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686,934 tools. Updated 2026-10-22 03:38

"Tools for Creating Game Character Images and Removing Backgrounds" matching MCP tools:

  • START HERE for any custom-print request: the menu of generation choices (print placements with plain-language descriptions, products, backgrounds, engines+costs). Present these to the human — at minimum ask which PLACEMENT and which PRODUCT they want — before calling studio_generate.
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  • Replace the whole in-app catalog with `products` — not a patch: a product you leave out is deleted, and an empty list clears the catalog. Ask the developer before removing products. Read list_in_app_products first and pass its `checksum` as `expectedChecksum`; if the catalog changed meanwhile, the call is refused. While in-game purchases are off, a call that leaves them off is refused (IN_GAME_PURCHASES_OFF): turn them on with `hasInGamePurchases: true` to change the catalog.
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  • Generate Switch images with one of six models: GPT Image 2.5, Switch Pro, Switch Ultra, Nano Banana 2.1 (Google's newest, up to 14 reference pictures), Nano Banana 2 or Switch Vintage. Nothing older is offered or accepted. When model is omitted it auto-routes by subject: GPT Image 2.5 by default and for typography, screens and storyboards, Switch Pro for swimwear/beach, Switch Ultra for sexier content or face-fidelity work. The Nano Bananas and Switch Vintage are only used when named. Switch Vintage is a film look that works from a character taught beforehand, not from reference pictures. Counts <= 8 render inline in chat; counts > 8 queue to your Switch Studio with progress polling. All images persist to your Studio library and folder. Optional `style` (e.g. "wellness/warm_amber_tropical", "movie_scene/neon_noir_action") applies a curated photographic stack from the apply_* skill tools.
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  • Generate one or more finished images from a template (get a template_id from recommend_template or browse_templates) plus a description. Use this after the user has selected or explicitly supplied a template_id; otherwise call `recommend_template` first so the visual gallery can collect the selection. Works for all categories (Instagram, logo, app-store, Visual Novel backgrounds/sprites, CG illustrations). Pass variants for multi-image output (expressions, time-of-day, etc.). Pass session_id to refine a prior result. Pass context_ids to ground a new image on prior designs (character consistency for VN CG scenes). Set model to 'minimax-h3-image-balanced' or 'minimax-h3-image-quality' (or use the 'h3 balanced'/'h3 quality' aliases) to render through the MiniMax H3 image service; context_ids are forwarded as ordered H3 reference images.
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  • Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once. Join the game. This is always your first call. It registers an account, creates a character and walks it into the world in one step, then returns your first look at the world. Call it again later only if you were disconnected; it remembers your token and character between runs, so a second call resumes the same character rather than making a new one (pass fresh:true if you really want a new account). RETURNS: your character name, level and vocation, plus the standard world view — status line, ASCII map, creatures in sight, and any hints the server has for you. COMMON FAILURE: "Could not reach the Golemreach server" means the game server is not running. Start it with `node packages/server/dist/main.js --port 7171`, or pass serverUrl if it listens elsewhere. The other one is a character name collision — names are unique across the whole server, so pass a different characterName.
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  • Upload images directly to Metadata platform library to create image creatives. Downloads images from provided URLs and uploads them to the platform. REQUIRED STEP IN AD CREATION WORKFLOW: This tool MUST be called between generate_brand_creative and create_update_image_ad. **WORKFLOW INTEGRATION:** This tool is part of the ad creation workflow and should be used: 1. BEFORE creating ads with create_update_image_ad (which requires imageLibraryId/creativeID) 2. IN COMBINATION with generate_brand_creative to create AI-generated images first, then upload them 3. When you need to upload existing images from external sources **COMMON WORKFLOWS:** - Upload existing images → Get imageLibraryId → Use in create_update_image_ad - Generate image with generate_brand_creative → Download generated image → Upload with this tool → Use in create_update_image_ad - Batch upload multiple creative assets for campaign preparation **IMPORTANT:** The returned image ID (imageLibraryId/creativeID) is REQUIRED when creating ads. Every ad needs a creative asset, so you must upload images first before calling create_update_image_ad. REQUIRED PARAMETERS: - images: Array of image URLs to upload IMAGE REQUIREMENTS: - URLs must be valid and publicly accessible - Supported formats: PNG, JPG, JPEG, GIF, WebP, and others - Images will be downloaded and then uploaded to platform - Filenames with spaces will have spaces replaced with underscores EXAMPLES: Single Image: upload_image([ "https://my-bucket.s3.amazonaws.com/images/sample-image.png" ]) Multiple Images: upload_image([ "https://my-bucket.s3.amazonaws.com/images/logo.png", "https://example-assets.s3.us-west-2.amazonaws.com/photos/banner.jpg", "https://content-bucket.s3.eu-west-1.amazonaws.com/uploads/hero image.webp" ]) RESPONSE FORMAT: Returns array of objects for each image: [ { "url": "https://original-url.com/image.png", "name": "image.png", "id": 12345, "success": true }, { "url": "https://failed-url.com/bad.png", "name": "bad.png", "id": null, "success": false, "error": "Download failed: Connection timeout" } ] ERROR HANDLING: - If one upload fails, others will continue - Each result includes success status - Failed uploads include error message - Successful uploads include platform image ID USE CASES: - Upload creative assets before creating ads - Import images from external sources - Batch upload multiple campaign images - Migrate images from other platforms
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  • Deterministic procedural SVG/PNG backgrounds: 58 generators, curated palettes, brand kits.

  • Image toolkit: resize, convert, compress, crop, metadata, hashes, favicons, OCR, QR codes, barcodes.

  • Auto-generate a storyboard from either script OR situationen (mutually exclusive). An LLM splits script into scenes; situationen bypasses that LLM entirely and generates exactly one frame per entry, ignoring max_scenes. situationen requires figur_id of an existing character sheet with a reference image: every frame uses that character on seedream_5_pro, without creating a new sheet. format selects 16:9 (default) or 9:16 for every model. bewegung_en is saved in each frame’s metadata for later animation. COSTS CREDITS — every scene is one generated image, charged up front for the number of scenes the script is split into (at most max_scenes). Ask the human before running it. CHARACTERS ARE NOT GUESSED: every character who appears in more than one frame first gets a reference image (an existing project character with a reference is reused for free; a new one is created and its reference sheet is charged separately as character_sheet_generate), and every frame showing such a character is generated WITH those references on seedream_5_pro instead of `model`. Frames without a recurring character use `model`. The answer lists `figuren` (name, status, scenes), `figuren_kosten_geschaetzt` and `kosten_je_bild`; prices per model come from lab_list_models. If a reference cannot be made, the frames that need it fail and are refunded — they are never generated without it. The scene split is SYNCHRONOUS and can take up to ~55s and then time out (504) for long scripts; run it in the app if so. The answer lists the new image ids; the frames themselves render in the background as pending images — poll them with lab_job_status (type 'image').
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  • List hosted images owned by the caller, with optional filters. ``source`` filters by upload origin: ``"upload"`` for directly uploaded images, ``"generated"`` for images created via the image generation tools. Omit to return all sources. ``visibility`` filters by access level: ``"public"`` or ``"private"``. Omit to return both. Pagination: pass ``next_cursor`` from a previous response as ``cursor`` to retrieve the next page. Returns ``{items: [...], next_cursor: str | null}``.
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  • Add and/or remove photos on one of the USER'S OWN existing listings (max 6 total). First call request_image_upload for each new image and upload the bytes, then pass the returned keys in `add`. Adding any image re-triggers AI moderation — the listing returns to 'pending' until the new images are cleared; removing images does not. Free (no credit).
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  • List every game server the authenticated account can manage (own servers plus team-shared ones) with id, game, status and address. Call this first to discover server ids for the other tools.
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  • Transform text between JSON, YAML, TOML, and CSV formats. Returns the converted text and input/output character metrics. Note some conversions can be lossy (e.g. JSON to CSV flattens nested structures). Requires a valid API key (Bearer token); billing is per input character — insufficient balance returns HTTP 402. For removing comments use `prune`, for generating llms.txt use `generate`.
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  • Curated catalog of cito-mcp tools, games, jobs, and builder recipes. When to use: - Session start or "what can you do?" - Mapping app screens to tools - Filtering by game or job (live_board, match_page, team_page, player_form, standings, h2h, schedule, preview, event_card, app_scaffold) Prefer over: guessing from memory; exploring raw OpenAPI via call_api. Do not use when: you already know the tool and have IDs — call that tool directly. Parallel-safe: yes. Upstream cost: 0. Example: { "game": "cs2", "job": "live_board", "includeExamples": true }
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  • List the characters YOU created (create_character_from_description, or create_character_from_photo with name=...) and can now generate more images of via generate_with_face(character=<name>, prompt=...). Read-only, no Flow calls, no credits spent. Returns {"characters": [{"name", "source", "description", "portrait_media_id", "entity_id", "project", "account", "created_at"}, ...]}, oldest first. `source` is "description" (create_character_from_description) or "photo" (create_character_from_photo). `portrait_media_id` is what generate_with_face actually uses — a character with it set to null has no usable reference yet.
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  • The instruments, provisions, subjects, jurisdictions and verticals this API key follows. READ-ONLY: creating or removing a follow is an HTTP POST/DELETE to /v1/follows, and no tool here dispatches one. (The one tool in this catalogue that writes anything is request_ingestion, which asks for a law and touches no follow.) Requires the caller's OWN key — the shared demo key is refused, since a follow list under it would be shared with strangers.
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  • Replaces the complete HTML of an existing Carryo website while preserving its linkId and URL. Suitable for updating, fixing, or republishing a known page. Returns the website link and a Carryo management link. Access and edit limits are checked for the website identified by linkId. expectedVersionNumber detects conflicting edits. Supports adding or replacing hosted images and removing paths through removeAssetPaths. Pass attached images through imageFiles. For one attachment, assets needs only its relative website path; Carryo matches the attachment automatically. For multiple attachments, use fileIndex (0 for the first imageFiles entry). Do not invent file IDs or ask for a public URL when attachment upload is available. Known fileId references and fetchable HTTP(S) sourceUrl imports also work. Carryo imports and hosts its own copy. Base64 image bytes and data URLs are unsupported. Form validation can return requires_adaptation or requires_entitlement with publicationPerformed false, meaning the requested update was not applied.
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  • Replaces the complete HTML of an existing Carryo website while preserving its linkId and URL. Suitable for updating, fixing, or republishing a known page. Returns the website link and a Carryo management link. Access and edit limits are checked for the website identified by linkId. expectedVersionNumber detects conflicting edits. Supports adding or replacing hosted images and removing paths through removeAssetPaths. Pass attached images through imageFiles. For one attachment, assets needs only its relative website path; Carryo matches the attachment automatically. For multiple attachments, use fileIndex (0 for the first imageFiles entry). Do not invent file IDs or ask for a public URL when attachment upload is available. Known fileId references and fetchable HTTP(S) sourceUrl imports also work. Carryo imports and hosts its own copy. Base64 image bytes and data URLs are unsupported. Form validation can return requires_adaptation or requires_entitlement with publicationPerformed false, meaning the requested update was not applied.
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  • Generate an image. Default model: nano_banana_2 (good quality, ~10 coins, supports reference photo). Use z_image (1 coin) only if the user wants the cheapest possible result. Use nano_banana_pro (18-24) only when the user explicitly asks for face preservation or maximum quality. Default resolution 1K — never use 2K/4K unless the user explicitly asks. If aspect ratio matters and the user did not say, ASK whether they want 9:16 (vertical), 16:9 (horizontal), or 1:1 (square). For multi-character or character-plus-outfit shots, pass extra anchor images in reference_image_urls — Nano Banana 2 / Pro accept up to 7 inputs. Returns job_id; poll check_job until status=done.
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  • Take this account's game (`slug`) off the portal. The first call removes it from the catalogue and takes its page down; the address stays yours and you can upload the game there again. A second call on a game that is already taken down removes it from your list for good. Scores and reviews stay attached to the address and are never handed to another game. Use it to clean up after a failed attempt, for example when two entries of the same game ended up in the waiting room. A package that never became a game (only `upload_id` in the waiting room, from klyo_upload_package or klyo_my_games) is deleted with `upload_id` instead of `slug`: its file and preview are removed for good. Examples: • Delete my game neon-coil-arena • Remove the failed entry from the waiting room • Delete the older copy of the same game
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  • Concept art for a whole game, reused before generated. Use it when a user asks for a game like a title they name: call stage=plan with the game as they wrote it. When the user describes specific items (heroes, weapons, props…), pass them in wishes: they are drawn exactly as asked. The plan lists concepts that already exist for that game (GripForge community catalog or the workspace) and theme assets already in the library: reuse them first. It then prices the missing concepts: one style bible, heroes and bosses one image each (MOBA and hero games: each hero with its ability kit and ability icons, see hero_kits), enemies, NPCs, weapons, vehicles, buildings, props and VFX in sheets of 6 cut automatically, textures in sheets of 2 turned into seamless 1024 px textures. Maps (counts.maps) are environment paintings, one image each: the level is then built and dressed to match them. Show the plan and price to the user; only call stage=build with a budget after they agree. Concepts are private review images; nothing is sent to 3D. The plan also returns ambient_kits: the kits of the theme's atmosphere (weather, lighting, snow tracks) with their config; install them in the game project next to the blueprint's gameplay kits.
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  • Prepare an original character with Abracadabrax for a fantasy, RPG or tabletop campaign, a video game, a story or a mascot: a portrait, a full-body figure or a character sheet with front, side and back views, in the art style you choose. Returns the settings and the credits required; nothing is generated and no credits are spent. No sign-in is needed to prepare. Original designs only: do not use it for copyrighted characters, existing franchises, brand logos, trademarks or real celebrities; offer the user an original alternative instead. Text only: do not use it for uploaded, attached or reference images or videos (editing, background removal, upscaling, image-to-video); for those, point the user to the Abracadabrax workspace.
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  • Prepare pixel art with Abracadabrax for a game or a post: a character sprite, a sprite sheet of animation frames, items and icons, a tileset or a full scene, in 8-bit or 16-bit style with the palette you choose. Returns the settings and the credits required; nothing is generated and no credits are spent. No sign-in is needed to prepare. The image has a solid background, not a transparent one. Original designs only: do not use it for copyrighted characters, existing franchises, brand logos, trademarks or real celebrities; offer the user an original alternative instead. Text only: do not use it for uploaded, attached or reference images or videos (editing, background removal, upscaling, image-to-video); for those, point the user to the Abracadabrax workspace.
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