msw-git/msw-ai-coding-plugins-official41 files

Maplestory Skill Maker

Create advanced MapleStory Worlds player attack and movement skills and preserve the project's monster combat presentation. Use for direct/projectile attacks, hit/die animation, damage-skin death hold, knockback pulses, monster ATTACK range/timing, custom player animation and cast locks, double jump, teleport/blink, cooldowns, hotkeys, or updates to the player/monster skill pipelines.

Specification
Skill ID
msw-git/msw-ai-coding-plugins-official/maplestory-skill-maker
Publisher
msw-git
Repository
msw-ai-coding-plugins-official
Installs
0
Files
41
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

msw-git/msw-ai-coding-plugins-official/maplestory-skill-makerInstalls these files
  • SKILL.md
  • assets/cooldown_reference.png
  • evals/evals.json
  • evals/static-consistency-results.json
  • references/architecture/bootstrap.md
  • references/architecture/datasets.md
  • references/architecture/divergences.md
  • references/architecture/framework.md
  • references/architecture/hotbar-ui.md
  • references/architecture/hotkeys.md
  • references/architecture/index.md
  • references/architecture/system-overview.md
  • references/combat/damage-presentation.md
  • references/combat/death.md
  • references/combat/hit-reaction-code.md
  • references/combat/hit-reaction.md
  • references/combat/index.md
  • references/combat/monster-attack.md
  • references/combat/multi-target.md
  • references/combat/projectile.md
  • references/combat/targeting.md
  • references/execution-core.md
  • references/index.md
  • references/knockback-hit-reaction.md
  • references/movement/common.md
  • references/movement/double-jump.md
  • references/movement/index.md
  • references/movement/skills.md
  • references/movement/teleport.md
  • references/platform/index.md
  • references/platform/maker-pitfalls.md
  • references/player/cast-effects.md
  • references/player/casting.md
  • references/player/index.md
  • references/player/preflight.md
  • references/skill-data-contract.md
  • references/verification/index.md
  • references/verification/monster-visual-harness.md
  • references/verification/movement-verification-harness.md
  • references/verification/non-negotiable-presentation-gates.md
  • references/verification/player-control-harness.md

What this skill tells the agent

MSW Player Skill Maker (Attack + Movement)

Use this skill to create reusable attack-skill and movement-skill implementation patterns for this project's MSW player stacks.

This is not a basic MSW combat-rule summary. Treat it as a project-specific implementation guide for skills whose gameplay timing and visual timing may intentionally diverge from the default MSW presentation flow.

The intended design is type-driven: define a small number of skill types, then stamp out concrete attack or movement skills by tuning family-specific data.

Current Goal

Create advanced player-skill implementation patterns from reusable types. Attack skills tune damage/judgment/presentation; movement skills tune movement power/distance, air-use count, collision policy, and authority/prediction.

For the attack family, this guide handles authoritative judgment, HP/death state, and visual hit timing. For the movement family, use the platform-aware execution and validation contract in references/movement/skills.md.

Required Context

Before editing project files, load the normal MSW foundation for the task:

  • msw-general
  • msw-ui-system and msw-ui-design-tokens for the skill hotbar UI, which is a default deliverable for every skill (see references/architecture/hotbar-ui.md)
  • msw-scripting for any .mlua edits
  • msw-combat-system for hit/damage/projectile work
  • msw-defaultplayer for double jump, teleport, Body, or player movement work
  • msw-avatar for attack animation or avatar action changes
  • msw-search when an effect, sprite, animation, sound, projectile image, or avatar item RUID is needed
  • msw-mcp when the msw-search resource pipeline is required; if it is unavailable, follow the explicit fallback/reporting rule in references/architecture/hotbar-ui.md

For every player attack, player movement, or monster-presentation create/modify request, read references/execution-core.md first and follow its stage gates and sole detail-loading matrix. Do not select required contracts from the catalog below. For guide-only work, use the lightweight route under Request Modes.

Execute Discovered Obligations — do not acknowledge and stop

Treat every applicable required rule as work to execute, not commentary to repeat. Do not stop with an apology, realization, praise of the guide, or a restatement such as “this must be followed,” and do not hand the rule back to the user for confirmation.

When a missed or unevidenced obligation is discovered, immediately reopen the affected ledger rows to OPEN, inspect the required project evidence, correct the implementation, and run the named verification before continuing. Mark a row BLOCKED only when the exact required access or evidence is unavailable; record what is missing and ask only for that specific external artifact. For per-model HIT/death obligations, execute the required model-by-model artifact and gates rather than merely citing them. (→ references/player/preflight.md, references/verification/monster-visual-harness.md)

Player Attack Startup Gate — loaded entry contract

This section is intentionally in SKILL.md because linked references are loaded progressively and an agent that skips the first link would otherwise miss the attack's foundation and presentation obligations. It fixes the first actions and required artifacts; leaf references still own exact behavior.

For every player attack create/modify request, complete these actions before any project write:

  1. Open references/execution-core.md, references/architecture/datasets.md, references/architecture/framework.md, references/verification/non-negotiable-presentation-gates.md, and references/player/preflight.md.
  2. Discover whether the attack DataSet/catalog/binding infrastructure already exists. If any part is missing or incomplete, also open references/architecture/bootstrap.md.
  3. Create a user-visible progress ledger. Use the host's visible plan/task artifact when available; otherwise create .maplestory-skill-maker-ledger.md in the target project root and keep it through handoff.
  4. Instantiate every required ID below with its discovered owner, authoritative contract, planned implementation location, named evidence scenario, and OPEN status:
Required familyRows that must exist before editing
DATA — attack data foundationDATA-01 existing/new DataSet and catalog decision; DATA-02 schema and project-managed CSV/DataSet asset; DATA-03 concrete attack row and usable binding row; DATA-04 catalog load/validation evidence
PAP — player attack presentationPAP-01–PAP-04
PAJ — player attack judgmentPAJ-01–PAJ-04
MHP — monster hit/death presentationMHP-01–MHP-04, expanded per effective target class

Do not create or edit project scripts, components, entities, DataSets, or CSVs until this startup ledger exists. A damaging player attack is not implemented unless all four families have implementation locations: attack data, player casting presentation, immediate judgment, and monster receiving-hit/death presentation. Missing Maker/runtime access changes runtime-dependent rows to BLOCKED; it never authorizes omitting their implementation or silently narrowing the attack to damage-only behavior.

Reference Catalog

This is a document dictionary, not a second routing table. The fixed player-attack startup list above protects progressive loading; after that entry gate, references/execution-core.md is the only authority for conditional document selection and timing. Leaf references own exact behavior.

GroupFiles
Executionreferences/execution-core.md, references/index.md
Compatibility aliasesreferences/skill-data-contract.md, references/knockback-hit-reaction.md
Architecturereferences/architecture/index.md, references/architecture/system-overview.md, references/architecture/framework.md, references/architecture/datasets.md, references/architecture/hotkeys.md, references/architecture/hotbar-ui.md, references/architecture/bootstrap.md, references/architecture/divergences.md
Combatreferences/combat/index.md, references/combat/targeting.md, references/combat/projectile.md, references/combat/damage-presentation.md, references/combat/multi-target.md, references/combat/hit-reaction.md, references/combat/hit-reaction-code.md, references/combat/monster-attack.md, references/combat/death.md

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Open any RiverX project, search the Skills panel for msw-git/msw-ai-coding-plugins-official/maplestory-skill-maker, and install it in one click.

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