lua
Lua scripting for game development, embedded systems, and configuration. Use for .lua files.
Best use case
lua is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Lua scripting for game development, embedded systems, and configuration. Use for .lua files.
Teams using lua should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/lua/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How lua Compares
| Feature / Agent | lua | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Lua scripting for game development, embedded systems, and configuration. Use for .lua files.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Lua
A powerful, efficient, lightweight, embeddable scripting language.
## When to Use
- Game Development (Roblox, WoW, Love2D)
- Embedded Systems
- Configuration scripting (Neovim, Nginx)
- Extending applications
## Quick Start
```lua
print("Hello, World!")
function factorial(n)
if n == 0 then
return 1
else
return n * factorial(n - 1)
end
end
```
## Core Concepts
### Tables
The only complex data structure in Lua. Used as arrays, dictionaries, sets, and objects.
```lua
t = { key = "value", [1] = "first" }
print(t.key)
```
### Metatables
Allow changing the behavior of tables (e.g., operator overloading, inheritance).
### Indices
Arrays are 1-indexed (start at 1, not 0).
## Best Practices
**Do**:
- Use `local` variables by default (performance and scope)
- Use standard libraries where possible
- Understand table length operator `#` behavior with holes
**Don't**:
- Pollute the global namespace
- Ignore `nil` (undefined variables are `nil`)
## References
- [Lua 5.4 Reference Manual](https://www.lua.org/manual/5.4/)Related Skills
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