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game_attack_monsters

Напасть на монстров на клетке или в комнате шахты (антибот сервера: не часто).

Input Schema

NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A3.5/5.0
Behavior3/5

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

The readOnlyHint=false annotation already tells the agent this mutates state, so the description's job is to add context beyond that; the server antibot note ('not frequent') is genuinely useful behavioral context not captured by any annotation. Still missing is what the action risks or produces — whether the player can be injured, whether a battle is initiated, or what a failed attempt returns — which matters for a combat mutation.

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?

It is a single short sentence with the action front-loaded and the rate-limit caveat attached, so nothing is wasted. The abbreviated parenthetical is terse to the point of being slightly cryptic.

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?

For a parameterless action tool with no output schema, the description covers the essentials plus a rate-limit constraint. It falls short on outcome disclosure — what success or failure looks like for a combat action is never stated, which is the main missing piece for an agent deciding whether to invoke it.

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?

The tool takes zero parameters and the schema is empty, so the baseline of 4 applies; there is no parameter surface for the description to explain. The description correctly implies the target location is derived from the player's current position rather than passed as an argument.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description names a concrete verb (attack) and resource (monsters) plus the required location (a cell or a mine room), so the agent knows this is a location-bound combat action. It does not explicitly contrast itself with combat siblings such as game_battle or game_battle_plan, which leaves some ambiguity about which combat path to take.

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

Usage Guidelines3/5

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

The phrase 'on a cell or in a mine room' implies the preconditions for use, and the antibot parenthetical implies a frequency restriction. However, there is no explicit guidance on when to prefer this over game_battle or what to do when the rate limit blocks it.

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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