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sprite_tools_pack

Pack frames into one atlas (MaxRects) with padding and edge extrusion; TexturePacker JSON and Unity JSON. Price: $0.05 USDC via x402, charged only on success. Part of Sprite tools: 2D sprite jobs for games, deterministic and cheap: slice a sheet into frames (grid or automatic by transparency), pack frames into an atlas with TexturePacker and Unity metadata, and turn upscaled or AI-generated pixel art into real pixel art on its true grid with a limited palette..

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
trimNo
framesYes
extrudeNo
maxSizeNo
paddingNo
powerOfTwoNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

B3.3/5.0
Behavior3/5

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

No annotations are provided, so the description carries the full burden. It does add genuine behavioral value by disclosing the billing model ($0.05 USDC via x402, charged only on success) and 'deterministic', but omits whether this is a persisted write, failure behavior, input limits (2048 frames, maxSize cap), and auth requirements.

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

Conciseness3/5

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

The core pack sentence and pricing are front-loaded and efficient, but the trailing 'Part of Sprite tools' family paragraph is largely redundant for this specific tool and consumes significant space without adding per-call guidance.

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

Completeness2/5

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

For a 6-parameter tool with no annotations, no output schema, and 0% schema description coverage, the description does not go far enough: most parameter meanings, input limits, and what the returned atlas/metadata contains beyond format names are left for the agent to infer.

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

Parameters2/5

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

Schema coverage is 0%, so the description must compensate for six undocumented parameters. It only gestures at two ('padding and edge extrusion'), leaving trim, maxSize, powerOfTwo, and the frames/image vs imageUrl structure entirely unexplained.

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

Purpose5/5

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

States a specific verb+resource ('Pack frames into one atlas') plus the algorithm (MaxRects) and output formats (TexturePacker JSON, Unity JSON). This clearly distinguishes it from siblings slice and pixelate, which are named in the family sentence.

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?

Implied usage is reasonably clear from '2D sprite jobs for games,' but the description never states when to pick this over sprite_tools_slice/pixelate or any prerequisite/ordering (e.g., that frames come from slicing first). No explicit when-not guidance.

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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