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msw-combat-system

by @msw-gitv
4.4(120)

This skill provides a comprehensive integration guide for the MSW 2D game combat system, covering core mechanics such as attack resolution, damage model, i-frames, knockback, hit stop, camera shake, visual effects, death/revive, damage skins, hit effects, avatar combat motions, and AI FSM. Based on MSW native APIs, it helps developers efficiently build diverse 2D game combat experiences, enhancing game impact and immersion.

game-developmentcombat-systemgame-ai2d-gameshit-detectionGitHub
Installation
npx skills add https://github.com/msw-git/msw-ai-coding-plugins-official --skill msw-combat-system
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Before / After Comparison

1
Before

Before this skill, developers had to manually design and implement complex 2D game combat systems from scratch, including attack detection, damage calculation, hit reactions, effect linkages, and AI behaviors. This often required significant time and effort for architecture, coding, and debugging, leading to long development cycles and inconsistent experiences.

After

This skill provides a complete combat system integration guide based on MSW native APIs. Developers can directly leverage its framework and examples to quickly implement various combat mechanics, significantly reducing development time and ensuring a stable and professional combat experience.

SKILL.md

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

#LayerNativeCustom required
1Attack ResolutionAttackComponent + HitComponent (Box/Circle/Polygon)Capsule/Cone/Ray, pierce count
2Damage ModelCalcDamage/CalcCritical/GetCriticalDamageRate/GetDisplayHitCount hooks + HitEvent.Extra:anyElement affinity, composite formulas
3Hit ReactionPer-Body knockback API, IsHitTarget-based i-frameStagger level, status effects
4Game FeelAll 6 native (Hit Stop, Shake, Zoom, Flash, VFX, SFX)
5Combat StateStateComponent + DeadEvent/ReviveEvent, PlayerComponent HP/reviveMP/Stamina/Rage, aggro
6Event BusHitEvent/AttackEvent/StateChangeEvent/PlayerActionEvent + custom @EventOnKill/OnBlocked
7AIStateComponent (FSM) + AIComponent (BT, 4 Composite types native) + AIChaseComponent/AIWanderComponent, _UserService.UserEntitiesDecorator/Memory(Blackboard), Threat Table
+Damage Skin3 DamageSkin* components + DamageSkinService
+Hit EffectHitEffectSpawnerComponent (auto)
+Avatar MotionAvatarStateAnimationComponent (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.

FileScopeWhen to read
../msw-general/references/monster.mdMonster .model component assembly + ActionSheet + AI choice + canonical Pattern A scripts (Soldier-style) + HP/Respawn + spawn + verificationWhen building a combat-capable monster
references/hp-gauge.mdFull implementation of an overhead HP bar based on PixelRendererComponentWhen attaching an overhead HP bar
references/projectile.mdProjectile (Body-less entity + OnUpdate Translate) + homing/pierce/splash variantsWhen building ranged attacks like arrows, bullets, magic bolts
references/ai-bt.mdBehaviourTree — AIComponent + 4 Composite types + @BTNode + custom Decorator/Memory/ThreatWhen 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, use BoxShape(center, size, 0) — there is no RectangleShape type. Pass angle = 0 to BoxShape / PolygonShape when no rotation is needed.
  • Polygon hit surface: HitComponent.PolygonPoints: SyncList<Vector2>
  • AttackFast does not build a hit table → better performance for bullet hell / mass resolution

1-2. Target filter

SideOverridePurpose
AttackerAttackComponent:IsAttackTarget(defender, attackInfo) → booleanFaction / distance / state
DefenderHitComponent:IsHitTarget(attackInfo) → booleanInvincibility / immunity

If either returns false → the hit is excluded. The super call is __base:IsAttackTarget(...) (mlua-specific).

Do not add @ExecSpace when overriding — both IsAttackTarget and IsHitTarget have an unspecified ExecSpace (=All) on the parent. Adding an annotation like @ExecSpace("ServerOnly") in the child triggers LEA-3014 SignatureMismatch at 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.CollisionGroup defaults to CollisionGroups.HitBox. The last argument of Attack(..., cg) specifies the target group.
  • Duplicate-hit prevention / pierce / max hits: not native. Manage in script via the table returned by Attack + a table<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

FormShape construction
Frontal melee BoxBoxShape(pos + LookDirectionX*offset, size, 0) — see DefaultPlayer PlayerAttack
Circular AoECircleShape(self.WorldPos, radius)
ProjectileSpawn 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

TargetBody?Movement APIRationale
Monster / NPC / AIYes (map-type Body + MovementComponent)MovementComponent:MoveToDirection(dir, 0) + MovementComponent.InputSpeedMovementComponent.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 / effectNo (Sprite+Transform+Trigger)self.Entity.TransformComponent:Translate(speed*delta, 0) every frameDirect Transform manipulation is safe without a Body. The pattern from the official "Create a Long-Range Projectile" tutorial.
Direct Rigidbody control (advanced)Yesbody:AddForce(...) — sustained acceleration / impulseRigidbodyComponent.d.mlua:71MoveVelocity is "mainly controlled by MovementComponent", so prefer routing through MovementComponent instead of writing it directly.

For the actual velocity conversion of MovementComponent.InputSpeed per map type, see msw-general/references/platform.md §10 (MapleTile=×1, RectTile=÷1.2, SideView=×1.5).

Forbidden patterns

Reason
_TimerService:SetTimerRepeat(move, 0.1~0.15) for movement6~10Hz teleport, no frame interpolation → jerky
body:SetPosition(...) / MovementComponent:SetPosition(...) inside OnUpdateBoth 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.

ComponentNotes
MOD.Core.TransformComponentDefault
MOD.Core.SpriteRendererComponentRenderer
Body (map type)RigidbodyComponent(MapleTile) / KinematicbodyComponent(RectTile) / SideviewbodyComponent(SideViewRectTile)
MOD.Core.MovementComponentE.g. InputSpeed = 2.0 — required for movement APIs

Cross references


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-3014 SignatureMismatch. Drop the annotation and declare just method .... 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 FootholdCollisionEvent and 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.Position directly on an entity with an active Body → network sync is blocked. body:SetPosition(...) is a teleport method, so do not call it inside an OnUpdate loop (§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

ElementAPIExecSpace
Hit Stop (global)_UtilLogic:SetClientTimeScale(float) — 0~100ClientOnly
Hit Stop (individual)renderer.PlayRate = 0 (Sprite/Skeleton/Avatar)@Sync
Slow Motion_UtilLogic:SetClientTimeScale(0.3) + timer to restoreClientOnly
Camera ShakecameraComp:ShakeCamera(intensity, duration, targetUserId?)Client
Camera ZoomcameraComp:SetZoomTo(percent, duration, targetUserId?) · requires IsAllowZoomInOut=true firstClient
Hit FlashspriteRenderer.Color = Color(r,g,b,a) → timer to restore@Sync
Color HDR overbrightColor.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?

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Installs2.7K
Rating4.4 / 5.0
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Updated2026年7月10日
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Timeline

Created2026年6月21日
Last Updated2026年7月10日
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