roblox-debugging-bugfix

roblox-debugging-bugfix is a skill for Claude Code, Codex from AshExplained/roblox-skills. It costs 58 tokens per session (1,152 once invoked), scanned A, original, MIT.

A structured skill for finding and fixing Roblox game bugs through Roblox Studio MCP tools. It starts by reproducing the problem, then traces the code, applies a fix, and checks the result.

In plain words
What is it for?
Use it for broken interfaces, gameplay systems, scripts, remote events, data problems, console errors, regressions, and verified bug-fix reports.
Why use it?
It reduces guesswork by requiring a repeatable test that shows when the bug occurs and whether the fix worked.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/ashexplained/roblox-skills/roblox-debugging-bugfix
Any agent
npx skills add AshExplained/roblox-skills --skill roblox-debugging-bugfix
Clone the repo
git clone --depth 1 https://github.com/AshExplained/roblox-skills

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for roblox-debugging-bugfix

README.md
[![agentmods](https://agentmods.dev/badge/skills/ashexplained/roblox-skills/roblox-debugging-bugfix.svg)](https://agentmods.dev/skills/ashexplained/roblox-skills/roblox-debugging-bugfix)
Your own site
<a href="https://agentmods.dev/skills/ashexplained/roblox-skills/roblox-debugging-bugfix"><img src="https://agentmods.dev/badge/skills/ashexplained/roblox-skills/roblox-debugging-bugfix.svg" alt="Measured on agentmods" height="20"></a>
Per session 58 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,152 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00058 $0.01152
Opus 5 $0.00029 $0.00576
Sonnet 5 $0.00012 $0.00230
Haiku 4.5 $0.00006 $0.00115

Measured 5d ago against content hash 16a488f98949, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

roblox-debugging-bugfix scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

roblox-debugging-bugfix/SKILL.md · 91 lines

How it starts

The opening of the file, as written. The whole thing — 91 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Roblox Debugging Bugfix

Goal

Move from symptom to verified fix without guessing. For hard or intermittent bugs, follow the discipline below; skip phases only when you can justify it.

Phase 1 — Build a repro loop first (this is the skill)

Everything else is mechanical once you have a fast, repeatable pass/fail signal for the bug. Spend disproportionate effort here. Be aggressive and creative before you touch a fix.

Ways to construct one, roughly in order:

  1. Studio playtest repro — the exact steps in Play mode that surface the bug; watch get_console_output.
  2. execute_luau harness — call the suspect server/module function directly with a fixture input and assert the result, instead of clicking through the whole game.
  3. Targeted scenario — spawn the minimal instances/state that trigger the code path (one part, one remote, one player state).
  4. Replay a captured payload — save the real remote payload / data profile that misbehaves and push it back through the code path in isolation.

Make the loop fast, sharp, and deterministic: narrow to the specific symptom, pin any randomness/timing, and cut unrelated setup. A 2-second deterministic check beats a 30-second flaky one.

Intermittent bugs: the goal is a higher reproduction rate, not a clean one-shot. Loop the trigger many times, add stress, narrow timing windows. A 50%-flake bug is debuggable; keep raising the rate until it is.

If you genuinely cannot build a loop, stop and say so — list what you tried and ask the user for the environment, a captured artifact (log dump, screen recording with timestamps, the offending data), or permission to add temporary instrumentation. Do not hypothesize without a loop.

Phase 2 — Reproduce

Run the loop. Confirm it produces the failure the user described (not a nearby lookalike), that it repeats, and that you've captured the exact symptom for later verification.

Phase 3 — Hypothesize

Generate 3–5 ranked, falsifiable hypotheses before testing any — single-hypothesis debugging anchors on the first guess. Each states a prediction: "If X is the cause, then changing Y makes it disappear." Show the ranked list to the user before probing; they often re-rank instantly ("we just changed #3"). Proceed on your ranking if they're AFK.

Read the full file on GitHub · 91 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 91 lines · 58 tokens per session scan A 16a488f98949

Subscribe to this mod's changes

roblox-debugging-bugfix is a skill published in the GitHub repository AshExplained/roblox-skills (6 stars, last pushed 2mo ago), licensed MIT. It adds 58 tokens to every session and 1,152 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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