spritecook-use-presets

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SpriteCook Use Presets

SpriteCook 预设使用方法

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.
需搭配
spritecook-workflow-essentials
及相关生成技能使用此技能。
预设是已保存的SpriteCook设置和提示模板。其作用是帮助用户后续获得一致、相似的输出,尤其是当他们需要一组具有相同样式、模型、提示结构、尺寸、色彩引导和参考图的相关资产时。用户可在SpriteCook应用中微调并保存预设,然后通过MCP让agent使用这些预设。

When To Use Presets

何时使用预设

  • 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.
  • 当用户明确说出
    use my preset
    、指定某个已保存的预设,或要求生成匹配已保存SpriteCook配置的资产时,使用预设。
  • 当用户暗示要延续某个已命名的保存样式或工作流时,例如
    use my character preset for this
    ,使用预设。
  • 对于普通生成请求,默认不要浏览预设。如果用户未提及或暗示使用预设,请使用常规SpriteCook生成工作流。
  • 仅当用户要求保存预设或保留这些设置以备将来使用时,才使用
    save_private_preset

Fetch And Apply

获取并应用预设

  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.
  6. 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.
  1. 调用
    list_presets(query=...)
    ,传入用户的预设名称或需求。
  2. 优先按标题匹配,其次按模式、状态、描述和设置选择最匹配的预设。
  3. 如果仍有多个合理的预设可选,在生成前先简洁地询问用户进行确认。
  4. 调用
    get_preset_settings(preset_id=...)
    获取所选预设的设置。
  5. 将返回的设置映射到相关的MCP工具中:
    • prompt
      -> 基础提示词或提示引导。
    • themeText
      ->
      theme
    • styleText
      ->
      style
    • width
      height
      pixel
      bgMode
      aspectRatio
      smartCropEnabled
      smartCropMode
      detailedModel
      resolution
      quality
      colors
      -> 当目标工具支持时,映射为对应的生成参数。
    • settings.reference.styleAssetIds
      ->
      generate_game_art
      style_asset_ids
      ,最多支持10个资产ID。
    • settings.reference.contextAssetId
      ->
      generate_game_art
      reference_asset_id
    • settings.reference.editAssetId
      -> 仅当用户正在修改特定图像时,作为
      generate_game_art
      edit_asset_id
    • tilesetPerspective
      tilesetPieceSet
      tilesetElevation
      ->
      generate_tileset
      的设置。
  6. 保留用户要求的主题或修改内容。预设应指导样式/设置,但不应覆盖用户的新需求,除非用户要求完全重复之前的输出。

Reference Images

参考图像

  • 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.
  • 私人草稿预设可返回用户拥有的资产ID:
    • settings.reference.styleAssetIds
    • settings.reference.contextAssetId
    • settings.reference.editAssetId
  • 已发布的预设可返回冻结的预设媒体URL:
    • settings.reference.styleUploadUrls
    • settings.reference.contextUploadUrl
    • settings.reference.editUploadUrl
  • 调用
    generate_game_art
    时,直接使用
    settings.reference.styleAssetIds
    作为
    style_asset_ids
    ;最多传递10个ID。
  • 当预设提供特定的视觉/上下文参考时,将
    settings.reference.contextAssetId
    作为
    reference_asset_id
    使用。
  • 仅当用户正在修改特定图像时,才将
    settings.reference.editAssetId
    作为
    edit_asset_id
    使用。
  • 将样式资产ID视为环境风格指南图像:它们为新的相关资产确立样式、调色板、比例和渲染方式。除非用户要求强调特定细节,否则提示词中无需说明它们是样式参考。
  • 如果预设返回多个样式资产ID,但目标工具仅接受一个,优先使用第一个样式资产,除非用户要求选择其他的。
  • 如果预设返回的上传URL无法被目标MCP生成工具使用,仍需使用文本/模型/尺寸/颜色设置,并告知用户该媒体参考无法通过该工具应用。

Saving Presets

保存预设

  • 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.
  • 仅当用户要求保存预设时,才使用
    save_private_preset(...)
  • 仅将预设保存为私人草稿。请勿发布、共享或提交任何内容以供审核。
  • 保存对可重复性至关重要的设置:提示词模板、主题、样式、模型、尺寸、像素模式、背景模式、智能裁剪、质量、颜色,以及支持的参考/编辑/样式图像。
  • 当用户希望保存的预设包含这些图像时,使用
    style_references
    reference_image
    edit_image
    和预览资产ID。
  • 如果因私人预设数量限制或参考资产不可用导致保存失败,请简要向用户说明问题,除非用户要求,否则不要在缺少参考的情况下重试。

Practical Pattern

实用示例

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
    .
当用户说
Use my character preset for a blue wizard idle sprite
时:
  1. list_presets(query="character")
  2. 选择可能的角色预设。
  3. get_preset_settings(preset_id="...")
  4. 使用预设的样式/设置加上新主题:
    blue wizard idle sprite
    进行生成。