---
name: "xpay-quakelive-get-demo-stats"
description: "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)."
version: "1.0.0"
price: "$0.02/call"
provider: "Mcps"
---

# 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).

**Provider:** Mcps
**Price:** $0.02/call
**Pricing model:** Flat rate per call

## When to Use

Use this tool when you need to 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).. This is part of the Mcps provider on xpay✦.

## MCP Connection

Connect to xpay✦ to access this tool (and 87+ others):

```json
{
  "mcpServers": {
    "xpay": {
      "url": "https://mcp.xpay.sh/mcp?key=YOUR_API_KEY"
    }
  }
}
```

For Claude Code:
```bash
claude mcp add --transport http xpay "https://mcp.xpay.sh/mcp?key=YOUR_API_KEY"
```

## How to Execute

Use the xpay✦ meta-tools to run this tool:

1. **`xpay_details`** — Get full input schema: `xpay_details("quakelive/get_demo_stats")`
2. **`xpay_run`** — Execute: `xpay_run("quakelive/get_demo_stats", { ...inputs })`

## Input Parameters

| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| `session_id` | string | Yes | Analysis session ID (returned by open_demo) |

## Pricing

- **Cost:** $0.02/call
- **Balance check:** Use `xpay_balance` to check remaining credits
- Get your API key at [xpay.tools](https://xpay.tools/account/settings/api-keys/) — $5 free credits included

## Related Skills

- [Mcps (all tools)](https://xpay.tools/skills/quakelive/SKILL.md) — 88 tools
- [Add Player](https://xpay.tools/skills/quakelive/add-player/SKILL.md) — $0.00/call
- [Add Raw Snapshot](https://xpay.tools/skills/quakelive/add-raw-snapshot/SKILL.md) — $0.00/call
- [Add Server Command](https://xpay.tools/skills/quakelive/add-server-command/SKILL.md) — $0.00/call
- [Analyze Demo](https://xpay.tools/skills/quakelive/analyze-demo/SKILL.md) — $0.02/call
- [Award Medal](https://xpay.tools/skills/quakelive/award-medal/SKILL.md) — $0.02/call

## Links

- Tool page: https://xpay.tools/quakelive/get-demo-stats/
- Provider: https://xpay.tools/quakelive/
- All tools: https://xpay.tools/explore
