Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/spritecook/claude-plugin/spritecook-workflow-essentialsnpx skills add SpriteCook/claude-plugin --skill spritecook-workflow-essentialsgit clone --depth 1 https://github.com/SpriteCook/claude-pluginWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/spritecook/claude-plugin/spritecook-workflow-essentials)<a href="https://agentmods.dev/skills/spritecook/claude-plugin/spritecook-workflow-essentials"><img src="https://agentmods.dev/badge/skills/spritecook/claude-plugin/spritecook-workflow-essentials.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00055 | $0.01789 |
| Opus 5 | $0.00028 | $0.00894 |
| Sonnet 5 | $0.00011 | $0.00358 |
| Haiku 4.5 | $0.00006 | $0.00179 |
Grade A, and why
spritecook-workflow-essentials scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
100% identical to spritecook-workflow-essentials — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.
SpriteCook Workflow Essentials
Use this alongside the SpriteCook image or animation skill whenever SpriteCook MCP tools are available.
Requires: SpriteCook MCP server connected to your editor. Set up with npx spritecook-mcp setup or see spritecook.ai.
Preflight Checklist
- Check credits first with
get_credit_balancebefore starting a batch or multi-asset workflow. - Use each asset's
sprite_urlas the canonical downloadable image URL. Usespritesheet_urlonly when it is present and specifically needed. - Save important
asset_idvalues in a local manifest whenever there is a writable workspace, unless the user explicitly wants a throwaway result. - When a workflow involves follow-up generations or animations for the same subject, identify and reuse the canonical
asset_idinstead of generating from scratch again. - If the agent loses track of generated asset IDs, recover them with
list_recent_assets(limit=...)before failing.
Credential Safety
- Never ask the user to paste a SpriteCook API key into chat, prompts, code blocks, shell commands, or generated files.
- Never print, persist, echo, or inline API keys or
Authorizationheaders in agent output. - Prefer SpriteCook MCP tools, presigned URLs, or a preconfigured local connector/helper that handles authentication outside the prompt.
- If a raw API call is required and no authenticated helper exists, stop and ask the user to configure one.
Async Operations
- Treat
generate_game_art,generate_tileset,remove_background,generate_character,generate_character_animations, andanimate_game_artas asynchronous operations. - Follow the returned
poll.toolwith its exactpoll.arguments. Do not invent a polling endpoint or search arbitrary response fields. - Use
operation_idas the generic identifier while retaining the returnedjob_idorrun_idfor the matching poll tool. - Pass
wait_secondsonly when the tool exposes it and an explicit bounded wait is useful; the normal default is immediate return. - On a terminal success, consume canonical
assets. If the response containswarning.code="asset_output_unavailable", execute its suppliedwarning.recoverytool call.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 4d ago First seen · 97 lines · 55 tokens per session scan A 428fec35719a
spritecook-workflow-essentials is a skill published in the GitHub repository SpriteCook/claude-plugin (17 stars, last pushed 17d ago), licensed MIT. It adds 55 tokens to every session and 1,789 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to spritecook-workflow-essentials, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
sprite-gen
Generate clean 2D game sprites and animation atlases with a component-row pipeline: base identity, numeric sprite-request SSoT, per-state layout guides, image-gen row strips, chroma-key alpha cleanup, connected-component frame extraction, cell-based atlas composition, QA reports, and runtime manifest framelayout. Its…
generate2dsprite
Generate and postprocess general 2D game assets and animation sheets: pixel-art sprites, clean HD map props, creatures, characters, NPCs, spells, projectiles, impacts, props, summons, and transparent GIF exports. Use when Codex should infer the asset plan from a natural-language request, match a reference or map art…
vibeue
Unreal Engine 5 development using the VibeUE Python API. Use when working in Unreal Engine — blueprints, state trees, materials, actors, landscapes, animation, niagara, widgets, sound, foliage, gameplay tags, enhanced input, skeletons, PCG (procedural content generation), and more. VibeUE is an extension of Unreal's…
godot-animation
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via createtween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending…
godot-audio
Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via…
godot-shaders
Write Godot 4.7 shaders in the Godot Shading Language: canvasitem shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (sourcecolor, hintrange), TIME/UV animation, and screen-reading via hintscreentexture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D…