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Agent Skill · 研究检索

msw-general(一般城市固体废物)

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。

msw-general 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为接触敏感数据;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 57,503。

总安装 432周安装 18GitHub Stars 公开资料未说明下载 144核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

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

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

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。

来源仓库内路径:skills/msw-general

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/msw-git/msw-ai-coding-plugins-official --skill…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要接触敏感数据,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

msw-general 怎么安装?

在终端执行 npx skills add https://github.com/msw-git/msw-ai-coding-plugins-official --skill msw-gener…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

msw-general 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

msw-general 需要什么权限?

权限级别是接触敏感数据。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。

msw-general 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

msw-general 用的人多吗?

公开数据是累计安装 432 次,近一周安装 18 次,下载 144 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

msw-general 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要接触敏感数据,装到常用环境前要先评估影响面。
  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 环境里有大量密钥、凭证,不方便给第三方 Skill 读取的人。
  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
msw-general

一般城市固体废物 · 本页

432—接触敏感数据未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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/Values → save 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 diffs — modelId 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 §2.1 → models/*.model
Monster authoring (canonical 11 components, ActionSheet lowercase keys stand/move/attack/hit/die/jump, HitComponent / IsLegacy / SortingLayer required overrides)references/monster.md → models/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

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

接触敏感数据

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。目前只有一个公开来源,建议同时核对源仓库。

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