input
Sends the game one of its own internal messages, written as text. Use it when no other tool fits, as script is for script commands. The game does whatever the message means, so know what it does before sending it. Pass exactly one of:
message: what an interface button sends, as “Receiver.Message arguments” (for example “GUIPopupLayer.ScriptDialogResult 1 1 -1”;guishows what each button of a message box sends).binding: what a key’s binding names, as “Message arguments”, sent the way a key press sends it (for example “UserTogglePauseMessage” or “SelectPartyMemberIndexMessage 0 1”).
A text that saves the game is refused unless confirmSave is true: the quicksave key’s “SaveGameMessage -1 2” overwrites the player’s quicksave. The answer’s sent is false if the engine knows no such receiver or message; it also includes a cursor. movie reaches what no message does.
Arguments
| Name | Type | Required | What |
|---|---|---|---|
message | string | A button’s message: “Receiver.Message arguments”. | |
binding | string | A key binding’s message: “Message arguments”. | |
confirmSave | boolean | Send a text that saves the game anyway. Default false. |
Call it as input over MCP, or POST /api/tool/input with the arguments as JSON.