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Vibe coding basics

Vibe coding is a collaborative workflow: you describe the desired behavior, and an AI helps design and write the module. It can accelerate development, but it does not replace documentation or in-game testing.

  • creating a regular or Reflex module;
  • writing complete module.json, config.json, inputs.json, and Lua files;
  • building HUDs with ImGui or UXML;
  • handling input, settings, and persistent data;
  • diagnosing an exact console error;
  • making a small change to an already working module.

An assistant must not infer methods from Unity, C#, or generic Lua libraries. KILLSCRIPT has its own sandbox, separate client/server contexts, and explicit get/set restrictions. Use the API reference for exact signatures.

A regular module runs client-side scripts/main.lua. Reflex adds scripts/server.lua, but the server exposes a different API set. Start with a regular module unless server-side logic is required.

“Return the complete contents of every changed file with its path” is more reliable than disconnected snippets. It makes the result easier to apply and review.

Start with the smallest observable result: draw a HUD, handle an action, or read a value. Add settings, persistence, and polish only after it works.

An AI cannot see your visual result, current match state, or console. Anything dependent on a map, input, item, or Reflex server must be confirmed manually.

Do not reduce feedback to “nothing happens.” Send the full module log, the expected behavior, and the actual result. This removes most guesswork.

  1. Open Context for AI and send the starter prompt.
  2. Ask for the smallest useful version of your feature.
  3. Apply the files and follow the working loop.

If you have never run module code before, create your first module first.