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give_item

Distribute items to Minecraft players using player selectors and item IDs. Specify target players and item types to manage in-game resources.

Instructions

Give items to a player. Examples: 'diamond', 'diamond_sword', 'golden_apple'.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
targetYesPlayer selector (e.g., '@a', '@p', 'PlayerName')
itemYesItem ID (e.g., 'diamond', 'netherite_sword')
countNoNumber of items

Implementation Reference

  • The handler function for the 'give_item' tool, which executes an RCON 'give' command.
    async ({ target, item, count }) => {
      try {
        const response = await manager.rcon.send(
          `give ${target} ${item} ${count}`
        );
        return { content: [{ type: "text", text: response }] };
      } catch (error) {
        return {
          content: [
            {
              type: "text",
              text: `Failed: ${error instanceof Error ? error.message : String(error)}`,
  • Registration of the 'give_item' tool with its schema definition.
    server.tool(
      "give_item",
      "Give items to a player. Examples: 'diamond', 'diamond_sword', 'golden_apple'.",
      {
        target: z.string().describe("Player selector (e.g., '@a', '@p', 'PlayerName')"),
        item: z.string().describe("Item ID (e.g., 'diamond', 'netherite_sword')"),
        count: z.number().optional().default(1).describe("Number of items"),
      },
Behavior2/5

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

No annotations provided, so description carries full burden. Fails to disclose edge case behaviors: what happens if player inventory is full, if player is offline, if item ID is invalid, or whether this operation is logged/auditable. No mention of reversibility or side effects.

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?

Two sentences with zero waste. First sentence front-loads the core purpose; second provides concrete examples. Appropriate length for tool complexity.

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?

Adequate for a simple 3-parameter tool with full schema coverage, but gaps remain given lack of annotations and output schema. Missing critical context like online player requirement, inventory overflow behavior, and return value indication (success/failure).

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 has 100% description coverage with examples already embedded in parameter descriptions (e.g., 'diamond' for item). Description repeats some examples ('diamond') but adds no additional semantic clarity or format constraints beyond what schema already provides. Baseline 3 appropriate for high-coverage schema.

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?

States specific verb (Give) + resource (items) + target (player). Clearly distinguishes from siblings like apply_effect (status effects), set_block (blocks), and summon_entity (entities). However, does not explicitly differentiate from execute_command which could also perform item giving commands.

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?

Provides examples of item IDs but lacks explicit guidance on when to use this tool versus alternatives like execute_command. No mention of prerequisites such as player being online, permission requirements, or limitations (e.g., creative mode vs survival).

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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