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Save Ban settings

save_ban
Destructive

PARTIAL SAVE: writes ONLY the 'Ban' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Ban levels and the level ban gates apply to a player. The publisher defines any number of named levels (e.g. "low"/"medium"/"hard") — each with capability checkboxes (BanCapability: block withdrawals, deposits, leaderboards, trading, PvP, chat, social, coop, referral, push, community marketing, crypto convert, purchases) plus an optional BlockLogin flag that shuts the player out of the game entirely and overrides everything else on that level. DefaultLevelID is the level a manual ban applies when the caller does not pick one. Two built-in ids always work even when not listed here: "hard" (blocks login) and "soft" (synthesized from the legacy Soft section below). Use PLAYER-facing tools (SetPlayerBanStatus) to actually ban a player with a level ID from here — this section only defines what each level MEANS.

Input Schema

NameRequiredDescriptionDefault
valueYesNew value for the Ban field.
title_idYesTitleID, для которого сохраняются данные.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4.8/5.0
Behavior5/5

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

Annotations already declare destructiveHint=true and readOnlyHint=false, but the description adds crucial context: the save is partial, so other v1/v2 fields stay untouched, and it explains level semantics (BlockLogin overriding everything else on a level, DefaultLevelID behavior, built-in 'hard'/'soft' ids). This is real behavioral disclosure beyond the structured hints.

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 critical PARTIAL SAVE constraint in the first clause, which is exactly the right structure for a destructive tool. It is dense and lengthy, and some capability enumeration partially overlaps the schema's enum descriptions, but each sentence carries substantive meaning.

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 destructive nested-object save with no output schema, the description covers scope, override precedence, defaults, reserved ids, and routing to the player-facing tool. Annotations carry the safety profile and the description fills the remaining gaps, so an agent has what it needs to invoke correctly.

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

Parameters4/5

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

Schema description coverage is 100%, so the baseline is 3, and the description meaningfully adds above it by explaining level structure, the ability for publishers to name any levels, and reserved built-in ids. Slight deduction because it references a 'legacy Soft section below' that is not present in the schema, a potential source of confusion.

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?

It uses a specific verb and resource ('writes ONLY the Ban field of TitlePublicConfigurationModel') and immediately scopes the operation as a partial save. It also distinguishes itself from the player-facing ban action, so an agent can tell what this tool is and is not.

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

Usage Guidelines5/5

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

Explicitly states the correct scope ('this section only defines what each level MEANS') and names the alternative for actually applying a ban (SetPlayerBanStatus), giving the condition that selects it. Nothing about when-to-use is left to inference.

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

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