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covalschi

dayz-agentic-modding-mcp

ui_click

Safely click a DayZ UI widget by path, verifying it still matches expected name/class. Choose script delivery for open menus or cursor for real clicks, with clear reporting of handler results.

Instructions

Press a widget, by path, having checked it is still the one meant.

expect_name and expect_class are how a path stops being a loaded gun. A tree walked a minute ago is not the tree in front of the mouse now, and pressing "whatever is at 0.3.1 today" is how an automated run presses the wrong button and reports success. Both are optional -- sometimes the caller genuinely means "whatever is there" -- but then that is the caller's own decision, taken in the open.

TWO TRACTS, and the answer always says which one was used:

  • via="script" delivers the click to the open menu's own handler. Works with the client in the background, no focus taken. Reaches ONLY the open scripted menu: Widget has no GetHandler, so a HUD widget's own handler is not reachable from script at all.

  • via="cursor" puts the real mouse on the widget's rectangle and clicks. Reaches anything the player could click -- and TAKES THE FOREGROUND, like client_type, because a real click goes wherever the real cursor is.

A handler that returns false is reported as what it is: the click was delivered and the menu did not act on it. That is a fact about the mod, not a failure of this tool, and the answer says so rather than inventing a verdict.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
viaNoscript
pathYes
rootNomenu
buttonNo
timeoutNo
expect_nameNo
expect_classNo

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 provided, the description bears full responsibility for behavioral disclosure, and it excels. It reveals that the tool checks the widget identity via expect_name/expect_class, that script delivery reaches only the open scripted menu (HUD widgets are unreachable), that cursor delivery steals foreground, and that a handler returning false is reported as a fact about the mod rather than a failure. These are significant behavioral traits beyond the schema, and they are clearly articulated.

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 dense but every sentence adds value. It fronts the core purpose and the safety rationale, then clearly distinguishes the two via tracts with examples, and finally explains the handler-false behavior. The formatting with headers and code formatting aids scanning. No filler or unnecessary repetition – it is appropriately concise for the 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?

For a complex tool with 7 parameters and no schema descriptions, the description covers behavior thoroughly but omits parameter semantics for root, button, and timeout. The output schema exists, so return format is not a burden, and the description does mention that the answer indicates which tract was used and how handler-false is reported. Still, the missing parameter details leave the tool incompletely specified, especially for an agent that must supply or adjust these defaults.

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?

The schema has zero parameter descriptions, so the description must compensate. It explains the purpose of path (the widget path), via (delivery mechanism), expect_name and expect_class (identity checks). However, it does not explain root (default 'menu'), button (default 0), or timeout (default 45). With 7 parameters and 0% schema coverage, partial coverage leaves a meaningful gap for agents trying to call the tool correctly.

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 precise statement of what the tool does: 'Press a widget, by path, having checked it is still the one meant.' This names the specific verb, resource, and a key safety verification. It clearly distinguishes itself from generic click tools (like client_press) by focusing on path-based UI interaction with expectation checks. The two via modes (script vs cursor) further clarify its scope, making it unambiguous versus siblings.

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 the two via modes: 'via="script"' for open scripted menus (works in background, no focus) and 'via="cursor"' for anything the player could click (takes foreground). It also explains the expectation checks as a way to avoid pressing the wrong widget. However, it does not directly mention alternative tools like client_press or when to prefer this over them, leaving the broader selection context implicit.

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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