blushneybusiness-glitch/roblox-omniskills/rbx-accessibility
Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills
- community
Checking that the SKILL.md file is still in the repository.
The accessibility floor every shipped UI and effect must clear — colorblind-safe encoding, text scaling with sane bounds, motion-reduction options, and readability contrast — so the 8% of players who see color differently and everyone on a 5-inch phone can actually play. Use when the user says "colorblind mode", "accessibility", "text is too small", "motion sickness", "reduce flashing", or when players report they can't read the UI, can't tell teams/rarities apart, or feel sick from camera shake. Do not use for touch targets and thumb zones — load rbx-ui-mobile — or for translating text — load rbx-localization instead.
Install
npx vskill@latest install blushneybusiness-glitch/roblox-omniskills/rbx-accessibilitySKILL.md
rbx-accessibility
When to load
Every UI token pass (the floor below is part of the token contract), any settings-menu build, any screen-shake/flash effect, and any player report containing "can't read", "can't tell apart", or "makes me dizzy".
Color: meaning never rides on hue alone
Roughly 1 in 12 male players has some color vision deficiency — on a 40-player server that's 2–3 people who cannot parse red-vs-green.
- Every color-coded meaning gets a second channel: icon, shape, label, position, or
pattern. Rarity = stroke color + a named tag ("LEGENDARY") + glow intensity. Teams = color + team icon over the head. Danger zones = red tint + hazard stripes.
- Ban the red/green pair for opposing states. Blue/orange is the safe opposition; it
survives protanopia, deuteranopia, and tritanopia.
- Health bars: pair the green→red drain with a numeric or fractional label, or make the
bar length itself the signal (length reads fine colorblind).
- Test: Studio has no colorblind simulator — screenshot the UI and desaturate it. If two
states become identical in grayscale, they were color-only.
Text: scaling with bounds, contrast with a number
- Body text ≥ 14pt equivalent at 720p; never below 13. Buttons and HUD numerals ≥ 16.
TextScaled = truealways pairs withUITextSizeConstraint(MinTextSize 14,
MaxTextSize 28–36 by role). Unbounded TextScaled gives billboard text on tablets and ant text in squeezed cards — both are AI-tells.
- Contrast: 4.5:1 minimum for body text, 3:1 for large display text (the WCAG numbers;
compute from the actual hex pair, don't eyeball). Text over 3D scenes or busy art gets a backing plate (dark fill, 0.3–0.5 transparency) or a 2px UIStroke — thin light fonts floating over gameplay fail on every sunlit map.
- Fonts: geometric/rounded faces (GothamMedium and heavier weights) at UI sizes; decorative
faces only for titles ≥ 24pt.
Motion: a reduce-motion toggle is a settings-menu law
- Ship a Reduce Motion toggle in settings (
rbx-ui-settings), stored per player. When
on: screen shake amplitude → 0, camera bob/tilt off, full-screen flashes replaced with a ≤ 0.15s 20%-opacity vignette pulse, parallax/idle UI drift off. Gameplay-critical telegraphs stay — swap the motion for a static indicator, never delete the information.
- Flashing above 3 flashes per second is a photosensitivity hazard and a moderation risk —
cap all strobe-like effects below it even with the toggle off.
- Every
rbx-juice-screenfxconsumer routes amplitude through one shared
MotionSettings attribute so the toggle actually reaches all shake/flash call sites.
Sound and haptics: never the only channel
Deaf and muted-phone players are the majority of mobile sessions. Every audio cue that carries gameplay information (incoming attack, purchase success, timer end) pairs with a visual: a flash on the damage source, a checkmark burst, a color change. Sound is reinforcement (rbx-psych-feedback), never the sole signal.
Sharp edges
- CRITICAL — Rarity, team, or danger encoded only by color: unplayable for 8% of the
audience and invisible in grayscale screenshots. Add the second channel.
- HIGH —
TextScaledwithoutUITextSizeConstraint: text size becomes a function of
container size, which becomes a function of device — unreadable at both extremes.
- HIGH — Full-screen white flashes or strobes above 3 Hz on hit/reward effects:
photosensitivity hazard, moderation exposure, and it reads as cheap juice anyway.
- MEDIUM — A reduce-motion toggle that only some effects respect: worse than none,
because the player turned it on and still got shaken. Route all motion through one gate.
- MEDIUM — Contrast checked on the designer's bright monitor: compute the ratio from
hex values; 4.5:1 is arithmetic, not taste.
Load with
rbx-ui-tokens (the floor lands in the token contract — don't ask, include it), rbx-ui-settings (the Reduce Motion toggle lives there), rbx-juice-screenfx (shake/flash must route through the gate), rbx-ui-mobile (touch targets and safe areas), rbx-localization (shared TextScaled bounds).
Security
- Security scanPassed, 95 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/rbx-accessibility/SKILL.md
Popularity
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