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dayz-agentic-modding-mcp

knowledge_find

Locate code declarations in DayZ mods by name—classes, methods, constants, enums, or configs—across project, dependency, and game layers, ordered nearest-first with index freshness.

Instructions

Find declarations by name: classes, methods, constants, enums, configs.

Matching is case-insensitive and exact unless prefix=True. Answers come nearest-layer-first -- the project's own declaration before its dependencies', and those before the game's.

kind separates two namespaces that share a name space:

'class' a class declared in Enforce Script 'method' a function, with its owning class and full signature 'constant' / 'enum' what flags like ECE_* are found through 'config' a class declared in a config.cpp or a binarised config.bin -- this is how you ask "does the game have an item class called X". Kept apart because the game alone holds 88 102 of them against 43 595 script declarations, and mixed together they bury every script answer.

Every answer names the layers it used and how old each one is -- and an answer with no results names every layer it searched, because "not found" is worth exactly as much as the layers behind it are current. The project layer's staleness is measured on every call, so an answer taken from an index built before your last edit says so instead of describing code that no longer exists. A search that finds nothing while a layer that could have held it was never built is refused, not answered: "not found" and "not looked" are different facts.

Narrowing has the same trap one level down, so an empty narrowed answer checks whether the name exists outside the narrowing and says where in elsewhere -- asking for kind='class' about a name the game declares only in a config gets a true "no" that reads as "the game has no such class".

Every search runs under a hard time ceiling and a result limit; neither can be removed.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
kindNo
nameYes
layerNo
limitNo
ownerNo
prefixNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault
okYes
dataNo
hintNo
errorNo
Behavior5/5

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

With no annotations, the description carries the full burden of disclosing behavior. It details case-insensitive matching, prefix behavior, layer ordering (nearest-first), staleness measurement on every call, the distinction between 'not found' and 'not looked', narrowing with `elsewhere` fallback, and hard time/result limits. This is exceptionally thorough and leaves no major behavioral surprises.

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

Conciseness4/5

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

The description is long but every sentence contributes meaning. It leads with purpose, then dives into matching semantics, kind distinctions, output behavior, and edge cases in a logical order. It could be tightened (e.g., the config explanation is lengthy), but for a tool with this complexity, the density is appropriate and nothing is redundant.

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?

Given the tool's complexity (6 parameters, 0% schema coverage, no annotations), the description covers most critical aspects: matching rules, kind semantics, layer ordering, staleness, empty-result behavior, and limits. It also describes output contents. However, it fails to mention the `owner` parameter entirely and does not fully specify acceptable values for `layer`, leaving those aspects incomplete for an agent to use the tool correctly in all cases.

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 0%, so the description must compensate. It explains `kind` in depth (with rationale for separation), `prefix` explicitly, and touches on `layer` via the layering concept and `limit` via the hard ceiling. However, the `owner` parameter is entirely unmentioned, and `layer` is not clearly defined as a parameter (e.g., what values it accepts). The description adds substantial meaning for some parameters but misses others, leaving gaps for an agent.

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 opens with a specific verb and resource: 'Find declarations by name' and enumerates the kinds (classes, methods, constants, enums, configs). This clearly distinguishes it from sibling tools like knowledge_show, knowledge_callers, and knowledge_scope, which have different scopes. The purpose is unambiguous and actionable.

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 different `kind` values, including a concrete example ('does the game have an item class called X'). It explains the layer ordering and prefix behavior, and warns about situations where a search is refused due to missing index layers. However, it does not explicitly state when NOT to use this tool or name alternative tools as fallbacks, leaving some room for inference.

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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