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641,671 tools. Updated 2026-10-05 16:43

"Bit" matching MCP tools:

  • Bit Xor: Perform a bitwise XOR operation between two integers. Provide a and b; returns a ^ b.
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  • Bit Or: Perform a bitwise OR operation between two integers. Provide a and b; returns a | b.
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  • Bit Set: Set a specific bit in an integer to 1. Provide value and bit index; returns the integer with that bit set.
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  • Bit And: Perform a bitwise AND operation between two integers. Provide a and b; returns a & b.
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  • Bit Not: Perform a bitwise NOT operation on an integer. Provide value; returns the bitwise complement (~value).
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Matching MCP Servers

  • A
    license
    A
    quality
    C
    maintenance
    Market-timing bottom/top signals for ten markets — crypto, US/Korea/China/Hong Kong stocks, commodities, FX, inflation and Seoul/Dubai property — returning a verdict and a -100..+100 score per symbol plus market-wide bottom/top scans. Ships a stdio proxy to the ten remote Streamable HTTP endpoints; the free pitch tool introduces each market's catalog.
    6
    MIT

Matching MCP Connectors

  • Resolve a RedM game-data asset (ped model, weapon, object, door, vehicle) by exact name, 32-bit hash, or partial-name search. O(1) structured lookup against pre-parsed discoveries tables — replaces the common workflow of grepping `a_c_bear_01` in peds_list.lua, then cross-referencing RELATIONSHIP/README.md for its relationship group. Returns: type, name, normalized hash (`0x` + 8 uppercase hex), source file + line, plus type-specific metadata (peds get `variants` + `relationship`, weapons get `group`, doors get `coords` + `model_hash`, objects get `category`/`subcategory`). Catalog ~22,500 entries (mostly objects). Typical latency p50 ~15ms, p95 ~65ms. NOT for: - **Script natives** like `SET_ENTITY_COORDS`, `GetPedHealth`, or hashes from `Citizen.InvokeNative(0x...)` — use `lookup_native`. Native hashes are 64-bit (`0x06843DA7060A026B`); asset hashes are 32-bit (`0xBCFD0E7F`). Different namespaces, never collide. - **Flag enums, settings, clipsets, scenario keys** like `CPED_CONFIG_FLAGS`, `MP_Style_Casual`, `mech_loco_m@`, `MAGGIE_SEAT_CHAIR_DESK_WRITING`. Those live as tokens in lua source but not in this catalog. Use `grep_docs`. - **Behavior queries** ("which animal is the bear", "weapons in the lemat family") — use `semantic_search`. Pass exactly ONE of `name` / `hash` / `search`. Optional `type` narrows to a category (useful when a fragment like "horse" hits both peds and vehicles). Note: `type` reflects the SOURCE FILE — the same asset name can exist under multiple `type`s. e.g. `mp006_p_mshine_int_door01x` appears as `type=object` (1 row from object_list.lua) AND `type=door` (2 rows from doorhashes.lua, different door hashes for distinct in-world instances with `coords`). Pick `type=door` when you want lockable in-world doors with positions; `type=object` for the model itself. Examples: - `{name: "a_c_bear_01"}` → exact ped lookup, returns variants=11 + relationship=REL_WILD_ANIMAL_PREDATOR. - `{hash: "0xBCFD0E7F"}` → resolves to ped `a_c_bear_01` (omit `0x` ok). - `{search: "lemat", type: "weapon"}` → substring match → `weapon_revolver_lemat`. - `{search: "moonshine", type: "door"}` → exact substring misses (no door name contains "moonshine"), fuzzy trigram fallback fires → `mp006_p_mshine_int_door01x`. Fuzzy mainly fires when `type` narrows out the exact-substring matches; without `type`, common terms find substring hits first and never reach fuzzy.
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  • Resolve a RedM game-data asset (ped model, weapon, object, door, vehicle) by exact name, 32-bit hash, or partial-name search. O(1) structured lookup against pre-parsed discoveries tables — replaces the common workflow of grepping `a_c_bear_01` in peds_list.lua, then cross-referencing RELATIONSHIP/README.md for its relationship group. Returns: type, name, normalized hash (`0x` + 8 uppercase hex), source file + line, plus type-specific metadata (peds get `variants` + `relationship`, weapons get `group`, doors get `coords` + `model_hash`, objects get `category`/`subcategory`). Catalog ~22,500 entries (mostly objects). Typical latency p50 ~15ms, p95 ~65ms. NOT for: - **Script natives** like `SET_ENTITY_COORDS`, `GetPedHealth`, or hashes from `Citizen.InvokeNative(0x...)` — use `lookup_native`. Native hashes are 64-bit (`0x06843DA7060A026B`); asset hashes are 32-bit (`0xBCFD0E7F`). Different namespaces, never collide. - **Flag enums, settings, clipsets, scenario keys** like `CPED_CONFIG_FLAGS`, `MP_Style_Casual`, `mech_loco_m@`, `MAGGIE_SEAT_CHAIR_DESK_WRITING`. Those live as tokens in lua source but not in this catalog. Use `grep_docs`. - **Behavior queries** ("which animal is the bear", "weapons in the lemat family") — use `semantic_search`. Pass exactly ONE of `name` / `hash` / `search`. Optional `type` narrows to a category (useful when a fragment like "horse" hits both peds and vehicles). Note: `type` reflects the SOURCE FILE — the same asset name can exist under multiple `type`s. e.g. `mp006_p_mshine_int_door01x` appears as `type=object` (1 row from object_list.lua) AND `type=door` (2 rows from doorhashes.lua, different door hashes for distinct in-world instances with `coords`). Pick `type=door` when you want lockable in-world doors with positions; `type=object` for the model itself. Examples: - `{name: "a_c_bear_01"}` → exact ped lookup, returns variants=11 + relationship=REL_WILD_ANIMAL_PREDATOR. - `{hash: "0xBCFD0E7F"}` → resolves to ped `a_c_bear_01` (omit `0x` ok). - `{search: "lemat", type: "weapon"}` → substring match → `weapon_revolver_lemat`. - `{search: "moonshine", type: "door"}` → exact substring misses (no door name contains "moonshine"), fuzzy trigram fallback fires → `mp006_p_mshine_int_door01x`. Fuzzy mainly fires when `type` narrows out the exact-substring matches; without `type`, common terms find substring hits first and never reach fuzzy.
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  • PROJECT-SCOPED: this call acts only on the explicit project_id and returns the project identity with its result. CHANGE THE ASPECT RATIO MID-VIDEO, SMOOTHLY — THE tool for 'go vertical for this bit' / 'squeeze to square here and back'. At at_output_s the visible frame MORPHS to `ratio` over duration_s (0.1-4s, 0.8 default) with an eased close-in, and stays there until the next shift; add another with ratio='source' to open back out. The rendered file keeps ONE resolution — it has to, that is what a video file is — so the change is the frame itself closing in, which is exactly what a smooth aspect change looks like and is why it cannot desync audio or move a caption. zoom=true (default) pushes the picture in as the frame narrows so the subject holds its size. color is the bars' colour. For changing the aspect of the WHOLE video use set_frame or auto_reframe instead. Remove one with remove_aspect_shift.
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  • Hold a color's hue and chroma and set its lightness, returning one result per requested L*. color accepts a hex, CSS name, RNV brand name, or saved-palette reference; lightness is a list of L* values in 0-100. This is the operation behind a LIGHT/DARK PAIR: one hue at two lightnesses, with a and b held exactly, which is how a color that works on a dark ground gets a partner that works on a light one. Use it when you need the same color at a different lightness; use mix_colors when you need a different color. Returns the source color's LAB, and for each placement the hex, the achieved LAB, and the quantization error per axis -- 8-bit hex cannot store a and b to the precision LAB expresses, so two placements of one hue differ by a few hundredths on both axes however exactly the input held them. That is the storage format, not the operation, and it is reported rather than hidden. Read-only and deterministic. Refuses rather than clamps: not every (L*, a, b) exists in sRGB, and a lightness too far from a chromatic color's range is rejected with the reason instead of being silently moved to the nearest color that fits.
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  • Hold a color's hue and chroma and set its lightness, returning one result per requested L*. color accepts a hex, CSS name, RNV brand name, or saved-palette reference; lightness is a list of L* values in 0-100. This is the operation behind a LIGHT/DARK PAIR: one hue at two lightnesses, with a and b held exactly, which is how a color that works on a dark ground gets a partner that works on a light one. Use it when you need the same color at a different lightness; use mix_colors when you need a different color. Returns the source color's LAB, and for each placement the hex, the achieved LAB, and the quantization error per axis -- 8-bit hex cannot store a and b to the precision LAB expresses, so two placements of one hue differ by a few hundredths on both axes however exactly the input held them. That is the storage format, not the operation, and it is reported rather than hidden. Read-only and deterministic. Refuses rather than clamps: not every (L*, a, b) exists in sRGB, and a lightness too far from a chromatic color's range is rejected with the reason instead of being silently moved to the nearest color that fits.
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  • Set gamepad state via UHID (id=3). On first call, CREATE is sent automatically. lx/ly/rx/ry are u16 LE stick axes (0-65535, center=32767); lt/rt are u16 LE triggers (0-32767, 0=released). dpad is a u8 hat (1=N,2=NE,3=E,4=SE,5=S,6=SW,7=W,8=NW,0=center). buttons is a u16 LE bitmask. The pad presents as a DualShock 4, so the bit order is that controller's, NOT the browser Gamepad API order: bit0=X/square, bit1=A/cross, bit2=B/circle, bit3=Y/triangle, bit4=L1, bit5=R1, bit6=L2, bit7=R2, bit8=share/select, bit9=options/start, bit10=L3, bit11=R3, bit12=PS/guide, bit13=touchpad. Note the face buttons are rotated: square is bit0 and cross is bit1. Bits 14-15 have no effect. device_gamepad_state is the higher-level twin — W3C standard button/axis arrays plus a selectable controller profile, with the bit packing done for you. Prefer it unless you specifically need to send this exact raw report.
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