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make_8_direction_walk_template

Scaffold an 8-direction walk-cycle template on an existing sprite with placeholder frames and one animation tag per compass direction for drawing over.

Instructions

Scaffold an 8-direction walk-cycle template on an existing sprite: enough frames for frames_per_direction per direction, with one animation tag per direction (N, NE, E, SE, S, SW, W, NW by default).

Args:
    frames_per_direction: 8 is the convention for a walk, and it is what this
        defaults to: contact, down, pass, up for each leg. 6 is the budget option and
        4 only reads as a walk mirrored on a side view, which an 8-direction sheet by
        definition is not. The default was 4 until this was fixed (#91), so a sprite
        scaffolded before then has half the frames a walk needs.
    frame_duration_ms: Set on every frame. Shape the timing afterwards with
        `apply_timing_curve`: a walk holds its contacts.
    directions: Override the eight compass tags.

Frames are placeholders to draw over. Returns a ``workflow_manifest.v1`` manifest
(kind "walk_template") with an animation block listing the directions/tags.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
filenameYes
directionsNo
frame_duration_msNoDefault: 120.
frames_per_directionNoDefault: 8.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed12 schema fields changedv0.10.0
    • removedInput schema / properties / directions / anyOf
      Removed value: -[
      -  {
      -    "items": {
      -      "type": "string"
      -    },
      -    "type": "array"
      -  },
      -  {
      -    "type": "null"
      -  }
      -]
    • removedInput schema / properties / directions / default
      Removed value: -null
    • addedInput schema / properties / directions / items
      Added value: +{
      +  "type": "string"
      +}
    • removedInput schema / properties / directions / title
      Removed value: -"Directions"
    • addedInput schema / properties / directions / type
      Added value: +"array"
    • removedInput schema / properties / filename / title
      Removed value: -"Filename"
    • addedInput schema / properties / frame_duration_ms / description
      Added value: +"Default: 120."
    • removedInput schema / properties / frame_duration_ms / title
      Removed value: -"Frame Duration Ms"
    • changedInput schema / properties / frames_per_direction / default
      Previous value: -4New value: +8
    • addedInput schema / properties / frames_per_direction / description
      Added value: +"Default: 8."
    • removedInput schema / properties / frames_per_direction / title
      Removed value: -"Frames Per Direction"
    • removedInput schema / title
      Removed value: -"make_8_direction_walk_templateArguments"
  2. First observedv0.7.0

TDQS

A3.8/5.0
Behavior4/5

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

Annotations only mark it as non-read-only and closed-world, so the description carries the useful extra detail: frames are empty placeholders to draw over, timing is set on every frame and should be refined with apply_timing_curve, and it returns a workflow_manifest.v1 (kind "walk_template"). It also discloses the historical default change (#91), which explains why older sprites may lack frames.

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?

Leading sentence front-loads purpose and output shape, and the Args block is scannable. The #91 changelog aside is interesting but not essential for an agent deciding to call the tool, making it slightly longer than it needs to be.

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

Completeness4/5

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

For a mutating scaffolding tool with no output schema, the description covers what is created (placeholders plus tags), the manifest kind it emits, and per-parameter meaning. It lacks any note on prerequisites (sprite size/layer expectations) or what happens if the sprite already has frames or tags of the same name.

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

Parameters4/5

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

Schema coverage is 50% and the two schema-described params only restate their defaults, so the prose does the real work: it explains why 8 is the walk convention, why 6 and 4 are inferior for an 8-direction sheet, what frame_duration_ms applies to, and that directions overrides the default compass tags. The required filename param is never described anywhere.

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?

The first sentence states a specific verb (scaffold) and resource (8-direction walk-cycle template on an existing sprite) plus the delivered output (a frame per direction with one tag per direction). It is clear enough to separate from siblings like make_4_frame_idle_animation, but it never names or contrasts an alternative such as scaffold_cycle.

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?

Usage is implied rather than stated: it is for a sprite that needs a walk cycle in all eight compass directions, and it operates on an existing sprite. There is no explicit when-to-use / when-not-to-use rule and no routing to scaffold_cycle or add_frame alternatives, so the agent must infer the context.

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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