
Msw Avatar
Handles the two-axis system for MapleStory World avatars: costume (17 equipment slots via CostumeManagerComponent) and animation (state-to-action pipeline). The costume side is file-edit based, touching DefaultPlayer.model or map entities directly, then calling refresh. The animation side deals with a three-layer mapping from state keys to sprite action IDs, plus conflict resolution between auto-transitions and manual overrides. Works on any avatar-bearing entity, not just the player. You'll want this when you need to lock custom equipment, remap weapon attack motions, or block the default playback system. The RUID workflow ties into msw-search, and the mutual exclusion rules for longcoats and two-handed weapons matter if you're scripting dynamic costume changes.
- skills.sh installs
- 10.6K
- GitHub stars
- 38
- last updated
- Aug 21, 2026
Install
$ npx -y skills add msw-git/msw-ai-coding-plugins-official --skill msw-avatar --agent claude-codeInstalls into .claude/skills of the current project.
Files
MSW Avatar (Costume · Animation)
An avatar is managed along two axes.
- Costume (appearance):
MOD.Core.CostumeManagerComponent— which items are equipped (17 slots). - Animation (motion):
AvatarStateAnimationComponent+AvatarRendererComponent— which state clip is played (14 default states + custom actions).
Edit workspace files directly, then call the refresh tool of msw-maker-mcp so the editor picks up the change.
This document covers costume (file-edit based) first, then animation (script based) at the end.
Workspace path rule: maps
./map/, UI./ui/, scripts and other assets./RootDesk/MyDesk/, global models such as DefaultPlayer/Player./Global/.
Where to edit, by target
Sponsors
Details
- Repository
- github.com/msw-git/msw-ai-coding-plugins-official
- Categories
- DevOps & CI/CD, Git & Pull Requests, AI & Agent Building, Automation & Workflows, Sales & Marketing, Design & UI/UX, Game Development
- First seen
- Jun 3, 2026