Msw 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.
- Skill ID
- msw-git/msw-ai-coding-plugins-official/msw-avatar
- Publisher
- msw-git
- Repository
- msw-ai-coding-plugins-official
- Installs
- 0
- Files
- 1
- Synced
- Sep 23, 2026
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/msw-avatarInstalls these files- SKILL.md
What this skill tells the agent
MSW Avatar (Costume · Animation)
An avatar is managed along two axes.
- Costume (appearance):
MOD.Core.CostumeManagerComponent— which items are equipped (17 slots). - Animation (motion):
AvatarStateAnimationComponent+AvatarRendererComponent— which state clip is played (14 default states + custom actions).
Edit workspace files directly, then call the `refresh` tool of `msw-maker-mcp` so the editor picks up the change.
This document covers costume (file-edit based) first, then animation (script based) at the end.
Workspace path rule: maps./map/, UI./ui/, scripts and other assets./RootDesk/MyDesk/, global models such as DefaultPlayer/Player./Global/.
Where to edit, by target
| Target | File to edit | Notes |
|---|---|---|
| DefaultPlayer | ./Global/DefaultPlayer.model | Override CostumeManagerComponent properties via the Values array |
| Player (base) | ./Global/Player.model | Costume defaults are usually overridden in DefaultPlayer.model, not here |
| Entities placed in a map (NPC, monster, etc.) | ./map/{mapName}.map | The CostumeManagerComponent block inside that entity's jsonString.@components |
| Entities that reference a custom model only | The corresponding .model (e.g. under ./RootDesk/MyDesk/) | When the map has no inline component and the entity is bound only by modelId, edit the model side |
Read (equivalent to get): read the file above and inspect the CostumeManagerComponent-related fields / Values entries. If Maker MCP is connected, you can use get_component as a runtime/editor snapshot helper (see the msw-maker-mcp skill).
Apply (equivalent to set): write values into the file, then call `refresh`.
Applying changes: MCP refresh
After saving the file you must call the `refresh` tool of the msw-maker-mcp server to sync Maker and its visual state. (See the tool list in the msw-maker-mcp skill.)
RUID (resource unique ID)
The string written into a costume is an avatar item RUID (typically a 32-character hex string).
- Never guess or fabricate an RUID. Look it up with the
msw-searchskill — for the avatar RUID workflow (default body/head, item detail, render composition) see `../msw-search/references/resource/avatar.md`; for generic search see `../msw-search/references/resource/search.md`; for single-item detail see `../msw-search/references/resource/detail.md`. - The script API
SetEquip(MapleAvatarItemCategory, itemRUID)and the value stored in the editor/model are the same RUID string. Custom*Equipslots only accept a plain Guid. Any prefixed form — includingthumbnail://<ruid>— is silently rejected and the slot is left unequipped (no error, no warning). RUIDs returned bymsw-searchare already plain Guids; do not prepend a scheme. See themsw-sprite-ruidskill for the broader thumbnail / icon rule.
CostumeManagerComponent overview
Attached to entities that use an avatar (player, NPC, etc.). Equipment slots are exposed as 17 string properties named Custom*Equip, and from scripts you access them via GetEquip / SetEquip with the MapleAvatarItemCategory enum.
Other synced properties
| Property | Type | Description |
|---|---|---|
| UseCustomEquipOnly | boolean (default false) | When true, the user account's default costume is ignored and only costumes assigned via script/model are used. Important when you want to lock the appearance inside a world. |
| DefaultEquipUserId | string | Clones the equipment of the specified user, then applies custom equipment on top. Users who are not currently online can also be specified. If that user later changes equipment, the reflected appearance may change. |
| EquippedItems | read-only | Actual equipped info at runtime. Cannot be modified from script. |
17 slots ↔ property ↔ MapleAvatarItemCategory
The 17 equipment string fields of CostumeManagerComponent map to the engine enum `MapleAvatarItemCategory` as follows. (Enum definition: see Environment/NativeScripts/Enum/MapleAvatarItemCategory.d.mlua.)
| # | Component property (string RUID) | MapleAvatarItemCategory | Notes |
|---|---|---|---|
| 1 | CustomBodyEquip | Body (1) | Skin / body |
| 2 | CustomHairEquip | Hair (3) | Hair |
| 3 | CustomFaceEquip | Face (4) | Face / face shape |
| 4 | CustomCapEquip | Cap (5) | Hat |
| 5 | CustomCapeEquip | Cape (6) | Cape |
| 6 | CustomCoatEquip | Coat (7) | Coat (top) |
| 7 | CustomLongcoatEquip | Longcoat (9) | Longcoat — an item class that occupies both the top and bottom slots |
| 8 | CustomPantsEquip | Pants (10) | Bottom |
| 9 | CustomGloveEquip | Glove (8) | Gloves |
| 10 | CustomShoesEquip | Shoes (12) | Shoes |
| 11 | CustomOneHandedWeaponEquip | OneHandedWeapon (13) | One-handed weapon |
| 12 | CustomTwoHandedWeaponEquip | TwoHandedWeapon (14) | Two-handed weapon — occupies both the one-handed weapon slot and the sub-weapon slot |
| 13 | CustomSubWeaponEquip | SubWeapon (15) | Sub-weapon |
| 14 | CustomFaceAccessoryEquip | FaceAccessory (16) | Face accessory |
| 15 | CustomEyeAccessoryEquip | EyeAccessory (17) | Eye accessory |
| 16 | CustomEarAccessoryEquip | EarAccessory (18) | Ear accessory |
| 17 | CustomEarEquip | Ear (19) | Ear (body part) |
Enum values without a direct 17-field counterpart
| MapleAvatarItemCategory | Description |
|---|---|
| Head (2) | Close to "not used as equipment" — handled automatically to match the body color. There is no CustomHeadEquip field. |
| Invalid (0) | Used to detect error / undefined values. |
| Shield (11) | Per the enum comment, it uses the SubWeapon slot. In storage it is safest to treat it as mutually exclusive with CustomSubWeaponEquip. |
Mutual exclusion / slot occupancy rules (must understand)
- Longcoat ↔ Coat + Pants Longcoat is designed to occupy both the Coat and Pants slots. When equipping a longcoat, put the longcoat RUID in `CustomLongcoatEquip` and resolve the combination with coat/pants logically — normally when a longcoat is in use, leave coat/pants empty or avoid conflicting visuals.
- Two-handed weapon ↔ One-handed weapon + sub-weapon TwoHandedWeapon uses both the one-handed weapon slot and the sub-weapon slot. When using a two-handed weapon, center on `CustomTwoHandedWeaponEquip` and make sure values are not also set for one-handed/sub-weapon — avoid double equipping.
- Shield ↔ Sub-weapon Shield uses the sub-weapon slot. Do not expect another sub-weapon to coexist with `CustomSubWeaponEquip`.
- Empty string = unequip Just like
SetEquip(category, "")in script, leaving the field as `""` in a file means the slot is unequipped.
DefaultPlayer.model — putting costume into Values
Add or modify an entry in the `ContentProto.Json.Values` array of ./Global/DefaultPlayer.model.
- TargetType:
"MOD.Core.CostumeManagerComponent" - Name: a property name from the table above (e.g.
CustomCapEquip,UseCustomEquipOnly) - ValueType: follow the same pattern as other
Valuesentries already inDefaultPlayer.model. Strings useSystem.String, mscorlib, ..., booleans useSystem.Boolean, mscorlib, ... - Value: the RUID string or
true/false
If the same (TargetType, Name) already exists, update that entry only; otherwise append a new object to the array.
String slot example (structure only; replace the RUID via search)
{More from msw-git
Use this skill in a project
Open any RiverX project, search the Skills panel for msw-git/msw-ai-coding-plugins-official/msw-avatar, and install it in one click.
