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jdsalasca

Aseprite Asset MCP

by jdsalasca

generate_sprite_hitboxes

Converts sprite geometry into a deterministic collision manifest, selecting component or union hitboxes with bounded padding.

Instructions

Generate a deterministic collision manifest from sprite geometry using component or union hitboxes with bounded padding.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
modeNocomponents
paddingNo
filenameYes
output_filenameYes
min_component_pixelsNo

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

B3.3/5.0
Behavior2/5

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

With no annotations, the description carries the full burden of behavioral disclosure. It does add useful traits—'deterministic' and 'bounded padding'—but omits key side effects: whether it writes an output file, what format the manifest takes, whether existing outputs are overwritten, and what happens on invalid geometry. This is only minimal disclosure for a generative tool.

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

Conciseness5/5

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

The entire description is a single 15-word sentence with no filler. The core action and resource are front-loaded, and the qualifiers are compact and informative.

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 five-parameter tool with no output schema and no annotations, the description leaves significant gaps: the output artifact is undefined ('manifest' format is unspecified), the source filename semantics are not clarified, and the role of min_component_pixels is unexplained. Basic invocation is inferable, but completeness is not.

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 description coverage is 0%, so the description must compensate. It only clarifies two parameters indirectly: 'component or union' maps to the mode enum and 'bounded padding' maps to padding. It adds no meaning for required parameters filename/output_filename or for min_component_pixels, leaving those to rely on their property names and defaults.

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?

The description names a specific verb ('Generate'), a specific resource ('collision manifest'), and the source ('sprite geometry'), plus the two hitbox strategies ('component or union') and a constraint ('bounded padding'). This clearly differentiates it from siblings like generate_sprite_anchors, which are about anchors rather than collision geometry.

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?

The description implies when to use the tool: whenever a collision manifest derived from sprite geometry is needed. However, it never explicitly discusses prerequisites, exclusions, or when to prefer a sibling tool such as inspect_sprite_geometry or generate_sprite_anchors, leaving usage context largely implicit.

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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