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okenjioxx

Roblox Executor MCP Server

by okenjioxx

Fire a RemoteEvent / invoke a RemoteFunction / Bindable

fire-remote
Destructive

Resolve a Luau expression to a remote and call it with a mode and arguments to trigger server-side or client-side logic.

Instructions

ACTS ON LIVE STATE — CAN REACH THE SERVER. Resolve a Luau expression to a remote object (RemoteEvent / UnreliableRemoteEvent / RemoteFunction / BindableEvent / BindableFunction) and call it with the chosen mode and arguments. Modes: FireServer / InvokeServer (RemoteEvent / RemoteFunction → travel to the SERVER), FireAllClients / FireClient (server→client, only valid from the server side), Fire (BindableEvent → local listeners), and Invoke (BindableFunction → local handler, returns a value). InvokeServer and Invoke return the call's return values. The call is pcall-guarded. WARNING: FireServer, InvokeServer and FireClient cross the network boundary and trigger REAL server-side / other-client logic (granting items, taking damage, purchases, etc.) — only use this to test a game you own/control, never to affect other players. Returns { Remote, Mode, ok, ReturnValues? } or { error }. Signature: { remotePath: string, mode: "FireServer" | "InvokeServer" | "FireAllClients" | "FireClient" | "Fire", args: {{ kind: "string" | "number" | "boolean" | "nil" | "raw", value: string | number | boolean? }}?, threadContext: number? }. Phase: act; cost=medium; idempotency=contextual-write. Requires: active-client, resolved-target, explicit-mutation-approval. Produces: operation-receipt. Verify with: assert-state. Safety: MUTATING; writes live game/client state. On failure: inspect tool-schema for exact fields, defaults, constraints, and an invocation example.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
argsNoOrdered list of arguments to send. For FireClient the FIRST argument must be the target Player (kind='raw', e.g. 'game.Players.SomePlayer'). Omit or pass [] for no arguments.
modeYesWhich method to call on the remote — must match the object's class. 'FireServer' (RemoteEvent / UnreliableRemoteEvent → server, no return). 'InvokeServer' (RemoteFunction → server, RETURNS the server's return values). 'FireAllClients' / 'FireClient' (RemoteEvent server→client; only valid when this code runs on the server). 'Fire' (BindableEvent → local listeners, same Lua VM). Note: a BindableFunction's Invoke method is not exposed here — this tool targets remotes plus BindableEvent:Fire.
remotePathYesLuau expression resolving to the remote, e.g. 'game:GetService("ReplicatedStorage").Remotes.BuyItem', 'game.ReplicatedStorage.Events.Damage', or 'getRemote()'. Evaluated as `return <remotePath>`. Must resolve to a RemoteEvent, UnreliableRemoteEvent, RemoteFunction, BindableEvent or BindableFunction.
threadContextNoOptional Roblox thread identity for this call; omit it to use the server default.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv2.0.0-spies.2

TDQS

A4.6/5.0
Behavior5/5

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

Goes well beyond the annotations (destructiveHint=true, idempotentHint=false) by disclosing that the call is pcall-guarded, that specific modes cross the network boundary and fire REAL server logic (grants, damage, purchases), that InvokeServer/Invoke return values while FireServer does not, and by naming the return shape and the required-mutation-approval precondition.

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 critical warning and purpose are front-loaded, and the mode list is compact and scannable. It is long and repeats mode semantics in both prose and the signature line, but every block (warning, modes, signature, safety, verification) carries actionable information.

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 a complex, network-crossing mutation tool with no output schema, the description supplies the return shape ({ Remote, Mode, ok, ReturnValues? } or { error }), the phase/cost/idempotency metadata, required preconditions, and a verification path (assert-state). Nothing an agent needs to invoke it correctly is missing.

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 already 100%, but the description reinforces meaning: the full signature, the per-mode enum behavior (which returns a value, which is server-only), and the FireClient first-arg-is-target-Player constraint. It adds framing value beyond the schema, though much of the mode/param detail is duplicated there.

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?

States a specific verb (call/invoke) and resource (remote object: RemoteEvent / UnreliableRemoteEvent / RemoteFunction / BindableEvent / BindableFunction) resolved from a Luau expression. It enumerates the exact modes and their semantics, letting an agent distinguish it from neighbors like fire-connection, fire-signal, and fire-comm-channel without opening a 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?

Provides clear when-to-use context, including per-mode validity ('only valid from the server side') and an explicit when-not: use only to test a game you own/control, never to affect other players, since these calls trigger real server-side logic. It does not explicitly route to alternative sibling tools, but the conditions that select this tool are clear.

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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