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msw-000000
EN
definition
platform_alias
MapleStory Worlds
What is PortalComponent in MapleStory Worlds?
The user is asking what PortalComponent is in MapleStory Worlds. Looking at the reference material, I can find a dedicated section on 'Making a Portal to Move to Another Location' that explains PortalComponent. The material describes its purpose, how to create portals using it, how to set destinations, and how to confi...
PortalComponent is a component that allows you to create portals within your world's maps for player travel. It enables players to move from one location to another by performing a specific action, such as a key input, when they are within the portal area. You can set an entity with PortalComponent as the destination ...
Understand what PortalComponent is and its basic functionality
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000001
EN
definition
colloquial
MSW
What does PortalComponent do in MSW?
The user is asking what PortalComponent does in MapleStory Worlds. Looking at the reference material, there's a dedicated section on 'Making a Portal to Move to Another Location' that explains PortalComponent. The material clearly states that PortalComponent allows you to set an entity with the same PortalComponent as ...
PortalComponent enables you to create portals within your world's maps that allow players to travel quickly from one location to another. When you add PortalComponent to an entity, you can designate another entity with PortalComponent as the destination. When a player performs a specific action (such as a key input) wi...
Understand what PortalComponent is and its basic functionality
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000002
EN
definition
paraphrase
Can you explain what a PortalComponent is used for?
The user is asking about the purpose of PortalComponent. Looking at the reference material, the first section is specifically about 'Making a Portal to Move to Another Location' and it clearly explains what PortalComponent does. It allows setting an entity with PortalComponent as a destination, and enables player avata...
PortalComponent is used to create portals within your world's maps that allow players to quickly travel from one location to another. When a player performs a specific action (such as a key input) within a portal's area, their avatar moves to a designated destination portal. Each PortalComponent can target one destinat...
Understand what PortalComponent is and its basic functionality
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000003
EN
how_to
platform_alias
MapleStory Worlds Maker
How do I make a portal in MapleStory Worlds Maker?
The user is asking how to make a portal in MapleStory Worlds Maker. The reference material covers portal creation in detail, including two main approaches: using preset portal models or creating portals from scratch by adding PortalComponent to entities. I should explain both methods, then cover the essential steps lik...
You can create a portal in two ways. **Method 1: Using a Preset Portal Model** Select Preset List, choose Portal, and place it in the Scene. Portal models come with PortalComponent already included. **Method 2: Creating from Scratch** Place an entity using a custom sprite or MapleStory Worlds resource sprite, then op...
Learn how to create a portal in a world
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000004
EN
how_to
typo
MSWorlds
What are the steps to create a portal from scratch in MSWorlds?
The user is asking about the steps to create a portal from scratch in MapleStory Worlds. Looking at the reference material, there is a specific section titled 'Making Portals from Scratch' that outlines the exact procedure. Let me identify the steps: first, place an entity with a custom sprite or MSW resource sprite; s...
To create a portal from scratch in MapleStory Worlds, follow these steps: 1. Place an entity that uses either a custom-made sprite or an MSW resource sprite in your scene. 2. Open the Property Editor window and add PortalComponent to that entity. 3. Once the component is added, configure the destination by clicking ...
Learn how to create a portal in a world
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000005
EN
how_to
paraphrase
How can I set up a portal using a preset model?
The user is asking how to set up a portal using a preset model. Looking at the reference material about making portals, there is a specific section that explains this. The material mentions two ways to create portals: using a preset model or making one from scratch. For the preset approach, it states that you select fr...
To set up a portal using a preset model, follow these steps: First, go to the Preset List and select Portal. Place the portal model in your Scene. Portal models automatically include PortalComponent, so no additional component setup is needed. Next, you need to set the destination by clicking on PortalComponent in the ...
Learn how to create a portal in a world
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000006
EN
property
paraphrase
What is PortalEntityRef and how do I use it?
The user is asking about PortalEntityRef and how to use it. Let me review the portal section of the reference material. PortalEntityRef is mentioned in the context of setting portal destinations. It's a property of PortalComponent that allows you to select a destination portal. The material explains that you click on P...
PortalEntityRef is a property of PortalComponent that designates the destination portal for player movement. When you add PortalComponent to an entity, you use PortalEntityRef to target another entity that also has PortalComponent, setting it as the destination. To use it, click on the PortalComponent in the Property E...
Understand portal destination settings and one-way/two-way mechanics
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000007
EN
property
platform_alias
MSW
How many destinations can one PortalComponent have in MSW?
The user is asking about how many destinations a single PortalComponent can have. Let me review the portal section of the reference material. When discussing 'Setting Portal Destinations', it explicitly states: 'Only one destination can be set per component and the portal is one-way only.' This is a clear, direct state...
One PortalComponent can have only one destination. Each portal component is one-way only, meaning it directs the player to a single target entity with PortalComponent. If you want to create two-way travel between two locations, you must set up two separate portals—one pointing to the other and vice versa.
Understand portal destination settings and one-way/two-way mechanics
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000008
EN
property
colloquial
Can portals be set to go in both directions?
The user is asking whether portals can be bidirectional. Let me review the material about portals. I see there's a specific section titled 'Making Two-Way Portals' which covers this exact question. The material explains two scenarios: two-way portals on the same map and two-way portals between different maps. The key m...
Yes, portals can be set to go in both directions. You create two-way portals by setting up each portal's PortalEntityRef to point to the other portal. This works both on the same map and between different maps. For example, if you have Portal A and Portal B, you would set Portal A's destination to Portal B, and Portal ...
Understand portal destination settings and one-way/two-way mechanics
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000009
EN
how_to
paraphrase
How do I make two-way portals on the same map?
The user is asking how to create two-way portals on the same map. Let me recall the specific section about this. There's a dedicated section titled 'Two-Way Portals on the Same Map' that outlines the exact steps. The process involves placing portals, setting their destinations via PortalComponent's PortalEntityRef prop...
To make two-way portals on the same map, follow these steps: 1. Place portals in their desired positions on the map. 2. For each portal, open its PortalComponent properties and set the PortalEntityRef to point to the other portal. This means the first portal's destination should be the second portal, and the second p...
Learn how to create two-way portals between or within maps
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000010
EN
how_to
platform_alias
MapleStory Worlds
What's the process for connecting portals between different maps in MapleStory Worlds?
The user is asking about connecting portals between different maps. Let me look at the reference material for information on two-way portals between maps. I can see there's a section titled 'Two-Way Portal between Maps' that explains this process. The steps are: 1) Place portals in different maps, 2) Set the PortalEnti...
To connect portals between different maps in MapleStory Worlds, follow these steps: 1. Place portals in their respective positions on different maps. 2. For each portal, open the PortalComponent properties and set the PortalEntityRef to point to the destination portal on the other map. Select the destination portal f...
Learn how to create two-way portals between or within maps
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000011
EN
how_to
colloquial
How do you set up bidirectional portal connections?
The user is asking about bidirectional portal connections. Let me review the material about portals. There's a section specifically titled 'Making Two-Way Portals' that covers this. It mentions two scenarios: two-way portals on the same map, and two-way portals between different maps. The key concept is that each porta...
To set up bidirectional portal connections, you configure each portal to point to the other as its destination. Here's how it works: For two-way portals on the same map: Place both portals in their positions, then for each PortalComponent, set its PortalEntityRef property to point to the other portal. This creates a t...
Learn how to create two-way portals between or within maps
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000012
EN
comparison
paraphrase
What is the difference between TweenFloatingComponent, TweenLineComponent, and TweenCircularComponent?
The user is asking about the differences between three Tween components. Let me review what each does: TweenFloatingComponent creates floating movement around an original point (up and down). TweenLineComponent creates linear movement from original position to a destination. TweenCircularComponent creates circular move...
The three Tween components each create different types of movement for entities: TweenFloatingComponent produces floating movement around a single location. The entity moves up and down relative to its origin point. You control the distance and speed using amplitude (how far it moves) and cycle time (how long one comp...
Compare different Tween components and their movement types
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000013
EN
comparison
platform_alias
MSW
Which tween component should I use for floating movement in MSW?
The user is asking which tween component to use for floating movement. Looking at the three tween components available: TweenFloatingComponent is specifically described as being used to make the entity float around a single location with up and down movement relative to the origin. TweenLineComponent is for linear move...
You should use TweenFloatingComponent for floating movement in MapleStory Worlds. This component makes an entity float around a single location by moving it up and down relative to its origin point. You control the movement by adjusting two key properties: Amplitude, which sets the distance the entity travels up and do...
Compare different Tween components and their movement types
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000014
EN
comparison
colloquial
How are the three types of Tween components different from each other?
The user is asking about the differences between the three Tween components. Let me recall what I know about them from the material. There are three types: TweenFloatingComponent, TweenLineComponent, and TweenCircularComponent. Each has a distinct type of movement. TweenFloatingComponent creates floating movement aroun...
The three Tween components differ in the type of movement they create: TweenFloatingComponent produces floating movement around a single location. The entity moves up and down relative to its origin point. You control this with Amplitude (distance traveled) and OneCycleTime (duration of the round-trip movement). Twee...
Compare different Tween components and their movement types
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000015
EN
property
platform_alias
MapleStory Worlds Maker
What properties does TweenFloatingComponent have in MapleStory Worlds Maker?
The user is asking about the properties of TweenFloatingComponent in MapleStory Worlds Maker. I need to find the section that describes TweenFloatingComponent and list its properties. Looking at the reference material, there is a dedicated section on TweenFloatingComponent that includes a table with property names and ...
TweenFloatingComponent has the following properties: TweenType: The default value is Linear. You can refer to the tween type documentation for more information about floating movement types. OneCycleTime: This represents the time spent in round-tripping the amplitude value. A larger value results in slower movement. ...
Learn TweenFloatingComponent properties and how to configure them
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000016
EN
property
paraphrase
What do OneCycleTime and Amplitude do in TweenFloatingComponent?
The user is asking about two specific properties of TweenFloatingComponent: OneCycleTime and Amplitude. Let me find the exact definitions from the material. In the TweenFloatingComponent section, there's a properties table that lists these two properties with their descriptions. OneCycleTime is described as the time sp...
OneCycleTime controls the duration of the floating movement cycle. It represents the time spent in round-tripping the amplitude value—meaning the time it takes for the entity to move up and down and return to its starting position. The bigger the value you set, the slower the movement will be. Amplitude sets the dista...
Learn TweenFloatingComponent properties and how to configure them
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000017
EN
property
typo
How does the SyncType property work in tween componenets?
The user is asking about the SyncType property in tween components. Let me look at the reference material for information about SyncType. I can see that SyncType appears in the properties tables for TweenFloatingComponent, TweenLineComponent, and TweenCircularComponent. Each description is identical across all three co...
The SyncType property in tween components determines whether the movement is synchronized across the server and all clients, or operates only locally on a single client. It has two settings: the default option, which operates on the server and appears the same to all clients, and ClientOnly, which makes the movement ap...
Learn TweenFloatingComponent properties and how to configure them
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000018
EN
constraint
colloquial
Can I use multiple Tween components on the same entity?
The user is asking whether multiple Tween components can be used on the same entity. Let me check the reference material about Tween components. In the Entity Section Movement section, there's a specific tip that addresses this: 'Using multiple components might lead to malfunction or a bug where only one component oper...
No, you should not use multiple Tween components on the same entity. Using multiple Tween components might lead to malfunction or a bug where only one component operates. The recommendation is to use one Tween component per entity. If you need different types of movement, you should choose the single Tween component ty...
Understand constraints and best practices when using multiple Tween components
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000019
EN
constraint
platform_alias
MSW
What happens if I add more than one Tween component to an entity in MSW?
The user is asking what happens when multiple Tween components are added to a single entity in MapleStory Worlds. Let me check the reference material about Tween components. In the Entity Section Movement section, there's a tip that specifically addresses this: 'Using multiple components might lead to malfunction or a ...
Using multiple Tween components on a single entity might lead to malfunction or a bug where only one component operates. For this reason, it is recommended to use only one Tween component per entity.
Understand constraints and best practices when using multiple Tween components
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000020
EN
how_to
platform_alias
MapleStory Worlds
How do I set the starting position for the player avatar in MapleStory Worlds?
The user is asking how to set the starting position for the player avatar in MapleStory Worlds. Looking at the reference material, there are three main ways to control where the player appears: (1) the default position at coordinates 0,0 in the center, (2) using SpawnLocation for actual gameplay, and (3) using Play Her...
There are three ways to set the starting position for the player avatar in MapleStory Worlds. First, the default position is the center of the screen, where both X and Y coordinates are 0. You can verify this in the DefaultPlayer's TransformComponent. Second, for actual gameplay, use SpawnLocation from the Special Mo...
Learn how to set and manage player spawn locations in maps
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000021
EN
how_to
colloquial
What's the process for placing a SpawnLocation in a map?
The user is asking about the process for placing a SpawnLocation in a map. Let me find the relevant section in the material. Under 'Setting Starting Position with SpawnLocation', there's a clear two-step process described: first, click Special Model from the Preset List, and second, place the SpawnLocation model in the...
To place a SpawnLocation in a map, follow these steps: First, click Special Model from the Preset List. Second, place the SpawnLocation model in the Scene. If you place it in a starting map, it will be where the player avatar first appears. If you place it in another map, it can be used as a respawn location or where t...
Learn how to set and manage player spawn locations in maps
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000022
EN
how_to
paraphrase
How can I place multiple spawn locations as checkpoints?
The user is asking how to place multiple spawn locations as checkpoints. Looking at the reference material, there's a section called 'Respawn Location during Play' that directly addresses this. It explains that you can place multiple SpawnLocations in each map, and the system uses distance to determine which spawn loca...
You can place multiple SpawnLocations in each map to create checkpoints. To do this, access the Preset List, select Special Model, and place the SpawnLocation model in your Scene multiple times at different positions throughout the map. When the player avatar dies, the respawn position is determined by distance—the pl...
Learn how to set and manage player spawn locations in maps
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000023
EN
property
paraphrase
How does the game decide which SpawnLocation to use when there are multiple ones?
The user is asking how the game determines which SpawnLocation to use when multiple ones exist on a map. Let me look at the reference material about SpawnLocation behavior. The material states that when there are multiple SpawnLocations in one map, the distance between SpawnLocation and player avatar is used to determi...
When there are multiple SpawnLocations on a map, the game uses distance to determine which one to use. Specifically, the SpawnLocation closest to the player avatar's current position is selected as the respawn point. For example, if your avatar dies between two SpawnLocations, it will reappear at whichever SpawnLocatio...
Understand how respawn position is determined when multiple SpawnLocations exist
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000024
EN
property
typo
MSWorlds
What determines the respawn location in MSWorlds when multiple spawn points are present?
The user is asking what determines respawn location when there are multiple spawn points in MapleStory Worlds. Let me recall the relevant information about SpawnLocation and respawn mechanics. The material explains that when multiple SpawnLocations exist in one map, the respawn position is determined by the distance be...
When multiple SpawnLocations are placed in a single map, the respawn position is determined by distance. The system calculates which SpawnLocation is closest to the player avatar at the moment of death, and the avatar respawns at that nearest SpawnLocation. For example, if a player avatar dies between two spawn points,...
Understand how respawn position is determined when multiple SpawnLocations exist
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000025
EN
property
colloquial
Does distance to SpawnLocation affect where the player respawns?
The user is asking whether distance to SpawnLocation affects respawn position. Let me review the material about respawn mechanics. In the 'Respawn Location during Play' section, it explicitly states that when there are multiple SpawnLocations in one map, the distance between SpawnLocation and player avatar determines t...
Yes, distance to SpawnLocation affects where the player respawns. When multiple SpawnLocations are placed in a single map, the system uses the distance between each SpawnLocation and the player avatar's current position to determine the respawn point. The player will respawn at the SpawnLocation that is closest to wher...
Understand how respawn position is determined when multiple SpawnLocations exist
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000026
EN
how_to
platform_alias
MSW
How do I use the Play Here button to test from a specific location in MSW?
The user is asking about the Play Here button feature in MapleStory Worlds for testing from a specific location. Let me recall the relevant information about this feature. The Play Here button is located below the Scene tab and allows creators to set a custom starting position for testing purposes. The process involves...
To use the Play Here button for testing from a specific location, follow these steps: 1. Locate the Play Here button below the Scene tab in your workspace. 2. Select the Play Here button and move to the position where you want your test to start. Position it above a tile or platform at your desired test location. 3....
Learn how to use Play Here feature for efficient testing during development
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000027
EN
how_to
paraphrase
What's the process for setting a custom starting position for testing?
The user is asking about the process for setting a custom starting position for testing in MapleStory Worlds. Looking at the reference material, there's a specific section called 'Setting Starting Position for Test' that explains this. The process involves using a 'Play Here' button/feature. Let me trace through the st...
To set a custom starting position for testing, use the Play Here feature. First, locate the Play Here button positioned below the Scene tab. Next, navigate to the specific location in your scene where you want the test to begin—this should be placed above a tile or platform. Once positioned, press the Start button to r...
Learn how to use Play Here feature for efficient testing during development
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000028
EN
how_to
colloquial
How can I start a test from a particular spot in the map instead of the beginning?
The user is asking how to start a test from a specific location on the map rather than from the default starting position. Looking at the reference material, there's a section called 'Setting Starting Position for Test' that directly addresses this. It explains using a 'Play Here' button feature. The process involves: ...
To start a test from a particular spot on the map, use the 'Play Here' feature. First, locate the 'Play Here' button below the Scene tab. Then move to the position on the map where you want the test to begin—place it above a tile or platform for proper positioning. Once positioned, press the Start button to run your te...
Learn how to use Play Here feature for efficient testing during development
doc
90
https://maplestoryworlds-creators.nexon.com/en/docs?postId=90
Making a Portal to Move to Another Location + Entity Section Movement + Setting Game Start Position
[{"type": "doc", "id": 90, "language": "EN"}, {"type": "doc", "id": 122, "language": "EN"}, {"type": "doc", "id": 115, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000029
EN
definition
platform_alias
MapleStory Worlds
What is the coproduction feature in MapleStory Worlds?
The user is asking about the coproduction feature in MapleStory Worlds. Looking at the reference material, I can find a dedicated section titled 'Coproduction' that explains what it is. The introduction clearly states that coproduction allows multiple people to edit a World simultaneously. I should explain this core fu...
The coproduction feature allows multiple team members to produce Worlds simultaneously. When you use coproduction, you work together with group members where each person can concentrate on what they are good at. To use coproduction, you create a group and manage members through the MapleStory Worlds client. A group le...
Understand the definition and purpose of the coproduction feature
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000030
EN
definition
platform_alias
MSW
Can you explain what coproduction means in MSW?
The user is asking what coproduction means in MapleStory Worlds. Looking at the reference material, I can see there's a dedicated 'Coproduction' section that explains this feature. The material describes coproduction as a feature that allows multiple people to edit a World simultaneously. It also mentions group managem...
Coproduction in MapleStory Worlds is a feature that allows multiple people to edit and develop a World at the same time. You can create a group with team members and work together on the same World simultaneously. Each member can focus on their strengths—whether that's UI design, mapping, scripting, or other aspects—wh...
Understand the definition and purpose of the coproduction feature
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000031
EN
definition
paraphrase
What does it mean to work in coproduction mode?
The user is asking what coproduction mode means in MapleStory Worlds. I need to look at the reference material to find the definition and core characteristics of coproduction. From the material, I can see that coproduction is a feature that allows multiple people to edit a World simultaneously. The material explains th...
Coproduction mode is a feature in MapleStory Worlds that allows multiple team members to edit and work on the same World at the same time. Instead of working sequentially, creators can collaborate simultaneously on different aspects of the World. To use coproduction, you first create a group with up to 10 groups possib...
Understand the definition and purpose of the coproduction feature
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000032
EN
how_to
platform_alias
MapleStory Worlds Maker
How do I create a coproduction group in MapleStory Worlds Maker?
The user is asking how to create a coproduction group in MapleStory Worlds Maker. I need to find the specific steps for creating a group. Looking at the reference material under 'Coproduction' section, there is a 'Group Management Introduction' subsection that contains 'Create Group' instructions. The steps are clearly...
To create a coproduction group in MapleStory Worlds Maker, follow these steps: 1. Click the [Create World] - [+Group] button. 2. Enter a group name and press [Next]. As a group leader, you can create up to 10 groups, and there is no limit to the number of members in each group. Note that once you create a group, you ...
Learn how to set up and manage a coproduction group
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000033
EN
how_to
paraphrase
What are the steps to create a group and invite members?
The user is asking about creating a group and inviting members in MapleStory Worlds. Let me find the relevant information. In the Coproduction section, there's a 'Group Management Introduction' that covers creating groups. For inviting members, I need to look for how members join or are added. I see there's information...
To create a group, follow these steps: 1. Click the [Create World] - [+Group] button from the MapleStory Worlds official client. 2. Enter a group name and press [Next]. Once you create a group as the group leader, you can manage up to 10 groups, with no limit on the number of members per group. Note that once a group...
Learn how to set up and manage a coproduction group
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000034
EN
how_to
typo
How do i manage member grades in a coproduction group?
The user is asking how to manage member grades in a coproduction group. Let me look at the reference material for information about member grade management. In the 'Coproduction' section under 'Group Management Introduction', there is a subsection titled 'Manage Member Grade' that explains the process. It describes sel...
To manage member grades in a coproduction group, follow these steps: First, select a group and enter the Manage Members menu. Then, adjust the grade of the member you want to change. When you change a member's grade, the change is reflected in the member status at the top of the interface. This is how you control membe...
Learn how to set up and manage a coproduction group
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000035
EN
property
paraphrase
What are the different member grades in a coproduction group?
The user is asking about member grades in a coproduction group. Let me search the reference material for information about member grades. I found a section titled 'Manage Member Grade' under Group Management Introduction in the Coproduction section. However, looking at the content, it shows that you can adjust the grad...
The reference material indicates that member grades exist in coproduction groups and can be managed by selecting a member and adjusting their grade through the Manage Members menu. However, the specific names and details of the different member grades are not provided in the available information. For comprehensive inf...
Understand group member roles and their permissions
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000036
EN
property
platform_alias
MSWorlds
What permissions do different member grades have in MSWorlds?
The user is asking about member grades and their permissions in MapleStory Worlds coproduction. Looking through the reference material, I can see there is a mention of 'Coproduction Group Member's Level and Permission' guide, but the actual detailed breakdown of what each grade can do is not provided in the materials g...
The reference material indicates that member grades exist in MapleStory Worlds coproduction and can be adjusted through the Manage Members menu. However, the specific permissions associated with different member grades are not detailed in the available information. The material references a separate guide on 'Coproduct...
Understand group member roles and their permissions
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000037
EN
property
colloquial
Can you tell me about member level permissions for coproduction?
The user is asking about member level permissions for coproduction in MapleStory Worlds. Let me search through the reference material for information about member grades and permissions. I see there's a section on 'Manage Member Grade' in the Coproduction section, and there's a reference to a guide called 'Coproduction...
The reference material mentions that member grades exist in coproduction groups and that you can manage member grades through the Manage Members menu. However, the specific details of what permissions each member level has are not included in the material provided. The material does indicate that certain roles like gro...
Understand group member roles and their permissions
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000038
EN
usage
paraphrase
Why should I separate development and release Worlds in coproduction?
The user is asking why separation of development and release Worlds is important in coproduction. Let me look at what the material says about this. In the 'Separation of development World and release World' section, there are clear reasons given: (1) Game production doesn't always go as planned, requiring continuous te...
Separating development and release Worlds in coproduction serves to maintain stability and workflow efficiency for your team. When errors occur in a World being actively coproduced by multiple people, all team members may have to stop their work until the problem is resolved. By doing necessary modifications and testin...
Learn the recommended workflow for stable coproduction
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000039
EN
usage
paraphrase
When is it best to move from a development World to a release World?
The user is asking when it's best to move from a development World to a release World. Looking at the reference material, there's a section titled 'Separation of development World and release World' that addresses this. The material explains the rationale and timing for this transition. The key point is that you should...
It is best to move to a release World after you have completed sufficient modifications and testing in the development World. Game production requires continuous testing and iteration of bug fixes to ensure reliable functionality. By keeping development work in a separate development World, you avoid disrupting other t...
Learn the recommended workflow for stable coproduction
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000040
EN
usage
platform_alias
MSW
What's the recommended approach for stable coproduction work in MSW?
The user is asking about recommended approaches for stable coproduction in MapleStory Worlds. Let me identify the key stability recommendations from the material. The main points are: (1) separating development and release worlds, (2) UI group separation, (3) regular Check In practices, (4) using proper transfer method...
The recommended approach for stable coproduction work in MapleStory Worlds centers on several key practices: First, maintain separate development and release worlds. Complete your modifications and testing in a development world before moving to the release world. This prevents errors from disrupting all team members'...
Learn the recommended workflow for stable coproduction
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000041
EN
how_to
colloquial
How do I export a mod file from my development World?
The user is asking how to export a mod file from a development World. Let me find the relevant information in the material. In the 'Coproduction Tips' section, under 'Separation of development World and release World', there's a subsection called 'mod File Import' that explains two ways to move a development World to a...
To export a mod file from your development World, follow these steps: In your development World, go to File menu and select Export to File. This will generate the mod file that you can then use to transfer your work to a release World or share with others.
Learn how to transfer World content between development and release environments
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000042
EN
how_to
platform_alias
MapleStory Worlds
What are the steps to move a personal World to a group World in MapleStory Worlds?
The user is asking about the steps to move a personal World to a group World. Looking at the reference material, there's a section called 'Transferring Individual World - Group World' under Coproduction Tips. It outlines a two-step process: first, group members work in their personal World and save it; second, they go ...
To move a personal World to a group World, follow these steps: 1. Work on your project in your own personal World and save it. 2. Go to the group workspace and select Create Worlds - Group World. 3. In this step, press Load Private World and load the individual World you saved in step 1. This method is more reliabl...
Learn how to transfer World content between development and release environments
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000043
EN
how_to
paraphrase
How do you import a mod file into a release World?
The user is asking about importing a mod file into a release World. Let me find the relevant section in the reference material. In the 'Coproduction Tips' section under 'Separation of development World and release World', there's a subsection called 'mod File Import' that explains this process. It describes two steps: ...
To import a mod file into a release World, follow these steps: 1. In the release World, select File - Import to File. 2. Load the mod file that was previously exported from the development World. This method allows you to transfer modifications from your development World to the release World. Note that this operatio...
Learn how to transfer World content between development and release environments
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000044
EN
comparison
paraphrase
What's the difference between importing a mod file and transferring an individual World to a group World?
The user is asking about the difference between two methods for moving content from a development World to a release World. Let me identify what the material says about each method. First method: mod File Import - This involves exporting a mod file from the development World using File - Export to File, then importing...
The two methods differ in process and reliability. With mod file import, you export a mod file from the development World via File - Export to File, then import it into the release World via File - Import to File. With individual World transfer, group members work in their own personal Worlds, save them, then use Cre...
Understand the differences between mod file import and individual-to-group World transfer methods
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000045
EN
comparison
platform_alias
MSW
Which method is more reliable: mod file import or individual World migration in MSW?
The user is asking which method is more reliable between mod file import and individual World migration. Let me review what the material says about both methods. The mod file import method involves exporting a mod file from the development World and then importing it into the release World. The individual World migrati...
Individual World migration is more reliable than mod file import. When you migrate a personal World to a group World using the Load Private World feature, it provides better stability compared to directly importing a mod file. However, this method has a practical drawback: since the operation overwrites the development...
Understand the differences between mod file import and individual-to-group World transfer methods
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000046
EN
comparison
colloquial
Should I use mod file import or load private world for coproduction?
The user is asking whether to use mod file import or load private world for coproduction. Let me review what the material says about these two methods. The material discusses two ways to move a development World to a release World: (1) mod file import and (2) transferring individual World to Group World. The material a...
For coproduction, transferring your individual World to a Group World is more reliable than using mod file import. When you transfer an individual World to a Group World, you load your private World into the group's workspace through the Create Worlds - Group World menu. This method is more stable for coproduction work...
Understand the differences between mod file import and individual-to-group World transfer methods
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000047
EN
constraint
platform_alias
MapleStory Worlds
How many groups can a group leader create in MapleStory Worlds?
The user is asking about the limit on how many groups a group leader can create in MapleStory Worlds. Let me search the reference material for this information. In the 'Group Management Introduction' section under 'Create Group', I find the relevant statement: 'As a group leader, you can make groups of up to 10, and th...
As a group leader, you can create up to 10 groups. However, there is no limit to the number of members within each individual group.
Learn about constraints and limitations in coproduction
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000048
EN
constraint
paraphrase
What's the maximum number of members allowed in a coproduction group?
The user is asking about the maximum number of members allowed in a coproduction group. Let me search through the reference material for this specific information. In the 'Group Management Introduction' section under 'Create Group', I find the relevant information: 'As a group leader, you can make groups of up to 10, a...
There is no limit to the number of members in a coproduction group. A group leader can create up to 10 groups, but each group itself can have an unlimited number of members.
Learn about constraints and limitations in coproduction
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000049
EN
constraint
colloquial
Are there any operations that cause errors in coproduction?
The user is asking about operations that cause errors in coproduction. Let me review the material for specific mentions of operations that lead to errors. I see several sections that address this: 1) The introduction mentions that errors sometimes occur during coproduction, 2) There's a section on 'Transferring Individ...
Currently, working on UI or maps in coproduction can cause unexpected errors to occur. If you experience certain symptoms during coproduction—such as game UI being visible in the script editor, or work content not being reflected even after UI modification and Check In—there is a high probability that the World will ha...
Learn about constraints and limitations in coproduction
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000050
EN
how_to
platform_alias
MapleStory Worlds Maker
How do I export entries as a package file in MapleStory Worlds Maker?
The user is asking how to export entries as a package file in MapleStory Worlds Maker. I need to find the export package procedure in the reference material. Looking at the 'Utilization of Packages' section, there is a clear 'Export Package' subsection that outlines the steps. I should provide the exact steps without a...
To export entries as a package file, follow these steps: 1. In Workspace - MyDesk, select the entries you want to export as a package. 2. Right-click and click 'Export To Package' from the context menu to open the Export window. 3. After selecting the entries, click the [Export] button at the bottom. You can change ...
Learn how to export and share World content using packages
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000051
EN
how_to
paraphrase
What's the process for sharing part of my World using packages?
The user is asking about the process for sharing part of their World using packages. I need to look at the 'Utilization of Packages' section. The material covers exporting packages, which is the mechanism for sharing parts of a World. I should outline the export process step by step, and mention any important rules or ...
To share part of your World using packages, follow these steps: 1. In Workspace under MyDesk, select the entries you want to export as a package. 2. Right-click and choose Export To Package from the context menu to open the export window. 3. After selecting your entries, click the Export button at the bottom. You can ...
Learn how to export and share World content using packages
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000052
EN
how_to
platform_alias
MSW
How do you export to package in MSW?
The user is asking how to export to package in MapleStory Worlds. I need to find the export package procedure from the reference material. Looking at the 'Export Package' section under 'Utilization of Packages', there's a clear step-by-step process. I should also note the rules for exporting that are mentioned, particu...
To export to package in MapleStory Worlds, follow these steps: First, in Workspace - MyDesk, select the entries you want to export as a package. Then right-click and click 'Export To Package' from the context menu to open the Export window. After selecting your entries, click the Export button at the bottom. You can c...
Learn how to export and share World content using packages
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000053
EN
constraint
paraphrase
What do I need to do before exporting resource entries like images and sound as a package?
The user is asking what needs to be done before exporting resource entries like images and sound as a package. Let me look at the package export rules section. Under 'Resource Exporting', it clearly states that to include resource entries like images and sound in the package, you must first save the World. The reason g...
Before exporting resource entries like images and sound as a package, you must save the World first. Resources included in resource entries are uploaded to the server when the world is saved, and only resource entries that have been uploaded to the server work properly as a package. This is necessary because RUIDs are ...
Understand requirements for including resources in exported packages
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000054
EN
constraint
colloquial
Why must I save my World before exporting resources in a package?
The user is asking why saving the World is necessary before exporting resources in a package. Let me look at the resource exporting rules section. It states that to include resource entries like images and sound in the package, you must first save the World. The reason given is that resources included in resource entri...
When you save your World, resource entries like images and sounds are uploaded to the server. During this process, RUIDs (Resource Unique IDs) are assigned and saved to those resource entries. When you export a package containing resources, these RUIDs are included in the package file. Later, when someone imports that ...
Understand requirements for including resources in exported packages
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000055
EN
constraint
platform_alias
MapleStory Worlds
What limitations exist when exporting native entries as packages in MapleStory Worlds?
The user is asking about limitations when exporting native entries as packages. Let me review the material on package export rules. There's a specific section titled 'Limitations with Native Entries' that directly addresses this. Native scripts and native models provided by MapleStory Worlds cannot be exported as packa...
Native scripts and native models provided by MapleStory Worlds cannot be exported as packages. Additionally, if you add a new component directly to a native model and then extend that native model, the resulting extended model also cannot be exported as a package. This limitation exists because not all information can ...
Understand requirements for including resources in exported packages
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000056
EN
property
paraphrase
How are parent-child relationships handled when exporting entries as a package?
The user is asking about how parent-child relationships are handled when exporting entries as a package. Let me look at the relevant section in the material about exporting packages. There's a specific section titled 'Entry Inheritance Relationship' that explains this. It states that if you export entries in a parent-c...
When exporting entries with parent-child relationships as a package, the parent-child relationship is maintained in the exported package. If you select only the child entries to export, the parent entries are automatically included in the package as well. For example, if you create a child model that extends a parent m...
Learn about entry inheritance relationships when exporting packages
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000057
EN
property
platform_alias
MSWorlds
What happens to entry inheritance when exporting packages in MSWorlds?
The user is asking about what happens to entry inheritance when exporting packages. Let me look at the package export rules section. There's a specific section called 'Entry Inheritance Relationship' that explains this. It states that if you export entries in a parent-child relationship as a package, the parent-child r...
When exporting packages, entry inheritance relationships are preserved. If you export entries that have a parent-child relationship, that relationship is maintained in the package file. Additionally, if you select only child entries to export, their parent entries are automatically included in the package even if you d...
Learn about entry inheritance relationships when exporting packages
doc
766
https://maplestoryworlds-creators.nexon.com/en/docs?postId=766
Coproduction Tips + Coproduction + Utilization of Packages
[{"type": "doc", "id": 766, "language": "EN"}, {"type": "doc", "id": 670, "language": "EN"}, {"type": "doc", "id": 647, "language": "EN"}]
bedrock/claude-haiku-4-5-20251001
msw-000087
EN
property
platform_alias
MapleStory Worlds
What properties does MaskComponent have in MapleStory Worlds?
The user is asking about the properties of MaskComponent in MapleStory Worlds. I need to list the properties that are directly defined for MaskComponent itself, not inherited ones. Looking at the reference material, MaskComponent has three main properties: Padding, Shape, and Softness. I should describe what each one d...
MaskComponent has three main properties: Padding (RectOffset) sets the free space on the top, bottom, left, and right of the mask, allowing you to control the spacing around the masked area. Shape (MaskShape) specifies the shape of the mask itself, determining what form the mask takes. Softness (Vector2Int) determin...
MaskComponent의 주요 속성과 그 기능 이해
api
355
https://maplestoryworlds-creators.nexon.com/en/apiReference?postId=355
MaskComponent
bedrock/claude-haiku-4-5-20251001
msw-000088
EN
property
paraphrase
MSW
How do I configure Padding, Shape, and Softness on a mask in MSW?
The user is asking how to configure three properties of MaskComponent: Padding, Shape, and Softness. Let me review what I know about these properties. Padding sets the free space on the top, bottom, left, and right of the mask using RectOffset. Shape specifies the shape of the mask using MaskShape. Softness determines ...
To configure a mask in MapleStory Worlds, you access the MaskComponent on your UI Entity and set its properties directly. For Padding, assign a RectOffset value to the Padding property. This sets the free space around the top, bottom, left, and right edges of the mask. For Shape, assign a MaskShape value to the Shape...
MaskComponent의 주요 속성과 그 기능 이해
api
355
https://maplestoryworlds-creators.nexon.com/en/apiReference?postId=355
MaskComponent
bedrock/claude-haiku-4-5-20251001
msw-000089
EN
definition
platform_alias
MapleStory Worlds
What is a Joint in MapleStory Worlds?
The user is asking what a Joint is in MapleStory Worlds. Looking at the reference material, there's a dedicated section explaining the concept of Joint. A Joint is described as a specific link section that connects entities on a map that uses physics, allowing them to influence each other. The material explains it with...
A Joint is a specific link section that connects entities on a physics-enabled map, allowing them to influence each other. When you set up a Joint, you establish connection points called LocalAnchors on two entities: LocalAnchorA on the entity with the JointComponent, and LocalAnchorB on the target entity you want to c...
Understanding what a Joint is and how it connects entities in physics-based maps
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000090
EN
definition
colloquial
MSW
Can you explain what a joint component does in MSW?
The user is asking about what a joint component does in MapleStory Worlds. Looking at the reference material, joints are fundamental physics connectors. The material explains that a joint is a link section connecting entities on a physics-enabled map, allowing them to influence each other. There are six types of joint ...
A joint component in MapleStory Worlds creates a link between two entities on a physics-enabled map, allowing them to influence each other physically. When you add a JointComponent to an entity, you specify another entity as the target (TargetEntityRef), and set anchor points on both entities (LocalAnchorA and LocalAnc...
Understanding what a Joint is and how it connects entities in physics-based maps
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000091
EN
definition
paraphrase
What does a Joint refer to when using physics in Worlds?
The user is asking what a Joint refers to in the context of physics in MapleStory Worlds. Looking at the reference material, there is a clear definition provided in the 'Joint' section. A Joint is described as a specific link section that connects entities on a map that uses physics, allowing them to influence each oth...
A Joint refers to a specific link section that connects particular entities on a physics-enabled map, allowing them to influence each other. When you set a Joint, you establish connection points called anchors on each entity—LocalAnchorA on the entity with the JointComponent and LocalAnchorB on the target entity (Targe...
Understanding what a Joint is and how it connects entities in physics-based maps
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000092
EN
definition
platform_alias
What is an Anchor in the context of JointComponents?
The user is asking about what an Anchor is in the context of JointComponents. Let me review the material about Anchors. The material has a dedicated 'Anchor' section that explains this concept. It describes Anchor as a reference point where the joint operates, and explains how LocalAnchor works relative to ColliderOffs...
An Anchor is the reference point at which a joint operates. Each entity in a joint connection has its own anchor point, defined by LocalAnchorA and LocalAnchorB respectively. The key aspect is that each anchor's position is calculated relative to that entity's ColliderOffset—the origin point of the entity's PhysicsColl...
Understanding the concept and role of Anchors in Joint connections
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000093
EN
definition
paraphrase
MSWorlds
How do LocalAnchorA and LocalAnchorB work in MSWorlds?
The user is asking about how LocalAnchorA and LocalAnchorB work in MapleStory Worlds. Let me review the reference material about joints and anchors. The material explains that LocalAnchorA and LocalAnchorB are attachment points for joints that connect two entities. The key points are: (1) they are set relative to each ...
LocalAnchorA and LocalAnchorB are the reference points where a joint operates between two connected entities. LocalAnchorA is set on the entity that has the JointComponent, while LocalAnchorB is set on the target entity specified in TargetEntityRef. Both anchor positions are calculated relative to their respective enti...
Understanding the concept and role of Anchors in Joint connections
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000094
EN
definition
typo
what is the relationship between ColliderOffset and Anchor location?
The user is asking about the relationship between ColliderOffset and Anchor location in the context of physics joints. Let me look at what the material says about this. The material explains that the Anchor's location sets the distance relative to the entity's ColliderOffset. Specifically, it states that ColliderOffset...
ColliderOffset serves as the origin point for Anchor locations. When you set a LocalAnchor position, it is calculated relative to the entity's ColliderOffset. In other words, the ColliderOffset of an entity is used as the base reference point from which the LocalAnchor distance is measured. For example, if Entity A has...
Understanding the concept and role of Anchors in Joint connections
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000095
EN
how_to
platform_alias
MapleStory Worlds Maker
How do I add a JointComponent to entities in MapleStory Worlds Maker?
The user is asking how to add a JointComponent to entities in MapleStory Worlds Maker. Looking at the reference material, there is a specific section titled 'Adding Joint' that outlines the exact steps. Let me identify the key steps: First, you need two entities with PhysicsRigidbodyComponent and PhysicsColliderCompone...
To add a JointComponent to entities, follow these steps: 1. Create two entities that each have both PhysicsRigidbodyComponent and PhysicsColliderComponent added to them, and place them on your map. 2. Add the JointComponent you want to use to one of the entities. When adding it, enter the number of joints you want to...
Learning the step-by-step process to add and configure a JointComponent
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000096
EN
how_to
paraphrase
What are the steps to set up a Joint between two entities?
The user is asking about the steps to set up a Joint between two entities. Looking at the reference material, there's a specific section titled 'Adding Joint' that outlines the procedure step-by-step. I need to extract exactly what's described there without adding any additional information or general knowledge. The ma...
To set up a Joint between two entities, follow these three steps: 1. Generate two entities that each have PhysicsRigidbodyComponent and PhysicsColliderComponent added, then place them on the map. 2. Add the JointComponent you want to use to one of the entities. In the component settings, enter the number of joints to...
Learning the step-by-step process to add and configure a JointComponent
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000097
EN
how_to
colloquial
How do u configure LocalAnchorA and LocalAnchorB for a joint?
The user is asking how to configure LocalAnchorA and LocalAnchorB for a joint. Let me review what the material says about this. The material explains that LocalAnchorA and LocalAnchorB are anchor points set on Entity A and Entity B respectively. The key point is that each anchor's location is set relative to that entit...
LocalAnchorA and LocalAnchorB are configured by setting their positions relative to each entity's ColliderOffset. LocalAnchorA is the anchor point on Entity A (the entity with the JointComponent), and its position is calculated from Entity A's ColliderOffset as the origin. LocalAnchorB is the anchor point on Entity B (...
Learning the step-by-step process to add and configure a JointComponent
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000098
EN
comparison
platform_alias
What is the difference between RevoluteJointComponent and PrismaticJointComponent?
The user is asking about the difference between RevoluteJointComponent and PrismaticJointComponent. Let me review what each does according to the material. RevoluteJointComponent: Sets rotation-related limits between two entities. It has UseLimits, LowerAngle, UpperAngle, and MotorSpeed properties. When an entity rota...
RevoluteJointComponent and PrismaticJointComponent differ in the type of movement they constrain. RevoluteJointComponent sets rotation-related limits between two entities. When activated with UseLimits, you control the rotation angle using LowerAngle and UpperAngle properties. The point where LocalAnchorA and B meet b...
Comparing different types of JointComponents and their distinct characteristics
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000099
EN
comparison
paraphrase
MSW
How does WeldJointComponent differ from DistanceJointComponent in MSW?
The user is asking about the difference between WeldJointComponent and DistanceJointComponent in MapleStory Worlds. Let me review what the material says about each. DistanceJointComponent: Sets the distance-related limits between two entities. The distance (Length) between LocalAnchorA and B remains constant. WeldJoi...
WeldJointComponent and DistanceJointComponent both maintain a distance between connected entities, but they differ in their constraints. DistanceJointComponent sets distance-related limits between two entities, keeping the distance (Length) between LocalAnchorA and B constant. This allows the entities to move independ...
Comparing different types of JointComponents and their distinct characteristics
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000100
EN
comparison
colloquial
Which joint type should I use for wheel-like behavior versus linear movement?
The user is asking which joint type to use for wheel-like behavior versus linear movement. I need to look at the joint types described and match them to these two use cases. For wheel-like behavior, WheelJointComponent is explicitly described as making connected entities behave like a wheel. For linear movement, Prisma...
For wheel-like behavior, use WheelJointComponent. It constrains the connected entity to behave like a wheel and supports Motor functionality with MotorSpeed, MotorEnable, and MaxMotorTorque properties to control the wheel's rotation. For linear movement, use PrismaticJointComponent. It constrains the entity to move li...
Comparing different types of JointComponents and their distinct characteristics
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000101
EN
property
platform_alias
MapleStory Worlds
What are the major properties of RevoluteJointComponent in MapleStory Worlds?
The user is asking about the major properties of RevoluteJointComponent. I need to find the section that lists these properties. Looking at the reference material, there is a table under 'RevoluteJointComponent' that explicitly lists the major properties: UseLimits, LowerAngle, UpperAngle, and MotorSpeed. Each has a de...
RevoluteJointComponent has four major properties: UseLimits determines whether to set limits on relative angles. LowerAngle sets the minimum relative angle, based on the entity's local vector (1, 0). UpperAngle sets the maximum relative angle, also based on the entity's local vector (1, 0). MotorSpeed sets the targ...
Understanding the properties and settings specific to each JointComponent type
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000102
EN
property
paraphrase
What properties does PrismaticJointComponent have and what do they control?
The user is asking about the properties of PrismaticJointComponent and what they control. I need to find the section that describes PrismaticJointComponent in the reference material. Looking at the 'Type of JointComponent' section, I can see PrismaticJointComponent is described with a table showing its major properties...
PrismaticJointComponent has the following properties: **UseLimits** — Determines whether to set limits on the relative movement distance. **LowerTranslation** — Sets the minimum relative travel distance. **UpperTranslation** — Sets the maximum relative travel distance. **MotorEnable** — Sets whether to use Motor. W...
Understanding the properties and settings specific to each JointComponent type
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000103
EN
property
typo
what parameters can I adjust for WheelJointComponent?
The user is asking about the adjustable parameters for WheelJointComponent. Let me find the relevant section in the material. I can see there's a section titled 'WheelJointComponent' that lists the major properties. According to that section, there are three major properties listed: MaxMotorTorque, MotorEnable, and Mot...
WheelJointComponent has three main parameters you can adjust: MaxMotorTorque sets the maximum strength applicable to the motor of the Joint in order to reach the target motor speed. MotorEnable determines whether to use the Motor. When set to True, the attached Entity will receive a force in the direction of LocalAxi...
Understanding the properties and settings specific to each JointComponent type
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000104
EN
usage
platform_alias
MSWorlds
When should I use Motor with JointComponents in MSWorlds?
The user is asking when to use Motor with JointComponents. Let me review what the material says about Motor. Motor is mentioned as a feature used in RevoluteJointComponent, WheelJointComponent, and PrismaticJointComponent. The material explains that Motor forces an Entity to move in a specific direction. For RevoluteJo...
Motor is used with JointComponents when you need to actively drive or control the movement of connected entities. Motor is available in three JointComponent types: RevoluteJointComponent, WheelJointComponent, and PrismaticJointComponent. In RevoluteJoint, enabling Motor forces the entity to rotate according to a target...
Understanding when and why to use Motor in JointComponents
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000105
EN
usage
paraphrase
What is the purpose of enabling Motor in a revolute joint?
The user is asking about the purpose of enabling Motor in a revolute joint. Let me look at what the material says about Motor in RevoluteJointComponent. The material explains that Motor forces an Entity to move in a specific direction, and it's used in RevoluteJointComponent, WheelJointComponent, and PrismaticJointComp...
Enabling Motor in a RevoluteJointComponent allows you to apply rotational force to the connected entity. When you set MotorEnable to true, the entity will rotate according to the MotorSpeed value you specify. The motor causes the entity to rotate around the common anchor point where LocalAnchorA and LocalAnchorB meet. ...
Understanding when and why to use Motor in JointComponents
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000106
EN
usage
colloquial
How do I know if I need to use MotorEnable for my joint setup?
The user is asking when to use MotorEnable for joints. Let me review what the material says about MotorEnable. It's mentioned in three joint types: RevoluteJointComponent, PrismaticJointComponent, and WheelJointComponent. For RevoluteJoint, Motor is used to receive rotational power based on the Anchor. For PrismaticJoi...
You need MotorEnable when you want to actively force a connected entity to move or rotate in a specific direction at a target speed. MotorEnable is available on three joint types: RevoluteJointComponent, PrismaticJointComponent, and WheelJointComponent. For RevoluteJoint, enabling the motor makes the entity rotate acco...
Understanding when and why to use Motor in JointComponents
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000107
EN
constraint
platform_alias
What constraints does PulleyJointComponent maintain between connected entities?
The user is asking about what constraints PulleyJointComponent maintains. Let me look at the PulleyJointComponent section in the material. It states that PulleyJointComponent maintains the sum of the total length of the distances between LocalAnchor and GroundAnchor. The key constraint is described with a specific form...
PulleyJointComponent maintains a constraint on the sum of the total lengths of the distances between LocalAnchor and GroundAnchor for both connected entities. Specifically, when one entity's line length (the distance between its LocalAnchor and GroundAnchor) decreases, the other entity's line length increases in a way ...
Understanding constraints and limitations that apply to specific JointComponent types
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000108
EN
constraint
paraphrase
How do LowerAngle and UpperAngle limit rotation in RevoluteJoint?
The user is asking about how LowerAngle and UpperAngle work in RevoluteJoint to limit rotation. Let me find the relevant information about RevoluteJointComponent. In the reference material, there's a section on RevoluteJointComponent that lists its major properties. LowerAngle and UpperAngle are mentioned with descript...
In RevoluteJointComponent, LowerAngle and UpperAngle limit rotation by defining the minimum and maximum relative angles allowed between the two connected entities. To use these limits, you must first activate the UseLimits property. Once enabled, LowerAngle sets the minimum relative angle and UpperAngle sets the maximu...
Understanding constraints and limitations that apply to specific JointComponent types
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000109
EN
constraint
colloquial
What are the limits on movement in a prismatic joint setup?
The user is asking about movement limits in a prismatic joint. Let me find the relevant information about PrismaticJointComponent. According to the material, PrismaticJointComponent sets an entity to move linearly along an axis. The limits are controlled through specific properties: UseLimits determines whether to appl...
In a prismatic joint setup, movement limits are controlled through three key properties. First, you must enable UseLimits by setting it to true to activate the constraint system. Once enabled, you can define the movement boundaries using LowerTranslation, which sets the minimum relative travel distance, and UpperTransl...
Understanding constraints and limitations that apply to specific JointComponent types
doc
760
https://maplestoryworlds-creators.nexon.com/en/docs?postId=760
Using Various Physics Joints
bedrock/claude-haiku-4-5-20251001
msw-000152
EN
definition
platform_alias
MapleStory Worlds
What is SideViewRectTile mode in MapleStory Worlds?
The user is asking what SideViewRectTile mode is in MapleStory Worlds. Looking at the reference material, I can find a clear definition in the Course Introduction section. It states that RectTileMapComponent and KinematicbodyComponent are suitable for top-down view games but not for side-scrolling games, and that SideV...
SideViewRectTile mode is a tile mode in MapleStory Worlds designed for creating side-scrolling games. Unlike RectTileMapComponent and KinematicbodyComponent, which are suitable for top-down view game production, SideViewRectTile supports side-scrolling-type movement, jumping, and collisions with tiles. It allows you to...
Understanding what SideViewRectTile mode is and how it differs from standard RectTileMap for game production
doc
758
https://maplestoryworlds-creators.nexon.com/en/docs?postId=758
Creating Maps with SideViewRectTile Mode
bedrock/claude-haiku-4-5-20251001
msw-000153
EN
definition
platform_alias
MSW
Can you explain the difference between SideViewRectTile and RectTileMap in MSW?
The user is asking about the difference between SideViewRectTile and RectTileMap. Let me review what the material says about each. RectTileMap and KinematicBodyComponent are mentioned as suitable for top-down view games but not for side-scrolling games. SideViewRectTile, on the other hand, is described as supporting si...
RectTileMap is designed for top-down view game production, while SideViewRectTile is designed for side-scrolling game production. SideViewRectTile supports side-scrolling-type movement, jumping, and tile collisions, making it suitable for creating side-scrolling games. SideViewRectTile mode is based on RectTile mode, m...
Understanding what SideViewRectTile mode is and how it differs from standard RectTileMap for game production
doc
758
https://maplestoryworlds-creators.nexon.com/en/docs?postId=758
Creating Maps with SideViewRectTile Mode
bedrock/claude-haiku-4-5-20251001
msw-000154
EN
definition
paraphrase
How is SideViewRectTile mode different from top-down view tile mapping?
The user asks how SideViewRectTile mode differs from top-down view tile mapping. Looking at the material, it explicitly states that RectTileMapComponent and KinematicBodyComponent are suitable for top-down view game production but not for side-scrolling games. SideViewRectTile is designed to support side-scrolling-type...
SideViewRectTile mode is designed specifically for side-scrolling games, whereas RectTileMapComponent and KinematicBodyComponent are suitable for top-down view game production. The fundamental difference lies in the movement and interaction mechanics: SideViewRectTile supports side-scrolling-type movement, jumping, and...
Understanding what SideViewRectTile mode is and how it differs from standard RectTileMap for game production
doc
758
https://maplestoryworlds-creators.nexon.com/en/docs?postId=758
Creating Maps with SideViewRectTile Mode
bedrock/claude-haiku-4-5-20251001
msw-000155
EN
how_to
paraphrase
What are the steps to create a sideview recttile map from scratch?
The user is asking for the steps to create a SideViewRectTile map from scratch. The reference material contains a section titled 'Create SideViewRectTile Map' that outlines a 9-step process. I need to extract these steps directly without adding any external knowledge or elaboration. The steps are clearly numbered in th...
To create a SideViewRectTile map from scratch, follow these nine steps: 1. Change the tile mode to SideViewRectTile. You can do this by right-clicking the map entity in the Hierarchy and selecting Switch To SideViewRectTileMap, or by long-pressing the Tile Editor button in the top menu and selecting SideViewRectTile. ...
Step-by-step process to switch to SideViewRectTile mode and create a basic side-scrolling map
doc
758
https://maplestoryworlds-creators.nexon.com/en/docs?postId=758
Creating Maps with SideViewRectTile Mode
bedrock/claude-haiku-4-5-20251001
msw-000156
EN
how_to
typo
MSWorlds
How do you switch tile mode to SideViewRectTile in MSWorlds?
The user is asking how to switch the tile mode to SideViewRectTile in MapleStory Worlds. The reference material provides two specific methods for changing the map tile mode. I need to describe both methods clearly without inventing additional details or general knowledge. I should stick only to what is stated in the ma...
There are two ways to switch your map tile mode to SideViewRectTile: First method: Select the current map entity from the Hierarchy, then right-click and select "Switch To SideViewRectTileMap" from the context menu. Second method: Long-press the Tile Editor button on the top menu to open the Select Tile Mode menu, th...
Step-by-step process to switch to SideViewRectTile mode and create a basic side-scrolling map
doc
758
https://maplestoryworlds-creators.nexon.com/en/docs?postId=758
Creating Maps with SideViewRectTile Mode
bedrock/claude-haiku-4-5-20251001
msw-000157
EN
definition
platform_alias
MapleStory Worlds
What is collision in MapleStory Worlds?
The user is asking for a definition of collision in MapleStory Worlds. Looking at the reference material, there is a clear definition provided in the 'Collision' section. Collision is defined as when the collision areas of entities containing colliding bodies intersect each other. The material also explains that collid...
Collision in MapleStory Worlds refers to when the collision areas of entities containing colliding bodies intersect each other. When you add a TriggerComponent or HitComponent to an entity, colliding bodies are automatically created for that entity. These colliding bodies define the physical space that can interact wit...
Understand what collision is and how it works in MapleStory Worlds
doc
175
https://maplestoryworlds-creators.nexon.com/en/docs?postId=175
Entity Collision
bedrock/claude-haiku-4-5-20251001
msw-000158
EN
definition
paraphrase
MSW
Can you explain what happens when colliding bodies intersect in MSW?
The user is asking what happens when colliding bodies intersect in MapleStory Worlds. Let me review the material about collision. The material defines collision as when collision areas of entities containing colliding bodies intersect each other. When this happens, collision events are triggered. The material explains ...
When colliding bodies intersect in MapleStory Worlds, a collision event is detected. This occurs when the collision areas of entities containing colliding bodies overlap each other. Colliding bodies are automatically created when you add TriggerComponent or HitComponent to an entity. Once collision is detected, three ...
Understand what collision is and how it works in MapleStory Worlds
doc
175
https://maplestoryworlds-creators.nexon.com/en/docs?postId=175
Entity Collision
bedrock/claude-haiku-4-5-20251001
msw-000159
EN
definition
colloquial
What does collision refer to in the context of entities?
The user is asking what collision means in the context of entities in MapleStory Worlds. Looking at the reference material, there is a clear definition provided in the 'Collision' section. It states that collision refers to when the collision areas of entities containing colliding bodies intersect each other. The mater...
Collision refers to when the collision areas of entities containing colliding bodies intersect each other. When you add a TriggerComponent or HitComponent to an entity, colliding bodies are automatically created for that entity. These colliding bodies define the areas that can detect and interact with other entities' c...
Understand what collision is and how it works in MapleStory Worlds
doc
175
https://maplestoryworlds-creators.nexon.com/en/docs?postId=175
Entity Collision
bedrock/claude-haiku-4-5-20251001
msw-000160
EN
how_to
platform_alias
MapleStory Worlds Maker
How do I edit the size and position of a colliding body in MapleStory Worlds Maker?
The user is asking how to edit the size and position of a colliding body in MapleStory Worlds Maker. Looking at the reference material, there's a section called 'Editing Colliding Bodies' that covers this. The material explains that you need to enable editing mode first by clicking the [Edit] button in the Property Edi...
To edit the size and position of a colliding body, first enable editing mode by clicking the [Edit] button in the Property Editor. When activated, the collision area turns green, indicating you're in edit mode. To edit the size, pull the points of the colliding body and adjust them to your desired dimensions. To edit...
Learn how to edit and modify collider properties like size, position, and shape
doc
175
https://maplestoryworlds-creators.nexon.com/en/docs?postId=175
Entity Collision
bedrock/claude-haiku-4-5-20251001
msw-000161
EN
how_to
paraphrase
How can I enable collider editing mode and adjust the collision area?
The user is asking how to enable collider editing mode and adjust the collision area. Looking at the reference material, there's a section titled 'Editing Colliding Bodies' that covers this. The process involves: 1) Clicking the [Edit] button in the Property Editor to activate editing mode, which turns the collision ar...
To enable collider editing mode, open the Property Editor and click the [Edit] button. When activated, the collision area will turn green, indicating that editing mode is now active. Once editing is enabled, you can adjust the collision area in two ways: **Editing Size**: Pull the points of the colliding body to resi...
Learn how to edit and modify collider properties like size, position, and shape
doc
175
https://maplestoryworlds-creators.nexon.com/en/docs?postId=175
Entity Collision
bedrock/claude-haiku-4-5-20251001
msw-000162
EN
how_to
typo
MSWorlds
How to set ColliderOffset by dragging the colision body points in MSWorlds?
The user is asking how to set ColliderOffset by dragging collision body points in MapleStory Worlds. Let me find the relevant information in the material. I see a section titled 'Edit Offset' under 'Editing Colliding Bodies'. It states that you can set ColliderOffset by dragging the point of the colliding body. However...
To set ColliderOffset by dragging the collision body points, you first need to enable editing mode in the Property Editor by clicking the [Edit] button. Once activated, the collision area will turn green. After that, you can drag the point of the colliding body to set the ColliderOffset. The offset adjusts the position...
Learn how to edit and modify collider properties like size, position, and shape
doc
175
https://maplestoryworlds-creators.nexon.com/en/docs?postId=175
Entity Collision
bedrock/claude-haiku-4-5-20251001
msw-000163
EN
property
colloquial
What are the three ColliderTypes available and what properties does each have?
The user is asking about the three ColliderTypes and their properties. Let me review the ColliderType section. There are three shapes mentioned: Box, Circle, and Polygon. For Box, it has X (horizontal size) and Y (vertical size) properties. For Circle, it has CircleRadius property which determines the size. For Polygon...
There are three ColliderTypes available: Box, Circle, and Polygon. Box sets the colliding body to a rectangular shape. It has two size properties: X for horizontal size and Y for vertical size. Circle sets the colliding body to a circular shape. It uses CircleRadius as its property, which is the radius value that det...
Understand the different collider shape types and their properties
doc
175
https://maplestoryworlds-creators.nexon.com/en/docs?postId=175
Entity Collision
bedrock/claude-haiku-4-5-20251001
msw-000164
EN
property
platform_alias
MSW
In MSW, what's the difference between Box, Circle, and Polygon collider shapes?
The user is asking about the differences between the three collider shape types in MapleStory Worlds. Let me recall what I know about ColliderType. There are three shapes: Box, Circle, and Polygon. Each has different properties and use cases. Box uses X and Y dimensions for horizontal and vertical size. Circle uses Cir...
In MapleStory Worlds, there are three collider shape types, each with distinct characteristics: Box colliders are rectangular shapes defined by two dimensions: X for horizontal size and Y for vertical size. This is the most straightforward option for entities with rectangular collision areas. Circle colliders are rou...
Understand the different collider shape types and their properties
doc
175
https://maplestoryworlds-creators.nexon.com/en/docs?postId=175
Entity Collision
bedrock/claude-haiku-4-5-20251001
msw-000165
EN
property
paraphrase
MapleStory Worlds
How do I set CircleRadius for a circle colliding body in MapleStory Worlds?
The user is asking how to set CircleRadius for a circle colliding body. Let me look at what the material says about Circle colliders. The material mentions that when you set the colliding body to a circle, CircleRadius is the radius value, and you can set the size of the circle with the value of CircleRadius. The mater...
To set CircleRadius for a circle colliding body, you need to edit the colliding body through the Property Editor. First, click the [Edit] button in the Property Editor to activate editing mode—the collision area will turn green. Once editing is enabled, you can adjust the CircleRadius value, which controls the radius o...
Understand the different collider shape types and their properties
doc
175
https://maplestoryworlds-creators.nexon.com/en/docs?postId=175
Entity Collision
bedrock/claude-haiku-4-5-20251001
msw-000166
EN
how_to
platform_alias
MapleStory Worlds Maker
How do I add handlers to perform actions when a collision event occurs in MapleStory Worlds Maker?
The user is asking how to add handlers for collision events in MapleStory Worlds Maker. Looking at the reference material, there are two main approaches: using the Entity Event System or extending TriggerComponent. The Entity Event System approach involves adding handlers through the Script Component's Entity Event Han...
To add handlers for collision events, you use the Entity Event System by working with a Script Component (reactor). First, ensure the entity has both a TriggerComponent and a Script Component. Then open the Script Component and locate the Entity Event Handler section. Click the [+] button to add a new handler. Search f...
Learn how to add and handle collision events using Entity Event System
doc
175
https://maplestoryworlds-creators.nexon.com/en/docs?postId=175
Entity Collision
bedrock/claude-haiku-4-5-20251001
msw-000167
EN
how_to
paraphrase
What's the process for setting up TriggerEnterEvent, TriggerStayEvent, and TriggerLeaveEvent?
The user is asking about the process to set up the three collision events: TriggerEnterEvent, TriggerStayEvent, and TriggerLeaveEvent. Looking at the material, these events are part of the Entity Event System approach for handling collisions. The material explains that you add handlers through the script component (rea...
To set up TriggerEnterEvent, TriggerStayEvent, and TriggerLeaveEvent, use the Entity Event System approach. First, add both a TriggerComponent and a Script Component (reactor) to your entity. Open the script component and click the [+] button next to Entity Event Handler to add a new handler. Search for 'Trigger' in th...
Learn how to add and handle collision events using Entity Event System
doc
175
https://maplestoryworlds-creators.nexon.com/en/docs?postId=175
Entity Collision
bedrock/claude-haiku-4-5-20251001
End of preview. Expand in Data Studio

MapleStory Worlds Creator QA

Synthetic question-answer dataset built from the official MapleStory Worlds Creator Center documentation. Questions are generated to be self-contained and grounded in the source docs; answers avoid source/meta references so they read like an expert explanation. Some QA pairs are composed from multiple related documents (see combo_sources).

Parallel Korean/English. Intended for instruction tuning, QA, and retrieval.

Composition

config Rows
ko 61908
en 38194
Total 100102

Multi-document (composite) QA: 69256. Question types: {'how_to': 32407, 'property': 21504, 'constraint': 12865, 'comparison': 11961, 'definition': 11868, 'usage': 9497}.

Usage

from datasets import load_dataset

# Korean only
ds_ko = load_dataset("msw-ai-tf/maplestory-worlds-creator-qa", "ko", split="train")

# English only
ds_en = load_dataset("msw-ai-tf/maplestory-worlds-creator-qa", "en", split="train")

# Combine both
from datasets import concatenate_datasets
ds_all = concatenate_datasets([ds_ko, ds_en])

Features

Column Description
id Unique QA id
language KO / EN
question_type definition / how_to / property / comparison / constraint / usage
variant_type platform_alias / paraphrase / typo / colloquial (surface form)
platform_alias platform name used in the question (MSW / 메월드 / ...)
question user question
thinking reasoning toward the answer
answer self-contained explanatory answer
intent normalized question intent
source_type / source_id / source_url / source_title seed source doc
combo_sources JSON list of docs when composed from multiple (else empty)
gen_model model used to generate the answer

Generation

Documents → embedding-based related-doc combination → question synthesis (diverse types, platform aliases, paraphrases, typos) → embedding-based near-duplicate removal (Qdrant) → grounded self-contained answers.

Source & License

  • Source: MapleStory Worlds Creator Center (© NEXON Korea)
  • License: CC BY 4.0
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