msw-combat-system
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.
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npx skills add https://github.com/msw-git/msw-ai-coding-plugins-official --skill msw-combat-systemIs this agent skill safe to install?
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The skill is a comprehensive technical guide and implementation resource for the MapleStory Worlds (MSW) combat system. It covers attack resolution, damage modeling, AI behavior trees, and UI components using the native MSW API. No security risks were identified.
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What does this agent skill do?
msw-combat-system
The full MSW combat pipeline. Covers only items in the common 2D combat layer that have MSW native API support, regardless of genre. Excludes formulas/theory. API signatures are based on Environment/NativeScripts/**/*.d.mlua.
0. Coverage matrix
| # | Layer | Native | Custom required |
|---|---|---|---|
| 1 | Attack Resolution | AttackComponent + HitComponent (Box/Circle/Polygon) | Capsule/Cone/Ray, pierce count |
| 2 | Damage Model | CalcDamage/CalcCritical/GetCriticalDamageRate/GetDisplayHitCount hooks + HitEvent.Extra:any | Element affinity, composite formulas |
| 3 | Hit Reaction | Per-Body knockback API, IsHitTarget-based i-frame | Stagger level, status effects |
| 4 | Game Feel | All 6 native (Hit Stop, Shake, Zoom, Flash, VFX, SFX) | — |
| 5 | Combat State | StateComponent + DeadEvent/ReviveEvent, PlayerComponent HP/revive | MP/Stamina/Rage, aggro |
| 6 | Event Bus | HitEvent/AttackEvent/StateChangeEvent/PlayerActionEvent + custom @Event | OnKill/OnBlocked |
| 7 | AI | StateComponent (FSM) + AIComponent (BT, 4 Composite types native) + AIChaseComponent/AIWanderComponent, _UserService.UserEntities | Decorator/Memory(Blackboard), Threat Table |
| + | Damage Skin | 3 DamageSkin* components + DamageSkinService | — |
| + | Hit Effect | HitEffectSpawnerComponent (auto) | — |
| + | Avatar Motion | AvatarStateAnimationComponent (State→MapleAvatarBodyActionState) | — |
0.5 References — where to go
This SKILL.md covers only the system flow and native API surface. Actual model JSON, full script code, and variation patterns are in the references/* files below — Read them directly.
| File | Scope | When to read |
|---|---|---|
../msw-general/references/monster.md | Monster .model component assembly + ActionSheet + AI choice + canonical Pattern A scripts (Soldier-style) + HP/Respawn + spawn + verification | When building a combat-capable monster |
references/hp-gauge.md | Full implementation of an overhead HP bar based on PixelRendererComponent | When attaching an overhead HP bar |
references/projectile.md | Projectile (Body-less entity + OnUpdate Translate) + homing/pierce/splash variants | When building ranged attacks like arrows, bullets, magic bolts |
references/ai-bt.md | BehaviourTree — AIComponent + 4 Composite types + @BTNode + custom Decorator/Memory/Threat | When you need BT-based monster/boss AI and multi-layer decision making |
Priority: *this SKILL.md (concepts + API tables) → the relevant references/ (full implementation)**.
1. Attack Resolution
1-1. Shape & Attack trigger
HitComponent.ColliderType supports only Box / Circle / Polygon. Other shapes must be approximated by composition.
AttackComponent:
Attack(Vector2 size, Vector2 offset, string attackInfo, CollisionGroup? cg) → table<Component>
Attack(Shape shape, string attackInfo, CollisionGroup? cg) → table<Component>
AttackFast(Shape shape, string attackInfo, CollisionGroup? cg) → void (for mass resolution, bullet hell)
AttackFrom(Vector2 size, Vector2 position, string attackInfo, CollisionGroup? cg) → table<Component>
emitter EmitAttackEvent(AttackEvent)
- Shapes:
CircleShape(position, radius)/BoxShape(position, size, angle)/PolygonShape(position, points, angle). For an axis-aligned rectangle, useBoxShape(center, size, 0)— there is noRectangleShapetype. Passangle = 0toBoxShape/PolygonShapewhen no rotation is needed. - Polygon hit surface:
HitComponent.PolygonPoints: SyncList<Vector2> AttackFastdoes not build a hit table → better performance for bullet hell / mass resolution
1-2. Target filter
| Side | Override | Purpose |
|---|---|---|
| Attacker | AttackComponent:IsAttackTarget(defender, attackInfo) → boolean | Faction / distance / state |
| Defender | HitComponent:IsHitTarget(attackInfo) → boolean | Invincibility / immunity |
If either returns false → the hit is excluded. The super call is __base:IsAttackTarget(...) (mlua-specific).
⚠ Do not add
@ExecSpacewhen overriding — bothIsAttackTargetandIsHitTargethave an unspecified ExecSpace (=All) on the parent. Adding an annotation like@ExecSpace("ServerOnly")in the child triggers LEA-3014SignatureMismatchat runtime. Even without the annotation, the call path runs through the server-side hit pipeline, so actual execution happens on the server. Details:msw-scripting/SKILL.md§9 "Method override".
HitComponent.CollisionGroupdefaults toCollisionGroups.HitBox. The last argument ofAttack(..., cg)specifies the target group.- Duplicate-hit prevention / pierce / max hits: not native. Manage in script via the table returned by
Attack+ atable<Entity, boolean>cache.
1-3. attackInfo tagging
A string extension point that propagates into CalcDamage/IsHitTarget/GetDisplayHitCount. Value conventions are up to the project. A namespace style such as "melee.light", "dot.poison" is recommended.
1-4. ⚠️ IsLegacy
ColliderType/ColliderOffset/PolygonPoints are only valid when HitComponent.IsLegacy = false. BoxOffset/ColliderName are deprecated.
1-5. Shape mapping per attack form
| Form | Shape construction |
|---|---|
| Frontal melee Box | BoxShape(pos + LookDirectionX*offset, size, 0) — see DefaultPlayer PlayerAttack |
| Circular AoE | CircleShape(self.WorldPos, radius) |
| Projectile | Spawn a Body-less model (Sprite+Transform only) + in OnUpdate(delta) call TransformComponent:Translate(speed*delta, 0) + distance-based hit check + _EntityService:Destroy. Movement rules in §1-6, full implementation → references/projectile.md |
There is no MSW-specific projectile system — implemented as an entity + AttackComponent combo.
1-6. Continuous movement — common rules for projectiles, monsters, and AI
Continuous movement (chase, flight, auto-move) is per-frame OnUpdate(delta)-based. Moving via a timer (SetTimerRepeat(0.1~0.15s)) produces 6~10Hz teleportation that looks choppy.
Recommended API per target
| Target | Body? | Movement API | Rationale |
|---|---|---|---|
| Monster / NPC / AI | Yes (map-type Body + MovementComponent) | MovementComponent:MoveToDirection(dir, 0) + MovementComponent.InputSpeed | MovementComponent.d.mlua:1 — controls all three of Rigid/Kinematic/Sideview. InputSpeed belongs to MovementComponent (.d.mlua:7), so it is not Player-only. The second arg 0 — deltaTime is applied only on ladders (.d.mlua:32). Official BT examples ActionFollow/ActionMoveRandom also use 0. |
| Projectile / gem / drop item / effect | No (Sprite+Transform+Trigger) | self.Entity.TransformComponent:Translate(speed*delta, 0) every frame | Direct Transform manipulation is safe without a Body. The pattern from the official "Create a Long-Range Projectile" tutorial. |
| Direct Rigidbody control (advanced) | Yes | body:AddForce(...) — sustained acceleration / impulse | RigidbodyComponent.d.mlua:71 — MoveVelocity is "mainly controlled by MovementComponent", so prefer routing through MovementComponent instead of writing it directly. |
For the actual velocity conversion of
MovementComponent.InputSpeedper map type, seemsw-general/references/platform.md§10 (MapleTile=×1, RectTile=÷1.2, SideView=×1.5).
Forbidden patterns
| ❌ | Reason |
|---|---|
_TimerService:SetTimerRepeat(move, 0.1~0.15) for movement | 6~10Hz teleport, no frame interpolation → jerky |
body:SetPosition(...) / MovementComponent:SetPosition(...) inside OnUpdate | Both are teleport methods (MovementComponent.d.mlua:37, SetPosition on each Body's .d.mlua). Using them for continuous movement is choppy. Use only for one-shot spawn/respawn/snap. |
self.Entity.TransformComponent.Position = newPos (entity with active Body) | The physics engine overwrites it next frame and network sync is blocked. |
Constant-step move without delta, e.g. Translate(0.009, 0) | Frame-rate dependent. Speed differs between 60FPS and 30FPS. |
⚠ Be cautious with the official msw-search antipattern
mlua_Document_Retriever returns a high-scoring "Entity Movement Control Using MovementComponent" document, but the body is an antipattern that moves every frame inside OnUpdate with MovementComponent:SetPosition(...) — ignore that document and use MoveToDirection / Translate from the table above. FlappyFish Remake, Stopping the Taxi, and Making a Moving Foothold also show missing-delta or direct-Position assignment, so be careful when referring to them.
MovementComponent attachment — monsters / NPCs
Not included in the monster model by default. The .model must contain all of the following components.
| Component | Notes |
|---|---|
MOD.Core.TransformComponent | Default |
MOD.Core.SpriteRendererComponent | Renderer |
| Body (map type) | RigidbodyComponent(MapleTile) / KinematicbodyComponent(RectTile) / SideviewbodyComponent(SideViewRectTile) |
MOD.Core.MovementComponent | E.g. InputSpeed = 2.0 — required for movement APIs |
Cross references
- Knockback (1-shot impulse) is not continuous movement, so use §3-1 directly.
- Body selection per map type / InputSpeed conversion:
msw-general/references/platform.md§4·§10
1-7. Collision-based hit — pick the detection method (do not hand-roll distance)
When the request is "collision / contact-based hit" (player↔monster touch damage, hazard zone, trap, overlap), pick by intent. Per-frame distance math is not the default — reaching for it when the design asked for collider-based contact is the most common requester↔implementer mismatch.
| Intent | Detection | Why |
|---|---|---|
| Active attack swing / hitbox / projectile burst | AttackComponent:Attack/AttackFast/AttackFrom → resolves against defender HitComponent, emits HitEvent | Full pipeline: damage skin, hit effect, IsHitTarget i-frame, OnHit |
| Body-to-body contact / zone / trap overlap, targets arbitrary or many | TriggerComponent + OnEnterTriggerBody/OnStayTriggerBody/OnLeaveTriggerBody (or TriggerEnter/Stay/LeaveEvent) + CollisionGroup filter, then route damage through the HitEvent pipeline | Engine-side overlap: honors real collider shape (Box/Circle/Polygon), ColliderOffset, and group filtering |
| Homing / single already-known target | Per-frame OnUpdate distance check (references/projectile.md) | Justified only when exactly one target entity is known up front |
- ❌ Per-frame
math.sqrt(dx*dx+dy*dy) < rfor player↔monster or multi-target collision: it silently approximates one circle centered on the transform (ignores each collider's shape / size /ColliderOffset), skipsCollisionGroupfiltering, and costs O(attackers × targets) every frame. "Collision-based hit" means native colliders, not distance polling. CollisionGroupdefaults toCollisionGroups.TriggerBox.OnStayTriggerBodyfires every frame while overlapping — gate damage with a cooldown, don't apply per tick.- Detection ≠ damage application: after a native overlap fires, still deal damage through
HitEvent/AttackComponent— never subtract HP directly.
2. Damage Model
AttackComponent:
method integer CalcDamage(attacker, defender, attackInfo) -- default 1 (ExecSpace=All)
method boolean CalcCritical(attacker, defender, attackInfo) -- default false (ExecSpace=All)
method float GetCriticalDamageRate() -- default 2.0 (ExecSpace=All)
method int32 GetDisplayHitCount(attackInfo) -- default 1 (ExecSpace=All)
method void OnAttack(defender) -- (ExecSpace=All)
HitComponent:
method void OnHit(Entity attacker, integer damage, boolean isCritical, string attackInfo, int32 hitCount)
emitter EmitHitEvent(HitEvent)
⚠ All hooks above have an unspecified ExecSpace (=All) on the parent. Adding
@ExecSpace("ServerOnly")etc. when overriding triggers LEA-3014SignatureMismatch. Drop the annotation and declare justmethod .... Details:msw-scripting/SKILL.md§9 "Method override".
2-1. HitEvent payload
AttackCenter: Vector2
AttackerEntity: Entity (nilable)
Damages: List<integer> -- multi-hit split
Extra: any -- ★ extension slot (knockback/stun/element/tags)
IsCritical: boolean
TotalDamage: integer
FeedbackAction: HitFeedbackAction -- ⚠ entire enum deprecated
Carry auxiliary info (knockback vector, stagger time, element) on the Extra table.
2-2. AttackEvent payload
A single field, DefenderEntity: Entity. The attacker is the handler's self.
2-3. ⚠️ Antipattern: direct HP subtraction — do not bypass HitEvent
Subtracting the defender's HP directly, such as monster.Hp -= damage / target.MonsterAI.HP -= damage, does not emit HitEvent — damage skin, hit effect, IsHitTarget immunity, and OnHit overrides all silently skip.
For player-side custom damage (channel / aura / DoT), the bypass also breaks avatar animation: AvatarStateAnimationComponent only reacts to StateChangeEvent, so the player avatar stays in idle even though the HP bar drops. If you must apply damage without HitEvent, also manually call StateComponent:ChangeState("HIT") (UPPERCASE key — see §10) and, for death/revive, PlayerComponent:ProcessDead() / ProcessRevive(). Otherwise hit/dead motions silently miss with no error.
3. Hit Reaction
3-1. Knockback — API per Body
| Body (map type) | Implementation |
|---|---|
| Rigidbody (MapleTile) | body:AddForce(Vector2(dir*5, 3)) ★recommended · SetForce · JustJump(Vector2(0, 4)) (vertical) |
| Kinematicbody (RectTile / top-down) | body.MoveVelocity = Vector2(dir*5, 0) — no AddForce |
| Sideviewbody (SideViewRectTile) | body.MoveVelocity + body.JumpSpeed |
- Rigidbody is auto-damped by the engine. Kinematic/Sideview must be damped manually inside
OnUpdate(MoveVelocity *= 0.9). - Wall bounce: subscribe to
FootholdCollisionEventand flip the velocity. - Knockback is a 1-shot impulse — do not confuse it with continuous movement (chase, flight). For continuous movement see §1-6.
- ⚠ Forbidden: assigning
TransformComponent.Positiondirectly on an entity with an active Body → network sync is blocked.body:SetPosition(...)is a teleport method, so do not call it inside anOnUpdateloop (§1-6).
3-2. i-frame
Standard pattern: deadline check based on _UtilLogic.ElapsedSeconds + returning false from HitComponent:IsHitTarget. The DefaultPlayer default PlayerHit.mlua provides this pattern as-is (§9-4).
Alternative: while invincible, swap HitComponent.CollisionGroup to a separate group → the resolution itself is excluded. This is better for frame-accurate precision.
3-3. Status effects (Buff/Debuff)
No native support. Implement a @Component BuffComponent directly + tick with _TimerService:SetTimerRepeat + broadcast custom StatusAppliedEvent/StatusExpiredEvent.
For a single simple stun, StateComponent:ChangeState("STUN") + input/AI block flags is enough.
4. Game Feel — all native
| Element | API | ExecSpace |
|---|---|---|
| Hit Stop (global) | _UtilLogic:SetClientTimeScale(float) — 0~100 | ClientOnly |
| Hit Stop (individual) | renderer.PlayRate = 0 (Sprite/Skeleton/Avatar) | @Sync |
| Slow Motion | _UtilLogic:SetClientTimeScale(0.3) + timer to restore | ClientOnly |
| Camera Shake | cameraComp:ShakeCamera(intensity, duration, targetUserId?) | Client |
| Camera Zoom | cameraComp:SetZoomTo(percent, duration, targetUserId?) · requires IsAllowZoomInOut=true first | Client |
| Hit Flash | spriteRenderer.Color = Color(r,g,b,a) → timer to restore | @Sync |
| Color HDR overbright | Color.HSVToRGB(h, s, v, hdr=true) — values > 1.0 allowed | — |
| VFX fixed | _EffectService:PlayEffect(clipRUID, instigator, pos, zRot, scale, isLoop?, options?) → serial | — |
| VFX attached | _EffectService:PlayEffectAttached(clipRUID, parent, localPos, localZRot, localScale, isLoop?, options?) | — |
| VFX remove | _EffectService:RemoveEffect(serial) | — |
| SFX 2D | _SoundService:PlaySound(id, volume, targetUserId?) | Client |
| SFX 3D | _SoundService:PlaySoundAtPos(id, pos, listener, volume) | Client |
| SFX loop | PlayLoopSound / PlayLoopSoundAtPos | Client |
| SFX attached | SoundComponent:Play() · pitch randomization via Pitch 0~3 | Client |
| BGM | _SoundService:PlayBGM(id, volume) / StopBGM(immediately) | Client |
| Preload | _SoundService:LoadSound(id) | ClientOnly |
PlayEffect options keys: FlipX, FlipY, SortingLayer, OrderInLayer, Alpha, StartFrameIndex, EndFrameIndex, PlayRate, SyncFlip, Color, MaterialID, IgnoreMapLayerCheck, LitMode
Get the current camera: _CameraService:GetCurrentCameraComponent().
ParticleService — built-in particles
General-purpose particle effects driven by enum values only, no RUID. 3 categories:
-- BasicParticle: general-purpose presets (no RUID needed)
integer _ParticleService:PlayBasicParticle(BasicParticleType, Entity instigator, Vector3 pos, number zRot, Vector3 scale, boolean isLoop, Dictionary options)
integer _ParticleService:PlayBasicParticleAttached(BasicParticleType, Entity parent, Vector3 localPos, number localZRot, Vector3 localScale, boolean isLoop, Dictionary options)
-- SpriteParticle: custom sprite as a particle (spriteRUID required)
integer _ParticleService:PlaySpriteParticle(SpriteParticleType, string spriteRUID, Entity instigator, Vector3 pos, number zRot, Vector3 scale, boolean isLoop, Dictionary options)
integer _ParticleService:PlaySpriteParticleAttached(SpriteParticleType, string spriteRUID, Entity parent, Vector3 localPos, number localZRot, Vector3 localScale, boolean isLoop, Dictionary options)
-- AreaParticle: environmental particles over a wide area (areaSize added)
integer _ParticleService:PlayAreaParticle(AreaParticleType, Vector2 areaSize, Entity instigator, Vector3 pos, number zRot, Vector3 scale, boolean isLoop, Dictionary options)
void _ParticleService:RemoveParticle(integer serial)
options keys: Color, SortingLayer, OrderInLayer, ParticleSize, ParticleCount
Looping particles (isLoop=true) must be cleaned up via RemoveParticle(serial). Store the serial in self._T so it can be removed later.
Full BasicParticleType list
| Family | Name | Description |
|---|---|---|
| Explosion/impact | SparkExplosion | Sparks (one-shot) — general-purpose hit |
SparkLoop | Continuous sparks | |
SparkRadialExplosion | Sparks scattering radially | |
SmallExplosion | Small explosion + smoke | |
BigExplosion | Big explosion + smoke | |
TinyExplosion | Very small explosion (Color option ignored) | |
DustExplosion | Circular shockwave + smoke (Color option ignored) | |
EnergyExplosion | Circular shockwave then center convergence | |
CircleBurst | Circular light burst | |
PillarBurst | Circular light burst + directional light | |
| Fire/flame | FireField | Cartoon flames |
FireFieldIntense | Intense cartoon flames | |
FireBall | Flame at a single point | |
FlameThrower | Flamethrower stream | |
LargeFlames | Large flames from the floor | |
MediumFlames | Medium flames from the floor | |
TinyFlames | Tiny flames from the floor | |
WildFire | Giant pillar of flame (Color option ignored) | |
| Lightning/electric | LightningOrbSharp | Spherical electric particles |
LightningStrikeSharp | Lightning bolt | |
LightningStrikeSharpTall | Tall lightning bolt | |
LightningOrbSoft | Electric wave emission | |
LightningBlast | Periodic electric waves | |
LightningStrike | Periodic lightning | |
LightningStrikeTall | Periodic tall lightning | |
| Buff/magic | Aura | Aurora light from the floor |
Buff | Strong light rising from the floor | |
Charge | Large particles converging on one point | |
ChargeOrb | Particles converging on one point | |
Enchant | Large light with light/particles around it | |
SpinField | Particles around a rotating circle | |
StarVortex | Starlight converging to the center | |
Nova | Wide circular wave | |
UpperCylinder | Rising pillar from the floor | |
| Misc | Firework | Fireworks |
FireworkCluster | Multiple fireworks at once | |
FireFlies | Fireflies | |
GoopSpray | Liquid spray to the side | |
GoopSprayEffect | Liquid spray downwards | |
DustStorm | Wide dust storm | |
RisingSteam | Rising white mist from the floor | |
BigSplash | Large water splash | |
Shower | Water poured on one spot |
Full SpriteParticleType list (8)
| Name | Description |
|---|---|
BurstBig | Sprite emerges in a radial pattern |
SpawnField | Particles + sprite emerge in a circular area |
BurstNova | Particles + sprite burst in a circular pattern |
SimpleSpawn | Simple particle + sprite appearance |
Burst | Particles + sprite scatter |
Stream | Generated while moving in a specific direction |
StreamSharp | Thin line moving in a specific direction |
AdditiveColor | Color effect applied to the sprite |
Full AreaParticleType list (12)
| Name | Description |
|---|---|
Rain | Rain |
Snow | Snow |
FogCalm | Fog |
FogHeavy | Heavy descending fog |
FogLively | Rising fog |
CalmStarField | Rising star cluster |
StarFieldSimple | Twinkling star cluster |
StarFog | Star + nebula particles (stationary) |
StarFogFlow | Star + nebula particles (rising) |
Windlines | Thin lines |
WindlinesBig | Thin lines + thick lines |
WindlinesSpeedy | Fast straight lines |
Choosing between EffectService and ParticleService
| Situation | Recommended |
|---|---|
| MapleStory skill / hit animations (specific imagery) | EffectService (specify RUID) |
| General hit/explosion (fast to implement) | ParticleService.BasicParticle |
| Scatter a custom image as particles | ParticleService.SpriteParticle |
| Environmental ambience like rain/snow/fog | ParticleService.AreaParticle |
| Sustained effects like buff auras | Either with isLoop=true |
| Rich, layered effects | Combine EffectService and ParticleService |
Standard pattern for server event → client effect:
@Syncproperty change → detected inOnSyncProperty(ClientOnly)→ call EffectService/ParticleService.
5. Death / Revive
| Event | Emission condition | Payload |
|---|---|---|
DeadEvent | Auto on StateComponent:ChangeState("DEAD") | none |
ReviveEvent | Auto on PlayerComponent:Respawn() (players only) | none |
StateChangeEvent | Auto on every state transition | CurrentStateName, PrevStateName |
Tracking the killer: DeadEvent has no payload → cache self.LastAttacker = event.AttackerEntity in HandleHitEvent and use it in HandleDeadEvent.
For player-specific death/revive, prefer §9-1 PlayerComponent.Respawn/ProcessDead/ProcessRevive.
6. Event Bus
| Logical event | MSW implementation |
|---|---|
| OnAttackStart | OnAttack hook or custom AttackStartEvent |
| OnAttackHit / OnDamageTaken | Native HitEvent |
| OnAttackMiss | Custom — SendEvent when IsAttackTarget returns false |
| OnCriticalHit | Covered by the HitEvent.IsCritical flag |
| OnDeath / OnRevive | Native DeadEvent/ReviveEvent |
| OnStateChange | Native StateChangeEvent |
| OnKill / OnBlocked / OnParry / OnStatusApplied | Custom @Event |
6-1. Custom event rules
- Definition:
@Event script XxxEvent extends EventType+propertydeclarations - Receiving: the
handlerkeyword (not method),@EventSender("Self" | "Service","XxxService" | "Logic","XxxLogic") - Connect/disconnect:
entity:ConnectEvent(XxxEvent, self.Handler)/ callDisconnectEventinOnEndPlay(the engine does not auto-disconnect) - Global:
@Logic CombatEventBusLogicsingleton +@EventSender("Logic","CombatEventBusLogic")
7. AI — FSM(StateComponent) + BT(AIComponent) + custom-script (Pattern A), all native-compatible
| Pattern | Fit | Reference |
|---|---|---|
FSM (StateComponent + @State) | Simple enemies (3~5 states), player IDLE/HIT/DEAD, boss phases, animation sync (AvatarStateAnimationComponent auto mapping §10). Requires StateComponent.IsLegacy=false if you want StateAnimationComponent to auto-swap clips. | ../msw-general/references/animation-state.md (state-machine + animation pipeline unified) |
BT (AIComponent + 4 Composite types + @BTNode) | Patrol + chase + attack combos, varied boss patterns, Composite/Decorator reuse, probability-weighted actions. Requires StateComponent.IsLegacy=false. | references/ai-bt.md |
Custom script with self-state (@Component holding CurrentAIState plus direct SpriteRUID assignment — Soldier-style pattern) | Behaviors that don't fit AIChase/AIWander (roam ↔ stand ↔ say ↔ attack, range-gated attacks, talking idle). No AIChaseComponent/AIWanderComponent, no IsLegacy=false needed — the script bypasses the ActionSheet pipeline. Reserve StateComponent for IDLE ↔ DEAD only. | ../msw-general/references/monster.md §7 "Canonical Pattern A Scripts (Soldier)" |
7-1. FSM — StateComponent (summary)
StateComponent + @State script XxxStateType extends StateType (lifecycle OnEnter/OnUpdate/OnExit/OnConditionCheck). The only auto-registered states are IDLE/DEAD (+ HIT if a HitComponent exists, MOVE if an AIChase/AIWander exists) — ATTACK/PATROL/STUN/PHASE2 etc. must all be pre-registered via AddState("name", XxxStateType) in OnBeginPlay. Auto transitions use AddCondition(from, to) + per-frame OnConditionCheck().
⚠ State names must be UPPERCASE; unregistered names immediately produce
[LEA-3005] InvalidArgument : 'stateName'. Registering a key inAvatarStateAnimationComponent.StateToAvatarBodyActionSheetdoes not auto-register it inStateComponent— the two are separate.
Full implementation → ../msw-general/references/animation-state.md (FSM authoring, ChangeState failure matrix, standard PATROL/CHASE/ATTACK/HIT/DEAD monster pattern, and the state→animation pipeline live together — the two are the same underlying system viewed from two angles)
7-2. BT — AIComponent (summary)
AIComponent + SequenceNode/SelectorNode/RandomSelectorNode/ParallelNode + @BTNode Action Nodes + native AIChaseComponent/AIWanderComponent. All 4 Composite types are native; Decorator/Memory(Blackboard)/Threat Table must be implemented by hand.
⚠ When using custom BT, remove
AIChaseComponent/AIWanderComponentfrom the.model.
Full implementation → references/ai-bt.md
Full monster entity composition →
../msw-general/references/monster.mdThis SKILL.md only covers combat-specific aspects (ATTACK/HIT/DEAD + DeadEvent/ReviveEvent + BT entry point). For general mlua state machine / scripting patterns see
msw-scripting.
8. UI natives
| UI | API |
|---|---|
| HP bar (screen-fixed) | SpriteGUIRendererComponent fill using the HP gauge slice sprite (image_ruid = "f0911af597259044aa624a11332c0595") + left-pivot UITransformComponent width resize. Use SliderComponent for user-draggable controls, not read-only HP gauges. ⚠ UI entities only |
| Damage numbers | 3 DamageSkin* components + DamageSkinService — §11 |
| Crosshair | SpriteGUIRendererComponent in .ui |
| Combo counter / buff icons | TextGUIRendererComponent + SpriteGUIRendererComponent |
Worldspace HP bar (overhead): no native support. Two implementation options:
| Option | Approach | Fit |
|---|---|---|
| Lightweight | Adjust LocalScale.x = hp/maxHp on a child entity's SpriteRendererComponent or use TiledSize.x (with SpriteDrawMode.Tiled) | Quick prototype, simple gauge |
| Full | Based on PixelRendererComponent — full implementation references/hp-gauge.md | Production-grade, many monsters shown at once |
9. DefaultPlayer combat natives
The player entity has HP, revive, and input natively. Do not create custom Hp/MaxHp properties — use PlayerComponent.
The full property/method tables for
PlayerComponent/PlayerControllerComponentare inmsw-defaultplayer/SKILL.md. Only combat essentials here.
9-1. Core combat APIs
| Item | Usage |
|---|---|
| HP decrement | self.Entity.PlayerComponent.Hp -= event.TotalDamage |
| Death check | PlayerComponent:IsDead() |
| Revive | PlayerComponent:Respawn() — RespawnPosition → SpawnLocation → map entry point. DeadEvent/ReviveEvent auto-emitted |
| Client-only death processing | @ExecSpace("Client") ProcessDead(targetUserId?) / ProcessRevive(targetUserId?) |
| Direction check ★ | PlayerControllerComponent.LookDirectionX (+1 right, -1 left). Do not use TransformComponent.Scale.x |
| Action hook override | ActionAttack / ActionJump / ActionInteraction(key, isKeyDown) etc. |
| Action event reception | EmitPlayerActionEvent(PlayerActionEvent) → §9-3 |
⚠ Auto-attack / AI-triggered attack must set facing first.
LookDirectionXis a writable@Syncproperty — assigning1/-1flips the player avatar to face that way. The default input pipeline only updates it from movement input, so an attack fired without movement (auto-battle loop, AI tick, skill button) keeps the last facing (default left) — the avatar looks the wrong way and theLookDirectionX-based attack box (§1-5) resolves on the wrong side. Before such an attack, point it at the target:controller.LookDirectionX = target.TransformComponent.WorldPosition.x >= self.Entity.TransformComponent.WorldPosition.x and 1 or -1. Assign the sign only (±1), never the raw position delta — the attack offset multipliesLookDirectionX, so a non-unit value scales/mislocates the hitbox.
9-3. PlayerActionEvent
property string ActionName -- "Attack" / "Jump" / "Crouch" / ...
property Entity PlayerEntity
The default pattern is PlayerAttack extends AttackComponent that receives @EventSender("Self") handler HandlePlayerActionEvent(...) and branches on event.ActionName == "Attack".
9-4. Default templates (RootDesk/MyDesk/)
Copy-paste without modification. Override as needed:
| File | Role | Key points |
|---|---|---|
PlayerAttack.mlua | Frontal Box attack | LookDirectionX for direction, AttackFast + CollisionGroups.Monster, CalcDamage=50, 30% crit |
PlayerHit.mlua | i-frame | ImmuneCooldown property, _UtilLogic.ElapsedSeconds deadline, IsHitTarget override |
Monster.mlua | Monster HP | Custom @Sync Hp (no PlayerComponent), HandleHitEvent → Dead/Respawn |
MonsterAttack.mlua | Sprite-size-based melee | isvalid(defender.PlayerComponent) + __base:IsAttackTarget(...) super in IsAttackTarget |
9-5. Time reference
_UtilLogic.ElapsedSeconds is recommended (world clock, consistent across pause/restore). Do not use os.clock().
9-6. Standard CollisionGroups
| Constant | Purpose |
|---|---|
CollisionGroups.Player | Monster → Player attack |
CollisionGroups.Monster | Player → Monster attack |
CollisionGroups.HitBox | Default for HitComponent.CollisionGroup |
10. Avatar motion — AvatarStateAnimationComponent
Auto-links StateComponent transitions to avatar animations.
@Sync property SyncDictionary<string, AvatarBodyActionElement> StateToAvatarBodyActionSheet -- IsLegacy=false
@Sync property SyncDictionary<string, string> ActionSheet -- IsLegacy=true (deprecated)
method void SetActionSheet(string key, string animationClipRuid)
method void RemoveActionSheet(string key)
method string StateStringToAnimationKey(string stateName)
emitter EmitBodyActionStateChangeEvent(BodyActionStateChangeEvent)
ChangeState("HIT")→ the mappedMapleAvatarBodyActionState.Hitplays automatically- Combat-relevant state values:
Attack=3,Hit=14,Dead=10,Alert=4,Heal=13 IsLegacy=falsefixed; use onlyStateToAvatarBodyActionSheet
The full avatar component coverage (
AvatarRendererComponentetc.) is inmsw-defaultplayer. This section covers only combat motion mapping.
11. Damage skin (number display)
Default RUIDs
| Purpose | RUID | Used on |
|---|---|---|
| Hit | 3271c3e79bf04ecba9a107d55495970d | Default for attacker's DamageSkinSettingComponent.DamageSkinId |
| Taken hit | 02c22d93421b4038b3c413b3e40b57ec | Defender-side display — call _DamageSkinService:Play manually |
| Heal | d58b67cf0f3a4eaf9fe1ad87c0ffac8a | Heal/potion — call _DamageSkinService:Play manually |
11-1. Auto mode (component-based)
On Attack/AttackFast, if all 3 components below are present, damage numbers are displayed automatically:
| Side | Component | Role |
|---|---|---|
| Attacker | DamageSkinSettingComponent | Which skin/style to display |
| Defender | DamageSkinSpawnerComponent | Display position offset |
| Defender | DamageSkinComponent | Damage number body (over the entity) |
Include all 3 in the .model and damage numbers appear with zero script code.
DamageSkinSettingComponent (attacker)
| Property | Type | Default | Description |
|---|---|---|---|
DamageSkinId | DataRef | hit RUID (table above) | Damage number skin RUID |
DamageSkinScale | Vector2 | (1, 1) | Number size |
Alpha | float | 1 | Opacity |
PlayRate | float | 1 | Playback speed |
DelayPerAttack | float | 0.05 | Delay between multi-hits (seconds) |
TweenType | DamageSkinTweenType | Default | Animation style |
LitMode | LitMode | Default | Lighting influence |
DamageSkinTweenType: Default (popup) / Volcano (fan) / Blade (overlap) / each *Mini (75% scale)
DamageSkinSpawnerComponent (defender)
| Property | Type | Default |
|---|---|---|
DamageSkinOffset | Vector2 | (0,0) |
11-2. Manual mode — DamageSkinService
Cases not caught by auto mode (heal, Miss/Guard, non-standard damage sources) call _DamageSkinService directly.
_DamageSkinService:Play(targetEntity, skinRuid, delay, damages:List<int>, tweenType, isCritical, offset, scale, playRate, alpha, litMode)
_DamageSkinService:PlayTextDamage(targetEntity, skinRuid, textType, tweenType)
_DamageSkinService:PreloadAsync(skinRuid, callback(success)) -- ClientOnly
DamageSkinTextType: Miss / Guard / Resist / Shot / Counter
⚠
_DamageSkinService:Playis in theClientspace — to call it from server logic (HP subtraction, etc.) wrap it in an@ExecSpace("Client")method or change a@Syncproperty and trigger fromOnSyncProperty.
⚠
Play()has 6 required parameters. Passing only some of the 5 optional ones triggers LEA-3005InvalidArgument.
11-3. Recipes
(a) Critical emphasis — auto mode + dynamic scale
Auto mode renders red font automatically when IsCritical=true. To emphasize further, temporarily increase the attacker-side scale:
-- ⚠ AttackComponent hooks (CalcDamage/CalcCritical/GetCriticalDamageRate/GetDisplayHitCount/
-- IsAttackTarget/IsHitTarget/OnAttack) have an unspecified ExecSpace (=All) on the parent.
-- Adding @ExecSpace when overriding triggers LEA-3014 SignatureMismatch.
-- Details: msw-scripting/SKILL.md §9 "Method override → LEA-3014"
method integer CalcDamage(Entity attacker, Entity defender, string attackInfo)
return 100
end
method boolean CalcCritical(Entity attacker, Entity defender, string attackInfo)
return math.random() < 0.3
end
method float GetCriticalDamageRate()
return 2.5 -- 100 → 250
end
Differentiate criticals visually with DamageSkinSettingComponent.TweenType = Volcano (fan scatter) or Blade (overlap).
(b) Heal / recovery — manual call
local HEAL_RUID = "d58b67cf0f3a4eaf9fe1ad87c0ffac8a"
@ExecSpace("Client")
method void ShowHeal(Entity target, integer amount)
_DamageSkinService:Play(
target, HEAL_RUID, 0,
{ amount }, -- damages
DamageSkinTweenType.Default,
false, -- isCritical
Vector2(0, 0.5), -- offset (above head)
Vector2(1, 1), 1.0, 1.0, LitMode.Default
)
end
(c) Miss / Guard / Resist text
local HIT_RUID = "02c22d93421b4038b3c413b3e40b57ec"
@ExecSpace("Client")
method void ShowMiss(Entity target)
_DamageSkinService:PlayTextDamage(
target, HIT_RUID, DamageSkinTextType.Miss, DamageSkinTweenType.Default
)
end
Call this when AttackComponent:IsAttackTarget returned false → "miss animation + damage 0".
(d) Multi-hit — split into N with a single call
If you pass a List as the damages argument of _DamageSkinService:Play, the numbers are shown sequentially at DelayPerAttack (attacker component value) intervals:
_DamageSkinService:Play(target, ATTACK_RUID, 0, { 12, 8, 14, 11, 9 },
DamageSkinTweenType.Default, false, Vector2(0,0), Vector2(1,1), 1, 1, LitMode.Default)
Auto mode behaves identically with HitEvent.Damages (List) — override GetDisplayHitCount(attackInfo) to control the split count.
(e) Preload — prevent first-display stutter
The first use of a skin RUID may have texture loading lag. Preload on map entry:
@ExecSpace("ClientOnly")
method void OnBeginPlay()
_DamageSkinService:PreloadAsync("3271c3e79bf04ecba9a107d55495970d", function(ok) end)
_DamageSkinService:PreloadAsync("02c22d93421b4038b3c413b3e40b57ec", function(ok) end)
_DamageSkinService:PreloadAsync("d58b67cf0f3a4eaf9fe1ad87c0ffac8a", function(ok) end)
end
(f) TweenType use cases
| TweenType | Recommended situation |
|---|---|
Default | Normal hits |
Volcano | Critical / area hits (upward scatter) |
Blade | Continuous slashes / combos (overlapping numbers) |
*Mini | Small damage like DoT (poison/burn) — less screen clutter |
(g) Faction-specific skins
To use different skin RUIDs per side (player vs enemy, PvP factions, etc.), swap DamageSkinSettingComponent.DamageSkinId at runtime:
self.Entity.DamageSkinSettingComponent.DamageSkinId = MY_TEAM_SKIN_RUID
12. Hit effect — HitEffectSpawnerComponent
Attach to the defender and a hit effect plays automatically on HitEvent. No properties — just add the component to the .model.
13. Full combat checklist
- Attacker model: an
AttackComponent-derived script (+ optional:DamageSkinSettingComponent) - Defender model:
HitComponent+HitEffectSpawnerComponent+ (optional:DamageSkinSpawnerComponent+DamageSkinComponent) - HitComponent:
IsLegacy=false, setColliderType/BoxSize/CircleRadius, setCollisionGroup - State motions: register
ATTACK/HIT/DEADinStateComponent+AvatarStateAnimationComponent.StateToAvatarBodyActionSheet - HP handling: player uses
PlayerComponent.Hp; monster uses custom@Sync Hp - Direction check:
LookDirectionX(no Scale.x); for auto/AI-triggered attacks, set it (±1) toward the target before attacking — §9-1 - Time reference:
_UtilLogic.ElapsedSeconds(no os.clock) - Event cleanup: explicit
DisconnectEventinOnEndPlay - Body rule: do not assign
TransformComponent.Positiondirectly on an entity with an active Body
14. Custom implementation is required
Buff/Debuff · BT Decorator/Memory(Blackboard) · Aggro/Threat Table · projectile pooling · pierce/max-hits · stagger-level system · resources (MP/Stamina/Rage) · combo/cancel windows · guard/parry · world→screen coordinate conversion · worldspace HP bar
Out of scope
- General player topics (HP/movement/camera/costume aside):
msw-defaultplayer - General mlua grammar/lifecycle:
msw-scripting .modelauthoring rules/templates:msw-general
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