| name | msw-search |
| description | 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. |
MSW Search
MSW has two distinct search targets:
- API docs & implementation guides — Vector search for descriptions, code examples, and related APIs missing from
.d.mlua.
- Resources — REST API for sprites, animations, sounds, resource packs, and avatars. The only path for obtaining RUIDs.
Routing Table
| Request type | Go 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
| Situation | Example |
|---|
| 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.
| Situation | MCP tool | Example query |
|---|
| Need a code example | mlua_api_retriever | AIComponent example, BehaviorTree usage |
| Parameter details | mlua_api_retriever | BadgeService GetBadgeInfosAndWait parameters |
| Related API cross-references | mlua_api_retriever | AttackComponent related, HitComponent |
| ScriptOverridable check | mlua_api_retriever | AttackComponent CalcCritical override |
| Don't know the API name | both retrievers | damage calculation, inventory save |
| "How do I …?" implementation guide | mlua_document_retriever | how to make inventory system |
| Pattern / best practice | mlua_document_retriever | collision detection best practice |
MCP Tools (msw-mcp)
| Tool | Description |
|---|
mlua_api_retriever | API details for Service / Component / Misc etc. (signatures, parameters, examples). Pass an API/class/function/component name. |
mlua_document_retriever | Authoring 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.mlua | Search |
|---|
| Method signature / types | O | O |
| Property declarations | O | O |
| Detailed method description (DetailDesc) | X | O |
| Code examples (AdditionalPageContent) | X | O |
| Per-parameter descriptions | X | O |
| Related APIs (SeeAlsoAPIs) | X | O |
| Related guides (SeeAlsoGuides) | X | O |
| ScriptOverridable flag | X | O |
| SyncDirection | Partial | O |
| Localized descriptions (Ko/Ja/Es/Zh) | X | O |
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.
| Item | Maker Editor | .mlua file | Note |
|---|
| Override declaration | override integer CalcDamage(...) | method integer CalcDamage(...) | override → method |
| Block | { ... } | ... end | Braces → end |
| Exec space (own method) | [server only] | @ExecSpace("ServerOnly") | Self-defined methods: annotate explicitly |
| Exec space (override) | [server only] shown / omitted in editor | Match the parent's @ExecSpace exactly — see warning below | LEA-3014 if mismatched |
| Property | Property: int32 Score = 0 | @Sync property int32 Score = 0 | Add @Sync if synced |
Type int | int | integer | C# int → mlua integer |
Type number | number | number | Same (double) |
Type float | float | float | Same (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
}
method integer CalcDamage(Entity attacker, Entity defender, string attackInfo)
return 50
end
method boolean CalcCritical(Entity attacker, Entity defender, string attackInfo)
return _UtilLogic:RandomDouble() < 0.3
end
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:
node scripts/msw_resource_api.cjs \
search "orange mushroom" --resource-type resource_pack --category npc --topK 3
node scripts/msw_resource_api.cjs --help
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 function | CLI subcommand | Endpoint |
|---|
searchResources | search | POST /v3/search/resources |
searchAvatarItems | search-avatar | POST /v3/search/resources (avatar mode) |
findSimilarResources | similar | GET /v3/search/resources/similar/{ruid} |
getResource | get | GET /v3/resources/{ruid} (works for sprite / animationclip / resource_pack / avataritem) |
getResourcesBatch | batch | POST /v3/resources/batch |
getResourceTags | tags | GET /v3/resources/tags/{ruid} |
listResources | list | GET /v3/resources (Qdrant Scroll, opaque-string offset cursor) |
randomResources | random | GET /v3/resources/random |
findPacksContaining | packs | GET /v3/resources/packs/{ruid} (lists packs containing a RUID — pack id is NOT accepted here) |
listAvatars | avatars | GET /v3/avatars |
getAvatarDefaults | avatar-defaults | GET /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 like
any 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 parameter
on every search call. The wrapper defaults to 3 as well, and parameter names follow
the OpenAPI spec exactly — note that limit / count / topK differ per endpoint.
| Endpoint | Server parameter | Wrapper default |
|---|
POST /v3/search/resources (resources + avatar) | topK | 3 |
GET /v3/search/resources/similar/{ruid} | topK | 3 |
GET /v3/resources (browsing) | limit | 3 |
GET /v3/resources/random | count | 3 |
GET /v3/resources/packs/{ruid} (packs containing a RUID) | limit | 3 |
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:
- Serialize the body as UTF-8 JSON bytes (not a re-encoded shell string).
- Send
Content-Type: application/json; charset=utf-8.
- 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 put
into the resourceTypeFilter array when searching):
| type | Description |
|---|
sprite | Static image (PNG) |
animationclip | Frame-based animation |
resource_pack | Finished asset bundling sprites + animations + sounds |
bgm | Background music (audio) |
voice | Voice clip — NPC dialogue, etc. (audio) |
effect | Sound effect (audio). Not a visual effect. For visual particles / hit / skill FX, search sprite or animationclip (categories skill / mob / etc). |
avataritem | Avatar 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)
| category | Description |
|---|
mob | Monster |
npc | NPC |
item | Item |
skill | Skill effect / skill resources |
object | Map object (tree, rock, decoration) |
background | Background / map tile / BGM |
foothold | Walkable platform |
rope | Rope |
ladder | Ladder |
etc | Uncategorized |
Avatar (avataritem only)
| category | Slot |
|---|
cap, hair, face, faceaccessory, eyeaccessory, earaccessory | Head / face |
coat, longcoat, pants, shoes, glove, cape | Body |
weapon, twohandweapon, subweapon, shield | Weapon |
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.
| Endpoint | nextOffset type | Meaning | How to paginate |
|---|
POST /v3/search/resources (search) | integer | Item offset (0-based) | Pass it back as offset (number) |
GET /v3/search/resources/similar/{id} (similar) | integer | Item offset | Same |
GET /v3/resources (list) | opaque UUID string | Qdrant Scroll cursor | Pass the string back as offset. End-of-stream = null |
GET /v3/resources/packs/{ruid} (packs) | opaque UUID string | Same cursor | Same |
GET /v3/resources/random | n/a | No pagination | — |
Rules:
- Never feed a
list cursor into a search call (or vice versa) — the server ignores the wrong-shape value and returns the first page.
- On the first page, omit
offset entirely. Sending integer 0 to list / packs is interpreted as a cursor and yields zero items (silent failure).
- Stop paginating when the response returns
nextOffset: null (list / packs) or returns fewer items than topK (search / similar).
Endpoint Summary
| Method | Endpoint | Purpose |
|---|
| POST | /v3/search/resources | Natural-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/batch | Batch fetch multiple resources |
| GET | /v3/resources/tags/{ruid} | AI-generated multilingual tags |
| GET | /v3/resources | List resources (Qdrant Scroll, opaque-string offset cursor) |
| GET | /v3/resources/random | Random 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/avatars | List all avatar items (cached) |
| GET | /v3/avatars/defaults | Default 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 an
explicit non-pack intent below should bypass the pack-first default.
| Situation | Wrapper 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 visual | references/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 index | references/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 match
2. getResource(id)
→ resource_pack: payload.elements is pre-populated with element payloads
(sprite / animationclip / sound RUIDs live here)
→ avataritem: payload has color_hex / group meta
3. 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.
| Situation | What to do |
|---|
| Spawn an entity that should face right | Set FlipX = true on SpriteRendererComponent (default is false = left-facing as authored) |
Custom AI / chase using MovementComponent:MoveToDirection | Update FlipX on direction change: sprite.FlipX = velocity.x > 0 (right ⇒ flip) |
| Monster model / monster collider alignment | Invert TransformComponent.Scale.x instead of FlipX so the sprite and collider stay aligned; see msw-general/references/monster.md |
Native AIChaseComponent / AIWanderComponent | Engine flips automatically based on movement — do nothing |
Top-down (RectTile) movement | Decide per-axis: usually flip when dx > 0; sprites with up/down frames need the StateAnimationComponent action set instead |
_EffectService:PlayEffect(...) should face right | Pass FlipX = true in the options table |
| Player-attached effect must follow the player's facing | Use 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 |
local sprite = self.Entity.SpriteRendererComponent
local selfX = self.Entity.TransformComponent.WorldPosition.x
local dx = targetPos.x - selfX
if dx ~= 0 then
sprite.FlipX = dx > 0
end
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
- Keyword choice — Use the exact name if you know it; natural-language Korean/English also works.
- 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.
- 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 bypassed
the wrapper and sent JSON inline via curl -d '{...}'. Switch to
msw_resource_api.cjs (or replicate its UTF-8 raw-body POST pattern) as
described in Section 2.
- Composite queries are allowed — e.g.
AttackComponent CalcCritical for docs, red slime jump for resources.
- No guessing — Never guess API names, RUIDs, or enum values; always confirm via search or references.