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scene_add_timer_display

Destructive

Displays a running global timer as an on-screen digital clock in a copied save, letting low-level accounts show time remaining without custom text.

Instructions

Put a clock on the player's screen that shows a global timer (made with scene_add_global_timer) running, in a copy of a save. It shows digits, not custom text, so it is a way to show time left on an account whose 奇匠 level is 1. position is [x, y] from the screen centre on a 1600 x 900 canvas with y up; size is [width, height]. Writes a new .gil in the workspace; the official save is not touched. Verified in play on 2026-10-10.

Input Schema

NameRequiredDescriptionDefault
nameYes
sizeNo
timerYes
mapPathNo
positionNo
outputNameNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.1.0

TDQS

A3.7/5.0
Behavior4/5

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

Annotations already declare readOnlyHint false and destructiveHint true. The description adds meaningful behavior: it writes a new .gil in the workspace and does not touch the official save, plus coordinate-system details and a verification note. It does not clarify overwrite behavior for outputName, but it substantially supplements the annotations.

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?

The purpose is front-loaded in the first clause, and the paragraph is compact. The closing verification sentence is minor metadata but does not significantly hurt readability.

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

Completeness3/5

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

For a write tool with six parameters and no output schema, the description covers the core action and file-output safety, but it omits enough parameter detail (especially timer, mapPath, and outputName) that an agent would still need to inspect the schema and may misunderstand how to call it correctly.

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% and there are six parameters. The description explains position ([x, y] from screen centre, 1600x900 canvas with y up) and size ([width, height]), but leaves name, timer, mapPath, and outputName undocumented, including the required timer parameter.

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 and resource: 'Put a clock on the player's screen that shows a global timer'. It explicitly ties itself to the sibling tool scene_add_global_timer and distinguishes itself from custom-text displays, so an agent can identify its role without opening the schema.

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?

It implies a use case ('a way to show time left on an account whose 奇匠 level is 1') and notes a limitation ('shows digits, not custom text'), but it never says when not to use it or points to alternatives like scene_add_text_box or scene_add_progress_bar.

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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