跳到正文
cccskills
免费在 GitHub 公开

roblox-luau

Write and debug Roblox scripts in Luau. Create objects, connect events, separate server and client responsibilities, and exchange requests through RemoteEvents or RemoteFunctions, with the server checking inputs and deciding changes to game state.

中文简介正在准备中。当前显示英语简介。

原文查看原文说明

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.

实测评分 未实测

查看安装方法

适用场景

  • Create objects and react to players joining
  • Decide where server and client scripts belong
  • Validate item purchase requests on the server
  • Investigate scripts or events that fail to run

包含的文件(2)

  • SKILL.md9.4 KB
  • references/client-server.md4.7 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Roblox Luau Scripting

Script a Roblox experience in Luau: services, Instances, events, the server/client split, and secure cross-boundary communication. Targets the current Roblox engine and Studio.

When to use

  • Use when writing Roblox scripts: getting services, creating/parenting instances, connecting events, deciding server vs client, or wiring RemoteEvent/ RemoteFunction communication.
  • Use when the project has Script/LocalScript/ModuleScript objects, .rbxl(x) 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.

Core workflow

  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 Script whose RunContext is Client also runs on clients, from ReplicatedStorage; check RunContext before deciding where a Script runs. 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 Test / Test Here / Server & Clients; use the Output window and the Client/Server toggle to confirm where code ran.
  7. Run static checks before Studio when the project already has the tools. Put std = "roblox" in the root selene.toml, then run selene .. For a Rojo project, write the sourcemap once with rojo sourcemap default.project.json --output sourcemap.json, then run luau-lsp analyze --sourcemap=sourcemap.json src, passing the Roblox type definitions with --definitions (luau-lsp analyze --help lists the flags). Studio Script Sync projects may not have a sourcemap.

Patterns

1. Server Script: react to players joining (leaderstats)

-- 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)

2. Create and configure an instance

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, fully

3. Connect an event (and disconnect to avoid leaks)

local 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()

4. Client → server with a RemoteEvent (validate on the server!)

-- 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)

5. A per-frame loop with RunService

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)

6. Shared code in a ModuleScript

-- ReplicatedStorage/GameConfig (a ModuleScript) — usable by server and client.
local GameConfig = {}
GameConfig.MaxHealth = 100
function GameConfig.damageFor(weapon: string): number
    return ({ sword = 25, bow = 15 })[weapon] or 0
end
return GameConfig
local GameConfig = require(game:GetService("ReplicatedStorage"):WaitForChild("GameConfig"))
print(GameConfig.MaxHealth)

Pitfalls

  • Trusting the client is an exploit → clients can send any arguments to a RemoteEvent/RemoteFunction. Validate every argument's type and range on the server and keep the server authoritative over health, currency, and inventory.
  • LocalScript doesn't run where you put it → LocalScripts run in StarterPlayerScripts, StarterCharacterScripts, StarterGui, or tools — not in Workspace or ServerScriptService. Server Scripts belong in ServerScriptService/Workspace. A Script with RunContext = Client placed in a Starter* container runs twice (original and copy); keep those in ReplicatedStorage.
  • Deprecated globals → use task.wait/task.spawn/task.delay, not the old wait()/spawn()/delay() (worse scheduling and throttling).
  • Parenting first, then setting properties → set properties first and Parent last so the instance replicates once in its final state.
  • nil on the client right after join → objects stream/replicate over time; use parent:WaitForChild("Name") instead of indexing directly on the client.
  • Connections never disconnected → long-lived :Connect handlers leak and can fire on destroyed objects; store the connection and :Disconnect() (or use Instance:GetAttributeChangedSignal/:Once where appropriate).
  • Using a RemoteFunction where a RemoteEvent fits → RemoteFunction blocks waiting for a return and a malicious/slow client can stall the server; prefer one-way RemoteEvents unless you genuinely need a reply.
  • Assuming the old type checker -> Luau's New Type Solver reached general release (out of Studio Beta) in Nov 2025. nocheck/non-strict places get it automatically; strict-mode places opt in with the UseNewLuauTypeSolver workspace property, and LuauTypeCheckMode sets a place's default checking mode. It runs only at edit time (no runtime cost), so triage type warnings against the solver the place actually has enabled, not older behavior.

References

  • For the full client/server model (replication, RemoteFunction vs RemoteEvent, :WaitForChild timing, BindableEvent for same-context messaging, attributes, CollectionService tags, and :Once/connection cleanup), read references/client-server.md.

Related skills

  • roblox-datastores — persist player data across sessions (server-only).
  • roblox-networking — production remote contracts, server validation, rate limits, replication, streaming, prediction, and multi-client testing.
  • save-systems — engine-agnostic persistence concepts.
  • game-ai / input-systems — portable AI and input patterns to implement in Luau.

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Implement reusable decision systems for game characters using behavior trees, which organize conditional actions, and Utility AI, which scores available choices. Build either approach or combine them to control patrols, combat, targeting, and needs-based behavior.

中文简介正在准备中。当前显示英语简介。

  • Build a reusable behavior tree runtime
  • Choose attacks or targets using action scores
  • Combine patrol and combat trees with Utility AI
gamedev-skills/awesome-gamedev-agent-skills39382026年10月24日 更新

Design game audio with grouped volume controls, music that responds to gameplay, and varied sound effects. Plan how music lowers during dialogue and how events follow the beat, using principles that can be adapted to different game engines.

中文简介正在准备中。当前显示英语简介。

  • Plan grouped volume controls for music, effects, and dialogue
  • Lower background music while dialogue plays
  • Change music layers or segments with gameplay intensity
gamedev-skills/awesome-gamedev-agent-skills39382026年10月24日 更新

bevy-ecs

免费

Build and debug Rust games in Bevy using ECS, a way to separate game data from behavior. Organize apps and plugins, query entities, control execution order, and fix conflicting data access or frame-dependent movement.

中文简介正在准备中。当前显示英语简介。

  • Organizing a Bevy app with plugins
  • Defining components and shared resources
  • Fixing conflicting queries and execution order
gamedev-skills/awesome-gamedev-agent-skills39382026年10月24日 更新

Build and tune game cameras for smooth 2D following and 3D viewing. Covers motion smoothing, look-ahead, level boundaries, wall avoidance, and framing multiple targets, with techniques that apply across engines.

中文简介正在准备中。当前显示英语简介。

  • Smooth player-follow cameras in 2D games
  • Keep the camera view within level boundaries
  • Prevent third-person cameras from clipping through walls
gamedev-skills/awesome-gamedev-agent-skills39382026年10月24日 更新

card-game

免费

Design the core rules of a card game, including decks, hands, discards, drawing, shuffling, turns, and resource costs. Represent card effects as data and define their resolution order so card movement and gameplay outcomes follow explicit rules.

中文简介正在准备中。当前显示英语简介。

  • Building a deckbuilder or trading card game
  • Implementing draws and discard reshuffling
  • Defining turn phases and card costs
gamedev-skills/awesome-gamedev-agent-skills39382026年10月24日 更新

Plan and prepare consistent game artwork, from sprites and backgrounds to UI icons and 3D briefs. Organize asset requirements, generate or source related visuals, standardize files, and check their appearance and technical fit inside the game.

中文简介正在准备中。当前显示英语简介。

  • Create sprites and backgrounds with a consistent visual style
  • Check asset dimensions, transparency, and tile seams
  • Track asset sources and licenses before release
gamedev-skills/awesome-gamedev-agent-skills39382026年10月24日 更新

查看 gamedev-skills 的全部技能

报告此技能的问题