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Found 10 Skills
TypeScript-for-Roblox (roblox-ts) development workflow — compile TypeScript to Luau with rbxtsc, work with @rbxts/types, and apply TypeScript-to-Luau interop idioms in Rojo-synced Roblox projects. Use when working on a Roblox project that uses roblox-ts, rbxtsc, @rbxts packages, or a tsconfig targeting roblox-ts, or when the user asks about TypeScript for Roblox.
Professional Roblox toolchain - Studio Script Sync vs Rojo, Rokit, Wally/pesde packages, luau-lsp with sourcemaps, StyLua, selene, darklua, Lune, roblox-ts, .luaurc, git, GitHub Actions CI and Open Cloud publishing. Use when creating a Roblox repo, configuring VS Code/Cursor, adding packages, fixing sourcemap/require typing, or automating builds and deploys.
Set up or troubleshoot Rojo projects. Use for CLI and plugin installation, project files, live sync, builds, uploads, sourcemaps, and exporting existing places with syncback.
Use when structuring Roblox game code: where scripts go (ServerScriptService, ReplicatedStorage, StarterPlayerScripts), Script vs LocalScript and RunContext, a module loader or framework (Knit or none), services and controllers, how systems talk (signals, BindableEvents, attributes), CollectionService tags, cleanup with Trove or Janitor, Rojo project layout, or a round-based game core. Also when code is spaghetti, a script runs twice, require errors with 'required recursively', a module is nil on the client, a tool stops working after respawn, or memory climbs from leaked connections.
Use when setting up or repairing a Roblox team project outside Studio: Rojo or Script Sync, Wally packages, Rokit pins, luau-lsp type checking, Selene, StyLua, unit tests in Lune or the engine, GitHub Actions CI on pull requests, Open Cloud place publishing, Luau Execution or API key scopes, merging builders' Team Create map with code from files, Studio plugins, or proving a pipeline works. Also when users say "set up Rojo", "CI for my Roblox game", "run tests in CI", "publish from GitHub", "Script Sync stopped syncing", "Rojo deleted my parts", "wally packages not found", "luau-lsp can't find ReplicatedStorage", "selene errors on types", "the release wiped the map" or "my LocalScript doesn't run".
Roblox Luau Development Workflow for implementing, reviewing, and refactoring Roblox game scripts, ModuleScript, ServerScript, LocalScript, RemoteEvent/RemoteFunction, DataStore, and server/client layering. Use when working on Roblox, Luau, Roblox Studio code, Rojo-synced scripts, gameplay systems, UI scripts, replication, remotes, or Roblox services.
Building Roblox UI — engine primitives (GuiObjects, UDim2, AnchorPoint, layouts, inputs, containers) plus the Fusion 0.3 reactive framework. Use when writing, reviewing, or debugging UI components, sizing/positioning, layout structures, input handling, render order, or component lifecycle. UI layer only — engine semantics live in roblox-dev; language rules live in luau-expert; Rojo/Wally workflow lives in roblox-toolchain.
Dicta el veredicto de una unidad de trabajo cuando el TESTER y el DEV ya entregaron - corre las pruebas del TESTER contra el código del DEV, verifica punto por punto la Definition of Done con evidencia, comprueba que cada rol tocó solo sus rutas y decide a quién se devuelve cada rojo. Use when the LEAD has received both deliveries (ENTREGA TESTER and ENTREGA DEV) for a unit of work, or when asked to verify, judge, or give the verdict on a team delivery.
Use when an agent builds, fixes or tests anything in Roblox Studio: "make a Roblox game", "Roblox Studio", a Luau script, "my Roblox game lags", agent control of Studio, the Studio MCP server (execute_luau, start_stop_play, screen_capture), Rojo or Script Sync projects, offline Luau checks, playtests driven by code; when the MCP server lists no Studio, a playtest hangs, or 2019 to 2023 Roblox code breaks; or when a Roblox brief (UI, data, networking, combat, monetization, assets, performance) must go to the right scenario-roblox-* specialist.
Use when reviewing, debugging, or optimizing Luau scripts written directly in Roblox Studio (no Rojo, no VS Code) - memory leaks, dangling connections, client/server mistakes, exploitable RemoteEvents, lag from wait() or polling loops, animation scripts that stutter or stack, DataStore data loss, or "why does my script break on respawn / when a player leaves".