Readable layout
---
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 the msw-mcp asset upload tool to obtain a sprite RUID (if no upload tool is connected, guide the user to register it through Maker). 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 style** — `chunky` or `maple`. See "Choosing the style" below.
3. **Decide the size** — See [references/size-guide.md](references/size-guide.md). Default is 128×128.
4. **Write the code** — Follow the rules for the chosen style:
- `chunky` → [references/style-chunky-pixel.md](references/style-chunky-pixel.md)
- `maple` → [references/style-maple-cartoon.md](references/style-maple-cartoon.md)
5. **Render to PNG** — Run `scripts/render.cjs`.
6. **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.
7. **Register sprite properties** — `asset_update_resource_storage_info` right after upload: `filter_mode` / `wrap_mode` / pivot, plus 9-slice borders for UI frame sprites. See "Step 4" below.
8. **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 `` 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
```xml
```
> ⚠️ 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
```
---
## 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:
- [references/style-chunky-pixel.md](references/style-chunky-pixel.md)
- [references/style-maple-cartoon.md](references/style-maple-cartoon.md)
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](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`.
---
## 3.5 Multi-sprite sets — derive every variant from one seed
When one request needs several related sprites — frame-like sequences (walk 1/2/3, attack poses), icon families, or state variants of one character — never draw each sprite from scratch. Independently drawn sprites drift in size, palette, and baseline even when the prompt repeats the same description.
1. Draw ONE seed sprite first, render it, and verify it (Read the PNG) before touching the rest of the set.
2. Derive every other sprite by **editing a copy of the seed's code** — keep the logical grid, palette constants, outline treatment, silhouette/proportions, and anchor identical; change only the pose/content. Characters anchor bottom-center so feet stay on the same baseline across the set.
3. Render all PNGs and Read them side by side **before uploading any of them**. If one variant drifted (size/palette/baseline), re-derive it from the seed code — do not patch the drifted output.
4. Upload each PNG as its own sprite (§5) with a shared name prefix (`Slime_Walk_01`, `Slime_Walk_02`, …) and report all RUIDs together (§6).
For frame sequences, tell the user the boundary up front: the upload tool cannot create an `animationclip`, so the frames land as N independent sprite RUIDs and playback means a script swapping `SpriteRendererComponent.SpriteRUID` on a timer. A native clip (played without any script) requires the user to import the frames through Maker themselves.
---
## 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@` 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 `