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tabooharmony/roblox-brain986 installs

roblox-npc-ai

Use when creating Roblox NPCs or enemies with pathfinding, state machines, line-of-sight or FOV detection, spawns, or AI update loops.

How do I install this agent skill?

npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-npc-ai
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill provides standard documentation and Luau code examples for implementing NPC AI in Roblox, covering pathfinding, state machines, and detection systems. It incorporates best practices for server authority and references official Roblox documentation. No security vulnerabilities or malicious patterns were identified.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

Roblox NPC & AI

When to Load

Load for NPCs/enemies: pathfinding, state machines, LOS/FOV detection, spawns, AI loops, or physics ownership.

Quick Reference

PathfindingService

local path = PathfindingService:CreatePath({
    AgentRadius = 2, AgentHeight = 5, AgentCanJump = true,
    Costs = { Water = 20, DangerZone = math.huge },
})
path:ComputeAsync(npcPos, targetPos)
if path.Status ~= Enum.PathStatus.Success then return end
for _, wp in path:GetWaypoints() do
    if wp.Action == Enum.PathWaypointAction.Jump then humanoid.Jump = true end
    humanoid:MoveTo(wp.Position)
    if not humanoid.MoveToFinished:Wait() then return end
end
  • Recompute on blocked with a bounded retry or cancellation policy.
  • In Studio, test Workspace.PathfindingUseImprovedSearch on representative maps before rollout; it is not scriptable.
  • Avoid long requests and repeated recomputation. Moving collidable geometry can trigger navigation-mesh work.
  • Region modifiers: anchored part + PathfindingModifier Label → Costs
  • PassThrough = true for doors; PathfindingLink for disconnected navmesh
  • math.huge cost = non-traversable

State Machine

idle → patrol → chase → attack → flee → dead

  • idle/patrol → chase (player detected) → attack (in range) → idle (lost)
  • any → flee (health low) → idle (safe); any → dead (health ≤ 0)
  • Transitions own movement changes, target cleanup, and cancellation

Detection (distance → FOV → LOS)

  1. Distance (a-b).Magnitude: cheapest, always first
  2. FOV forward:Dot(toTarget) cosine; use a configured cone for your game, not a universal angle
  3. LOS workspace:Raycast: expensive, last
  • If the design includes hearing or proximity detection, make it a separate configured signal rather than a universal FOV bypass.

Network Ownership

  • Classic projects may use SetNetworkOwner(nil) for physics-sensitive NPCs, but it is not complete security. In Server Authority projects, configure the authority model instead of treating network ownership as the security boundary.

Update Loop

  • Throttle and stagger AI based on NPC count, path cost, and profiler evidence, not a universal tick rate. Keep NPC decisions and movement server-side; client code may handle presentation.

For spawners, lifecycle cleanup, timeout handling, and performance budgets, load references/full.md.

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/tabooharmony/roblox-brain/roblox-npc-ai">View roblox-npc-ai on skillZs</a>