msw-painter

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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 msw-mcp `asset_create_resource_storage_item` to obtain a sprite RUID. Two style modes are supported: chunky pixel (retro / icon / tile feel) and maple cartoon (MapleStory-inspired character / NPC feel). Triggers: draw sprite directly, create sprite, image generation, custom graphic, pixel art, cartoon sprite, maple style, chibi character, painter, draw a sprite, make an icon, create NPC image directly, draw a slime, custom sprite.

MSW-Git By MSW-Git schedule Updated 6/4/2026

name: msw-painter description: "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 msw-mcp asset_create_resource_storage_item to obtain a sprite RUID. Two style modes are supported: chunky pixel (retro / icon / tile feel) and maple cartoon (MapleStory-inspired character / NPC feel). Triggers: draw sprite directly, create sprite, image generation, custom graphic, pixel art, cartoon sprite, maple style, chibi character, painter, draw a sprite, make an icon, create NPC image directly, draw a slime, custom sprite."

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

Situation Action
User wants a specific sprite First use msw-search (Resource search section, sprite category)
msw-search returns an RUID that matches the intent Use that RUID directly. Do not invoke painter.
No search results, or all results are unsuitable Invoke 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:
  5. Render to PNG — Run scripts/render.cjs.
  6. Upload the resourcemcp__msw-mcp__asset_create_resource_storage_item two-step pattern.
  7. 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

Medium Recommended use Strengths
SVG Icons, logos, simple characters, shape-based pixel art Intuitive code, easy to drop 1px <rect> dots
Canvas Procedural patterns, iterative logic (loop-drawn textures / noise) Generate complex patterns via JS programming logic
HTML Composite layouts that can be styled quickly with CSS Rarely used — SVG/Canvas is usually a better fit for pixel art

Minimal SVG template

<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

// `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

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

2. Choosing the style

Style Recommended use Look & feel Logical grid Outline Shading
chunky Icons, buttons, tiles, blocks, simple props Retro / 8-bit / NES-SNES Small (16×16, 32×32) Black or white, 1px 2–4 stepped levels, NO AA
maple Characters, NPCs, monsters, cute mascots MapleStory / storybook / cartoon Larger (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)

Use Recommended size
Icon / button 48×48 ~ 64×64
Character / item / NPC / monster 96×96 ~ 128×128
Tile / floor / block 64×64 ~ 128×128
Background / large object 256×256 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

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

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

Or pass the code via stdin:

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

mcp__msw-mcp__asset_create_resource_storage_item 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

mcp__msw-mcp__asset_create_resource_storage_item({
  category: "sprite",
  subcategory: "<appropriate subcategory>",   // e.g. "monster", "npc", "object", "icon"
  name: "<resource name>",
  description: "<1–2 sentence description>",
  makerOwnerType: 0,                          // 0 = Account
  makerOwnerId: "<account id>",               // look up in advance with mcp__msw-mcp__account_get_my_user_id
  // omit fileUrl in this step
})

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)

PowerShell:

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

bash (Git for Windows / WSL):

PAINTER_PRESIGNED_URL="<presignedUrl from step 1>" \
  curl -X PUT -T out.png "$PAINTER_PRESIGNED_URL" && \
  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 env-var pattern keeps the URL out of Get-Process / ps-visible argument lists and out of shell history.

Step 3 — report upload completion

mcp__msw-mcp__asset_create_resource_storage_item({
  ...same arguments,
  fileUrl: "<presignedUrl from step 1>"   // pass directly as tool arg, do not echo
})

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.

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.cjsCannot 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 metadata in the step-2 completion call → Pass the exact same category/subcategory/name/description/makerOwnerType/makerOwnerId as in step 1. Only add fileUrl.
Install via CLI
npx skills add https://github.com/MSW-Git/msw-ai-coding-plugins-official --skill msw-painter
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