SuperAPI AI Directory

maple-make

Coding & development

View repository

Updated 10-16 01:35

About this skill

maple-make Skill

Loads the MapleStory data reference library under references/ to provide complete knowledge on how MapleStory assets are structured and composed — sprite rendering, socket assembly, mob/NPC/skill/map data structures.

Entry Point

Always start with references/maple-data-reference.md. It is the index that maps every domain to the correct resource file. Do not load resource files directly without consulting the entry point first.

Resource Map

File Description
maple-data-reference.md ENTRY POINT — Quick Rules, ID formulas, reference map
maple-core-rendering.md CDN, flip rules, draw formula, Phaser integration
maple-core-folder-guide.md data/ directory structure, file naming conventions
maple-core-id-system.md ID-to-file resolution rules
maple-core-id-reference.md Weapon types, job tree, body part slots, skill grades
maple-core-items.md Item overview
maple-core-items-reference.md Item ID reference
maple-character-rendering.md Character socket assembly (multi-part equip)
maple-character-skill-system.md Skill definitions, damage formulas
maple-character-skill-reference.md Skill ID reference
maple-character-morph-structure.md Morph sprite structure
maple-character-tamingmob-structure.md TamingMob (mount) structure
maple-character-install-structure.md Install item structure
maple-field-map.md Map background & platform structure
maple-field-reactor-structure.md Reactor sprite structure
maple-npc-structure.md NPC sprite structure
maple-pet-structure.md Pet sprite structure
maple-mob-structure.md Mob sprite & stat structure
maple-mob-boss-{name}-structure.md Per-boss sprite & attack structure (19 bosses)

Workflow

1. Read the entry point

references/maple-data-reference.md

This gives you the Quick Rules table (ID formulas, draw formulas, socket formulas) and the Reference Map that tells you which resource file to load for each domain.

2. Load on demand

Only load the resource files relevant to the current task. Use the Reference Map in maple-data-reference.md as the selector:

Task Load
Any sprite rendering maple-core-rendering.md — always, for all entity types
Character with equipment maple-character-rendering.md
Map / background maple-field-map.md, maple-core-folder-guide.md
Mob maple-mob-structure.md
NPC maple-npc-structure.md
Skill maple-character-skill-system.md
Boss maple-mob-boss-{name}-structure.md
ID resolution maple-core-id-system.md, maple-core-id-reference.md

When a task clearly spans multiple domains, scan all resource file frontmatter descriptions first, then select files to full-load.

3. Apply the knowledge

Use the loaded references to:

  • Resolve asset file paths from IDs
  • Apply origin-based draw positioning and flip rules
  • Assemble character socket chains
  • Parse mob/skill/map JSON structure
  • Integrate with Phaser 3 (via maple-core-rendering.md)

Key Rules (from entry point)

Rule Formula
Draw position draw_x = world_x - origin.x / draw_y = world_y - origin.y
Flip anchor anchorX = flip ? (width - origin.x) : origin.x
Socket (no flip) childOriginWorld = parentOriginWorld + parentSocket - childSocket
Socket (flip) childOriginWorld.x = parentOriginWorld.x - parentSocket.x + childSocket.x
Sprite direction All sprites face LEFT by default — flip explicitly to face right
CDN base https://resource-static.msu.io/data/

Constraints

  • Never hardcode asset paths — always derive from resource files and ID formulas
  • Never skip maple-core-rendering.md when writing any draw/flip/socket code
  • Never reference files outside references/ for data structure knowledge
  • Do not load all resource files at once — load on demand based on the task