agentleFS
zripticzriptic/roclicks-skills/roblox-vfx/SKILL.md

roblox-vfx

Skill2 starsChanged 29 days agoMITView on GitHub

Build Roblox visual effects the way experienced Roblox VFX artists do, covering hits, slashes, explosions, spells, projectiles, beams, trails, auras, pickups, charge-ups, shockwaves, camera shake and impact frames, from layered ParticleEmitters with custom drawn textures and flipbooks, timed by an attribute-driven emit module, checked frame by frame in Studio. Use for ANY Roblox VFX, particle, effect, ability/skill visual, "make it juicier", flipbook, particle texture, slash/impact/explosion request, or when matching a reference clip of an effect. Works through a Roblox Studio MCP server (written for the open-source robloxstudio MCP), plain python3 with numpy for textures, and optionally a Blender MCP. Adapted from Roqer's roblox-animation-vfx skill (MIT).

2 other projects use a version of this.

Adopted by

Most recently taken up by

  • Other versions2 projects use a version of this.

    Word for word · 0

    None found.

    Edited · 0

    None found.

    Wrote their own version · 2

    1. SyphoDev-yt/roblox-ai-skills★ 128same name
    2. nonlooped/roblox-suite★ 25same name

    How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.

  • In this repository5 other files it gives its agents.

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 1 is distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Uploads are irreversible and moderated: only the settled set, one batch, say how many first.

    line 77
  2. Very specific:

    Keep each effect's texture script and asset-id map in the game's project folder (<game>/vfx/<effect>/), so it can be redrawn and …

    line 79

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Roblox VFX

SK = the folder this skill is installed in (for example <skills-dir>/roblox-vfx). Adapted from the VFX half of Roqer's roblox-animation-vfx skill (github.com/S4US/Roqer, skills MIT-licensed by TabooHarmony, LICENSE-ROQER-SKILLS.txt), re-pointed at the robloxstudio MCP, plain python3 and the blender MCP.

Read LESSONS.md first. It holds every rule the developer has taught about effects, and it wins over anything below that disagrees. Write new VFX feedback there.

The loop

  1. Name the move (basic skill, ultimate, pickup, aura...) and where the player sees it. That sets size, palette and timing (vfx-design.md §1).
  2. Plan the layers from a skeleton (vfx-craft.md §4) on the intensity curve (vfx-design.md §6): anticipation, flash, body, secondaries, smoke.
  3. Draw the textures with numpy (vfx-textures.md), preview them in Studio without uploading.
  4. Build the template in ReplicatedStorage.VFX.<Name> with Build, attributes for timing (EmitCount/EmitDelay/EmitDuration).
  5. Check it in edit mode with Capture.hold at 4-6 moments, close and from the player's camera (vfx-craft.md §6). Fix, re-check.
  6. Upload the settled textures in one batch, swap out preview addresses, wire it to gameplay (server fires an UnreliableRemoteEvent, each client plays it), and check once in a playtest.
  7. Tell the developer what was checked; ask for a look at full speed; write feedback into LESSONS.md.

References (load what the effect needs, together in one go)

FileLoad when
references/vfx-design.mdAlways. What the effect is for, palette, value (dark layers, black twins), brightness vs bloom, layers, timing curve, motion. Numbers measured from published effects
references/vfx-craft.mdAlways. Runtime install, emit attributes, replication, particle properties, layer skeletons with Build examples, budgets, the check loop
references/vfx-textures.mdMost effects: drawing particle textures and flipbooks, preview, check, upload
references/vfx-motion.mdProjectiles, volleys, trails, beams, slashes, dashes, orbs, sigils, auras
references/vfx-mesh-shapes.mdCrescent meshes, shockwave rings, swirls, domes, ground waves
references/vfx-camera-world.mdCamera shake, FOV, blur, impact frames, lights, craters, scorch marks, cast pose from code
references/vfx-rendered-flipbooks.mdA flipbook rendered from a 3D scene in Blender instead of drawn
references/vfx-reference.mdThe developer supplied a video/GIF of an effect to match

Tools in this skill

PathWhat
templates/Emit.luauPlays effects from attributes; VFX.play(template, cf), VFX.emit(inst); handle freeze, setTimeScale, stop
templates/Build.luauBuild.run(path, steps): JSON/table steps -> instances (sequences, ranges, enums, $id links), one undo step, report string; Build.previewLeftovers()
templates/Capture.luauCapture.aim, Capture.playerView, Capture.hold(template, cf, t), Capture.slow, Capture.release, Capture.marker
templates/Shapes.luauEditableMesh shapes (Arc, Ring, TornRing, Cone, Swirl, Shell, custom) baked from spot parts; Shapes.prepare(template)
scripts/bundle_runtime.pyWrites the four modules into one .rbxmx (Folder VFX) for import_rbxm
scripts/vfxtex.pynumpy texture library (tex_stroke, tex_blob, tex_warp, draw_flipbook...) + CLI check, review, preview, clean-preview
scripts/vfxblender.pyFor the blender MCP: flipbook() renders a scene to a sheet; vfx_arc/ring/cone/swirl/shell/surface; export_glb
scripts/clip_frames.pyReference clip -> labelled frame sheet + timing/brightness/colour table (ffmpeg)

Ground rules

  • Particles, not 3D objects. Effects are layered ParticleEmitters, Beams and Trails with real textures. Never ball/part clusters for smoke, fire or explosions. Mesh shapes are a layer (crescent, shockwave), not the effect.
  • Studio = robloxstudio MCP, never the built-in Roblox_Studio server, except upload_image for textures (robloxstudio has no upload auth). Say so when using it.
  • Never push Luau with set_script_source (it expands \n); use bundle_runtime.py / an .rbxmx + import_rbxm.
  • Tool calls in one turn race. Hold/aim in one turn, capture_screenshot in the next.
  • require caches in edit mode for the whole Studio session: after changing a module, re-import it and its dependents before re-checking.
  • Effects are client-side. Server decides, fires names + CFrames over an UnreliableRemoteEvent (< 1000 bytes); damage never waits on an effect.
  • Uploads are irreversible and moderated: only the settled set, one batch, say how many first.
  • Keep each effect's texture script and asset-id map in the game's project folder (<game>/vfx/<effect>/), so it can be redrawn and re-uploaded.

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.