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gjlmotea

BlockHand

by gjlmotea

玩家雜項動作

mc_player_action
Destructive

Kill, clear inventory, grant XP, or toggle player abilities (worldbuilder, mayfly, mute) for any target using selectors.

Instructions

kill 殺死對象、clear 清空背包(可指定單一物品)、xp 給經驗、ability 開關 worldbuilder/mayfly/mute 權限。

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
itemNoclear 可選
unitNopoints
actionYes
amountNoxp 需要
targetNo目標選擇器(@a/@p/@s/@e/@r,可帶 [])或玩家名稱@s
abilityNo
enabledNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
okYes
dataYes
elapsedMsYes
statusCodeYes
commandLineYes
statusMessageYes
Behavior3/5

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

Annotations declare destructiveHint=true and readOnly=false, which already signal mutating behavior. The description adds per-action details such as clear being able to target a single item and ability toggling permission flags. However, it does not disclose side effects like the irreversibility of kill, the ability to use negative xp amounts, or whether ability changes persist.

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 a single dense sentence that front-loads all four action types and their effects. There is no filler or redundant repetition of the schema. Each segment 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 tool with 7 parameters and 4 distinct behaviors, the description is terse. It covers the main action meanings but omits important operational details such as how unit affects xp, what enabled controls, and interaction with target selectors. The schema covers target and amount, and an output schema exists, but the combination is still not fully self-sufficient for an agent to use all options correctly.

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 only 43%, so the description must compensate. It does clarify the action enum and the meaning of the item parameter for clear. However, it leaves unit (levels vs points), enabled (boolean), and ability parameter semantics unstated, requiring the agent to guess from enum names or default values.

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 enumerates the four actions (kill, clear, xp, ability) and states what each does: killing a target, clearing inventory optionally for a single item, granting experience, and toggling permissions. This gives a specific verb and resource scope. It does not explicitly distinguish itself from sibling tools like mc_give or mc_effect, but the action list makes the tool's purpose immediately understandable.

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 provides no guidance on when to use this tool versus alternatives such as mc_give, mc_effect, mc_gamemode, or mc_run_command. There are no exclusions, prerequisites, or routing hints. The agent must infer usage from action names alone.

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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