MCPInstall

msw-ui-system

MSW .ui single entry point — design + component API + builder + runtime. Anchor/pivot/RectTransform, UIGroup/CanvasGroup hierarchy, layout recipes (HUD/popup/toast/menu/inventory/scroll-list/ranking/leaderboard/quest list/friend list/mailbox), full API tables for ButtonComponent/TextGUIRendererComponent/SpriteGUIRendererComponent/ScrollLayoutGroup/GridView/TextInput/Slider/Mask/AvatarGUIRenderer + UI enums (AlignmentType/TextOverflowMode/ImageType/FillAmount), .mlua runtime patterns (popup open-close, toast, HP bar, GridView, drag, tab, cooldown, world nametag), UI-client-only caveats (nil on server, no RPC), .ui↔.mlua UUID auto-binding (write+injectBindings), resolution/safe-area/touch. UIBuilder (mswuibuilder.cjs): all node types (empty/panel/text/sprite/button/slider/scrollLayout/textInput/group/mask/gridView/avatar/skeleton etc.), component add/replace/patch/remove, 13 anchor presets+stretch, auto-inject .mlua UUID bindings after write.

Installs
9.8K
Last 24h
+73
Trending rank
#2508
Security
Pass

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/msw-git/msw-ai-coding-plugins-official --skill msw-ui-system
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads msw-ui-system automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

Security audits

Independent scans of the skill's instructions and bundled files.

Gen Agent Trust Hub PassSAFE ·This skill provides a comprehensive system for designing, building, and managing UI components for the MSW (MapleStory Worlds) engine. It includes a JavaScript-based UI builder, a layout previewer, and a linter to ensure UI consistency and mobile compatibility. The analysis found no evidence of malicious behavior, data exfiltration, or safety bypasses. All code and documentation are aligned with the intended purpose of assisting developers with UI creation.
Socket PassNo alerts
Snyk PassLOW ·Risk: LOW · No issues

SKILL.md

The instructions your agent reads when the skill is triggered.

msw-ui-system

MSW .ui single entry point — design guide + component API + builder invocation + runtime patterns bundled into one skill.

Role division with existing skills:

SkillResponsibility
msw-ui-system (this skill)Everything .ui — design (which/when/why), component API/enum (what), builder invocation (how to mutate), runtime mlua patterns. .ui mutations must always go through this skill's builder
references/templates/Pre-built style bundles — .ui + ruid-map + button handler packages

0. Routing

Branch to sub-references based on request keywords.

TriggerReference Document
"anchor/pivot/coordinates/why is the position wrong", "RectTransform", "stretch"references/ui-fundamentals.md §1–§8
"mobile", "safe area", "1920", "MobileOnly", "ActivePlatform", "touch size", "PC reserved zone", "font size by device"references/ui-fundamentals.md §9
"UIGroup", "above popup", "z-order", "displayOrder", "CanvasGroup", "opacity propagation", "Enable vs Visible"references/ui-hierarchy.md; for runtime sibling reorder also read references/runtime-patterns.md §7
"which component", "Sprite vs Text vs Button", "9-slice", "scroll list", "GridView vs ScrollLayoutGroup"references/component-api.md §"Component Selection Guide"
"sprite pivot", "9-slice border", "slice boundary", "set sliced asset metadata", "resource storage properties"Set asset-side metadata via msw-mcp asset_update_resource_storage_info directly; for the .ui side see references/component-api.md §"SpriteGUIRenderer — ImageType Selection"
"make a HUD", "popup placement", "toast", "menu", "inventory grid", "scroll list", "ranking", "leaderboard", "quest list", "friend list", "mailbox"references/layout-recipes.md
"connect .mlua after building with .ui builder", "property default UUID", "binding without drag"../msw-general/references/builder-protocol-ui.md §3.6 Binding Injection (unified entry point — load with the builder-protocol.md core)
Runtime UI component field read/write, component property name/type (ButtonComponent.Colors, TextGUIRendererComponent.Overflow, SpriteGUIRendererComponent.FillAmount…)references/component-api.md required before every .mlua access to UI component fields
Enum values (AlignmentType, TextOverflowMode, ImageType, UIBasicParticleType…)references/component-api.md §Enums
Runtime mlua patterns (popup open/close, toast fade, HP bar, GridView, drag, tab, cooldown), Runtime UI Caveats (client-only, server-side nil, etc.)references/runtime-patterns.md
.ui builder invocation methods (UIBuilder API, anchor presets, write auto-lint, component add/patch/remove)../msw-general/references/builder-protocol-ui.md §3 UIBuilder (unified entry point — load with the builder-protocol.md core; .map MapBuilder / .model ModelBuilder live in sibling per-builder files)
"sound", "sfx", "click sound", "hover sound", "button audio", "PlaySound"references/ui-sound.md

1. Basic Workflow

(1) Clarify intent       Layout sketch (ASCII or verbal) + which group to attach to
(2) Check design guide   Match at least one of ui-fundamentals / ui-hierarchy / component-api §Component Selection Guide
(3) Builder Preflight    Read ../msw-general/references/builder-protocol.md (core) + builder-protocol-ui.md §3 (unified call-protocol entry point)
(4) Match recipe          Select the closest template from layout-recipes.md
(5) Invoke builder        Create/patch via scripts/msw_ui_builder.cjs (protocol: builder-protocol-ui.md §3)
(6) Inject bindings       Auto-inject .mlua property default UUIDs via b.write(path, { bind: {...} }) or b.injectBindings(...) (builder-protocol-ui.md §3.6 Binding Injection)
(7) Self-verify           write() auto-runs scripts/ui_lint.cjs (strict ON by default)
(8) Preview               Visual check via scripts/preview_ui_layout.cjs
(9) Sound pass            For any interactive button, offer click/hover SFX wiring (references/ui-sound.md)
(10) Maker Refresh         Apply to engine

2. Global Rules

NEVER

  1. Do not directly edit .ui JSON — .ui creation/modification must go through scripts/msw_ui_builder.cjs. Manual editing breaks UUID·ValueType·@components consistency and causes silent drops.
  2. Read existing .ui files through the builder too — Query via UIBuilder.read(filepath) / .find() / .listEntities(). Do not directly grep/parse raw JSON.
    • .ui direct Read and shell commands such as cat / type / Get-Content / rg / grep / sed / awk / cp / mv are blocked by the registered guard. Use UIBuilder.read/load/snapshot for reads and b.write() for writes. Deleting an entire .ui file has no builder API — delete it with node -e "require('fs').unlinkSync('ui/<File>.ui')" then refresh (shell rm/cat are guard-blocked; a node -e builder call is not).
  3. Set Position directly — Use only anchoredPosition (Position is engine-managed)
  4. Express size via OffsetMin/Max on fixed anchors (AnchorsMin == AnchorsMax) while also using anchoredPosition — Do not mix the two modes
  5. Builder creates new UUIDs but .mlua property defaults are not updated — Binding breaks

ALWAYS

  1. Builder Protocol Preflight — ../msw-general/references/builder-protocol.md (core) + ../msw-general/references/builder-protocol-ui.md §3 must be in context before any .ui mutation (read them only if never loaded this session or lost to compaction) (UIBuilder API, write auto-lint, pos / anchor rules, binding injection, coverage gaps). The core carries the shared contract and cross-builder flow; .map MapBuilder / .model ModelBuilder live in sibling per-builder files — one unified entry point because the cross-flow is interlocked.
  2. Check at least one design guide before invoking the builder (ui-fundamentals / ui-hierarchy / component-api §Component Selection Guide)
  3. Match a recipe first; build from scratch only as a last resort
  4. For edge placement use the formula: pos = ±(margin + size/2)
  5. Separate popups and toasts into their own .ui root UIGroup, standalone show/hide; use empty() / panel() for inner containers, never nested group()
  6. "I centered it but it sticks to the left" → the text carries an explicit UpperLeft(0) alignment value — set MiddleCenter(4). Alignment defaults are centered in both text component generations
  7. Button touch target ≥ 88×88 (mobile support)
  8. After creating any interactive button — proactively suggest wiring click/hover SFX via references/ui-sound.md (default UI SFX RUIDs available). Skip only if the user explicitly opts out or the button is purely decorative.
  9. Build the tree nested, not flat. Controls of one unit (window + title/close, row + chip/value, slot + icon/count) must share a parent via "Parent/Child" paths so they move / fade / toggle / bind as a block. Create each parent before its children; missing parents fail lint (L025 ERROR).
  10. Do not stack root-level text over a sibling box. ui_lint reports this as L030 WARN. Nest the text under the box, use button() for clickable labeled boxes, or put a direct label on panel() / sprite() via their text options.

3. Sub-documents

  • references/ui-fundamentals.md — Coordinate system, RectTransform 3 elements, anchor mode determination (§1–§8) + Resolution·safe area·PC reserved zones·touch targets·font sizes·platform separation (§9)
  • references/ui-hierarchy.md — UIGroup / displayOrder / CanvasGroup / Enable vs Visible
  • references/component-api.md — §"Component Selection Guide" (which/when/why) + full component property/method/event tables (what) + all UI-related enum values (§Enums)
  • references/layout-recipes.md — Layout template collection
  • references/runtime-patterns.md — .mlua runtime patterns (popup/toast/HP/grid/drag…) + Runtime UI Caveats
  • references/ui-sound.md — UI sound integration (_SoundService:PlaySound, click/hover hook, default UI SFX RUIDs)
  • ../msw-general/references/builder-protocol-ui.md §3 — .ui CJS builder call protocol (unified entry point — load with the builder-protocol.md core) — .map MapBuilder / .model ModelBuilder live in sibling per-builder files. panel / text / sprite / button / slider / scroll / script / group / mask / grid / avatar / touchReceive / skeleton / areaParticle / basicParticle, component CRUD, anchor presets, write auto-lint, and .mlua property UUID auto-binding all live in §3 + §3.6.
  • references/templates/templates.md — Pre-built style bundle index (style-N-* .ui, ruid-map.md, Popupbutton.mlua)

4. Scripts

  • scripts/msw_ui_builder.cjs — .ui builder core (UIBuilder class). Read ../msw-general/references/builder-protocol.md (core) + ../msw-general/references/builder-protocol-ui.md §3 (unified entry point) before use.
  • scripts/preview_ui_layout.cjs — .ui layout visual check + touch target warnings
  • scripts/ui_lint.cjs — .ui file self-verification (auto-called by write())
  • scripts/ui_recipe.cjs — Recipe-based scaffolding

Out of Scope

  • .map / .model / .tileset builders — Outside this skill's scope
  • .ui JSON schema (raw field shapes, @type/@components wrapping, AlignmentOption 0–15 mapping, etc.) — Handled internally by the builder. Users/AI do not need to know directly
  • Accessibility patterns (alt text, screen-reader hints, focus order) — Not covered
  • Error-state UI patterns (disabled-button styling beyond Transition.Disabled, validation messages, loading spinners) — Not covered; design ad-hoc per project
  • Automated UI testing / layout assertions beyond ui_lint.cjs and preview_ui_layout.cjs — Not provided
  • Custom shader materials (MaterialId) — Field is exposed but authoring shaders is outside this skill's scope

FAQ

What does the msw-ui-system skill do?

MSW .ui single entry point — design + component API + builder + runtime. Anchor/pivot/RectTransform, UIGroup/CanvasGroup hierarchy, layout recipes (HUD/popup/toast/menu/inventory/scroll-list/ranking/leaderboard/quest list/friend list/mailbox), full API tables for ButtonComponent/TextGUIRendererComponent/SpriteGUIRendererComponent/ScrollLayoutGroup/GridView/TextInput/Slider/Mask/AvatarGUIRenderer + UI enums (AlignmentType/TextOverflowMode/ImageType/FillAmount), .mlua runtime patterns (popup open-close, toast, HP bar, GridView, drag, tab, cooldown, world nametag), UI-client-only caveats (nil on server, no RPC), .ui↔.mlua UUID auto-binding (write+injectBindings), resolution/safe-area/touch. UIBuilder (mswuibuilder.cjs): all node types (empty/panel/text/sprite/button/slider/scrollLayout/textInput/group/mask/gridView/avatar/skeleton etc.), component add/replace/patch/remove, 13 anchor presets+stretch, auto-inject .mlua UUID bindings after write.

How do I install msw-ui-system?

Run npx skills add https://github.com/msw-git/msw-ai-coding-plugins-official --skill msw-ui-system in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/msw-ui-system/ (personal) or .claude/skills/msw-ui-system/ (project).

Which AI agents can use msw-ui-system?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is msw-ui-system safe to install?

Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.

Who maintains msw-ui-system?

It is published by msw-git in msw-git/msw-ai-coding-plugins-official. It has 9,787 recorded installs.

More from msw-git/msw-ai-coding-plugins-official

View all →

msw-general

msw-git/msw-ai-coding-plugins-official

Foundation skill for MSW (MapleStory Worlds). Read this FIRST before anything else in MSW.

msw-defaultplayer

msw-git/msw-ai-coding-plugins-official

MSW DefaultPlayer (character) management. Use the msw-general ModelBuilder to inspect/patch DefaultPlayer.model and Player.model, add/remove components, configure movement speed / jump force / HP / camera, and per-map-mode movement components. Use for DefaultPlayer model, player components, movement speed, jump force, HP, camera, physics. Keywords: player, DefaultPlayer, speed, jump, HP, camera, gravity, revive, respawn, character.

msw-scripting

msw-git/msw-ai-coding-plugins-official

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

msw-git/msw-ai-coding-plugins-official

MSW search integration — (1) vector search for API docs and implementation guides via the msw-mcp MCP server (mluaapiretriever / mluadocumentretriever), (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.

Backend & APIs9.9K installs

msw-avatar

msw-git/msw-ai-coding-plugins-official

MSW avatar management — costume (CostumeManagerComponent, 17 slots) + animation 3-layer pipeline (StateComponent → AvatarStateAnimationComponent → AvatarRendererComponent). Four-level distinction: State key (uppercase) / AvatarBodyActionStateName (lowercase) / MapleAvatarBodyActionState enum / sprite action ID (swingO1, shoot1). Two mapping systems via IsLegacy/ActionSheet/StateToAvatarBodyActionSheet. PlayerControllerComponent auto-transition conflicts with ActionStateChangedEvent resolved via RemoveActionSheet/SetActionSheet/BodyActionStateChangeEvent. Applies to any avatar-bearing entity (NPC, monster, etc.), not only DefaultPlayer. Use for costume get/set, 17 equip slots, animation state mapping, action override, weapon-specific attack motion, custom shoot/cast/dance action. Keywords: avatar, costume, animation, state, action, shoot, swing, weapon, equipment, custom action, block auto playback, remap.

Media & Creative9.9K installs

msw-combat-system

msw-git/msw-ai-coding-plugins-official

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.

Testing & QA9.9K installs

Popular frontend & design skills

View category →

setup-matt-pocock-skills

mattpocock/skills

Configure this repo for the engineering skills: set up its issue tracker, triage label vocabulary, and domain doc layout. Run once before first use of the other engineering skills.

Frontend & Design1.1M installs

frontend-design

anthropics/skills

Guidance for distinctive, intentional visual design when building new UI or reshaping an existing one. Helps with aesthetic direction, typography, and making choices that don't read as templated defaults.

OfficialFrontend & Design1M installs

hyperframes-animation

heygen-com/hyperframes

All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.

prototype

mattpocock/skills

Build a throwaway prototype to answer a design question. Use when the user wants to sanity-check whether a state model or logic feels right, or explore what a UI should look like.

Frontend & Design999.2K installs

hyperframes-core

heygen-com/hyperframes

The HyperFrames composition contract — build one renderable project. Use for composition structure, the data- timing attributes, class="clip", tracks, sub-compositions, variables, framework-owned media playback, deterministic-render rules, and validation. Read before writing composition HTML.

Frontend & Design930.5K installs

vercel-react-best-practices

vercel-labs/agent-skills

React and Next.js performance optimization guidelines from Vercel Engineering. This skill should be used when writing, reviewing, or refactoring React/Next.js code to ensure optimal performance patterns. Triggers on tasks involving React components, Next.js pages, data fetching, bundle optimization, or performance improvements.

OfficialFrontend & Design843.1K installs