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-avatarskill. 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
PlayerUriproperty ofDefaultUserEnterLeaveLogic.
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()andGetFaceEntity()are declared@ExecSpace("ClientOnly")— calling them from a server-side method returnsnil. UseGetFirstChildComponentByTypeName(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
ChangeStateis UPPERCASE ("ATTACK"). The enum value written toselector.ActionStatedirectly (NPC path — see below) isMapleAvatarBodyActionState.Attack— PascalCase, 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 throughvalue().
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, Makerrefresh, 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.modelthroughModelBuilder, 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-avatarskill - 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
- 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. - Custom script location: new script files must be created under
./RootDesk/MyDesk/. - Map mode caveat: the active movement component differs depending on the map mode (MapleTile/RectTile/SideViewRectTile).
- ValueType correctness: when adding a Values entry, use
ModelBuilder.value()with an explicittypeKey; do not hand-writeValueType. - Maker Refresh: after adding/modifying scripts, Maker Refresh is required (.codeblock is auto-generated).