, characters, locations and continuity references.
    get_project_scriptGet a project's full script package.
    get_project_charactersList a project's characters.
    get_characterGet one character record.
    get_character_looksList a character's looks.
    get_project_locationsList a project's locations.
    get_locationGet one location record.
    get_asset_libraryList generated assets available to a project.
    get_jobGet one generation job's status and output. Use this to poll a job returned by a generate_* tool.
    list_project_jobsList generation jobs for a project, newest first.
    list_shot_continuity_referencesList the continuity reference images attached to one shot. get_scene_assets also returns these, but only for a whole scene — use this when you need the asset ids, for example to remove one or update its guidance. Each reference's saved guidance is in metadata.continuityGuidance.
    generate_scriptWrite a full multi-episode script from a story premise. This CREATES A NEW PROJECT — it does not edit an existing one, and it takes no project_id. While the job runs, job.output carries live progress (phase, completedEpisodes, totalEpisodes). On success the new project also has its characters, locations, episodes, shots and segments seeded, ready for the other tools. Spends credits. Returns a job id — poll it with get_job.
    generate_shot_clipGenerate a video clip for a single shot (episode_shots row). Spends credits. Returns a job id — poll it with get_job.
    generate_character_imageGenerate a reference image for a character. Spends credits. Returns a job id — poll it with get_job.
    generate_location_imageGenerate a reference image for a location. Spends credits. Returns a job id — poll it with get_job.
    generate_shot_background_imageGenerate an empty background plate for one short shot. Both reference inputs steer what the plate itself looks like — layout, prop identity, materials and lighting — and are unrelated to upload_shot_continuity_reference, which guides clip generation instead. Use reference_image_asset_ids for images already in this project (find them with get_asset_library) and reference_images_base64 to send bytes you produced locally, for example a frame lifted from an earlier scene so a prop matches what is already on screen. Uploaded bytes are used for this one generation and are not kept as project assets. The location's own reference images are always included on top of both. Spends credits. Returns a job id — poll it with get_job.
    generate_episode_musicGenerate a background music track for an episode. Requires the episode to already have an assembled video. Spends credits. Returns a job id — poll it with get_job.
    update_shotOverwrite fields on one shot. Read the shot first (get_episode_shots or get_episode_editor), decide the change yourself, then send ONLY the fields you changed — omitted fields are left untouched. To change dialogue, edit camera_setup.short_shots[].dialogue_covered; never send the deprecated `dialogue` field, which can duplicate or resurrect lines. This writes immediately and cannot be undone.
    update_locationOverwrite fields on one location. Read it first (get_project_locations or get_location), then send ONLY the fields you changed — omitted fields are left untouched. IMPORTANT: a location is usually shared by several scenes across episodes, so this edit changes every scene that uses it. Check where it is used first; if the change is meant for one scene only, it needs a NEW location rather than an edit to this one. Editing name, short_description, visual_prompt, user_prompt, visual_style, aspect_ratio or spatial_layout marks the location stale, because its existing generated image no longer matches the description — regenerate the image if you want them back in sync. Editing mood, location_type, recurring or appears_in_episodes does not affect the image and leaves the stale flag alone. spatial_layout is the set bible: the named zones of the set and the fixed zone and height of each prop. Scenes must draw their spatial_geometry zones from it instead of inventing labels, so correcting it here fixes prop placement for every scene at once. Keep descriptions consistent with the owning character's status and the project's tone. This writes immediately and cannot be undone.
    upload_shot_continuity_referenceAttach an image you produced locally to a shot as a continuity reference. A continuity reference is fed into this shot's next clip generation as a layout, prop, wardrobe and screen-direction guide — it is NOT used as the shot's opening frame or exact composition. Attaching one changes nothing until the clip is generated again. Send the image as base64 — keep it small (a 720x1280 JPEG is roughly 40-130KB of base64). PNG, JPEG and WebP only; the bytes are sniffed, so the filename extension alone will not get a non-image through. If the image is already an asset in this project, use attach_shot_continuity_reference instead and send no bytes.
    attach_shot_continuity_referenceAttach an image that already exists in this project to a shot as a continuity reference. A continuity reference is fed into this shot's next clip generation as a layout, prop, wardrobe and screen-direction guide — it is NOT used as the shot's opening frame or exact composition. Attaching one changes nothing until the clip is generated again. Find asset ids with get_asset_library. A shot's own thumbnail is its clip's last frame, so attaching the previous scene's thumbnail is the cheapest way to carry continuity forward. To use an image that is not yet an asset here, use upload_shot_continuity_reference instead.
    update_shot_continuity_referenceSet or clear the guidance on one continuity reference already attached to a shot — the note telling the video model how to use that image. List references first with list_shot_continuity_references to get the asset id. Like attaching, this changes nothing until the clip is generated again.
    remove_shot_continuity_referenceDetach one continuity reference from a shot. List them first with list_shot_continuity_references to get the asset id. This deletes the reference asset permanently and cannot be undone.
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