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Save Tutorial settings

save_tutorial
Destructive

PARTIAL SAVE: writes ONLY the 'Tutorial' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Tutorial / onboarding definitions — flows (ordered scenarios) built from steps that teach the player a mechanic. A step completes either by client acknowledgement or by a real game event (the same TriggerSource vocabulary as Quest), so "make a roll", "buy something", "open a chest" need no client-side bookkeeping. A step may also PREDETERMINE the outcome of another module (TutorialScriptedOutcome — e.g. force the board dice to land on a Raid tile), which is the only way to demonstrate a mechanic instead of randomness. Flows carry an audience gate (SegmentGate) and a schedule (ScheduleSpec); putting an Experiment condition in that gate is how two tutorial versions are A/B-tested. Gating other content on tutorial progress is done via SegmentGate.Tutorial per entity, or via Settings.Blocking to close whole modules until onboarding is finished.

Input Schema

NameRequiredDescriptionDefault
valueYesRoot block of the tutorial (onboarding) system in the title config.
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. Changed3 schema fields changed
    • changedInput schema / definitions / EventTokenSourceType / enum
      Previous value: -[
      -  "BoardTileLanding",
      -  "BoardPassStart",
      -  "BoardAttack",
      -  "BoardRaid",
      -  "BoardBuild",
      -  "BoardStageComplete",
      -  "BoardSpecialComplete",
      -  "QuestComplete",
      -  "StorePurchase",
      -  "DailyLogin",
      -  "ReferralInvite",
      -  "MilestoneReward",
      -  "CustomAction",
      -  "LeaderboardRankReward",
      -  "MarketplaceSell",
      -  "MarketplaceBuy",
      -  "CurrencySpent",
      -  "LootboxOpened",
      -  "IapPurchase",
      -  "CryptoDeposit",
      -  "CryptoWithdraw",
      -  "CryptoSpent",
      -  "CurrencyEarned",
      -  "CryptoEarned"
      -]New value: +[
      +  "BoardTileLanding",
      +  "BoardPassStart",
      +  "BoardAttack",
      +  "BoardRaid",
      +  "BoardBuild",
      +  "BoardStageComplete",
      +  "BoardSpecialComplete",
      +  "QuestComplete",
      +  "StorePurchase",
      +  "DailyLogin",
      +  "ReferralInvite",
      +  "MilestoneReward",
      +  "CustomAction",
      +  "LeaderboardRankReward",
      +  "MarketplaceSell",
      +  "MarketplaceBuy",
      +  "CurrencySpent",
      +  "LootboxOpened",
      +  "IapPurchase",
      +  "CryptoDeposit",
      +  "CryptoWithdraw",
      +  "CryptoSpent",
      +  "CurrencyEarned",
      +  "CryptoEarned",
      +  "ClientScore"
      +]
    • changedInput schema / definitions / EventTokenSourceType / x-enum-descriptions
      Previous value: -[
      -  "Landing on an EventToken tile on the board.",
      -  "Passing start (GO) on the board.",
      -  "Successful board attack.",
      -  "Successful board raid.",
      -  "Building or repairing a structure on the board.",
      -  "Completing a board stage.",
      -  "Completing a board Special mode — either via Instant choice or via Claim after the Timed window. Post-resolution source (mirrors BoardAttack/BoardRaid): fires at the final Special reward grant, separately from BoardTileLanding (which fires on the actual tile landing during Roll).",
      -  "Completing a quest.",
      -  "Store purchase.",
      -  "Daily login.",
      -  "Referral invite.",
      -  "Token grant as a reward for a milestone or streak in another event. Server-only source — the client cannot invoke it directly.",
      -  "Arbitrary action — the developer calls the server API with ActionName in Params.",
      -  null,
      -  "Marketplace (v2) sale — deal settlement on the seller side. Server-only source. Filter Params: CatalogID / ItemID / OfferType.",
      -  "Marketplace (v2) purchase — deal settlement on the buyer side. Server-only source. Filter Params: CatalogID / ItemID / OfferType.",
      -  "In-game currency spend — any scenario where a resource operation actually consumed currency. Server-only source. The multiplier equals the amount spent. Filter Params: CurrencyID.",
      -  "Opening a lootbox/chest. Server-only source. The multiplier equals how many boxes were opened in the call. Filter Params: LootboxID.",
      -  "Real-money store purchase (IAP). Server-only source: fired in PurchaseV2 AFTER the receipt is verified and rewards are granted. The multiplier equals the number of product units granted. Filter Params: ProductID, Store. Deliberately separate from StorePurchase, which covers in-game currency spending.",
      -  "Crypto deposit credited to the in-game balance. Multiplier is 1 (one operation). Filter Params: CurrencyID, NetworkID.",
      -  "Crypto withdrawal CONFIRMED on chain. Multiplier is 1 (one operation). Filter Params: CurrencyID, NetworkID.",
      -  "Spending crypto currency in-game. The multiplier equals the amount spent. Filter Params: CurrencyID.",
      -  "In-game currency GRANT — mirror of CurrencySpent. The multiplier equals the amount granted, so ScaleWithRollMultiplier picks the meaning: \"earn N currency\" or \"receive currency N times\". Filter Params: CurrencyID and Origin (\"Gameplay\" | \"RewardClaim\"), the latter separating gameplay earnings from reward payouts — without it a goal like \"earn N\" would be closed by another quest's reward.",
      -  "CRYPTO currency GRANT in-game (wallet deposits are NOT included — that is CryptoDeposit). The multiplier equals the amount granted. Filter Params: CurrencyID, Origin."
      -]New value: +[
      +  "Landing on an EventToken tile on the board.",
      +  "Passing start (GO) on the board.",
      +  "Successful board attack.",
      +  "Successful board raid.",
      +  "Building or repairing a structure on the board.",
      +  "Completing a board stage.",
      +  "Completing a board Special mode — either via Instant choice or via Claim after the Timed window. Post-resolution source (mirrors BoardAttack/BoardRaid): fires at the final Special reward grant, separately from BoardTileLanding (which fires on the actual tile landing during Roll).",
      +  "Completing a quest.",
      +  "Store purchase.",
      +  "Daily login.",
      +  "Referral invite.",
      +  "Token grant as a reward for a milestone or streak in another event. Server-only source — the client cannot invoke it directly.",
      +  "Arbitrary action — the developer calls the server API with ActionName in Params.",
      +  null,
      +  "Marketplace (v2) sale — deal settlement on the seller side. Server-only source. Filter Params: CatalogID / ItemID / OfferType.",
      +  "Marketplace (v2) purchase — deal settlement on the buyer side. Server-only source. Filter Params: CatalogID / ItemID / OfferType.",
      +  "In-game currency spend — any scenario where a resource operation actually consumed currency. Server-only source. The multiplier equals the amount spent. Filter Params: CurrencyID.",
      +  "Opening a lootbox/chest. Server-only source. The multiplier equals how many boxes were opened in the call. Filter Params: LootboxID.",
      +  "Real-money store purchase (IAP). Server-only source: fired in PurchaseV2 AFTER the receipt is verified and rewards are granted. The multiplier equals the number of product units granted. Filter Params: ProductID, Store. Deliberately separate from StorePurchase, which covers in-game currency spending.",
      +  "Crypto deposit credited to the in-game balance. Multiplier is 1 (one operation). Filter Params: CurrencyID, NetworkID.",
      +  "Crypto withdrawal CONFIRMED on chain. Multiplier is 1 (one operation). Filter Params: CurrencyID, NetworkID.",
      +  "Spending crypto currency in-game. The multiplier equals the amount spent. Filter Params: CurrencyID.",
      +  "In-game currency GRANT — mirror of CurrencySpent. The multiplier equals the amount granted, so ScaleWithRollMultiplier picks the meaning: \"earn N currency\" or \"receive currency N times\". Filter Params: CurrencyID and Origin (\"Gameplay\" | \"RewardClaim\"), the latter separating gameplay earnings from reward payouts — without it a goal like \"earn N\" would be closed by another quest's reward.",
      +  "CRYPTO currency GRANT in-game (wallet deposits are NOT included — that is CryptoDeposit). The multiplier equals the amount granted. Filter Params: CurrencyID, Origin.",
      +  "Leaderboard ScoreSources only: the board accepts the NUMBER the game submits itself (SubmitScore / SubmitScoresBatch). Not an event — it grants nothing and matches nothing, it only allows. Without it the board refuses a score from the game: an empty ScoreSources list means the board is not set up. Caps live in Limits: PerActivationCap = max score of ONE submission, DailyCap / DailyWeightCap = submissions / total score per UTC day, CooldownSeconds, MaxPerWindow + WindowSeconds, TotalCap = submissions for all time. A submission over a cap is refused, not trimmed. BaseWeight is not read. Set caps the game can really reach: the client is not trusted, they are the only limit on a forged score."
      +]
    • changedInput schema / definitions / EventTokenSourceType / x-enumNames
      Previous value: -[
      -  "BoardTileLanding",
      -  "BoardPassStart",
      -  "BoardAttack",
      -  "BoardRaid",
      -  "BoardBuild",
      -  "BoardStageComplete",
      -  "BoardSpecialComplete",
      -  "QuestComplete",
      -  "StorePurchase",
      -  "DailyLogin",
      -  "ReferralInvite",
      -  "MilestoneReward",
      -  "CustomAction",
      -  "LeaderboardRankReward",
      -  "MarketplaceSell",
      -  "MarketplaceBuy",
      -  "CurrencySpent",
      -  "LootboxOpened",
      -  "IapPurchase",
      -  "CryptoDeposit",
      -  "CryptoWithdraw",
      -  "CryptoSpent",
      -  "CurrencyEarned",
      -  "CryptoEarned"
      -]New value: +[
      +  "BoardTileLanding",
      +  "BoardPassStart",
      +  "BoardAttack",
      +  "BoardRaid",
      +  "BoardBuild",
      +  "BoardStageComplete",
      +  "BoardSpecialComplete",
      +  "QuestComplete",
      +  "StorePurchase",
      +  "DailyLogin",
      +  "ReferralInvite",
      +  "MilestoneReward",
      +  "CustomAction",
      +  "LeaderboardRankReward",
      +  "MarketplaceSell",
      +  "MarketplaceBuy",
      +  "CurrencySpent",
      +  "LootboxOpened",
      +  "IapPurchase",
      +  "CryptoDeposit",
      +  "CryptoWithdraw",
      +  "CryptoSpent",
      +  "CurrencyEarned",
      +  "CryptoEarned",
      +  "ClientScore"
      +]
  4. First observed

TDQS

A3.9/5.0
Behavior4/5

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

Annotations declare destructiveHint=true and readOnlyHint=false, and the description usefully narrows that blast radius by guaranteeing non-Tutorial v1/v2 fields are untouched. The significant remaining gap is that it never says whether the Tutorial block itself is replaced wholesale or merged — critical for a destructive write where flows omitted could be dropped.

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

Conciseness3/5

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

The critical scope constraint is correctly front-loaded in sentence one. The rest is a dense architecture essay that partly duplicates the schema — for example the 'Settings.Blocking is cheaper than SegmentGate.Tutorial per entity' point is repeated nearly verbatim in SegmentGate.Tutorial's own schema description, which dilutes rather than adds.

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 destructive, deeply nested save with no output schema, the description covers payload semantics well but leaves operational behavior unaddressed: replace-vs-merge of the Tutorial block, whether the config is validated, idempotency, and what the response carries. Those matter more here than the tutorial subsystem overview it does provide.

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% and the nested definitions already document Flows/Presets/Settings in depth. The description narrates the same domain model at a high level (flows, steps, triggers, scripted outcomes, gates) but adds no per-parameter syntax or precedence rules beyond the schema, so baseline 3 applies.

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?

The opening line is a specific verb+resource with explicit scope: 'PARTIAL SAVE: writes ONLY the Tutorial field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched.' That simultaneously states what it does and separates it from a full title-data save. The remainder defines what the Tutorial payload contains, so an agent knows exactly what it is writing.

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?

It gives substantive authoring guidance — put an Experiment condition in the gate to A/B two tutorial versions; gate other content per entity via SegmentGate.Tutorial, or close whole modules via Settings.Blocking. What is missing is a tool-level 'use this instead of save_title_data when…' or a stated read counterpart (get_tutorial) for round-tripping.

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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