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Redseb
by Redseb

create_chest

Places a treasure chest event on a map that gives an item, weapon, armor, or gold, and uses a self-switch to ensure it can only be looted once.

Instructions

Create a complete, placed treasure chest on a map in one call — the two-page self-switch idiom done correctly, so the chest can never be looted twice. Page 1 (closed) is an action-button, priority-same event that optionally shows text, gives the contents, then flips its self switch; page 2 (opened) is gated on that self switch, shows the opened graphic and does nothing. kind picks the payout: item/weapon/armor (needs id) or gold. On the RTP !Chest sheet the open/closed states are the direction rows of one character block (down = closed, up = open), which is what closedDirection/openedDirection default to. Throws if the item/weapon/armor id does not exist; warns (never blocks) on an unknown characterName or a chest with no graphic.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
xYesX tile position
yYesY tile position
idNoThe item/weapon/armor ID to give (omit for kind "gold")
kindYesWhat the chest gives; item/weapon/armor require `id`
nameNoEvent name (editor label); default "Chest"
textNoOptional message shown on opening, e.g. ["Found a Potion!"]
forceNoWrite even if validation finds structural problems (wrong parameter count, unterminated command list). Off by default: such a write is refused and nothing is written. Advisory warnings never block regardless.
mapIdYesThe ID of the map to place the chest on
amountNoHow many (or how much gold) to give; default 1
dryRunNoPreview only: return a diff of what would change without writing to disk.
selfSwitchNoSelf switch channel marking the chest looted; default "A"
characterNameNoChest sprite basename from list_assets("characters"), e.g. "!Chest"
characterIndexNoWhich chest in the sheet (0-7); default 0
closedDirectionNoDirection row showing the CLOSED chest; default "down"
openedDirectionNoDirection row showing the OPENED chest; default "up"
Behavior5/5

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

With no annotations, the description fully discloses behavior: it details the event page structure (action-button, priority-same, optional text, gives contents, flips self switch), the opened page behavior, and error handling (throws on invalid id, warns but never blocks on unknown characterName or no graphic). It even explains the RTP sprite direction defaults. This is exemplary transparency.

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?

The description is four sentences long, front-loaded with the core purpose, and every sentence provides substantive detail. It is dense but well-structured, covering purpose, mechanism, parameter semantics, and error behavior without redundancy or fluff.

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

Completeness5/5

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

For a tool with 15 parameters, no output schema, and no annotations, the description is remarkably complete. It explains the event structure, the payout kinds, the default directions, and the error behavior. It leaves little ambiguity about what the tool will do, making it adequate for an agent to invoke correctly.

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?

The input schema already covers all 15 parameters with descriptions (100% coverage), so the baseline is 3. The description adds extra meaning beyond the schema by explaining the relationship between `kind` and `id`, the direction row defaults for `closedDirection`/`openedDirection` on the !Chest sheet, and the two-page idiom. This is a meaningful addition, so a 4 is warranted.

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?

The description clearly states the tool's function: 'Create a complete, placed treasure chest on a map in one call'. It identifies the specific resource (treasure chest), the action (create/place), and the key implementation detail (two-page self-switch idiom) that distinguishes it from generic event-creation tools like create_map_event or create_npc.

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?

The description signals when to use this tool by emphasizing the 'two-page self-switch idiom done correctly' and 'so the chest can never be looted twice', implying it should be used instead of manually constructing the event pages. It also gives context for the `kind` parameter. However, it does not explicitly name alternative tools or state when not to use this tool, so it falls short of a perfect score.

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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