molanko-mcp-avatar-generator
molanko-mcp-avatar-generator
Servidor MCP para molanko-avatar-generator.
El servidor expone una herramienta:
generate_avatar— genera un Molanko Avatar a partir de una imagen proporcionada o de un nombre/UUID de jugador de Minecraft, y luego devuelve el PNG generado como resultado de imagen MCP.
Se requiere una fuente: proporciona exactamente una de image o minecraftPlayer.
Ejecución
npm install
npm startEl servidor usa transporte MCP stdio, por lo que puede ser lanzado por clientes MCP que admitan servidores stdio locales.
Related MCP server: mcp-xmorf
Herramienta: generate_avatar
Fuente
Proporciona exactamente una:
image— objeto de imagen estilo MCP:{ "type": "image", "data": "<base64>", "mimeType": "image/png" }minecraftPlayer— nombre de usuario o UUID de Minecraft, con o sin guiones de UUID. El servidor resuelve la skin actual usando las API de perfil y sesión de Mojang, y luego descarga la skin directamente de la URL de textura proporcionada por Mojang.
Ejemplos:
{ "minecraftPlayer": "Notch" }{ "minecraftPlayer": "069a79f4-44e9-4726-a5be-fca90e38aaf5" }Si se proporcionan tanto image como minecraftPlayer, la solicitud se rechaza en lugar de elegir una silenciosamente.
Opciones
scale— escala de salida de vecino más cercanooutlineMode— radio del contorno;0desactiva el contornooutlineColor—auto,auto_darker,auto_lighter, o un color hexadecimalbgColor—auto,auto_lighter,auto_darker, o un color hexadecimalfillBackground— si se debe rellenar el fondo de la salidaupscale48— renderiza el avatar de 32x32 centrado en un lienzo de 48x48averageColor— anulación opcional para el color usado por los colores automáticos de contorno/fondo; usaauto,#RRGGBB, o#RGB
averageColor no es una herramienta separada. Anula el color promedio calculado automáticamente por el generador. Si se omite o se establece en auto, el generador subyacente calcula el color promedio a partir de la skin de origen. Un valor hexadecimal se analiza en { r, g, b } y se pasa a molanko-avatar-generator como averageColor.
El resultado se devuelve como un elemento de contenido image de MCP que contiene un PNG.
Resolución de jugador de Minecraft
minecraftPlayer sigue el mismo enfoque básico que el generador de avatares de Android: un UUID se normaliza directamente; un nombre de usuario se resuelve a través de api.mojang.com/users/profiles/minecraft/{name}; el UUID se resuelve luego a través de la API de perfil de sesión de Mojang para obtener la propiedad textures del jugador y la URL de la skin. No se requiere ningún servicio de terceros para renderizar o duplicar skins.
El servidor informa fallos útiles como identificadores de jugador no válidos, jugador no encontrado, textura de skin faltante, límites de tasa de Mojang, errores del servidor de Mojang y errores de red/descarga.
Arquitectura
Este repositorio es intencionalmente un adaptador MCP ligero. La resolución del jugador de Minecraft y el renderizado del avatar se realizan en el lado del servidor, mientras que el renderizado real del avatar permanece en molanko-avatar-generator.
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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