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game_use_item

Использовать предмет на себя вне боя (аптечка, стимулятор).

Input Schema

NameRequiredDescriptionDefault
item_idYes

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

B3.2/5.0
Behavior3/5

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

The readOnlyHint=false annotation already signals a mutating operation, and the description adds the out-of-combat constraint. However, it does not say whether the item is consumed, what happens if health is already full or the item is missing, or whether there are cooldowns — relevant behavior for a consumable-use tool.

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?

One short sentence, front-loaded with the action and scoped by the combat exclusion; nothing is redundant. It is efficient, though it could carry one more clause of behavioral detail at little cost.

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 simple one-parameter mutation this is minimally adequate, but with no output schema and no explanation of item consumption, failure cases, or where item_id originates, an agent must guess at important parts of the invocation.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters2/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The single item_id parameter has 0% schema description coverage, and the description only hints at item kinds through examples. It does not explain that item_id likely comes from game_inventory or what format/identifier is expected, so the coverage gap is not compensated.

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 gives a specific verb and resource ("use an item on yourself") plus a scope qualifier ("outside of combat") and concrete examples (medkit, stimulant). This distinguishes it from siblings like game_equip, game_shop_buy, or battle actions, though no sibling is named explicitly.

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 "outside of combat" implicitly tells the agent when to use it and when not to, but there is no explicit routing to alternatives such as game_equip for gear or game_inventory for locating items. Usage is inferred rather than stated.

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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