Save Early Access settings
save_early_accessPARTIAL SAVE: writes ONLY the 'EarlyAccess' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. EarlyAccess - early token purchase: while the game's token is on its bonding curve and its early phase is open, only players holding a pass may buy it. The phase itself (duration up to 7 days, total cap, no-sell) is fixed when the token is launched, allowed by the platform per title or publisher, and frozen on chain - this section cannot change it. Enabled is the master switch (default OFF). Tiers: each has TierID, MaxQuote (how much of the chain's quote token in wei the player's wallet may spend in the phase in total), NotBeforeUtc (the wave; empty = at once) and Conditions, ALL of which must hold: QuestCompleted {QuestID} (hours played, logins, kills and any metric are quests), ItemOwned {ItemID, MinAmount default 1, MinLevel}, LeaderboardRank {LeaderboardID, MaxRank}, CloudCodeGrant {GrantID, given by a script with server.GrantEarlyAccess}, Segment {Gate}. Empty Conditions = any player with a verified wallet. A player gets the best tier (higher MaxQuote, then the earlier wave); OR = several tiers. The player requests the pass himself (EarlyAccess.GetPass); it is personal, bound to one wallet, never published.
Tool call template
Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {
"title_id": "<title_id>",
"value": "<value>"
},
"name": "save_early_access"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| value | Yes | Early token purchase: while the game's token is on its bonding curve and its early phase is open, only players holding a pass may buy it. Whether the token has a phase, how long it lasts and whether selling is blocked were fixed when the token was launched and are frozen on chain. This section only says WHO the engine signs a pass for: Tiers, each with its own purchase cap and wave. A player gets the best tier whose conditions all hold. The pass is personal and requested by the player; nothing is published. | |
| title_id | Yes | TitleID, для которого сохраняются данные. |