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Redseb
by Redseb

create_transfer

Create a complete map-transfer event in RPG Maker MZ using action-button or player-touch triggers. Handles destination, facing, and fade in one call.

Instructions

Create a complete, placed map-transfer event in one call, using whichever of the two working idioms you pick. idiom: "action_button" (default) makes a priority-same event the player faces and presses — the right shape for a solid landmark (building, dungeon mouth, door); idiom: "player_touch" makes an invisible priority-below doormat the player walks onto — for interior exits and map-edge gaps. direction is the facing the player lands with, fade the screen transition. Throws if the destination map does not exist; warns if the destination tile is outside that map, if the characterName is unknown, or if the event can never fire from where it sits.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
xYesX tile position of the trigger
yYesY tile position of the trigger
fadeNoScreen fade during the transfer; default "black"
nameNoEvent name (editor label); default "Transfer"
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.
idiomNoaction_button = face a solid landmark and press (priority same, default); player_touch = walk onto a doormat (priority below)
mapIdYesThe ID of the map the trigger is placed on
dryRunNoPreview only: return a diff of what would change without writing to disk.
targetXYesX tile the player lands on
targetYYesY tile the player lands on
directionNoFacing after the transfer; default "retain"
targetMapIdYesThe ID of the destination map
characterNameNoOptional sprite basename (a doormat is normally left invisible)
characterIndexNoSprite index 0-7 in the sheet
Behavior5/5

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

With no annotations provided, the description fully carries the burden of behavioral disclosure and does so excellently. It discloses that the tool 'Throws if the destination map does not exist; warns if the destination tile is outside that map, if the characterName is unknown, or if the event can never fire'. It also explains the behavioral difference between idioms (priority same vs below, visible vs invisible), the effect of 'force' and 'dryRun', and default behaviors for direction and fade. This is rich, honest context.

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 dense but well organized: it opens with the main purpose, then explains the two idioms in a structured way, and closes with behavioral caveats. Every sentence provides essential information, and the length is appropriate for the tool's complexity. No filler or redundancy.

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?

Given the high complexity (14 parameters, no output schema, no annotations), the description is remarkably complete. It covers what the tool creates, how to choose the idiom, default behaviors, and failure/warning modes. It also explains the safety mechanisms (force, dryRun). This is sufficient for an agent to select and invoke the tool correctly without additional context.

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 schema already covers all 14 parameters (100% coverage), so the baseline is 3. The description adds meaningful semantics beyond the schema by explaining the practical consequences of 'idiom' choices, the meaning of 'direction' and 'fade', and the validation behavior associated with 'force'. It does not describe every parameter individually, but it significantly enriches the key behavioral ones, justifying a score above baseline.

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 map-transfer event in one call'. It distinguishes itself from generic event creation tools by emphasizing the one-call placement and the two idioms, and it specifically covers the map-transfer domain. The verb 'create' and resource 'map-transfer event' are precise and differentiate this from siblings like create_map_event or build_transfer_player.

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 provides explicit guidance on when to use each idiom: 'action_button' for solid landmarks and 'player_touch' for interior exits and map-edge gaps. It also clarifies defaults and error/warning conditions, giving clear context. However, it does not name alternative tools or explicitly state when not to use this tool in favor of a sibling, so it falls short of full 'when/when-not/alternatives' coverage.

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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