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SKILL verified MIT Self-run

Spritecook Use Presets

skill-spritecook-skills-spritecook-use-presets · by SpriteCook

Use SpriteCook saved presets through MCP. Use when the user explicitly asks to use a preset, refers to one of their saved SpriteCook presets, asks for the same style/settings as a saved preset, or asks to save a private preset for future consistent asset generation.

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Install

$ agentstack add skill-spritecook-skills-spritecook-use-presets

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
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1mo ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

SpriteCook Use Presets

Use this skill with spritecook-workflow-essentials and the relevant generation skill.

Presets are saved SpriteCook settings and prompt recipes. Their purpose is to help the user get consistent, similar output later, especially when they need a collection of related assets with the same style, model, prompt structure, dimensions, color guidance, and reference images. Users can fine-tune and save presets in the SpriteCook app, then ask an agent to use those presets through MCP.

When To Use Presets

  • Use presets when the user explicitly says use my preset, names a saved preset, or asks for assets matching a saved SpriteCook setup.
  • Use presets when the user implies continuity with a named saved style or workflow, such as use my character preset for this.
  • Do not browse presets by default for ordinary generation requests. If the user does not mention or imply a preset, use the normal SpriteCook generation workflow.
  • Use save_private_preset only when the user asks to save a preset or preserve these settings for future use.

Fetch And Apply

  1. Call list_presets(query=...) with the user's preset name or intent.
  2. Pick the best match by title first, then mode, status, description, and settings.
  3. If multiple plausible presets remain, ask a concise clarification before generating.
  4. Call get_preset_settings(preset_id=...) for the selected preset.
  5. Map returned settings into the relevant MCP tool:
  • prompt -> base prompt or prompt guidance.
  • themeText -> theme.
  • styleText -> style.
  • width, height, pixel, bgMode, aspectRatio, smartCropEnabled, smartCropMode, detailedModel, resolution, quality, and colors -> matching generation arguments when the target tool supports them.
  • settings.reference.styleAssetIds -> style_asset_ids for generate_game_art, up to 10 asset IDs.
  • settings.reference.contextAssetId -> reference_asset_id for generate_game_art.
  • settings.reference.editAssetId -> edit_asset_id for generate_game_art only when the user is modifying that specific image.
  • tilesetPerspective, tilesetPieceSet, and tilesetElevation -> generate_tileset settings.
  1. Preserve the user's requested subject or change. The preset should guide style/settings; it should not override the user's new intent unless the user asks for an exact repeat.

Reference Images

  • Private draft presets can return owned asset IDs:
  • settings.reference.styleAssetIds
  • settings.reference.contextAssetId
  • settings.reference.editAssetId
  • Published presets can return frozen preset media URLs:
  • settings.reference.styleUploadUrls
  • settings.reference.contextUploadUrl
  • settings.reference.editUploadUrl
  • Use style_asset_ids directly for settings.reference.styleAssetIds when calling generate_game_art; pass at most 10 IDs.
  • Use reference_asset_id for settings.reference.contextAssetId when the preset provides one specific visual/context reference.
  • Use edit_asset_id only for settings.reference.editAssetId, when the user is modifying that specific image.
  • Treat style asset IDs as ambient style guide images: they establish style, palette, proportions, and rendering for new related assets. The prompt does not need to restate that they are style references unless the user asks to emphasize a specific detail.
  • If a preset returns multiple style asset IDs but the target tool only accepts one, prefer the first style asset unless the user asks to choose differently.
  • If a preset returns upload URLs that the target MCP generation tool cannot consume, still use the text/model/size/color settings and mention that the media reference could not be applied through that tool.

Saving Presets

  • Use save_private_preset(...) only after the user asks to save a preset.
  • Save presets as private drafts only. Do not publish, share, or submit anything for moderation.
  • Include the settings that matter for repeatability: prompt pattern, theme, style, model, size, pixel mode, background mode, smart crop, quality, colors, and supported reference/edit/style images.
  • Use style_references, reference_image, edit_image, and preview asset IDs when the user wants the saved preset to include those images.
  • If saving fails because of the private preset limit or unavailable reference assets, explain the user-facing problem briefly and do not retry with missing references unless the user asks.

Practical Pattern

When the user says Use my character preset for a blue wizard idle sprite:

  1. list_presets(query="character")
  2. Select the likely character preset.
  3. get_preset_settings(preset_id="...")
  4. Generate with the preset's style/settings plus the new subject: blue wizard idle sprite.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.