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gjlmotea

BlockHand

by gjlmotea

給予物品

mc_give

Give specified items to a player or entity in Minecraft using a target selector, enabling agents to obtain resources for building and world manipulation.

Instructions

給對象指定數量的物品。要讓 Agent 有東西可放,先 give 給玩家再交給 Agent。

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
dataNo
itemYes方塊 ID,例如 stone 或 minecraft:oak_planks
amountNo
targetNo目標選擇器(@a/@p/@s/@e/@r,可帶 [])或玩家名稱@s

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
okYes
dataYes
elapsedMsYes
statusCodeYes
commandLineYes
statusMessageYes
Behavior2/5

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

Annotations are all false and offer no safety or side-effect information. The description only states the action without disclosing any behavioral nuances, such as impacts on existing inventory, permission requirements, or error handling. For a mutation tool, this is a significant gap.

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 two sentences long, front-loads the main action, and the second sentence adds valuable workflow context without any fluff. Every word earns its place.

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 simple give tool, the description plus schema is mostly adequate. The workflow hint is useful, and the output schema covers return values, but there is no mention of edge cases (e.g., max stack size, inventory overflow) or cautions when giving items to players vs. agents.

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 50%, covering item and target, but data and amount lack schema descriptions. The tool description does not compensate for this, explaining none of the parameters or any additional meaning like data values or stacking behavior.

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 states a specific verb (give), resource (items), and target (object), making the core action clear. However, it does not explicitly differentiate this tool from siblings like mc_run_command, which could also give items via a command.

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 second sentence provides a concrete workflow: to give items to an Agent for placing, first give to the player and then to the Agent. This gives clear context for one use case, though it does not mention alternative tools or exclusions.

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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