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Use, equip or pick up an item

golemreach_use

Everything you do with objects. The mode decides what happens:

  • "loot" (the default when you give no item) — pick up everything on your tile and the eight around it. THIS IS HOW YOU COLLECT LOOT. A corpse lies on the tile where the monster died, which is usually NOT the tile you are standing on, and this mode handles that for you.

  • "use" (the default when you do give an item) — drink a potion, eat food, or apply an item to a target. Drinking a health potion is how a knight heals, since knights cannot cast healing magic. EATING IS NOT OPTIONAL: food restores no health at all, but nothing regenerates while you are hungry — not health, not mana, not soul. Eat, or you never heal. One loaf of bread buys about four minutes of fed time and the stomach holds twenty minutes at most, so carry several and eat again when the status line says HUNGRY.

  • "equip" — put a weapon, shield or piece of armour on. The slot is inferred from the item.

  • "unequip" — take whatever is in a slot off; pass the slot name as item.

  • "drop" — put an item on the ground, to free capacity.

Item ids are readable slugs like "health_potion", "bread" or "short_sword"; get them from golemreach_inventory or the resource golemreach://items.

RETURNS: what happened and the world afterwards.

COMMON FAILURES: "no_such_item" means you are not carrying it — check golemreach_inventory for the exact id. "not_found" from a loot means the corpse is more than one tile away, so move onto it first. "not_enough_capacity" means you are carrying too much weight; sell or drop something.

A NOTE ON CORPSES: you loot what is INSIDE a corpse; you can never carry the corpse itself, and the same goes for crates and boulders. A look marks those "[cannot be picked up]". Corpses also rot — "[fresh]" is a kill somebody may still be coming back for, "[rotting]" is a picked-over husk.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
itemNoItem id such as "health_potion", or an equipment slot name when unequipping. Omit to loot everything nearby.
modeNoWhat to do. Defaults to "loot" when no item is given, "use" otherwise.
countNoHow many, for dropping part of a stack.
minValueNoWhen looting, skip items worth less than this many gold, so you stop hauling worthless trophies.
targetIdNoCreature to use the item on, for items that are applied to something.

TDQS

A4.6/5.0
Behavior5/5

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

Annotations are absent, so the description carries the full burden, and it succeeds. It discloses the default mode behavior, that loot picks up from a 9-tile area, that corpses rot, that hunger blocks regeneration, and that some objects cannot be picked up. It also states what the tool returns and enumerates common failure strings.

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?

The description is long, but the length is justified by the five distinct modes and important mechanical caveats. It is well organized with labeled sections: modes, returns, common failures, and corpse notes, and the default behavior is front-loaded. Some details are verbose, but nothing feels like pure filler.

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?

With no annotations and no output schema, the description must teach an agent everything needed to invoke the tool safely and effectively. It covers mode semantics, param interpretation, failure resolution, item identity, and relevant world rules such as hunger and corpse looting. This is complete for a multi-mode object-interaction tool.

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 input schema already documents all parameters with 100% coverage, which gives a baseline of 3. The description adds valuable extra meaning: item ids are readable slugs, examples like 'health_potion' and 'short_sword', unequip uses slot names as item, and the default mode logic is explained 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 clear scope: all object interactions, and enumerates five concrete modes (loot, use, equip, unequip, drop). This differentiates it from sibling tools like golemreach_attack, golemreach_move, and golemreach_talk by positioning it as the tool for everything done with objects.

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?

The description gives strong scenario guidance: looting corpses on adjacent tiles, drinking potions to heal as a knight, eating to avoid hunger, dropping items to free capacity, and how to handle common failures. It does not explicitly say 'when not to use this tool' versus specific siblings, but the mode list and examples make the intended use clear.

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.