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 nonlooped/roblox-suite --skill roblox-vfxgit clone --depth 1 https://github.com/nonlooped/roblox-suiteWrote 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/nonlooped/roblox-suite/roblox-vfx)<a href="https://agentmods.dev/skills/nonlooped/roblox-suite/roblox-vfx"><img src="https://agentmods.dev/badge/skills/nonlooped/roblox-suite/roblox-vfx/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/nonlooped/roblox-suite/roblox-vfx"><img src="https://agentmods.dev/badge/skills/nonlooped/roblox-suite/roblox-vfx.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 | $0.00072 | $0.02142 |
| Opus 5 | $0.00036 | $0.01071 |
| Sonnet 5 | $0.00014 | $0.00428 |
| Haiku 4.5 | $0.00007 | $0.00214 |
Grade A, and why
roblox-vfx 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 11d 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 — 121 lines — stays where its author put it; the contents beside it link to each section on GitHub.
roblox-vfx
Main source: https://create.roblox.com/docs/en-us/effects/particle-emitters + the Effects section of the docs and the ParticleEmitter class reference.
This skill exists because surface-level "add a ParticleEmitter and tweak Rate and Size" implementations look bad, perform terribly, or both. Real effects require understanding sequences, shapes, flipbooks, lighting interaction, and strict performance discipline.
See roblox-animation for driving emitters from markers, roblox-user-interfaces for UI-based particle illusion techniques (real ParticleEmitters do not render inside ViewportFrame), and roblox-vfx references/ for property-by-property deep dives.
Core Creation & Parenting
- Parent ParticleEmitter to a BasePart (emission fills bounds or chosen EmissionDirection face) or (strongly preferred for control) to an Attachment.
- Rotate the parent or the attachment to steer emission. EmissionDirection is ignored when parented to an Attachment; rotate the Attachment itself to aim particles.
- EmissionDirection only matters when parented to a part.
The Visual Control Stack (in rough order of impact)
- Texture (prefer .png with alpha; grayscale + LightEmission=1 to hide dark areas).
- Color (ColorSequence — even a single Color3 in Studio is stored as a one-keypoint ColorSequence; use it for gradients over lifetime).
- Size (NumberSequence, often with envelope for natural variation). Warning: Large sizes = high GPU fill-rate cost.
- Transparency (NumberSequence — almost always fade in or out to avoid popping. This is one of the highest-leverage properties for realism).
- Lifetime (or NumberRange for per-particle random).
- Rate (particles per second; hard caps ~400 desktop / 100 mobile per emitter — keep low and achieve density with other properties).
Then motion (Speed at birth, SpreadAngle, Acceleration for gravity/wind, Drag + WindAffectsDrag when global wind is enabled, VelocityInheritance, LockedToPart, TimeScale).
Shape System (very powerful when understood)
What ships with it
3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 11d ago First seen · 121 lines · 72 tokens per session scan A f91c324382aa
roblox-vfx is a skill published in the GitHub repository nonlooped/roblox-suite (14 stars, last pushed 7d ago), licensed MIT. It adds 72 tokens to every session and 2,142 once invoked, about $0.0004 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 2026-08-30.
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