msw-general

Guides MapleStory Worlds game creation with platform rules, builders, and entity authoring workflows.

Updated Sep 11, 2026
One-click install
npx skills add https://github.com/yoongang02/MapleFist --skill msw-general-yoongang02
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: msw-general
Source: https://github.com/yoongang02/MapleFist/tree/main/.agents/skills/msw-general
Command: npx skills add https://github.com/yoongang02/MapleFist --skill msw-general-yoongang02

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Building games in MapleStory Worlds (MSW) involves strict platform rules — TileMapMode and Body component mapping, .mlua/.codeblock pairing, SpriteRUID requirements, and builder-only file authoring — where mistakes cause silent failures like invisible entities or non-moving monsters. This Skill provides the foundation knowledge and mandatory preflight checks that prevent those failures. ## Core Features & Use Cases - Platform Rule Enforcement: Eight core rules plus symptom-to-cause troubleshooting references covering TileMapMode/Body mismatches, coordinate systems, SortingLayer, and spawn behavior. - Builder Protocol: A unified call protocol for MapBuilder, ModelBuilder, and UIBuilder so .map, .model, and .ui files are mutated safely without raw JSON edits. - Entity & Model Authoring: Template catalogs, modelId-vs-inline placement decisions, and animation state machine guidance (StateComponent, ActionSheet, IsLegacy) for monsters, NPCs, and players. - Use Case: When asked to add a chasing monster to a side-scrolling map, the Skill directs reading the TileMapMode first, authoring a .model from the MonsterCanonical template, placing it via MapBuilder.placeModel, and verifying animation states after refresh. ## Quick Start Ask the assistant to create a MapleStory Worlds monster or map entity and it will load this foundation skill first to apply the correct platform rules and builder workflow.

Frequently Asked Questions about msw-general

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a monster in MapleStory Worlds?

Start from a validated .model template such as MonsterCanonical.model, load it with ModelBuilder.fromTemplate, replace the EntryKey, Id, and Name identifiers, then customize components and values. Place instances in maps via MapBuilder.placeModel and refresh Maker to sync.

Why is my MapleStory Worlds entity invisible or not moving?

An empty SpriteRUID makes an entity invisible with no error, and a TileMapMode-to-Body component mismatch prevents movement or raises LEA-3004. Check that the map mode matches the required Body component: RigidbodyComponent for MapleTile, KinematicbodyComponent for RectTile, SideviewbodyComponent for SideViewRectTile.

What is the difference between SetActionSheet and ChangeState in MSW?

ChangeState triggers the state transition that actually plays the mapped animation clip, while SetActionSheet only edits the key-to-RUID mapping for future transitions. Calling SetActionSheet alone never changes the currently playing clip.

Can I edit .map or .model files directly in MapleStory Worlds?

No, .model files are builder-only and .map files are builder-first through MapBuilder, ModelBuilder, and UIBuilder. Direct raw JSON edits risk silent failures like missing value metadata or broken component consistency, and are reserved only for documented coverage gaps.

When should I use a .model instead of inline entity components?

Use a .model with modelId placement whenever the same composition appears two or more times in a map, is reused across maps, or is spawned at runtime via SpawnByModelId. Inline components are acceptable only for truly one-off entities.