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Mcps
Mcps
Tool

Get Demo Stats

get_demo_stats

Get full gameplay statistics for the POV player of the demo.

How it works ↓

Pricing

Per call

$0.02

Model

time-based


Pay only for what you use. No subscriptions.
Inputs

session_id *

string
Try It
API
MCP Config
Input Parameters
session_id *
Analysis session ID (returned by open_demo)
Cost per run
Execution cost
$0.02
Deducted from your xPay allowance
About Get Demo Stats

Get full gameplay statistics for the POV player of the demo. Returns a PlayerStats object with: (1) Combat totals — kills, deaths, suicides, kdr, killing_spree (longest streak without dying), time_played_ms. (2) Per-weapon breakdown (weapons[]) — for every weapon with any activity: kills, deaths, hold_time_ms, accuracy_pct (0-100 integer from server acc command; absent for mid-cut demos), shots_fired (from EV_FIRE_WEAPON events), hits (from EV_DAMAGEPLUM), event_accuracy_pct (hits/shots×100, independent of acc command). Sorted by activity descending. (3) Damage — damage_dealt (from ctfstats server command, CTF/1FCTF only; null otherwise) and damage_received (from ctfstats when available, otherwise estimated from playerstate damageEvent/damageCount fields). (4) Item pickups — ra_pickups, ya_pickups, ga_pickups, mh_pickups, quad_pickups, bs_pickups, regen_pickups, haste_pickups, invis_pickups (sourced from ctfstats; zero when the command is absent). (5) CTF / team stats — captures, defends, assists (from scores_ctf; zero when not present). (6) Opponent summary — most_kills_on (prey player name + count) and most_deaths_from (nemesis name + count). (7) Per-opponent breakdown (opponents[]) — for each opponent, sorted by total interaction weight: kills, deaths, kdr — kill/death counts and ratio against this opponent. damage_dealt, damage_received — from EV_DAMAGEPLUM entity events (PVS-limited; near 100% for POV player). damage_dealt_by_weapon, damage_received_by_weapon — per-weapon damage breakdown. hits_dealt_by_weapon, hits_received_by_weapon — hit count per weapon (from EV_DAMAGEPLUM event count). kills_by_weapon, deaths_by_weapon — per-weapon kill/death breakdown. avg_kill_distance, max_kill_distance — in Quake units. avg_health_at_kill, avg_armor_at_kill, low_health_kills (≤25 HP clutch kills). avg_speed_at_kill, airborne_kills — movement context at kill time. kills_from_above, kills_from_below, avg_height_delta — height advantage. kills_with_powerup, kills_on_powerup_carrier, flag_carrier_kills — powerup/flag context. medals_earned — medals attributed to kills on this opponent (500ms temporal correlation). best_killstreak, got_first_blood, revenge_kills — engagement patterns. headshots, headshots_received — from EV_HEADSHOT entity events. shots_aimed_at_by_weapon — shots attributed to this opponent by crosshair proximity at fire time (a shot counts for all opponents within 15° of the crosshair). accuracy_by_weapon — per-weapon accuracy: hits/shots_aimed_at×100. total_shots_aimed_at, total_hits_dealt, overall_accuracy_pct — aggregate accuracy against this opponent. (8) Event-based combat totals — total_shots_fired, total_hits, total_headshots (from EV_FIRE_WEAPON, EV_DAMAGEPLUM, EV_HEADSHOT entity events).

Frequently Asked Questions

Get full gameplay statistics for the POV player of the demo. Returns a PlayerStats object with: (1) Combat totals — kills, deaths, suicides, kdr, killing_spree (longest streak without dying), time_played_ms. (2) Per-weapon breakdown (weapons[]) — for every weapon with any activity: kills, deaths, hold_time_ms, accuracy_pct (0-100 integer from server `acc` command; absent for mid-cut demos), shots_fired (from EV_FIRE_WEAPON events), hits (from EV_DAMAGEPLUM), event_accuracy_pct (hits/shots×100, independent of acc command). Sorted by activity descending. (3) Damage — damage_dealt (from ctfstats server command, CTF/1FCTF only; null otherwise) and damage_received (from ctfstats when available, otherwise estimated from playerstate damageEvent/damageCount fields). (4) Item pickups — ra_pickups, ya_pickups, ga_pickups, mh_pickups, quad_pickups, bs_pickups, regen_pickups, haste_pickups, invis_pickups (sourced from ctfstats; zero when the command is absent). (5) CTF / team stats — captures, defends, assists (from scores_ctf; zero when not present). (6) Opponent summary — most_kills_on (prey player name + count) and most_deaths_from (nemesis name + count). (7) Per-opponent breakdown (opponents[]) — for each opponent, sorted by total interaction weight: kills, deaths, kdr — kill/death counts and ratio against this opponent. damage_dealt, damage_received — from EV_DAMAGEPLUM entity events (PVS-limited; near 100% for POV player). damage_dealt_by_weapon, damage_received_by_weapon — per-weapon damage breakdown. hits_dealt_by_weapon, hits_received_by_weapon — hit count per weapon (from EV_DAMAGEPLUM event count). kills_by_weapon, deaths_by_weapon — per-weapon kill/death breakdown. avg_kill_distance, max_kill_distance — in Quake units. avg_health_at_kill, avg_armor_at_kill, low_health_kills (≤25 HP clutch kills). avg_speed_at_kill, airborne_kills — movement context at kill time. kills_from_above, kills_from_below, avg_height_delta — height advantage. kills_with_powerup, kills_on_powerup_carrier, flag_carrier_kills — powerup/flag context. medals_earned — medals attributed to kills on this opponent (500ms temporal correlation). best_killstreak, got_first_blood, revenge_kills — engagement patterns. headshots, headshots_received — from EV_HEADSHOT entity events. shots_aimed_at_by_weapon — shots attributed to this opponent by crosshair proximity at fire time (a shot counts for all opponents within 15° of the crosshair). accuracy_by_weapon — per-weapon accuracy: hits/shots_aimed_at×100. total_shots_aimed_at, total_hits_dealt, overall_accuracy_pct — aggregate accuracy against this opponent. (8) Event-based combat totals — total_shots_fired, total_hits, total_headshots (from EV_FIRE_WEAPON, EV_DAMAGEPLUM, EV_HEADSHOT entity events).

Get Demo Stats costs $0.02 per call on xpay. No subscription, no minimums. Pay only for the calls you make. New accounts get $5 in free credits.

Connect the Mcps MCP endpoint to your client — Claude Code: claude mcp add --transport http quakelive "https://quakelive.mcp.xpay.sh/mcp?key=YOUR_XPAY_KEY"; Cursor/Windsurf/Cline/VS Code: same URL in mcp.json. The agent will see get_demo_stats as a callable tool with the input schema and run it directly. (Unified across all providers: https://mcp.xpay.sh/mcp?key=YOUR_XPAY_KEY, then xpay_run with toolPath quakelive/get_demo_stats.)

Yes — that's exactly what xpay is for. You don't need a Mcps account or API key. Sign up at xpay.tools (Google or email), get $5 free credit, and run Get Demo Stats immediately. Billing flows through your xpay balance.

Get Demo Stats accepts 1 input parameter: session_id. See the input schema and runnable form on this page for details and to test live.

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