maplestory-skill-maker

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MSW Player Skill Maker (Attack + Movement)

MSW玩家技能制作器(攻击+移动)

Use this skill to create reusable attack-skill and movement-skill implementation patterns for this project's MSW player stacks.
This is not a basic MSW combat-rule summary. Treat it as a project-specific implementation guide for skills whose gameplay timing and visual timing may intentionally diverge from the default MSW presentation flow.
The intended design is type-driven: define a small number of skill types, then stamp out concrete attack or movement skills by tuning family-specific data.
使用本技能为项目的MSW玩家栈创建可复用的攻击技能与移动技能实现模式。
这并非基础MSW战斗规则概述,而是针对技能的项目专属实现指南,这些技能的游戏玩法时机与视觉时机可能会有意偏离默认MSW展示流程。
预期设计为类型驱动:定义少量技能类型,然后通过调整家族专属数据来生成具体的攻击或移动技能。

Current Goal

当前目标

Create advanced player-skill implementation patterns from reusable types. Attack skills tune damage/judgment/presentation; movement skills tune movement power/distance, air-use count, collision policy, and authority/prediction.
For the attack family, this guide handles authoritative judgment, HP/death state, and visual hit timing. For the movement family, use the platform-aware execution and validation contract in references/movement/skills.md.
从可复用类型创建高级玩家技能实现模式。攻击技能调整伤害/判定/表现;移动技能调整移动力度/距离、空中使用次数、碰撞规则,以及权限/预测机制。
对于攻击家族,本指南处理权威判定、生命值/死亡状态,以及视觉受击时机。对于移动家族,请使用references/movement/skills.md中的平台感知执行与验证契约。

Required Context

必要上下文

Before editing project files, load the normal MSW foundation for the task:
  • msw-general
  • msw-ui-system
    and
    msw-ui-design-tokens
    for the skill hotbar UI, which is a default deliverable for every skill (see references/architecture/hotbar-ui.md)
  • msw-scripting
    for any
    .mlua
    edits
  • msw-combat-system
    for hit/damage/projectile work
  • msw-defaultplayer
    for double jump, teleport, Body, or player movement work
  • msw-avatar
    for attack animation or avatar action changes
  • msw-search
    when an effect, sprite, animation, sound, projectile image, or avatar item RUID is needed
  • msw-mcp
    when the
    msw-search
    resource pipeline is required; if it is unavailable, follow the explicit fallback/reporting rule in references/architecture/hotbar-ui.md
For every player attack, player movement, or monster-presentation create/modify request, read references/execution-core.md first and follow its stage gates and sole detail-loading matrix. Do not select required contracts from the catalog below. For guide-only work, use the lightweight route under Request Modes.
编辑项目文件前,加载任务所需的常规MSW基础组件:
  • msw-general
  • msw-ui-system
    msw-ui-design-tokens
    (用于技能快捷栏UI,这是每个技能的默认交付物,详见references/architecture/hotbar-ui.md
  • msw-scripting
    (用于所有
    .mlua
    编辑)
  • msw-combat-system
    (用于受击/伤害/投射物相关工作)
  • msw-defaultplayer
    (用于二段跳、传送、角色身体或玩家移动相关工作)
  • msw-avatar
    (用于攻击动画或角色动作修改)
  • msw-search
    (当需要特效、精灵、动画、音效、投射物图像或角色物品RUID时)
  • msw-mcp
    (当需要
    msw-search
    资源管线时;若不可用,请遵循references/architecture/hotbar-ui.md中的明确 fallback/报告规则)
对于每一项玩家攻击、玩家移动或怪物表现创建/修改请求,请先阅读references/execution-core.md并遵循其阶段门控与唯一细节加载矩阵。请勿从下方目录中选择所需契约。仅针对指南类工作,请使用请求模式下的轻量流程。

Execute Discovered Obligations — do not acknowledge and stop

执行已明确的任务——请勿仅确认后停止

Treat every applicable required rule as work to execute, not commentary to repeat. Do not stop with an apology, realization, praise of the guide, or a restatement such as “this must be followed,” and do not hand the rule back to the user for confirmation.
When a missed or unevidenced obligation is discovered, immediately reopen the affected ledger rows to
OPEN
, inspect the required project evidence, correct the implementation, and run the named verification before continuing. Mark a row
BLOCKED
only when the exact required access or evidence is unavailable; record what is missing and ask only for that specific external artifact. For per-model HIT/death obligations, execute the required model-by-model artifact and gates rather than merely citing them. (→ references/player/preflight.md, references/verification/monster-visual-harness.md)
将每一项适用的必要规则视为需执行的工作,而非需重复的注释。请勿以道歉、认知、对指南的赞美,或诸如“必须遵循此规则”的重述来停止工作,也勿将规则交还给用户确认。
当发现遗漏或无证据支持的任务时,立即将受影响的 ledger 行重新标记为
OPEN
,检查所需的项目证据,修正实现,并在继续前运行指定的验证。仅当确切的所需权限或证据不可用时,才将行标记为
BLOCKED
;记录缺失内容,并仅请求该特定外部工件。对于每个模型的受击/死亡任务,请执行所需的逐模型工件与门控,而非仅引用它们。(→ references/player/preflight.md, references/verification/monster-visual-harness.md

Player Attack Startup Gate — loaded entry contract

玩家攻击启动门控——已加载的入口契约

This section is intentionally in
SKILL.md
because linked references are loaded progressively and an agent that skips the first link would otherwise miss the attack's foundation and presentation obligations. It fixes the first actions and required artifacts; leaf references still own exact behavior.
For every player attack create/modify request, complete these actions before any project write:
  1. Open references/execution-core.md, references/architecture/datasets.md, references/architecture/framework.md, references/verification/non-negotiable-presentation-gates.md, and references/player/preflight.md.
  2. Discover whether the attack DataSet/catalog/binding infrastructure already exists. If any part is missing or incomplete, also open references/architecture/bootstrap.md.
  3. Create a user-visible progress ledger. Use the host's visible plan/task artifact when available; otherwise create
    .maplestory-skill-maker-ledger.md
    in the target project root and keep it through handoff.
  4. Instantiate every required ID below with its discovered owner, authoritative contract, planned implementation location, named evidence scenario, and
    OPEN
    status:
Required familyRows that must exist before editing
DATA
— attack data foundation
DATA-01
existing/new DataSet and catalog decision;
DATA-02
schema and project-managed CSV/DataSet asset;
DATA-03
concrete attack row and usable binding row;
DATA-04
catalog load/validation evidence
PAP
— player attack presentation
PAP-01
PAP-04
PAJ
— player attack judgment
PAJ-01
PAJ-04
MHP
— monster hit/death presentation
MHP-01
MHP-04
, expanded per effective target class
Do not create or edit project scripts, components, entities, DataSets, or CSVs until this startup ledger exists. A damaging player attack is not implemented unless all four families have implementation locations: attack data, player casting presentation, immediate judgment, and monster receiving-hit/death presentation. Missing Maker/runtime access changes runtime-dependent rows to
BLOCKED
; it never authorizes omitting their implementation or silently narrowing the attack to damage-only behavior.
本节特意放在
SKILL.md
中,因为链接引用是逐步加载的,若代理跳过第一个链接,可能会遗漏攻击的基础与表现任务。它明确了初始操作与所需工件;叶子引用仍负责具体行为。
对于每一项玩家攻击创建/修改请求,请在任何项目写入操作前完成以下步骤:
  1. 打开references/execution-core.mdreferences/architecture/datasets.mdreferences/architecture/framework.mdreferences/verification/non-negotiable-presentation-gates.mdreferences/player/preflight.md
  2. 确认攻击DataSet/目录/绑定基础设施是否已存在。若任何部分缺失或不完整,请同时打开references/architecture/bootstrap.md
  3. 创建用户可见的进度 ledger。若有可用的主机可见计划/任务工件,请使用它;否则在目标项目根目录创建
    .maplestory-skill-maker-ledger.md
    并在交接前保留。
  4. 为以下每一项所需ID实例化其已发现的所有者、权威契约、计划实现位置、指定证据场景,并设置状态为
    OPEN
必需家族编辑前必须存在的行
DATA
— 攻击数据基础
DATA-01
现有/新DataSet与目录决策;
DATA-02
模式与项目管理的CSV/DataSet资产;
DATA-03
具体攻击行与可用绑定行;
DATA-04
目录加载/验证证据
PAP
— 玩家攻击表现
PAP-01
PAP-04
PAJ
— 玩家攻击判定
PAJ-01
PAJ-04
MHP
— 怪物受击/死亡表现
MHP-01
MHP-04
,按有效目标类展开
在启动ledger存在前,请勿创建或编辑项目脚本、组件、实体、DataSet或CSV。除非四个家族(攻击数据、玩家施法表现、即时判定、怪物受击/死亡表现)均有实现位置,否则攻击技能不算完成。若缺失Maker/运行时权限,请将依赖运行时的行标记为
BLOCKED
;绝不允许省略其实现或暗中将攻击简化为仅伤害行为。

Reference Catalog

参考目录

This is a document dictionary, not a second routing table. The fixed player-attack startup list above protects progressive loading; after that entry gate, references/execution-core.md is the only authority for conditional document selection and timing. Leaf references own exact behavior.
GroupFiles
Executionreferences/execution-core.md, references/index.md
Compatibility aliasesreferences/skill-data-contract.md, references/knockback-hit-reaction.md
Architecturereferences/architecture/index.md, references/architecture/system-overview.md, references/architecture/framework.md, references/architecture/datasets.md, references/architecture/hotkeys.md, references/architecture/hotbar-ui.md, references/architecture/bootstrap.md, references/architecture/divergences.md
Combatreferences/combat/index.md, references/combat/targeting.md, references/combat/projectile.md, references/combat/damage-presentation.md, references/combat/multi-target.md, references/combat/hit-reaction.md, references/combat/hit-reaction-code.md, references/combat/monster-attack.md, references/combat/death.md
Movementreferences/movement/index.md, references/movement/skills.md, references/movement/common.md, references/movement/double-jump.md, references/movement/teleport.md
Playerreferences/player/index.md, references/player/preflight.md, references/player/casting.md, references/player/cast-effects.md
Verificationreferences/verification/index.md, references/verification/non-negotiable-presentation-gates.md, references/verification/player-control-harness.md, references/verification/monster-visual-harness.md, references/verification/movement-verification-harness.md
Platformreferences/platform/index.md, references/platform/maker-pitfalls.md
这是文档字典,而非第二个路由表。上方固定的玩家攻击启动列表可保护逐步加载流程;通过入口门控后,references/execution-core.md是条件文档选择与时机的唯一权威。叶子引用负责具体行为。
分组文件
执行references/execution-core.md, references/index.md
兼容别名references/skill-data-contract.md, references/knockback-hit-reaction.md
架构references/architecture/index.md, references/architecture/system-overview.md, references/architecture/framework.md, references/architecture/datasets.md, references/architecture/hotkeys.md, references/architecture/hotbar-ui.md, references/architecture/bootstrap.md, references/architecture/divergences.md
战斗references/combat/index.md, references/combat/targeting.md, references/combat/projectile.md, references/combat/damage-presentation.md, references/combat/multi-target.md, references/combat/hit-reaction.md, references/combat/hit-reaction-code.md, references/combat/monster-attack.md, references/combat/death.md
移动references/movement/index.md, references/movement/skills.md, references/movement/common.md, references/movement/double-jump.md, references/movement/teleport.md
玩家references/player/index.md, references/player/preflight.md, references/player/casting.md, references/player/cast-effects.md
验证references/verification/index.md, references/verification/non-negotiable-presentation-gates.md, references/verification/player-control-harness.md, references/verification/monster-visual-harness.md, references/verification/movement-verification-harness.md
平台references/platform/index.md, references/platform/maker-pitfalls.md

Request Modes

请求模式

Classify every request before loading domain references:
  • Player attack skill — normal, projectile, area, or multi-target player attacks.
  • Player movement skill — double jump, teleport, blink, air jump, or another movement ability.
  • Monster presentation only — monster ATTACK timing, contact/range capability, HIT/DEAD presentation, facing, or movement lock without creating a player skill.
  • Guide-only change or review — edits or coherence checks for this instruction package itself.
If a request spans modes, record the combination explicitly. Do not import another mode's defaults or deliverables without a matching execution-core condition.
加载领域引用前,请对每个请求进行分类:
  • 玩家攻击技能 — 普通、投射、范围或多目标玩家攻击。
  • 玩家移动技能 — 二段跳、传送、闪烁、空中跳跃或其他移动能力。
  • 仅怪物表现 — 怪物ATTACK时机、接触/范围能力、受击/死亡表现、朝向或移动锁定,无需创建玩家技能。
  • 仅指南修改或审核 — 对本指令包本身的编辑或一致性检查。
若请求跨模式,请明确记录组合。若无匹配的执行核心条件,请勿导入其他模式的默认设置或交付物。

Route Entry

路由入口

  • Player attack, player movement, monster presentation, or a combination: read references/execution-core.md, create its progress ledger, and follow its stages and sole detail-loading matrix through evidence-backed reporting.
  • Guide-only change or review: read this router and the directly affected leaf reference. Load adjacent references only to verify a named cross-file rule or dependency. Do not inspect project code, run implementation harnesses, or require gameplay deliverables unless project modification is also requested.
  • 玩家攻击、玩家移动、怪物表现或其组合: 阅读references/execution-core.md,创建进度ledger,并遵循其阶段与唯一细节加载矩阵,完成基于证据的报告。
  • 仅指南修改或审核: 阅读本路由文件与直接受影响的叶子引用。仅为验证指定的跨文件规则或依赖时,才加载相邻引用。除非同时请求项目修改,否则请勿检查项目代码、运行实现测试工具或要求游戏玩法交付物。

Authority and Change Rules

权限与变更规则

  • SKILL.md
    owns request classification, external context, entry routing, and the player-attack startup/definition-of-done gate above.
  • references/execution-core.md owns execution stages, required artifacts, exit conditions, and conditional document selection.
  • Leaf references own exact behavior, data shapes, defaults, ordering, APIs, rejection conditions, and acceptance evidence. Index and overview documents are navigation aids only.
  • Concrete filenames, component names, methods, and entities in references are current instantiations or examples unless a leaf contract explicitly identifies a canonical engine API or fixed project default. Discover and map roles before creating or connecting anything.
  • When the user supplies a new rule, update its authoritative leaf reference first. Update the execution core only if the trigger, stage, artifact, or completion gate changes; update this catalog only when the file set changes.
  • After documentation changes, perform the Documentation Consistency Review in references/execution-core.md. Record its evidence in the progress ledger; any unresolved link, reachability, terminology, or routing failure blocks completion.
  • SKILL.md
    负责请求分类、外部上下文、入口路由,以及上方的玩家攻击启动/完成定义门控。
  • references/execution-core.md 负责执行阶段、所需工件、退出条件,以及条件文档选择。
  • 叶子引用负责具体行为、数据结构、默认值、顺序、API、拒绝条件与验收证据。索引与概述文档仅为导航辅助。
  • 引用中的具体文件名、组件名、方法与实体为当前实例或示例,除非叶子契约明确标识为规范引擎API或固定项目默认值。在创建或连接任何内容前,请发现并映射角色。
  • 当用户提供新规则时,请先更新其权威叶子引用。仅当触发器、阶段、工件或完成门控变更时,才更新执行核心;仅当文件集变更时,才更新本目录。
  • 文档变更后,请执行references/execution-core.md中的文档一致性审核。将证据记录在进度ledger中;任何未解决的链接、可达性、术语或路由错误均会阻止完成。