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Schedule a live event

schedule_live_event
Idempotent

Schedule (or, with an existing id, edit) a timed event: a window, optionally repeating daily or weekly, optionally limited to some rooms, carrying config overrides that apply only while it runs. It starts and ends on time in rooms that are already running, as data: nobody is kicked and nothing is redeployed. Clients see it in mp.live (active / upcoming / config) and mp.onLive(cb); server logic reads liveOps() and gets onLiveOps(live, change) when it starts or ends. Up to 50 events per game; check the result with get_live_ops (pass at to preview).

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": "<title>"
    },
    "name": "schedule_live_event"
  }
}

Input Schema

NameRequiredDescriptionDefault
idNoStable id (a-z, 0-9, - _). Defaults to a slug of the title. Scheduling an existing id EDITS that event.
gameNoWhich game to act on: its publishable key (pk_…) or its exact name. Defaults to the x-mp-game header, then your primary game.
roomsNoOnly these room names. Omit = every room of the game.
titleYesPlayer-facing name, e.g. 'Double XP Weekend'.
configNoOverrides deep-merged over the live config while the event runs (null deletes a key), e.g. { xpMultiplier: 2, rules: { lives: 1 } }.
endsAtNoISO-8601 end. Or give durationMinutes. Neither = open-ended (until cancelled; not for repeating events).
repeatNoRepeat the same window every day or week from startsAt (default none).
startsAtNoISO-8601 start, e.g. "2026-11-01T18:00:00Z", or "now" (the default).
descriptionNoPlayer-facing blurb for an events window.
repeatUntilNoISO-8601: no occurrence starts at or after this. Omit = repeats forever.
durationMinutesNoLength of each occurrence, instead of endsAt.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Added

TDQS

A4.6/5.0
Behavior5/5

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

Annotations cover the safety profile (non-destructive, idempotent, closed-world), and the description adds substantial context beyond them: nobody is kicked, nothing is redeployed, the change is pure data, and it is visible to clients via mp.live / mp.onLive(cb) and to server logic via liveOps() / onLiveOps. It even states the per-game quota of 50 events, which no structured field carries.

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?

Front-loaded with the verb, scope, and the edit behavior, then progressively less essential runtime details. The mp.live / liveOps() sentence is dense but earns its place for an SDK agent; the four sentences carry no filler, though the middle sentence packs several distinct facts.

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

Completeness5/5

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

For an 11-parameter mutation tool with nested config and no output schema, the description covers what it does, its runtime effects, its visibility surfaces, its quota, and how to verify the result. An agent has everything needed to invoke it correctly and confirm success.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so baseline is 3; the description still adds meaning by framing `id` as an edit switch and `config` as overrides that only apply while the event runs. It does not restate the endsAt/durationMinutes exclusivity or repeat/repeatUntil interplay, which live entirely in the schema.

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 states a specific verb (schedule/edit) and resource (timed event) with its full shape: a time window, optional daily/weekly repeat, optional room scoping, and config overrides scoped to the window. It implicitly distinguishes itself from set_live_config (overrides apply only while it runs) and cancel_live_event, so an agent can route correctly without opening the schema.

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?

It says to pass an existing id to edit, and to verify the outcome with get_live_ops (with `at` for a preview), which is actionable routing. It also surfaces the 50-events-per-game ceiling. What it lacks is an explicit 'use X instead when…' contrast against set_live_config for persistent (non-windowed) config changes.

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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