Is this syntax that hard to read for a human?
script:12: attempt to index nil with "Workspace"
where script, line, error.
In Studio, clicking on the error will directly take you to that line.
Is this syntax that hard to read for a human?
script:12: attempt to index nil with "Workspace"
where script, line, error.
In Studio, clicking on the error will directly take you to that line.
I’ll buy the plugin to view the source code later. Unless this gentleman is willing to tell us his tricks before I reveal them.
After that, I’ll formally write a proper feedback so no one else wastes their money.
Thats good and all but still doesn’t help people learn how to debug on their own.
Roblox studio tells you exactly what line and what word the error happens on so you wont be searching through a long script.
as i said.
and please do not give the code for someone who dont buy it, you can give a feedback but dont give the code for someone who dont buy it
as i said:
Even if I gave out the code for free I doubt anyone would even want it…
Read the previous messages. I’ve told you countless times, don’t make plugins for already existing features.
something completely different.
No? That’s exactly what your plugin does.
You’ve just made a glorified error checker, how is it different? XD
Yea it is different, intellisense and string patterns aren’t the same.
im not going to respond anymore, to the same things its making spam.
As for the Fix method like misspellings, I believe you just hardcoded each error with a specified output, for example:
--this is a pseudocode attempting to reflect the original code behind a paywall
local listOfErrToFix = {
["Expected , got ‘end’"]
}
local targetScriptErrMsg = ''
local targetScript = someScript
button.MouseButton1Click:Connect(function()
for _, err in ipairs(targetScriptErrMsg) do
if err:find(targetScriptErrMsg) then
-- lets say this is the eof error
local lines = targetScript.Source:split('\n')
local lineStart = ...--magically get the line number targetScriptErrMsg displayed (call stack stuff or string patterns, your choice)
--find the line that errors
local targetLine = -1
local sameSpacingCount = select(2, lines[lineStart]:gsub('\t', ''))
for i = lineStart+1, #lines, 1 do
local line, spacingCount = lines[i]:gsub('\t', '')
targetLine = i
if spacingCount > sameSpacingCount then
continue
elseif spacingCount == sameSpacingCount then
break
end
end
--now separate the lines
local a, b = {table.unpack(lines, 1, targetLine)}, {table.unpack(lines, targetLine, #lines)}
--make a new line
local newLine = ""
for i = 1, sameSpacingCount do
newLine = newLine .. "\t"
end
newLine = newLine .. "end"
a[#a+1] = newLine
-- parse
table.move(b, 1, #b, #a+1, a)
end
end
end)
(Sorry if this took long)
You realize that “debugging” isn’t just errors right?
How can wrapping a script in a protected call, called by loadstring()
, running it with no context level, returning the first error, and providing the “solution” via hardcoded lines in your module, be considered something worthy of being behind a 100 robux paywall, when Studio has the exact same thing except its free?
What if my error isn’t there? What if my error is custom? Will you solve it for me?
What about frameworks? What about type checking? What about libraries?
Dude all of you have been at it for the past 2-3 hours, I’m not a moderator but if you dont like the plugin get out. I have to be honest most of us don’t care about your opinions if we like what we see, and the owner definetly wont take down this plugin because of your complaining.
Types don’t throw runtime errors. They’re mostly Intellisense.
All the replies are flooded with complaining, if someone wants to actually say something other people will very hardly see it.
Exactly why this plugin wouldn’t work.
I’d prefer laugh a bit more. You should know that every release from this guy is getting flooded with that kind of replies for a reason.