A 75% black friday sale is currently active, get it while you can.
Version 1.0.9 has been released!
- Added Support for all : functions so you can use the aligner and pointer feature to enter values much faster.
- Added special snippet for all :FindFirstChild functions so you can use the same functionality as the :WaitForChild special snippet on those aswell.
- Fixed issue where doing backspace on a quote would not work if there was no pre-defined value.
- Improved reliability for snippet actions.
- Fixed issue where the roblox autocomplete algorithm could delete connected text somehow.
- Fixed limitation where the algorithm would stop checking for locals up to 200 lines to determine when to align a value as a string or local value and improved performance for it too.
- Fixed issue where the cursor would not move inside of quotes after having backspaced a previous value.
- Fixed issue where aligning the connected text under certain unique snippets could include the text beyond a . if its unexpected.
- Fixed the currently ongoing issue where roblox overwrites the connected text and prevented it from happening in the future. (Autocomplete deletes the rest of the next symbol instead of inserting autocompleted text)
Looking at this, IG obfuscation here just removed all newline symbols, and changed variables names to something diffirent…
Unsure about how functions like MarketPlaceService:UserOwnsGamePassAsync(userid, gamepassid)
got obfuscated, only way of thinking it is as this function was passed into function as one of weirdly named variables…
What is the purpose of searching for this?
Is it to circumvent the check or confirm whether the plugin is legit or not?
The verify script you see requires the core plugin module using insertservice when the gamepass is purchased which is the same way nexus requires his systems.
It allows for automatic updates to the algorithm to fix issues and improvements for a better experience.
This is why you see only 1 script.
Just personal research on how obfuscation works. I have never saw it anywhere (somehow), and this’s first time I have met with it, so I want to understand how it works on real example.
Thanks for explanation what that piece of code does.
Version 1.0.9b has been released!
- Fixed issue where algorithm was unable to guess the amount of pre-defined values under certain functions due to a roblox issue.
- Added the Instance library to the algorithm so it is automatically supported just like the string, math and table library is.
I got the plugin, this is so dope! Could you do one that automatically requires modulescripts when you have them selected? Like you did with GetPath? Also you should make a spot people could make suggestions.
Actually i could just type require(GetPath) instead lol. Nevermind on the suggestion lol
There is a feature already that automatically creates and requires modules for you if this is what you’re looking for.
If you paste the modulescript into a new snippet and assign the desired location at the top it’ll automatically require and create the module when you type the key.
If you want i can also make the require autocomplete automatically create the path to the currently selected module in the explorer.
Suggestions can be shared here, i dont know if there is a different way to handle suggestions other than posting them here.
Uhh could you send a screenshot of how its supposed to be set up like with your MathFunctions module example? I dont know what ya mean by pasting it in the new snippet because it will just paste the code that i put in the snippet and not make a new module
--[[
In this area you determine the area you want the modulescript
to be placed when required and missing.
The plugin will automatically create the desired folders and
modulescript if it cant find it.
]]
local RStore = game:GetService("ReplicatedStorage")
local FunctionsModule = require(RStore.Modules)
------------------------------------------------------------------------------------------------
-- From this line the modulescript sourcecode starts
local module = {}
function module.RoundVector()
end
return module
You have to paste the code like this into the input window of a new snippet.
I’ll include an example snippet of the feature in the next update for you and people in the future as i can see it being very confusing.
Ohh got it to work now haha thanks!
I’ll make sure to also create the feature which makes require automatically create the path if a module is selected for you btw, i think its very helpful.
Sweeettt! It appears the module script paster thing kinda goes wonky when the module has a lot of lines, but it is really nice for small modules that I make for sure until there’s a fix, probably unfixable since its most likely an issue with the engine. (The big amount of lines issue makes the script correctly but it also pastes the module contents in the current script)
Can you record a video of the issue and share your snippets folder in private please?
It might be a bug and i most likely can resolve it for you.
Make sure you only use the first 3 lines to determine the location of the modulescript, there isnt really a way to make it more lines since if your module requires other modules, the plugin wont know which name you actually intent.
It might actually just be better to have a toggle setting for assigning a modulescript instead which opens a new ui, i’ll work on that as a new feature in the future.
Got the feature working for you!
Will do some bug fixes and add it to the live version as soon as i can.
The plugin will automatically determine whether to add waitforchild or not depending on whether you call it from the client or not.
The require feature is live now!
I’ll include it in the next update logs.
If accidentally forgot to deselect a modulescript you can remove the content by typing.
Enjoy!
Version 1.10 has been released!
- Added new feature that allows you to remove a recently placed snippet via backspace incase you accidentally placed the wrong snippet.
- Rewrote modulescript creator feature so its more reliable and never breaks.
- Added UI highlighter when a modulescript is detected and Top mode is selected so you can see where the parent code should be placed.
- Improved script reliability.
- Fixed issue where library shortcuts such as spack were showing up under unsupported libraries such as task.
- Improved preset value guesser algorithm and added support for adding numbers as preset values.
- Fixed bugs with preset value guesser algorithm where it was guessed too many values due to a roblox issue.
- Added support for instance library so its faster to use.
- Added require special snippet which automatically creates the path if you have a modulescript selected in the explorer.
- Included MathFunctions module example to the snippets list.
New Suggestion (Btw ty for adding that new update, its MASSIVE)
I was thinking you could add a way to streamline formatted comments.
--<strong>COMMENT</strong>
<<<< Like that. There’s other formats but I think it would be a cool little side thing to add.