I am no longer maintaining synmax regularly, but if you would like to contribute visit our GitHub repository and submit a pull request. It may be considered for the next update.
Feel free to send me a PM or contact me on twitter for any inquires!
A showcase of the workflow that can be achieved with Synmax.
A couple of new features to look forward to:
Added Select Function. Has methods for type and name searching.
- Strict and Loose name searching. Strict needs to match case, loose can match a substring.
Added _index() method for modules, that can show contextual information.
One nice thing would be for it to not disappear when you press enter, but rather clear the line on the bar and execute the code.
EDIT: Me realizes that’s what the “Pin” icon is there for… smh
Also, I’m working on a simple anti-backdoor module (as shown above) that can quarantine potential threats like external require() calls by id. I will be uploading a template for developers later tonight!
AV Notes
– Still in early beta. This currently allows basic backdoor prevention by detecting external requirements in scripts. Most won’t have a need for this, but if you have a game with free models this may come in handy.
And finally, a template for developers!
This template will walk you through creating your own modules! If you end up creating your own, let me know. I’d love to see what you come up with!
Please let me know if you have any feature requests, or help writing a module!
EDIT: New Method!
interface = Methods.makeWindow("SynmaxMods", 250, 250, 250, 60)
interface.Title = "Synmax > Your Mod Name"
A quick update for synmax that introduces: cross-place modules!
This update introduces three new buttons:
Enable Saves: Toggles cross-place saving.
Sync Overwrite: Toggles on-load script source updates.
– If this is disabled, synmax will skip the existing file if it finds a save for it.
Force Sync: Forces the current studio instance to pull saved modules.
In order to get full place-to-place continuity, you should enable Saves and Sync Overwrite
Build a library of custom modules and have them be persistent between places! Apply updates to them on the fly as needed, and have them persist between places.
A few things to note:
When saving is enabled, it automatically saves when you switch scripts.
To push a saved version of your mod folder, click Reload Mods.
— This will automatically push a new save of your modules!