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msw-git/msw-ai-coding-plugins-official

11 skills46.8k installs363 starsGitHub

Install

npx skills add https://github.com/msw-git/msw-ai-coding-plugins-official

Skills in this repo

1Msw GeneralMSW General is the mandatory foundation skill for MapleStory Worlds game creation, integrating shared tools, domain knowledge, platform rules, and file authoring that every other MSW skill depends on. The core principle demands visual polish: entities need appropriate sprites, animations, and sounds via msw-search rather than default or empty SpriteRUID placeholders because functionality alone does not equal a finished game. Model work starts from validated templates in the skill-local models catalog covering monsters, NPCs, players, terrain, particles, sound, tile maps, and UI types rather than empty files. The workflow reads references/model.md fully, picks the closest template, loads it through ModelBuilder per the protocol reference, replaces EntryKey, Id, and Name identifiers, customizes Components and Values, and saves under typed subfolders like Models/Monsters rather than directly under MyDesk. Monster creation chooses Pattern A Soldier-style custom AI scripts or Pattern B MonsterCanonical with AIChaseComponent and mandatory StateComponent IsLegacy false. Any entity with StateAnimationComponent must also read animation-state.md for the state machine pipeline.4.3kinstalls2Msw Defaultplayermsw-defaultplayer manages the MapleStory Worlds default player character through ModelBuilder instead of raw JSON edits. DefaultPlayer spans two model files under ./Global/: Player.model defines base components and property links while DefaultPlayer.model inherits player and overrides Values. The skill uses msw-general/scripts/model/msw_model_builder.cjs to read values, add or remove components, and snapshot the base Player.model component list. Coverage includes movement speed and jump force on MovementComponent, HP and revive behavior, camera settings, physics via RigidbodyComponent, and per-map-mode movement components. Custom scripts such as PlayerHit and PlayerAttack live on DefaultPlayer.model while native MOD.Core components remain on Player.model. Developers reach for it when tuning DefaultPlayer speed, jump force, HP, camera, gravity, revive, or respawn settings inside a MapleStory Worlds workspace. Costume and avatar equipment changes are explicitly out of scope and belong to the separate msw-avatar skill.4.3kinstalls3Msw Scriptingmsw-scripting covers MapleStory Worlds .mlua authoring plus integrated playtest and debugging for Lua-based game logic. Core rules require searching ./RootDesk/MyDesk/ for an existing script before creating new files, placing unavoidable new scripts under feature subfolders such as Player, UI, or Combat, and never dumping scripts into flat Misc or temp folders. API names must be verified in ./Environment/NativeScripts .d.mlua signatures before writing code because guessed engine APIs fail silently at runtime. The skill documents @Component, @Logic, @ExecSpace, and @Sync annotations, lifecycle hooks, execution spaces, property sync, and the event system. Validation flows through build logs first, then runtime logs, with mlua-diagnose LSP checks after every edit until error-severity diagnostics reach zero. .codeblock files are generated by Maker Refresh and must not be edited manually. Developers invoke it for mlua syntax, component logic, play testing, debugging script errors, or adding event-driven behaviors in a MapleStory Worlds workspace.4.3kinstalls4Msw Searchmsw-search routes MapleStory Worlds lookup work across two distinct targets: vector search for API documentation and implementation guides via the msw-mcp MCP server, and REST resource search for sprites, animations, sounds, resource packs, and avatars. A routing table steers implementation questions to mlua_api_retriever or mlua_document_retriever while RUID needs default to resource_pack first so agents pick complete asset bundles instead of stray single-frame sprites. The skill mandates reading .d.mlua type stubs before vector search, documents Maker Editor to .mlua conversion rules including LEA-3014 ExecSpace override pitfalls, and requires all resource API calls through scripts/msw_resource_api.cjs for UTF-8 safe JSON. Developers use it when .d.mlua signatures are insufficient, when they need code examples or related APIs, when semantic search is required without knowing an API name, or when obtaining SpriteRUID values for monsters, backgrounds, BGM, or avatar items without fabricating identifiers.4.3kinstalls5Msw Avatarmsw-avatar is an agent skill for MapleStory Worlds avatar costume and animation management across CostumeManagerComponent and a three-layer animation pipeline through StateComponent, AvatarStateAnimationComponent, and AvatarRendererComponent. Costume editing targets DefaultPlayer.model Values entries, map entity jsonString components, or custom model files with seventeen CustomEquip string slots mapped to MapleAvatarItemCategory including body, hair, face, cap, coat, longcoat, pants, gloves, shoes, weapons, and accessories. Rules cover longcoat versus coat-pants mutual exclusion, two-handed weapon slot occupancy, shield sub-weapon conflicts, empty string unequip, and never fabricating avatar RUIDs without msw-search lookup. Animation guidance distinguishes State keys, AvatarBodyActionStateName, MapleAvatarBodyActionState enum, and sprite action IDs with legacy and ActionSheet mapping systems and PlayerController auto-transition conflict resolution. After file edits agents must call the msw-maker-mcp refresh tool so the editor syncs. The skill applies to any avatar-bearing entity including NPCs and monsters, not only DefaultPlayer. Developers reach for it when setting costume equip.4.3kinstalls6Msw Combat Systemmsw-combat-system is an agent skill documenting the full MapleStory Worlds combat pipeline using native APIs for two-dimensional multi-genre games. Coverage spans attack resolution with AttackComponent and HitComponent Box Circle Polygon shapes, damage model hooks including CalcDamage CalcCritical GetCriticalDamageRate and HitEvent Extra, hit reaction with per-body knockback and IsHitTarget i-frames, and six native game-feel systems including Hit Stop camera shake zoom flash VFX and SFX. Combat state uses StateComponent with DeadEvent and ReviveEvent plus PlayerComponent HP, while event bus covers HitEvent AttackEvent StateChangeEvent and custom events. AI guidance combines StateComponent FSM with AIComponent behaviour trees and chase or wander components. Additional layers document DamageSkin components, HitEffectSpawnerComponent, and AvatarStateAnimationComponent combat motion mapping. Movement rules require OnUpdate delta-based MovementComponent MoveToDirection for bodied entities and Transform Translate for projectiles, forbidding timer-based teleport movement. References point to monster model assembly, HP gauge, projectile, and AI BT implementation files for full code patter.4.3kinstalls7Msw PackagesMSW Packages is an agent skill that indexes the official MSW-Git MSWPackages repository of prebuilt MapleStory Worlds feature packages. Before writing standard game systems from scratch, agents match user requests against a feature-to-package table covering toast notifications, ranking, inventory, shops, mail, quests, dialogs, key bindings, game events, player data, collections, commands, scroll views, drop tables, global config, GM messages, resources, and UI components. A scope-first routing step asks whether the user needs the full system or UI-only screens, sending UI-only work to msw-ui-system. Integration workflow maps Core mlua, ui, and model files into the project, checks UUID and sprite RUID collisions, resolves cross-package dependencies, and wires Logic singleton APIs after Maker refresh. The skill fetches README files on demand from GitHub raw URLs and warns that modpackage files are metadata, not auto-installers. Developers use it when building common MSW game features to save time while avoiding speculative bulk installs.4.2kinstalls8Msw PainterMSW Painter is an agent skill for creating hand-drawn pixel art sprites and registering them as MapleStory Worlds sprite resources when msw-search cannot find a suitable RUID. It supports chunky pixel style for icons and tiles and maple cartoon style for characters, NPCs, and mascots with selout outlines and selective anti-aliasing rules. The workflow chooses SVG, Canvas, or HTML medium, picks size from the guide defaulting to 128 by 128, writes code following style references, renders PNG via render.cjs with puppeteer, and uploads through a two-step presigned URL pattern on asset_create_resource_storage_item. Security rules keep presigned URLs out of user-facing output and pass them via environment variables during PUT. The skill forbids curve and gradient APIs, requires reading the output PNG before upload, and reports only the final RUID with style and description. Developers invoke it when users need custom sprites, pixel art icons, maple-style characters, or NPC images that are not available in the MSW asset catalog.4.2kinstalls9Msw Ui SystemMSW UI System is the single entry skill for MapleStory Worlds .ui design, component APIs, UIBuilder workflows, and runtime mlua patterns. It routes requests to references for anchors and RectTransform fundamentals, UIGroup hierarchy, component selection, layout recipes for HUD popups toasts menus and inventory grids, runtime patterns, and UI sound integration. The workflow clarifies intent, checks design guides, runs UIBuilder preflight, matches layout recipes, invokes msw_ui_builder.cjs, injects mlua UUID bindings, auto-lints on write, previews layouts, and refreshes Maker. Global rules forbid direct .ui JSON editing or shell reads, require anchoredPosition instead of Position, separate popups into their own UIGroup, enforce UpperLeft text alignment defaults, and mandate 88 by 88 minimum button touch targets with optional click and hover SFX. Scripts include ui_lint.cjs, preview_ui_layout.cjs, and ui_recipe.cjs scaffolding. Developers use it for any MSW UI mutation, anchor debugging, scroll lists, GridView patterns, and client-only runtime caveats where server scripts see nil UI components.4.2kinstalls10Msw Sprite Ruidmsw-sprite-ruid is an MSW agent skill documenting how SpriteRendererComponent.SpriteRUID and SpriteGUIRendererComponent.ImageRUID accept native sprite and animationclip RUID strings without extra animator components. World assignments use plain strings on SpriteRUID while UI ImageRUID expects a DataId object wrapper. Skeleton and avataritem RUIDs fail silently unless prefixed with thumbnail:// to render static thumbnail images for inventory slots, shop listings, and equip previews. Single looping animationclip backgrounds can assign the clip RUID directly, but multi-state stand move attack cycles should use StateAnimationComponent plus ActionSheet per monster references. Pitfalls warn against double thumbnail prefixes on search results, putting thumbnail inside DataId for UI, and using thumbnail on CostumeManager or SkeletonRenderer properties that reject it. For RUID discovery the skill delegates to msw-search with searchAvatarItems or searchResources. Examples show Lua assignments for world sprites, UI icons, and avatar item slots.4.2kinstalls11Msw Behaviourtreemsw-behaviourtree is an MSW agent skill for creating and maintaining .behaviourtree files plus the project-specific .behaviourDocs/bt-spec.md catalog. Step zero runs scripts/build-spec.cjs to scan every .codeblock whose paired .mlua extends ActionNode or DecoratorNode, capturing definitionId UUIDs, propertyKey names, and CoreVersion-stamped MODNativeType strings from Environment/config. The skill mints file and node UUIDs, resolves built-in composite versus custom action and decorator definitionIds, builds Blackboard variables from the spec type map, wires nodeProperties to paired .mlua defaults, and self-validates parent-child graph consistency before save. Fixed skeletons skeleton-minimal.json and skeleton-full.json illustrate RootNode graphs with optional Culler-related fields replaced by the live CoreVersion. Triggers include create behaviourtree, refresh bt-spec, Blackboard variables, and Korean phrases for BT authoring. Custom nodes must exist in bt-spec sections two and three; missing nodes stop generation instead of inventing UUIDs. Validation step seven catches definitionId, propertyKey, or version mismatches after assembly.4.2kinstalls

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