ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-luau --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/roblox-luauContext preview
The summary Claude sees to decide when to auto-load this skill.
Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging
name: roblox-luau description: > Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging Roblox Studio scripts — when the user mentions Roblox, Luau, services, RemoteEvent, Instance.new, PlayerAdded, or client vs server. For saving player data use roblox-datastores.
Script a Roblox experience in **Luau**: services, `Instance`s, events, the server/client split, and secure cross-boundary communication. Targets the current Roblox engine and Studio.
connecting events, deciding server vs client, or wiring `RemoteEvent`/ `RemoteFunction` communication.
places, or a Rojo `*.project.json`, and code calls `game:GetService(...)`.
**When *not* to use:** persisting data across sessions → `roblox-datastores`. Remote protocol architecture, exploit hardening, rate limits, high-frequency replication, and multi-client abuse testing → `roblox-networking`. Generic Lua questions unrelated to the Roblox API. Engine-agnostic input/save architecture → `input-systems` / `save-systems`.
1. **Get services with `game:GetService("Name")`.** Common ones: `Players`, `Workspace`, `ReplicatedStorage` (shared client+server), `ServerScriptService` (server-only code), `ServerStorage`, `RunService`, `UserInputService` (client). 2. **Know where code runs.** A `Script` runs on the **server**; a `LocalScript` runs on a **client** (in `StarterPlayerScripts`, `StarterGui`, or the player's character). A `ModuleScript` is shared code you `require`. 3. **Create instances deliberately.** `local p = Instance.new("Part")`, set its properties, then set `p.Parent` **last** (parenting triggers replication). 4. **React with events.** `:Connect` to signals like `Players.PlayerAdded`, `part.Touched`, or `RunService.Heartbeat`. Disconnect when done to avoid leaks. 5. **Cross the client/server boundary with Remotes — and never trust the client.** Clients request via `RemoteEvent:FireServer(...)`; the server validates and applies. The server is authoritative for all game state. 6. **Test in Studio** with Play / Play Here / server+client Start; use the Output window and the server/client view toggle to confirm where code ran.
-- ServerScriptService/Leaderboard.server.luau (a Script = runs on the server)
local Players = game:GetService("Players")
local function onPlayerAdded(player: Player)
local stats = Instance.new("Folder")
stats.Name = "leaderstats" -- this name makes it show on the leaderboard
local coins = Instance.new("IntValue")
coins.Name = "Coins"
coins.Value = 0
coins.Parent = stats
stats.Parent = player -- parent LAST
end
Players.PlayerAdded:Connect(onPlayerAdded)local Workspace = game:GetService("Workspace")
local part = Instance.new("Part")
part.Size = Vector3.new(4, 1, 4)
part.Position = Vector3.new(0, 10, 0)
part.Anchored = true -- won't fall under gravity
part.BrickColor = BrickColor.new("Bright blue")
part.Parent = Workspace -- set Parent last so it replicates once, fullylocal debounce = false
local connection
connection = part.Touched:Connect(function(hit: BasePart)
local character = hit.Parent
local humanoid = character and character:FindFirstChildOfClass("Humanoid")
if not humanoid or debounce then return end
debounce = true
humanoid.Health -= 10
task.wait(1) -- task.wait, NOT the deprecated wait()
debounce = false
end)
-- Later, when the part is removed or the round ends:
-- connection:Disconnect()-- ReplicatedStorage: create a RemoteEvent named "BuyItem" (in Studio or via code).
-- CLIENT (LocalScript): request a purchase. The client can lie — this is only a request.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local buyItem = ReplicatedStorage:WaitForChild("BuyItem") -- wait: may not have replicated yet
buyButton.MouseButton1Click:Connect(function()
buyItem:FireServer("sword") -- send the item id only; never the price/result
end)-- SERVER (Script): the ONLY place the transaction is decided.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local buyItem = ReplicatedStorage:WaitForChild("BuyItem")
local PRICES = { sword = 100, shield = 75 }
buyItem.OnServerEvent:Connect(function(player: Player, itemId)
-- TRUST NOTHING from the client. Validate types and values.
if type(itemId) ~= "string" then return end
local price = PRICES[itemId]
if not price then return end -- unknown item
local coins = player.leaderstats.Coins
if coins.Value < price then return end -- can't afford
coins.Value -= price -- server applies the change
grantItem(player, itemId)
end)local RunService = game:GetService("RunService")
-- Heartbeat fires every frame AFTER physics; dt is seconds since the last step.
RunService.Heartbeat:Connect(function(dt)
spinner.CFrame *= CFrame.Angles(0, math.rad(90) * dt, 0) -- 90deg/sec, frame-independent
end)-- ReplicatedStorage/GameConfig (a ModuleScript) — usable by server and client.
local GameConfig = {}
GameConfig.MaxHealth = 100
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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