msw-ai-tf/maplestory-worlds-creator-docs huggingface dataset:
Change Game Thumbnail

# Course Introduction

The game thumbnail is an important element to grab user interest and desire to play. In this lesson, we'll discuss how to assign and delete a thumbnail for your World.

# Assigning a Thumbnail

  1. Select the world you'd like to update the thumbnail of from the world list in the Create menu. [png](168748683084347cfb5dc36aa4c9597944a878ceda9cb)   

  2. Click the [Import Image] button in the Image tab and choose the image from your computer to be used as the new thumbnail. Each world can have up to five images. [png](1656419445968e529f08dcdbb4eff884af8da02763615)   

  3. You can see the assigned image as below. [png](165641957009531948326616541ef8c103863f54c4606)



# Assigning a YouTube Video

  1. Select the Video tab and click the [YouTube URL] button. [png](16564194570613db9ed134a4f48a7871ab5745f72cc62)   

  2. Enter YouTube URL and click the [Confirm] button. [png](16564195299220c15641a73214067b35fb6e480e164a1)   

  3. You can see the video playing. [png](165641954482276d4bdf1f7ef45b391a2254f3a290668)



# Deleting Thumbnails and Videos

To delete a thumbnail, select the image tab and click the [Delete] button while the thumbnail you'd like to delete is shown. [png](16577788188247860cf4258964caba3d6baf4a0e3a2c0)

To delete a video, select the video tab and click the [Delete] button. [png](16564194692848d856eb3e81e46ac9f07ada4ce076c5f)

# Updating Thumbnails and Videos for Released Worlds

You can assign, update, and delete thumbnails or videos even after your world has been published. Select File - Release. [png](16841147126563e8e10fa3cbf402fb4a4a2cdb1a338d1)   


In the Release window, you can manage thumbnails or videos. There are three ways to register a thumbnail.

[{"index":"Image","0":"[png](168411672690591413e49be5c4157a620a6554ae24c82)Upload an image from my computer to use a thumbnail"},{"index":"Screenshot","0":"[png](1684116746646d6f3675349f144cf9cb27043ca5cb844)Use the current contents of the Maker screen as a thumbnail"},{"index":"Auto-Generate","0":"[png](16841167765654b478ebf40394a4ba271ff9963d079b5)Auto-generate a thumbnail image"}]

To register a video, select the video tab and click the [YouTube URL] button to put the video address. [png](165641951186438eed54ada5a47fb862d4bef2fa8fd80)

We've learned how to assign game thumbnails and videos. Choose some cool media to show off your world!
Open-Face Masks

# Course Introduction

Here is the production sheet for open-face masks. First, please refer to the [Basics of Creating Avatar Items](/docs?postId=588%7B%22target%22:%22_self%22%7D) to understand the basic concept of avatars.

# Preparation

Adobe Photoshop is required to produce items. Install the software and then download and open the file below. $$attachFile {"name":"Avatar_Cap_F.psd","url":"https://mod-file.dn.nexoncdn.co.kr/storage/Avatar_psd/version4_230221/Avatar_Cap_F.psd"} $$

> Tip We recommend making caps within 120 x 120 pixels based on the avatar's feet. [png](16769485559327fc72cf03aca4128998b423540c3e049)

# Production Sheet Description

The cap sheet is divided into gray, yellow, and red layers. The gray layer has a data folder for image datafication, an avatar body layer to help with the image creation, and a line layer for guidance. All gray layers are locked, and no modifications are required while working. The creator can draw the actual items in the yellow layer. The red layer determines the priority between the cap and the hair.

> Tip If you edit or delete the names of layers, you will not be able to register the item. Never change the layer names.

### Gray Layer/Red Layer

  1. data folder: A data folder is required for the datafication of items. It does not affect image production. 
     * data:origin: This marks the center of the data with a red dot.
     * data:type:Cap: This indicates the data type.
     * data:use_zmap_preset1: The images that form an avatar are produced by being piled in layers. The structure is to pile the images of clothes, shields, and weapons in layers in a sequence based on the avatar's body to produce the avatar's various movements.  
Zmap is a file wherein the heights of each sprite, separated by items, are organized in order.
  2. guide_layer: This is an avatar's sample body. The internal rule is that the bigger the number attached after the layer name, it places below.  

  3. (Red layer) data:vslot:CpH1H2H3H4H5H6HfHsHbHcAe: The red layer is a concept only for hats. The vslot layer in a hat file determines the priority of when to show the hair or hat when the two overlap. [png](16770339977519ce67c0abb134ff4b6e40e636da925d6)



### Yellow Layer

The creator can draw a face-open mask that the creator wants to produce in the yellow layer.

  1. case1.front: This contains a layer to draw the front view of the open-face mask and front-view samples of normal hair and pressed hair. 
     * edithere:cap_cap_34: This layer lets you draw the front view of the open-face mask.
  2. case2.back: This contains a layer to draw the back view of the open-face mask and back-view samples of normal hair and pressed hair. 
     * edithere:cap_backCap_92: This layer lets you draw the back view of the open-face mask. [png](1677034011337213501bd84684eeebd56d177670563f1)
Scene

# Course Introduction

Scene is a required window that is ued to create and test a world and its UI. Let's look at the various functions it provides.

##### Reference Guide

  * [Workspace](/docs/?postId=121%7B%22target%22:%22_blank%22%7D)
  * [Hierarchy](/docs/?postId=453%7B%22target%22:%22_blank%22%7D)
  * [Property Editor](/docs/?postId=1087%7B%22target%22:%22_blank%22%7D)
  * [Utilizing and Controlling UI Editor](/docs/?postId=120%7B%22target%22:%22_blank%22%7D)



# Scene

The Scene is a window where you can see all of your UI screens, maps, and the state of the Worlds you're testing. It will be switched to the UI Editor and the test screen according to the creator's choice. *For the map, the maps selected in Hierarchy will be displayed.

  * Press the [UI] button to enter the UI Edit window, and the Scene window will switch to the Editor.
  * The Scene screen will change to the test edit screen screen upon pressing the [Start] button to test a created world. It will return to the Scene creation screen when the test is over. Entity information edited during the world test is only valid during the test.



#### Scene's Functions

You can use various functions based on the Scene status. The icon will be visible on the menu above.

[png](1737097069972da535f8e4e944afdb42c571b35b73088)

[{"Icon":"-","Name":"Scale","Description":"You can zoom in and out of the Scene."},{"Icon":"!","Name":"Reset","Description":"Restores the adjusted zoom in\/out values to its default value."},{"Icon":"!","Name":"Grid Info","Description":"Shows gridlines over the grid scene."},{"Icon":"!","Name":"Foothold","Description":"Shows the foothold of the entity with FootholdComponent. The foothold is shown as a red line."},{"Icon":"\u0001","Name":"Playing on the Start Map","Description":"When testing the World you created, you will start testing on the start map."},{"Icon":"!","Name":"Cursor Location","Description":"Shows the cursor location in Scene."},{"Icon":"!","Name":"Maximize Scene","Description":"Change the Scene to fullscreen mode. Press [Minimize] to return to the previous size."},{"Icon":"!","Name":"UI Snap","Description":"This function helps with UI alignment. It makes it so that the outlines of UI don't overlap."},{"Icon":"!","Name":"Play Here","Description":"The starting location of the test can be set by the creator."}]

#### Scene's Functions When Testing

The functions available in Scene changes for testing. [png](173745185491329d2287c7cbd4506bdbbc1c9144c56db)

[{"Icon":"-","Name":"Scale","Description":"The Scale can be zoomed in and out."},{"Icon":"!","Name":"Reset","Description":"Returns the adjusted zoom in\/out values to the default value."},{"Icon":"!","Name":"Cursor Location","Description":"Shows the cursor's location in Scene."},{"Icon":"!","Name":"Maximize Scene","Description":"Change Scene to full screen mode. Press the [Minimize] button to return to its previous size."}]
Blackboard

This is the data store that is used in the AI behavior tree. It's managed in key-value pairs, and data is shared between behavior tree nodes.

# Methods

[{"index":"boolean GetBool(string key)","0":"Sends an inquiry for the boolean value that is saved to the specified key."}]

[{"index":"Color GetColor(string key)","0":"Sends an inquiry for the Color value that's saved to the specified key."}]

[{"index":"Component GetComponent(string key)","0":"Sends an inquiry for the Component that's saved to the specified key."}]

[{"index":"ComponentRef GetComponentRef(string key)","0":"Sends an inquiry for the ComponentRef that's saved to the specified key."}]

[{"index":"Entity GetEntity(string key)","0":"This sends a direct inquiry for the entity that's saved to the specified key."}]

[{"index":"EntityRef GetEntityRef(string key)","0":"Sends an inquiry for the EntityRef that's saved to the specified key."}]

[{"index":"integer GetInt(string key)","0":"Sends an inquiry for the integer-type value that's saved to the specified key."}]

[{"index":"number GetNumber(string key)","0":"Sends an inquiry for the real number-type values that are saved to the specified key."}]

[{"index":"string GetString(string key)","0":"Sends an inquiry for the String value that's saved to the specified key."}]

[{"index":"Vector2 GetVector2(string key)","0":"Sends an inquiry for the Vector2 value that's saved to the specified key."}]

[{"index":"Vector3 GetVector3(string key)","0":"Sends an inquiry for the Vector3 value that's saved to the specified key."}]

[{"index":"Vector4 GetVector4(string key)","0":"Sends an inquiry for the Vector4 value that's saved to the specified key."}]

[{"index":"void SetBool(string key, boolean value)","0":"This saves the boolean value to the specified key."}]

[{"index":"void SetColor(string key, Color value)","0":"This saves the Color value to the specified value."}]

[{"index":"void SetComponent(string key, Component value)","0":"This saves the Component value to the specified key."}]

[{"index":"void SetComponentRef(string key, ComponentRef value)","0":"This saves the ComponentRef value to the specified key."}]

[{"index":"void SetEntity(string key, Entity value)","0":"This saves the Entity value to the specified key."}]

[{"index":"void SetEntityRef(string key, EntityRef value)","0":"This saves the EntityRef value to the specified key."}]

[{"index":"void SetInt(string key, integer value)","0":"This saves the integer value to the specified key."}]

[{"index":"void SetNumber(string key, number value)","0":"This saves the real number value to the specified key."}]

[{"index":"void SetString(string key, string value)","0":"This saves the String value to the specified key."}]

[{"index":"void SetVector2(string key, Vector2 value)","0":"This saves the Vector2 value to the specified key."}]

[{"index":"void SetVector3(string key, Vector3 value)","0":"This saves the Vector3 value to the specified key."}]

[{"index":"void SetVector4(string key, Vector4 value)","0":"This saves the Vector4 value to the specified key."}]
Translating World Information, Badges, and Products

# Course Introduction

If the creator provides translations for the created world's information, items, badges, and avatar item information, users from other regions will be able to better enjoy the world. The 's translation management menu can be used to directly input English and Korean translations. This guide will teach you how to apply translations to world information, products, badges, and avatar products.

# Translation Management

On the , go to the [Create Worlds] menu and select the World to translate. [png](1727251810074f4759dfcb7f24b8c8c0bdae71939414d)   
Go to the [Translation Management] menu on the management page of the world to enter translations in Korean and English. [png](1727251897866fe38242e3e964f9492f29bf1b1969cf1)

## World Info Translation

You can translate world information, including the world name and description, on the Translation Management page. [png](1727251934169bb0652f85a644a37ab80106f136a29da)   


  1. In the World Info submenu, click on the text you want to translate.
  2. Enter the translation by referring to the previous texts.
  3. Click the [Save] button to save your translation.



## Translation of Shop Products

If you have a product registered in the world, you can translate the product's name, thumbnail, and description. [png](1727252000248cceb83ae3a2e41529441faca2da6df6c)   


  1. Select the shop products you want to translate.
  2. Translate the product names.
  3. Register the product thumbnails. This shows different thumbnails to Korean-speaking and English-speaking users.
  4. Translate the product descriptions.
  5. Click the [Save] button to save your translation.   




> Learn More For questions about how to register a product, refer to the [Registering Products](/docs/?postId=581) Guide.

  
## Badge Translation You can translate badge names, thumbnails, and descriptions. [png](17272520365971f8cdb63baa242c688ceba9f20bbec0a)   


  1. Select the badges you want to translate.
  2. Translate the badge names.
  3. Register the badge thumbnails. This shows different thumbnails to Korean-speaking and English-speaking users.
  4. Translate the badge descriptions.
  5. Click the [Save] button to save your translation.   




> Learn More For questions about how to register a badge, refer to the [Registering Badges](/docs/?postId=656) Guide.

  
## Translation of Avatar Products Avatar products can also be translated into different languages. [png](17272522203979ea08582d4a54ff291d6d151a2792cba) 

  1. Go to the [Create Avatar Product] menu.
  2. Click the [Go to Translation Management] button.
  3. Select the avatar products you want to translate.
  4. Translate the product names. Avatar product names cannot be modified once registered, so choose the names carefully before saving them.
  5. Translate the product descriptions.
  6. Click the [Save] button to save your translation.   




> Learn More For questions about how to create avatar products, refer to the [Creating Avatar Products](/docs/?postId=830) guide.
Creating Groups and Managing Members

# Course Introduction

You need to join a group in order to create a world with others. Create groups to make a world with teammates. Doing so will allow members to focus on their specialties and create room for new inspiration or brilliant ideas. Find people who can help you create a beautiful and fun world to share worldwide.

# Introducing Group Management

You can create a group and manage the members from the MapleStory World client and [Official Website] (https://maplestoryworlds.nexon.com/).

#### Creating Groups

The group leader can create up to 10 groups. Groups don't have a member limit. Once created, a group can't be deleted.

  1. Click the [Create World] - [+Group] button.
  2. Enter the Group Name and press the [Next] button. [png](1682650366279afe2a5bd22dc49cd85b1d4f485fdc2b4)



#### Managing Member Grades

  1. Select a group and enter the [Manage Members] menu. [png](1689813631553716bdb65929d493e8d5db006b48843a5)
  2. Adjust the selected member's rank. The new rank will be reflected on their member status at the top. [png](175308342240534475ca3483a4f9694dcc8b9e831a4af)



> Learn More Please refer to the [Coproduction Group Member's Level and Permissions] (/docs/?postId=1077) guide for details on member grades and their permissions.

#### Transferring the Group Leader Role

  1. Select a member from the [Manage Member] menu and click on the [⋮] menu.
  2. Click on the [Transfer Group Leader Role] button. [png](1689814837844a0ba1949e5424ecebdc1ad82546c8bf0)
  3. Confirm the content in the pop-up window and press the [Transfer] button to transfer the role. [png](168981495670313bf8553e0c9446ca92284f80265d316)



#### Kicking Out Members

The group leader can kick members out of the group. Members who get kicked out lose editing permissions from all worlds in the group.

  1. Select a member to delete from the [Manage Member] menu and click on the [⋮] menu.
  2. Click on the [Kick] button. [png](168981578441839ce171ee1274aecb99ec61e54291fb8)



# Join Group Request

If you found a group you would like to join, you can ask to join it. The leader of that group then decides if you can join.

  1. Click on the name of the group you want to join. [png](1689826803097e6c4deea9be145f5a5ae56a7e0ca96b0)
  2. Click the [Apply for Membership] button on the group info page. [png](1689821977348304ef0c631114129b13e0a84b86e08e6)



# Check Online Members

Press Panels - Cooperation from the group world that everyone is working on. You will see the nicknames and maker IDs for the people in that world who are online. [png](1656652152957d88e3a917e4a44b984a825324ca881f1)
Face-Covering Masks

# Course Introduction

Here is the production sheet for face-covering masks. First, please refer to the [Basics of Creating Avatar Items](/docs?postId=588%7B%22target%22:%22_self%22%7D) to understand the basic concept of avatars.

# Preparation

Adobe Photoshop is required to produce items. Install the software and then download and open the file below. $$attachFile {"name":"Avatar_Cap_E.psd","url":"https://mod-file.dn.nexoncdn.co.kr/storage/Avatar_psd/version4_230221/Avatar_Cap_E.psd"} $$

> Tip We recommend making caps within 120 x 120 pixels based on the avatar's feet. [png](16769485559327fc72cf03aca4128998b423540c3e049)

# Production Sheet Description

The cap sheet is divided into gray, red, and yellow layers. The gray layer has a data folder for image datafication, an avatar body layer to help with the image creation, and a line layer for guidance. All gray layers are locked, and no modifications are required while working. The creator can draw the actual items in the yellow layer. The red layer determines the priority between the cap and the hair.

> Tip If you edit or delete the names of layers, you will not be able to register the item. Never change the layer names.

### Gray Layer/Red Layer

  1. data folder: A data folder is required for the datafication of items. It does not affect image production. 
     * data:origin: This marks the center of the data with a red dot.
     * data:type:Cap: This indicates the data type.
     * data:use_zmap_preset1: The images that form an avatar are produced by being piled in layers. The structure is to pile the images of clothes, shields, and weapons in layers in a sequence based on the avatar's body to produce the avatar's various movements.  
Zmap is a file wherein the heights of each sprite, separated by items, are organized in order.
  2. guide_layer: This is an avatar's sample body. The internal rule is that the bigger the number attached after the layer name, it places below.  

  3. (Red layer) data:vslot:CpH1H2H3H4H5H6HfHsHbHcAfAyAsAe: The red layer is a concept only for the hat. The vslot layer in a hat file plays a role in determining the priority to show when the hair and hat overlap. [png](167703389960214c1a08396d74ffeba19e07a5787b1eb)



### Yellow Layer

The creator can draw a face-covering mask that the creator wants to produce in the yellow layer.

  1. case1.front: This contains a layer to draw the front view of the face-covering mask and front-view samples of normal hair and pressed hair. 
     * edithere:cap_cap_34: This layer lets you draw the front of the face-covering mask.
  2. case2.back: This contains a layer to draw the back view of the face-covering mask and back-view samples of normal hair and pressed hair. 
     * edithere:cap_backCap_92: This layer lets you draw the back view of the face-covering mask. [png](1724918527383e3a3141a069e42d7a212bfaec518a4be)
Play

# Course Introduction

Let's learn about the Play window where you can test created worlds.

#### Reference Guide

  * [Scene](/docs/?postId=1152%7B%22target%22:%22_blank%22%7D)
  * [Workspace](/docs/?postId=121%7B%22target%22:%22_blank%22%7D)
  * [Hierarchy](/docs/?postId=453%7B%22target%22:%22_blank%22%7D)
  * [Property Editor](/docs/?postId=1087%7B%22target%22:%22_blank%22%7D)
  * [Utilizing and Controlling the UI Editor](/docs/?postId=120%7B%22target%22:%22_blank%22%7D)



# Play

The Play window is used when testing created worlds. It only activates when you start the playtest by pressing the [Start] button. It operates with a camera separate from the Scene window where the world is edited, so screen movement during testing isn't synchronized. However, when the client is changed from Scene, it will be reflected on the Play window. The test screen ratio can be set before testing, and a virtual client can be added during testing to initiate multi-testing.

#### Play's Function

You can use a variety of functions that suit the Play window's status. The icon is visible on the top.

[png](17370970458165d802f305fde434d9020a4eac96ab265)

[{"Icon":"-","Name":"Simulator","Desc":"You can set the test screen ratio. The default value is PC. PC: Functions with FHD Resolution (1920x1080) as the default. The screen ratio is fixed to 16:9.Mobile: The size of Scene and Play size can be adjusted for various mobile screen sizes. The screen ratio is kept even when testing. A Safe Area can be set.Free: The simulator's screen ratio can be set freely. The screen ratrio is set based on the Play window size."},{"Icon":"-","Name":"Test Play Language","Desc":"Set the language that will be tested. The language can't be changed during testing."},{"Icon":"!","Name":"Function Stats","Desc":"Shows the FPS and memory info of the world that is currently being played."},{"Icon":"!","Name":"Maximize Window","Desc":"Converts the Play window to fullscreen. Revert to the previous size by pressing the [Minimize] button."}]

#### Play when Testing

The function that can be used in the Play window when testing has been changed. [png](1737452078994c0fb1a6973394aa4b20d64ba20768447)

[{"Icon":"-","Name":"Simulator","Desc":"Displays the screen ratio info that is being tested."},{"Icon":"-","Name":"Test Play Language","Desc":"Displays the language setting currently tested. The language can't be changed while testing."},{"Icon":"!","Name":"Function Stats","Desc":"Shows the FPS and memory info of the world that is currently being played."},{"Icon":"!","Name":"Maximize Window","Desc":"Converts the Play window into fullscreen. Revert to the previous size by pressing the [Minimize] button."},{"Icon":"!","Name":"Adding Virtual Players","Desc":"Activated while testing. Multiple virtual clients can be open."},{"Icon":"-","Name":"Number of Virtual Players","Desc":"You can open multiple clients by setting the number of virtual players that will be added. You can open up to 10 virtual clients. All of them close when the test ends."}]