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Spritory MCP tools reference

Every operation the Spritory MCP server gives your agent, grouped by what it does. You do not need this page to use Spritory, but it helps when you want to know what your agent can reach.

How the server works

The server gives your agent two tools: one to look up the operations below, and one to run them. Your agent can do a whole batch of work in one call.

Styles and palettes

  • list_styles. Lists the art styles you can use, with the color each palette slot renders as.
  • get_style. Reads one style's full rules and color ramps.
  • create_style. Creates a custom style from a built-in one plus changes.
  • update_style. Changes a custom style. It can import a palette as a hex list, a GIMP .gpl or a JASC .pal file, for example from Lospec, and lock colors to it.
  • delete_style. Deletes a custom style. Saves that used it fall back to the default style.
  • extract_style. Creates a custom style from reference pixel art, taking its palette, outline and dithering.

Templates

  • list_templates. Lists starter sprites and effects, with their sizes.
  • get_template. Reads a template's shapes or emitters. Agents study these as examples.

Saves

  • list_saves. Lists your saved sprites and effects, newest first.
  • get_save. Reads one save in full.
  • create_save. Creates a save from a template or from scratch, and returns its render.
  • duplicate_save. Copies a save. Useful before a rebuild you might undo.
  • update_save. Changes a save's name, content, style or light.
  • set_canvas. Changes the canvas size, the texture seed or the art style.
  • delete_save. Deletes a save permanently.

Shapes and emitters

  • add_shape. Adds a shape to a sprite, in front of the others.
  • add_emitter. Adds a particle emitter to an effect.
  • update_layers. Changes shapes or emitters by id, such as their color, size, position or visibility.
  • remove_layers. Removes shapes or emitters by id.
  • move_layer. Moves a shape or emitter forward or back in the draw order.
  • duplicate_layers. Copies shapes or emitters by id.

Animation

  • capture_pose. Captures the sprite's current shapes as a pose on an animation timeline.
  • set_timeline. Builds a whole animation, pose by pose, in one step.
  • restore_pose. Loads a pose back onto the canvas to edit it.
  • update_animation. Renames an animation, sets looping, reorders or removes poses, or deletes it.

A sprite holds up to 6 animations of up to 24 poses each. See animating sprites.

Rendering

  • render_save. Renders one save. An effect comes back as a grid of every frame.
  • render_sheet. Renders up to 36 saves as one contact sheet to review a whole set.
  • render_source. Renders a draft without saving it.
  • render_variants. Renders texture variants of a sprite side by side, to pick the best seed.
  • render_animation. Renders a sprite animation as a grid of frames.

Agent previews sit on a gray checkerboard so light and dark art both read. Saved files and exports stay transparent.

Export

  • export_file. Exports one asset, its variants, an animation or a whole set, and returns a download link. Formats: PNG, sprite sheet with an atlas, one PNG per frame, GIF, APNG, Godot and Unity.

Download links expire after 7 days. Your saves do not, so you can export again at any time. See export for what each format contains.

Credits

  • Each operation. 1 credit.
  • Each render or export. 1 credit per 4 frames, at least 1.
  • Each call. 1 more credit, however many operations it runs.

A sprite render costs 1 credit and a 12-frame effect render costs 3. Batching work into one call is slightly cheaper than spreading it over several calls.

Limits

One call can run up to 200 operations. Your account can make 60 calls per minute. See credits and limits.

Try it in the Forge

Open the editor for free and build along with this page.

Open the Forge