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Roblox Security Skill

  • 711 installs
  • 15 repo stars
  • Updated February 23, 2026

roblox-security is an agent skill that helps write exploit-resistant Roblox game scripts by enforcing server-side validation and anti-cheat patterns.

npx skills add https://github.com/sentinelcore/roblox-skills --skill roblox-security

Install if

Roblox developers writing scripts that handle currencies, damage, stats, or RemoteEvent communication.

Skip if

General web-app security, cloud infrastructure, or non-Roblox game engines.

On this page
  1. What roblox-security covers
  2. roblox-security by the numbers
  3. What does the Roblox Security skill produce?
  4. What files ship with roblox-security?
  5. Which skills are related to roblox-security?
  6. Roblox Security skill FAQ

What roblox-security covers

  • Server-side validation patterns for RemoteEvents
  • Anti-cheat rate limiting and cooldown code
  • Argument-validation utility module for Luau

roblox-security by the numbers

All-time installs711skills.sh registry
Repo stars★ 15GitHub
Repo last updatedFebruary 23, 2026GitHub
Repositorysentinelcore/roblox-skills ↗

Data as of Oct 27, 2026 (Skillselion catalog sync)

At a glance

What can the roblox-security skill do in Claude Code?

free, no API key

Capabilities
security audit · input validation · rate limiting · anti cheat
Use cases
security audit · code review
Pricing
Free
From the docs

What roblox-security says it does

Never trust the client.
SKILL.md
Use when writing Roblox game scripts that handle player actions, currencies, stats, damage
SKILL.md

What does the Roblox Security skill produce?

Game logic runs authoritatively on the server with validated client requests, rate limiting, and anti-cheat detection.

  • Server-side validation scripts
  • Rate-limited RemoteEvent handlers
  • 6-row secure-vs-insecure pattern table

What files ship with roblox-security?

SKILL.mdMarkdownGitHub ↗

Roblox Security: Anti-Exploit & Server-Side Validation

Core Principle

Never trust the client. Every LocalScript runs on the player's machine and can be modified. All authoritative logic — damage, currency, stats, position changes — must live on the server.

FilteringEnabled is always on in modern Roblox. Client-side changes do not replicate to the server or other clients unless the server explicitly applies them.


Secure vs Insecure Patterns

PatternInsecureSecure
Dealing damageLocalScript sets Humanoid.HealthServer reduces health after validation
Awarding currencyLocalScript increments leaderstatsServer validates action, then increments
Leaderstats ownershipLocalScript owns the IntValueServer creates and owns all leaderstats
Position changesLocalScript teleports characterServer validates and moves character
Tool useClient fires damage on hitServer raycasts and applies damage
CooldownsClient tracks cooldown locallyServer tracks cooldown per player

Secure Leaderstats Setup

-- Script in ServerScriptService — never LocalScript
game.Players.PlayerAdded:Connect(function(player)
    local leaderstats = Instance.new("Folder")
    leaderstats.Name = "leaderstats"
    leaderstats.Parent = player

    local coins = Instance.new("IntValue")
    coins.Name = "Coins"
    coins.Value = 0
    coins.Parent = leaderstats
end)

Server-Side Sanity Checks

Distance Check
local MAX_INTERACT_DISTANCE = 10

InteractRemote.OnServerEvent:Connect(function(player, targetPart)
    if typeof(targetPart) ~= "Instance" or not targetPart:IsA("BasePart") then return end

    local root = player.Character and player.Character:FindFirstChild("HumanoidRootPart")
    if not root then return end

    if (root.Position - targetPart.Position).Magnitude > MAX_INTERACT_DISTANCE then
        warn(player.Name .. " sent interaction from invalid distance")
        return
    end

    processInteraction(player, targetPart)
end)
Cooldown Validation
local ABILITY_COOLDOWN = 5
local lastUsed = {}

UseAbilityRemote.OnServerEvent:Connect(function(player)
    local now = os.clock()
    if now - (lastUsed[player] or 0) < ABILITY_COOLDOWN then return end
    lastUsed[player] = now
    applyAbility(player)
end)

game.Players.PlayerRemoving:Connect(function(player)
    lastUsed[player] = nil
end)
Stat Bounds Check
local MAX_QUANTITY = 99
local ITEM_COST = 50

BuyItemRemote.OnServerEvent:Connect(function(player, quantity)
    if type(quantity) ~= "number" then return end
    quantity = math.clamp(math.floor(quantity), 1, MAX_QUANTITY)

    local coins = player.leaderstats.Coins
    if coins.Value < ITEM_COST * quantity then return end

    coins.Value = coins.Value - (ITEM_COST * quantity)
    -- award items server-side
end)

Rate Limiting

local RATE_LIMIT = 10   -- max calls
local RATE_WINDOW = 1   -- per second
local callLog = {}

local function isRateLimited(player)
    local now = os.clock()
    local log = callLog[player] or {}
    local pruned = {}
    for _, t in ipairs(log) do
        if now - t < RATE_WINDOW then table.insert(pruned, t) end
    end
    if #pruned >= RATE_LIMIT then
        callLog[player] = pruned
        return true
    end
    table.insert(pruned, now)
    callLog[player] = pruned
    return false
end

ActionRemote.OnServerEvent:Connect(function(player)
    if isRateLimited(player) then return end
    handleAction(player)
end)

game.Players.PlayerRemoving:Connect(function(player)
    callLog[player] = nil
end)

Argument Validation Utility

-- ServerScriptService/Modules/Validate.lua
local Validate = {}

function Validate.number(value, min, max)
    if type(value) ~= "number" then return false end
    if value ~= value then return false end -- NaN check
    if min and value < min then return false end
    if max and value > max then return false end
    return true
end

function Validate.instance(value, className)
    if typeof(value) ~= "Instance" then return false end
    if className and not value:IsA(className) then return false end
    return true
end

function Validate.string(value, maxLength)
    if type(value) ~= "string" then return false end
    if maxLength and #value > maxLength then return false end
    return true
end

return Validate
-- Usage
local Validate = require(script.Parent.Modules.Validate)

remote.OnServerEvent:Connect(function(player, amount, targetPart)
    if not Validate.number(amount, 1, 100) then return end
    if not Validate.instance(targetPart, "BasePart") then return end
    -- safe to proceed
end)

Speed / Anti-Cheat Detection

local SPEED_LIMIT = 32
local violations = {}

task.spawn(function()
    while true do
        task.wait(2)
        for _, player in ipairs(game.Players:GetPlayers()) do
            local root = player.Character and player.Character:FindFirstChild("HumanoidRootPart")
            if root and root.AssemblyLinearVelocity.Magnitude > SPEED_LIMIT then
                violations[player] = (violations[player] or 0) + 1
                if violations[player] >= 3 then
                    player:Kick("Cheating detected.")
                end
            else
                violations[player] = math.max(0, (violations[player] or 0) - 1)
            end
        end
    end
end)

ModuleScript Placement

ServerScriptService/
  Modules/
    DamageCalculator.lua   -- server-only, never exposed to client
    EconomyManager.lua     -- server-only

ReplicatedStorage/
  Remotes/                 -- RemoteEvent/RemoteFunction instances only
  SharedModules/           -- non-sensitive utilities only

Never put currency, damage, or DataStore logic in ReplicatedStorage modules — clients can require() them.


Common Mistakes

MistakeWhy It's ExploitableFix
FireServer(damage) with server trusting itClient sends any valueServer calculates damage from its own tool data
Currency in LocalScript variableClient can modify memoryServer-owned only
Client-side distance check before firingCheck is bypassableServer re-checks after receiving event
No cooldown on RemoteEvent handlersSpam = infinite resourcesPer-player cooldown on server
Trusting WalkSpeed set by clientClient sets arbitrarily highServer owns and caps WalkSpeed
Sensitive logic in ReplicatedStorage moduleClients can require itMove to ServerScriptService

Which skills are related to roblox-security?

How does roblox-security compare?

Use roblox-security for in-experience RemoteEvent hardening; use general appsec skills for non-Roblox web API threat modeling.

Roblox Security skill FAQ

Who is the Roblox Security skill for?

Roblox developers writing scripts that handle currencies, damage, stats, or RemoteEvent communication. Skip if: General web-app security, cloud infrastructure, or non-Roblox game engines.

When should I use roblox-security?

Writing Roblox scripts that handle player actions, currencies, stats, damage, or any RemoteEvent/RemoteFunction communication, or reviewing code for exploitable patterns.

Why must game logic run on the server?

Every LocalScript runs on the player's machine and can be modified, so all authoritative logic like damage, currency, and stats must live on the server.

Does this cover anti-cheat?

Yes. It includes rate limiting, cooldown validation, stat bounds checks, and speed-based anti-cheat detection patterns.

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