game_apply_chip
Применить чип специализации из рюкзака (специализация сета: перк включается, когда надето нужное число вещей сета).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| item_id | Yes |
Применить чип специализации из рюкзака (специализация сета: перк включается, когда надето нужное число вещей сета).
| Name | Required | Description | Default |
|---|---|---|---|
| item_id | Yes |
Changes observed during successful MCP inspections.
Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?
Annotations only supply readOnlyHint=false, so the state-changing nature is already declared. The description adds useful context beyond that: the chip comes from the backpack and activates a set perk when enough set pieces are worn. It does not say whether the chip is consumed, what happens if the set requirement is unmet, or whether the effect can be undone.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
One front-loaded sentence with the mechanic in parentheses — nothing padded. The only structural weakness is that the explanatory clause dominates the guidance an agent actually needs for invocation.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
For a one-parameter mutation tool with no output schema and minimal annotations, the description covers the core action and the set mechanic but omits outcome information (consumption of the chip, success/failure conditions, whether the perk takes effect immediately). Adequate but with clear gaps.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 0% and the single required parameter item_id has no schema text at all. The phrase 'из рюкзака' (from the backpack) weakly implies item_id is a chip identifier held in inventory, which is some compensation, but no format, source-of-value, or constraint information is given.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description states a specific verb and resource ('Применить чип специализации из рюкзака' = apply a specialization chip from the backpack) and adds the game mechanic behind set specialization. It is clear what the tool does, though it never explicitly contrasts itself with nearby siblings such as game_use_item, game_equip, or game_implant.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
The parenthetical explains what a set specialization is, but there is no statement of when to call this instead of game_use_item / game_equip / game_implant, and no prerequisites (chip must be in backpack, required set items must be worn) are stated. The agent has to infer all triggering conditions from the name.
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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