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msw-general
Foundation skill for MSW (MapleStory Worlds). Read this FIRST before anything else in MSW.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
메뉴
Foundation skill for MSW (MapleStory Worlds). Read this FIRST before anything else in MSW.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
MSW combat system integration guide. Covers the Attack→Hit pipeline, damage model, i-frame, knockback, Hit Stop, Camera Shake, Sprite Flash, SFX, death/revive, damage skin, hit effect, avatar combat motion, custom events, and AI FSM — all based on MSW native APIs for 2D multi-genre coverage. Keywords: attack, hit, damage, combat, monster, hit effect, critical, projectile, damage skin, knockback, hit stop, combo, HP bar, collision, contact hit, TriggerComponent.
When msw-search cannot find a suitable sprite RUID, draw a pixel art sprite directly with SVG / HTML5 Canvas / HTML code, render it to PNG, and upload it via msw-mcp `asset_create_resource_storage_item` to obtain a sprite RUID. Two style modes are supported: chunky pixel (retro / icon / tile feel) and maple cartoon (MapleStory-inspired character / NPC feel). Triggers: draw sprite directly, create sprite, image generation, custom graphic, pixel art, cartoon sprite, maple style, chibi character, painter, draw a sprite, make an icon, create NPC image directly, draw a slime, custom sprite.
MSW (MapleStory Worlds) game-planning mode — for BOTH starting a brand-new game from scratch AND continuing/resuming an in-progress prototype. Narrow the idea with guided questions, ground it in the MSW genre catalog (3 map types, ~150 core mechanic tags, build-effort hints), and produce or advance an implementation-ready GDD / roadmap (markdown). Trigger proactively (even without the word 'planning') whenever the user wants to decide WHAT to build, scope an MVP, or continue/resume a phased build — INCLUDING when a Docs/*-GDD.md or *-Phase*.md already exists and the user says to continue: do NOT treat that as plain implementation and jump straight into the phase doc; a continue/resume runs through this skill's resume flow first. Match triggers by intent, not exact wording — variants like '다음에 어떤 작업 해야해?', '이제 뭐 하지?', 'what now?', 'where were we?' fire it too. Triggers: 'plan a new game', 'GDD', 'what game should I make', 'scope an MVP', '기획 모드', '새 게임 만들고 싶어', 'continue my game', 'resume my game', '게임 이어서 만들어
Authoring MSW scripts (.mlua) plus integrated playtest and debugging. Covers mlua syntax, annotations (@Component/@Logic/@ExecSpace/@Sync), lifecycle, exec spaces, property sync, event system, file workflow, build-log inspection, error classification, and the test/debug loop. Keywords: script, mlua, lua, Component, Logic, annotation, ExecSpace, Sync, event, play, test, debug, lifecycle.
MSW search integration — (1) vector search for API docs and implementation guides via the msw-mcp MCP server (mlua_api_retriever / mlua_document_retriever), (2) REST API search for resources (sprite / animation / sound / resource pack / avatar). Use for 'find details, examples, or related APIs not in .d.mlua', 'need a SpriteRUID', 'monster sprite', 'background image', 'find a sound', 'avatar item lookup', etc. Keywords: document search, API details, examples, guide, retriever, resource, sprite, animation, sound, RUID, resource pack, avatar.
SpriteRendererComponent.SpriteRUID (world) and SpriteGUIRendererComponent.ImageRUID (UI) — native RUID type support (sprite / animationclip direct playback), thumbnail:// prefix for rendering avataritem / skeleton / animationclip as static thumbnail image, avatar item icon in inventory / shop / UI slot. Use when: assigning any RUID to a sprite renderer component, displaying an avatar item or resource as a thumbnail or icon, using animationclip directly in a renderer, rendering inventory item icons, displaying a thumbnail image in a world entity. Keywords: SpriteRUID, ImageRUID, thumbnail://, animationclip, RUID apply, RUID assign, thumbnail, item icon, sprite RUID, RUID to renderer
| name | msw-general |
| description | Foundation skill for MSW (MapleStory Worlds). Read this FIRST before anything else in MSW. |
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.
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:
msw-search skill to find sprites/animations that fit itSpriteRendererComponent so the entity is visually representedFunctionality implemented != finished. A polished game requires appropriate resources plus visual presentation.
.model — catalog firstDo 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: Read references/model.md IN FULL FIRST (mandatory — see "Model Work Preflight — MUST" below) → pick the closest template from the catalog → load it via ModelBuilder (call protocol: references/builder-protocol.md) → replace the 3 identifiers (EntryKey, Id, Name) through the builder → customize Components/Values/Properties/Children through the builder → save under a typed subfolder of RootDesk/MyDesk/Models/ (e.g. Models/Monsters/{Name}.model, never directly under MyDesk/) → refresh. Detailed catalog and builder procedure: references/model.md §2.
The builder emits the required value metadata, so agents do not need to read or hand-write
.modelformat internals.
For a monster, first pick a pattern in references/animation-state.md §0, then follow references/monster.md §5 for the recommended path.
- Pattern A (verified working canonical — Soldier reference setup, full source inlined in
references/monster.md§7): no template needed; assemble 11 components from scratch with a customscript.MyMonsterAI(SoldierAI-style) instead of AIChase/AIWander.StateComponent.IsLegacyleft at the default.- Pattern B (
MonsterCanonical.model):AIChaseComponent+ActionSheetpipeline.StateComponent.IsLegacy=falsemandatory. The other monster templates (ChaseMonster/MoveMonster/StaticMonster) leaveActionSheetempty and use defaults that silently fail under Pattern B (uppercase keys,SortingLayer="Default",IsLegacy=true).For any entity that has
StateAnimationComponent(monster/NPC) orAvatarStateAnimationComponent(player) — or any.mluathat callsChangeState/AddState/SetActionSheet— also read references/animation-state.md. The state-machine ↔ animation pipeline, the two-pattern split, default-state registration rules,[LEA-3005]cause, andSetActionSheetvsChangeStatesemantics live there (not duplicated into per-entity docs).
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 composition | Choice |
|---|---|
| 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:
SpriteRUID/HP/ActionSheet in the model and every instance updates. Inline copies require touching N entities each time..map diffs — modelId instances carry only Transform overrides; inline copies bloat the map by hundreds of lines per entity.IsLegacy: true, another forgets SortingLayer: "MapLayer0"). The model anchors the canonical values.SpawnByModelId — without a registered model id, dynamic spawning fails.Workflow:
.model under RootDesk/MyDesk/Models/{Category}/{Name}.model (see folder rule above).MapBuilder (call protocol: references/builder-protocol.md) so ids, paths, componentNames, origin metadata, and per-instance component overrides stay synchronized.refresh.Details and the inline-vs-modelId comparison: references/entity.md "Two-Step Map Editing Workflow", references/model.md §1.
If the task involves an entity in any way, you must read references/entity.md first. No exceptions.
If the task creates or modifies any .map / .model / .ui file — directly, or as a side effect of writing .mlua that spawns / places / binds — you must Read references/builder-protocol.md IN FULL FIRST (no offset / limit). No exceptions.
builder-protocol.md is the single entry point that consolidates the call protocol of all three builders (MapBuilder / ModelBuilder / UIBuilder) into one document. Knowing only one builder's protocol and then invoking another builder's .cjs bypasses that builder's write-side contract (componentNames sync, Values typeKey metadata, write-time auto-lint, placeModel component mirroring, child entity invariants) — and the three are interlocked through cross-flow (model authoring → map placement → ui binding), which is why they share one document.
Triggers (intentionally broad — Read builder-protocol.md whenever any match):
.map changes (entity placement, component patching, tile / foothold inspection).model changes (new authoring, value / component / property / child edits).ui changes (new build, component CRUD, binding injection)MapBuilder / ModelBuilder / UIBuilder_SpawnService (a spawnable model must be authored and placed first)The domain refs (entity.md / model.md / msw-ui-system design references) are read alongside builder-protocol.md — they are not substitutes (domain context + call protocol are a pair). Do not skip on the grounds that you read it in a prior turn — re-read every turn.
If the task involves authoring or editing a .model file in any way — including any call to ModelBuilder (any API), creating a new model from a template, mutating components/values/properties/children/event links on an existing model, or even a one-line tweak — you must Read references/model.md IN FULL FIRST (no offset/limit, no cat/Get-Content). No exceptions.
The builder's template catalog, the 3-identifier replacement rule (EntryKey / Id / Name), required value metadata, property/child/event-link API surface, and the typed save-folder layout under RootDesk/MyDesk/Models/ live only in references/model.md. Calling the builder without reading references/model.md first silently produces broken models (missing value metadata, mismatched identifiers, wrong save folder, default-value silent failures). Reading scattered template files or guessing the API from memory is not a substitute — re-confirm at the start of every new turn that touches a .model, even if a previous turn already loaded it.
Before starting any map-related task — entity placement, spawn, movement scripts, model authoring, tile edits, etc. — you must complete these two steps in order:
./map/{mapname}.map), its root entity, and its location in the Hierarchy.MapBuilder to read MapComponent.TileMapMode as a number (call protocol: references/builder-protocol.md). Keep the value in mind for the rest of the session.| Value | Mode | Required Body | Runtime log on mismatch / missing Body |
|---|---|---|---|
0 | TileMap (MapleTile, side-view + Foothold) | RigidbodyComponent | [LEA-3004] MissingComponent : Entity is missing 'RigidbodyComponent'. |
1 | RectTileMap (RectTile, top-down) | KinematicbodyComponent | [LEA-3004] MissingComponent : Entity is missing 'KinematicbodyComponent'. |
2 | SideViewRectTileMap (SideViewRectTile, side-view tile) | SideviewbodyComponent | [LEA-3004] MissingComponent : Entity is missing 'SideviewbodyComponent'. |
Never start map work without knowing the current TileMapMode. The three modes differ completely in Body component, gravity, collision, and event stacks. A mismatch is almost never a compile-time error — it shows up either as a silent failure (entity doesn't move / passes through walls / invisible) or as one of the three [LEA-3004] MissingComponent runtime logs above. Whenever you see one of those three messages, suspect a TileMapMode ↔ entity Body mismatch first.
Whenever the user describes what game / map they want to build (new map authoring, "make a side-scroller", "I want a top-down dungeon", or you read the current .map and find its TileMapMode does not fit the user's intended gameplay), you must explicitly recommend the appropriate TileMapMode to the user and explain why before proceeding with any further entity / model / script work.
Use this decision matrix as the source of truth:
| User's intended game / gameplay | Recommend | Why |
|---|---|---|
| MapleStory-style side-scrolling action · jump · ladder · freely placed footholds (platformer) | 0 MapleTile | Side-view + gravity, FootholdComponent line-segment platforms — non-grid, freely placed platforms |
| Top-down RPG · maze · board game · dungeon crawler · Bomberman-style · RTS-style · farming sim | 1 RectTile | Top-down 4-directional free move, no gravity, square-tile grid |
| Tile-based side-scrolling platformer · Mario-style pixel action · side-view puzzle (square-tile side-view) | 2 SideViewRectTile | Side-view + gravity on a tile grid (not freely placed footholds) |
Procedure:
platform.md §4 mapping table).TileMapMode later wipes terrain, forces every Body / movement script to be re-checked, and may force re-painting all tiles (platform.md §4 "Cautions When Switching Map Type").TileMapMode — user action in Maker, not an AI file editThe AI must never flip MapComponent.TileMapMode by editing the .map JSON directly. Mode switching requires swapping tile components, rebuilding footholds, converting tile-data formats, and resetting terrain — all internal Maker operations.
Guide the user to do this in the Maker editor:
refresh, then re-read MapComponent.TileMapMode to verify and re-check every dynamic entity's Body component against the new mode.The AI's role in mode changes: recommend → wait for user to right-click-switch in Maker Hierarchy → refresh → fix Body components / scripts that no longer match. Never write a new value to
TileMapModefrom a file edit.
The table above is a summary. The mode-switch procedure, the post-Body-swap checklist, and the silent-failure symptom dictionary beyond LEA-3004 live only in references/platform.md §4 (mapping + check protocol + switching policy) and references/troubleshooting.md (full symptom dictionary) — you must Read them when changing modes / swapping Body / debugging silent failures. Per-map-type detail patterns: platform-maple.md / platform-rect.md / platform-sideview.md. Tile painting: references/tile.md. Map Work Preflight: references/entity.md.
If any of the following triggers matches your task, Read the corresponding reference before editing code or proposing a plan. These triggers are intentionally broad — when in doubt, read. The "8 Core Rules" in this SKILL.md are a summary only; the symptom→cause→fix tables, per-map-type code patterns, the MovementComponent conversion formulas, and SortingLayer/SpriteRUID details live only in references.
| Trigger (keyword / situation) | File to read |
|---|---|
jump, gravity, movement, MoveVelocity, InputSpeed, JumpForce, WalkSpeed, SpeedFactor, foothold, patrol | The matching map type's references/platform-maple.md / platform-rect.md / platform-sideview.md (in full) + references/platform.md §10 |
spawn / _SpawnService / SpawnByModelId / SpawnByEntity / "summon a monster" / "runtime creation" | references/platform.md §8 + §8.5 |
| Screen coordinates / camera range / "is it on screen" / "pixel units" / OrthographicSize / world unit | references/platform.md §5 |
| Occluded / invisible / "should render on top" / SortingLayer / OrderInLayer / Z value | references/platform.md §6 + §7 |
LEA-3004 in the log / "won't move" / "floating in mid-air" / "stuck in wall" / "bouncing off" / "disappears off the map" / "falls off the foothold edge" | references/troubleshooting.md (in full) first, then the matching map type's platform-{type}.md §7 |
LEA-3005 InvalidArgument 'stateName' / StateComponent / StateType / @State / ChangeState / AddState / AddCondition / ActionSheet / SetActionSheet / StateAnimationComponent / AvatarStateAnimationComponent / StateChangeEvent / "animation doesn't change" / "stays in stand/idle while moving" / "attack pose never plays" / "hit anim loops" / monster·NPC·player animation state work | references/animation-state.md (in full) first, then references/monster.md (or the entity-specific doc) for entity-level composition |
shader / material / outline / glow / blur / pixelate / rainbow / tint / grayscale / vignette / screen filter / lens distortion / wave / ripple / distortion / dissolve / additive / blend mode / hologram / mask / post-process / MaterialID / MaterialId / ChangeMaterial / _MaterialService / .material file | references/material.md (in full) — then drive shader catalog / property names / per-component compatibility via mlua_Document_Retriever + mlua_API_Retriever MCP lookups (do NOT memorize) |
New map setup / new project / .config / CoreVersion verification / sector registration / folder metadata Refresh | references/platform.md §2 + §15 + §16 |
MapleTile (TileMapMode = 0) work — Foothold, Gravity, WalkSpeed, PredictFootholdEnd | references/platform-maple.md (in full) |
RectTile (TileMapMode = 1) work — SpeedFactor, 4-directional movement, Movable tiles, dynamic tiles | references/platform-rect.md (in full) |
SideViewRectTile (TileMapMode = 2) work — JumpSpeed/JumpDrag, wall detection (Normal), EnableDownJump | references/platform-sideview.md (in full) |
If two or more triggers match, read all of them. "I already saw the 8 Core Rules in SKILL.md" is not an excuse for skipping references.
[LEA-3004] MissingComponent at runtime → references/platform.md §4 (or if approaching by symptom, references/troubleshooting.md).mlua + .codeblock pair — .codeblock is generated by Maker RefreshSpriteRUID is an empty string, the entity is invisible on screen (no error)SpawnByModelId, not passing a map entity (self.Entity.CurrentMap) as parent causes a runtime errorRootDesk/ — user files placed in Global/ will not be recognized.d.mlua or .codeblock.26.5.0.0 — do not work if there is a mismatch| Tool | Purpose |
|---|---|
| play / stop | Enter / exit play mode |
| refresh | Sync Maker after file change (not allowed during play) |
| logs / clear_logs | Read / clear runtime and build logs |
| screenshot | Call only when explicitly requested by the user |
| keyboard_input / mouse_input | Simulate input in play mode |
On MCP call failure / "MCP connection" / "API Key" requests → guide the user to the official setup docs: https://maplestoryworlds-creators.nexon.com/ko/docs?postId=1368
| File | Scope | When to read |
|---|---|---|
| workspace.md | World instance / Room / DataStorage, folder layout, file paths, Play mode, refresh, mid-workflow failure recovery | Workspace / instance / mode-transition work |
| platform.md (core) | 8 core rules, file authority + folder metadata, .mlua+.codeblock pair, TileMapMode↔Body mapping + LEA-3004, coordinate system / on-screen range, SortingLayer/OrderInLayer, SpriteRUID, SpawnByModelId usage / initialization order, MovementComponent per-map-type InputSpeed conversion formula, ECS, ID generation, .config, CoreVersion | TileMapMode mapping / mode switching / spawn / coordinates / RUID / SortingLayer / .config & CoreVersion / folder metadata — rules common to all map types |
| platform-maple.md | MapleTile (TileMapMode = 0) only — Foothold physics, Gravity/WalkSpeed/WalkJump, PredictFootholdEnd, IsOnGround, DownJump, FootholdEnter/LeaveEvent, MapleTile-only troubleshooting + checklist | Side-scrolling action / jump / ladder / freely placed footholds (MapleStory-style platformer) |
| platform-rect.md | RectTile (TileMapMode = 1) only — KinematicbodyComponent, SpeedFactor, free 4-directional movement, visual-only jump, Movable tile collision, ToCellPosition/ToWorldPosition, RectTileEnter/LeaveEvent, dynamic tiles (SetTile/BoxFill), RectTile-only troubleshooting + checklist | Top-down RPG / maze / board game / dungeon crawler / Bomberman-style / RTS / farming sim |
| platform-sideview.md | SideViewRectTile (TileMapMode = 2) only — SideviewbodyComponent, JumpSpeed/JumpDrag, EnableDownJump, wall detection (RectTileCollisionBeginEvent + Normal), GetUnderfootTile, SideView-only troubleshooting + checklist | Tile-based side-scrolling platformer / Mario-style pixel action / side-view puzzle |
| troubleshooting.md | Unified symptom dictionary — LEA-3004 table / "won't move" / "won't render" / "floating in mid-air" / "stuck in wall" / "disappears off the map" / "falls off the foothold edge" / "100× off" / "doesn't show in Maker" / "client-only sync" and other silent-failure symptom→cause→fix unified index | Symptom-first debugging — go here first when the user reports the above or [LEA-3004] appears in the log |
| authoring.md | Shared authoring principles across 5 file types (schema consistency, hand-edit hazards) | Entry point before any file authoring |
| tile.md | Tile painting — Maker UI domain, AI guides only | Tilemap work |
| builder-protocol.md | Unified call protocol for .map / .model / .ui — MapBuilder / ModelBuilder / UIBuilder API, snapshot workflow, cross-flow, coverage gaps, false-return handling, binding injection | Read every turn that mutates .map / .model / .ui (Builder Protocol Preflight) |
| entity.md | .map entity domain — Scope, RUID, TileMapMode preflight, modelId vs inline decision rule, coordinate / foothold / camera, runtime verification | .map editing / entity placement (read together with builder-protocol.md for the call protocol) |
| model.md | .model authoring domain — when to create, template catalog, component combinations, script-component lifecycle | Writing / editing .model (read together with builder-protocol.md for the call protocol) |
| monster.md | Monster canonical components, lowercase ActionSheet keys, mandatory IsLegacy / SortingLayer overrides, AI choice, HP/respawn, spawn position | Authoring a monster model |
| animation-state.md | StateComponent defaults & auto-registration, state-change pipeline, SetActionSheet vs ChangeState, StateType authoring (server-only, ParentComponent.Entity), StateAnimationComponent (monster/NPC) vs AvatarStateAnimationComponent (player), [LEA-3005] pitfalls | Any state / animation issue across monster, NPC, or player — read first whenever an entity's animation doesn't match its behavior |
| material.md | .material file anatomy, shader category index (10+ categories), applying MaterialID on renderer components via .model / .map / runtime ChangeMaterial, _MaterialService:ChangeMaterialProperty (ClientOnly), and the MCP-driven lookup loop (mlua_Document_Retriever / mlua_API_Retriever) that replaces memorizing the per-shader catalog | Any shader / material / visual effect work — outline, glow, blur, vignette, rainbow, hologram, blend mode, post-process, hit-flash, screen filter, etc. |
msw-ui-system skill (invoke via the Skill tool) | Single UI entry point. Design judgment (coordinates/anchors/pivot, UIGroup/CanvasGroup, component selection) + component property/method/event API + enum values + layout recipes + mlua runtime patterns (popup/toast/HP/grid/drag) + Runtime UI Caveats + UUID binding + .ui CJS UIBuilder invocation protocol (panel/text/sprite/button/slider/scroll/script/group/mask/grid/avatar/touch/skeleton/particle, anchor presets, component add/replace/patch/remove, write-time auto lint) | Any UI-related task / creating or editing .ui files — read FIRST |
msw-ui-system/references/templates files | UI structure pattern templates by complexity (simple popup, minimal HUD, multi-tab, shop/purchase flow) with .ui + .mlua examples and button handler patterns | Adding new UI groups/popups/HUD, structuring button handlers, or choosing a UI layout pattern (read directly after msw-ui-system) |
| dataset.md | UserDataSet / LocaleDataSet runtime, .userdataset + .csv pair, _LocalizationService is ClientOnly, serveronly | Datasets / i18n / translation |
.ui files, BEFORE proposing any plan, options, or questions to the user:
msw-ui-system via the Skill tool first — the single UI entry point (design judgment, component API, enums, layout recipes, runtime patterns, UUID binding, builder invocation protocol unified in one skill)..ui mutations must go through msw-ui-system's UIBuilder — no direct raw JSON editing or grep. Read existing .ui files via UIBuilder's read-side API too. (Call protocol: references/builder-protocol.md.)Read/Glob the files under msw-ui-system/references/templates/ directly (templates.md + style-N-*/ + ruid-map.md + Popupbutton.mlua).
No exceptions.
0-ter. If the task will create, modify, rename, or delete ANY .mlua file — including new scripts, edits to existing scripts, adding/removing a Component/@Logic/@Event/@State/@BTNode, wiring lifecycle methods (OnBeginPlay/OnUpdate/...), or even small one-line fixes — you MUST Read BOTH msw-scripting/SKILL.md AND msw-scripting/references/verify-checklist.md IN FULL FIRST (no offset/limit, no cat/Get-Content). Reading msw-general plus scattered .d.mlua files is not a substitute. This applies even when a previous turn already loaded msw-scripting — re-confirm at the start of the new turn. Trigger phrases are intentionally broad: if there is any chance the turn will touch a .mlua, treat it as triggered. No exceptions, no "I already know this", no shortcut via memory.
0-quater. If the task involves spawning, movement, jump/gravity, coordinate placement, layer/order debugging, MapleTile/RectTile/SideViewRectTile-specific logic, OR you observe any silent-failure symptom ([LEA-3004] log, "won't move", "won't render", "floating in mid-air", "stuck in wall", "disappears off the map", "falls off the foothold edge", "100× off", "doesn't show in Maker", "client-only sync"), you MUST Read the matching references/platform*.md / references/troubleshooting.md IN FULL FIRST (no offset/limit). Additionally, if the symptom is animation/state-related ([LEA-3005] log, 'stateName' is not a valid argument, animation doesn't match behavior, stuck in stand/idle clip while moving, attack pose never plays, hit loops, custom state never animates, anything touching StateComponent / StateType / ChangeState / AddState / ActionSheet / SetActionSheet / StateAnimationComponent), you MUST Read references/animation-state.md IN FULL FIRST before any code or model edit. The 8 Core Rules in this SKILL.md are summary only — the symptom→cause→fix tables, per-map-type code patterns (Foothold patrol / RectTile 4-directional movement / SideView wall detection), the MovementComponent InputSpeed conversion formula, SpriteRUID, SortingLayer/OrderInLayer detail, SpawnByModelId initialization order, folder metadata Refresh policy, and CoreVersion policy live only in references. Trigger phrases are intentionally broad: if there is any chance the turn touches one of these areas, treat as triggered. For the matching Read targets, follow the trigger table in the "Platform Rules Preflight — MUST" section above. No exceptions, no "I already know this from the 8 Core Rules", no shortcut via memory.SpriteRUID empty. Use msw-search to find resources.refresh after content file changes that Maker must ingest (if in play mode, stop first). Folder-only changes do not need immediate refresh.Environment/*.d.mlua — API definitions are read-only..codeblock by hand — Maker refresh generates it from .mlua. Folder metadata is also generated from real folders during refresh.Global/ — Maker will not recognize them. User files belong under RootDesk/MyDesk/..model / .ui are builder-only; .map is builder-first. The call protocol for all three builders — MapBuilder / ModelBuilder / UIBuilder — is consolidated in references/builder-protocol.md. Read it every turn that mutates .map / .model / .ui (see Builder Protocol Preflight). Direct raw JSON edits are allowed only in the coverage-gap areas explicitly listed in builder-protocol.md — minimal scope + refresh + logs verification.CoreVersion in Environment/config is 26.5.0.0.screenshot only when the user explicitly requests it. Never call it automatically after task completion..model first and instance it via modelId. Inline @components duplication is reserved for genuine one-off entities..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 the folder only; Maker Refresh will generate folder metadata later (see references/platform.md §2)._LocalizationService and Translator methods (GetText / GetTextFormat) are all ClientOnly. For server-originated localized messages, send the key over RPC and let the client resolve it.Glob / Read / Grep tools for all workspace file/folder exploration, reading, and search. Bash commands like ls / dir / Get-ChildItem / gci / cat / type / Get-Content / gc / head / tail / find / where / grep / findstr / Select-String are forbidden for workspace exploration — they are not compatible across Windows (PowerShell/Git Bash) and macOS (bash/zsh), due to shell/path-handling differences (notably, in bash a path like D:\path\foo has its backslashes consumed as escapes and collapses to D:pathfoo). Use Bash only for actual shell programs (git / npm / MCP / build scripts), and even then: (a) prefer workspace-relative paths, (b) if an absolute path is unavoidable, use forward slashes + double quotes ("D:/path/to/map/", never pass D:\... form), (c) use POSIX commands only (ls / mv / cp / rm). If you see an error like ls: cannot access 'D:path...': No such file or directory, stop immediately and retry via Glob / Read..model files are builder-only — and the builder requires both references/model.md (domain) and references/builder-protocol.md (call protocol) first. Do not inspect or edit .model JSON directly. Before using ModelBuilder, Read both documents IN FULL (no offset / limit) — both "Model Work Preflight" and "Builder Protocol Preflight" fire. Identifier / value-metadata / property / child / event-link consistency is only guaranteed when both documents are read together..map files are builder-first. Use MapBuilder for covered inspection and mutation so entity ids, paths, component names, origin metadata, and model instance mirrors stay consistent. If MapBuilder explicitly does not cover the required operation, make the smallest direct .map edit possible, then refresh and verify. Full API / require path / per-operation patterns / coverage gaps / false-return handling / cross-flow: references/builder-protocol.md §1 + §4 (read alongside references/entity.md for domain context).