
roblox-game-systems
Recipes for common systems built on server authority - currency service and leaderstats, XP/levels, round loops with intermission and teams, validated melee/ranged combat, inventory and tools, soft-currency shops, obby checkpoints, daily rewards, pets. Use when implementing or reviewing gameplay systems such as rounds, combat, weapons, inventories, shops, currencies, or progression.
- Installs
- 467
- Last 24h
- +22
- Trending rank
- #5608
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-game-systems- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads roblox-game-systems automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
Game systems recipes
Every recipe follows the same contract:
- State lives on the server in a service module; persistent parts go through the data layer
(
roblox-data-stores). - Clients send intents through validated, rate-limited remotes (
roblox-security,roblox-networking) and render state they receive (attributes, snapshots/deltas). - Config is data: tunables in a shared/server config module (or live
ConfigServiceconfigs). - Lifecycle-safe: handles late joiners, respawns, leaving mid-action, and server shutdown.
| System | Reference |
|---|---|
| Leaderstats, currency service, XP/levels, daily rewards, obby checkpoints | references/progression.md |
| Round loop (intermission → match → results), teams, spawning | references/round-system.md |
| Melee and ranged combat with server validation, cooldowns, damage attribution | references/combat.md |
| Inventory, equipping tools, shop purchases (soft currency), pets that follow | references/inventory-shop.md |
Currency service (the pattern every economy uses)
--!strict
-- ServerScriptService/Server/Services/CurrencyService.luau
local Players = game:GetService("Players")
type Balances = { [Player]: number }
local MAX_BALANCE = 1e12
local CurrencyService = {}
local balances: Balances = {}
local function publish(player: Player)
player:SetAttribute("Coins", balances[player]) -- replicated to every client; UI listens
end
function CurrencyService.load(player: Player, saved: number?)
balances[player] = math.clamp(saved or 0, 0, MAX_BALANCE)
publish(player)
end
function CurrencyService.get(player: Player): number
return balances[player] or 0
end
-- Positive amount only; returns the new balance.
function CurrencyService.add(player: Player, amount: number, _source: string): number?
local balance = balances[player]
if balance == nil or not math.isfinite(amount) or amount <= 0 then
return nil
end
balances[player] = math.min(balance + math.floor(amount), MAX_BALANCE)
publish(player)
return balances[player]
end
-- Atomic check-and-spend; false if insufficient.
function CurrencyService.spend(player: Player, amount: number, _sink: string): boolean
local balance = balances[player]
if balance == nil or not math.isfinite(amount) or amount <= 0 or balance < amount then
return false
end
balances[player] = balance - math.floor(amount)
publish(player)
return true
end
Players.PlayerRemoving:Connect(function(player)
balances[player] = nil -- after the data layer has saved it
end)
return CurrencyService
- One module owns each resource; nothing else writes it. Log sources/sinks to analytics
(
roblox-analytics-liveops). - The in-memory balance is saved by the data layer (ProfileStore
profile.Data.coins) — or make the profile table the balance store directly. - For display, clients read
player:GetAttribute("Coins")andGetAttributeChangedSignal("Coins").leaderstats(a Folder withIntValues under the player) shows values in the player list.
Design checklist for any new system
- Where does authoritative state live, and how is it persisted?
- What can the client request, and how is each request validated and rate-limited?
- What happens on join mid-session, respawn, leave, teleport, and server shutdown?
- How is it tuned (config) and measured (analytics)?
- How does it behave with 1 player, full servers, and high latency?
- Is it streaming-safe on the client?
Related skills
roblox-architecture, roblox-security, roblox-data-stores, roblox-networking,
roblox-characters-animation, roblox-monetization, roblox-ui.
FAQ
What does the roblox-game-systems skill do?
Recipes for common systems built on server authority - currency service and leaderstats, XP/levels, round loops with intermission and teams, validated melee/ranged combat, inventory and tools, soft-currency shops, obby checkpoints, daily rewards, pets. Use when implementing or reviewing gameplay systems such as rounds, combat, weapons, inventories, shops, currencies, or progression.
How do I install roblox-game-systems?
Run npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-game-systems in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/roblox-game-systems/ (personal) or .claude/skills/roblox-game-systems/ (project).
Which AI agents can use roblox-game-systems?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is roblox-game-systems safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains roblox-game-systems?
It is published by el4cteo in el4cteo/roblox-skills. It has 467 recorded installs.
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