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pad_press

Send a virtual gamepad button or D-pad press, with optional hold duration, to control games on Linux and Steam Deck.

Instructions

Tap a gamepad button or D-pad direction. In Steam Deck Gaming Mode, if the game ignores the pad, ElfPad is not Player 1: open Steam > Controller Settings > Reorder Controllers while the game runs and move the non-Deck controller to the top.

Input Schema

NameRequiredDescriptionDefault
buttonYes
hold_msNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

C2.9/5.0
Behavior3/5

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

With no annotations, the description carries the full burden. 'Tap' implies a press-and-release pair, and the Steam Deck note usefully discloses a real failure mode (game ignores input when ElfPad isn't Player 1) plus remediation. However, it never says whether the call blocks, what it returns on success or failure, or whether the game window must be focused.

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?

Two sentences, with the core action front-loaded before the caveat, so the agent gets the purpose immediately. The troubleshooting sentence is long and covers a narrow platform case, but it is actionable rather than filler.

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

Completeness2/5

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

For a two-parameter input tool with no annotations and no output schema, the description should cover hold_ms behavior and what a call reports back. Neither is addressed, leaving the agent to guess the interaction model beyond the basic tap.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters2/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 0%, so the description must compensate and largely doesn't. The button enum is self-describing, but 'hold_ms' (0–5000) is completely unexplained and even appears to conflict with the word 'Tap' — nothing says whether setting hold_ms turns this into a held press.

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?

States a specific verb and resource: 'Tap a gamepad button or D-pad direction.' This clearly separates it from momentary-vs-held siblings in spirit, but it never names pad_down/pad_up, so the differentiation from the hold tools is left implicit.

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

Usage Guidelines2/5

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

There is no statement of when to use this versus pad_down/pad_up/pad_stick, and no mention that this is a discrete tap versus a held press. The only conditional guidance is a narrow Steam Deck troubleshooting aside, which is reactive rather than selection guidance.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.