Roblox-Monetize
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| ROBLOX_API_KEY | No | Roblox Open Cloud API key (alternative to the saved key file at ~/.config/roblox-monetize/api-key) |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| list_monetizationB | List all game passes and developer products in a universe. |
| create_game_passC | Create one game pass (for sale). |
| create_developer_productC | Create one developer product (for sale). |
| sync_configB | Create any missing passes/products and write their IDs into the game's Luau config. Idempotent. Pass specPath (monetization.json) or the fields inline. Use dryRun first. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 4 tools
List vs. create vs. sync are clearly distinct actions on the monetization domain. The one soft overlap is that sync_config also creates missing passes/products, so an agent must decide between the single-item create tools and the bulk idempotent sync, though the description's emphasis on config writing and dryRun helps differentiate them.
All four tools follow a consistent verb_noun snake_case pattern: list_monetization, create_game_pass, create_developer_product, sync_config. The naming is predictable and readable throughout.
Four tools is well-scoped for a narrow monetization-management server: one read, two granular writes, and one bulk sync. Each tool earns its place without bloat.
The surface covers listing and creation (both individually and via idempotent sync), but there is no update or delete operation for game passes or developer products, and no way to fetch or inspect a single item's details. These are notable lifecycle gaps that could leave agents unable to modify or remove existing monetization items.