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Plan a Roblox asset kit

plan_kit

No charge. Turns a one-sentence game idea into a priced kit (GUI, icons, thumbnail, 3D props, music). With an API key the plan is saved as a project; without one you get the same plan and price plus a link for the user to connect.

Input Schema

NameRequiredDescriptionDefault
genreNo
styleNoArt direction, e.g. "chunky pastel cartoon".
descriptionYesThe game idea in plain words.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A3.8/5.0
Behavior4/5

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

Annotations already declare readOnlyHint=false and destructiveHint=false, so the write profile is partly covered. The description adds genuinely new context: it is free ('No charge'), it persists the plan as a project only when an API key is present, and keyless callers still receive the plan, price, and a connect link. It stops short of covering failure modes or rate limits.

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?

Two sentences, zero filler, and the most decision-relevant fact ('No charge') is front-loaded. Each sentence carries distinct information: what it produces, and how persistence depends on an API key.

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?

With no output schema, the description does the work of telling the agent what comes back: a priced kit with named asset categories plus a link. That is enough to describe the result to a user, though the plan/price structure itself is not detailed.

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 67%, and the description only loosely gestures at the required 'description' parameter via 'one-sentence game idea'. It adds nothing about the genre enum values or what 'style' should contain, which the schema already partially documents, so it neither compensates for nor exceeds the schema.

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 verb and resource are concrete: 'Turns a one-sentence game idea into a priced kit' and it enumerates the deliverables (GUI, icons, thumbnail, 3D props, music). This is far more specific than the terse sibling names (draft, generate), though it never explicitly states how it differs from them.

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?

Usage is implied by the input/output framing (give a game idea, get a priced kit), and the API-key/no-key branch clarifies the two operating modes. However, there is no explicit guidance on when to call plan_kit versus draft or generate, nor any stated prerequisites beyond key presence.

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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