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msw-general一般城市固体废物

Agent Skill

msw-general 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

432

周安装

18

GitHub Stars

公开资料未说明

下载量

144
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:msw-general(一般城市固体废物)
来源仓库:https://github.com/msw-git/msw-ai-coding-plugins-official
仓库路径:skills/msw-general
安装命令:
npx skills add https://github.com/msw-git/msw-ai-coding-plugins-official --skill msw-general
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/msw-git/msw-ai-coding-plugins-official --skill msw-general

简介

msw-general 用于查找、检索和筛选相关信息,适合快速定位候选结果。

  • 适用于需要根据关键词或任务场景从来源线索中获取信息的场景。
  • 通过 npx skills add 命令安装,需结合原始 README 核验具体用法。
  • 安装前建议确认权限范围、维护状态及是否触发联网或文件读写操作。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

MSW General — Foundation Skill

The foundation skill for MSW (MapleStory Worlds) creation, integrating shared tools, domain knowledge, platform rules, and file authoring. Every other MSW skill depends on it.


Core Principle: Visual Polish

MSW is a game creation platform. The goal is not a prototype where logic merely runs — it is a polished game players can enjoy.

So whatever entity you create — monster, NPC, tower, item, background object — search for and apply appropriate resources (sprites, animations, sounds) that match its role and personality. Do not leave the default sprite in place or leave SpriteRUID empty.

Resource application principle when creating an entity:

  1. After creating the entity, use the msw-search skill to find sprites/animations that fit it
  2. Apply the RUID of the found resource to SpriteRendererComponent so the entity is visually represented
  3. If there is combat, also set hit/explosion effects; if there is interaction, set sound effects
Functionality implemented!= finished. A polished game requires appropriate resources plus visual presentation.

When making a .model — catalog first

Do not start a new .model from an empty file. The skill-local models/ folder contains validated templates organized by category — monsters (ChaseMonster/MoveMonster/StaticMonster), NPC (StaticNPC), players (Player/DefaultPlayer), terrain (Foothold/Ladder/Rope/Portal), map objects (MapObject/SkeletonMapObject/ItemAsset), particles (BasicParticle/SpriteParticle/AreaParticle/AnimationPlayer), sound (Sound/SoundEffect), tile map containers (TileMap/RectTileMap), UI (UIButton/UIText/UISprite/UIGroup, etc.), external media (WebSprite/YoutubePlayerWorld).

Workflow: pick the closest template from the catalog → Read → replace the 3 identifiers (EntryKey, Id, Name) → customize Components/Valuessave under a typed subfolder of RootDesk/MyDesk/Models/ (e.g. Models/Monsters/{Name}.model, never directly under MyDesk/) → refresh. Detailed catalog and substitution procedure: references/model.md §2.

Every template includes a consistent MODNativeType assembly string — this avoids the most common mistake of writing ValueType by hand and producing a silent failure.
For a monster, start with models/MonsterCanonical.model and references/monster.md. The other monster templates (ChaseMonster / MoveMonster / StaticMonster) leave ActionSheet empty and use defaults that silently fail (uppercase keys, SortingLayer="Default", IsLegacy=true).

Placing multiple entities — model first

If the same entity is going to appear twice or more in a map (5 monsters, 10 trees, 3 portals, …), author a .model first and place each instance via modelId rather than copy-pasting inline @components.

Instance count of same compositionChoice
1 (truly one-off decoration in a single map)inline @components is acceptable
≥2.model + modelId instances (default)
Spawned at runtime (SpawnByModelId).model is required regardless of count

Why this is the default:

  • Edit once, propagate everywhere — change SpriteRUID/HP/ActionSheet in the model and every instance updates. Inline copies require touching N entities each time.
  • Smaller, reviewable .map diffsmodelId instances carry only Transform overrides; inline copies bloat the map by hundreds of lines per entity.
  • Avoids drift — five inline copies silently diverge (one gets IsLegacy: true, another forgets SortingLayer: "MapLayer0"). The model anchors the canonical values.
  • Required for SpawnByModelId — without a registered model id, dynamic spawning fails.

Workflow:

  1. Author .model under RootDesk/MyDesk/Models/{Category}/{Name}.model (see folder rule above).
  2. In .map Entities[], each instance sets modelId + origin.entry_id to the same id, with only TransformComponent (and any per-instance overrides) in @components.
  3. refresh.

Details and the inline-vs-modelId comparison: references/entity.md "Two-Step Map Editing Workflow", references/model.md §1.


8 Core Rules (must memorize)

  1. If you don't align TileMapMode ↔ Body mapping, the entity will not move (no error) → references/platform.md §4
  2. User scripts only work as a .mlua + .codeblock pair.codeblock is generated by Maker Refresh
  3. If SpriteRUID is an empty string, the entity is invisible on screen (no error)
  4. When calling SpawnByModelId, not passing a map entity (self.Entity.CurrentMap) as parent causes a runtime error
  5. Coordinates are in world units (1 unit = 100 px). Pixel values are off by 100x
  6. Maker only scans RootDesk/ — user files placed in Global/ will not be recognized
  7. Do not modify .d.mlua or .codeblock. For .map/.ui/.model, prefer dedicated builders/editors over direct JSON editing
  8. CoreVersion is 26.3.0.0 — do not work if there is a mismatch

MCP Tool Quick Reference (msw-maker-mcp)

ToolPurpose
play / stopEnter / exit play mode
refreshSync Maker after file change (not allowed during play)
logs / clear_logsRead / clear runtime and build logs
screenshotCall only when explicitly requested by the user
keyboard_input / mouse_inputSimulate input in play mode
Usage limits, parameters, async behavior detail → references/mcp-tools.md On MCP call failure / "MCP connection" / "API Key" requests → msw-env-setup skill

Per-task routing — which reference to read

Environment / domain understanding

What you want to knowFile to read
MCP tool detail (parameters, constraints, async)references/mcp-tools.md
World instance, Room, workspace, hierarchy, file paths, play modereferences/workspace.md

Platform rules / map / physics

What you want to knowFile to read
TileMapMode ↔ Body, file pairs, coordinate system, layers, SpriteRUID, spawn rulesreferences/platform.md §1-8
MapleTile/RectTile/SideViewRectTile physics, movement, collision per map typereferences/platform.md §9
Troubleshooting (not visible / not moving / floating in air / passing through walls, etc.)references/platform.md §11
.directory, ID generation, EntryKey,.config, CoreVersionreferences/platform.md §2,14-16

File authoring (.map /.model /.ui /.dataset)

TaskFile to read
File authoring routing / shared principlesreferences/authoring.md
.map tile maps and tile sets (TileMapMode, tileMap,.tileset)references/tile.md
.model templates (components, Properties, Values, Children)references/model.md
.map entity placement / spawn / hierarchyreferences/entity.md
.map JSON schema detailreferences/entity/map-schema.md
.model JSON schema detailreferences/model/model-schema.md
.ui authoring (anchors, UITransform, button/text/image/scroll)references/ui.md
.ui schema, component API, enums, real-world patternsreferences/ui/ui-schema.md, ui/ui-components.md, ui/ui-enums.md, ui/ui-patterns.md
.userdataset / .localedataset authoringreferences/dataset.md
Template catalog when creating a new .model (monsters/NPCs/players/terrain/UI/sound, etc.)references/model.md §2.1models/*.model
Monster authoring (canonical 11 components, ActionSheet lowercase keys stand/move/attack/hit/die/jump, HitComponent / IsLegacy / SortingLayer required overrides)references/monster.mdmodels/MonsterCanonical.model

Absolute Principles (apply to every task)

  1. Visual polish — never leave SpriteRUID empty. Use msw-search to find resources.
  2. refresh after every file change (if in play mode, stop first).
  3. **Never modify Environment/*.d.mlua** — API definitions are read-only.
  4. Never create or modify .codeblock by hand — Maker refresh generates it from .mlua.
  5. Do not create new user files in Global/ — Maker will not recognize them. User files belong under RootDesk/MyDesk/.
  6. Edit large files partially — never overwrite a .map/.model/.ui in full.
  7. Entity reference binding (Entity/EntityRef property) — the AI injects the UUID string directly. Do not ask the user to drag in Maker.
  8. Stop work on CoreVersion mismatch — first verify CoreVersion in Global/WorldConfig.config is 26.3.0.0.
  9. Call screenshot only when the user explicitly requests it. Never call it automatically after task completion.
  10. If a workflow step fails mid-flow, stop later steps — fix the root cause first.
  11. Two-or-more = make a model. Whenever the same entity composition is placed ≥2 times in a map, author a .model first and instance it via modelId. Inline @components duplication is reserved for genuine one-off entities.
  12. Models live in typed subfolders. Save new .model files under a category subfolder of RootDesk/MyDesk/Models/ (e.g. Models/Monsters/, Models/NPCs/, Models/Terrain/, Models/MapObjects/, Models/Particles/, Models/UI/) — never directly under MyDesk/ or Models/. When a needed subfolder does not exist, create it together with a .directory file at the same level (see references/platform.md §2).

Related Skills

SkillPurpose
msw-env-setup.mcp.json creation, API Key setup, MCP server connection
msw-scripting.mlua authoring, @Component/@Logic, ExecSpace, @Sync, lifecycle, playtest / debugging
msw-searchVector search for RUIDs, assets, docs, API
msw-defaultplayerPlayer model, movement speed, jump force, HP, camera
msw-costumeAvatar costume slots, equipment

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

36.82%
按下载量换算53

Claude

28.87%
按下载量换算42

Cursor

17.72%
按下载量换算26

Gemini CLI

8.92%
按下载量换算13

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

敏感数据

该 Skill 可能接触密钥、Token、环境变量或敏感配置,应进入高风险复核队列,默认不自动发布。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

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