nonlooped
- 18 skills
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- 15 hours ago last updated
- ▌ Contextlevy · nonlooped bundleSet up and use the ContextLevy GitHub Action to estimate AI agent context cost on pull requests. Covers app install, workflow setup, PR comments, Check Runs, SARIF, fail thresholds, and action outputs. Use when the user asks about ContextLevy on GitHub, PR context bloat, coverage/generated files in diffs, or installing the ContextLevy action.
- ▌ Contextlevy CLI · nonloopedInstall and use the ContextLevy CLI for local AI context cost checks from git diffs. Covers npm install, scan/fix/badge/hook commands, JSON output, exit codes, and pre-push hooks. Use when the user asks about contextlevy diff, pre-push context checks, local ContextLevy setup, or installing contextlevy via npm.
- ▌ Roblox · nonlooped bundleRoblox Luau development hub that routes agents to the right specialist skill and keeps every API recommendation cited to the official Engine Reference. Covers server-authority architecture, modern API selection (Animator, task.*, TweenService, IKControl), and progressive disclosure into deep skills spanning datastores, networking, UI, animation, VFX, audio, physics, NPCs, monetization, Open Cloud, teleportation, testing, Rojo, and Studio MCP. Use as the entry point for any Roblox task before loading a specialized skill.
- ▌ Roblox MCP · nonlooped bundleRoblox Studio MCP server for connecting AI agents directly to Studio — read and write scripts, explore the data model, execute Luau, run playtests, capture the viewport, and control Studio. Covers prerequisites, enabling Studio as an MCP server, quick-connect vs JSON/CLI configuration for Cursor/VS Code/Claude/Codex, every available MCP tool, combining MCP with Script Sync for a file-based workflow, multi-instance handling, and security boundaries. Use when connecting an AI coding tool to Roblox Studio.
- ▌ Roblox Vfx · nonlooped bundleRoblox ParticleEmitter, Beam, Trail, and Highlight effects with performance-aware guidance. Covers sequences, shapes, flipbooks, one-shot vs continuous emission, marker-driven bursts, lighting interaction, and fill-rate budgets. Use for any visual effect — never set Rate and Size blindly. Pairs with roblox-animation for marker-driven bursts.
- ▌ Roblox Core · nonlooped bundleLuau fundamentals and the complete Roblox service catalog — game:GetService patterns, data types, serialization rules, script locations, execution contexts, and the client-server data model. Load first so higher-level skills rest on correct assumptions about types, authority, and where code can run.
- ▌ Roblox Npcs · nonlooped bundleRoblox pathfinding and NPC AI — PathfindingService, agent parameters, waypoint actions, blocked-path handling, PathfindingModifier/Link, material and region costs, and streaming compatibility. Covers NPC design patterns: state machines, behavior trees, follow/patrol/chase, humanoid movement, obstacle avoidance, and performance at scale. Use for NPCs, enemy AI, companions, patrols, or any agent that navigates the 3D world.
- ▌ Roblox Rojo · nonlooped bundleRojo project management for Roblox — install the CLI and Studio plugin, init/serve/build/upload/sourcemap/syncback, `.project.json` format, file-to-instance sync rules (`.luau`/`.server.luau`/`.client.luau`/`.plugin.luau`), meta files, `emitLegacyScripts`, live-sync limits, and porting existing places. Use when setting up Rojo, writing project files, live-syncing to Studio, building places/models, or converting a place with syncback.
- ▌ Roblox Audio · nonlooped bundleRoblox audio — the modern modular audio graph (AudioPlayer, AudioEmitter, AudioListener, Wire, AudioTextToSpeech) and the legacy Sound/SoundGroup system. Covers 2D vs 3D audio, spatial attenuation, effects (Equalizer, Compressor, Reverb, Echo, Distortion), TTS/STT, acoustic simulation, asset permissions and the 2022 privacy changes, concurrent-voice limits, preloading, and looping. Use for any sound, music, voice, or audio-driven feedback.
- ▌ Roblox Physics · nonlooped bundleRoblox rigid-body physics for vehicles, mechanisms, doors, platforms, and dynamic objects. Covers assemblies, root parts, anchoring, WeldConstraint vs RigidConstraint, mechanical constraints (hinge, spring, prismatic, rope), mover constraints (AlignPosition, LinearVelocity, VectorForce), network ownership, collision filtering, the sleep system, adaptive timestepping, and units. Use for anything that moves or connects under physics simulation.
- ▌ Roblox Testing · nonlooped bundleTesting, debugging, and profiling Roblox experiences — Developer Console, Output, logging discipline, pcall and assertion patterns, TestEZ unit tests, the MicroProfiler (client and server), Scene Analysis, Script Profiler, memory diagnostics, network debugging, Luau type checking, and connection cleanup. Use when something is broken, slow, or unreliable, or when setting up test workflows.
- ▌ Roblox Teleport · nonlooped bundleRoblox TeleportService and multi-place architecture — the modern TeleportAsync API that replaces deprecated Teleport/TeleportPartyAsync/TeleportToPrivateServer variants. Covers TeleportOptions, reserved servers via ReserveServerAsync, the 50-player group limit, cross-experience restrictions, teleport data (and its client-spoofable security caveat), custom loading screens, DataStore handoff, and matchmaking with MessagingService/MemoryStoreService. Use whenever moving players between places, servers, or reserved servers.
- ▌ Roblox Animation · nonlooped bundleModern Roblox animation and tweening — Animator/AnimationTrack over deprecated Humanoid:LoadAnimation, IKControl for procedural posing, marker-driven events, and TweenService for UI and 3D properties. Covers priorities, caching, the Animation Editor workflow, UI scale/AnchorPoint best practices, typewriter effects, and performance. Use for character locomotion, emotes, object motion, and any animated UI.
- ▌ Roblox Datastores · nonlooped bundleSafety-oriented Roblox DataStore guidance for reducing data loss, throttling, races, and quota exhaustion. Covers DataStore vs OrderedDataStore, UpdateAsync for atomic writes, versioning and metadata for recovery, budgets and rate limits, player profile and session-locking patterns, leaderboards, RTBF, and integration with Open Cloud. Use for any persistent player data, stats, inventory, settings, or cross-server state.
- ▌ Roblox Gamepasses · nonlooped bundleRule-accurate Roblox monetization — game passes, developer products (ProcessReceipt), and subscriptions (GetUserSubscriptionStatusAsync, PromptSubscriptionPurchase). Covers the selling flow, server-authoritative granting on PlayerAdded and purchase completion, PolicyService gating (ArePaidRandomItemsRestricted, IsEligibleToPurchaseSubscription, China policies), personalization, and integration with persistent data. Use for any purchase, perk, or recurring benefit.
- ▌ Roblox Networking · nonlooped bundleServer-authoritative Roblox client-server code that resists the hostile client. Covers RemoteEvent/RemoteFunction vs BindableEvent/BindableFunction, replication, network ownership, validation, rate limiting, exploit vectors, and secure flows for data and monetization. Use to place code on the correct side of the boundary and harden any datastore, UI, animation, or monetization logic.
- ▌ Roblox Open Cloud · nonlooped bundleRoblox Open Cloud REST API for accessing data stores, assets, universes, places, users, groups, subscriptions, and Luau execution from outside the engine or via HttpService. Covers authentication (API keys, OAuth 2.0, avoiding legacy cookie auth), scopes and least-privilege, IP allowlists, key rotation and the 60-day auto-expiry rule, Secrets stores, the HttpService-callable subset and its rate limits, webhooks, and in-engine vs Open Cloud decision tree. Use for external automation, CI/CD, bulk data, scheduled snapshots, and cross-experience tooling.
- ▌ Roblox User Interfaces · nonlooped bundleEvery Roblox GUI container and building block — ScreenGui, SurfaceGui, BillboardGui, CanvasGroup, ScrollingFrame, ViewportFrame, plus layouts and modifiers (UIListLayout, UIGridLayout, UIStroke, UIGradient, UICorner, constraints). Covers positioning, scale vs offset, AnchorPoint, clipping, AutomaticSize, responsive design, interaction, drag detectors, and particle-like VFX inside 2D UI. Use for any HUD, menu, or interface work.