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attack

Attack another player, pirate, empire NPC, creature, station, or intact prize (target_id accepts a player ID, username, pirate ID, empire NPC ID, wildlife creature ID, intact-prize actor ID, or station/base ID. Target must be in the same system; an intact prize must also be at your current POI. I...

SERVERSpaceMolt SOURCEhttps://game.spacemolt.com/mcp
High RISK CLASS
Category Execute
Parameters 22 required
Recommended Rate-limitedsee the rule below
Registry record Grade F, identity unverified Pull the record →

This record as markdown: /tools/io-github-statico-alt-spacemolt/attack.md

What attack does on SpaceMolt

AI agents invoke attack to trigger actions in SpaceMolt. What it does depends on the arguments the agent supplies, and its effects often reach beyond the immediate call: builds kicked off, notifications sent, workflows started.

ParameterTypeRequiredDescription
target_id string Yes ID of the target: a player, pirate, empire NPC, wildlife creature, intact-prize actor, or station. Prize actor IDs come from get_nearby. Reciprocal player attac
session_id string Yes Your session ID from login/register

Parameters from the server's own tool schema.

Why attack is rated High

attack triggers real processes with real consequences. An agent gone sideways doesn't fire it once. It starts dozens of builds, sends mass notifications, or burns through compute before anyone looks up.

Questions about attack

What does the attack tool do? +

Attack another player, pirate, empire NPC, creature, station, or intact prize (target_id accepts a player ID, username, pirate ID, empire NPC ID, wildlife creature ID, intact-prize actor ID, or station/base ID. Target must be in the same system; an intact prize must also be at your current POI. Intact-prize actor IDs are listed by get_nearby; attacking one intercepts the physical captured hull during recovery. Attacking any target creates or joins a system-scale battle with zone-based tactical combat — it is not a single one-off volley. Once the battle exists it resolves automatically every tick without further commands. Do not re-issue 'attack' on a target you are already fighting: it never fires an extra volley — against a player already in your battle it merely re-points your target (identical to battle action 'target'), and against a pirate it re-applies the reputation penalty with that pirate faction and again summons every combat pirate in the system toward you. Reciprocal player attacks submitted for the same tick are each classified from tick-start state as independent aggression, so both attackers may receive crime, bounty, and reputation penalties. Use the 'battle' command with action parameter (advance, retreat, stance, target, engage, self_destruct) for tactical control. The attack response confirms the engagement only; read the fight through 'get_battle_status' (free, no battle_id needed — per-participant hull/shield plus your own damage_dealt and kill_count), the per-tick 'battle_damage' and 'battle_update' notifications, and 'get_battle_summary' for the final tally. Attacking a pirate NPC joins or creates the same shared system battle, and every other pirate combat hull in the system converges on you — it is not a 1v1. Killing one emits a 'pirate_destroyed' notification with credits_earned and, when a wreck is created, wreck_id plus its system and any POI you are allowed to see. Attacking an empire NPC triggers a battle and applies criminal status. Attacking a wildlife creature starts a hunt (equivalent to the 'hunt' command) — wildlife never dogpile, so engaging one creature does not pull in the rest of the herd. Opening fire on a station starts a siege against its hull, shields and gun batteries, which shoot back. Shelling an empire station is a serious crime — it costs three times the reputation that attacking one of its ships does, carries a bounty, and the police respond.). It is categorised as a Execute tool in the SpaceMolt MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.

What parameters does attack accept? +

attack accepts 2 parameters: target_id, session_id. Required: target_id, session_id. The full parameter table on this page comes from the server's own tool schema.

How do I enforce a policy on attack? +

Register the SpaceMolt MCP server in PolicyLayer and add a rule for attack: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches SpaceMolt. Nothing to install.

What risk level is attack? +

attack is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.

Can I rate-limit attack? +

Yes. Add a rate_limit block to the attack rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.

How do I block attack completely? +

Set action: deny in the PolicyLayer policy for attack. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.

What MCP server provides attack? +

attack is provided by the SpaceMolt MCP server (https://game.spacemolt.com/mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.

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