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Run an editor action

editor_command

Perform live actions in the running Mount & Blade II: Bannerlord Modding Kit editor: run console commands, check scenes, reimport assets, manage dialogs, capture screenshots, and measure performance.

Instructions

Live actions in the running Modding Kit editor (needs the bridge): console (run a developer console command), list_commands (console commands by prefix; entries ending in '.' are groups such as 'scene.', 'resource.', 'prefab.' — list them with that prefix), check_scene (editor's scene problem check), reimport_assets (re-converts changed sources of earlier imports — new files need the Resource Browser's Import new asset), raycast (from/to or a position straight down → hit point), ground_height, warning (show a message in the editor), enter_editor (from the main menu), ping, quit (confirm=true; closes the game without saving). Also without the bridge: screenshot (captures the game window and returns the image; when the game is frozen or has no window yet, the message box blocking it), dialogs (the game's message boxes such as 'RGL WARNING', prompts Windows shows for it, the scene editor's modal Qt dialogs such as 'Do you want to save the scene?' with their texts, fields and buttons, and its other open windows), dismiss_dialogs (press OK, or button, on them; editor dialogs and file dialogs only with a named button) and fill_dialog (type into an editor dialog's input fields, set its check boxes and select a list/tree item — by label or #n — then read everything back; it never presses a button). With the bridge also: perf (frame times over seconds: average, percentiles, fps, plus the engine's main/renderer fps). cleanup deletes the screenshots, walk traces and dialog/bridge logs this server left in the bridge folder.

Input Schema

NameRequiredDescriptionDefault
toNoraycast: end point.
fromNoraycast: start point.
pathNoscreenshot: keep a full-resolution copy in this .png file (default: nothing is kept on disk).
checkNofill_dialog: check boxes or radio buttons to set, by label, to true/false. Values are strings.
titleNodismiss_dialogs/fill_dialog: only dialogs whose title contains this text (e.g. 'RGL WARNING', 'Save Scene').
actionYesAction.
buttonNodismiss_dialogs: button text or control id to press (default: OK, or the only button). 'OK', 'Cancel', 'Yes', 'No', 'Retry', 'Ignore', 'Close' also match Windows boxes in any language (e.g. 否(N)). Scene editor (Qt) dialogs and file dialogs are only answered with a named button. Dialogs without a matching button are left open.
fieldsNofill_dialog: input fields to set, by label, name or #1, #2 … in order, e.g. {"Name": "my_scene_v2"}. Values are strings.
prefixNolist_commands: command prefix (default all).
selectNofill_dialog: text of a list or tree item to select (e.g. a module or scene name).
sourceNoscreenshot: 'window' (default) captures the game/editor window including the editor UI and works without the bridge; 'engine' asks the renderer (needs the bridge; black while the scene editor is in front).
commandNoconsole: the command line, e.g. 'help'.
confirmNoquit: must be true — closes the game; unsaved editor changes are lost.
messageNowarning: text to show in the editor's warning panel.
secondsNoperf: sampling time (default 5, max 120).
positionNoraycast/ground_height: [x, y, z] point to probe downwards from.
max_widthNoscreenshot: width of the image returned to you (default 1280; the saved file keeps full size).

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv0.3.0

TDQS

A3.8/5.0
Behavior4/5

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

Adds substantial behavior beyond the annotations: quit loses unsaved changes, cleanup deletes the server's screenshots/traces/logs, dialogs without a matching button are left open, fill_dialog 'never presses a button', and engine-source screenshots go black while the scene editor is in front. One caveat: destructiveHint=false is arguably loose given quit and cleanup, though both are explicitly gated (confirm=true) and warned about, so I do not treat it as a hard contradiction.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Nearly every clause maps to a distinct action, so the word count is largely earned for a 16-action dispatcher. The structure is poor, though: one dense run-on paragraph with nested parentheses instead of a scannable list, and the cleanup sentence is tacked on at the very end after the 'with the bridge' group.

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

Completeness4/5

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

With no output schema, no structured param help beyond the schema, and 17 parameters, the description carries a lot and does it reasonably well, including light return-value notes ('returns the image', 'read everything back'). It stops short of describing failure modes, bridge-install prerequisites, or how errors/partial results are surfaced.

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 100% and every parameter's description already names the action it belongs to ('raycast: end point', 'prefix: list_commands', 'confirm: quit'). The description adds the cross-action rule that editor/file dialogs only answer to a named `button`, but otherwise restates what the schema carries, so the baseline 3 applies.

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 opening clause names the resource (the running Modding Kit editor) and the description enumerates every one of the 16 actions with a concrete gloss (console runs a command, raycast returns a hit point, perf samples frame times). An agent can tell what each action does. It does not, however, position itself against siblings such as editor_status, editor_play or read_logs, so sibling routing is left to inference.

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?

Prerequisites and conditions are stated explicitly: 'needs the bridge' for live actions, and a clean split of which actions work without the bridge (screenshot, dialogs, dismiss_dialogs, fill_dialog) versus only with it (perf). It even routes one case away to another tool: 'new files need the Resource Browser's Import new asset'. Missing is explicit when-to-use guidance versus the sibling editor_* tools.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.