msw-general
msw-git/msw-ai-coding-plugins-official
Foundation skill for MapleStory Worlds game creation—templates, builders, and visual polish principles.
What is msw-general?
MSW General is the required foundation skill for creating games in MapleStory Worlds (MSW). It establishes core principles for visual polish, model authoring workflows, entity placement, and builder protocols that all other MSW skills depend on. Read this first before any other MSW work.
- Provides validated model templates organized by category (monsters, NPCs, players, terrain, map objects, particles, UI, sound, media)
- Establishes the visual polish principle: every entity must have appropriate sprites, animations, and effects applied via resource RUIDs
- Defines the two-step workflow for map editing: author models first, then place instances via MapBuilder to avoid drift and enable dynamic spawning
- Specifies builder protocols (core + per-file-type) for creating and modifying .map, .model, and .ui files with synchronized metadata
- Documents entity work preflight requirements and model-first patterns for single vs. multiple entity instances
- Outlines animation-state patterns (Pattern A with custom AI scripts vs. Pattern B with ActionSheet pipeline) for monsters and state-driven entities
How to install msw-general
npx skills add https://github.com/msw-git/msw-ai-coding-plugins-official --skill msw-general- Access to the MSW skill repository and model catalog (msw-git/msw-ai-coding-plugins-official)
- Familiarity with game entity concepts (sprites, animations, components, state machines)
- Text editor or IDE capable of reading and editing .model, .map, .ui, and .mlua files
How to use msw-general
- 1.Read references/entity.md in full before any entity work (Entity Work Preflight)
- 2.Read references/builder-protocol.md (core) plus the relevant per-builder file (.map / .model / .ui) before creating or modifying those file types (Builder Protocol Preflight)
- 3.For a new model: read references/model.md in full, pick the closest template from the models/ catalog, load it via ModelBuilder, replace the three identifiers (EntryKey, Id, Name), customize Components/Values/Properties/Children, and save under a typed subfolder (e.g., Models/Monsters/{Name}.model)
- 4.For monsters specifically: first pick an animation pattern in references/animation-state.md §0, then follow references/monster.md §5 for the recommended assembly path (Pattern A with custom script or Pattern B with MonsterCanonical.model)
- 5.For placing entities in a map: if the same entity appears 2+ times, author a .model first and place instances via MapBuilder with modelId; if truly one-off, inline @components is acceptable
- 6.After authoring or modifying any file, run refresh to synchronize the changes
Use cases
- Starting any MSW game project—read this foundation before touching other skills
- Creating reusable monster, NPC, or terrain models to place multiple times in maps without copy-paste drift
- Setting up the correct builder protocol workflow before writing code that spawns entities or modifies maps
- Applying visual resources (sprites, animations, sound effects) to newly created game entities
- Choosing between inline @components (one-off decoration) and .model + modelId instances (reusable, spawnable entities)
- MSW game developers and designers starting a new project
- Agents authoring monsters, NPCs, terrain, or map objects in MapleStory Worlds
- Anyone creating reusable entity templates or dynamic spawning systems
- Developers integrating other MSW skills (which all depend on this foundation)
msw-general FAQ
Use a .model if the same entity appears 2 or more times in a map, or if it will be spawned dynamically (SpawnByModelId). Inline @components is acceptable only for truly one-off decorations in a single map. Models enable edit-once-propagate-everywhere updates and smaller .map diffs.
MSW is a game creation platform where the goal is a polished game players can enjoy, not just a working prototype. Every entity must have appropriate sprites, animations, and effects applied via resource RUIDs. Functionality without visual presentation is incomplete—search for matching resources using msw-search and apply them to SpriteRendererComponent.
Yes, but strategically: read references/entity.md before any entity work, and read references/builder-protocol.md (core) plus the relevant per-builder file before creating or modifying .map/.model/.ui files. If a file is already fully in context from this session, you do not need to re-read it; presence in context is the requirement.
Pattern A (verified canonical) uses a custom script.MyMonsterAI (SoldierAI-style) with 11 hand-assembled components and StateComponent.IsLegacy at default. Pattern B uses MonsterCanonical.model with AIChaseComponent + ActionSheet pipeline and StateComponent.IsLegacy=false mandatory. Choose based on your animation-state needs; see references/animation-state.md §0 and references/monster.md §5.
MapBuilder keeps componentNames, Values typeKey metadata, origin metadata, and per-instance component overrides synchronized automatically. Hand-editing risks drift (e.g., one instance gets IsLegacy: true while others don't) and breaks the contract for dynamic spawning and model instance updates.
Full instructions (SKILL.md)
Source of truth, from msw-git/msw-ai-coding-plugins-official.
name: msw-general description: "Foundation skill for MSW (MapleStory Worlds). Read this FIRST before anything else in MSW."
MSW General — Foundation Skill
The foundation skill for MSW (MapleStory Worlds) creation, integrating shared tools, domain knowledge, platform rules, and file authoring. Every other MSW skill depends on it.
Core Principle: Visual Polish
MSW is a game creation platform. The goal is not a prototype where logic merely runs — it is a polished game players can enjoy.
So whatever entity you create — monster, NPC, tower, item, background object — search for and apply appropriate resources (sprites, animations, sounds) that match its role and personality. Do not leave the default sprite in place or leave SpriteRUID empty.
Resource application principle when creating an entity:
- After creating the entity, use the
msw-searchskill to find sprites/animations that fit it - Apply the RUID of the found resource to
SpriteRendererComponentso the entity is visually represented - If there is combat, also set hit/explosion effects; if there is interaction, set sound effects
Functionality implemented != finished. A polished game requires appropriate resources plus visual presentation.
When making a .model — catalog first
Do not start a new .model from an empty file. The skill-local models/ folder contains validated templates organized by category — monsters (ChaseMonster/MoveMonster/StaticMonster), NPC (StaticNPC), players (Player/DefaultPlayer), terrain (Foothold/Ladder/Rope/Portal), map objects (MapObject/SkeletonMapObject/ItemAsset), particles (BasicParticle/SpriteParticle/AreaParticle/AnimationPlayer), sound (Sound/SoundEffect), tile map containers (TileMap/RectTileMap), UI (UIButton/UIText/UISprite/UIGroup, etc.), external media (WebSprite/YoutubePlayerWorld).
Workflow: Read references/model.md IN FULL FIRST (mandatory — see "Model Work Preflight — MUST" below) → pick the closest template from the catalog → load it via ModelBuilder (call protocol: references/builder-protocol.md core + references/builder-protocol-model.md) → replace the 3 identifiers (EntryKey, Id, Name) through the builder → customize Components/Values/Properties/Children through the builder → save under a typed subfolder of RootDesk/MyDesk/Models/ (e.g. Models/Monsters/{Name}.model, never directly under MyDesk/) → refresh. Detailed catalog and builder procedure: references/model.md §2.
The builder emits the required value metadata, so agents do not need to read or hand-write
.modelformat internals.
For a monster, first pick a pattern in references/animation-state.md §0, then follow references/monster.md §5 for the recommended path.
- Pattern A (verified working canonical — Soldier reference setup, full source inlined in
references/monster.md§7): no template needed; assemble 11 components from scratch with a customscript.MyMonsterAI(SoldierAI-style) instead of AIChase/AIWander.StateComponent.IsLegacyleft at the default.- Pattern B (
MonsterCanonical.model):AIChaseComponent+ActionSheetpipeline.StateComponent.IsLegacy=falsemandatory. The other monster templates (ChaseMonster/MoveMonster/StaticMonster) leaveActionSheetempty and use defaults that silently fail under Pattern B (uppercase keys,SortingLayer="Default",IsLegacy=true).For any entity that has
StateAnimationComponent(monster/NPC) orAvatarStateAnimationComponent(player) — or any.mluathat callsChangeState/AddState/SetActionSheet— also read references/animation-state.md. The state-machine ↔ animation pipeline, the two-pattern split, default-state registration rules,[LEA-3005]cause, andSetActionSheetvsChangeStatesemantics live there (not duplicated into per-entity docs).
Placing multiple entities — model first
If the same entity is going to appear twice or more in a map (5 monsters, 10 trees, 3 portals, …), author a .model first and place each instance via modelId rather than copy-pasting inline @components.
| Instance count of same composition | Choice |
|---|---|
| 1 (truly one-off decoration in a single map) | inline @components is acceptable |
| ≥2 | .model + modelId instances (default) |
Spawned at runtime (SpawnByModelId) | .model is required regardless of count |
Why this is the default:
- Edit once, propagate everywhere — change
SpriteRUID/HP/ActionSheetin the model and every instance updates. Inline copies require touching N entities each time. - Smaller, reviewable
.mapdiffs —modelIdinstances carry onlyTransformoverrides; inline copies bloat the map by hundreds of lines per entity. - Avoids drift — five inline copies silently diverge (one gets
IsLegacy: true, another forgetsSortingLayer: "MapLayer0"). The model anchors the canonical values. - Required for
SpawnByModelId— without a registered model id, dynamic spawning fails.
Workflow:
- Author
.modelunderRootDesk/MyDesk/Models/{Category}/{Name}.model(see folder rule above). - Place each instance via
MapBuilder(call protocol:references/builder-protocol.mdcore +references/builder-protocol-map.md) so ids, paths,componentNames, origin metadata, and per-instance component overrides stay synchronized. refresh.
Details and the inline-vs-modelId comparison: references/entity.md "Two-Step Map Editing Workflow", references/model.md §1.
Preflight read semantics — applies to every "MUST Read" in this skill
"Read X FIRST" in the preflights and Absolute Principles means: X must be fully in context before the work starts — not "re-read X every turn". Read the file IN FULL (no offset/limit, no cat/Get-Content) only if it was never loaded this session or was lost to context compaction. Do not re-read a file that is already fully in context — presence in context is the requirement; re-reading is waste. Memory or a summary of a file does not count as the file being in context, and a prior turn having loaded it does not exempt this turn from confirming it is still there.
Entity Work Preflight — MUST
If the task involves an entity in any way, you must read references/entity.md first. No exceptions.
Builder Protocol Preflight — MUST
If the task creates or modifies any .map / .model / .ui file — directly, or as a side effect of writing .mlua that spawns / places / binds — references/builder-protocol.md (core) plus the per-builder file for each file type the task mutates — references/builder-protocol-map.md (.map) / references/builder-protocol-model.md (.model) / references/builder-protocol-ui.md (.ui) — must be fully in context FIRST (read semantics above). No exceptions.
The protocol is one unified entry point split into a shared core (builder-protocol.md — routing, common workflow, chaining contract, §0 pre-flight, §4 cross-flow, §5 checklist) plus per-builder files (builder-protocol-map.md §1 / builder-protocol-model.md §2 / builder-protocol-ui.md §3). Knowing only one builder's protocol and then invoking another builder's .cjs bypasses that builder's write-side contract (componentNames sync, Values typeKey metadata, write-time auto-lint, placeModel component mirroring, child entity invariants) — the three are interlocked through cross-flow (model authoring → map placement → ui binding), so cross-flow work loads every matching per-builder file.
Triggers (intentionally broad — load the missing protocol file(s) whenever any match):
.mapchanges (entity placement, component patching, tile / foothold inspection).modelchanges (new authoring, value / component / property / child edits).uichanges (new build, component CRUD, binding injection)- Any call to
MapBuilder/ModelBuilder/UIBuilder - Requests shaped like "entity-shaped" work — monster / NPC / projectile / map object / popup / HUD, etc.
- Any code using
_SpawnService(a spawnable model must be authored and placed first)
The domain refs (entity.md / model.md / msw-ui-system design references) are read alongside the protocol files — they are not substitutes (domain context + call protocol are a pair). Confirm they are still in context on every turn that fires a trigger — re-read only what was never loaded or was lost to compaction.
Model Work Preflight — MUST
If the task involves authoring or editing a .model file in any way — including any call to ModelBuilder (any API), creating a new model from a template, mutating components/values/properties/children/event links on an existing model, or even a one-line tweak — references/model.md must be fully in context FIRST (read semantics above). No exceptions.
The builder's template catalog, the 3-identifier replacement rule (EntryKey / Id / Name), required value metadata, property/child/event-link API surface, and the typed save-folder layout under RootDesk/MyDesk/Models/ live only in references/model.md. Calling the builder without reading references/model.md first silently produces broken models (missing value metadata, mismatched identifiers, wrong save folder, default-value silent failures). Reading scattered template files or guessing the API from memory is not a substitute — at the start of every turn that touches a .model, confirm it is still in context and re-read only if it was lost.
Map Work Preflight (do this BEFORE any map work)
Before starting any map-related task — entity placement, spawn, movement scripts, model authoring, tile edits, etc. — you must complete these two steps in order:
- Identify the target map — its path (
./map/{mapname}.map), its root entity, and its location in the Hierarchy. - Use
MapBuilderto readMapComponent.TileMapModeas a number (call protocol:references/builder-protocol.mdcore +references/builder-protocol-map.md). Keep the value in mind for the rest of the session.
| Value | Mode | Required Body | Runtime log on mismatch / missing Body |
|---|---|---|---|
0 | TileMap (MapleTile, side-view + Foothold) | RigidbodyComponent | [LEA-3004] MissingComponent : Entity is missing 'RigidbodyComponent'. |
1 | RectTileMap (RectTile, top-down) | KinematicbodyComponent | [LEA-3004] MissingComponent : Entity is missing 'KinematicbodyComponent'. |
2 | SideViewRectTileMap (SideViewRectTile, side-view tile) | SideviewbodyComponent | [LEA-3004] MissingComponent : Entity is missing 'SideviewbodyComponent'. |
Never start map work without knowing the current TileMapMode. The three modes differ completely in Body component, gravity, collision, and event stacks. A mismatch is almost never a compile-time error — it shows up either as a silent failure (entity doesn't move / passes through walls / invisible) or as one of the three [LEA-3004] MissingComponent runtime logs above. Whenever you see one of those three messages, suspect a TileMapMode ↔ entity Body mismatch first.
Recommending the right mode — MUST when starting a new map or when the current mode is clearly wrong for the user's goal
Whenever the user describes what game / map they want to build (new map authoring, "make a side-scroller", "I want a top-down dungeon", or you read the current .map and find its TileMapMode does not fit the user's intended gameplay), you must explicitly recommend the appropriate TileMapMode to the user and explain why before proceeding with any further entity / model / script work.
Use this decision matrix as the source of truth:
| User's intended game / gameplay | Recommend | Why |
|---|---|---|
| MapleStory-style side-scrolling action · jump · ladder · freely placed footholds (platformer) | 0 MapleTile | Side-view + gravity, FootholdComponent line-segment platforms — non-grid, freely placed platforms |
| Top-down RPG · maze · board game · dungeon crawler · Bomberman-style · RTS-style · farming sim | 1 RectTile | Top-down 4-directional free move, no gravity, square-tile grid |
| Tile-based side-scrolling platformer · Mario-style pixel action · side-view puzzle (square-tile side-view) | 2 SideViewRectTile | Side-view + gravity on a tile grid (not freely placed footholds) |
Procedure:
- If the user has not yet told you what kind of game they want, ask before recommending a mode (one short question is enough — e.g. "Is it top-down, or side-scrolling (jump/ladder)? And is the terrain based on freely placed footholds, or a square tile grid?").
- Once the intent is clear, state the recommendation (mode number + name + one-sentence rationale) and the matching Body / map component the user will need (
platform.md§4 mapping table). - Lock the choice in early — switching
TileMapModelater wipes terrain, forces every Body / movement script to be re-checked, and may force re-painting all tiles (platform.md§4 "Cautions When Switching Map Type").
Changing TileMapMode — user action in Maker, not an AI file edit
The AI must never flip MapComponent.TileMapMode by editing the .map JSON directly. Mode switching requires swapping tile components, rebuilding footholds, converting tile-data formats, and resetting terrain — all internal Maker operations.
Guide the user to do this in the Maker editor:
- Open the Maker editor's Hierarchy window.
- Right-click the target map entity in the Hierarchy.
- From the context menu, choose the "Switch ..." option that matches the target mode (Switch TileMap / RectTileMap / SideViewRectTileMap). Maker performs the conversion, swaps the tile component, and resets terrain as needed.
- After the user confirms the switch is complete, call MCP
refresh, then re-readMapComponent.TileMapModeto verify and re-check every dynamic entity's Body component against the new mode.
The AI's role in mode changes: recommend → wait for user to right-click-switch in Maker Hierarchy → refresh → fix Body components / scripts that no longer match. Never write a new value to
TileMapModefrom a file edit.
The table above is a summary. The mode-switch procedure, the post-Body-swap checklist, and the silent-failure symptom dictionary beyond LEA-3004 live only in references/platform.md §4 (mapping + check protocol + switching policy) and references/troubleshooting.md (full symptom dictionary) — you must Read them when changing modes / swapping Body / debugging silent failures. Per-map-type detail patterns: platform-maple.md / platform-rect.md / platform-sideview.md. Tile painting: references/tile.md. Map Work Preflight: references/entity.md.
Platform Rules Preflight — MUST when any of these triggers fire
If any of the following triggers matches your task, Read the corresponding reference before editing code or proposing a plan. These triggers are intentionally broad — when in doubt, read. The "8 Core Rules" in this SKILL.md are a summary only; the symptom→cause→fix tables, per-map-type code patterns, the MovementComponent conversion formulas, and SortingLayer/SpriteRUID details live only in references.
| Trigger (keyword / situation) | File to read |
|---|---|
jump, gravity, movement, MoveVelocity, InputSpeed, JumpForce, WalkSpeed, SpeedFactor, foothold, patrol | The matching map type's references/platform-maple.md / platform-rect.md / platform-sideview.md (in full) + references/platform.md §10 |
spawn / _SpawnService / SpawnByModelId / SpawnByEntity / "summon a monster" / "runtime creation" | references/platform.md §8 + §8.5 |
| Screen coordinates / camera range / "is it on screen" / "pixel units" / OrthographicSize / world unit | references/platform.md §5 |
| Occluded / invisible / "should render on top" / SortingLayer / OrderInLayer / Z value | references/platform.md §6 + §7 |
LEA-3004 in the log / "won't move" / "floating in mid-air" / "stuck in wall" / "bouncing off" / "disappears off the map" / "falls off the foothold edge" | references/troubleshooting.md (in full) first, then the matching map type's platform-{type}.md §7 |
LEA-3005 InvalidArgument 'stateName' / StateComponent / StateType / @State / ChangeState / AddState / AddCondition / ActionSheet / SetActionSheet / StateAnimationComponent / AvatarStateAnimationComponent / StateChangeEvent / "animation doesn't change" / "stays in stand/idle while moving" / "attack pose never plays" / "hit anim loops" / monster·NPC·player animation state work | references/animation-state.md (in full) first, then references/monster.md (or the entity-specific doc) for entity-level composition |
shader / material / outline / glow / blur / pixelate / rainbow / tint / grayscale / vignette / screen filter / lens distortion / wave / ripple / distortion / dissolve / additive / blend mode / hologram / mask / post-process / MaterialID / MaterialId / ChangeMaterial / _MaterialService / .material file | references/material.md (in full) — then drive shader catalog / property names / per-component compatibility via mlua_Document_Retriever + mlua_API_Retriever MCP lookups (do NOT memorize) |
New map setup / new project / .config / CoreVersion verification / sector registration / folder metadata Refresh | references/platform.md §2 + §15 + §16 |
MapleTile (TileMapMode = 0) work — Foothold, Gravity, WalkSpeed, PredictFootholdEnd | references/platform-maple.md (in full) |
RectTile (TileMapMode = 1) work — SpeedFactor, 4-directional movement, Movable tiles, dynamic tiles | references/platform-rect.md (in full) |
SideViewRectTile (TileMapMode = 2) work — JumpSpeed/JumpDrag, wall detection (Normal), EnableDownJump | references/platform-sideview.md (in full) |
If two or more triggers match, read all of them. "I already saw the 8 Core Rules in SKILL.md" is not an excuse for skipping references.
8 Core Rules (must memorize)
- If you don't align TileMapMode ↔ Body mapping, the entity will not move (no error) or raises
[LEA-3004] MissingComponentat runtime →references/platform.md§4 (or if approaching by symptom,references/troubleshooting.md) - User scripts only work as a
.mlua+.codeblockpair —.codeblockis generated by Maker Refresh - If
SpriteRUIDis an empty string, the entity is invisible on screen (no error) - When calling
SpawnByModelId, not passing a map entity (self.Entity.CurrentMap) asparentcauses a runtime error - Coordinates are in world units (1 unit = 100 px). Pixel values are off by 100x
- Maker only scans
RootDesk/— user files placed inGlobal/will not be recognized - Do not modify
.d.mluaor.codeblock. - CoreVersion is
26.7.0.0— do not work if there is a mismatch
MCP Tool Quick Reference (msw-maker-mcp)
| Tool | Purpose |
|---|---|
| play / stop | Enter / exit play mode |
| refresh | Sync Maker after file change (not allowed during play) |
| logs / clear_logs | Read / clear runtime and build logs |
| screenshot | Call only when explicitly requested by the user |
| keyboard_input / mouse_input | Simulate input in play mode |
On MCP call failure / "MCP connection" / "API Key" requests → guide the user to the official setup docs: https://maplestoryworlds-creators.nexon.com/ko/docs?postId=1368
Per-task routing — which reference to read
| File | Scope | When to read |
|---|---|---|
| workspace.md | World instance / Room / DataStorage, folder layout, file paths, Play mode, refresh, mid-workflow failure recovery | Workspace / instance / mode-transition work |
| platform.md (core) | 8 core rules, file authority + folder metadata, .mlua+.codeblock pair, TileMapMode↔Body mapping + LEA-3004, coordinate system / on-screen range, SortingLayer/OrderInLayer, SpriteRUID, SpawnByModelId usage / initialization order, MovementComponent per-map-type InputSpeed conversion formula, ECS, ID generation, .config, CoreVersion | TileMapMode mapping / mode switching / spawn / coordinates / RUID / SortingLayer / .config & CoreVersion / folder metadata — rules common to all map types |
| platform-maple.md | MapleTile (TileMapMode = 0) only — Foothold physics, Gravity/WalkSpeed/WalkJump, PredictFootholdEnd, IsOnGround, DownJump, FootholdEnter/LeaveEvent, MapleTile-only troubleshooting + checklist | Side-scrolling action / jump / ladder / freely placed footholds (MapleStory-style platformer) |
| platform-rect.md | RectTile (TileMapMode = 1) only — KinematicbodyComponent, SpeedFactor, free 4-directional movement, visual-only jump, Movable tile collision, ToCellPosition/ToWorldPosition, RectTileEnter/LeaveEvent, dynamic tiles (SetTile/BoxFill), RectTile-only troubleshooting + checklist | Top-down RPG / maze / board game / dungeon crawler / Bomberman-style / RTS / farming sim |
| platform-sideview.md | SideViewRectTile (TileMapMode = 2) only — SideviewbodyComponent, JumpSpeed/JumpDrag, EnableDownJump, wall detection (RectTileCollisionBeginEvent + Normal), GetUnderfootTile, SideView-only troubleshooting + checklist | Tile-based side-scrolling platformer / Mario-style pixel action / side-view puzzle |
| troubleshooting.md | Unified symptom dictionary — LEA-3004 table / "won't move" / "won't render" / "floating in mid-air" / "stuck in wall" / "disappears off the map" / "falls off the foothold edge" / "100× off" / "doesn't show in Maker" / "client-only sync" and other silent-failure symptom→cause→fix unified index | Symptom-first debugging — go here first when the user reports the above or [LEA-3004] appears in the log |
| authoring.md | Shared authoring principles across 5 file types (schema consistency, hand-edit hazards) | Entry point before any file authoring |
| tile.md | Tile painting — Maker UI domain, AI guides only | Tilemap work |
| builder-protocol.md (core) + builder-protocol-map.md / builder-protocol-model.md / builder-protocol-ui.md | Unified call protocol for .map / .model / .ui — core: routing, common workflow, chaining contract, §0 pre-flight, §4 cross-flow, §5 checklist; per-builder files: MapBuilder §1 / ModelBuilder §2 / UIBuilder §3 API, coverage gaps, binding injection | Core + the file(s) matching the mutated types must be in context on every turn that mutates .map / .model / .ui (Builder Protocol Preflight) |
| entity.md | .map entity domain — Scope, RUID, TileMapMode preflight, modelId vs inline decision rule, coordinate / foothold / camera, runtime verification | .map editing / entity placement (read together with builder-protocol.md core + builder-protocol-map.md for the call protocol) |
| model.md | .model authoring domain — when to create, template catalog, component combinations, script-component lifecycle | Writing / editing .model (read together with builder-protocol.md core + builder-protocol-model.md for the call protocol) |
| monster.md | Monster canonical components, lowercase ActionSheet keys, mandatory IsLegacy / SortingLayer overrides, AI choice, HP/respawn, spawn position | Authoring a monster model |
| animation-state.md | StateComponent defaults & auto-registration, state-change pipeline, SetActionSheet vs ChangeState, StateType authoring (server-only, ParentComponent.Entity), StateAnimationComponent (monster/NPC) vs AvatarStateAnimationComponent (player), [LEA-3005] pitfalls | Any state / animation issue across monster, NPC, or player — read first whenever an entity's animation doesn't match its behavior |
| material.md | .material file anatomy, shader category index (10+ categories), applying MaterialID on renderer components via .model / .map / runtime ChangeMaterial, _MaterialService:ChangeMaterialProperty (ClientOnly), and the MCP-driven lookup loop (mlua_Document_Retriever / mlua_API_Retriever) that replaces memorizing the per-shader catalog | Any shader / material / visual effect work — outline, glow, blur, vignette, rainbow, hologram, blend mode, post-process, hit-flash, screen filter, etc. |
msw-ui-system skill (invoke via the Skill tool) | Single UI entry point. Design judgment (coordinates/anchors/pivot, UIGroup/CanvasGroup, component selection) + component property/method/event API + enum values + layout recipes + mlua runtime patterns (popup/toast/HP/grid/drag) + Runtime UI Caveats + UUID binding + .ui CJS UIBuilder invocation protocol (panel/text/sprite/button/slider/scroll/script/group/mask/grid/avatar/touch/skeleton/particle, anchor presets, component add/replace/patch/remove, write-time auto lint) | Any UI-related task / creating or editing .ui files — read FIRST |
msw-ui-system/references/templates files | UI structure pattern templates by complexity (simple popup, minimal HUD, multi-tab, shop/purchase flow) with .ui + .mlua examples and button handler patterns | Adding new UI groups/popups/HUD, structuring button handlers, or choosing a UI layout pattern (read directly after msw-ui-system) |
| dataset.md | UserDataSet / LocaleDataSet runtime, .userdataset + .csv pair, _LocalizationService is ClientOnly, serveronly | Datasets / i18n / translation |
Absolute Principles (apply to every task)
- If the task involves an entity, read references/entity.md first. No exceptions.
0-bis. If the user's request mentions any UI element (popup, HUD, button, toast, panel, dialog window, menu, tab, layout, screen, bar/gauge, slot) OR involves writing/editing
.uifiles, BEFORE proposing any plan, options, or questions to the user:- Invoke
msw-ui-systemvia theSkilltool first — the single UI entry point (design judgment, component API, enums, layout recipes, runtime patterns, UUID binding, builder invocation protocol unified in one skill). - All
.uimutations must go throughmsw-ui-system'sUIBuilder— no direct raw JSON editing or grep. Read existing.uifiles viaUIBuilder's read-side API too. (Call protocol:references/builder-protocol.mdcore +references/builder-protocol-ui.md§3.) - (Optional) If you need UI pattern templates (simple popup, minimal HUD, multi-tab, shop flow),
Read/Globthe files undermsw-ui-system/references/templates/directly (templates.md+style-N-*/+ruid-map.md+Popupbutton.mlua). No exceptions. 0-ter. If the task will create, modify, rename, or delete ANY.mluafile — including new scripts, edits to existing scripts, adding/removing aComponent/@Logic/@Event/@State/@BTNode, wiring lifecycle methods (OnBeginPlay/OnUpdate/...), or even small one-line fixes — you MUSTReadBOTHmsw-scripting/SKILL.mdANDmsw-scripting/references/verify-checklist.mdIN FULL FIRST (nooffset/limit, nocat/Get-Content). Readingmsw-generalplus scattered.d.mluafiles is not a substitute. This applies even when a previous turn already loadedmsw-scripting— re-confirm at the start of the new turn. Trigger phrases are intentionally broad: if there is any chance the turn will touch a.mlua, treat it as triggered. No exceptions, no "I already know this", no shortcut via memory. 0-quater. If the task involves spawning, movement, jump/gravity, coordinate placement, layer/order debugging, MapleTile/RectTile/SideViewRectTile-specific logic, OR you observe any silent-failure symptom ([LEA-3004]log, "won't move", "won't render", "floating in mid-air", "stuck in wall", "disappears off the map", "falls off the foothold edge", "100× off", "doesn't show in Maker", "client-only sync"), the matchingreferences/platform*.md/references/troubleshooting.mdMUST be fully in context FIRST (Read only if missing — see "Preflight read semantics"). Additionally, if the symptom is animation/state-related ([LEA-3005]log,'stateName' is not a valid argument, animation doesn't match behavior, stuck in stand/idle clip while moving, attack pose never plays, hit loops, custom state never animates, anything touchingStateComponent/StateType/ChangeState/AddState/ActionSheet/SetActionSheet/StateAnimationComponent),references/animation-state.mdMUST be fully in context FIRST before any code or model edit. The 8 Core Rules in this SKILL.md are summary only — the symptom→cause→fix tables, per-map-type code patterns (Foothold patrol / RectTile 4-directional movement / SideView wall detection), theMovementComponentInputSpeed conversion formula, SpriteRUID, SortingLayer/OrderInLayer detail,SpawnByModelIdinitialization order, folder metadata Refresh policy, and CoreVersion policy live only in references. Trigger phrases are intentionally broad: if there is any chance the turn touches one of these areas, treat as triggered. For the matchingReadtargets, follow the trigger table in the "Platform Rules Preflight — MUST" section above. No exceptions, no "I already know this from the 8 Core Rules", no shortcut via memory.
- Invoke
- Visual polish — never leave
SpriteRUIDempty. Usemsw-searchto find resources. refreshafter content file changes that Maker must ingest (if in play mode,stopfirst). Folder-only changes do not need immediate refresh.- Never modify
Environment/*.d.mlua— API definitions are read-only. - Never create
.codeblockby hand — Makerrefreshgenerates it from.mlua. Folder metadata is also generated from real folders during refresh. - Do not create new user files in
Global/— Maker will not recognize them. User files belong underRootDesk/MyDesk/. - Structured files prefer builders, and the call manual is one unified entry point — a shared core plus per-builder files —
.model/.uiare builder-only;.mapis builder-first. The call protocol for all three builders —MapBuilder/ModelBuilder/UIBuilder— is consolidated inreferences/builder-protocol.md(core) plus the per-builder files (builder-protocol-map.md/builder-protocol-model.md/builder-protocol-ui.md). The core + the file(s) matching the mutated types must be in context on every turn that mutates.map/.model/.ui(see Builder Protocol Preflight). Direct raw JSON edits are allowed only in the coverage-gap areas explicitly listed in the per-builder files — minimal scope +refresh+ logs verification. - Entity reference binding (Entity/EntityRef property) — the AI injects the UUID string directly. Do not ask the user to drag in Maker.
- Stop work on CoreVersion mismatch — first verify
CoreVersioninEnvironment/configis26.7.0.0. - Call
screenshotonly when the user explicitly requests it. Never call it automatically after task completion. - If a workflow step fails mid-flow, stop later steps — fix the root cause first.
- Two-or-more = make a model. Whenever the same entity composition is placed ≥2 times in a map, author a
.modelfirst and instance it viamodelId. Inline@componentsduplication is reserved for genuine one-off entities. - Models live in typed subfolders. Save new
.modelfiles under a category subfolder ofRootDesk/MyDesk/Models/(e.g.Models/Monsters/,Models/NPCs/,Models/Terrain/,Models/MapObjects/,Models/Particles/,Models/UI/) — never directly underMyDesk/orModels/. When a needed subfolder does not exist, create the folder only; Maker Refresh will generate folder metadata later (see references/platform.md §2). - Translation is client-side only.
_LocalizationServiceandTranslatormethods (GetText/GetTextFormat) are allClientOnly. For server-originated localized messages, send the key over RPC and let the client resolve it. - Cross-platform tool selection — no shell for workspace exploration, use tools. Use the
Glob/Read/Greptools for all workspace file/folder exploration, reading, and search.Bashcommands likels/dir/Get-ChildItem/gci/cat/type/Get-Content/gc/head/tail/find/where/grep/findstr/Select-Stringare forbidden for workspace exploration — they are not compatible across Windows (PowerShell/Git Bash) and macOS (bash/zsh), due to shell/path-handling differences (notably, in bash a path likeD:\path\foohas its backslashes consumed as escapes and collapses toD:pathfoo). UseBashonly for actual shell programs (git/npm/ MCP / build scripts), and even then: (a) prefer workspace-relative paths, (b) if an absolute path is unavoidable, use forward slashes + double quotes ("D:/path/to/map/", never passD:\...form), (c) use POSIX commands only (ls/mv/cp/rm). If you see an error likels: cannot access 'D:path...': No such file or directory, stop immediately and retry viaGlob/Read. .modelfiles are builder-only — and the builder requiresreferences/model.md(domain) plusreferences/builder-protocol.mdcore andreferences/builder-protocol-model.md(call protocol) first. Do not inspect or edit.modelJSON directly. Before usingModelBuilder, all of these documents must be fully in context (read semantics above) — both "Model Work Preflight" and "Builder Protocol Preflight" fire. Identifier / value-metadata / property / child / event-link consistency is only guaranteed when they are read together..mapfiles are builder-first. UseMapBuilderfor covered inspection and mutation so entity ids, paths, component names, origin metadata, and model instance mirrors stay consistent. IfMapBuilderexplicitly does not cover the required operation, make the smallest direct.mapedit possible, thenrefreshand verify. Full API / require path / per-operation patterns / coverage gaps /false-return handling / cross-flow:references/builder-protocol-map.md§1 +references/builder-protocol.md§4 (read alongsidereferences/entity.mdfor domain context).
Related skills
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msw-packages
Official prebuilt feature packages for MSW game systems—check before building from scratch.

msw-painter
Draw pixel art sprites in chunky or MapleStory style, render to PNG, and register as sprite resources.

msw-planning
Plan and manage MapleStory Worlds game builds from concept through phased milestones.

msw-scripting
Author and debug MSW scripts (.mlua) with annotations, lifecycle, exec spaces, and integrated playtest tooling.

msw-search
Vector search for MSW API docs, guides, and game resources (sprites, animations, sounds, avatars).

msw-sprite-ruid
Native RUID support for sprite and animation rendering with thumbnail:// prefix for icons and previews.