msw-combat-system
msw-combat-system
The full MSW combat pipeline. Covers only items in the common 2D combat layer that have MSW native API support, regardless of genre. Excludes formulas/theory. API signatures are based on Environment/NativeScripts/**/*.d.mlua.
0. Coverage matrix
More from msw-git/msw-ai-coding-plugins-official
msw-general
Foundation skill for MSW (MapleStory Worlds). Read this FIRST before anything else in MSW.
118msw-scripting
Authoring MSW scripts (.mlua) plus integrated playtest and debugging. Covers mlua syntax, annotations (@Component/@Logic/@ExecSpace/@Sync), lifecycle, exec spaces, property sync, event system, file workflow, build-log inspection, error classification, and the test/debug loop. Keywords: script, mlua, lua, Component, Logic, annotation, ExecSpace, Sync, event, play, test, debug, lifecycle.
118msw-search
MSW search integration — (1) vector search for API docs and implementation guides via the msw-mcp MCP server (mlua_api_retriever / mlua_document_retriever), (2) REST API search for resources (sprite / animation / sound / resource pack / avatar). Use for 'find details, examples, or related APIs not in .d.mlua', 'need a SpriteRUID', 'monster sprite', 'background image', 'find a sound', 'avatar rendering', etc. Keywords: document search, API details, examples, guide, retriever, resource, sprite, animation, sound, RUID, resource pack, avatar.
117msw-defaultplayer
MSW DefaultPlayer (character) management. Use the msw-general ModelBuilder to inspect/patch DefaultPlayer.model and Player.model, add/remove components, configure movement speed / jump force / HP / camera, and per-map-mode movement components. Use for DefaultPlayer model, player components, movement speed, jump force, HP, camera, physics. Keywords: player, DefaultPlayer, speed, jump, HP, camera, gravity, revive, respawn, character.
117msw-avatar
MSW avatar management — costume (CostumeManagerComponent, 17 slots) + animation 3-layer pipeline (StateComponent → AvatarStateAnimationComponent → AvatarRendererComponent). Four-level distinction: State key (uppercase) / AvatarBodyActionStateName (lowercase) / MapleAvatarBodyActionState enum / sprite action ID (swingO1, shoot1). Two mapping systems via IsLegacy/ActionSheet/StateToAvatarBodyActionSheet. PlayerControllerComponent auto-transition conflicts with ActionStateChangedEvent resolved via RemoveActionSheet/SetActionSheet/BodyActionStateChangeEvent. Applies to any avatar-bearing entity (NPC, monster, etc.), not only DefaultPlayer. Use for costume get/set, 17 equip slots, animation state mapping, action override, weapon-specific attack motion, custom shoot/cast/dance action. Keywords: avatar, costume, animation, state, action, shoot, swing, weapon, equipment, custom action, block auto playback, remap.
95msw-costume
MSW 아바타 코스튬 관리. 코스튬 조회/적용, CostumeManagerComponent 17슬롯, 아바타 유틸리티. DefaultPlayer뿐 아니라 모든 엔티티(NPC, 몬스터 등)에 적용 가능. Use for avatar costume get/set, CostumeManagerComponent 17 equip slots, avatar utilities. Keywords: costume, avatar, equip, slot, 코스튬, 아바타, 장비, 꾸미기, 모자, 상의, 하의, 무기.
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