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Glama

scene_set_class

Destructive

Configures a class's movement abilities, camera, and combat stats in a copied save so you can tailor gameplay without altering the official save.

Instructions

Change what a class (职业) lets the player's character do, in a copy of a save: allowJump, allowSprint, allowClimb, allowGlide, and cameraTemplateId (a camera from scene_list_cameras) so that this class plays with that camera. On this platform the character's abilities and its camera belong to the class, not to node graphs: a side-scroller or a top-down game gives its class the right camera and switches off what the game does not use. name picks the class when the save has several. Writes a new .gil in the workspace; the official save is not touched. allowJump false and allowClimb false were verified in play on 2026-10-11 (space pressed, the character stayed on the ground; pushed against a wall 2.4 m high it stopped, where with climbing on it climbed over); allowSprint too (with it off, two seconds of shift and D covered the 10.5 m that walking does; with it on, 17.4 m). allowGlide too (walking off a tower 12 m high and pressing space in the air: about a second to the ground with it off; with it on the character glides down at 2 m a second). health, attack, defence and stamina are the base combat attributes of the class and level the level a player starts it at (the character's real numbers are the base ones times the multiplier its level has on the growth curve of the class): a new map gives the character a base health of 10000, attack 500 and defence 500, which no ordinary enemy wears down, so a game in which the player can lose a fight sets a health to match its enemies. Read from the official samples (a class of health 1, a swordsman of health 100); health verified in play on 2026-10-12 (set to 300, the bar of a level 1 character reads 300 / 300).

Input Schema

NameRequiredDescriptionDefault
nameNo
levelNo
attackNo
healthNo
defenceNo
mapPathNo
staminaNo
allowJumpNo
allowClimbNo
allowGlideNo
outputNameNo
allowSprintNo
cameraTemplateIdNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.2/5.0
Behavior4/5

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

With destructiveHint=true declared, the description adds genuinely mitigating context: it writes a NEW .gil into the workspace and leaves the official save untouched, so the agent can reason about risk. It also discloses that health/attack/defence/stamina are base values multiplied by a growth curve at the given level, and cites play verification. It never says what happens to fields that are omitted (all 13 params are optional), which is the main behavioral blind spot.

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

Conciseness3/5

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

Purpose and key fields are front-loaded in the first sentence, which is good structure. But the body is bloated with dated playtest forensics (specific meter distances, a 12 m tower, a 2.4 m wall, verification dates) that convey semantics at far more length than an agent needs, pushing the definition past 250 words.

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 13-parameter mutating tool with no annotations beyond hints and no output schema, the description supplies rich domain context: class-based ability model, combat-attribute math, camera sourcing, and output safety. The gaps are the unexplained mapPath and outputName, and the absence of any statement about defaults or required arguments when errors occur.

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 0%, so the description carries the full burden and does most of it: allowJump/allowSprint/allowClimb/allowGlide are explained with concrete observed effects and units (17.4 m vs 10.5 m, 2 m/s glide), cameraTemplateId is tied to scene_list_cameras, name is tied to disambiguating among several classes, and level/health/attack/defence/stamina are explained relationally. mapPath and outputName are never mentioned, leaving two of thirteen parameters unexplained.

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 first sentence names a specific verb (change) and resource (a class's abilities/camera) and enumerates the exact fields it controls, so an agent knows precisely what the tool mutates. It also draws the boundary against graph-based work ('abilities and camera belong to the class, not to node graphs'), which separates it from the graph-building siblings.

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?

It gives real situational guidance: use it when a side-scroller or top-down game needs the right camera and unused abilities switched off, and it warns that a new map's default 10000 health makes the player invincible so games with losing fights must tune health. It names scene_list_cameras as the source for cameraTemplateId, but offers no explicit exclusions or pointer to scene_list_classes / scene_set_level_settings as alternatives.

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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