Full Codes: Difference between revisions

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(Replaced content with "{{CatUp|Player Created}} __TOC__ *'''Name''' The name of the code. *'''Type''' What kind of a code? For a car, a healing potion, what? *'''Author''' Who made this? *'''D...")
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=Codes=
=Codes=


== Name Changing Tool ==
*'''Name''' Name Changing Tool
*'''Type''' A tool used to change a player's name.
*'''Author''' [[User:Shanethe13|Shanethe13]]
*'''Description''' This tool will change a user's name to a value defined in the script after being fired at a player. (Read Comments)
*'''Warning'''  If a player whose name has been changed touches any scripts such as an VIP door, or a cash based shop, the script in question may break.
*'''Code'''
<pre>
bin=script.Parent
newName = "UnworthyofaName" --Change "UnworthyofaName" to a name of your choice.
function onButton1Down(mouse)
mouse.Icon = "rbxasset://textures\\GunWaitCursor.png"
local hit = mouse.Target 
if (hit == nil) then return end
humanoid = hit.Parent:findFirstChild("Humanoid")
if(humanoid == nil) then return end
game.Players:findFirstChild(hit.Parent.Name).Name = newName
hit.Parent.name = newName
mouse.Icon = "rbxasset://textures\\GunCursor.png"
end
</pre>
== DHTML Window ==
*'''Name''' DHTML Window
*'''Type''' DHTML Manipulation
*'''Author''' [[User:Aeacus|Aeacus]]
*'''Description''' A script which causes a window coded in HTML to pop up when a user joins an online server.
*'''Note'''  This script comes in two parts, the window, and the script which causes the window to popup.  Name the first of the two "DHTML" and the second any name of your choosing.  As for the DHTML window, the only editing required, is the changing of the text shown.
*'''The Window - Make this a Local Script, and name it "DHTML'''
<pre>
local w = game:service("HtmlService"):NewWindow()
w.DocumentComplete:connect(function ()
w:SetBody([==[
<table width="420" height="190" border="0">
  <tr>
    <td width="490" bgcolor="#FFFFFF"><font color="#000000">&nbsp;
      </font><div align="center">
<p><font color="#000000"><b>Winter Wonderland</b></font></p>
<p><font color="#000000">Aeacus</font></p>
<p><font color="#000000">Welcome to Winter Wonderland, both my submission for the winter building contest, and my first map!  Although the map is not complete as of now, I hope you enjoy that which I have currently made.  For the most part, this map is a simple brickbattle, using various snowballs as weapons!</font></p>
<br>
<p><font color="#00FF00">As of now, 'Kills' are referenced as 'Melts' and 'Wipeouts' are known as 'Thaws'</font></p>
<br>
<p><font color="#FF0000">As of now, all the weapons work perfectly except the "Spear of FrostBite"  If you have this weapon, unequiping it will cause it to break.</font></p>
      </div>
    </td>
  </tr>
</table>
]==])
w:Show()
end)
w:Navigate()
</pre>
*'''Show Window - Makes the window pop up when somebody joins.'''
<pre>
function onPlayerEntered(newPlayer)
while true do
if newPlayer.Character ~= nil then break end
wait(2)
end
game.Workspace.DHTML:clone().Parent = newPlayer.Character
end
game.Players.ChildAdded:connect(onPlayerEntered)</pre>
<B><U>ROBLOX has stopped the use of DHTML windows online due to (I maybe mistaken) the ability to hack roblox</U></B>
== Beacon Script ==
*'''Name''' Beacon Script
*'''Type''' A Team Chaging SpawnPoint
*'''Author''' [[User:lavamaster|lavamaster]]
*'''Fixed By:'''Dingdong272
*'''Refixed By:'''kiddietron
*'''Description''' When you touch the Opponents Spawnpoint it will change into your team's spawn point
*'''Instructions''' Put this script into a SpawnLocation
*'''Code'''
<pre>team = script.Parent
function onTouch(hit)
local user = game.Players:GetPlayerFromCharacter(hit.Parent)
if user ~= nil then
team.TeamColor = user.TeamColor
team.BrickColor = user.TeamColor
end
end
script.Parent.Touched:connect(onTouch)
</pre>
==Statue-O-Matic Brick==
*'''Name''' Statue-O-Matic Brick
*'''Type''' Player-LOLing brick
*'''Author''' WackoMcGoose
*'''Description''' When the pedestal is touched, the player is teleported to the top of the pedestal, turned completely gray, and every part anchored, essentially making a statue.
*'''Instructions''' Make a pedestal of gray bricks. The pedestal can have any variety of bricks in it, but it MUST have a (2, 0.4, 2) gray plate at the top named "PedestalTopBrick" in the same model as the rest of the pedestal bricks, preferrably centered on the pedestal's top. Put this script into each every in the pedestal EXCEPT the PedestalTopBrick.
*'''Code'''
<pre>
function MakeAStatue(hit)
    Player = hit.Parent
    PedestalTop = script.Parent.PedestalTopBrick
    if (Player.Torso ~= nil) then --the obligatory check-if-its-a-Humanoid thing
          Player.Torso.CFrame = PedestalTopBrick.CFrame + CFrame.new(0, 3, 0)
          --turn to stone color
          Player.Torso.BrickColor = BrickColor.new(194) --gray
          Player.Head.BrickColor = BrickColor.new(194)
          Player:findFirstChild("Left Arm").BrickColor = BrickColor.new(194)
          Player:findFirstChild("Right Arm").BrickColor = BrickColor.new(194)
          Player:findFirstChild("Left Leg").BrickColor = BrickColor.new(194)
          Player:findFirstChild("Right Arm").BrickColor = BrickColor.new(194)
          --now freeze the player
          Player.Torso.Anchored = true
          Player.Head.Anchored = true
          Player:findFirstChild("Left Arm").Anchored = true
          Player:findFirstChild("Right Arm").Anchored = true
          Player:findFirstChild("Left Leg").Anchored = true
          Player:findFirstChild("Right Leg").Anchored = true
          --If your place has no suicide/kill tool, uncomment the next two lines so that the player is not a statue forever. Unless you want them to be (insert evil laugh here).
          --[[wait(30)
          Player.Torso:Remove()]]
    end
end
script.Parent.Touched:connect(MakeAStatue)
</pre>
== Working Ammo Script ==
*'''Name''' Working Ammo Script
*'''Type''' Ammo in guns
*'''Author''' foamythesqurriel
*'''Description''' A script that is easy to enter into a weapon that gives it ammo.
*'''Code'''
<pre> --[[ Instructions for use....
1) put this script in a weapon
2) find the "fire" function inside the "shooter" script of the weapon...
Ex: function fire()
3)put the following script right below the first line of the fire function...
if script.Parent.AmmoScript.Ammo.Value == 0 then return
end
script.Parent.AmmoScript.Ammo.Value = (script.Parent.AmmoScript.Ammo.Value - 1)
4) your weapon now has ammo.  The value of the "Ammo" is how much ammo the gun has.
]]
Tool = script.Parent
function equip()
print("Equipped")
if game.Players.LocalPlayer ~= nil then
local m = Instance.new("Hint")
m.Parent = game.Players.LocalPlayer
while m ~= nil do
wait(0.1)
m.Text = "Ammo: "..script.Ammo.Value
end
end
end
function unequip()
print("Unequipped")
if game.Players.LocalPlayer ~= nil then
print("localplayer found")
local m = game.Players.LocalPlayer:FindFirstChild("Message")
if m ~= nil then
m:remove()
end
end
end
script.Parent.Equipped:connect(equip)
script.Parent.Unequipped:connect(unequip)
</pre>
==NO FACE TOOL==
*'''Name:''' The face removing tool of bordom tool 1b
*'''Type:''' Tool
*'''Author:''' {{User:Outofspace/sig}}
*'''Description:''' : Point this at someone's face for it to work. You can even look through it and modify parts to manipulate it power. "O_o" is the correct expression.
<pre>
local hb = Instance.new("HopperBin")
hb.Parent = game.Players.PLAYERNAME.Backpack
hb.Name = "NILFACE"
local s = Instance.new("Script")
s.Parent = game.Players.PLAYERNAME.Backpack.NILFACE
s.Source = [[
bin = script.Parent
function onButton1Down(mouse)
if mouse.Target.Locked== true then
                                      mouse.Target.face:Remove()
end
end
function onSelected(mouse)
mouse.Icon = "rbxasset://textures\\ArrowCursor.png"
mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end
bin.Selected:connect(onSelected)
]]
s.Disabled = false
</pre>
==Cutscene Camera==
*'''Name:''' Cutscene Camera
*'''Type:''' Camera/Cutscene
*'''Author:''' --[[User:Tgp1994|tgp1994]] 13:34, 24 August 2008 (CDT)
*'''Description:''' Everyone has probably seen the camera object, and some people have speculated making cutscenes with it. But no one has ever tried. I believe this is the first attempt at it. Basically, what this script does, is when it's parent is touched, will turn the Workspace camera into an actual "camera", follow whoever touched it, then it's up to you to move the brick that has the camera inside of it.
*'''Credits:''' [[Camera|The ROBLOX Wiki camera page]], [[Changing_The_Camera%27s_View]]
*'''Code:'''
<pre>local cam = game.Workspace.CurrentCamera
local isfollowing = false
function onTouched(hit)
if hit.Parent:findFirstChild("Humanoid") ~= nil and isfollowing == false then
game.Workspace.CurrentCamera.CameraType = 0
game.Workspace.CurrentCamera.Focus = CFrame.new(hit.Position)
game.Workspace.CurrentCamera.CoordinateFrame = CFrame.new(script.Parent.Position)
cam.CameraSubject = (hit)
isfollowing = true
doFollow(hit)
print("Camera changed.")
end
end
connection = script.Parent.Touched:connect(onTouched)
function doFollow(hit)
while isfollowing == true do
wait(.09)
game.Workspace.CurrentCamera.Focus = CFrame.new(hit.Position)
game.Workspace.CurrentCamera.CoordinateFrame = CFrame.new(script.Parent.Position)
end
end
</pre> 
==User Database==
*'''Name''' User Database
*'''Type''' Stats keeper
*'''Author''' UltimateYoshiMaster
*'''Description''' Holds stats for users that log on, that stay if they get log off and get back on the same server later. This example keeps track of how many times each player has respawned. You will need to create an empty model named "UserDatabase" and insert it into the script for it to work right.
*'''Code'''
<pre>
-------------------------------
--User Database script---
-------------------------------
--Keeps track of player info and saves it in the database
--This example keeps track of the number of times a player respawns
function onPlayerEntered(newPlayer)
while true do
if newPlayer.Character ~= nil then break end
wait(5)
end
newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )
setupPlayer(newPlayer)
end
function onPlayerRespawn(property, player)
if property == "Character" and player.Character ~= nil then
setupPlayer(player)
end
local database=script:findFirstChild("UserDatabase")
if(database:findFirstChild(player.Name)~=nil) then
local count = database:findFirstChild(player.Name):findFirstChild("Respawns")
count.Value=count.Value+1
end
end
function setupPlayer(player) --stuff to do when the player respawns or enters
print("Setup for player "..player.Name)
local database=script:findFirstChild("UserDatabase")
if(database:findFirstChild(player.Name)==nil) then --create new record in the database and add variables
local entry = Instance.new("ObjectValue")
entry.Value = player
entry.Name = player.Name
entry.Parent = database
local respawns = Instance.new("IntValue")
respawns.Value = 0
respawns.Name = "Respawns"
respawns.Parent = entry
end
end
game.Players.ChildAdded:connect(onPlayerEntered)
</pre> 


[[Category:Player Created]]
[[Category:Player Created]]

Latest revision as of 05:56, 19 October 2020


  • Name The name of the code.
  • Type What kind of a code? For a car, a healing potion, what?
  • Author Who made this?
  • Description Be specific. Tell us exactly what it is supposed to do, and what parts a model would need if it were in one.
  • Code The code, and put it in
    this type of formatting.

Codes