msw-search
msw-git/msw-ai-coding-plugins-official
Интеграция поиска MSW — (1) векторный поиск документации по API и руководств по внедрению через сервер MCP msw-mcp (mlua_api_retriever / mlua_document_retriever), (2) поиск ресурсов (спрайтов, анимации, звуков, наборов ресурсов, аватаров) с помощью REST API. Используйте для «поиска подробностей, примеров или связанных API, которых нет в .d.mlua», «поиска SpriteRUID», «спрайта монстра», «фоновое изображение», «поиск звука», «поиск предмета для аватара» и т. д. Ключевые слова: поиск по документации, подробности API, примеры, руководство, средство поиска, ресурс, спрайт,
...Расширить всеО msw-search
Направляет запросы по разработке MSW к правильному объекту поиска в двух различных системах: векторный поиск документации по API и руководств по реализации через сервер msw-mcp MCP, а также REST API для игровых ресурсов, таких как спрайты, анимации, звуки, наборы ресурсов и аватары. Таблица маршрутизации определяет, по какому пути пройдет запрос, отделяя запросы типа «покажи пример» или «какие существуют связанные API» (поиск документации) от запросов на SpriteRUID или спрайт монстра (поиск ресурсов). Поиск ресурсов — единственный способ получить RUID.
Что касается документации, этот сكيل устанавливает порядок поиска. Если название API известно, сначала всегда просматриваются локальные заглушки типа .d.mlua для проверки сигнатур, типов, свойств, параметров событий и значений перечислений. Поскольку эти заглушки содержат только сигнатуры и не имеют описаний и примеров, их дополняет векторный поиск: mlua_api_retriever возвращает примеры кода, подробную информацию о параметрах, связанные API и флаги ScriptOverridable для указанного API или компонента, в то время как mlua_document_retriever возвращает руководства по разработке и руководства по реализации на основе описания на естественном языке того, что нужно создать. По умолчанию запрашивается три результата, и при любом сбое MCP навык выводит сообщение об ошибке и переключается на файл .d.mlua, а не пытается угадать результат.
Что касается ресурсов, по умолчанию сначала производится поиск по типу resource_pack, поскольку пакет объединяет все спрайты, анимации и звуки для одного актива; далее, при углубленном поиске в payload.elements получаются отдельные RUID. Выбор отдельного спрайта или анимационного клипа в первую очередь, как правило, приводит к появлению объектов с одним кадром, без набора анимаций или с неправильным семейством ресурсов, поэтому навык переключается между типами ресурсов только по явному намерению, например, при поиске файла фоновой музыки, отдельного спрайта или элемента аватара. В сравнительной таблице приведены результаты, предоставляемые .d.mlua, в сравнении с полными результатами поиска, а таблица преобразования переводит синтаксис Maker Editor в примерах в синтаксис файла .mlua — сопоставляя переопределение с методом, фигурные скобки — на конец, а переключатели пространства выполнения редактора — на аннотации @ExecSpace; при этом следует помнить, что @ExecSpace переопределения должно байт за байтом совпадать с родительским объявлением, иначе возникнет ошибка LEA-3014 SignatureMismatch.
Часто задаваемые вопросы
Что именно можно искать с помощью этого навыка?
Он осуществляет поиск в документации по API и руководствах по реализации с помощью векторного поиска на сервере msw-mcp, а также в игровых ресурсах (спрайтах, анимациях, звуках, наборах ресурсов, аватарах) через REST API. Поиск по ресурсам — единственный способ получения RUID.
С чего лучше начинать поиск API: с файла .d.mlua или с векторного поиска?
Всегда сначала читайте файл .d.mlua, если вам известно название API, так как в нём точно указаны сигнатуры, типы, свойства, параметры событий и значения перечислений. Используйте векторный поиск только в том случае, если содержания файла .d.mlua, посвящённого исключительно сигнатурам, недостаточно, например, когда вам нужен пример кода или подробная информация по каждому параметру.
Почему навык рекомендует начинать поиск ресурсов с resource_pack?
Пакет ресурсов объединяет все спрайты, анимации и звуки для одного ассета, поэтому поиск по пакету и переход к payload.elements дают согласованные RUID. Если сначала выбрать отдельный спрайт или анимационный клип, то обычно получается объект с одним кадром, без набора анимаций или с неправильным семейством ассетов.
В чём разница между функциями `mlua_api_retriever` и `mlua_document_retriever`?
mlua_api_retriever возвращает сведения на уровне API, такие как сигнатуры, параметры, примеры и связанные API для указанного API, класса, функции или компонента. mlua_document_retriever возвращает материалы в формате документации, например руководства по разработке и рекомендации, и принимает предложение на естественном языке, описывающее то, что вы хотите реализовать.
Почему моё переопределение может завершиться с ошибкой LEA-3014 SignatureMismatch?
В примерах результатов поиска используется синтаксис Maker Editor, в котором пространство выполнения родительского объекта часто скрыто и может включаться/выключаться. В файле .mlua параметр @ExecSpace переопределения должен быть байтово идентичен параметру родительского объекта в файле .d.mlua, а если у родительского объекта нет @ExecSpace, в переопределении его необходимо полностью опустить.
Все файлы
6файловreferences/resource/detail.md 3,8КБ ПросмотретьSKILL.md 28,2КБ Просмотреть references/resource/browse.md 6,8КБ Просмотреть scripts/msw_resource_api.cjs 23,6КБ Просмотр references/resource/avatar.md 4,5КБ Просмотр references/resource/search.md 11,2 КБ ПросмотрMSW 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.
Все файлы
6 файловУстановить msw-search
Скачайте файлы навыков и распакуйте их в каталог .claude/skills/.
Скачать ZIPКлонируйте репозиторий и скопируйте файлы навыка в свой проект.
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
Копировать





Дом
