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.
npx skills add AshExplained/roblox-skills --skill roblox-studio-workflowgit clone --depth 1 https://github.com/AshExplained/roblox-skillsWrote 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.
[](https://agentmods.dev/skills/ashexplained/roblox-skills/roblox-studio-workflow)<a href="https://agentmods.dev/skills/ashexplained/roblox-skills/roblox-studio-workflow"><img src="https://agentmods.dev/badge/skills/ashexplained/roblox-skills/roblox-studio-workflow/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/ashexplained/roblox-skills/roblox-studio-workflow"><img src="https://agentmods.dev/badge/skills/ashexplained/roblox-skills/roblox-studio-workflow.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00049 | $0.00697 |
| Opus 5.5 | $0.00020 | $0.00279 |
| Sonnet 5.5 | $0.00010 | $0.00139 |
| Haiku 4.5 | $0.00005 | $0.00070 |
Grade A, and why
roblox-studio-workflow 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 1mo 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.
How it starts
The opening of the file, as written. The whole thing — 67 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Roblox Studio Workflow
Purpose
Use this skill when work needs the local Roblox_Studio MCP server. Keep the loop grounded in the live Studio session: connect, inspect, read, edit, playtest, and check output.
Start Every Roblox MCP Session
- Run
list_roblox_studiosfirst. - If more than one Studio is open, use
set_active_studiobefore making changes. - Run
get_studio_stateto confirm play state and available DataModel types. - If the place has a
ROADMAP.mdor project instruction file, read it before deciding what to build next.
Tool Loading
If MCP tools are deferred in the current Claude session, use Tool Search to select the exact mcp__Roblox_Studio__<tool> names needed before calling them.
Code Change Rule
For scripts, follow this sequence:
- Locate with
script_searchorscript_grep. - Read the target with
script_read. - Edit with
multi_edit. - Playtest with
start_stop_play. - Check
get_console_output.
Never edit a Roblox script you have not read in the current task context.
Instance And World Changes
- Use
search_game_treeto find relevant objects. - Use
inspect_instancebefore changing a specific object or hierarchy. - Use
execute_luaufor small targeted queries, scene setup, or one-off validation. - Prefer server-side validation and authoritative server logic for currency, inventory, purchases, item grants, and progression.
Assets
- Search existing assets first with
search_asset. - Insert third-party Creator Store or inventory assets with
insert_assetonly into a controlled location first. - Run
roblox-creator-store-security-auditafter importing any third-party model, package, gameplay asset, UI asset, or plugin-like asset before trusting it or leaving scripts enabled. - Generate only when marketplace or inventory assets do not fit:
generate_meshfor one custom mesh.generate_materialfor a surface look.generate_procedural_modelfor configurable primitive-built models.
- Use
store_imageorupload_imagewhen local or web images need to become Roblox-ready assets.
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.
- 1mo ago First seen · 67 lines · 49 tokens per session scan A c32f119f36ff
roblox-studio-workflow is a skill published in the GitHub repository AshExplained/roblox-skills (29 stars, last pushed 3mo ago), licensed MIT. It adds 49 tokens to every session and 697 once invoked, about $0.0002 per session on Opus 5.5. 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.
Other skills, from other repositories
game-builder
Convert any topic into playable browser games. Types: trivia, matching, word puzzles, adventure games. Uses Phaser.js or Kaboom.js.
gamemaker-gml
Best practices for GameMaker Language (GML) development, covering scripts, object events, rooms, data structures, and performance-minded game code. Use when writing GML scripts or object event code in GameMaker Studio, structuring create/step/draw events, managing rooms and instances, building state machines for…
game-development
Expert guidance for game development with C#/Unity, Lua scripting, and best practices for scalable game architecture.
pixi-js
Expert guidance for Pixi.js game development with TypeScript, focusing on high-performance web and mobile games.
lua
Lua development guidelines covering tables, metatables, error handling, game development, and performance optimization.
gaming-expert
Build comprehensive game systems including gameplay mechanics, multiplayer infrastructure, analytics tracking, and monetization features. Use when the user mentions game development, Unity or Unreal, gameplay mechanics, multiplayer netcode, game analytics, or in-game monetization.