msw-defaultplayer

star 29

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-Git By MSW-Git schedule Updated 6/4/2026

name: msw-defaultplayer description: "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 DefaultPlayer

Use the msw-general ModelBuilder to inspect/patch the DefaultPlayer model file, manage components, and configure movement / physics / HP / camera.

For costume / avatar equipment, see the msw-avatar skill. Costumes apply not only to DefaultPlayer but to any entity, so they live in a separate skill.


DefaultPlayer overview

What is DefaultPlayer?

The player character model provided by default in the MapleStory Worlds Maker workspace.

  • When any user enters a world, a player entity is created based on this model.
  • The model ID to use is specified by the PlayerUri property of DefaultUserEnterLeaveLogic.

File location and structure

DefaultPlayer is made up of two .model files:

File Path Role
Player.model ./Global/Player.model Base model. Defines the Components list and Properties links
DefaultPlayer.model ./Global/DefaultPlayer.model Inherits Player (BaseModelId: "player"). Overrides Values

Important: both files are located in ./Global/. Custom script files are created under ./RootDesk/MyDesk/.

DefaultPlayer is patched through ModelBuilder

DefaultPlayer is managed through the sibling msw-general/scripts/model/msw_model_builder.cjs, not raw JSON edits.

  • Change a property value: ModelBuilder.read("./Global/DefaultPlayer.model").value(...)
  • Add/remove a component: component() / removeComponent()
  • Check the base component list: ModelBuilder.snapshot("./Global/Player.model")

File structure detail

Player.model (base)

Path: ./Global/Player.model
EntryKey: model://player
  • Components: the full list of default components on the player (MOD.Core.* native components)
  • Properties: model property → component property link definitions (properties editable from the inspector)
  • Values: empty (defaults are provided by the engine)

DefaultPlayer.model (override)

Path: ./Global/DefaultPlayer.model
EntryKey: model://defaultplayer
BaseModelId: "player"
  • Components: only the components added on DefaultPlayer (e.g. script.PlayerHit, script.PlayerAttack)
  • Values: the array of overridden setting values

DefaultPlayer default component list

Native components inherited from Player.model:

Component Role
TransformComponent Position, rotation, scale
MovementComponent Movement speed and jump force control
RigidbodyComponent Physics (gravity, footholds), MapleStory-style movement
KinematicbodyComponent Up/down/left/right movement on a RectTileMap
SideviewbodyComponent Side-scrolling movement on a SideViewRectTileMap
StateComponent State machine (Walk, Jump, Dead, etc.)
AvatarRendererComponent Avatar rendering, color, emotion
AvatarStateAnimationComponent State → avatar animation mapping
CostumeManagerComponent Equipment / costume management → see the msw-avatar skill for details
CameraComponent Camera tracking settings
PlayerControllerComponent Input-to-action mapping, condition handling
PlayerComponent HP, death/revive, PVP, map travel
ChatBalloonComponent Chat balloon
NameTagComponent Name tag
DamageSkinSettingComponent Damage skin
DamageSkinSpawnerComponent Damage skin spawn
HitEffectSpawnerComponent Hit effect spawn
TriggerComponent Collision detection
InventoryComponent Inventory

Script components added in DefaultPlayer.model:

Component Role
script.PlayerHit Player hit-handling logic
script.PlayerAttack Player attack logic

Quick reference — key components

Component Role Key properties / methods
PlayerComponent HP, death/revive, PVP, map travel Hp, MaxHp, PVPMode, RespawnDuration, RespawnPosition, UserId, IsDead(), ProcessDead(), ProcessRevive(), MoveToMapPosition()
PlayerControllerComponent Input → action mapping, conditional control SetActionKey(key, actionName), ActionAttack(), ActionJump(), LookDirectionX
MovementComponent High-level movement speed / jump interface InputSpeed (default 1.0), JumpForce (default 1), Jump(), Stop()
RigidbodyComponent Maple side-view physics (gravity / footholds) Gravity, WalkAcceleration, WalkSpeed, AddForce(), IsOnGround()
KinematicbodyComponent Top-view up/down/left/right movement on RectTile (RectTile map-mode only)
SideviewbodyComponent Side-view on SideViewRectTile (SideViewRectTile map-mode only)
AvatarRendererComponent Avatar rendering / color / emotion SetColor(), SetAlpha(), PlayEmotion(), PlayRate
StateComponent State machine (Walk/Jump/Dead) CurrentStateName, ChangeState(), DeadEvent/ReviveEvent
NameTagComponent Name tag Name, FontSize, FontColor, NameTagRUID
ChatBalloonComponent Chat balloon Message, ChatModeEnabled, ShowDuration
CameraComponent Camera tracking DeadZone, SoftZone, Damping, ScreenOffset
TriggerComponent Collision detection BoxSize, Offset, CollisionGroup

DefaultPlayer Values structure

Format of each entry in the Values array of DefaultPlayer.model:

{
  "TargetType": "<component name> or null",
  "Name": "<property name>",
  "ValueType": {
    "$type": "MODNativeType",
    "type": "<type info>"
  },
  "Value": <value>
}

TargetType rules

  • null: a model property defined in Player.model's Properties (linked through Properties to the actual component property)
  • "MOD.Core.<ComponentName>": directly override a property on a specific native component
  • "script.<ScriptName>": a property of a custom script component

Model properties (TargetType: null)

Mapped to actual component properties through the links defined in Player.model's Properties.

Model property name Source component.property Description Default
speed MovementComponent.InputSpeed Movement speed 1.0
jumpForce MovementComponent.JumpForce Jump height 1.0
walkAcceleration RigidbodyComponent.WalkAcceleration Acceleration / deceleration 1.0
gravity RigidbodyComponent.Gravity Gravity 1.0
cameraDeadZone CameraComponent.DeadZone Camera dead zone {x: 0.052, y: 0.08}
cameraSoftZone CameraComponent.SoftZone Camera soft zone {x: 0.268, y: 0.7}
cameraDamping CameraComponent.Damping Camera smooth-follow {x: 2.5, y: 3.9}
cameraScreen CameraComponent.ScreenOffset Dead-zone center point {x: 0.5, y: 0.655}
cameraDutch CameraComponent.DutchAngle Camera rotation 0.0
cameraOffset CameraComponent.CameraOffset Camera position offset {x: 0.0, y: 0.0}
message ChatBalloonComponent.Message Chat balloon message ""
chatModeEnabled ChatBalloonComponent.ChatModeEnabled Whether chat is processed (e.g. balloon shown) true
nameTag NameTagComponent.Name Name tag ""
damageSkinId DamageSkinSettingComponent.DamageSkinId Damage skin type DataRef
damageDelayPerAttack DamageSkinSettingComponent.DelayPerAttack Damage delay 0.05
triggerBodyBoxSize TriggerComponent.BoxSize Collision detection area size {x: 0.66, y: 0.7}
triggerBodyBoxOffset TriggerComponent.BoxOffset Collision detection area offset {x: 0.0, y: 0.35}
triggerBodyColliderOffset TriggerComponent.ColliderOffset Collider offset {x: 0.0, y: 0.35}
maxHp PlayerComponent.MaxHp Max HP 1000

Direct component override (TargetType: specific component)

Values that directly override a component property rather than going through a model-property link:

TargetType Name Description Default
MOD.Core.CameraComponent ZoomRatioMax Camera max zoom ratio 500.0
MOD.Core.MovementComponent JumpForce Jump force (direct override) 1.0
MOD.Core.MovementComponent InputSpeed Movement speed (direct override) 1.0
script.PlayerHit CollisionGroup Hit collision group CollisionGroup ID
script.PlayerHit BoxSize Hit collision area size {x: 0.45, y: 0.7}
script.PlayerHit ColliderOffset Hit collision offset {x: 0.0, y: 0.35}

Movement components per map mode

See msw-general/references/platform.md §4 for the TileMapMode↔Body mapping table. Depending on the map mode, one of RigidbodyComponent / KinematicbodyComponent / SideviewbodyComponent is active.


Identifying a player (for script reference)

  • entity.PlayerComponent ~= nil → whether the entity is a player
  • _UserService.LocalPlayer → my player entity (client-only)
  • _UserService:GetUserEntityByUserId(userId) → player entity for a specific user

Player entity runtime structure (root vs children)

A spawned player is not a single flat entity. At runtime the engine builds a small hierarchy under the player root, and avatar action selectors live on grandchild entities — not on the root. This affects how you look up components and how you trigger avatar poses.

Component → entity mapping

Component Where it lives Lookup
PlayerComponent Root player:GetComponent("PlayerComponent") (or player.PlayerComponent)
StateComponent Root player:GetComponent("StateComponent")
MovementComponent Root player:GetComponent("MovementComponent")
AvatarRendererComponent Root player.AvatarRendererComponent
AvatarStateAnimationComponent Root player:GetComponent("AvatarStateAnimationComponent")
PlayerControllerComponent Root player.PlayerControllerComponent
AvatarBodyActionSelectorComponent Body grandchild of root (under the avatar root) not reachable via player:GetComponent(...) — see below
AvatarFaceActionSelectorComponent Face grandchild of root not reachable via player:GetComponent(...) — see below

player:GetComponent("AvatarBodyActionSelectorComponent") returns nil and the LSP does not warn (the signature is Component, not nilable). The failure is only visible at runtime.

How to reach the selectors

-- ClientOnly context (recommended — the direct API)
local body  = self.Entity.AvatarRendererComponent:GetBodyEntity()
local face  = self.Entity.AvatarRendererComponent:GetFaceEntity()
local bodySelector = body and body:GetComponent("AvatarBodyActionSelectorComponent")
local faceSelector = face and face:GetComponent("AvatarFaceActionSelectorComponent")

-- Server or "either side" context (GetBodyEntity / GetFaceEntity are ClientOnly)
local bodySelector = self.Entity:GetFirstChildComponentByTypeName(
    "AvatarBodyActionSelectorComponent", true)

AvatarRendererComponent:GetBodyEntity() and GetFaceEntity() are declared @ExecSpace("ClientOnly") — calling them from a server-side method returns nil. Use GetFirstChildComponentByTypeName(name, recursive=true) as the cross-side fallback.


Triggering avatar poses — use StateComponent, never write the selector directly

A live player has a state machine running every tick: PlayerControllerComponent evaluates input/movement → StateComponent transitions (IDLE / MOVE / etc.) → AvatarStateAnimationComponent.ReceiveStateChangeEvent translates that into BodyActionStateChangeEvent → the selector's ActionState is rewritten.

This means writing AvatarBodyActionSelectorComponent.ActionState directly is a silent overwrite: the value applies for one frame, then the next state-machine tick maps the current StateComponent state back onto the selector and your write is gone. Logs print ActionState=Attack immediately after the assignment, but in play mode the pose flickers for one frame and disappears.

Correct entry point

local state = self.Entity:GetComponent("StateComponent")
state:ChangeState("ATTACK")   -- ActionSheet keys are UPPERCASE

State keys come from the player's ActionSheet. The DefaultPlayer ships with 11 UPPERCASE keys, each mapped to a default animation:

StateComponent:ChangeState(...) key Default animation
"IDLE" stand
"MOVE" walk
"ATTACK" attack
"HIT" hit
"CROUCH" crouch
"FALL" fall
"JUMP" fall
"CLIMB" rope
"LADDER" ladder
"DEAD" dead
"SIT" sit

The state machine auto-returns to IDLE once the action finishes — no manual restore timer needed.

Casing pitfall: the string key passed to ChangeState is UPPERCASE ("ATTACK"). The enum value written to selector.ActionState directly (NPC path — see below) is MapleAvatarBodyActionState.AttackPascalCase, separate API surface, same underlying state. Wrong casing on the string side ("attack" / "Attack") misses the ActionSheet mapping silently — no warning.

When can you write the selector directly?

Only on entities without a running PlayerControllerComponent + StateComponent + AvatarStateAnimationComponent stack — e.g. NPCs / monsters that use the avatar renderer for visuals but have no input controller driving a state machine. On those, selector.ActionState = MapleAvatarBodyActionState.<Pose> sticks. On DefaultPlayer-shaped entities, route through StateComponent:ChangeState(...) instead.

Key services at a glance (for script reference)

Service Role Key API
_UserService User management, enter/leave LocalPlayer, UserEntities, GetUserEntityByUserId(), UserEnterEvent/UserLeaveEvent
_TeleportService Teleport / map travel TeleportToEntity(), TeleportToMapPosition(), WarpUserToWorldAsync()
_CameraService Camera control SwitchCameraTo(), ZoomTo(), ZoomReset()
DefaultUserEnterLeaveLogic User enter/leave logic PlayerUri (player model ID), StartPoint (starting map)

How to modify DefaultPlayer

Changing property values (Values)

Load ./Global/DefaultPlayer.model with ModelBuilder.read(), then update values with value().

Example: set movement speed to 2.0

const { ModelBuilder } = require("../msw-general/scripts/model/msw_model_builder.cjs");

const b = ModelBuilder.read("./Global/DefaultPlayer.model");

b.value(null, "speed", 2.0, "float")
  .value("MovementComponent", "InputSpeed", 2.0, "float")
  .write("./Global/DefaultPlayer.model");

Note: both the model property (TargetType: null, Name: "speed") and the direct component override (TargetType: "MOD.Core.MovementComponent", Name: "InputSpeed") can exist. Set both consistently through value().

Example: jump force 1.5 + HP 2000

const b = ModelBuilder.read("./Global/DefaultPlayer.model");

b.value(null, "jumpForce", 1.5, "float")
  .value("MovementComponent", "JumpForce", 1.5, "float")
  .value(null, "maxHp", 2000, "int")
  .write("./Global/DefaultPlayer.model");

Adding a new Values entry

Use ModelBuilder.value(targetType, name, value, typeKey). The builder generates the ValueType descriptor; do not hand-write type strings.

Common typeKey values: bool, int, float, double, string, vector2, vector3, data_ref, collision_group.

Adding a component

Use component() on ./Global/DefaultPlayer.model.

Adding a custom script component:

const b = ModelBuilder.read("./Global/DefaultPlayer.model");

b.component("script.MyCustomComponent")
  .write("./Global/DefaultPlayer.model");

Custom scripts (.mlua) must be created under ./RootDesk/MyDesk/. Write the script first, Maker refresh, then add "script.<ScriptName>" with the builder.

Adding a native component (e.g. SpriteRendererComponent):

const b = ModelBuilder.read("./Global/DefaultPlayer.model");

b.component("SpriteRendererComponent")
  .write("./Global/DefaultPlayer.model");

Removing a component

Use removeComponent() on DefaultPlayer.model. Related Values entries are removed by the builder.

Caution: components inherited from Player.model (the base) are not in DefaultPlayer.model's Components. Removing base components requires patching Player.model through ModelBuilder, and is generally not recommended.


Pitfalls (Common Pitfalls)

Common pitfalls when adding to Components and changing Values in DefaultPlayer.model.

Component list pitfalls

# Pitfall Symptom Resolution
C1 A script.XXX you added disappears or doesn't apply A script component that isn't registered in the matching .codeblock metadata in the same directory is silently dropped at load time; if saved in that state, it's lost permanently After writing the .mlua, use Maker Refresh so the .codeblock is auto-generated. Or attach at runtime right after spawn via entity:AddComponent("Name")
C2 Duplicate-adding a native component already on Player.model (e.g. MOD.Core.MovementComponent) Only a duplicate-component warning is emitted, not blocked → workspace warnings accumulate, behavior becomes non-deterministic Check the base component list (§65-89) before adding. If it's already there, just change settings via Values
C3 Removing script.PlayerHit / script.PlayerAttack These are the only extra scripts DefaultPlayer ships with. Removing them eliminates hit immunity / attack logic If the goal is to disable, toggle the logic inside the script, or use Enable=false in Values
C4 Disabling AvatarRendererComponent and adding SpriteRendererComponent (or other renderer swap) If Avatar and Sprite renderers are active at the same time, you get z-fighting / costumes not applied Only add Sprite after disabling Avatar (see the pattern at §395)
C5 Custom damage path only decrements an HP property (or only broadcasts a damage-skin event) — the engine hit/death pipeline never fires The avatar state machine reacts to StateChangeEvent, not to property writes. Damage numbers / particles render fine but the avatar stays idle through hit / dead / revive — silent visual miss with no error log First choice: route damage through HitComponent:OnHit(attacker, damage, isCrit, attackInfo, hitCount). script.PlayerHit then handles the hit / death / respawn transitions automatically. When you must drive damage manually (channeled / aura / scripted): pair StateComponent:ChangeState("HIT") for the hit pose with PlayerComponent:ProcessDead() / ProcessRevive() for the death and revive cycle. Don't only edit HP — the avatar won't react.
C6 Setting SpriteRendererComponent.Color / FlipX on an entity where AvatarRendererComponent is active (e.g. DefaultPlayer) The component is present and GetComponent returns non-nil, but the sprite output is hidden behind the avatar renderer's own pipeline — color/flip writes are silently no-op. The same pattern works on plain sprite-rendered entities, so first-try copy-paste fails without any warning Use AvatarRendererComponent:SetColor(r, g, b, a) (0–1 floats) for tint and :SetAlpha(a) for fade. Both are ClientOnly. For facing, drive the character through MovementComponent.MoveDirection (or the facing API of your game logic) instead of sprite.FlipX

Values change pitfall — only jumpForce / speed need extra care

Most Values entries are in the TargetType=null (alias) form and can be set through ModelBuilder.value(null, ...). Only the two fields below are exceptions — both an alias and a native entry (TargetType="MOD.Core.MovementComponent") exist at the same time:

Field alias entry native entry
Jump force jumpForce (TargetType=null) JumpForce (TargetType="MOD.Core.MovementComponent")
Movement speed speed (TargetType=null) InputSpeed (TargetType="MOD.Core.MovementComponent")

On entity spawn, Values are applied in array order and both write to the same native field; the native entry appears later in the array, so the native value wins.

  • Wrong: editing only the alias side (jumpForce / speed) → overwritten by the later native entry and ignored
  • Right: edit both consistently to the same value, or edit only the native side (JumpForce / InputSpeed)

Other alias-only entries (walkAcceleration, gravity, camera-related except cameraDeadZone, nameTag, damageSkinId, damageDelayPerAttack, triggerBody*, maxHp, etc.) can be modified through the alias as-is.


Hiding DefaultPlayer

DefaultPlayer's components are inherited from the base model, so they cannot be deleted. Disabling them via Enable=false is the only option.

Component keep/disable classification

Component Fully hide Hide avatar only Notes
TransformComponent keep keep Required
PlayerComponent keep keep Required — disabling causes enter failures
StateComponent keep keep Disabling causes other components to error
MovementComponent keep keep Keep when movement is needed
CameraComponent keep keep Keep when camera is needed
AvatarRendererComponent disable disable Key — disabling this alone hides it
AvatarStateAnimationComponent disable disable
CostumeManagerComponent disable disable
PlayerControllerComponent disable keep Depends on whether movement should be blocked
ChatBalloonComponent disable disable
NameTagComponent disable disable
DamageSkinSettingComponent disable disable
DamageSkinSpawnerComponent disable disable
HitComponent disable disable
HitEffectSpawnerComponent disable disable
TriggerComponent disable disable
InventoryComponent disable disable
RigidbodyComponent disable keep per map mode When on a MapleTile map
SideviewbodyComponent disable keep per map mode When on a SideViewRectTile map
KinematicbodyComponent EnableShadow=false EnableShadow=false Removes the shadow only

Builder edit — add Enable=false to Values

Set the component values through ModelBuilder.value(). For components that don't yet have an Enable entry, the builder adds one.

const { ModelBuilder } = require("../msw-general/scripts/model/msw_model_builder.cjs");

const b = ModelBuilder.read("./Global/DefaultPlayer.model");

b.enable("AvatarRendererComponent", false)
  .value("KinematicbodyComponent", "EnableShadow", false, "bool")
  .write("./Global/DefaultPlayer.model");

After saving, Maker Refresh is required.


DefaultPlayer component extension patterns

  • Non-avatar player: disable AvatarRendererComponent → add SpriteRendererComponent → set SpriteRUID.
  • Collision setup: tweak ColliderType and CollisionGroup in TriggerComponent's Values.
  • SpawnLocation: place a Special → SpawnLocation in the map (.map) file (revive position).

Workflows

Modifying basic player properties (movement speed, jump force, HP, etc.)

1. Load ./Global/DefaultPlayer.model with ModelBuilder.read()
2. Update values with value(targetType, name, value, typeKey)
3. If both the model property (TargetType: null) and the direct component override exist, set both consistently
4. write("./Global/DefaultPlayer.model")

Adding a custom script to the player

1. Write a new .mlua script under ./RootDesk/MyDesk/ (see the msw-scripting skill)
2. Maker refresh so the script type is registered
3. Load ./Global/DefaultPlayer.model with ModelBuilder.read()
4. Add "script.<ScriptName>" with component()
5. If needed, add default property values for the script with value()
6. write("./Global/DefaultPlayer.model")
7. Request Maker Refresh

Changing camera settings

1. Load ./Global/DefaultPlayer.model with ModelBuilder.read()
2. Set cameraDeadZone, cameraSoftZone, cameraDamping, cameraScreen, cameraDutch, cameraOffset with value()
3. write("./Global/DefaultPlayer.model")

Boundaries and caveats

In scope

  • Inspect/patch the DefaultPlayer/Player model files through ModelBuilder
  • Add/remove components through component() / removeComponent()
  • Movement / physics / HP / camera settings through value()

Out of scope

  • Costume / avatar equipment → msw-avatar skill
  • UI editor → .ui files under ./ui/ (dedicated skill)
  • Map editing → .map files under ./map/ (dedicated skill, including NPC/monster spawn)
  • General scripts / resources → each dedicated skill

Constraints

  1. Careful with Global/: DefaultPlayer.model and Player.model live in ./Global/. This folder is reserved for engine default templates, so creating new files here is not recommended.
  2. Custom script location: new script files must be created under ./RootDesk/MyDesk/.
  3. Map mode caveat: the active movement component differs depending on the map mode (MapleTile/RectTile/SideViewRectTile).
  4. ValueType correctness: when adding a Values entry, use ModelBuilder.value() with an explicit typeKey; do not hand-write ValueType.
  5. Maker Refresh: after adding/modifying scripts, Maker Refresh is required (.codeblock is auto-generated).
Install via CLI
npx skills add https://github.com/MSW-Git/msw-ai-coding-plugins-official --skill msw-defaultplayer
Repository Details
star Stars 29
call_split Forks 1
navigation Branch main
article Path SKILL.md
More from Creator