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get_asset

Read-onlyIdempotent

Show one asset with every frame: frame ids, types (animation, rotations - 8-way, edit - text, layer…), names, facings and image keys. Frame ids are what frameIndex/items/frameId take elsewhere; image keys are what referenceFile and end_frame take, on this asset or any other of yours. Long clips show their first and last key; pass frameId to list every key of that frame. Each key downloads at its exact pixels from https://cdn.voidless.dev/. Also its world height (in heights of the hero / its set's reference character) and each frame's sprite_scale (how big the character is drawn there against the base: video clips are usually ~0.57): size it in a game from these, never by eye. Free.

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "id": "<id>"
    },
    "name": "get_asset"
  }
}

Input Schema

NameRequiredDescriptionDefault
idYesAsset ID (from list_assets / get_asset or a previous result)
frameIdNoShow only this frame, with every image key
previewNoInclude the base image inline

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A3.8/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already cover read-only, idempotent, non-destructive, closed-world, so the description is free to add operational detail and does: the truncation rule for long clips, the exact CDN URL pattern for key downloads, and "Free" as a cost signal. It omits any error behavior for invalid asset or frame ids.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Purpose and return shape are front-loaded, and nearly every clause carries information. The single dense paragraph with parenthetical lists and a trailing "Free." is slightly run-on and could be split for scanability.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

There is no output schema, so the description has to describe returns, and it does comprehensively: frame ids, frame types, names, facings, image keys, world height relative to the reference character, and per-frame sprite_scale, plus how to fetch pixels. Nothing an agent needs in order to call it or interpret the result is missing.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the baseline is 3. The description reinforces frameId semantics and adds valuable cross-tool meaning (frame ids are what frameIndex/items/frameId consume; image keys are what referenceFile and end_frame consume), but the preview parameter is never mentioned.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

"Show one asset with every frame" states a specific verb and resource and enumerates what comes back (frame ids, types, names, facings, image keys). The contrast with list_assets is only implicit through the word "one", so sibling routing is not made explicit.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It gives a clear conditional for the frameId parameter (long clips show only first/last key; pass frameId to expand a frame) and a directive to size from sprite_scale rather than by eye. It never states when to call this versus list_assets or get_image_data, so tool-level usage is only implied.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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