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Glama

Save Lootbox settings

save_lootbox
Destructive

PARTIAL SAVE: writes ONLY the 'Lootbox' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Lootbox / gacha definitions — loot tables with weighted entries, pity systems, guaranteed rares, currency to open. Each entry references Item or Currency IDs. For straight (non-random) reward bundles use Reward.

Input Schema

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

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed3 schema fields changed
    • changedInput schema / definitions / ResourceEntryType / enum
      Previous value: -[
      -  "Item",
      -  "VirtualCurrency",
      -  "CryptoCurrency",
      -  "Purchase",
      -  "RewardedVideoCredit",
      -  "PlatformCoin"
      -]New value: +[
      +  "Item",
      +  "VirtualCurrency",
      +  "CryptoCurrency",
      +  "Purchase",
      +  "RewardedVideoCredit",
      +  "PlatformCredits"
      +]
    • changedInput schema / definitions / ResourceEntryType / x-enum-descriptions
      Previous value: -[
      -  "Catalog item. Requires CatalogID, ItemID and Amount.",
      -  "In-game (off-chain) virtual currency. Requires CurrencyID and Amount. Looked up in cfg.Currency.VirtualCurrencies.",
      -  "On-chain cryptocurrency. Requires CurrencyID and Amount. Looked up in cfg.Currency.CryptoCurrencies.",
      -  "Real-money payment in a store. Requires only ProductID (a product from cfg.Purchase.Products); the amount and currency are decided by the store from the SKU price tier. NOT a storable resource and never passes through ResourceService — the money is paid outside before the server learns about it, so the entry is consumed by the receipt check (ExternalPaymentGate) and stripped before the resource operation. Allowed only in Consume and only for Consumable products.",
      -  "Rewarded-video credit. One credit equals one verified ad view that can be spent in systems requiring rewarded video (lootbox open, reward double, re-roll, booster). Granted +1 per server-verified view, or as N from milestones/quests/premium perks; spent -1 per gated action.",
      -  "Payment in Coin, the PLATFORM currency on the player's iDos Games account. Requires only Amount — the price in whole Coin. Like Purchase it is NOT a player resource and never enters ResourceService: it is settled by PlatformCoinPayment in the same transaction as the grant (buyer charged, author credited). Accepted only by the store (Store.Purchase) for now; allowed only in Consume."
      -]New value: +[
      +  "Catalog item. Requires CatalogID, ItemID and Amount.",
      +  "In-game (off-chain) virtual currency. Requires CurrencyID and Amount. Looked up in cfg.Currency.VirtualCurrencies.",
      +  "On-chain cryptocurrency. Requires CurrencyID and Amount. Looked up in cfg.Currency.CryptoCurrencies.",
      +  "Real-money payment in a store. Requires only ProductID (a product from cfg.Purchase.Products); the amount and currency are decided by the store from the SKU price tier. NOT a storable resource and never passes through ResourceService — the money is paid outside before the server learns about it, so the entry is consumed by the receipt check (ExternalPaymentGate) and stripped before the resource operation. Allowed only in Consume and only for Consumable products.",
      +  "Rewarded-video credit. One credit equals one verified ad view that can be spent in systems requiring rewarded video (lootbox open, reward double, re-roll, booster). Granted +1 per server-verified view, or as N from milestones/quests/premium perks; spent -1 per gated action.",
      +  "Payment in Credits, the PLATFORM currency on the player's iDos Games account (players see it as \"Aspis\" — write Aspis in player-facing text). Requires only Amount — the price in whole Credits. Like Purchase it is NOT a player resource and never enters ResourceService: it is settled by PlatformCreditsPayment in the same transaction as the grant (buyer charged, author credited). Accepted only by the store (Store.Purchase) for now; allowed only in Consume."
      +]
    • changedInput schema / definitions / ResourceEntryType / x-enumNames
      Previous value: -[
      -  "Item",
      -  "VirtualCurrency",
      -  "CryptoCurrency",
      -  "Purchase",
      -  "RewardedVideoCredit",
      -  "PlatformCoin"
      -]New value: +[
      +  "Item",
      +  "VirtualCurrency",
      +  "CryptoCurrency",
      +  "Purchase",
      +  "RewardedVideoCredit",
      +  "PlatformCredits"
      +]
  2. Changed3 schema fields changed
    • changedInput schema / definitions / ResourceEntryType / enum
      Previous value: -[
      -  "Item",
      -  "VirtualCurrency",
      -  "CryptoCurrency",
      -  "Purchase",
      -  "RewardedVideoCredit"
      -]New value: +[
      +  "Item",
      +  "VirtualCurrency",
      +  "CryptoCurrency",
      +  "Purchase",
      +  "RewardedVideoCredit",
      +  "PlatformCoin"
      +]
    • changedInput schema / definitions / ResourceEntryType / x-enum-descriptions
      Previous value: -[
      -  "Catalog item. Requires CatalogID, ItemID and Amount.",
      -  "In-game (off-chain) virtual currency. Requires CurrencyID and Amount. Looked up in cfg.Currency.VirtualCurrencies.",
      -  "On-chain cryptocurrency. Requires CurrencyID and Amount. Looked up in cfg.Currency.CryptoCurrencies.",
      -  "Real-money payment in a store. Requires only ProductID (a product from cfg.Purchase.Products); the amount and currency are decided by the store from the SKU price tier. NOT a storable resource and never passes through ResourceService — the money is paid outside before the server learns about it, so the entry is consumed by the receipt check (ExternalPaymentGate) and stripped before the resource operation. Allowed only in Consume and only for Consumable products.",
      -  "Rewarded-video credit. One credit equals one verified ad view that can be spent in systems requiring rewarded video (lootbox open, reward double, re-roll, booster). Granted +1 per server-verified view, or as N from milestones/quests/premium perks; spent -1 per gated action."
      -]New value: +[
      +  "Catalog item. Requires CatalogID, ItemID and Amount.",
      +  "In-game (off-chain) virtual currency. Requires CurrencyID and Amount. Looked up in cfg.Currency.VirtualCurrencies.",
      +  "On-chain cryptocurrency. Requires CurrencyID and Amount. Looked up in cfg.Currency.CryptoCurrencies.",
      +  "Real-money payment in a store. Requires only ProductID (a product from cfg.Purchase.Products); the amount and currency are decided by the store from the SKU price tier. NOT a storable resource and never passes through ResourceService — the money is paid outside before the server learns about it, so the entry is consumed by the receipt check (ExternalPaymentGate) and stripped before the resource operation. Allowed only in Consume and only for Consumable products.",
      +  "Rewarded-video credit. One credit equals one verified ad view that can be spent in systems requiring rewarded video (lootbox open, reward double, re-roll, booster). Granted +1 per server-verified view, or as N from milestones/quests/premium perks; spent -1 per gated action.",
      +  "Payment in Coin, the PLATFORM currency on the player's iDos Games account. Requires only Amount — the price in whole Coin. Like Purchase it is NOT a player resource and never enters ResourceService: it is settled by PlatformCoinPayment in the same transaction as the grant (buyer charged, author credited). Accepted only by the store (Store.Purchase) for now; allowed only in Consume."
      +]
    • changedInput schema / definitions / ResourceEntryType / x-enumNames
      Previous value: -[
      -  "Item",
      -  "VirtualCurrency",
      -  "CryptoCurrency",
      -  "Purchase",
      -  "RewardedVideoCredit"
      -]New value: +[
      +  "Item",
      +  "VirtualCurrency",
      +  "CryptoCurrency",
      +  "Purchase",
      +  "RewardedVideoCredit",
      +  "PlatformCoin"
      +]
  3. First observed

TDQS

A4/5.0
Behavior4/5

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

Annotations already declare readOnlyHint=false and destructiveHint=true, so the write/safety profile is covered. The description adds genuinely useful scoping beyond that: it is a PARTIAL save that writes ONLY the 'Lootbox' field while all other v1/v2 fields stay untouched, which qualifies the blast radius of the destructive operation. It does not state permissions, whether the field value is fully replaced, or how validation failures behave.

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-loaded with the most decision-relevant fact ('PARTIAL SAVE: writes ONLY the Lootbox field'), followed by payload description and then the sibling routing sentence. Four sentences with little waste; the 'Lootbox / gacha definitions' gloss is slightly redundant but earns its place as orientation for a large nested payload.

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

Completeness3/5

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

Given a 2-parameter but deeply nested payload and a destructive annotation, the description covers scope and content but omits the read-modify-write implication: if the whole Lootbox field is replaced, the agent needs to know that omitted definitions are dropped and that existing config should be fetched first. No output schema exists, so return behavior also goes unexplained.

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 description coverage is 100%, so both parameters are already documented and the baseline is 3. The description adds a light conceptual gloss on the value payload ('loot tables with weighted entries, pity systems, guaranteed rares, currency to open') and notes that entries reference Item or Currency IDs, but adds no format or structural detail beyond the schema.

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 (writes) and the exact resource it touches — the 'Lootbox' field of TitlePublicConfigurationModel — plus a concrete inventory of what that field contains (loot tables, weighted entries, pity systems, currency to open). It also names the sibling alternative ('Reward') for straight reward bundles, so an agent can route without opening either schema.

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?

'For straight (non-random) reward bundles use Reward' gives an explicit alternative with the condition that selects it. The partial-save framing also tells the agent this is the right tool when only lootbox data changes. It stops short of saying when-not to use it (e.g., fetch existing config first via get_lootbox), so it is clear but not exhaustive.

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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