RotMG Exalt MITM proxy and automation dashboard with plugin support
This MCP server has critical definition quality gaps. Two tools are present ('server' and 'con'), but both lack proper input parameter descriptions despite having basic schemas. The 'server' tool has a schema with 'serverName' but no description for the parameter itself. The 'con' tool accepts an array 'args' with only minimal description ('Server abbreviation to match'). Tool descriptions are present but generic and lack actionable guidance for LLM selection. Neither tool's output schema is documented, making it impossible for agents to chain results to downstream operations. No error handling guidance is provided. The source code snippet is incomplete (truncated mid-function in server-switch.ts), so full parameter validation and output shape cannot be verified from the provided code.
In-game command to switch servers by abbreviation prefix matching with ambiguity resolution
Server Switch plugin - Changes the player's connected game server. Controllable from Dashboard dropdown selector or in-game command /con {abbreviation}
Tool 'con' has generic naming that does not start with a clear action verb. 'con' is cryptic and does not convey 'switch_server' or 'change_server' intent. LLMs will struggle to infer when to call this tool without reading the full description.
Input parameter 'serverName' (server tool) and 'args' (con tool) lack descriptions. The rubric mandates every parameter must have a description explaining what it controls. A bare parameter name leaves LLMs guessing format and valid range.
No output schemas documented for either tool. LLMs cannot determine what fields to expect, what IDs are returned for chaining, or how to format results for downstream operations. This violates the 'documented return types' baseline (100% of A+ tools document return types).
| Scored | Grade | Overall | Spec posture | Rubric |
|---|---|---|---|---|
| 2026-09-23 | F | 37 | 2026-07-28+ | v2 |
Tool descriptions lack actionable context. 'Changes the player's connected game server...' states what it does but not WHEN to call it vs 'con', what prerequisites exist, or what the result is. Descriptions should be 10 - 1024 chars and answer: What? When? What returns?
No error handling guidance. If a server name is invalid or the player is not connected, no message tells the LLM what to do next or how to recover. This violates the recovery-guide pattern.
Ambiguous relationship between 'server' and 'con' tools. Both perform the same action (switch server) but with different interfaces. The naming and descriptions do not clarify which to call in a given scenario, violating the 'distinguish tools with overlapping functionality' rule.
Source code snippet is truncated. Full parameter validation, output structure, and error handling cannot be verified. Per HARD SCORING RULE: 'If you cannot see the actual tool definition in the source (only inferred), cap that tool's overall at 50.' Both tools are partially visible but incomplete.