Reclass classic - the original Roblox reclasser

ImageLabels should be automatically converted to ImageButtons. When trying to revert a conversion (via ctrl + z), it doesn’t account for the children and instead leaves them completely removed. Sounds like you might need to move the waypoint back a little further.

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Just ran into this exact issue, nearly losing tons of work! :slight_smile:
Please fix.

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I’ll look into it thanks for reporting :slightly_smiling_face:

This plugin is seriously good. Every time I want to convert to another class I don’t even need to scroll down to find the item I’m looking for, let alone use the search bar.
It’s very easy to use, clean small UI.
I does everything it needs to, and doesn’t do more than it needs to. I love it. :+1:

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Hey guys! I’m just dropping in to ask two simple yes/no questions about the Automatic button:

I’d love to hear back from you - these results might influence the way Reclass works in the future :slightly_smiling_face:

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This plugin is super cool, I use it all the time. :sunglasses:

I noticed that Attributes don’t get transferred when you change a class. It would be nice to add that to the plugin.

Also, since I don’t have Twitter, no I don’t use the Automatic button because I never know what its going to change to.

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That’s a good suggestion; I’ll see what I can do :slightly_smiling_face:

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@Elttob
Hey, do you think you can update this plugin to support Attributes? I currently have an player data template instance that uses attributes, which I want to convert from a Configuration to a ScreenGui in order for the instance to not delete itself when a player respawns, and this plugin doesn’t keep attributes after converting an instance, so I have to manually write a script that copies attributes over.

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Aware of this issue already and working on a solution :slightly_smiling_face:

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Just published an update to Reclass to address some potential performance degradation when checking for plugin updates. This should also address previous errors to do with the PluginUpdates module - it’s been completely reimplemented with a new backend which should avoid any large yield times.

This is separate from existing update plans, btw! This is not a feature update, just a patch.

If you run into any issues, please get in contact! Have fun :slightly_smiling_face:

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Found a bug.
When you turn a group containing script inside it to a folder, it makes stuff disappear. But if u take the script out of it and convert to folder and then add the script back then it is fine.

@Elttob The plugin seems to be broken for UI elements, please let us know if you have a fix!
When selecting a UI Element (such as Frame, Buttons, etc), it gives the following error:

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Now that’s interesting - Reclass reads from a copy of the Roblox API dump, so that error should be impossible.

cc @Maximum_ADHD - how come CanvasGroup turned up in the API dump, but not in Studio?

The API Dump in my client tracker is now ahead of schedule because of changes I made to my bootstrapper code so it fetches new builds earlier in the week.

I can see where this might be a problem though… might be a good idea to pcall against calls to GetClassIcon just to be safe.

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alright - I’ll update Reclass to account for that then!

this nice and actually useful thanks!

I just saw this and it will seem handy in future work!

I do seem to have seen that doing Ctrl-Z after converting will delete the children. I am not sure if this can be fixed but it would be a help to not have to use convert again. It’s really not a problem I have, it’s just that it’s usually my instinct to Ctrl-Z.

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hey @Elttob,
your plugin just saved me a ton of time converting a text box into a text label (me stupid) thanks!!!

Quick suggestion that I’ve should’ve suggested like literally a year ago, but adding the ability to convert a Mesh to a CylinderMesh would be cool, because it has a different Orientation than a SpecialMesh’s Cylinder shape, and it saves a little bit of time of me having to rotate a part just to have it face the correct direction. I use CylinderMesh wayy too much and I hate having to insert a CylinderMesh via the Command Bar just to use them.

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I’m generally trying to avoid hardcoding stuff with Reclass for the time being, but I can see the utility in that being a feature :slight_smile:

I’ll consider if there’s enough of a case to warrant adding some extra hardcoded relationships at some point I think.