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ad_equip_item

Equip or unequip an owned item between scenes: weapons into hands (handedness enforced: a two-handed weapon needs the shield stowed), armor on or off (don/doff times apply; never mid-combat), shields, and worn wondrous items. Equipping is what makes magic work.

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "characterId": "<characterId>",
      "itemName": "<itemName>"
    },
    "name": "ad_equip_item"
  }
}

Input Schema

NameRequiredDescriptionDefault
equipNoTrue to equip, false to unequip (default true).
itemNameYesThe item's name.
characterIdYesYour character's id.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Added

TDQS

A3.9/5.0
Behavior4/5

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

With zero annotations the description carries the full burden, and it does disclose meaningful behavior: handedness enforcement (a two-handed weapon requires the shield stowed), don/doff timing, and a hard 'never mid-combat' restriction. It does not say what happens on failure (e.g., item not owned, hands already full) or what the response looks like, leaving a gap for a mutation 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?

Front-loaded with the equip/unequip scope and item classes, with constraints packed into the same sentence rather than spread out. The final tagline is slightly flavorful but earns its place by signaling the downstream effect of equipping.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 3-parameter mutation with no annotations and no output schema, the description covers coercion rules (handedness, don/doff, combat restriction) well. What remains unstated is failure/ownership behavior and any indication of the result, which leaves a modest but real gap.

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 coverage is 100%, so all three parameters including the equip boolean default are already documented. The description's 'equip or unequip' framing confirms the boolean's intent but adds no syntax or constraint beyond the schema, so the baseline 3 applies.

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?

States a specific verb pair (equip/unequip) on a specific resource (an owned item) and enumerates the item classes covered: weapons into hands, armor, shields, worn wondrous items. It does not explicitly name siblings like ad_use_item or ad_attune_item, though the closing line ('Equipping is what makes magic work') gestures at the equip-vs-activate distinction.

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?

Gives real usage context: 'between scenes', 'never mid-combat', and don/doff times applying. These are explicit when-to-use constraints rather than implied ones. It stops short of naming an alternative tool for in-combat or non-worn item interactions, so no explicit exclusions/routing.

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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