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pyularn-mcp

pyularn-mcp

by R0x7

send_keys

Sends keystrokes to the game and returns the resulting screen, letting AI agents play Ularn over MCP with plain and special key commands.

Instructions

Send keystrokes to the game and return the resulting screen. Plain characters are sent literally; use , , , , ///, for special keys. Call key_reference for the command list.

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "keys": "<keys>"
    },
    "name": "send_keys"
  }
}

Input Schema

NameRequiredDescriptionDefault
keysYesKeys to send, e.g. 'i', 'qa', 'cmle<enter>', '<esc>'.
include_stateNoAlso return structured player state.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A4.2/5.0
Behavior3/5

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

With no annotations, the description carries the full burden. It does disclose the core behavioral trait - plain characters are literal while angle-bracket tokens are special keys - and that a screen is returned, but it says nothing about invalid key handling, whether the call blocks or waits for the game to settle, or what happens if no game is running.

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?

Three tight sentences: effect first, encoding rules second, pointer to the reference last. Nothing is redundant and the most important information is front-loaded.

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 correctly states what comes back ('the resulting screen'), and it covers the one non-obvious input convention. Minor gaps remain around error behavior and the include_state option, though the schema documents the latter.

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, but the description genuinely adds meaning the schema only illustrates: it states the literal-versus-special-token grammar and enumerates the available special keys. That is real semantic value for constructing a valid 'keys' string.

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?

States a specific verb+resource+effect: send keystrokes to the game and return the resulting screen. This cleanly separates it from get_screen (read-only) and key_reference (lookup), and the description explicitly routes the agent to key_reference for the command list.

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 a clear routing rule for one alternative ('Call key_reference for the command list'), which is useful when the agent doesn't know the key names. It does not address when to use this versus move, get_screen, or get_state, nor any prerequisite such as a game being active.

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