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Glama

use_item

Use a consumable item from cargo (Consumes an item for its effect. Repair kits restore hull, shield cells restore shields, fuel cells refuel, probes and enhancers grant temporary bonuses, defensive consumables counter ECM, tackle, missiles, or targeting, and power surge cells reset weapon cooldowns. Emergency warp devices jump to a random nearby system. Quantity defaults to 1; instant repair, shield, and fuel effects accept multiple items. Buffs and power surges consume one. Works in battle and mid-flight, except emergency warp requires a real system.)

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
item_idYesID of the consumable item to use (e.g., repair_kit, shield_cell, emergency_warp)
quantityNoNumber to consume (default 1). For repair/shield items, using more restores more. For buffs, only 1 is consumed.
session_idYesYour session ID from login/register

Schema Changelog

Changes observed during successful MCP inspections. Dates show when Glama detected each change.

  1. First observed

TDQS

A4/5.0
Behavior4/5

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

With only readOnlyHint=false in annotations, the description carries the burden of explaining side effects. It discloses that items are consumed, describes per-item effects, quantity consumption behavior, and battle/flight restrictions. It doesn't cover failure cases or return behavior, but its transparency is strong relative to the minimal annotation set.

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 dense but every clause conveys necessary information about item categories, effects, quantity rules, and usage constraints. It front-loads the core action and then systematically details behaviors; while long, it earns its length for a tool with many item types.

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 consumable-item tool with no output schema and minimal annotations, the description covers the essential behavioral context: what happens, quantity semantics, and valid usage contexts. It omits edge cases like insufficient item quantity or cooldowns, but the description is largely complete for correct invocation.

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?

Schema coverage is 100%, so the baseline is 3. The description adds value beyond the schema by clarifying that fuel effects accept multiple items and that buffs/power surges consume exactly one, details not fully present in the schema's parameter descriptions. This pushes it above baseline.

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 clearly identifies the operation as consuming a cargo item and enumerates the consumable categories and their effects. It is specific about the resource, but it does not explicitly distinguish this tool from sibling actions like repair, refuel, or jump that could achieve similar outcomes through different means.

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 provides clear contextual constraints: 'Works in battle and mid-flight, except emergency warp requires a real system' and explains quantity rules for different item types. It does not name alternative tools or explicitly state when not to use this tool in favor of a sibling, so it stops short of a top score.

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

B3.4/5.0
Disambiguation4/5

Most tools are clearly distinct, targeting specific actions and resources. A few overlaps exist (e.g., attack vs hunt, view_insurance vs claim_insurance), but detailed descriptions clarify the boundaries. The scale makes selection harder, but each tool has a clear purpose.

Naming Consistency4/5

The majority use a consistent verb_noun snake_case pattern (e.g., create_buy_order, get_cargo, accept_mission). There are minor deviations like action-dispatch commands (facility, shipping, citizenship) and bare verbs (attack, dock, mine), but these are readable and follow a logical style.

Tool Count1/5

With 212 tools, the server far exceeds any reasonable scope for an MCP. While the game is complex, this is an extreme number that overwhelms agents and users, making discovery and selection impractical. The calibration considers 25+ already too many, and 212 is extreme.

Completeness5/5

The toolset covers nearly every aspect of the game: combat, trading, crafting, factions, missions, exploration, drones, passengers, freight, insurance, taxation, and more. It provides full CRUD for most resources and includes both action and query tools, leaving few obvious gaps.

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