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bro the codeš
Making new closures each pcall instead of doing pcall(inst.Function, inst, ā¦)![]()
Why are they needed anyway???
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like dude just check if that EXISTS
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never code again
I believe itās kind of unfair to the author.
You canāt simply check if a property exists (more if it is at runtime). You could optimize this a bit by taking the instance and prop as arguments, but even then thereās a fair reason to pcall, itās just the unnecessary upvalues that are a problem, itās fair to do pcall, since mul and index can be overridden and will be overridden for instances and user data objects, else they canāt work.
there is something called ReflectionService and it lets you get all the properties of an instance
Iād like to add that performance-wise, you should cache the results of :GetPropertiesOfClass() because it doesnāt do that internally and is quite slow.
local ReflectionService = game:GetService("ReflectionService")
local classPropertiesCache = {}
local function cacheClassProperties(className : string) : ()
local cachedProperties = {}
for _, v in ReflectionService:GetPropertiesOfClass(className) do
cachedProperties[v.Name] = v
end
classPropertiesCache[className] = cachedProperties
end
local function safeRead(instance : Instance, property : string) : any
if not classPropertiesCache[instance.ClassName] then
cacheClassProperties(instance.ClassName)
end
local hasProperty = classPropertiesCache[instance.ClassName][property] ~= nil
if hasProperty then
return instance[property]
end
return nil
end
Sure bud you canāt stop me ![]()
This was made in a rush, I usually donāt use pcalls much but I was in a hurry so I couldnāt think, this module isnāt even fully tested. Iām gonna fix any issue as I work with this, everyday.
Also since reflectionservice is new, I didnāt really cared too much to go through all the methods, now I know there are only four ![]()
Yeah and I also missed caches
Wow! I didnāt think of that!1! I always though you had to call it every time you needed!
(Yes ik ik the reply wasnāt fully to me)
not the community resource slop!
dude this is undeserved hate, go hate on cheatblocker or superbulletai instead, in the post it literally said it was made in a rush.
Whaā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā ā
You gotta be serious mate
Name yourself ryanair
Have you not realized that this is one of the only 2 modules that allow effects like slow motion, this one and this one created 4 years ago by @FracturedSoftware (If youāre reading this, It truly apologise, I didnāt know you were gonna update it. You posted the same day I got the idea)
It is more than fair. The module has quite an amount of objectively inefficient solutions. Itās more easier to make a 80 line tick module (and build game cycle on this) than using this module. Furthermore, using robloxās Tweens is old age.
Yes, ānever code againā was surely kind of unfair.
I think thereās some forgotten thing to tell but I canāt prove it. Thereās no any point in using pcalls unless they (functions used) can output an internal robloxās error (like cloud APIs). Which is obviously not what indexing nor multiplying will do.
Thereās no excuse for dismissing criticism, no matter how long it took you to make. āIt was made in rushā: cool, and I made this feedback in rush as well, so you canāt criticise me? You literally point out the poor work that was done for this solution.
You imply that your module canāt get negative feedback just because thereās only 2 modules that āallowā effects like slow motion directly? Thatās just sounds strange. Also youāre being sorry for what exactly??? For making a less appealing slow motion effect? That just gives out huge amount of egoismā¦
Please stop pointing this out.
nah closures are deadly and should always be stoppedā
well if one is the best it can be in roblox why have 2? Like with the signal modules, thereās a lot of them and not even 5% are actually worth using.
Why use methods if you donāt use self in any function? (I think)
Is there any way to set a timescale āblacklistā? say for example I have a skill to slow down time / stop time, i shouldnāt be affected by my own skill.
If not, perhaps you can include a table of instances to exclude in the Toggle function that gets overwritten everytime toggle is called (or some other function related to it) like MoonScale:Toggle(true, {Character}).
Alright people
Iāll only talk in this post after I get the work done (the ones I hearted btw)
Cheers
(you owe me hearts too lol)
donāt abuse pcalls with the safeWrite and safeRead btw pcalls are really slow
Oh wow I.. didnāt know that, thanks
Oh wow I just replied, nvm not after this
Btw are attributes good or should i use tables
