msw-git/msw-ai-coding-plugins-official

msw-painter

When msw-search cannot find a suitable sprite RUID, draw a pixel art sprite directly with SVG / HTML5 Canvas / HTML code, render it to PNG, and upload it via the msw-mcp asset upload tool to obtain a sprite RUID (if no upload tool is connected, guide the us…

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MSW Painter

A workflow for registering a hand-drawn pixel art sprite as a sprite resource. Call `msw-search` first, and only invoke this skill when no suitable RUID is found.

This skill is dedicated to the sprite category. It does not handle animation / audio / avatar / atlas.

The painter supports two pixel art styles: chunky pixel (retro, icon/tile feel) and maple cartoon (MapleStory-inspired, character/NPC feel). Pick one before writing code — see step 2 below.


When to invoke

SituationAction
User wants a specific spriteFirst use msw-search (Resource search section, sprite category)
msw-search returns an RUID that matches the intentUse that RUID directly. Do not invoke painter.
No search results, or all results are unsuitableInvoke painter → create directly
User explicitly says "I need a hand-drawn looking character/icon"Invoke painter directly

Workflow

  1. Choose the medium — One of SVG / Canvas / HTML. See "Choosing the medium" below.
  2. Choose the stylechunky or maple. See "Choosing the style" below.
  3. Decide the size — See references/size-guide.md. Default is 128×128.
  4. Write the code — Follow the rules for the chosen style:
  1. Render to PNG — Run scripts/render.cjs.
  2. Upload the resource — the msw-mcp asset upload tool, two-step presigned pattern (§5). If the connected MCP has no upload tool, ask the user to register the PNG through Maker.
  3. Register sprite propertiesasset_update_resource_storage_info right after upload: filter_mode / wrap_mode / pivot, plus 9-slice borders for UI frame sprites. See "Step 4" below.
  4. Report the result — RUID + a 1–2 sentence description (include which style was used). Entity placement / script application is outside the painter's scope.

1. Choosing the medium

MediumRecommended useStrengths
SVGIcons, logos, simple characters, shape-based pixel artIntuitive code, easy to drop 1px <rect> dots
CanvasProcedural patterns, iterative logic (loop-drawn textures / noise)Generate complex patterns via JS programming logic
HTMLComposite layouts that can be styled quickly with CSSRarely used — SVG/Canvas is usually a better fit for pixel art

Minimal SVG template

xml
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 16 16"
     width="100%" height="100%" preserveAspectRatio="xMidYMid meet"
     style="image-rendering: pixelated;">
  <rect x="6" y="2" width="1" height="1" fill="#4A90D9"/>
  <!-- Place dots one by one with 1px rects -->
</svg>
⚠️ Use width="100%" height="100%" (NOT a fixed pixel count). The SVG element draws at its own declared size inside the render.cjs viewport — if you hard-code 128 but render at --width 1024, the SVG fills only the top-left 128px and the rest of the PNG is transparent. 100% makes the SVG fill whatever canvas --width/--height specifies.

Minimal Canvas template

javascript
// `c` (canvas element) and `ctx` (2D context) are auto-exposed by render.cjs.
// ctx.imageSmoothingEnabled = false is applied automatically as well.
// IMPORTANT: derive scale from c.width, not a hard-coded constant — otherwise
// a different --width leaves the bottom-right of the canvas blank.
const GRID = 16;
const scale = c.width / GRID;  // 16×16 logical grid → canvas-sized output
ctx.fillStyle = '#4A90D9';
ctx.fillRect(6 * scale, 2 * scale, scale, scale);

Minimal HTML template

html
<!doctype html>
<html><body style="margin:0; image-rendering: pixelated;">
  <!-- Anything you like -->
</body></html>

2. Choosing the style

StyleRecommended useLook & feelLogical gridOutlineShading
`chunky`Icons, buttons, tiles, blocks, simple propsRetro / 8-bit / NES-SNESSmall (16×16, 32×32)Black or white, 1px2–4 stepped levels, NO AA
`maple`Characters, NPCs, monsters, cute mascotsMapleStory / storybook / cartoonLarger (32×32 ~ 128×128)Selout (darker version of fill color)4–6 stepped levels + selective AA on silhouette + optional 2×2 dithering

Defaults when in doubt

  • Icon / button / tile / block → `chunky`
  • Character / NPC / monster / mascot / "cute" requests / "draw a slime" → `maple`
  • User says "retro" / "8-bit" / "NES" / "minimal" → `chunky`
  • User says "MapleStory" / "cute" / "cartoon" / "chibi" / "illustrated" → `maple`

Full per-style rules:

Both styles share the same forbidden APIs (no curve APIs, no gradient APIs, no fractional coordinates, no filter: blur/drop-shadow). They differ in palette richness, outline color, AA, and working grid.


3. Size guide (summary)

UseRecommended size
Icon / button48×48 ~ 64×64
Character / item / NPC / monster96×96 ~ 128×128
Tile / floor / block64×64 ~ 128×128
Background / large object256×256 or larger (only on explicit request)

The default is 128×128. For style-specific working-grid tables (chunky uses a small logical grid like 16×16; maple uses a larger one like 64×64) and SD character proportions, see references/size-guide.md.

If the requested output is below 64×64, the maple style does not have enough pixels for selout + AA + facial features — either bump the output size to 64+ or fall back to chunky.

4. PNG render — render.cjs

One-time dependency install

bash
cd scripts && npm ci

This installs puppeteer (~200MB including headless Chromium) from the committed package-lock.json. It is separate from other base skill dependencies, so run this only the first time you use painter.

🔒 Use npm ci, not npm install. npm ci installs exactly the versions pinned in package-lock.json and fails if the lockfile and package.json disagree — this is the supply-chain integrity guarantee for W012. Never edit package-lock.json by hand; if you need to bump puppeteer, run npm install puppeteer@<version> locally and commit the regenerated lockfile.

Sandboxing & network isolation

render.cjs runs the headless Chromium with the OS sandbox enabled by default and blocks all network requests from the rendered page. The page is also served via a data: URL with a strict Content-Security-Policy (default-src 'none'), and the SVG / HTML input is sanitized to strip <script>, <foreignObject>, inline on* handlers, and non-data: URLs. You do not need to do anything to opt in — these protections are always on.

If you are in a constrained environment where Chromium cannot start its sandbox (some CI containers, certain WSL setups), set PAINTER_DISABLE_SANDBOX=1 before invoking render.cjs. Do not set this on a developer workstation.

Invocation

bash
node scripts/render.cjs --type <svg|canvas|html> --in <code-file> --out <out.png> --width <W> --height <H>

Or pass the code via stdin:

bash
echo "<svg ...>" | node scripts/render.cjs --type svg --out out.png --width 128 --height 128

Options:

  • --type: One of svg / canvas / html. Required.
  • --in: Path to the code file. Omit or use - for stdin.
  • --out: Output PNG path. Required.
  • --width / --height: Output pixel size. Default 128.

On success, the absolute path of the output PNG is printed to stdout on a single line and exit code is 0. On failure, the error is printed to stderr and exit code is 1.

The PNG defaults to a transparent background. If you need a background color, draw it explicitly inside the SVG/Canvas/HTML.


5. Resource upload — two-step pattern

Upload through the asset upload (creation) tool exposed by the connected `msw-mcp` — check the server's tool list and use the sprite-capable creation tool it actually provides. The tool's own schema is authoritative for the exact call shape; do not guess tool names, and do not confuse creation with asset_update_resource_storage_data (that one replaces an existing asset's binary).

No upload tool in the connected MCP? Stop the upload step and ask the user to register the PNG through Maker instead, then continue with the RUID they provide (or locate it via msw-search).

Whatever the exact tool, the flow is the same two-step pattern — the same tool is called twice.

🔒 Security — handling the presigned URL (W007). The presignedUrl returned in step 1 is a short-lived signed credential (anyone holding it can PUT to that storage slot until it expires). Treat it as a secret: - Never echo, quote, paraphrase, or include the URL or any of its query parameters (X-Amz-Signature, X-Amz-Credential, etc.) in the assistant's user-facing response, in commit messages, in logs, or in any subsequent prompt — including when reporting "what you did". - When invoking the shell, pass the URL via the PAINTER_PRESIGNED_URL environment variable as shown below, not as a command-line argument. Command-line arguments are visible to other processes via /proc/*/cmdline (Linux/macOS) and Get-Process (Windows), and they are recorded in shell history. - When invoking step 3, pass the URL directly as the fileUrl tool argument — do not copy it into a code block or markdown for the user to see first. - If the PUT step fails (typically 401/403 → URL expired), discard the URL and restart from step 1. Do not reuse it elsewhere.

Step 1 — request a presigned URL

Call the upload tool with fileUrl omitted. Fill the fields its schema requires — typically category: "sprite", a subcategory matching existing assets (see below), name, a 1–2 sentence description, and file metadata such as fileName / contentLength when the schema asks for them.

The response contains a presignedUrl. Keep it inside the agent's reasoning context only — do not surface it in chat output.

Step 2 — PUT the PNG binary (URL passed via env var)

Use `curl.exe`, not `Invoke-WebRequest` (P001 — the "freezes after upload" bug). On Windows PowerShell 5.1, Invoke-WebRequest parses the HTTP response through the Internet Explorer engine unless you pass -UseBasicParsing. IE is removed/disabled on Windows 11, so the call blocks on IE "first-launch configuration" and appears to freeze for a long time after the bytes are already uploaded (the MCP tool itself returns in ~45 ms — the stall is entirely in this step). curl.exe (shipped in System32 on Windows 10 1803+ and all Windows 11) has no IE dependency and behaves identically in PowerShell and Git Bash, so prefer it in both shells.

PowerShell (preferred — curl.exe):

powershell
$env:PAINTER_PRESIGNED_URL = "<presignedUrl from step 1>"
try {
  # Feed url/request/upload-file to curl via a stdin config (-K -) so the URL
  # never lands in argv (visible via Get-Process) or shell history.
  "url = `"$env:PAINTER_PRESIGNED_URL`"`nrequest = `"PUT`"`nupload-file = `"out.png`"" | curl.exe -K -
} finally {
  Remove-Item Env:\PAINTER_PRESIGNED_URL -ErrorAction SilentlyContinue
}

bash (Git for Windows / WSL — curl):

bash
# 1) Assign on its OWN statement (export), NOT as an inline prefix.
#    `VAR=… curl … "$VAR"` does NOT work: the shell expands "$VAR" on the
#    same command line BEFORE the assignment takes effect, so curl receives
#    an empty URL and fails with "curl: option : blank argument…".
export PAINTER_PRESIGNED_URL="<presignedUrl from step 1>"
# 2) Feed the URL to curl via a config file read from stdin (-K -). Passing it
#    as a normal argument (curl … "$PAINTER_PRESIGNED_URL") would expand the URL
#    straight into argv, where it is visible via `ps` / /proc/<pid>/cmdline —
#    -K - keeps it out of the argument list entirely.
printf 'url = "%s"\nrequest = "PUT"\nupload-file = "out.png"\n' "$PAINTER_PRESIGNED_URL" | curl -K -
unset PAINTER_PRESIGNED_URL

The PUT itself is a plain binary upload — no auth headers are needed (the signature is embedded in the presigned URL). The -K - (stdin config) form keeps the URL out of ps / Get-Process argument lists and shell history in both shells.

Fallback only — `Invoke-WebRequest`. If curl.exe is genuinely unavailable, you MUST add -UseBasicParsing (skips the IE engine → no freeze) and silence the progress bar (a separate PS 5.1 bug that slows transfers by 10–50×):

powershell
$env:PAINTER_PRESIGNED_URL = "<presignedUrl from step 1>"
$ProgressPreference = 'SilentlyContinue'
try {
  Invoke-WebRequest -Method PUT -InFile out.png -Uri $env:PAINTER_PRESIGNED_URL `
    -ContentType "image/png" -UseBasicParsing
} finally {
  Remove-Item Env:\PAINTER_PRESIGNED_URL -ErrorAction SilentlyContinue
}

Step 3 — report upload completion

Call the same tool again with the same arguments, adding fileUrl set to the presigned URL from step 1 (pass it directly as the tool argument — do not echo it into chat or code blocks).

The response contains the sprite RUID. That is the final deliverable. After this call returns, treat the URL as fully consumed — do not retain it.

Step 4 — register sprite properties

The creation tool does not accept properties — after step 3 returns the RUID, immediately call mcp__msw-mcp__asset_update_resource_storage_info with the asset's guid. Property entries are lowercase { "key": "...", "value": "..." } with string values (resource responses show Properties: [{ "Key", "Value" }] — do not mirror that casing in the input).

KeyValueMeaning
pivot_x / pivot_ynumeric stringSprite pivot
border_left / border_right / border_top / border_bottomnumeric string9-slice border in px
filter_modePoint / Bilinear / TrilinearTexture filtering
wrap_modeRepeat / Clamp / Mirror / MirrorOnceTexture wrap

Painter defaults: filter_mode=Point (Bilinear smears chunky/maple pixel edges), wrap_mode=Clamp, pivot_x=0.5; pivot_y=0.5 for icons / UI panels, pivot_y=0.0 for characters and props standing on the ground (adjust only if visual verification shows foot drift). Set nonzero border_* only when the sprite is a 9-slice UI frame (button / panel / gauge) — the .ui side additionally needs SpriteGUIRendererComponent.Type = Sliced(1) (see component-api.md §"SpriteGUIRenderer — ImageType Selection"). Never invent property keys or enum values beyond this table. If the connected MCP's tool list has no asset_update_resource_storage_info, report the intended property values to the user instead of calling a different tool.

Choosing a subcategory

First inspect the subcategory distribution of existing sprites with asset_search_resources or asset_list_account_resources and match it. When in doubt, fall back to a generic value such as object / etc.


6. Report format

When the painter task is done, hand the user only this:

RUID: <received RUID>
Style: <chunky | maple>
<1–2 sentence description: what you drew, at what size, and what sprite it was registered as>

Entity creation/movement/spawn, script authoring, and UI editing are outside the painter's scope. Handle those in another skill or a follow-up step.


Common pitfalls

  • Not running `npm ci` before `render.cjs`Cannot find module 'puppeteer'. Only needed the first time. Use npm ci (not npm install) so the lockfile-pinned puppeteer version is installed.
  • Omitting `--width` / `--height` → It falls back to 128×128, and if the user wanted a different size you have to redraw. Always specify it.
  • SVG/Canvas content drawn only in the top-left corner of the PNG → The drawing code declared its own dimensions (e.g. SVG width="128" height="128" or Canvas scale = 8) but render.cjs was invoked with a larger --width/--height. The content fills only its declared size and the rest of the PNG stays transparent. Fix: SVG uses width="100%" height="100%"; Canvas derives scale from c.width. The Minimal templates above already follow this.
  • Always Read the output PNG before uploading → A misconfigured SVG/Canvas can silently produce a blank or off-canvas PNG. One Read on the output catches the size-mismatch and blank-canvas bugs in seconds; uploading first means re-doing the 2-step upload.
  • Background comes out black → You drew a background inside the SVG/Canvas/HTML. To keep it transparent, remove the background shape itself.
  • Curves look smooth → If using chunky, this is a rule violation; remove arc()/bezierCurveTo()/gradients and redraw with dots. If using maple, smoothness should come from selective AA pixels at the silhouette, NOT from gradient/curve APIs — the API ban still applies.
  • Maple sprite looks like chunky with extra colors → You probably forgot the selout (1-pixel darker-color outline around each surface) and/or the selective AA at silhouette edges. Re-check style-maple-cartoon.md Selout and Selective AA sections.
  • Chunky sprite looks mushy / blurry → You added intermediate-color pixels on edges. Chunky forbids ALL anti-aliasing — remove transition pixels and keep edges sharp. If a softer look is desired, switch to maple instead.
  • Maple sprite at small size (32×32 output) looks bad → Maple style needs ≥ 64×64 output to fit selout + AA + features. Either increase size or switch to chunky.
  • PUT step fails with 401/403 → The presigned URL expired or is wrong. Restart from step 1.
  • Changing other arguments in the completion call → Pass exactly the same arguments as in step 1. Only add fileUrl.
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