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Mming-Lab
by Mming-Lab

player

Manage in-game players with actions like retrieving info/location, sending messages, managing inventory, setting gamemodes, adjusting abilities, and handling tags. Supports chained operations for efficient player control on Minecraft Bedrock MCP Server.

Instructions

PLAYER management: info/location/communication/inventory/abilities/gamemode. Actions: get_info/location (player details), send_message (chat to player), give_item (add to inventory), set_gamemode (survival/creative/adventure/spectator), add_levels (XP), get/set_ability (mayfly/mute/worldbuilder), get/check_tag, get_ping, list_all_players. Supports sequences for chained player operations.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
abilityNoPlayer ability to modify
ability_valueNoEnable or disable the ability
actionYesPlayer operation to perform: get_info (returns player details), get_location (returns exact coordinates x,y,z including NEGATIVE values like x:-45.7, z:-123.2, plus rotation data), send_message (chat to player), give_item (add to inventory), set_gamemode (survival/creative/adventure/spectator), add_levels (XP), get/set_ability (mayfly/mute/worldbuilder), get/check_tag, get_ping, list_all_players. Use get_location before building to know exact position.
amountNoItem amount (1-64)
can_destroyNoBlocks this item can destroy (optional)
can_place_onNoBlocks this item can be placed on (optional)
gamemodeNoGame mode to set
item_idNoItem ID to give (e.g., minecraft:diamond, minecraft:iron_sword)
keep_on_deathNoKeep item on death (optional)
levelsNoExperience levels to add
messageNoMessage to send to player
player_nameNoTarget player name (optional, defaults to local player)
stepsNoArray of player sequence steps. Each step needs "type" (action) and params. Optional: "wait_time" (seconds), "on_error" (continue/stop/retry). Example: [{type:"send_message",message:"Hello!"},{type:"set_gamemode",gamemode:"creative",wait_time:1}]
tagNoTag to check for
Behavior2/5

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

With no annotations provided, the description carries full burden for behavioral disclosure. While it lists actions like 'send_message (chat to player)' and 'give_item (add to inventory)', it doesn't address critical behavioral aspects: whether operations require permissions, if they're reversible, what happens on errors, rate limits, or authentication needs. The mention of 'sequences' is helpful but insufficient for comprehensive transparency.

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?

The description is somewhat front-loaded with 'PLAYER management: info/location/communication/inventory/abilities/gamemode' but then becomes a dense list of actions without clear organization. The second sentence is overloaded with 12+ action types, making it less scannable. While not excessively verbose, the structure could be improved for readability.

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 complex tool with 14 parameters, no annotations, and no output schema, the description is inadequate. It doesn't explain return values, error handling, permission requirements, or operational constraints. While the schema covers parameter definitions, the description fails to provide the contextual understanding needed for safe and effective tool invocation.

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

Parameters3/5

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

Schema description coverage is 100%, so the schema already documents all 14 parameters thoroughly. The description adds minimal value beyond the schema - it lists action types but doesn't provide additional context about parameter interactions or usage patterns. The baseline of 3 is appropriate when the schema does the heavy lifting.

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?

The description clearly states this is for 'PLAYER management' with specific operations like info/location/communication/inventory/abilities/gamemode, distinguishing it from sibling tools like blocks, build_*, or execute_command. However, it doesn't explicitly differentiate from send_message or sequence tools which also handle player interactions, keeping it from a perfect score.

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?

The description mentions 'Supports sequences for chained player operations' which hints at usage with the sequence tool, but provides no explicit guidance on when to use this tool versus alternatives like send_message or sequence. There's no mention of prerequisites, error conditions, or tool selection criteria.

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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