msw-search
msw-git/msw-ai-coding-plugins-official
Intégration de la recherche MSW — (1) recherche vectorielle de documentation API et de guides de mise en œuvre via le serveur MCP « msw-mcp » (mlua_api_retriever / mlua_document_retriever), (2) recherche via l’API REST pour les ressources (sprite / animation / son / pack de ressources / avatar). À utiliser pour « trouver des détails, des exemples ou des API associées qui ne figurent pas dans .d.mlua », « trouver un SpriteRUID », « sprite de monstre », « image d’arrière-plan », « recherche d’un son », « recherche d’un objet d’avatar », etc. Mots-clés : recherche de documents, détails de l’API, exemples, guide, outil de recherche, ressource, sprite,
...Développer toutÀ propos msw-search
Routes achemine les requêtes de développement MSW vers la cible de recherche appropriée parmi deux systèmes distincts : la recherche vectorielle pour la documentation des API et les guides d’implémentation via le serveur MCP msw-mcp, et une API REST pour les ressources de jeu telles que les sprites, les animations, les sons, les packs de ressources et les avatars. Une table de routage détermine le chemin emprunté par une requête, en séparant les demandes de type « montrez-moi un exemple » ou « quelles API existent en rapport avec cela » (recherche de documentation) des requêtes concernant un SpriteRUID ou un sprite de monstre (recherche de ressources). La recherche de ressources est le seul moyen d’obtenir des RUID.
En ce qui concerne la documentation, la compétence impose un ordre de recherche. Lorsque le nom de l’API est connu, les stubs de type .d.mlua locaux sont toujours consultés en premier pour les signatures, les types, les propriétés, les paramètres d’événement et les valeurs d’énumération. Comme ces stubs ne contiennent que des signatures et ne comportent ni descriptions ni exemples, la recherche vectorielle vient les compléter : mlua_api_retriever renvoie des exemples de code, des détails sur les paramètres, les API associées et les indicateurs ScriptOverridable pour une API ou un composant nommé, tandis que mlua_document_retriever renvoie des manuels de création et des guides de mise en œuvre à partir d’une description en langage naturel de ce qu’il faut créer. Le nombre de résultats par défaut est de trois, et en cas d’échec de MCP, la compétence affiche l’erreur et se rabat sur le fichier .d.mlua plutôt que de faire des suppositions.
Pour les ressources, la règle par défaut est de rechercher d’abord le type `resource_pack`, car un pack regroupe tous les sprites, animations et sons d’un même élément ; l’exploration de `payload.elements` permet ensuite d’obtenir des RUID individuels. Choisir d’abord un sprite ou un clip d’animation isolé a tendance à donner lieu à des entités comportant une seule image, sans animation définie ou appartenant à une famille d’actifs incorrecte ; c’est pourquoi la compétence ne change de type de ressource que sur une intention explicite, telle qu’un fichier de musique de fond, un sprite individuel ou un élément d’avatar. Un tableau comparatif met en regard ce que fournit le format .d.mlua par rapport aux résultats de recherche complets, et un tableau de conversion traduit la syntaxe de Maker Editor dans les exemples en syntaxe de fichier .mlua — en mappant les remplacements aux méthodes, les accolades à « end », et les basculeurs d’espace d’exécution de l’éditeur aux annotations @ExecSpace — en précisant que l’@ExecSpace d’une redéfinition doit correspondre au niveau octet à la déclaration parente, sous peine de déclencher l’erreur LEA-3014 SignatureMismatch.
FAQ
Quels sont les deux types d’éléments que cette compétence permet de rechercher ?
Elle recherche la documentation des API et les guides d’implémentation via une recherche vectorielle sur le serveur msw-mcp, ainsi que les ressources de jeu (sprites, animations, sons, packs de ressources, avatars) via une API REST. La recherche de ressources est le seul moyen d’obtenir des RUID.
Dois-je consulter d’abord le fichier .d.mlua ou effectuer une recherche vectorielle pour trouver une API ?
Consultez toujours le fichier .d.mlua en premier lorsque vous connaissez le nom de l'API, car il fournit avec précision les signatures, les types, les propriétés, les paramètres d'événement et les valeurs d'énumération. N'utilisez la recherche vectorielle que lorsque le contenu du fichier .d.mlua, qui ne contient que les signatures, est insuffisant, par exemple lorsque vous avez besoin d'un exemple de code ou de détails par paramètre.
Pourquoi la skill recommande-t-elle de commencer la recherche de ressources par resource_pack ?
Un pack de ressources regroupe tous les sprites, animations et sons d’un même élément ; ainsi, la recherche dans le pack et l’exploration de `payload.elements` fournissent des RUID cohérents. Choisir d’abord un sprite ou un clip d’animation isolé aboutit généralement à une entité comportant une seule image, sans animation définie, ou appartenant à une famille d’éléments erronée.
Quelle est la différence entre `mlua_api_retriever` et `mlua_document_retriever` ?
`mlua_api_retriever` renvoie des détails au niveau de l’API, tels que les signatures, les paramètres, des exemples et les API associées pour une API, une classe, une fonction ou un composant donné. `mlua_document_retriever` renvoie des documents de type manuels de création et guides, et accepte une phrase en langage naturel décrivant ce que vous souhaitez implémenter.
Pourquoi ma redéfinition échoue-t-elle avec l’erreur LEA-3014 SignatureMismatch ?
Les exemples de résultats de recherche utilisent la syntaxe de Maker Editor, dans laquelle l’espace d’exécution du parent est souvent masqué et peut être activé ou désactivé. Dans un fichier .mlua, l’espace @ExecSpace de la redéfinition doit être identique, octet par octet, à celui du parent dans le fichier .d.mlua ; si le parent ne possède pas d’espace @ExecSpace, la redéfinition doit l’omettre entièrement.
Tous les fichiers
6fichiersreferences/resource/detail.md 3,8Ko Voir SKILL.md 28,2Ko Voir references/resource/browse.md 6,8Ko Voir scripts/msw_resource_api.cjs 23,6Ko Afficher references/resource/avatar.md 4,5Ko Afficher references/resource/search.md 11,2 Ko AfficherMSW has two distinct search targets:
- API docs & implementation guides — Vector search for descriptions, code examples, and related APIs missing from
.d.mlua. - Resources — REST API for sprites, animations, sounds, resource packs, and avatars. The only path for obtaining RUIDs.
Routing Table
| Request type | Go to section |
|---|---|
| "How do I implement this?", "Show me an example", "What related APIs exist?" | Document search |
| ".d.mlua only has the signature; the description is insufficient" | Document search |
| "I don't know the API name (semantic search)" | Document search |
| "Implementation guide / best practice / pattern" | Document search |
| "I need a SpriteRUID", "Find a sprite for monster / NPC / background" | Resource search → start with resource_pack |
| "Find an animation / sound / resource pack" | Resource search → start with resource_pack |
| "Details for this RUID", "Similar resources" | Resource search |
| "Avatar item / default avatar lookup" | Resource search |
| "Upload / list / update / delete my own assets" | Call msw-mcp asset_* tools directly |
| "Set sprite pivot", "set 9-slice border", "slice boundary for UI RUID", "asset properties" | Call msw-mcp asset_update_resource_storage_info directly (properties: [{ key, value }] — pivot_x/y, border_left/right/top/bottom, filter_mode, wrap_mode) |
★ Resource search default — always
resource_packfirstUnless the user explicitly asks for an individual sprite / animationclip / sound / avatar item (or names a non-pack RUID directly), pass
resourceTypeFilter: ["resource_pack"]tosearchResources. A pack bundles every sprite + animation + sound for one asset, so picking a strayspriteoranimationclipfirst usually leaves the entity with a single frame, no animation set, or the wrong asset family.Search the pack → drill into
payload.elements→ assign individual RUIDs.Switch types only on explicit intent: "BGM file", "individual sprite only", "avatar item", "animationclip similar to this RUID", etc.
Section 1 — Document Search (APIs & Guides)
Vector search via the msw-mcp MCP server. Supplies the detailed descriptions, code examples, related APIs, and implementation guides missing from .d.mlua.
Decision Flow
Need API-related information│├─ Checking signature / type / property / enum│ → Read .d.mlua first (highest priority)│ → If .d.mlua is insufficient, call msw-mcp│ (code examples, parameter details, related APIs, etc.)│├─ Implementation guide / pattern / best practice│ → mlua_document_retriever│└─ Don't know the API name (semantic search) → mlua_api_retriever (and/or mlua_document_retriever for broader scope)API Research Order
Priority 1 — .d.mlua (always first)
If you know the API name, always read .d.mlua first. Signatures, types, properties, event parameters, and enum values can be confirmed here accurately.
Path: Environment/NativeScripts/{Component,Service,Event,Enum,Logic,Misc}/Name.d.mlua
| Situation | Example |
|---|---|
| Confirm method signature | "Does TransformComponent have SetPosition?" |
| Property type / existence | "What is the type of SpriteRendererComponent.RUID?" |
| Event parameter structure | "What are the AttackEvent constructor parameters?" |
| List of enum values | "What are the BodyMoveType values?" |
| Method existence | "What methods does SpawnService have?" |
Priority 2 — Vector search (when .d.mlua is not enough)
.d.mlua contains only signatures and lacks detailed descriptions and examples. Use vector search when you need any of the following.
| Situation | MCP tool | Example query |
|---|---|---|
| Need a code example | mlua_api_retriever | AIComponent example, BehaviorTree usage |
| Parameter details | mlua_api_retriever | BadgeService GetBadgeInfosAndWait parameters |
| Related API cross-references | mlua_api_retriever | AttackComponent related, HitComponent |
| ScriptOverridable check | mlua_api_retriever | AttackComponent CalcCritical override |
| Don't know the API name | both retrievers | damage calculation, inventory save |
| "How do I …?" implementation guide | mlua_document_retriever | how to make inventory system |
| Pattern / best practice | mlua_document_retriever | collision detection best practice |
MCP Tools (msw-mcp)
| Tool | Description |
|---|---|
mlua_api_retriever | API details for Service / Component / Misc etc. (signatures, parameters, examples). Pass an API/class/function/component name. |
mlua_document_retriever | Authoring manuals, guidelines, MLua usage, and other document-style material. Pass a natural-language sentence describing what to implement. |
On failure: If a msw-mcp tool call errors out, surface the failure to the user and fall back to .d.mlua. Do not guess — state what you couldn't verify.
Default result count: request 3 results unless wider exploration is explicitly required.
.d.mlua vs Search — Information Comparison
.d.mlua is a type stub (~29 lines); Search returns the full document (254+ lines).
| Information | .d.mlua | Search |
|---|---|---|
| Method signature / types | O | O |
| Property declarations | O | O |
| Detailed method description (DetailDesc) | X | O |
| Code examples (AdditionalPageContent) | X | O |
| Per-parameter descriptions | X | O |
| Related APIs (SeeAlsoAPIs) | X | O |
| Related guides (SeeAlsoGuides) | X | O |
| ScriptOverridable flag | X | O |
| SyncDirection | Partial | O |
| Localized descriptions (Ko/Ja/Es/Zh) | X | O |
Maker Editor Syntax → .mlua Conversion Rules
Code examples in search results use Maker Editor syntax. They must be converted before being used in a local .mlua file.
| Item | Maker Editor | .mlua file | Note |
|---|---|---|---|
| Override declaration | override integer CalcDamage(...) | method integer CalcDamage(...) | override → method |
| Block | { ... } | ... end | Braces → end |
| Exec space (own method) | [server only] | @ExecSpace("ServerOnly") | Self-defined methods: annotate explicitly |
| Exec space (override) | [server only] shown / omitted in editor | Match the parent's @ExecSpace exactly — see warning below | LEA-3014 if mismatched |
| Property | Property: int32 Score = 0 | @Sync property int32 Score = 0 | Add @Sync if synced |
Type int | int | integer | C# int → mlua integer |
Type number | number | number | Same (double) |
Type float | float | float | Same (single) |
number(64-bit double) andfloat(32-bit single) are assignable to each other but remain distinct types. Follow the.d.mluadeclaration.
⚠ Override ExecSpace caveat — LEA-3014
SignatureMismatchThe Maker Editor often hides the parent's exec space and lets you toggle
[server only]freely on anoverrideblock. In.mlua, however, the override's@ExecSpacemust be byte-identical to the parent declared in.d.mlua. If the parent has no@ExecSpace(engine default =ExecSpace=All), the override must also omit@ExecSpaceentirely.Concretely, the AttackComponent / HitComponent damage hooks (
CalcDamage,CalcCritical,GetCriticalDamageRate,GetDisplayHitCount,IsAttackTarget,IsHitTarget,OnAttack) are allExecSpace=Allupstream. Adding@ExecSpace("ServerOnly")produces:[LEA-3014] SignatureMismatch : The signature of <Child>.CalcDamage[... (ExecSpace=ServerOnly)] must match the overridden <Parent>.CalcDamage.[... (ExecSpace=All)].Always look up the parent in
.d.mluafirst and copy its annotation block verbatim. Detail:msw-scripting/SKILL.md§9 "Method override → LEA-3014".
Conversion example — AttackComponent from search results:
-- Maker Editor syntax (search result)override int CalcDamage(Entity attacker, Entity defender, string attackInfo) { return 50}override boolean CalcCritical(Entity attacker, Entity defender, string attackInfo) { return _UtilLogic:RandomDouble() < 0.3}-- Converted to .mlua-- ⚠ Parent AttackComponent.CalcDamage / CalcCritical declare no @ExecSpace-- (ExecSpace=All). Adding @ExecSpace here triggers LEA-3014 SignatureMismatch.method integer CalcDamage(Entity attacker, Entity defender, string attackInfo) return 50endmethod boolean CalcCritical(Entity attacker, Entity defender, string attackInfo) return _UtilLogic:RandomDouble() < 0.3end
Section 2 — Resource Search (Sprite / Animation / Sound / Resource Pack / Avatar)
REST API for searching and browsing MSW resources.Never guess or fabricate a RUID — always obtain one through this API.
Default search type =
resource_pack— see the pack-first rule under the Routing Table above.
Access — always go through msw_resource_api.cjs
All resource-API calls in this skill are made through the Node.js wrapper
scripts/msw_resource_api.cjsDo not assemble curl commands by hand. The wrapper:
- Sends UTF-8 JSON bodies directly, so non-ASCII queries (Korean / Japanese / Chinese / emoji) avoid the
{"detail":"There was an error parsing the body"}failure mode that hits inlinecurl -d '...'. - URL-encodes slash-containing path parameters (e.g. pack IDs like
npc/1013617.img). - Zero dependencies (Node 18+ built-in
fetch/AbortController). - Uses the exact OpenAPI field names (
topK,resourceTypeFilter,categoryFilter,count, …). Legacy names likelimit/types/categoriesare silently ignored by the server.
Two ways to use it:
# 1) CLI — fire one call from a shell. Output is pretty-printed JSON.node scripts/msw_resource_api.cjs \ search "orange mushroom" --resource-type resource_pack --category npc --topK 3# Discover available subcommands:node scripts/msw_resource_api.cjs --help
// 2) require — preferred when already in a Node.js context.const { searchResources, searchAvatarItems, findSimilarResources, getResource, getResourcesBatch, getResourceTags, listResources, randomResources, findPacksContaining, listAvatars, getAvatarDefaults,} = require('./scripts/msw_resource_api.cjs');const result = await searchResources("orange mushroom", { resourceTypeFilter: ["resource_pack"], categoryFilter: ["npc"], topK: 3,});
Wrapper function ↔ endpoint map
| Wrapper function | CLI subcommand | Endpoint |
|---|---|---|
searchResources | search | POST /v3/search/resources |
searchAvatarItems | search-avatar | POST /v3/search/resources (avatar mode) |
findSimilarResources | similar | GET /v3/search/resources/similar/{ruid} |
getResource | get | GET /v3/resources/{ruid} (works for sprite / animationclip / resource_pack / avataritem) |
getResourcesBatch | batch | POST /v3/resources/batch |
getResourceTags | tags | GET /v3/resources/tags/{ruid} |
listResources | list | GET /v3/resources (Qdrant Scroll, opaque-string offset cursor) |
randomResources | random | GET /v3/resources/random |
findPacksContaining | packs | GET /v3/resources/packs/{ruid} (lists packs containing a RUID — pack id is NOT accepted here) |
listAvatars | avatars | GET /v3/avatars |
getAvatarDefaults | avatar-defaults | GET /v3/avatars/defaults |
No
/v3/avatars/{ruid}endpoint exists. To inspect an avataritem(color_hex, group members, …), callgetResource(ruid)— the/v3/resources/{ruid}endpoint returns avataritem detail just likeany other resource.
Base URL & transport (informational)
The wrapper handles all of this — you do not need to set it manually.
- Base URL:
https://maplestoryworlds-resourcesearch-new.nexon.com/api - No auth (public),
/v3/prefix, POST bodies areapplication/json; charset=utf-8 - Default timeout: 15s (override via the wrapper's
_request(method, path, { timeout }))
Result count — this skill's default is 3
Unless explicitly told otherwise, always send 3 for the result-count parameteron every search call. The wrapper defaults to 3 as well, and parameter names followthe OpenAPI spec exactly — note that limit / count / topK differ per endpoint.
| Endpoint | Server parameter | Wrapper default |
|---|---|---|
POST /v3/search/resources (resources + avatar) | topK | 3 |
GET /v3/search/resources/similar/{ruid} | topK | 3 |
GET /v3/resources (browsing) | limit | 3 |
GET /v3/resources/random | count | 3 |
GET /v3/resources/packs/{ruid} (packs containing a RUID) | limit | 3 |
The server-side default is 20 or 50, so always pass these parameters explicitly.Increase to 10+ (or 50–100 for avatar broad-browse) only when wider exploration is explicitly required.
offsetparameter caveat — forGET /v3/resourcesandGET /v3/resources/packs/{ruid},offsetis not an integer but the opaque string cursornextOffsetreturned by the previous response.Do not send it on the first page (sending integer0is interpreted as a cursor and returns empty results).
POST body rule — let msw_resource_api.cjs handle it
If you must POST without the wrapper (no HTTP client in your language), reproduce its behaviour:
- Serialize the body as UTF-8 JSON bytes (not a re-encoded shell string).
- Send
Content-Type: application/json; charset=utf-8. - POST raw bytes (e.g. curl's
--data-binary "@file"reading a UTF-8 temp file).
Otherwise, just call the wrapper.
Resource Types
type values (the type field on server responses, and the values you putinto the resourceTypeFilter array when searching):
| type | Description |
|---|---|
sprite | Static image (PNG) |
animationclip | Frame-based animation |
resource_pack | Finished asset bundling sprites + animations + sounds |
bgm | Background music (audio) |
voice | Voice clip — NPC dialogue, etc. (audio) |
effect | Sound effect (audio). Not a visual effect. For visual particles / hit / skill FX, search sprite or animationclip (categories skill / mob / etc). |
avataritem | Avatar costume item (cap, coat, pants, shoes, weapon, …) — same POST /v3/search/resources endpoint with resourceTypeFilter: ["avataritem"]. See references/resource/search.md ("Avatar Item Search") and references/resource/avatar.md. |
All search and listing endpoints use the same type-filter field name:
resourceTypeFilter(an array). Other names liketypesare silently ignored by the server.The wrapper'sresource_type_filterargument (or CLI--resource-type) maps to this field.
⚠
SpriteRendererComponent.SpriteRUIDaccepts bothspriteandanimationclip, but renders them differently:
animationclip→ all frame layers play (shadow + body + foreground)sprite→ that single Sprite renders onlySymptom of mistake: feeding an
animationclipRUID where you intended asprite(or vice-versa) leaves only the shadow layer visible — the body silently vanishes. Always checkpayload.typeof the response before assigning toSpriteRUID. Usespritefor the static idle/default frame; useanimationcliponly for fields likeStateAnimationComponent.ActionSheetvalues.
skeletonandavataritemRUIDs fail silently (no error, nothing renders) when assigned toSpriteRUID/ImageRUIDwithout thethumbnail://prefix. Conversely,CostumeManagerComponent.Custom*Equip/SkeletonRendererComponent.SkeletonRUID/StateAnimationComponent.ActionSheetdo not accept thethumbnail://prefix — pass a plain RUID there. If the search query targeted an icon / thumbnail image and returned aspriteRUID, that RUID is already renderable directly — addingthumbnail://is redundant. Full assignment rules — accepted types, slot-by-slot prefix matrix, RUID-vs-prefix usage — live inmsw-sprite-ruid/SKILL.md.
Categories
category values that actually appear on responses. Use these with categoryFilter.
General resources (sprite / animationclip / resource_pack / bgm / voice / effect)
| category | Description |
|---|---|
mob | Monster |
npc | NPC |
item | Item |
skill | Skill effect / skill resources |
object | Map object (tree, rock, decoration) |
background | Background / map tile / BGM |
foothold | Walkable platform |
rope | Rope |
ladder | Ladder |
etc | Uncategorized |
Avatar (avataritem only)
| category | Slot |
|---|---|
cap, hair, face, faceaccessory, eyeaccessory, earaccessory | Head / face |
coat, longcoat, pants, shoes, glove, cape | Body |
weapon, twohandweapon, subweapon, shield | Weapon |
map,effect,uiare not valid category values — they return zero results.
- Looking for maps / backgrounds →
category: "background"or"object".- Looking for visual effects → search
sprite/animationclipwithcategory: "skill"(ormob/etc);effectis the audio resource_type, not a category.- There is no
uiresource family in this index — UI sprites usually live assprite+category: "etc".
RUID
A 32-character hex string that uniquely identifies every resource. Example: "0017da7385e04bc4b2ddbe5949b4b462"
- The
idfield in search results is the RUID assetGuidis a separate Unity asset GUID (used inspawn_preset)- Never guess or fabricate a RUID — always obtain it from an API response
Common Response Fields
{ "id": "32-char hex RUID", "type": "sprite|animationclip|resource_pack|bgm|voice|effect|avataritem", "category": "mob|npc|item|skill|object|background|foothold|rope|ladder|etc | <avatar slot>", "names": { "ko": ["Korean name"], "en": ["English name"] }, "assetGuid": "Unity asset GUID (may or may not exist)", "payload": { "width": 64, "height": 64, "thumbnail": "https://...", "pivot": {"x": 32, "y": 32}, "frames": [], "elements": [] }}Pagination — same name, two flavors
nextOffset appears in every list-style response but means different things depending on the endpoint. Round-tripping a value into the wrong endpoint silently misbehaves.
| Endpoint | nextOffset type | Meaning | How to paginate |
|---|---|---|---|
POST /v3/search/resources (search) | integer | Item offset (0-based) | Pass it back as offset (number) |
GET /v3/search/resources/similar/{id} (similar) | integer | Item offset | Same |
GET /v3/resources (list) | opaque UUID string | Qdrant Scroll cursor | Pass the string back as offset. End-of-stream = null |
GET /v3/resources/packs/{ruid} (packs) | opaque UUID string | Same cursor | Same |
GET /v3/resources/random | n/a | No pagination | — |
Rules:
- Never feed a
listcursor into asearchcall (or vice versa) — the server ignores the wrong-shape value and returns the first page. - On the first page, omit
offsetentirely. Sending integer0tolist/packsis interpreted as a cursor and yields zero items (silent failure). - Stop paginating when the response returns
nextOffset: null(list / packs) or returns fewer items thantopK(search / similar).
Endpoint Summary
| Method | Endpoint | Purpose |
|---|---|---|
| POST | /v3/search/resources | Natural-language semantic search (incl. avatar items via resourceTypeFilter: ["avataritem"]) |
| GET | /v3/search/resources/similar/{ruid} | Find similar resources |
| GET | /v3/resources/{ruid} | Single resource details (sprite / animationclip / resource_pack with populated elements / avataritem) |
| POST | /v3/resources/batch | Batch fetch multiple resources |
| GET | /v3/resources/tags/{ruid} | AI-generated multilingual tags |
| GET | /v3/resources | List resources (Qdrant Scroll, opaque-string offset cursor) |
| GET | /v3/resources/random | Random resource recommendation |
| GET | /v3/resources/packs/{ruid} | List resource packs containing the given RUID — the path parameter is a 32-char-hex RUID, not a pack id |
| GET | /v3/avatars | List all avatar items (cached) |
| GET | /v3/avatars/defaults | Default avatar body / head RUIDs |
Single avataritem detail uses
/v3/resources/{ruid}(no/v3/avatars/{ruid}endpoint exists).
Resource Routing Guide
★ When in doubt, search
resource_packfirst. Only the rows marked with anexplicit non-pack intent below should bypass the pack-first default.
| Situation | Wrapper call (CLI subcommand) | Reference file |
|---|---|---|
| "Find a slime / orange mushroom / monster / NPC / item / background / map asset" (default — no type specified) | searchResources(query, { resourceTypeFilter: ["resource_pack"], ... }) (search ... --resource-type resource_pack) | references/resource/search.md |
| "Find an individual sprite / single image" (user explicitly asked for a sprite) | searchResources(query, { resourceTypeFilter: ["sprite"], ... }) | references/resource/search.md |
| "Find an individual animationclip" (user explicitly asked for an animation) | searchResources(query, { resourceTypeFilter: ["animationclip"], ... }) | references/resource/search.md |
| "Find a visual effect / particle / hit FX" | searchResources(query, { resourceTypeFilter: ["animationclip","sprite"], categoryFilter: ["skill","mob","etc"] }) — note: effect here would mean audio, not visual | references/resource/search.md |
| "Find a sound / BGM / voice / sound-effect" (audio) | searchResources(query, { resourceTypeFilter: ["bgm"|"voice"|"effect"], ... }) — effect resource_type = sound-effect (audio) | references/resource/search.md |
| "Find a background / map tile / scenery" | searchResources(query, { resourceTypeFilter: ["sprite","animationclip"], categoryFilter: ["background","object"] }) — there is no map category in the index | references/resource/search.md |
| "Find a costume / hat / shoes / weapon (avatar item)" | searchAvatarItems(...) (search-avatar) | references/resource/search.md (Avatar Item Search section) + references/resource/avatar.md |
| "Any more monsters like this one?" | findSimilarResources(ruid, ...) (similar) | references/resource/search.md |
| "Details for RUID abc123" (any type incl. avataritem and resource_pack) | getResource(ruid) (get) | references/resource/detail.md |
| "Show me a list of monster sprites" | listResources(...) (list) | references/resource/browse.md |
| "Which resource packs include this RUID?" | findPacksContaining(ruid, ...) (packs) | references/resource/browse.md |
| "Browse all avatar items" | listAvatars(...) (avatars) | references/resource/avatar.md |
Typical Workflow (pack-first)
1. searchResources(query, { resourceTypeFilter: ["resource_pack"], topK: 3 }) → obtain a resource_pack RUID (or pack id like "npc/9072309.img") → switch types only on explicit user intent, or fall back when 0 packs match2. getResource(id) → resource_pack: payload.elements is pre-populated with element payloads (sprite / animationclip / sound RUIDs live here) → avataritem: payload has color_hex / group meta3. Pick the element from payload.elements and assign its RUID to SpriteRendererComponent.SpriteRUID / StateAnimationComponent.ActionSheet (or assign avataritem RUIDs through the slot mapping in `msw-avatar`)Don't call
findPacksContaining(packId)to "open" a pack — that endpoint takes a 32-hex RUID and returns the packs that include that RUID, not the contents of a pack. UsegetResource(packId)for pack contents.
For detailed Request/Response of each endpoint, refer to the files under
references/resource/.
Sprite Orientation — Most Resources Face Left
Most MSW sprite / animationclip / resource_pack assets — especially mob, npc, and player-character — are authored facing left, so a freshly spawned SpriteRendererComponent renders left unless you flip it.
| Situation | What to do |
|---|---|
| Spawn an entity that should face right | Set FlipX = true on SpriteRendererComponent (default is false = left-facing as authored) |
Custom AI / chase using MovementComponent:MoveToDirection | Update FlipX on direction change: sprite.FlipX = velocity.x > 0 (right ⇒ flip) |
| Monster model / monster collider alignment | Invert TransformComponent.Scale.x instead of FlipX so the sprite and collider stay aligned; see msw-general/references/monster.md |
Native AIChaseComponent / AIWanderComponent | Engine flips automatically based on movement — do nothing |
Top-down (RectTile) movement | Decide per-axis: usually flip when dx > 0; sprites with up/down frames need the StateAnimationComponent action set instead |
_EffectService:PlayEffect(...) should face right | Pass FlipX = true in the options table |
| Player-attached effect must follow the player's facing | Use SyncFlip = true in PlayEffect options, or read PlayerControllerComponent.LookDirectionX |
| Resource is authored facing right (rare) | Inspect payload.thumbnail via GET /v3/resources/{ruid} and invert the rule for that asset |
-- Custom side-view chase: flip sprite to match movement directionlocal sprite = self.Entity.SpriteRendererComponentlocal selfX = self.Entity.TransformComponent.WorldPosition.xlocal dx = targetPos.x - selfXif dx ~= 0 then sprite.FlipX = dx > 0 -- target on the right → flipend
Sanity check — the left-facing convention is not contractual. Open
payload.thumbnailfromGET /v3/resources/{ruid}to confirm.Do not use
TransformComponent.Scale.xas a general renderer flip — for players / effects / non-monster renderers, useSpriteRendererComponent.FlipX. Monster exception: monster models should invertTransformComponent.Scale.xso the sprite and collider stay aligned. Related:msw-combat-system/SKILL.md"Direction check ★",msw-general/references/monster.md.
Shared Tips
- Keyword choice — Use the exact name if you know it; natural-language Korean/English also works.
- Adjust the page-size parameter — the name differs per endpoint (
topKfor search/similar,limitfor list/packs,countfor random). This skill's default is 3 (see the "Result count" table above). Keep it at 3 for precise lookups; increase to 10+ (or 50–100 for avatar broad-browse) only when wider exploration is required. - When search fails:
- Document search fails → read
.d.mluadirectly. - Resource search fails → retry with synonyms or a different category; browse with
listResources(...)(CLI:list) by type/category. POSTreturns{"detail":"There was an error parsing the body"}→ you bypassedthe wrapper and sent JSON inline viacurl -d '{...}'. Switch tomsw_resource_api.cjs(or replicate its UTF-8 raw-body POST pattern) asdescribed in Section 2.
- Document search fails → read
- Composite queries are allowed — e.g.
AttackComponent CalcCriticalfor docs,red slime jumpfor resources. - No guessing — Never guess API names, RUIDs, or enum values; always confirm via search or references.
Tous les fichiers
6 fichiersInstaller msw-search
Téléchargez et décompressez les fichiers de compétences dans votre répertoire .claude/skills/.
Télécharger le ZIPClonez le dépôt et copiez les fichiers de compétence dans votre projet.
git clone https://github.com/MSW-Git/msw-ai-coding-plugins-official/blob/main/plugins/msw-maker-base-skill/skills/msw-search/SKILL.md # Copy SKILL.md to your .claude/skills/ directory
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