blushneybusiness-glitch/roblox-omniskills/rbx-analytics-events
Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills
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Checking that the SKILL.md file is still in the repository.
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-eventsSKILL.md
rbx-analytics-events
Laws
- Server logs, client never. Every
AnalyticsServicecall 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.
- 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.
- 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.
- 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.
- 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.
- 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
- Wrapper —
ServerScriptService/Analytics/TrackerModuleScript: `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.
- 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.
- Economy events —
LogEconomyEventat every faucet and sinkrbx-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).
- Progression events —
LogCustomEvent(player, "LevelReached", level)on level-up,
zone unlocks with CustomField01 = zone name, plus SessionDuration (seconds) on PlayerRemoving.
- Funnel steps — onboarding and purchase funnels via
rbx-analytics-funnels; the
wrapper exposes FunnelStep so those skills don't touch the service either.
- 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
AnalyticsServicecalls 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
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/rbx-analytics-events/SKILL.md
Popularity
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