game_unequip
Снять предмет во вкладку рюкзака section (0..3).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| item_id | Yes | ||
| section | No |
Снять предмет во вкладку рюкзака section (0..3).
| Name | Required | Description | Default |
|---|---|---|---|
| item_id | Yes | ||
| section | No |
Changes observed during successful MCP inspections.
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 lower bar applies. The description adds that the item is placed into a backpack tab, which is genuine behavioral context, but omits what happens if the item is not equipped, if the target section is full, or what the default section is when omitted.
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?
A single short sentence with the action front-loaded and no filler. The phrasing awkwardly splices the raw English parameter name into Russian text ('во вкладку рюкзака section'), which slightly hurts readability but costs nothing in length.
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 two-parameter state-mutating tool with no output schema and only a readOnlyHint annotation, the description is too thin: no default for the optional section, no failure modes, no return information, and no link to the complementary equip/inventory tools. An agent could call it, but cannot predict edge-case behavior.
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%, so the description must carry the load; it does explain that 'section' means a backpack tab, which the bare min/max 0..3 in the schema does not convey. However, 'item_id' receives no explanation of format or provenance (e.g., from game_inventory), so compensation is only partial.
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?
States a specific verb and resource ('Снять предмет' = unequip an item) plus the destination ('во вкладку рюкзака section'), so the agent knows this is the inverse of equipping. It never names the sibling 'game_equip' or 'game_move_item', so differentiation from them is left to inference.
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?
There is no explicit when-to-use guidance, no statement of prerequisites (the item must currently be equipped), and no routing to alternatives such as game_equip or game_move_item. The only hint is the verb itself, which implies the item is already equipped.
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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