npx skills add ...
npx skills add msw-git/msw-ai-coding-plugins-official --skill maplestory-skill-maker
Create advanced MapleStory Worlds player attack and movement skills and preserve the project's monster combat presentation. Use for direct/projectile attacks, hit/die animation, damage-skin death hold, knockback pulses, monster ATTACK range/timing, custom player animation and cast locks, double jump, teleport/blink, cooldowns, hotkeys, or updates to the player/monster skill pipelines.
npx skills add msw-git/msw-ai-coding-plugins-official --skill maplestory-skill-maker
Use this skill to create reusable attack-skill and movement-skill implementation patterns for this project's MSW player stacks.
This is not a basic MSW combat-rule summary. Treat it as a project-specific implementation guide for skills whose gameplay timing and visual timing may intentionally diverge from the default MSW presentation flow.
The intended design is type-driven: define a small number of skill types, then stamp out concrete attack or movement skills by tuning family-specific data.
Create advanced player-skill implementation patterns from reusable types. Attack skills tune damage/judgment/presentation; movement skills tune movement power/distance, air-use count, collision policy, and authority/prediction.
For the attack family, this guide handles authoritative judgment, HP/death state, and visual hit timing. For the movement family, use the platform-aware execution and validation contract in references/movement/skills.md.
Before editing project files, load the normal MSW foundation for the task:
msw-generalmsw-ui-system for .ui reads/writes and msw-ui-kit for themed part RUIDs, both for the skill hotbar UI, which is a default deliverable for every skill (see references/architecture/hotbar-ui.md)msw-scripting for any .mlua editsmsw-combat-system for hit/damage/projectile workmsw-defaultplayer for double jump, teleport, Body, or player movement workmsw-avatar for attack animation or avatar action changesmsw-search when an effect, sprite, animation, sound, projectile image, or avatar item RUID is needed; the selection ladder, appearance-confirmation step, and blocked-search reporting rule are owned by references/architecture/resource-selection.mdmsw-mcp when the msw-search resource pipeline is required; if it is unavailable, follow the fallback and blocked-search reporting rule in references/architecture/resource-selection.md, and additionally the icon-specific blocked state in references/architecture/hotbar-ui.md when the affected field is a hotbar iconFor every player attack, player movement, or monster-presentation create/modify request, read references/execution-core.md first and follow its stage gates and sole detail-loading matrix. Do not select required contracts from the catalog below. For guide-only work, use the lightweight route under Request Modes.
Treat every applicable required rule as work to execute, not commentary to repeat. Do not stop with an apology, realization, praise of the guide, or a restatement such as “this must be followed,” and do not hand the rule back to the user for confirmation.
When a missed or unevidenced obligation is discovered, immediately reopen the affected ledger rows to OPEN, inspect the required project evidence, correct the implementation, and run the named verification before continuing. Mark a row BLOCKED only when the exact required access or evidence is unavailable; record what is missing and ask only for that specific external artifact. For per-model HIT/death obligations, execute the required model-by-model artifact and gates rather than merely citing them. (→ references/player/preflight.md, references/verification/monster-visual-harness.md)
This section is intentionally in SKILL.md because linked references are loaded progressively and an agent that skips the first link would otherwise miss the attack's foundation and presentation obligations. It fixes the first actions and required artifacts; leaf references still own exact behavior.
For every player attack create/modify request, complete these actions before any project write:
.maplestory-skill-maker-ledger.md in the target project root and keep it through handoff.OPEN status:| Required family | Rows that must exist before editing |
|---|---|
DATA — attack data foundation | DATA-01 existing/new DataSet and catalog decision; DATA-02 schema and project-managed CSV/DataSet asset; DATA-03 concrete attack row and usable binding row; DATA-04 catalog load/validation evidence |
PAP — player attack presentation | PAP-01–PAP-04 |
PAJ — player attack judgment | PAJ-01–PAJ-04 |
MHP — monster hit/death presentation | MHP-01–MHP-04, expanded per effective target class |
Do not create or edit project scripts, components, entities, DataSets, or CSVs until this startup ledger exists. A damaging player attack is not implemented unless all four families have implementation locations: attack data, player casting presentation, immediate judgment, and monster receiving-hit/death presentation. Missing Maker/runtime access changes runtime-dependent rows to BLOCKED; it never authorizes omitting their implementation or silently narrowing the attack to damage-only behavior.
This is a document dictionary, not a second routing table. The fixed player-attack startup list above protects progressive loading; after that entry gate, references/execution-core.md is the only authority for conditional document selection and timing. Leaf references own exact behavior.
Classify every request before loading domain references:
If a request spans modes, record the combination explicitly. Do not import another mode's defaults or deliverables without a matching execution-core condition.
SKILL.md owns request classification, external context, entry routing, and the player-attack startup/definition-of-done gate above.