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211,639 tools. Last updated 2026-06-19 03:10

"game ss" matching MCP tools:

  • Produce a looping background ambiance soundscape from a text description, such as "windy forest at dusk" or "busy tavern interior". Synchronous: the call blocks until generation finishes and returns a single audio result containing a URL; there is no separate polling step. The description field is required and duration is capped at 10 seconds (0 means auto-pick based on the description). Credits are charged on success. Use this for continuous, atmospheric background loops; use createSoundEffect for short discrete sound effects, createMusic for musical pieces, and createAudioTransform to remix an existing audio sample. Pass an optional request_id to tag the result so you can locate it later via getAudioResults. Requires an API key (user scope). Credits: This endpoint consumes 2 credits per call.
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  • Produce a short sound effect (SFX) from a text description, such as "laser gun firing" or "footsteps on gravel". Synchronous: the call blocks until generation finishes and returns a single audio result containing a URL; there is no separate polling step. The description field is required, duration is capped at 10 seconds (0 means auto-pick based on the description), and you may set loop to true for a seamlessly looping effect. Credits are charged on success. Use this for short, discrete sounds; use createAmbiance for a continuous looping background soundscape, createMusic for musical pieces, and createAudioTransform to remix an existing audio sample. Pass an optional request_id to tag the result so you can locate it later via getAudioResults. Requires an API key (user scope). Credits: This endpoint consumes 2 credits per call.
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  • Resolve a RedM/RDR3 SCRIPT native by hash or name — O(1), exact. Use whenever you see `Citizen.InvokeNative(0x...)`, `Citizen.invokeNative('0x...')`, `GetHashKey('NAME')`, or a SCREAMING_SNAKE_CASE native name (e.g. `SET_ENTITY_COORDS`, `GetPedHealth`) in Lua/JS/TS. NOT for game-data hashes (weapon/ped/animation names) — use `grep_docs`. Pass `hash` (0x… optional, case-insensitive) or `name` (exact first, ILIKE substring fallback). Returns name, hash, namespace, return type, params, description, full content, plus `findings[]` — community gotchas linked to that native. Inspect `findings[].id` and call `get_document({path: 'learning:<id>'})` for full body. Also returns `refDocs[]` — enum/flag value tables for that native (the constants to pass for params like flagId/attributeIndex/eventType). When `refDocs[].content` is set, it's the inline enum table — use those values directly. When `content` is null but `refDocs[].fetch` is present, the table was too large to inline — run that exact call (e.g. `get_document({ path: "refdoc:eEventType" })`) to get the full table; `refDocs[].preview` shows the first lines. github entries (no `fetch`) are url-only.
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  • Read-only. Return the most recent game actions taken by both teams: moves, attacks, heals, waits, and end-turns, each with the acting unit, target, result, and turn number. last_n controls how many actions to return (default 10, max 100). Use this at turn start to understand what the opponent did last turn, especially under fog-of-war where you may not have seen their moves live. For aggregate match statistics use get_match_telemetry instead.
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  • Subscribe a URL to receive HMAC-signed event POSTs. WHAT IT DOES: registers an https endpoint to receive POSTs whenever the broker observes a matching event for this agent. Returns a secret — verify deliveries with `X-Signature: sha256=hmac_sha256(secret, raw_body)`. WHEN TO USE: long-lived agents (servers, daemons) that prefer push over polling list_games. Stateless agents should poll instead. EVENTS: outbid — someone took the head on a game where you hold a key bid_landed — one of your bids landed on-chain settle — a game you participated in finished + paid out dividend_accrued — your keys earned $fomox402 from a later bid URL CONSTRAINTS: must be https; broker enforces SSRF allowlist (no private IPs, no localhost). Bodies are JSON; max ~4KB. RETURNS: { id (use with delete_webhook), url, events, gameId?, secret, created_at }. RELATED: list_webhooks, delete_webhook.
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  • Convert text to speech by cloning the voice from an audio sample you provide (voice-cloning text-to-speech). Both text and sample are required; the text is limited to 1000 characters and the sample is supplied as a URL or base64 audio that must be at most 15MB, with violations returning HTTP 400. Synchronous: the call blocks until generation finishes and returns a single audio result containing a URL; there is no separate polling step. Credits are charged on success. Use this when you have a reference voice sample to clone; use createSpeechPreset to speak with a built-in named preset voice instead, and createVoice to design a brand-new voice from a text description rather than cloning one. Pass an optional request_id to tag the result so you can locate it later via getAudioResults. Requires an API key (user scope). Credits: This endpoint consumes 1 credits per call.
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  • The first turn-based strategy game where AI agents are the first-class players, not NPCs.

  • MMO game for AI agents: mine, trade, craft, explore, and battle in a galaxy of ~500 systems

  • 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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  • Place a $fomox402 bid on a game round. Wins the round if you're still the head bidder when the deadline hits zero. WHAT IT DOES: handles the full 3-leg x402 micropayment dance internally: leg 1: POST /v1/games/:id/bid → broker returns HTTP 402 with a fee nonce leg 2: POST /v1/x402/pay (broker signs the fee tx from your Privy wallet) leg 3: POST /v1/games/:id/bid with X-Payment header → broker submits the on-chain bid_token instruction Caller sees one atomic action; on success returns the bid tx hash. WHEN TO USE: any time you want to be the head bidder. Pick gameId from list_games, set amountRaw ≥ that game's effective_min (smallest legal bid), and call. FEES: ~0.001 $fomox402 micropayment to the dev wallet (the x402 leg) plus the bid amount itself (which goes to the game vault and ratchets effective_min for the next bidder). Solana network fees ~0.00001 SOL/tx. FAILURE MODES: bid_failed_402_no_nonce — broker returned 402 but no usable nonce (unusual) x402_pay_failed — your wallet couldn't cover the micropayment fee bid_failed_after_pay — fee landed but the bid was racing another bidder and they got there first; effective_min moved up bid_failed — non-402 error (validation, RPC, etc.) RETURNS on success: { tx (Solana sig of the bid_token call), gameId, amountRaw, x402_paid (bool), x402_fee_tx? (sig of fee tx if paid), newDeadline, newEffectiveMin, isHead (true if you're now last bidder), keysIssued (always 1) }. MINTS 1 KEY: every successful bid mints you one key on the round. Keys earn $fomox402 dividends from every later bid; consider holding rather than burning them unless the pot is mature. RELATED: list_games (find target), get_game (verify deadline), claim_winnings, claim_dividend, play (auto-loop wrapper), burn_key (advanced).
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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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  • Subscribe a URL to receive HMAC-signed event POSTs. WHAT IT DOES: registers an https endpoint to receive POSTs whenever the broker observes a matching event for this agent. Returns a secret — verify deliveries with `X-Signature: sha256=hmac_sha256(secret, raw_body)`. WHEN TO USE: long-lived agents (servers, daemons) that prefer push over polling list_games. Stateless agents should poll instead. EVENTS: outbid — someone took the head on a game where you hold a key bid_landed — one of your bids landed on-chain settle — a game you participated in finished + paid out dividend_accrued — your keys earned $fomox402 from a later bid URL CONSTRAINTS: must be https; broker enforces SSRF allowlist (no private IPs, no localhost). Bodies are JSON; max ~4KB. RETURNS: { id (use with delete_webhook), url, events, gameId?, secret, created_at }. RELATED: list_webhooks, delete_webhook.
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  • Retrieve static game rules, denomination model, pot mechanics, and strategy explanations. Free -- no payment required. Returns: flip cost, randomness source (Chainlink VRF), pot payout rules (2-hour and jackpot), denomination model (pots in ETH, payments in USDC), strategies (match vs beat). Call this first to understand the game before using other tools. [pricing: {"cost":"0","currency":"USDC","type":"free"}]
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  • Convert text to speech using a named built-in preset voice, with optional emotion and language settings. Both text and voice_preset_id are required and the text is limited to 1000 characters; invalid input returns HTTP 400. Synchronous: the call blocks until generation finishes and returns a single audio result containing a URL; there is no separate polling step. Credits are charged on success. Use this when you want a ready-made catalog voice and do not need to supply your own sample; use createSpeech to clone a voice from an audio sample instead, and createVoice to design a new voice from a text description. Pass an optional request_id to tag the result so you can locate it later via getAudioResults. Requires an API key (user scope). Credits: This endpoint consumes 1 credits per call.
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  • List the available animation presets along with their perspectives and the eight supported compass directions (N, NE, E, SE, S, SW, W, NW). Synchronous GET with no request body: it returns an animations array (each with id, name, category, description, duration, and preview_url), a deduplicated perspectives array, and the directions list. This is a free discovery endpoint and does not charge credits. Use it to obtain the preset_id, perspective, and direction values that transferMotion needs, and to find motion preset names you can reference when animating; pair it with transferMotion (to apply a preset onto a sprite) and animateSprite (text-prompt animation). Requires an API key (user scope).
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  • Generate a short video clip from a source image and a motion text prompt (image-to-video). Synchronous: the call blocks until rendering finishes and returns the video URL and its actual duration in seconds — there is no separate polling step. Optionally pass `final_image` to interpolate between a start and end frame. The chosen `model` and `duration` must be compatible (incompatible combinations return HTTP 400); see the `model` and `duration` fields for the values each model accepts. Credits are charged only on success, based on the produced duration and never more than the duration you requested. Pass an optional `request_id` to tag the result so you can locate it later via `getVideoResults`. Related tools: use `createImage` for static images, `animateSprite` for sprite-sheet animation, and `getVideoResults` to list videos you generated earlier. Requires an API key (user scope). Credits: cost varies by model and duration (credits/sec): Blitz 1/s, Eagle 1.3/s, Eagle with Audio 1.8/s, Chaos 0.6/s; see this endpoint's full pricing table in the API docs.
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  • Animate a static sprite into a spritesheet driven by a motion text prompt (image-to-spritesheet): supply an initial_image (URL or base64) plus a motion_prompt like "walking" or "attack slash", and optionally a final_image to interpolate between a start and end frame. Synchronous: the call blocks until the spritesheet is rendered and returns a single sprite result directly (spritesheet URL, frame layout, and optionally a GIF or individual frame URLs when requested) with no separate polling step. The chosen model must support sprite animation and the duration must be valid for it; incompatible model/duration combinations return HTTP 400. Credits are charged only on success, based on the produced duration and never more than the duration you requested. For best results, call generatePose first to put the character into the desired pose, then animate it here; use listAnimationPresets to discover named presets, and prefer transferMotion when you already have a reference video or preset to copy motion from rather than describing it in text. Pass an optional request_id to tag the result so you can locate it later via getSpriteResults. Requires an API key (user scope). Credits: cost varies by model and duration (credits/sec): Blitz 1.9/s (min 4), Eagle 2.6/s (min 4), Eagle with Audio 3.1/s (min 4), Chaos 1.4/s (min 4); see this endpoint's full pricing table in the API docs.
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  • Return today's (or a given date's) game schedule for a league. Reads from the same simulation cache files used by the platform's website. Returns matchup, time, and any model-side metadata that has already been computed for the day. When presenting to users, echo `first_pitch_display` (or `first_pitch_et` / `first_pitch_ct`) and the `home_win_prob_pct` / `away_win_prob_pct` fields verbatim (for esports/tennis rows, "home" = the A-side team or player). NEVER derive times from the raw `time` field and NEVER re-round the raw probability floats — the server has already done both. Args: league: One of NBA, NHL, CBB, NFL, MLB, SOCCER, LOL, CS2, TENNIS, WNBA, CFB, GOLF. WNBA / CS2 / TENNIS are free / calibrating tiers; their per-game model output is fully public. NFL / CFB return their most recent slate (offseason as of mid-2026). GOLF is tournament-shaped — it returns the event plus the model's projected-winner leaderboard rather than head-to-head games. date: YYYY-MM-DD. Defaults to today (Eastern time). Returns: Team / esports / tennis leagues: ``{league, date, count, games: [...]}``. GOLF: ``{league, date, event, round, count, projected_winners: [...]}``.
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  • List active and recently-settled $fomox402 game rounds. WHAT IT DOES: queries the on-chain program for every fomox402 round the broker tracks, returning state suitable for picking a bid target. Read-only, no auth required, cached ~5s server-side. WHEN TO USE: every poll cycle in autonomous mode, or whenever the agent needs to choose a round. Prefer over get_game when you don't already know the gameId. PARAMS: - warmup (default false): if true, include rounds that exist on-chain but have not yet received their first bid (effective_min == minBid). Useful for sniping cheap first bids; otherwise filter them out. RETURNS: { games: [{ gameId, creator, lastBidder, deadline (unix seconds, 0 if not started), tokenPot (raw atomic units, string), effectiveMin (raw, string), totalBids, keys, gameOver (bool), winnerBps, creatorBps, referrerBps, devBps, tokenMint, tokenDecimals, antiSnipeThresholdSec, antiSnipeExtensionSec }] }. STRATEGY HINT: high-pot rounds with deadline > 60s are stable; deadline < 30s on a fat pot triggers anti-snipe extensions and is where most competitive bidding happens. RELATED: get_game (single round detail), place_bid (bid on one), play (auto-pick).
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  • List active and recently-settled $fomox402 game rounds. WHAT IT DOES: queries the on-chain program for every fomox402 round the broker tracks, returning state suitable for picking a bid target. Read-only, no auth required, cached ~5s server-side. WHEN TO USE: every poll cycle in autonomous mode, or whenever the agent needs to choose a round. Prefer over get_game when you don't already know the gameId. PARAMS: - warmup (default false): if true, include rounds that exist on-chain but have not yet received their first bid (effective_min == minBid). Useful for sniping cheap first bids; otherwise filter them out. RETURNS: { games: [{ gameId, creator, lastBidder, deadline (unix seconds, 0 if not started), tokenPot (raw atomic units, string), effectiveMin (raw, string), totalBids, keys, gameOver (bool), winnerBps, creatorBps, referrerBps, devBps, tokenMint, tokenDecimals, antiSnipeThresholdSec, antiSnipeExtensionSec }] }. STRATEGY HINT: high-pot rounds with deadline > 60s are stable; deadline < 30s on a fat pot triggers anti-snipe extensions and is where most competitive bidding happens. RELATED: get_game (single round detail), place_bid (bid on one), play (auto-pick).
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  • Remix an existing audio sample (a sound effect, ambiance, or music clip) into a variation guided by a text prompt, for example turning a track into an 80s synthwave or metal version. Both the sample and the prompt are required; the sample is uploaded as a URL or base64 audio and must be at most 15MB or the call returns HTTP 400, and duration must be one of the allowed values (0 means match the source, otherwise multiples of 10 up to 180 seconds). Synchronous: the call blocks until generation finishes and returns a single audio result containing a URL; there is no separate polling step. The optional modification_strength (0 to 1, default 0.5) controls how far the result departs from the original. Credits are charged on success. Use this to transform existing audio you already have; use createSoundEffect, createAmbiance, or createMusic to generate audio from scratch. Pass an optional request_id to tag the result so you can locate it later via getAudioResults. Requires an API key (user scope). Credits: This endpoint consumes 3 credits per call.
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  • Produce a piece of music from a text description, such as "epic orchestral battle theme" or "calm piano melody", with optional lyrics. Synchronous: the call blocks until generation finishes and returns a single audio result containing a URL; there is no separate polling step. The description field is required; duration must be one of the allowed values (0 means auto, otherwise multiples of 10 up to 180 seconds) and out-of-range values return HTTP 400. Credits are charged on success. Use this for songs and musical scores; use createSoundEffect for short sound effects, createAmbiance for looping background soundscapes, and createAudioTransform to remix an existing audio sample. Pass an optional request_id to tag the result so you can locate it later via getAudioResults. Requires an API key (user scope). Credits: This endpoint consumes 3 credits per call.
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