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Buy from or sell to a merchant

golemreach_trade

Exchange gold with an NPC merchant. Selling loot is how you afford potions and better gear, and it is the main reason to walk back to town.

Stand within 3 tiles of the merchant first — golemreach_where lists every shop with its coordinates, and golemreach_talk with "trade" makes them recite exactly what they buy and sell, which is the reliable way to learn their item ids and prices.

RETURNS: what changed hands and for how much.

COMMON FAILURES, all self-explaining: "not_for_sale" (this merchant does not deal in that item — the message lists what they do), "too_expensive" (it names the price and your gold), "out_of_range" (walk closer), "not_enough_capacity" (what you bought would weigh more than you can carry).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
countNoHow many. Default 1.
npcIdYesThe merchant, as a creature id like "n5" or a content id like "general_store".
itemIdYesItem id, e.g. "health_potion" or "rat_tail".
operationYesWhich way the goods go.

TDQS

A4.7/5.0
Behavior5/5

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

With no annotations, the description carries the full burden of behavioral disclosure, and it delivers: it explains the 3-tile range requirement, describes the return value, and enumerates common failure messages with meanings. This is substantial context beyond the schema.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is front-loaded with purpose, then prerequisites, return behavior, and failure modes. Every sentence contributes practical information and the structure is easy to scan.

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

Completeness5/5

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

For a tool with no output schema and no annotations, the description covers what happens, what can go wrong, and how to prepare. An agent has enough to call the tool correctly and interpret the result.

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 the schema already documents all parameters including examples. The description adds contextual color around why item ids matter and how to discover them, but it doesn't materially extend the parameter-level meaning beyond the schema.

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

Purpose5/5

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

The description states a specific action — exchanging gold with an NPC merchant — and distinguishes buying/selling from sibling tools like attack, cast, talk, and look. The opening sentence immediately clarifies the resource (merchant) and the operation (buy or sell).

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

Usage Guidelines5/5

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

It gives explicit prerequisites: stand within 3 tiles, use golemreach_where to find shops, and use golemreach_talk with "trade" to discover item ids and prices. This routes the agent to the right alternative tools and prevents common mistakes.

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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TDQS

A4.8/5.0
Disambiguation5/5

Each tool maps to a clearly distinct interaction: connect, observe, move, fight, cast, use, inventory, talk, trade, knowledge/quests, wait, and admin handoff. The only possible overlap is attack versus cast, but their descriptions separate a full automated fight from casting a single spell, so an agent can reliably choose between them.

Naming Consistency5/5

All 12 tools share the golemreach_ prefix and use lowercase snake_case names in a predictable command-like style. Most are verbs (attack, move, talk, trade, use, wait), and the few non-verbs (inventory, where) still follow the same pattern, so there is no naming convention clash.

Tool Count5/5

With 12 tools, the set is well within the ideal 3-15 range for a game-agent server. Each tool earns its place by covering a distinct part of the gameplay loop—connection, exploration, combat, magic, object use, economy, NPC interaction, and progression knowledge—with no obvious redundancy.

Completeness5/5

The set covers the full lifecycle of the intended game experience: joining the world, looking and inspecting, traveling, hunting, casting spells, using items, looting, trading, talking to NPCs, tracking quests/knowledge, waiting for regeneration/cooldowns, and transferring administrative control. There are no obvious dead ends; every action a player would need flows naturally into the next tool.