[v.17.6] SimpleComplete | General scripting plugin

Hi, it works for me:


I have set AncestorIncludeTags to Server, Client, I think the problem you’re having is that you do have to tag the currently open script with the ancestor include tag to access the folders, honestly this is actually kinda weird and I’ll make it work on the first ancestor with the tag too

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Tell me when it’s chamged :)))))

I can’t download it, are you perhaps able to reopen it?

Unfortunately you are only able to download the plugin via .rbxm right now (which means you won’t auto-recieve updates :frowning: ) because Roblox decided to blacklist me from uploading plugins after I added some loadstring feature for the plugin

I don’t think the issue will be resolved until May :V, opening a new link doesn’t work too as it’s instantly taken down

Hi, I just got home, will be working on da patch

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for some reason when I click download to download the rbxm It won’t work, I’m assuming you’ll have to reupload your file

Ahh alright let me do that rq //30charlimit

Hi, i’ve updated the download link, can you check if you still can’t download it?

Also, you need to manually put the .rbxmx inside your Plugins folder

unfortunately I click it and it doesn’t download anything still

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Ah yeah I have the same issue for some reason, hold on…

Hi, I’ve fixed the download link, does it work now?

Yessir, it’s working thank you for the assistance :smiley:

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Patch 16.11:

  • Modules which are descendants of ancestors tagged with one of the tags listed in AncestorIncludeTags will now be able to autoimport other modules within the ancestor

  • Fixed command bar errors

  • Changed __VarName and __Docstring attributes to SC_VarName and SC_Docstring

Coming soon:

  • Module caching for docstrings so that they can be accessed via require()
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Hi there.

I just stumbled upon this, and it looks great.
I’m interested in the autocompletion, as I was working on a pretty advanced one myself.

I have some feature requests regarding autocompletion/auto-import:

Support for [""].

Pretty self-explanatory, but it should be able to correctly handle and create paths that contain [""], like e.g. workspace["Cool module"].

Automatic shared path variables.

When you auto-import a module, it should scan all references, and if it finds a shared path, it should create a variable for those paths and have the module imports reference that variable.

For example:

local moduleOne = ReplicatedStorage.Modules.ModuleOne
-- After auto-importing moduleTwo:
local moduleOne = ReplicatedStorage.Modules.ModuleOne
local moduleTwo = ReplicatedStorage.Modules.ModuleTwo
-- Instead, it should do this after auto-importing moduleTwo:
local modules = ReplicatedStorage.Modules
local moduleOne = modules.ModuleOne
local moduleTwo = modules.ModuleTwo

Service ordering

When you auto-import a service, it should scan all services’ text lengths and find the perfect placement for the service, based on length, so that it forms a sort of inverse staircase.

For example:

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
-- After auto-importing ReplicatedFirst:
local ReplicatedFirst = game:GetService("ReplicatedFirst")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
-- Instead, it should  do this afer auto-importing ReplicatedFirst:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ReplicatedFirst = game:GetService("ReplicatedFirst")
local ServerStorage = game:GetService("ServerStorage")

It’s crucial that you use TextService to calculate the text width, and not just rely on the character count, because otherwise e.g. “iiiiiii” would be mistaken as longer than “banana” (very bad example, but you get the point I hope).

If you have any questions, let me know!

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Yes, this already exists :slight_smile:

Working on it already! This is also a core feature for enabling docstring caching so they can be accessed via require()

I could probably fit this into the next update yea

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IIRC it has this already

That will be an awesome update.
I will definitely be using the plugin then!

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Oh one more suggestion!

Selection import.

When the user types some specific code like e.g. ;; it should auto-import the selected instance (the one you have selected in the explorer, which can be received using game.Selection:Get()[1]).

This should preferably have support for all instances, not only modules and services.

Modules and services should of course be PascalCase, and all other instances should be converted to camelCase.

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Hi, this is actually customizable with the ImportTransformSer and ImportTransformMod settings, I’ll probably add a new ImportTransformInst for just general instances

I’ll definitely consider adding this in v.17

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Also why abbreviate the setting names? It’s unnecessary. See Stop using abbreviations to name variables | by Jordan Edmunds, PhD | Medium.