Request Lua Feature

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Notice

Before putting your idea here, please check to see if it's on here first and if it already has a work around. Also check to see if your new 'feature' was added into Roblox, too, or if it's already in development. If it applies to any of the above, don't put it here.

Also, if you're going to make an edit, please make it an entirely different idea. Place workaround under the ideas.

Template:

  • Name:
  • Type:
  • Function:
  • Reason:

Suggestions

Drawline()

  • Name: function Drawline()
  • Type: function
  • Function: Will draw a line from point a to point b or draw a line from a given point in a certain direction for a certain distance and checks for the first collision along it. Then it will return the distance away from the first point and the brick it hits.
  • Reasons: It would be useful for sniper rifle zooming, pathfinding ai, automatic turrets that fire things that aren't self propelled(calculate initial force/angle)
  • User Name: Cull

RTime

  • Name: RTime
  • Type: Variable (Read-Only)
  • Function: Reads The Roblox Time (PST)
  • Reasons: This would be great for secret doors that only open at mid Night or making things trigger at a certain time.
  • User Name: matchlighter

Mouse's Parent Not being nil

  • Name: Mouse in Player
  • Type: Object (I Guess)
  • Function: So that the Mouse object resides in it's player.
  • Reasons: This would be really great to add keys to game play. So instead of just the basic keys players can add them. like press r to roll or something. But a player can do special moves without a tool or HopperBin.
  • User Name: matchlighter

String Leaderboard

  • Name: Strings in Leaderboard
  • Type: leaderstats
  • Function: Adds string Values to leaderboard instead of just IntValues
  • Reasons: This would be a really good way of telling what your rank is in the game instead of Rank 1 it would be Rank Private or something
  • User Name: matchlighter

Gravitional Direction

  • Name: Gravionional Direction
  • Types: Vector3 CFrame(for Center(if its true another value appears for the CFrame/Vector3)

Bool, New Value: Direction("up, "down", "foward", "back", "left", "right")

  • Function: You Have A Service Called: Workspace Gravity
it has value of, Gravity Pull, Gravity Center(Where it Pulls You to), Gravitional Direction(Gravity center has to be disabled(game:GetService("WorkspaceGravity").GravityCenter = false game.WorkspaceGravity.GravitionalDirection = "up"
  • Reason: You Could Have Gravity Al Full Power, but the direction of the grsavity vould be up-side down
  • Suggester: jojoshshuaua, 6:00 Pm November 2, 2008


Spring

  • Name: Spring
  • Type: Property (In Brick)
  • Function: It's pretty much like a Hinge but it will spring back if nothing is blocking it.
  • Reasons: This would be great for slow things down or even launching people. This would also be great for gates that will shut after some walks through it. It would make the Gate look quite realistic and unlike a Hinge it will spring back shut.
  • User Name: matchlighter

Possible workaround: Put the brick in question on two Hinges (like a normal door), then have a BodyPosition in the door, with position set to the door's initial position. Set the force to how fast you want the door to close. Wacko McGoose 02:50, 16 November 2008 (UTC)


Connections

  • Name: Connections
  • Type: Property (found in scripts)
  • Function: Keeps track of all the connections in a script using a table.
  • Values:
    • Table: Connections
  • Reasons: Will make disconnecting every connection in a script easier.
  • Username: eyeontheprize

Here's an example

for i = 1, #script.Connections do
script.Connections[i]:disconnect()
end


Physical Properties

  • Name: Physical Properties (phys props)
  • Type: String
  • Function: Add specific weight, mass and buoyancy to objects. To keep the code simple, I imagine three values, wood, metal and plastic. Each brick would have this assigned to it, which would determine how it reacts to being in water, how easily it floats, the amount of force needed to move it, etc.
  • Values:
    • String: "Wood", "Metal" or "Plastic"
  • Reason: Needed for Water, and it would make the types of models and cars more diverse. Reason to update gravity in engine?

---Mr Doom Bringer 21:19, 18 March 2007 (CDT)


OS Clock functions.

  • Name: os.time([table]), os.date ([format [, time]]), os.clock
  • Type: Functions, built into the scripting backend.
  • Function: Several differnt things, generally having to do with the date and time. More information can be found in the Lua documentation
  • Reason: I'd like to be able to get the current time of the server, and set the time in-game accordingly. Get events like when it's Christmas or Halloween, etc.
  • Add. info: It's part of one of the standard Lua libraries, you'd just have to take out other os functions.

---Mr Doom Bringer 20:22, 1 August 2007 (CDT)


Brick Rotation

  • Name: Rotation
  • Type: Vector3
  • Function: Shows brick's rotation on the value's axis with degrees from 0 to 359.
  • Values: x, y, z
  • Reason: The Position property shows the position of a brick, but what shows it's rotation? For example, clicking on a 2x4 brick and pressing T (while camera is parallel with z-axis) would tilt the brick as normal. When that happens, brick.Rotation.z would change to +90 degrees. Can you kind of see where I'm getting? It would be very useful for simple rotation, like changing the x value to 45 would instantly make a ramp. It's sort of like RotVelocity, minus the velocity. Here's an incredibly vivid example.

?-Anaminus-? 04:37, 16 September 2007 (CDT)


Crouch

  • Name: Crouch
  • Type: movement
  • Function: makes your character duck for a second
  • Reason: cause it would add a whole new level for battleing an osticle course imagen a missle coming at you and you dodge it by ducking.


Map to Map teleportation

  • Name: Map to Map teleportation
  • Function: Say i wanted to link my zombie containment center to my training area... i could place one of these in my zombie containment area and in my training place. i go to test it and i get warped from one place to a different place without having to exit roblox.
  • Reason: There are quite a few places that could be linked together to make transportation easier.
  • Comment By TravisDeP: Maybe a new object in the game allowing map to map communication
  • Requested by: Escaro


MouseOwner

  • Name: MouseOwner
  • Type:Read only property
  • Function:Detects the player that clicked it
  • Paramaters:String

--TravisDeP


Sparkle Size

  • Name: SparkleSize
  • Type: Property (In Sparkles)
  • Function: Changes the radius to which sparkles are shone forth.
  • Parameters:
    • SparkleSize: A whole number that is the distance, in studs that sparkles will radiate to from the part.
  • Reason: Sparkles are nice, but the current size doesn't suit all needs. Say you wanted to make something small, like the tiniest sparkle to hint at treasure nearby. Larger things may be wanted, too...

--JustinP231 20:27, 5 April 2008 (CDT)


Sparkle Shape

  • Name: SparkleShape
  • Type: Property (In Sparkles)
  • Function: Change the shape of the sparkles.
  • Parameters:
    • SparkleShape: Probably an Enum value. I'd imagine just a few shapes would do fine, like maybe cross, diamond, dot.
  • Reason: Diversify the effect of sparkles.

--JustinP231 20:37, 5 April 2008 (CDT)


Sparkle Density

  • Name: SparkleDensity
  • Type: Property (In Sparkles)
  • Function: Change the density of the sparkles that radiate.
  • Parameters:
    • SparkleDensity: A whole number. The number of sparkles in, say, a five by five stud area.
  • Reason: Thin or dense sparkles could provide more interesting effects. Thinly placed sparkles could create a raining or snowing feel, while sparkles could be placed close together to simulate fire, or streams of energy, etc.

--JustinP231 20:37, 5 April 2008 (CDT)


LightSource.Position

  • Name: Position
  • Type: Vector3 Value
  • Function: Allows for more interesting lighting setups.
  • Values: A basic x, y, z coordinate.
  • Reason: Adding a lightsource position would aid a lot of maps ecspecially indoor maps, by not haveing everything in shadow, the light could come forme a light on the ceiling. Another map, say a nightime street map, could have the lightsource be a roadlight, or even car headlights. Lastly, in some really tall maps, when you are at the top, the lightsource will sometimes be below you. The reason this is different from the above one is that this would set where the shadows come from.
  • User: bailinbone15
  • Commented by Tgp1994: That would add a whole new level of graphical effects to ROBLOX. I would LOVE it, and it especially would come in handy when making movies, as you could add lighting to the scene. Also, some good sub-features to this could be:
    • LightSource.Radius; changing how big the light could get, from a laser pointer, to a light bulb.
    • LightSource.Color; or Color3.new, could use the same colors as bricks to give it a little tinge, would be awesome in disco maps.
    • LightSource.Brightness; how bright it is.
    • LightSource.Direction; I'm thinking that we could have it facing a direction from a brick, since it would be inside of one, so say the LightSource.Direction is Top, then the light would be comming out of the top of the brick.


Shine and Reflectance

  • Name: (1.)Shine (2.)Reflectance
  • Type: Properties
  • Function: The "Shine" property in ROBLOX will replace the current "Reflectance" property. The new reflectance property will give a choice of different shading and actuall options to reflect things such as bricks and meshes. An object's ability to reflect light from the skybox and its ability to reflect the things around it could be altered by this property. Objects with the most reflectance will show on their surface everything around them. Objects with the least reflectance will be hardly show and light reflectance when they move. Setting reflectance to 50% would make an object very glossy.
  • Parameters: Will only be able to work with "Parts" and "Meshes".
  • Reason: This property would give new levels to gameplay.
  • User:outofspace 04:04pm CST May 02, 2008


Stopped

  • Name: Stopped
  • Type: Event
  • Function: Triggers a function when a sound finishes playing.
  • Parameters: It should work with sounds.
  • Reason: It would allow for easier ways of creating jukeboxes and similar things, by allowing it to wait for the sound to finish playing, instead of having to wait time, which could easily glitch when a game is lagging.
  • Suggestor: bailinbone15


Sparkle Direction

  • Name: SparkleDirection
  • Type: Property (In Sparkles)
  • Function: Changes the face of the part the sparkles come out of.
  • Parameters:
    • SparkleFace: Enum for face of parent brick.
  • Reason: It would allow for much more interesting ways to use sparkles. You could have sparkles going up to represent digging or fire. Sideways sparkles could be for leaking pipes, water fountains, or windy fire. Downward sparkles could be used to create weather effects such as snow or rain.
  • Suggestor: bailinbone15


Clock

  • Name: Clock
  • Type: Object
  • Function: Allows players to input their current time appon entering a server. A digital clock would be displayed on the very top of the screen. The object would change the clock to the approprate time given. If no Time is given, there will be no clock displayed. The clock object will reside in "game.Workspace.PlayerName" where PlayerName is the Player's name.
  • Parameters: It can only be placed under models. The time value, however, can be accessed by scripts.
  • Reason: There are many things that could result from this. It's simple to create and it could be used in colaboration with the lighting service.
  • User:OutOfSpace 01:24pm CST April 29, 2008
The OS Clock function pulls the time straight from the ROBLOX server. This (Clock Object) would prompt users to input a time. --OutOfSpace 13:24, 7 June 2008 (CDT)


ImageFromCamera

  • Name: [Camera]:ImageFromCamera()
  • Function: Gets a usable image on the client that can be put onto objects.
  • Parameters: Outputs a decal or string that can be placed onto parts. Shouldnt lag, as it is done on the client machine.
  • Reason: Would be great for Portals, and many other things.
  • Example: Brick.Decal.TextureId = Camera:ImageFromCamera()
  • Suggestor: Toxsikkilla

Edited by --Toxsikkilla 02:19, 20 June 2008 (CDT)


Sparkle Texture

  • Name: Texture
  • Type: String Property
  • Function: Changes the default texture of sparkles.
  • Parameters:
  • Reason: As people complain about the lack of features in the sparkle feature, there need to be a quick and easy way to change that. Theres no need for 5 sparkle properties according to apearence. Why not just be able to change the texture? It could simply be a new color or something not even a sparkle. Just imagine smoke comming frome an engine or fire shooting out. Roblox players are creative enough to make any thing work. Sparkles are the back bone. It should be extremely easy to add in this single property.

--Weasel 13:03, 17 June 2008 (CDT)


Explosion Duration

  • Name: Duration
  • Type: Float
  • Function: A setting for how long an explosion lasts
    • Reason: There could be many uses for explosion durations, such as having a never ending one as a torch, very quick explosions as effects for gunshots, or long explosions for engines.
  • Suggester: bailinbone15


CanCollide Percentage

  • Name: CanCollideRate (Or something similar)
  • Type: Property (I think...)
  • Function: Restrain movement when anything goes through the brick
  • Values: Simply replace the CanCollide checkbox in the Properties menu with an input area, like Transperancy or Reflectance.
  • Reason: Allows creators to create a water effect, so when you walk through it, you slow down,like in real life. This can sort of be achieved by making a conveyor belt CanCollide(false) and slowing it down to about half speed of walking bt it only works form one direction. BUT, if someone has a script that has CanCollide(True/False) in it, it should still work. Just change that function to fit in with the new one.
  • User: JesseTV

Toolbox Location

  • Name: (Anything that fits well)
  • Type: Property (I think...)
  • Function: Move the location of the ToolBox to a more conveinient location.
  • Values: Just allow the toolbox to be clicked and dragged during map creation.
  • Reason: Allows creators to move the ToolBox (Or StarterPack, Inventory, you get the point.) to a different location. If this is not possible, at least move the ToolBox a few pixels higher whenever a HintBox is present on screen.
  • User: JesseTV


Explosion Color

  • Name: Explosion Color
  • Type: Property
  • Function: To change the color of an explosion
  • Parameters: A Color3 Value
  • Reason: Haven't you ever wanted to make something shoot out somethinga different color withoud having to use lots of bricks? With this you could simply make a colored explosion.
  • Suggester: fuggles


Explosion Texture

  • Name: Explosion.Texture
  • Type: String file location
  • Function: More custizability for explosions.
  • Values: A string for the file location.
  • Reason: You could change the texture to be a circle for a glow effect, fire for, well, a fire, a more detailed explosion texture, or even text or othe things.
  • User: bailinbone15


View Health Status

  • Name: HealthFrac
  • Type: Title-Text?
  • Function: Displays the amount of health you currently have left as a fraction not simplified. (Ex: 45/100) A small message box will appear displaying your health status when you pass your mouse over the health bar. (Similar to title-text.)
  • Parameters: Will display current health only. So if it is 100000/24.14, that will be displayed.
  • Reason: It's simple to put in.
  • User: User:Outofspace/sig


Clickable

  • Name: Clickable
  • Type: Bool Value
  • Function: It would cause the green walking disk to go through the part as if it weren't there. It should also affect mouse.hit and the other mouse things, and humanoid.Target. It would basically work the exact same as if you were trying to click on yourself. The spot would be behind you, and it is impossible to click on you.
  • Values: Bool IsClickable.
  • Reason: This would help a lot in certain places. It could be used to make a less obvious invisable walls, or triggers for certain events. If this is implemented, you could create an invisible trigger that is impossible to find. If it also caused mouse.hit, and Targets in tools to go through, weapons would be less likely to glitch up when used around them. It has to be a separate value because if it was a part of locked, then you wouldn't be able to click the baseplate. If it was part of cancollide, trap doors and fake walls would be too obvious.
  • User: bailinbone15

Click Detector.

Hummanoid Color

  • Name: Hummanoid Color
  • Type: Property
  • Function: Changes the color of the hummainoid displayed as well as the color of the person's name in the chat/player field. If no color is selected, it defaults to white and the player name color in the player field is random.
  • Values: Color strings?
  • Reason: People want this...and it's cool.
  • User: User:Outofspace/sig


Fish-Eye Lens

  • Name: FishEyeLens
  • Type: Property (In Camera)
  • Function: When set to true, makes the camera warp everything visible to make it look like a fish eye camera.
  • Values: Bool
  • Reason: It would bring out new maps, and help with old ones.
  • User: cole2


Explosion Direction

  • Name: Explosion Direction
  • Type: Property (In Explosion)
  • Function: To make an explosion move in a certain direction
  • Parameters: Vector3 Value. Could possibly be made into two properties, direction(Vector3) and Concentration(Single Value). The purpose of direction, which direction the explosion goes in. The purpose of Concentration, how much the explosion is concentratied in the way of the direction.
  • Reason: Would make it posible to have an explosion come out of a hole in the wall or more realistic guns or cannons.
  • Suggestor: fuggles


GravCords

  • Name: GravityCoordanites
  • Type: Property (In Workspace)
  • Values: Number value of the radius of gravity from the position of 0, 0, 0 any thing past the 'ball' of gravity would float.
  • Reason: Making space places where you can be on Earth and there's gravity, but when you exit the planet theres no gravity.
  • 'User: cole2


TouchPosition

  • Name: Position
  • Type: Vector3/CFrame
  • Function: It would be another thing returned by touch and hit, like the part that was hit. It would be the actual location where the parts hit, or even a CFrame looking at the hit part.
  • Reason: This would allow for really cool effects, such as a charred texture where a rocket hits a wall.
  • Suggester: bailinbone15


Density

  • Name: Density
  • Type: Property for a brick
  • Function: it would be something to replace the can collide, and it would make can collide a decimal between 1 and 0. 1 would be can collide true and 0 would be can collide false. if the higher the density goes the heavier the brick will get until its at its actual weight, so if the density equaled 0.1 a really big brick would be easy to move around however if density equaled 0.9 that big brick would not be so easy to push.
  • Reason: it would make for more interesting structures, because some parts of the building could be easily moved and broken by the weak explosion from a missile while others needed a bomb to blow apart.
  • suggestor: hoshi711


DecalResolution

  • Name: Resolution
  • Type: Vector2? Or an X and Y value.
  • Function: This would be two numbers, which would set how much big or small a decal is. This is only really neccesary if the DecalOffset is implemented.
  • Reason: This would let a single, lage texture, be made smaller, for a more detailed image at the center of an object, or, with the Offset, have it not change size in different parts.
  • Suggester: bailinbone15


DecalOffset

  • Name: Offset
  • Type: Vector2? X Offset and Y Offset
  • Function: IT would allow you to offset a decal, such as having it show up two uits higher than normally. This would need the above Resolution request for more precise positioning.
  • Reason: This would let people have an explosion texture show up, without needing to create a new part to have it in the right place.
  • Suggester: bailinbone15


Glow

  • Name: Glow
  • Type: Color3/Lighting/Boolean/Mesh
  • Function: A certain object will cause a glow that will iluminate just a certain area. It need a boolean called Enabled to make it work or not and a mesh option to make it glow to a certain direction
  • Reason: Making things like lightbulbs and flashlights that do change lightig not just meshed.
  • Suggester: malc623


Rope

  • Name: Rope
  • Type: Brick (I should think)
  • Function: It would allow people to add ropes to things, not just scant old cylinders with hinges.
  • Reason: This would make attaching things for a swing alot more fun. You could also script it so you could hang onto things...
  • Suggester: Makingblah


Touched(x,y,z)

  • Name: Touched(x,y,z)
  • Type:X, Y, or Z value
  • Function:To check which side of a brick a person has touched.
  • Trigger: Like on onTouched, only thiis would be the connection: script.Parent.Touched(-x, -y, -z, x, y ,or z):connect(onTouched)
  • Reason: To make it where you can trigger something when a certain side of a brick.

by: fuggles

Multi-lines Messages

  • Name: Player's Global Variables
  • Types: Array, string, Vector3, numbers, etc...
  • Function: It's just like the common message, but we could write in more than one line, by skipping lines using \n
  • Reason: It would be really useful, because it would make information showing easier for us, place makers. So, like in RPG places, with one message, we could show player's level, attributes, health, mana, whatever...
  • Suggester: SirGelatina

Player's Global Variables

  • Name: Player's Global Variables
  • Types: Array, string, Vector3, numbers, etc...
  • Function: To store arrays, strings, numbers etc in player's accounts and then they could be acessed by any of the player's sarvers
  • Reason: OMG If you can't imagin how much things we can do with this, you're mindless! We could do multi-level RPGs, save Players' progress on our places, server intercommunication, and LOTS OF MORE! Don't you agree with me?
  • Suggester: SirGelatina

Custom Messages

  • Name: Custom Message(s)
  • Types: Hints, Messages etc
  • Function: To edit the: Size, Position, Colour and more of a message
  • Reason: This would be very usefull, You could create custom messages, Imagine what you could do with this?!?!? The possibilities are endless. The reason I also requested this is because Roblox removed "HTML service".
  • Suggester: Cymru72

Diffrent Message

  • Name: Diffrent Message(s)
  • Types: Hints, Messages etc
  • Function: To edit the: Size, Position, Colour And have smiles and ect.
  • Reason: To experince a new kind of messageing like on these kinda forums i had once Smfforfree4.com but you make ur domain like Builderman.smfforfree4.com and well you could do like [glow=red,2,300]Hey Guys[/glow] and you would get that is bright red

and also you could do the color like this [color=black]Hi[/color] and you'r text would turn black

  • Suggester: ROBLOXGEEK

Let me tell you why this won't work. HTML was (or is) disabled in Scripting because of the suspisions of hacking possibilities with the DHTML window. While I, ANormalUsername(1), agree with this idea, it can't work. Sorry if this is bad news and/or a downer.


Object With

  • Name: Object With(Object)
  • Type: Object inheritance/manipulation
  • Function: Alows you to reference an object without typing the object name.
  • Reason: just to speed up programming, i use this function regully in javascript.
Example:  With out With:
 
rnd = math.round(1,10);
mynumber = math.floor(rnd); 

And with:
With(math) do
  rnd = round(1,10)
  mynumber = floor(rnd)
end.
  • TGazza 21:33, 16 October 2008 (CDT)


Gravity settings

  • Name: Gravity Settings
  • Type: Object Propities, place settings
  • Function: Change the Gravity settings of the place, or make a specific object fall to the ground faster/slower
  • Reason: To create places set in space with less gravity than others.
  • username: ProjectAngel

---EDIT (by Ylsid) For now, use this script to change the gravity. Edit the mass tag to see the effect ;) Credit to Gamer3D for the most of the script.

mass = 196.2 --weightless

function checkObject(obj) --[[This is basically a function that finds all unanchored parts and adds them to childList.(stolen off Gamer3D's black hole script =P)]]
	if (obj.className == "Part") or (obj.className == "Seat") or (obj.className == "SpawnLocation") then
			p = Instance.new("BodyForce")
			p.force = Vector3.new(0,obj:GetMass() * mass,0)
			p.Parent = obj
	elseif (obj.className == "Model") or (obj.className == "Hat") or (obj.className == "Tool") or (obj == workspace) then
		local child = obj:GetChildren()
		for x = 1, #child do
			checkObject(child[x])
		end
		obj.ChildAdded:connect(checkObject)
	end
end

checkObject(workspace)

Glow/Light

  • Name: Glow/Light
  • Type: Insert object
  • Function: Insert object in a brick, making it glow like the force field, but the whole object glows and you can choose the colour of the glow.
  • Reason: So on haloween or scary places that are dark there can be small lights.
  • Username: User:~xXMysteriousXx~/sig
  • Example: Select a brick and use tools, Insert>Object>Light then the brick will have it.


ServerSwitch

  • Name: ServerSwitch
  • Type: function
  • Function: Like, the specefied player gets teled to another server of the game. Ex: :serverswitch(server number)
  • Reason: Ex my planet map, you own ur own planet then you can travlle to diffrent galaxies/servers and then you can have a massive mmorpg. Just for example
  • Username: PlaceRebuilder
  • Example: game.Players:findFirstChild(hit.Parent.Name):serverswitch(3)

findPlayerCam()

  • findPlayerCam()
  • Type: function
  • Function: finds the local camera of a player.
  • Reason: To make really cool sniper scripts that actually zoom in like a sniper. However, this can be used for different purposes.
  • Username: abcd/CoolJB
  • Example:
a = game.Players.CoolJB:findPlayerCam()
print(a.Name) --> Camera

Camera

  • showViewCam()
  • Type: Function
  • Function: It shows what a brick's camera is.
  • Reason: This would be perfect for obby's and places that need moderators and ban scripts.
  • Username: ANU1
  • Example: The brick's camera faced up so the decal showed the brick's camera)
a = workspace.BrickBCD:showViewCam
workspace.BrickFGH.Decal:a

Language Switch

  • setLanguage()
  • Type: Function
  • Function: Give people the ability to switch from the lua language, to another language like java.
  • Reason: This would allow people to get into not only lua, but other scripting languages as well. Also, people who are familiar in other languages would like this if they have a habit, and are more familiar to other scripting pieces like "}" instead of "end".
  • Username: Niteshifter
  • Example: Here's an example of what I would mean:
setLanguage(Java)
 public void simpleIf (){
  if(1 != 2)
   print(1 doesn't equal 2)
   }
  } else {
   }
  }
 }
end
  • Comment By Garra300:

This Would Allow Users To Acces The ROBLOX Website Database And Hack Their ROBLOX_Currency. Like In The Time Of "Scripter...". Good Idea Though!

  • Comment by UltimateYoshiMaster:

Umm... not exactly. Roblox added Lua, and specific parts of Lua they left out, to preserve security. They'd need to add support for any new languages in order for them to work, and they could leave out anything that could be used to for bad things...

---= UltimateYoshiMaster =- 04:33, 6 December 2008 (UTC)

PHP Ingame Usage

  • Name: PHP Ingame
  • Type: Language Switch
  • Function: Give People Acces To Databases That Can Store Info Such As Saves And Such
  • Reason: Would allow RPG to have a good save system, You could save many needed things such as tycoon data, and would expand possibilities
  • NOTE: Database Hacking Is The Same As Hacking ROBLOX, You Cant.
  • Also, PHP Would Be A Service You Would Have To Buy!
  • Example:
<?php
//opens connection to mySQL server
$dbc = mysql_connect('localhost', 'Database_Name', 'Password');
if (!$dbc) {
	die('Not connected: ' . mysql_error());
}


//select database
$db_selected = mysql_select_db("Database_Name", $dbc);
if (!db_selected) {
	die("Cannot Connect: " . mysql_error());
}



?>

Ingame Java Applet's

  • Name: Inagame Jaba
  • Type: Language Switch
  • Function: Would allow people to do some awesome things in places, such as Calculators, Minigames,and such
  • Reason: Could increse the abilitys of Minigames, Game Boards, And/Or Obbys!
  • NOTE: The Language Would Get A Adaptation Called rbxl.Java, like rbxl.Lua
  • Expamle:
    • Calculator Engine
import java.awt.event.ActionListener; 
import java.awt.event.ActionEvent;
import javax.swing.JButton; 

public class CalculatorEngine implements ActionListener { 
	Calculator parent; 
	//a reference to Calculator window 
	char selectedAction = ' '; // +, -, /, or * 
	double currentResult =0; 
	// Constructor stores the reference to the Calculator 
	// window in the member variable parent 
	CalculatorEngine(Calculator parent){
		this.parent = parent;
	}
	public void actionPerformed(ActionEvent e){ 
		// Get the source of this action 
		JButton clickedButton = (JButton) e.getSource();
		String dispFieldText=parent.displayField.getText();
		
		double displayValue=0;
		//Get the number from the text field
		// if it’s not empty
		if (!"".equals(dispFieldText)){
			displayValue= Double.parseDouble(dispFieldText);
		}
		Object src = e.getSource();
		
		// For each action button memorize selected
		// action +, -, /, or *, store the current value
		// in the currentResult, and clean up the display
		// field for entering the next number
		if (src == parent.buttonPlus){
			selectedAction = '+';
			currentResult=displayValue;
			parent.displayField.setText("");
			} else if (src == parent.buttonMinus){
			selectedAction = '-';
			currentResult=displayValue;
			parent.displayField.setText("");
			}else if (src == parent.buttonDivide){
			selectedAction = '/';
			currentResult=displayValue;
			parent.displayField.setText("");
			} else if (src == parent.buttonMultiply){
			selectedAction = '*';
			currentResult=displayValue;
			parent.displayField.setText("");
			} else if (src == parent.buttonEqual){
			// Perform the calculations based on selectedAction
			// update the value of the variable currentResult
			// and display the result
			if (selectedAction=='+'){
			currentResult+=displayValue;
			// Convert the result to String by concatenating
			// to an empty string and display it
			parent.displayField.setText(""+currentResult);
			}else if (selectedAction=='-'){
			currentResult -=displayValue;
			parent.displayField.setText(""+currentResult);
			}else if (selectedAction=='/'){
			currentResult /=displayValue;
			parent.displayField.setText(""+currentResult);
			}else if (selectedAction=='*'){
			currentResult*=displayValue;
			parent.displayField.setText(""+currentResult);
			} else{
			// For all numeric buttons append the button's
			// label to the text field
			String clickedButtonLabel=clickedButton.getText();
			parent.displayField.setText(dispFieldText + clickedButtonLabel);
		}
	}
}

    • The Calculator:
import javax.swing.*;
import java.awt.GridLayout;
import java.awt.BorderLayout;

public class Calculator { 
	// Declare and instantiate window components
	JButton button0=new JButton("0");
	JButton button1=new JButton("1");
	JButton button2=new JButton("2");
	JButton button3=new JButton("3");
	JButton button4=new JButton("4");
	JButton button5=new JButton("5");
	JButton button6=new JButton("6");
	JButton button7=new JButton("7");
	JButton button8=new JButton("8");
	JButton button9=new JButton("9");
	JButton buttonPlus=new JButton("+");
	JButton buttonMinus=new JButton("-");
	JButton buttonPoint=new JButton(".");
	JButton buttonEqual=new JButton("=");
	JButton buttonMultiply=new JButton("*");
	JButton buttonDivide=new JButton("/");
	JPanel windowContent = new JPanel();
	JTextField displayField = new JTextField(30);
	
	//Constructor! :D
	Calculator(){
		//Layout
		BorderLayout bl = new BorderLayout();
		windowContent.setLayout(bl);
		
		windowContent.add("North", displayField);
		
		// Create the panel with the GridLayout 
		// that will contain 12 buttons -10 numeric ones, and 
		// buttons with the point and the equal sign
		
		JPanel p1 = new JPanel(); 
		GridLayout gl =new GridLayout(4,3);
		p1.setLayout(gl); 
		p1.add(button1); 
		p1.add(button2);
		p1.add(button3); 
		p1.add(button4); 
		p1.add(button5);
		p1.add(button6); 
		p1.add(button7);
		p1.add(button8); 
		p1.add(button9); 
		p1.add(button0); 
		p1.add(buttonPoint);
		p1.add(buttonEqual);
		
		// Add the panel p1 to the center area of the window
		windowContent.add("Center",p1);
		// Create the panel with the GridLayout 
		// that will contain 4 action buttons - 
		// Plus, Minus, Divide, And Multiply
		JPanel p2 = new JPanel();
		GridLayout gl2 =new GridLayout(4,1);
		p2.setLayout(gl2); 
		p2.add(buttonPlus); 
		p2.add(buttonMinus); 
		p2.add(buttonMultiply);
		p2.add(buttonDivide);
		
		// Add the panel p2 to the east area of the window
		windowContent.add("East",p2);
		
		// Create the frame and add the content pane to it
		JFrame frame = new JFrame("Calculator");
		frame.setContentPane(windowContent);
		
		// set the size of the window to be big enough to
		// Accommodate all window controls
		frame.pack();
		
		//Display The Window
		frame.setVisible(true);
		
		// Instantiate the event_listener and
		// register each button
		CalculatorEngine calcEngine = new CalculatorEngine(this);
		
		button1.addActionListener(calcEngine);
		button2.addActionListener(calcEngine);
		button3.addActionListener(calcEngine);
		button4.addActionListener(calcEngine);
		button5.addActionListener(calcEngine);
		button6.addActionListener(calcEngine);
		button7.addActionListener(calcEngine);
		button8.addActionListener(calcEngine);
		button9.addActionListener(calcEngine);
		
		buttonPlus.addActionListener(calcEngine);
		buttonMinus.addActionListener(calcEngine);
		buttonDivide.addActionListener(calcEngine);
		buttonMultiply.addActionListener(calcEngine);
		
		buttonPoint.addActionListener(calcEngine);
		buttonEqual.addActionListener(calcEngine);
	}
	
	public static void main(String[] args) {
		// Instantiate the class Calculator
		Calculator calc = new Calculator();
	}
}

StudSize

   * Name: StudSize
   * Type: Size Modifier
   * Function: Makes the studs on baseplates/bricks different sizes
   * Reasons: It would be good for puzzles and some people might make them big so they look like buttons.
   * User Name: WinCamXP

Send Message

  • Name: SendMessage
  • Type: message sender thing
  • Function: sends a message to the maker of the map
  • Reason: this would help people get high scores from games
  • User Name: Dude904 [1]