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집 Skill MCP 도구 msw-search

MSW 검색 통합 — (1) msw-mcp MCP 서버를 통한 API 문서 및 구현 가이드에 대한 벡터 검색 (mlua_api_retriever / mlua_document_retriever), (2) 리소스(스프라이트 / 애니메이션 / 사운드 / 리소스 팩 / 아바타)에 대한 REST API 검색. “ .d.mlua 파일에 없는 세부 정보, 예제 또는 관련 API 찾기”, “SpriteRUID 필요”, “몬스터 스프라이트”, '배경 이미지', '사운드 찾기', '아바타 아이템 조회' 등에 사용합니다. 키워드: 문서 검색, API 세부 정보, 예제, 가이드, 검색기, 리소스, 스프라이트,

...모든 것을 확장하십시오
10
업데이트 된 시간 2026년 8월 27일

소개 msw-search

Routes는 MSW 개발 관련 쿼리를 두 개의 별도 시스템에 따라 적절한 검색 대상으로 라우팅합니다. 하나는 msw-mcp MCP 서버를 통한 API 문서 및 구현 가이드에 대한 벡터 검색이고, 다른 하나는 스프라이트, 애니메이션, 사운드, 리소스 팩, 아바타와 같은 게임 리소스를 위한 REST API입니다. 라우팅 테이블은 요청이 어떤 경로를 따를지 결정하며, ‘예제를 보여주세요’ 또는 ‘관련된 API가 무엇이 있나요?’(문서 검색)와 같은 문의와 SpriteRUID나 몬스터 스프라이트(리소스 검색)에 대한 요청을 구분합니다. RUID를 얻는 유일한 방법은 리소스 검색뿐입니다.

문서화의 경우, 이 스킬은 특정 조사 순서를 따릅니다. API 이름이 알려진 경우, 시그니처, 타입, 속성, 이벤트 매개변수 및 열거형 값을 확인하기 위해 항상 로컬 .d.mlua 타입 스텁을 먼저 참조합니다. 이러한 스텁에는 시그니처만 포함되어 있고 설명이나 예제가 없기 때문에, 벡터 검색이 이를 보완합니다: mlua_api_retriever는 지정된 API나 컴포넌트에 대한 코드 예제, 매개변수 세부 정보, 관련 API, ScriptOverridable 플래그를 반환하는 반면, mlua_document_retriever는 구현해야 할 내용에 대한 자연어 설명을 바탕으로 저작 매뉴얼과 구현 가이드를 반환합니다. 기본 요청 결과 수는 3개이며, MCP 오류가 발생하면 스킬은 오류를 표시하고 추측 대신 .d.mlua로 대체합니다.

리소스의 경우, resource_pack 유형을 먼저 검색하는 것이 강력히 권장됩니다. 팩(pack)은 하나의 에셋에 대한 모든 스프라이트, 애니메이션, 사운드를 묶어두기 때문이며, payload.elements를 자세히 살펴보면 개별 RUID를 얻을 수 있습니다. 먼저 임의의 스프라이트나 애니메이션 클립을 선택하면 프레임이 하나뿐이거나, 애니메이션이 설정되지 않았거나, 잘못된 애셋 패밀리를 가진 엔티티가 남는 경향이 있으므로, 스킬은 BGM 파일, 개별 스프라이트, 아바타 아이템과 같은 명시적인 의도만 있을 때 리소스 유형을 전환합니다. 비교 표는 .d.mlua가 제공하는 내용과 전체 검색 결과를 대조하며, 변환 표는 예제에서 사용된 Maker Editor 구문을 .mlua 파일 구문으로 변환합니다. 여기서 오버라이드는 메서드로, 중괄호를 끝으로, 에디터의 exec-space 토글을 @ExecSpace 어노테이션으로 매핑합니다. 단, 오버라이드의 @ExecSpace는 상위 선언과 바이트 단위로 일치해야 하며, 그렇지 않으면 LEA-3014 SignatureMismatch 오류가 발생한다는 점에 유의하십시오.

자주 묻는 질문

이 스킬로 검색할 수 있는 두 가지 항목은 무엇입니까?

msw-mcp 서버에서 벡터 검색을 통해 API 문서와 구현 가이드를 검색하고, REST API를 통해 게임 리소스(스프라이트, 애니메이션, 사운드, 리소스 팩, 아바타)를 검색합니다. RUID를 얻으려면 리소스 검색을 통해서만 가능합니다.

API를 찾을 때 .d.mlua를 먼저 확인해야 할까요, 아니면 벡터 검색을 먼저 해야 할까요?

API 이름을 알고 있다면 항상 .d.mlua를 먼저 읽으십시오. .d.mlua는 시그니처, 유형, 속성, 이벤트 매개변수 및 열거형 값을 정확하게 제공하기 때문입니다. 코드 예제나 매개변수별 세부 정보가 필요한 경우 등, .d.mlua의 시그니처만으로는 부족한 경우에만 벡터 검색을 사용하십시오.

이 스킬이 리소스 검색을 resource_pack부터 시작할 것을 권장하는 이유는 무엇인가요?

리소스 팩은 하나의 에셋에 포함된 모든 스프라이트, 애니메이션, 사운드를 묶어두기 때문에, 팩을 검색한 후 payload.elements로 세부 정보를 파고들면 일관된 RUID를 얻을 수 있습니다. 단독 스프라이트나 애니메이션 클립을 먼저 선택하면 대개 엔티티에 프레임이 하나만 남아 있거나, 애니메이션 세트가 없거나, 잘못된 에셋 패밀리가 지정되는 경우가 많습니다.

mlua_api_retriever와 mlua_document_retriever의 차이점은 무엇인가요?

mlua_api_retriever는 지정된 API, 클래스, 함수 또는 컴포넌트에 대한 시그니처, 매개변수, 예제 및 관련 API와 같은 API 수준의 세부 정보를 반환합니다. mlua_document_retriever는 작성 매뉴얼 및 지침과 같은 문서 형식의 자료를 반환하며, 구현하고자 하는 내용을 설명하는 자연어 문장을 입력으로 받습니다.

오버라이드가 LEA-3014 SignatureMismatch 오류로 실패하는 이유는 무엇일까요?

검색 결과 예제는 Maker Editor 구문을 사용하며, 이 구문에서는 부모의 exec 공간이 종종 숨겨져 있고 토글이 가능합니다. .mlua 파일에서 오버라이드의 @ExecSpace는 .d.mlua 파일 내 부모의 @ExecSpace와 바이트 단위로 동일해야 하며, 부모에 @ExecSpace가 없는 경우 오버라이드에서도 이를 완전히 생략해야 합니다.

모든 파일

6개파일references/resource/detail.md 3.8KB보기SKILL.md 28.2KB보기references/resource/browse.md 6.8KB보기scripts/msw_resource_api.cjs 23.6KB 보기 references/resource/avatar.md 4.5KB 보기 references/resource/search.md 11.2 KB 보기
GitHub에서 보기

MSW has two distinct search targets:

  1. API docs & implementation guides — Vector search for descriptions, code examples, and related APIs missing from .d.mlua.
  2. Resources — REST API for sprites, animations, sounds, resource packs, and avatars. The only path for obtaining RUIDs.

Routing Table

Request typeGo 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_pack first

Unless the user explicitly asks for an individual sprite / animationclip / sound / avatar item (or names a non-pack RUID directly), pass resourceTypeFilter: ["resource_pack"] to searchResources. A pack bundles every sprite + animation + sound for one asset, so picking a stray sprite or animationclip first 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

SituationExample
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.

SituationMCP toolExample query
Need a code examplemlua_api_retrieverAIComponent example, BehaviorTree usage
Parameter detailsmlua_api_retrieverBadgeService GetBadgeInfosAndWait parameters
Related API cross-referencesmlua_api_retrieverAttackComponent related, HitComponent
ScriptOverridable checkmlua_api_retrieverAttackComponent CalcCritical override
Don't know the API nameboth retrieversdamage calculation, inventory save
"How do I …?" implementation guidemlua_document_retrieverhow to make inventory system
Pattern / best practicemlua_document_retrievercollision detection best practice

MCP Tools (msw-mcp)

ToolDescription
mlua_api_retrieverAPI details for Service / Component / Misc etc. (signatures, parameters, examples). Pass an API/class/function/component name.
mlua_document_retrieverAuthoring 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.mluaSearch
Method signature / typesOO
Property declarationsOO
Detailed method description (DetailDesc)XO
Code examples (AdditionalPageContent)XO
Per-parameter descriptionsXO
Related APIs (SeeAlsoAPIs)XO
Related guides (SeeAlsoGuides)XO
ScriptOverridable flagXO
SyncDirectionPartialO
Localized descriptions (Ko/Ja/Es/Zh)XO

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.

ItemMaker Editor.mlua fileNote
Override declarationoverride integer CalcDamage(...)method integer CalcDamage(...)overridemethod
Block{ ... }... endBraces → end
Exec space (own method)[server only]@ExecSpace("ServerOnly")Self-defined methods: annotate explicitly
Exec space (override)[server only] shown / omitted in editorMatch the parent's @ExecSpace exactly — see warning belowLEA-3014 if mismatched
PropertyProperty: int32 Score = 0@Sync property int32 Score = 0Add @Sync if synced
Type intintintegerC# int → mlua integer
Type numbernumbernumberSame (double)
Type floatfloatfloatSame (single)

number (64-bit double) and float (32-bit single) are assignable to each other but remain distinct types. Follow the .d.mlua declaration.

⚠ Override ExecSpace caveat — LEA-3014 SignatureMismatch

The Maker Editor often hides the parent's exec space and lets you toggle [server only] freely on an override block. In .mlua, however, the override's @ExecSpace must 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 @ExecSpace entirely.

Concretely, the AttackComponent / HitComponent damage hooks (CalcDamage, CalcCritical, GetCriticalDamageRate, GetDisplayHitCount, IsAttackTarget, IsHitTarget, OnAttack) are all ExecSpace=All upstream. 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.mlua first 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.cjs

Do 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 inline curl -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 like limit / types / categories are 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 functionCLI subcommandEndpoint
searchResourcessearchPOST /v3/search/resources
searchAvatarItemssearch-avatarPOST /v3/search/resources (avatar mode)
findSimilarResourcessimilarGET /v3/search/resources/similar/{ruid}
getResourcegetGET /v3/resources/{ruid} (works for sprite / animationclip / resource_pack / avataritem)
getResourcesBatchbatchPOST /v3/resources/batch
getResourceTagstagsGET /v3/resources/tags/{ruid}
listResourceslistGET /v3/resources (Qdrant Scroll, opaque-string offset cursor)
randomResourcesrandomGET /v3/resources/random
findPacksContainingpacksGET /v3/resources/packs/{ruid} (lists packs containing a RUID — pack id is NOT accepted here)
listAvatarsavatarsGET /v3/avatars
getAvatarDefaultsavatar-defaultsGET /v3/avatars/defaults

No /v3/avatars/{ruid} endpoint exists. To inspect an avataritem(color_hex, group members, …), call getResource(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 are application/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.

EndpointServer parameterWrapper default
POST /v3/search/resources (resources + avatar)topK3
GET /v3/search/resources/similar/{ruid}topK3
GET /v3/resources (browsing)limit3
GET /v3/resources/randomcount3
GET /v3/resources/packs/{ruid} (packs containing a RUID)limit3

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.

offset parameter caveat — for GET /v3/resources and GET /v3/resources/packs/{ruid},offset is not an integer but the opaque string cursor nextOffset returned by the previous response.Do not send it on the first page (sending integer 0 is 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:

  1. Serialize the body as UTF-8 JSON bytes (not a re-encoded shell string).
  2. Send Content-Type: application/json; charset=utf-8.
  3. 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):

typeDescription
spriteStatic image (PNG)
animationclipFrame-based animation
resource_packFinished asset bundling sprites + animations + sounds
bgmBackground music (audio)
voiceVoice clip — NPC dialogue, etc. (audio)
effectSound effect (audio). Not a visual effect. For visual particles / hit / skill FX, search sprite or animationclip (categories skill / mob / etc).
avataritemAvatar 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 like types are silently ignored by the server.The wrapper's resource_type_filter argument (or CLI --resource-type) maps to this field.

SpriteRendererComponent.SpriteRUID accepts both sprite and animationclip, but renders them differently:

  • animationclip → all frame layers play (shadow + body + foreground)
  • sprite → that single Sprite renders only

Symptom of mistake: feeding an animationclip RUID where you intended a sprite (or vice-versa) leaves only the shadow layer visible — the body silently vanishes. Always check payload.type of the response before assigning to SpriteRUID. Use sprite for the static idle/default frame; use animationclip only for fields like StateAnimationComponent.ActionSheet values.

skeleton and avataritem RUIDs fail silently (no error, nothing renders) when assigned to SpriteRUID / ImageRUID without the thumbnail:// prefix. Conversely, CostumeManagerComponent.Custom*Equip / SkeletonRendererComponent.SkeletonRUID / StateAnimationComponent.ActionSheet do not accept the thumbnail:// prefix — pass a plain RUID there. If the search query targeted an icon / thumbnail image and returned a sprite RUID, that RUID is already renderable directly — adding thumbnail:// is redundant. Full assignment rules — accepted types, slot-by-slot prefix matrix, RUID-vs-prefix usage — live in msw-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)

categoryDescription
mobMonster
npcNPC
itemItem
skillSkill effect / skill resources
objectMap object (tree, rock, decoration)
backgroundBackground / map tile / BGM
footholdWalkable platform
ropeRope
ladderLadder
etcUncategorized

Avatar (avataritem only)

categorySlot
cap, hair, face, faceaccessory, eyeaccessory, earaccessoryHead / face
coat, longcoat, pants, shoes, glove, capeBody
weapon, twohandweapon, subweapon, shieldWeapon

map, effect, ui are not valid category values — they return zero results.

  • Looking for maps / backgrounds → category: "background" or "object".
  • Looking for visual effects → search sprite / animationclip with category: "skill" (or mob/etc); effect is the audio resource_type, not a category.
  • There is no ui resource family in this index — UI sprites usually live as sprite + category: "etc".

RUID

A 32-character hex string that uniquely identifies every resource. Example: "0017da7385e04bc4b2ddbe5949b4b462"

  • The id field in search results is the RUID
  • assetGuid is a separate Unity asset GUID (used in spawn_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.

EndpointnextOffset typeMeaningHow to paginate
POST /v3/search/resources (search)integerItem offset (0-based)Pass it back as offset (number)
GET /v3/search/resources/similar/{id} (similar)integerItem offsetSame
GET /v3/resources (list)opaque UUID stringQdrant Scroll cursorPass the string back as offset. End-of-stream = null
GET /v3/resources/packs/{ruid} (packs)opaque UUID stringSame cursorSame
GET /v3/resources/randomn/aNo pagination

Rules:

  1. Never feed a list cursor into a search call (or vice versa) — the server ignores the wrong-shape value and returns the first page.
  2. On the first page, omit offset entirely. Sending integer 0 to list / packs is interpreted as a cursor and yields zero items (silent failure).
  3. Stop paginating when the response returns nextOffset: null (list / packs) or returns fewer items than topK (search / similar).

Endpoint Summary

MethodEndpointPurpose
POST/v3/search/resourcesNatural-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/batchBatch fetch multiple resources
GET/v3/resources/tags/{ruid}AI-generated multilingual tags
GET/v3/resourcesList resources (Qdrant Scroll, opaque-string offset cursor)
GET/v3/resources/randomRandom 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/avatarsList all avatar items (cached)
GET/v3/avatars/defaultsDefault 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_pack first. Only the rows marked with anexplicit non-pack intent below should bypass the pack-first default.

SituationWrapper 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 visualreferences/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 indexreferences/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. Use getResource(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.

SituationWhat to do
Spawn an entity that should face rightSet FlipX = true on SpriteRendererComponent (default is false = left-facing as authored)
Custom AI / chase using MovementComponent:MoveToDirectionUpdate FlipX on direction change: sprite.FlipX = velocity.x > 0 (right ⇒ flip)
Monster model / monster collider alignmentInvert TransformComponent.Scale.x instead of FlipX so the sprite and collider stay aligned; see msw-general/references/monster.md
Native AIChaseComponent / AIWanderComponentEngine flips automatically based on movement — do nothing
Top-down (RectTile) movementDecide per-axis: usually flip when dx > 0; sprites with up/down frames need the StateAnimationComponent action set instead
_EffectService:PlayEffect(...) should face rightPass FlipX = true in the options table
Player-attached effect must follow the player's facingUse 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.thumbnail from GET /v3/resources/{ruid} to confirm.

Do not use TransformComponent.Scale.x as a general renderer flip — for players / effects / non-monster renderers, use SpriteRendererComponent.FlipX. Monster exception: monster models should invert TransformComponent.Scale.x so the sprite and collider stay aligned. Related: msw-combat-system/SKILL.md "Direction check ★", msw-general/references/monster.md.

Shared Tips

  1. Keyword choice — Use the exact name if you know it; natural-language Korean/English also works.
  2. Adjust the page-size parameter — the name differs per endpoint (topK for search/similar, limit for list/packs, count for 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.
  3. When search fails:
    • Document search fails → read .d.mlua directly.
    • Resource search fails → retry with synonyms or a different category; browse with listResources(...) (CLI: list) by type/category.
    • POST returns {"detail":"There was an error parsing the body"} → you bypassedthe wrapper and sent JSON inline via curl -d '{...}'. Switch tomsw_resource_api.cjs (or replicate its UTF-8 raw-body POST pattern) asdescribed in Section 2.
  4. Composite queries are allowed — e.g. AttackComponent CalcCritical for docs, red slime jump for resources.
  5. No guessing — Never guess API names, RUIDs, or enum values; always confirm via search or references.

msw-search 설치

스킬 파일을 다운로드하여 .claude/skills/ 디렉터리에 압축을 풀어주세요.

ZIP 다운로드

저장소를 클론하고 스킬 파일을 프로젝트에 복사하세요.

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

복사 복사
빠른 설정: skill 폴더를 .claude/skills/로 복사하면 Claude가 해당 스킬을 자동으로 감지하여 사용합니다.

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