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首页首页 Skill MCP 工具 msw-search

MSW 搜索集成 — (1) 通过 msw-mcp MCP 服务器对 API 文档和实现指南进行向量搜索(mlua_api_retriever / mlua_document_retriever), (2) 通过REST API搜索资源(贴图 / 动画 / 音效 / 资源包 / 头像)。 适用于“查找 .d.mlua 文件中未包含的详细信息、示例或相关 API”、“需要 SpriteRUID”、“怪物贴图”、 “背景图片”、“查找音效”、“头像道具查询”等场景。关键词:文档搜索、API 详情、示例、指南、检索器、资源、精灵图、

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更新时间 2026-08-27

关于msw-search

将 MSW 开发查询路由到两个不同系统中的正确搜索目标:通过 msw-mcp MCP 服务器进行 API 文档和实现指南的向量搜索,以及用于游戏资源(如精灵、动画、音效、资源包和头像)的 REST API。 路由表决定请求应采取的路径,将“请给我一个示例”或“有哪些相关 API”(文档搜索)这类查询,与获取 SpriteRUID 或怪物精灵图(资源搜索)的请求区分开来。资源搜索是获取 RUID 的唯一途径。

对于文档,该技能强制执行特定的检索顺序。当已知 API 名称时,系统会首先查询本地 .d.mlua 类型的存根文件,以获取签名、类型、属性、事件参数和枚举值。由于这些存根文件仅包含签名而缺少描述和示例,因此会通过向量搜索进行补充: mlua_api_retriever 针对指定的 API 或组件返回代码示例、参数详情、相关 API 以及 ScriptOverridable 标志,而 mlua_document_retriever 则根据“要构建什么”的自然语言描述,返回创作手册和实现指南。 默认请求结果数为三条,若 MCP 请求失败,技能会显示错误并回退到 .d.mlua 文件,而非进行猜测。

对于资源,强烈建议优先搜索 resource_pack 类型,因为一个包会捆绑某个资源的所有精灵、动画和声音;随后深入查询 payload.elements 即可获取各个 RUID。 如果首先选择一个孤立的精灵或动画片段,往往会导致实体仅有一个帧、未设置动画或资产家族不正确,因此该技能仅在收到明确意图(如背景音乐文件、单个精灵或头像道具)时才会切换资源类型。 对比表展示了 .d.mlua 提供的内容与完整搜索结果的差异,转换表则将示例中的 Maker Editor 语法转换为 .mlua 文件语法——将 override 映射为 method, 大括号映射为结束符,编辑器中的 exec-space 开关映射为 @ExecSpace 注解——并提醒:重写声明的 @ExecSpace 必须与父声明字节级匹配,否则将触发 LEA-3014 SignatureMismatch 错误。

常见问题

该技能可以搜索哪两类内容?

它通过在 msw-mcp 服务器上进行向量搜索来检索 API 文档和实现指南,并通过 REST API 检索游戏资源(精灵、动画、音效、资源包、头像)。资源搜索是获取 RUID 的唯一途径。

查找 API 时,应该先查阅 .d.mlua 文件还是先进行向量搜索?

当您已知 API 名称时,请务必先阅读 .d.mlua 文件,因为它能准确提供签名、类型、属性、事件参数和枚举值。仅当 .d.mlua 中仅包含签名的内容不足时,才使用向量搜索,例如当您需要代码示例或参数级别的详细信息时。

为什么该技能建议从 resource_pack 开始进行资源搜索?

资源包将某个资源的所有精灵、动画和声音打包在一起,因此先搜索该包并深入查看 payload.elements,可以获得连贯的 RUID。如果先选择单个精灵或动画片段,通常会导致该实体仅有一个帧、没有设置动画,或者所属资源家族不正确。

mlua_api_retriever 和 mlua_document_retriever 有什么区别?

mlua_api_retriever 返回 API 级别的详细信息,例如指定 API、类、函数或组件的签名、参数、示例以及相关 API。mlua_document_retriever 返回文档风格的内容,如创作手册和指南,并接受描述您想要实现功能的自然语言句子。

为什么我的重写会因 LEA-3014 SignatureMismatch 而失败?

搜索结果示例使用 Maker Editor 语法,其中父节点的执行空间通常被隐藏且可切换。在 .mlua 文件中,重写代码的 @ExecSpace 必须与 .d.mlua 文件中父节点的 @ExecSpace 字节完全一致;如果父节点没有 @ExecSpace,则重写代码必须完全省略该部分。

所有文件

6个文件references/resource/detail.md 3.8KB 查看SKILL.md 28.2KB 查看references/resource/browse.md 6.8KB 查看scripts/msw_resource_api.cjs 23.6KB 查看 references/resource/avatar.md 4.5KB 查看 references/resource/search.md 11.2 KB 查看
在 GitHub 上查看

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.

安装 msw-search

下载技能文件并将其解压到 .claude/skills/ 目录中。

下载ZIP

克隆仓库并复制技能文件到您的项目中。

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

复制 复制
快速设置: 将技能文件夹复制到 .claude/skills/ 目录下,Claude 会自动检测并使用该技能

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