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Glama
kyuza1
by kyuza1

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
LPC_OUTPUT_DIRNoDiretório onde os personagens são salvos. Padrão: ~/lpc-characters. Defina para mudar, por exemplo, apontando para a pasta de sprites do seu projeto Godot/Unity.

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
list_categoriesA

Lists item categories (e.g. body, hair, torso/shirts) with how many items each has.

search_itemsA

Searches items. All filters are optional and combine: query: words in the name/id (all must match), e.g. "leather armour". category: id prefix, e.g. 'hair', 'torso/shirts', 'weapons/sword'. body_type: only items that exist for this body (male, female, teen...). animation: only items with art for this animation (idle, walk, slash...) for body_type (or male if body_type is not given). type_name: item type (hair, clothes, legs, shoes, weapon, hat...). complete_only: only items with every animation. Otherwise complete items come first. licenses: only items whose every art part is available under one of these license families (CC0, CC-BY, CC-BY-SA, OGA-BY, GPL). For DRM stores (Steam, App Store) use ["CC0", "OGA-BY"]. Each result has drm_safe. Each result says whether it is complete and which animations are missing (for body_type or male).

get_itemC

Item details: supported bodies, animations with art per body, missing animations and complete alternatives, colors or variants, multi-color parts and oversized animations.

generate_characterA

Builds the character spritesheet and saves it as PNG.

Every result has animation_check: whether every item has every animation and, if not, what is missing plus complete alternatives. TELL the user when complete=false. prefer_complete=True swaps incomplete items for the closest item with every animation (keeping the color when possible) and lists the swaps in replaced. Only use it with the user's consent: it changes the look (e.g. apron becomes overalls). output_dir: folder to save into (e.g. the game project's sprites folder). Inside a Godot project the .tres gets the right res:// path; for Unity, save inside Assets/. Default: LPC_OUTPUT_DIR or ~/lpc-characters.

items: list of {"id": "", "color": "" | ["<color 1>", "<color 2>"], "variant": ""}. Include a body (body/body) and a head (e.g. head/heads/human/heads_human_male). Skin items (head, ears, nose...) without a color inherit the body color. Multi-part items (see color_parts in get_item) accept a list of colors. body_type: male | female | muscular | pregnant | teen | child animations: subset of walk, idle, slash, thrust, spellcast, shoot, hurt, run, jump... (default: all). Oversized weapon/tool animations (e.g. slash_128, tool_hammer) are added automatically when their base animation (slash, thrust...) is requested. layout: "standard" = same layout as the site (832px wide, each animation always on the same row; oversized animations below y=3456). It is what Godot/Unity/RPG Maker importers expect. "compact" = only the requested animations, stacked. split: also save pieces. True or "animation" = one PNG per animation (_anims/); "frame" = one PNG per frame (_frames//_NN.png); "item" = one sheet per item (_items/), for swapping outfits in-game. Can be a list: ["animation", "frame"]. export: engine-ready files: "godot" (SpriteFrames .tres), "unity" (sliced sprites .meta, .anim clips and an AnimatorController), "web" (JSON atlas for Phaser/PixiJS + demo page), "site" (JSON for the generator site's "Import from Clipboard" button). licenses: license families you accept (e.g. ["CC0", "OGA-BY"] for Steam). Items outside them are listed in warnings. Every result has license_check (drm_safe, share_alike_required) computed from the art actually used. zip: also pack everything generated for this character into .zip. Always writes _credits.txt and _credits.csv with authors and licenses of the art used, including a ready-to-paste credits-screen statement (credits.statement).

from_site_urlA

Reads a link from the LPC generator site (e.g. ...Character-Generator/#sex=male&body=Body_Color_light&...) and returns {body_type, items} ready for generate_character (old links work too). Also accepts the JSON from the site's "Export to Clipboard (JSON)" button. Unrecognized parameters are listed in unresolved.

to_site_urlC

Builds a generator site link with these items, to open and tweak the character in a browser.

random_characterA

Rolls a random character (skin, head, hair, clothes, shoes and sometimes a beard, hat or vest), using only items that have every animation. Does not render: returns {items, body_type, url} to review and pass to generate_character. fixed_items are always added (e.g. a weapon). Use seed to repeat the same roll. licenses limits the roll to those license families (e.g. ["CC0", "OGA-BY"]).

generate_batchB

Generates many random characters at once (e.g. villagers for a town). Saves _01.png, _02.png... and the credits for each. body_types: bodies to pick from (default: male and female). fixed_items: items everyone gets (e.g. [{"id": "tools/tool_hammer"}]).

preview_characterA

Shows the character in the chat without saving files: the 4 directions side by side. animated=True (default) returns an animated GIF of the animation; False, a still image. animation: walk, idle, slash, run..., 1h_slash, watering, or an oversized one (tool_hammer, slash_128...). Use it to check the look before generate_character.

clear_cacheA

Deletes cached images (they are downloaded again when needed). older_than_days: only delete images unused for more than N days (0 = all). dry_run: only report how much would be freed, without deleting.

update_definitionsB

Pulls new items and palettes from the official LPC generator repository. clear_image_cache=True also deletes downloaded PNGs so they are fetched again.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

A3.5/5.0

Scored across 11 tools

Disambiguation4/5

Most tools target clearly distinct operations (search, get, list, generate, preview, import/export URL, cache/definitions). Some overlap exists between random_character (returns items for review) and generate_batch (saves many random characters), and between preview_character and generate_character, but the descriptions do clarify the distinction.

Naming Consistency4/5

Eight of eleven tools follow a verb_noun pattern (generate_character, search_items, etc.), but to_site_url and from_site_url use a directional preposition pattern, and random_character is adjective_noun. All are snake_case and readable, so these are minor deviations.

Tool Count5/5

The 11 tools are well-scoped for a character generator, covering item discovery, randomization, single/batch generation, preview, URL conversion, and maintenance. Each tool earns its place without redundancy.

Completeness4/5

The core lifecycle is covered: discover items (search/list/get), randomize, preview, generate single and batch, import/export URLs, and manage cache/definitions. Minor gaps include no dedicated tool to list all body types or animations, though agents can infer these from descriptions or use search filters.

Maintenance

ActivityMaintained
ResponsivenessNo issues