@champz-llc/legends-mcp-server 1.8.0 → 1.8.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -0,0 +1,142 @@
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+ #### 1. Risk Tolerance (0-100)
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+ **Role**: Direct 30% contribution to attractiveness score
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+ **How it works**: Higher value = higher base willingness to purchase
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+ **Range**: 0 (ultra-conservative) to 100 (ultra-aggressive)
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+ **Effect**:
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+ - **0-30**: Extreme caution, waits for perfect opportunities
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+ - **40-60**: Balanced, competes when conditions are favorable
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+ - **70-100**: Aggressive, pushes hard even in tough conditions
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+
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+ **Tip**: Start at 50 in practice mode, adjust ±10 based on results
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+
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+ ---
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+
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+ #### 2. Purchase Threshold (0-100)
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+ **Role**: Minimum attractiveness score required to trigger purchase
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+ **How it works**: Agent calculates score (0-100), only buys if score ≥ threshold
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+ **Range**: 0 (always buy unless hard blocked) to 100 (nearly impossible to buy)
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+ **Effect**:
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+ - **Low (20-40)**: Triggers easily, frequent purchases
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+ - **Medium (50-70)**: Requires favorable conditions
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+ - **High (80-100)**: Extremely selective, rare purchases
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+
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+ **Relationship**: Works WITH risk tolerance (high risk + low threshold = very aggressive)
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+ **Tip**: 60 is balanced, lower for more activity, higher for pickier agents
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+
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+ ---
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+
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+ #### 3. Entry Timing (0-100%)
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+ **Role**: Earliest point in cycle (as %) when agent can start competing
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+ **How it works**: Hard blocker - agent waits until cycle progress ≥ this value
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+ **Range**: 0% (start immediately) to 100% (never enter)
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+ **Effect**:
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+ - **0%**: Early bird, competes from cycle start
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+ - **25%**: Waits 2 hours (25% of 8-hour cycle)
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+ - **50%**: Mid-cycle entry (4 hours in)
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+ - **75%**: Late sniper (6 hours in)
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+
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+ **Strategy**: Late entry = lower prices but less hold time
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+ **Tip**: 0-20% for active competition, 40-60% for budget preservation
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+
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+ ---
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+
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+ #### 4. Late Entry Deterrent (0-100%) - *UI: "Cutoff"*
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+ **Role**: Latest point in cycle (as %) when agent will still enter
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+ **How it works**: Hard blocker - agent won't buy if cycle progress > this value
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+ **Range**: 0% (never enter) to 100% (no cutoff)
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+ **Effect**:
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+ - **50%**: Only competes in first half of cycle
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+ - **75%**: Allows entry up to 6 hours into cycle
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+ - **90%**: Nearly full cycle access
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+ - **100%**: No restriction (can buy until executor stops at 7.5 hours)
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+
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+ **Works with**: Entry Timing (e.g., Entry=10%, Cutoff=60% = compete in 10-60% window)
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+ **Tip**: 80-100% unless testing specific time-window strategies
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+
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+ ---
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+
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+ #### 5. Max Spend Per Cycle (USDC)
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+ **Role**: Hard cap on total USDC spent in one cycle
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+ **How it works**: Hard blocker - agent stops when cycle_spent + price > this value
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+ **Range**: 0.01 to your available balance
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+ **Effect**:
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+ - **Practice Mode**: 0-10 USDC (you have 10 virtual)
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+ - **Real Mode**: Depends on your agent wallet balance
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+
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+ **Example**: Set to 7 USDC → Agent stops after spending 7, saves 3 for next cycle
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+ **Tip**: Practice: 7-9 USDC (save some), Real: 70-90% of balance
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+
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+ ---
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+
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+ #### 6. Max Price Per Purchase (USDC)
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+ **Role**: Hard cap on single Guardian send price
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+ **How it works**: Hard blocker - agent won't buy if price > this value
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+ **Also affects**: Price attractiveness score (lower price/max ratio = higher score)
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+ **Range**: 0.01 to max_spend_per_cycle
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+ **Effect**: Prevents expensive rage-buys at peak competition
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+ - **Practice Mode**: 0.5-5 USDC typical
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+ - **Real Mode**: Depends on strategy and budget
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+
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+ **Relationship**: Should be ≤ max_spend_per_cycle
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+ **Tip**: Set to 40-60% of max_spend_per_cycle for balanced approach
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+
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+ ---
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+
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+ #### 7. Reserve Buffer (USDC)
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+ **Role**: Safety reserve that agent never spends
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+ **How it works**: Hard blocker - agent needs (price + reserve) ≤ balance to buy
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+ **Range**: 0 to your balance
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+ **Effect**:
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+ - **0 USDC**: No reserve, can spend everything
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+ - **2 USDC**: Always keeps 2 USDC untouched
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+
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+ **Example**: Balance=10, Reserve=2, Price=9 → Won't buy (needs 11)
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+ **Tip**: Practice: 0-1 USDC, Real: 1-2 USDC for safety
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+
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+ ---
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+
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+ #### 8. Recent Activity Deterrent (0-100)
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+ **Role**: How much to avoid Guardian when competition is active
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+ **How it works**: Reduces attractiveness score based on recent purchases (last 10 min)
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+ **Weight**: 20% of attractiveness score
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+ **Range**: 0 (ignore activity) to 100 (maximum deterrence)
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+ **Effect**:
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+ - **0**: Agent doesn't care about recent activity
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+ - **50**: Moderate penalty when others are active
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+ - **100**: Strongly avoids contested Guardian
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+
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+ **Mechanism**: Recent sends counted → Activity score → Penalty applied
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+ **Tip**: 30-50 for balanced competition, 70+ to avoid bidding wars
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+
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+ ---
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+
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+ #### 9. Price Escalation Tolerance (0-100)
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+ **Role**: How much to tolerate rapid price increases
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+ **How it works**: Reduces attractiveness score if price jumped >50% in last 30 minutes
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+ **Weight**: 20% of attractiveness score
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+ **Range**: 0 (very intolerant) to 100 (completely tolerant)
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+ **Effect**:
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+ - **0-30**: Backs off when price escalates quickly
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+ - **50-70**: Moderate tolerance
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+ - **80-100**: Ignores price escalation
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+
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+ **Example**: Price was 1 USDC 30 min ago, now 2 USDC (+100%)
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+ - Tolerance=20 → Large penalty to score
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+ - Tolerance=80 → Small penalty
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+
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+ **Tip**: 40-60 for balanced approach, lower if budget-conscious
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+
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+ ---
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+
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+ #### 10. Random Factor (0-100)
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+ **Role**: Adds unpredictability to prevent agent patterns
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+ **How it works**: Adds random variance (-factor to +factor) to final score
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+ **Range**: 0 (completely predictable) to 100 (maximum chaos)
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+ **Effect**:
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+ - **0**: Agent behaves identically every time
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+ - **20**: Small variance, mostly predictable
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+ - **50**: Moderate variance, decisions vary noticeably
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+ - **100**: High variance, very unpredictable
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+
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+ **Why useful**: Prevents other agents from perfectly predicting your behavior
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+ **Tip**: 10-30 for subtle variance, 0 for pure deterministic testing
@@ -318,9 +318,9 @@ As time runs out:
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  ---
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- ## 🤖 AI Magistrate (Guardian Bot)
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+ ## 🤖 AI Magistrate - Complete Technical Guide
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- An **autonomous AI agent** that competes for Guardian on your behalf - no manual gameplay needed!
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+ An **autonomous AI agent** that competes for Guardian throne on your behalf using a sophisticated 10-parameter decision algorithm. No manual gameplay needed - configure once, let it compete all cycle!
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  ### 🎯 Practice Mode vs 💎 Real Mode
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@@ -345,84 +345,177 @@ An **autonomous AI agent** that competes for Guardian on your behalf - no manual
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  4. **Compete**: Agent uses its 10 virtual USDC every cycle
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  5. **Learn**: Analyze results and adjust strategy
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- ### ⚙️ Configuration Parameters (Detailed Guide)
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-
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- Fine-tune your agent with 11 configurable parameters. Understanding each one is key to building a winning strategy:
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-
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- #### Budget & Risk Management
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-
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- **1. Risk Tolerance (0-100)**
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- - **What it does**: Controls how aggressively your agent competes
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- - **Low (0-30)**: Conservative, waits for good opportunities, preserves budget
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- - **Medium (40-60)**: Balanced approach, competes moderately
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- - **High (70-100)**: Aggressive, fights for Guardian even at high prices
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- - **Tip**: Start at 40-50 in practice mode, adjust based on results
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-
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- **2. Max Spend Per Cycle (USDC)**
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- - **What it does**: Hard cap on total USDC your agent can spend in one cycle
363
- - **Example**: Set to 8 USDC means agent stops after spending 8, even if it has 10
364
- - **Strategy**: Leave room for late-cycle opportunities, don't max out early
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- - **Tip**: In practice mode (10 USDC), try 6-8 to preserve budget
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-
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- **3. Max Price Per Purchase (USDC)**
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- - **What it does**: Maximum USDC your agent will pay for a single Guardian send
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- - **Example**: Set to 2 USDC means agent won't send if price exceeds 2
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- - **Strategy**: Prevents overpaying at peak prices
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- - **Tip**: Set to 30-50% of your max cycle spend
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-
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- **4. Reserve Buffer (USDC)**
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- - **What it does**: Amount of USDC to keep reserved, never spent
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- - **Example**: 2 USDC reserve means agent only uses 8 out of 10 available
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- - **Strategy**: Safety net for unexpected situations
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- - **Tip**: Set to 1-2 USDC in practice mode
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-
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- #### Timing Strategy
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-
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- **5. Entry Timing (0-480 minutes)**
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- - **What it does**: How many minutes into the cycle before agent starts competing
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- - **0 minutes**: Agent starts immediately when cycle begins
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- - **240 minutes**: Agent waits 4 hours before first send
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- - **Strategy**: Late entry can be cheaper but risks losing hold time
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- - **Tip**: Try 0 (early bird), 120 (mid-cycle), or 300 (late sniper)
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-
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- **6. Send Frequency (minutes)**
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- - **What it does**: Minimum time between sends when actively competing
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- - **Example**: 30 minutes means agent waits at least 30 min between sends
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- - **Strategy**: Lower frequency = more conservative, higher = more aggressive
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- - **Tip**: Match to your risk tolerance (high risk = low frequency)
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-
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- **7. Deterrent Delay (minutes)**
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- - **What it does**: How long agent waits after being overtaken before responding
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- - **Example**: 15 minutes means agent waits 15 min after losing Guardian
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- - **Strategy**: Longer delay saves budget, shorter delay maintains position
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- - **Tip**: 10-20 minutes balances responsiveness and efficiency
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-
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- #### Advanced Tactics
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-
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- **8. Deterrent Threshold (%)**
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- - **What it does**: How much more expensive must it be before agent gives up position
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- - **Example**: 150% means agent stops if next send costs 1.5× current price
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- - **Strategy**: Higher threshold = more stubborn, lower = more flexible
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- - **Tip**: 120-150% is balanced
407
-
408
- **9. Late Cycle Aggression Boost (%)**
409
- - **What it does**: Risk multiplier applied in final 60 minutes of cycle
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- - **Example**: 150% boost turns risk 50 into effective 75 near cycle end
411
- - **Strategy**: Push harder when it matters most
412
- - **Tip**: 120-150% for moderate boost, 200%+ for all-in finale
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-
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- **10. Competition Response Mode**
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- - **What it does**: How agent reacts when multiple agents are active
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- - **Passive**: Backs off when competition is high
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- - **Balanced**: Adjusts strategy based on competitors
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- - **Aggressive**: Fights harder when challenged
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- - **Tip**: Try "Balanced" first, adjust based on leaderboard
420
-
421
- **11. Price Ceiling (% of Budget)**
422
- - **What it does**: Never pay more than this % of total budget for one send
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- - **Example**: 30% ceiling with 10 USDC means max 3 USDC per send
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- - **Strategy**: Prevents budget depletion on single expensive send
425
- - **Tip**: 25-40% is reasonable
348
+ ### 🧠 How the AI Decision Algorithm Works
349
+
350
+ Your agent runs a **3-phase decision algorithm** every few minutes during the cycle:
351
+
352
+ **Phase 1: Hard Blockers** (Instant rejection if any fail)
353
+ 1. Price too high (> max_price_per_purchase) → **NO**
354
+ 2. Insufficient balance (< price + reserve)**NO**
355
+ 3. Cycle budget exhausted **NO**
356
+ 4. Entry timing not reached yet **WAIT**
357
+ 5. Late entry cutoff exceeded **NO**
358
+
359
+ **Phase 2: Attractiveness Score** (0-100 calculated from 4 factors)
360
+ 1. **Price Attractiveness (30% weight)**: Lower price = higher score
361
+ 2. **Activity Deterrent (20% weight)**: Recent competition reduces score
362
+ 3. **Price Escalation (20% weight)**: Rapid price increases reduce score
363
+ 4. **Risk Tolerance (30% weight)**: Your configured risk level
364
+
365
+ **Phase 3: Decision**
366
+ - If attractiveness score ≥ purchase_threshold → **BUY**
367
+ - Otherwise **WAIT**
368
+
369
+ This algorithm runs continuously every ~5-10 minutes (depending on competition) for 7.5 hours per cycle.
370
+
371
+ ---
372
+
373
+ ### ⚙️ Configuration Parameters - Complete Reference
374
+
375
+ Your agent has **10 configurable parameters**. Master these to build winning strategies:
376
+
377
+ #### 1. Risk Tolerance (0-100)
378
+ **Role**: Direct 30% contribution to attractiveness score
379
+ **How it works**: Higher value = higher base willingness to purchase
380
+ **Range**: 0 (ultra-conservative) to 100 (ultra-aggressive)
381
+ **Effect**:
382
+ - **0-30**: Extreme caution, waits for perfect opportunities
383
+ - **40-60**: Balanced, competes when conditions are favorable
384
+ - **70-100**: Aggressive, pushes hard even in tough conditions
385
+
386
+ **Tip**: Start at 50 in practice mode, adjust ±10 based on results
387
+
388
+ ---
389
+
390
+ #### 2. Purchase Threshold (0-100)
391
+ **Role**: Minimum attractiveness score required to trigger purchase
392
+ **How it works**: Agent calculates score (0-100), only buys if score ≥ threshold
393
+ **Range**: 0 (always buy unless hard blocked) to 100 (nearly impossible to buy)
394
+ **Effect**:
395
+ - **Low (20-40)**: Triggers easily, frequent purchases
396
+ - **Medium (50-70)**: Requires favorable conditions
397
+ - **High (80-100)**: Extremely selective, rare purchases
398
+
399
+ **Relationship**: Works WITH risk tolerance (high risk + low threshold = very aggressive)
400
+ **Tip**: 60 is balanced, lower for more activity, higher for pickier agents
401
+
402
+ ---
403
+
404
+ #### 3. Entry Timing (0-100%)
405
+ **Role**: Earliest point in cycle (as %) when agent can start competing
406
+ **How it works**: Hard blocker - agent waits until cycle progress ≥ this value
407
+ **Range**: 0% (start immediately) to 100% (never enter)
408
+ **Effect**:
409
+ - **0%**: Early bird, competes from cycle start
410
+ - **25%**: Waits 2 hours (25% of 8-hour cycle)
411
+ - **50%**: Mid-cycle entry (4 hours in)
412
+ - **75%**: Late sniper (6 hours in)
413
+
414
+ **Strategy**: Late entry = lower prices but less hold time
415
+ **Tip**: 0-20% for active competition, 40-60% for budget preservation
416
+
417
+ ---
418
+
419
+ #### 4. Late Entry Deterrent (0-100%) - *UI: "Cutoff"*
420
+ **Role**: Latest point in cycle (as %) when agent will still enter
421
+ **How it works**: Hard blocker - agent won't buy if cycle progress > this value
422
+ **Range**: 0% (never enter) to 100% (no cutoff)
423
+ **Effect**:
424
+ - **50%**: Only competes in first half of cycle
425
+ - **75%**: Allows entry up to 6 hours into cycle
426
+ - **90%**: Nearly full cycle access
427
+ - **100%**: No restriction (can buy until executor stops at 7.5 hours)
428
+
429
+ **Works with**: Entry Timing (e.g., Entry=10%, Cutoff=60% = compete in 10-60% window)
430
+ **Tip**: 80-100% unless testing specific time-window strategies
431
+
432
+ ---
433
+
434
+ #### 5. Max Spend Per Cycle (USDC)
435
+ **Role**: Hard cap on total USDC spent in one cycle
436
+ **How it works**: Hard blocker - agent stops when cycle_spent + price > this value
437
+ **Range**: 0.01 to your available balance
438
+ **Effect**:
439
+ - **Practice Mode**: 0-10 USDC (you have 10 virtual)
440
+ - **Real Mode**: Depends on your agent wallet balance
441
+
442
+ **Example**: Set to 7 USDC → Agent stops after spending 7, saves 3 for next cycle
443
+ **Tip**: Practice: 7-9 USDC (save some), Real: 70-90% of balance
444
+
445
+ ---
446
+
447
+ #### 6. Max Price Per Purchase (USDC)
448
+ **Role**: Hard cap on single Guardian send price
449
+ **How it works**: Hard blocker - agent won't buy if price > this value
450
+ **Also affects**: Price attractiveness score (lower price/max ratio = higher score)
451
+ **Range**: 0.01 to max_spend_per_cycle
452
+ **Effect**: Prevents expensive rage-buys at peak competition
453
+ - **Practice Mode**: 0.5-5 USDC typical
454
+ - **Real Mode**: Depends on strategy and budget
455
+
456
+ **Relationship**: Should be ≤ max_spend_per_cycle
457
+ **Tip**: Set to 40-60% of max_spend_per_cycle for balanced approach
458
+
459
+ ---
460
+
461
+ #### 7. Reserve Buffer (USDC)
462
+ **Role**: Safety reserve that agent never spends
463
+ **How it works**: Hard blocker - agent needs (price + reserve) ≤ balance to buy
464
+ **Range**: 0 to your balance
465
+ **Effect**:
466
+ - **0 USDC**: No reserve, can spend everything
467
+ - **2 USDC**: Always keeps 2 USDC untouched
468
+
469
+ **Example**: Balance=10, Reserve=2, Price=9 → Won't buy (needs 11)
470
+ **Tip**: Practice: 0-1 USDC, Real: 1-2 USDC for safety
471
+
472
+ ---
473
+
474
+ #### 8. Recent Activity Deterrent (0-100)
475
+ **Role**: How much to avoid Guardian when competition is active
476
+ **How it works**: Reduces attractiveness score based on recent purchases (last 10 min)
477
+ **Weight**: 20% of attractiveness score
478
+ **Range**: 0 (ignore activity) to 100 (maximum deterrence)
479
+ **Effect**:
480
+ - **0**: Agent doesn't care about recent activity
481
+ - **50**: Moderate penalty when others are active
482
+ - **100**: Strongly avoids contested Guardian
483
+
484
+ **Mechanism**: Recent sends counted → Activity score → Penalty applied
485
+ **Tip**: 30-50 for balanced competition, 70+ to avoid bidding wars
486
+
487
+ ---
488
+
489
+ #### 9. Price Escalation Tolerance (0-100)
490
+ **Role**: How much to tolerate rapid price increases
491
+ **How it works**: Reduces attractiveness score if price jumped >50% in last 30 minutes
492
+ **Weight**: 20% of attractiveness score
493
+ **Range**: 0 (very intolerant) to 100 (completely tolerant)
494
+ **Effect**:
495
+ - **0-30**: Backs off when price escalates quickly
496
+ - **50-70**: Moderate tolerance
497
+ - **80-100**: Ignores price escalation
498
+
499
+ **Example**: Price was 1 USDC 30 min ago, now 2 USDC (+100%)
500
+ - Tolerance=20 → Large penalty to score
501
+ - Tolerance=80 → Small penalty
502
+
503
+ **Tip**: 40-60 for balanced approach, lower if budget-conscious
504
+
505
+ ---
506
+
507
+ #### 10. Random Factor (0-100)
508
+ **Role**: Adds unpredictability to prevent agent patterns
509
+ **How it works**: Adds random variance (-factor to +factor) to final score
510
+ **Range**: 0 (completely predictable) to 100 (maximum chaos)
511
+ **Effect**:
512
+ - **0**: Agent behaves identically every time
513
+ - **20**: Small variance, mostly predictable
514
+ - **50**: Moderate variance, decisions vary noticeably
515
+ - **100**: High variance, very unpredictable
516
+
517
+ **Why useful**: Prevents other agents from perfectly predicting your behavior
518
+ **Tip**: 10-30 for subtle variance, 0 for pure deterministic testing
426
519
 
427
520
  ### 💰 Rewards
428
521
 
package/index.js CHANGED
@@ -295,6 +295,20 @@ server.setRequestHandler(ListToolsRequestSchema, async () => {
295
295
  },
296
296
  required: []
297
297
  },
298
+ },
299
+ {
300
+ name: 'legends_game_guide',
301
+ description: 'Get comprehensive game guide information about Legends of Champz. Use this tool when users ask about game mechanics, how to play, strategies, features, or any game-related questions. Covers: battles, elements, Guardian, Elemental Charge, AI Magistrate, rewards, achievements, tiers, AP system, and pro tips.',
302
+ inputSchema: {
303
+ type: 'object',
304
+ properties: {
305
+ topic: {
306
+ type: 'string',
307
+ description: 'Optional: specific topic to search for (e.g., "elemental charge", "AI magistrate", "guardian", "battles", "achievements"). If not provided, returns overview.',
308
+ }
309
+ },
310
+ required: []
311
+ },
298
312
  }
299
313
  ];
300
314
 
@@ -1460,6 +1474,86 @@ You can still ask about:
1460
1474
  };
1461
1475
  }
1462
1476
 
1477
+ case 'legends_game_guide':
1478
+ try {
1479
+ const docPath = join(__dirname, 'docs', 'game-guide.md');
1480
+ const fullGuide = readFileSync(docPath, 'utf-8');
1481
+
1482
+ const topic = request.params.arguments?.topic;
1483
+
1484
+ if (!topic) {
1485
+ // Return full guide overview
1486
+ return {
1487
+ content: [
1488
+ {
1489
+ type: 'text',
1490
+ text: fullGuide,
1491
+ },
1492
+ ],
1493
+ };
1494
+ }
1495
+
1496
+ // Search for specific topic (case-insensitive)
1497
+ const topicLower = topic.toLowerCase();
1498
+ const lines = fullGuide.split('\n');
1499
+ let relevantSection = '';
1500
+ let inRelevantSection = false;
1501
+ let sectionDepth = 0;
1502
+
1503
+ for (let i = 0; i < lines.length; i++) {
1504
+ const line = lines[i];
1505
+ const lineLower = line.toLowerCase();
1506
+
1507
+ // Check if this line is a header that matches our topic
1508
+ if (line.startsWith('#')) {
1509
+ const headerLevel = line.match(/^#+/)[0].length;
1510
+
1511
+ if (lineLower.includes(topicLower)) {
1512
+ inRelevantSection = true;
1513
+ sectionDepth = headerLevel;
1514
+ relevantSection = line + '\n';
1515
+ } else if (inRelevantSection && headerLevel <= sectionDepth) {
1516
+ // Hit a same-level or higher-level header, section ended
1517
+ break;
1518
+ }
1519
+ }
1520
+
1521
+ if (inRelevantSection) {
1522
+ relevantSection += line + '\n';
1523
+ }
1524
+ }
1525
+
1526
+ if (relevantSection) {
1527
+ return {
1528
+ content: [
1529
+ {
1530
+ type: 'text',
1531
+ text: `Found relevant section about "${topic}":\n\n${relevantSection}`,
1532
+ },
1533
+ ],
1534
+ };
1535
+ } else {
1536
+ // Topic not found, return full guide
1537
+ return {
1538
+ content: [
1539
+ {
1540
+ type: 'text',
1541
+ text: `Topic "${topic}" not found in specific section. Here's the complete game guide:\n\n${fullGuide}`,
1542
+ },
1543
+ ],
1544
+ };
1545
+ }
1546
+ } catch (error) {
1547
+ return {
1548
+ content: [
1549
+ {
1550
+ type: 'text',
1551
+ text: `Error reading game guide: ${error.message}`,
1552
+ },
1553
+ ],
1554
+ };
1555
+ }
1556
+
1463
1557
  case 'show_throne':
1464
1558
  if (!hasWalletAuth) {
1465
1559
  return {
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@champz-llc/legends-mcp-server",
3
- "version": "1.8.0",
3
+ "version": "1.8.2",
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4
  "description": "MCP server for Legends of Champz - Query game stats, access personal data with signature auth, and claim rewards through Claude Desktop",
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5
  "type": "module",
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6
  "main": "index.js",