molanko-mcp-avatar-generator
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molanko-mcp-avatar-generator
MCP-Server für molanko-avatar-generator.
Der Server stellt ein Werkzeug bereit:
generate_avatar— generiert einen Molanko-Avatar aus einem bereitgestellten Bild oder einem Minecraft-Spielernamen/UUID und gibt dann das generierte PNG als MCP-Bildergebnis zurück.
Eine Quelle ist erforderlich: Geben Sie genau eines von image oder minecraftPlayer an.
Ausführen
npm install
npm startDer Server verwendet den MCP-stdio-Transport, sodass er von MCP-Clients gestartet werden kann, die lokale stdio-Server unterstützen.
Related MCP server: mcp-xmorf
Werkzeug: generate_avatar
Quelle
Geben Sie genau eines an:
image— MCP-Stil-Bildobjekt:{ "type": "image", "data": "<base64>", "mimeType": "image/png" }minecraftPlayer— Minecraft-Benutzername oder UUID, mit oder ohne UUID-Bindestriche. Der Server löst das aktuelle Skin über die Profil- und Session-APIs von Mojang auf und lädt das Skin dann direkt von der von Mojang bereitgestellten Textur-URL herunter.
Beispiele:
{ "minecraftPlayer": "Notch" }{ "minecraftPlayer": "069a79f4-44e9-4726-a5be-fca90e38aaf5" }Wenn sowohl image als auch minecraftPlayer angegeben werden, wird die Anfrage abgelehnt, anstatt stillschweigend eines auszuwählen.
Optionen
scale— Ausgabeskalierung mit nächstem NachbarnoutlineMode— Umrissradius;0deaktiviert den UmrissoutlineColor—auto,auto_darker,auto_lighteroder eine Hex-FarbebgColor—auto,auto_lighter,auto_darkeroder eine Hex-FarbefillBackground— ob der Ausgabehintergrund gefüllt werden sollupscale48— rendert den 32x32-Avatar zentriert auf einer 48x48-LeinwandaverageColor— optionale Überschreibung für die Farbe, die für automatische Umriss-/Hintergrundfarben verwendet wird; verwenden Sieauto,#RRGGBBoder#RGB
averageColor ist kein separates Werkzeug. Es überschreibt die automatisch berechnete Durchschnittsfarbe des Generators. Wenn es weggelassen oder auf auto gesetzt wird, berechnet der zugrunde liegende Generator die Durchschnittsfarbe aus dem Quell-Skin. Ein Hex-Wert wird in { r, g, b } geparst und als averageColor an molanko-avatar-generator übergeben.
Das Ergebnis wird als MCP-image-Inhaltselement mit einem PNG zurückgegeben.
Minecraft-Spielerauflösung
minecraftPlayer folgt dem gleichen grundlegenden Ansatz wie der Android-Avatar-Generator: Eine UUID wird direkt normalisiert; ein Benutzername wird über api.mojang.com/users/profiles/minecraft/{name} aufgelöst; die UUID wird dann über die Session-Profil-API von Mojang aufgelöst, um die textures-Eigenschaft und die Skin-URL des Spielers zu erhalten. Es ist kein Drittanbieter-Skin-Rendering- oder Skin-Spiegelungsdienst erforderlich.
Der Server meldet nützliche Fehler wie ungültige Spieleridentifikatoren, Spieler nicht gefunden, fehlende Skin-Textur, Mojang-Ratenlimits, Mojang-Serverfehler und Netzwerk-/Downloadfehler.
Architektur
Dieses Repository ist absichtlich ein dünner MCP-Adapter. Die Minecraft-Spielerauflösung und die Avatar-Rendering finden serverseitig statt, während das eigentliche Avatar-Rendering in molanko-avatar-generator verbleibt.
Available Tools
1 toolgenerate_avatarGenerate Molanko AvatarA
Generate a Molanko Avatar. Provide exactly one source: image or minecraftPlayer. minecraftPlayer accepts a Minecraft username or UUID (with or without hyphens); the server resolves the current skin through Mojang APIs. Returns the generated PNG as an MCP image result.
| Name | Required | Description | Default |
|---|---|---|---|
| image | No | A source Minecraft skin/image. | |
| scale | No | Nearest-neighbor output scale. | |
| bgColor | No | Background color: auto, auto_lighter, auto_darker, or a hex color. | auto |
| upscale48 | No | Render the avatar on a 48x48 canvas with the 32x32 avatar centered. | |
| outlineMode | No | Outline radius in pixels. 0 disables the outline. | |
| averageColor | No | Override the color used by automatic outline/background colors. Use auto (default), #RRGGBB, or #RGB. | |
| outlineColor | No | Outline color: auto, auto_darker, auto_lighter, or a hex color. | auto |
| fillBackground | No | Whether to fill the background. | |
| minecraftPlayer | No | Minecraft username or UUID, with or without hyphens. The server fetches the current skin through Mojang APIs. |
TDQS
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 discloses the output format (PNG as MCP image result) and the Minecraft skin resolution process. However, it does not mention error conditions, rate limits, or what happens if both sources are provided, which leaves gaps.
Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.
Is the description appropriately sized, front-loaded, and free of redundancy?
The description is two sentences, front-loaded with the purpose and a critical usage rule. No redundant or filler content; every clause contributes to understanding how to invoke the tool.
Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.
Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?
With 9 parameters and no output schema, the description covers the essential aspects: the two source options and the return type. It does not elaborate on default behaviors of rendering options (scale, background, outline), but the schema fully documents these, so the description is sufficiently complete for an agent.
Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.
Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?
Schema description coverage is 100%, so baseline 3 applies. The description adds meaningful context beyond the schema by specifying the 'exactly one source' constraint and explaining how minecraftPlayer is resolved via Mojang APIs, which goes beyond the parameter's own schema description.
Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.
Does the description clearly state what the tool does and how it differs from similar tools?
The description clearly states the action ('Generate') and the specific resource ('Molanko Avatar'). It also identifies the two mutually exclusive source types, clarifying the tool's scope even without sibling tools.
Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.
Does the description explain when to use this tool, when not to, or what alternatives exist?
It explicitly says 'Provide exactly one source', which is a direct usage rule. It also explains how minecraftPlayer works (username/UUID, Mojang API resolution). No alternatives are mentioned because no sibling tools exist, so this is adequate.
Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
1 tool update
v0.1.0- First observed
generate_avatar
TDQS
Scored across 1 tool
With only a single tool, there is no potential for confusion or overlap. The tool's purpose is clearly defined and unambiguous.
The single tool uses a clear verb_noun naming convention (generate_avatar) which is consistent and self-explanatory, even with only one tool.
The server has just one tool, which feels thin for a typical MCP server. However, it may be appropriate for the narrow scope of avatar generation, so it borders on acceptable.
The tool covers the domain comprehensively by accepting both image and Minecraft player sources, and there are no obvious missing operations for avatar generation.
Maintenance
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