blushneybusiness-glitch/roblox-omniskills/rbx-analytics-events

Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills

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AnalyticsService instrumentation that survives launch — one wrapper module, a disciplined event taxonomy, economy/funnel/progression/custom events logged server-side within rate limits. Use when the user says "add analytics", "track events", "instrument the economy", "log purchases/kills/levels", or when the dashboard is empty, numbers look impossibly high, or events silently stopped appearing. Do not use for interpreting the resulting charts — load rbx-analytics-reading — or for multi-step drop-off analysis — load rbx-analytics-funnels instead.

Install

npx vskill@latest install blushneybusiness-glitch/roblox-omniskills/rbx-analytics-events

SKILL.md

rbx-analytics-events

Laws

  1. Server logs, client never. Every AnalyticsService call runs in a server script.

A client-fired event is an exploiter-writable metric; one spam loop poisons a month of data. Client actions that matter reach the server through the RemoteEvents they already use (rbx-net-remotes) — log in the server handler, after validation.

  1. Log success, not attempt. Fire the event after the purchase grants, the quest

completes, the level saves. Attempt-logging inflates every metric it touches and the inflation is undetectable later.

  1. One wrapper module. Systems call Analytics.Track(...) / Analytics.Economy(...);

nothing calls the service raw. The wrapper batches, throttles, and pcalls — a dead analytics backend must never error gameplay code.

  1. Custom fields for variants, never event names. The budget is 100 unique event names

for the lifetime of the universe — exceed it and new names are silently ignored. EnemyKill with CustomField01 = weapon beats EnemyKill_Sword + EnemyKill_Bow forever.

  1. Names are permanent. Renaming an event severs its history; the old chart flatlines and

the new one has no baseline. Pick PascalCase names on day one and never touch them.

  1. Every currency logs both directions. A Source without its Sinks (or vice versa) makes

inflation invisible until players feel it. Balance-after-transaction is a required argument, not decoration — pass the real post-transaction balance.

Passes

  1. Wrapper — ServerScriptService/Analytics/Tracker ModuleScript: `Track(player, name,

value?, fields?), Economy(player, flow, currency, amount, balance, txType, sku), FunnelStep(player, funnel, step, name). Each method wraps the service call in pcall` and increments a per-minute counter; over budget → queue, don't drop silently.

  1. Batcher — high-frequency counters (kills, pickups, damage) accumulate in a

{ [Player]: { [name]: number } } table, flush every 30s and on PlayerRemoving. Purge entries for departed players at flush or the table leaks Player references.

  1. Economy events — LogEconomyEvent at every faucet and sink rbx-economy-currencies

defined: flow type Source/Sink, currency name (10 currency types max), amount, balance after, transaction type from `Gameplay | Shop | ContextualPurchase | InAppPurchase

SpeedBoost_30min).

  1. Progression events — LogCustomEvent(player, "LevelReached", level) on level-up,

zone unlocks with CustomField01 = zone name, plus SessionDuration (seconds) on PlayerRemoving.

  1. Funnel steps — onboarding and purchase funnels via rbx-analytics-funnels; the

wrapper exposes FunnelStep so those skills don't touch the service either.

  1. Verify — Creator Hub → Analytics → the event category → "View Events" shows fires

within seconds; the dashboard charts lag up to 24 hours. No event in View Events after a test run = your call never executed; check get_console_output for the pcall's logged failure before touching the dashboard again.

Performance budget

Rate limit: 120 + 20 × CCU calls per minute, exceeded calls dropped with no error — batching is mandatory, not optional. Budgets: 100 custom event names, 10 economy currency types, 3 custom fields per event, 8,000 unique values per field (then bucketed as "Other"). The batcher's flush loop is one task.spawn with task.wait(30), not a per-player loop.

Load with

rbx-analytics-funnels (step events), rbx-analytics-reading (what the numbers mean), rbx-abtest (exposure events ride this wrapper), rbx-script-production (the wrapper is built under its idempotency contract). Economy instrumentation points come from rbx-economy-currencies.

AI-tells

  • ☐ Raw AnalyticsService calls scattered across scripts instead of one wrapper
  • ☐ Events logged from LocalScripts
  • ☐ Variant baked into the event name (EnemyKill_Zombie_Sword_Wave5)
  • ☐ Economy events with a guessed or stale balance argument
  • ☐ Kill/pickup events fired unbatched every hit
  • ☐ Logging inside the attempt branch instead of the success branch
  • ☐ No pcall — analytics failure can break a purchase handler
  • ☐ Event names invented mid-project that duplicate an existing metric under a new spelling

Memory

Read: the game's projects.md block for the established event-name registry and currency names — a second system on the same game extends the existing taxonomy, never forks it. Write: every new event name, funnel name, and SKU string into that block the moment it ships; the wrapper module's location into module-library.md once it survives its first project.

Security

  • Security scanPassed, 95 of 100Pattern checks on the skill's files.
  • Model reviewPassed

Quality evaluation

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