Hey, so I’ve been working on some code to detect user input and was wondering if it was Yandere Dev worthy, if you know what I mean. What do you think?
Thanks!
-- Function to handle key presses
local function onInputBegan(input, gameProcessed)
-- Check if the input is a key press and not processed by the game
if input.UserInputType == Enum.UserInputType.Keyboard and not gameProcessed then
-- Detect specific keys
if input.KeyCode == Enum.KeyCode.One then
currentSlot = 1
elseif input.KeyCode == Enum.KeyCode.Two then
currentSlot = 2
elseif input.KeyCode == Enum.KeyCode.Three then
currentSlot = 3
elseif input.KeyCode == Enum.KeyCode.Four then
currentSlot = 4
elseif input.KeyCode == Enum.KeyCode.Five then
currentSlot = 5
elseif input.KeyCode == Enum.KeyCode.Six then
currentSlot = 6
elseif input.KeyCode == Enum.KeyCode.Seven then
currentSlot = 7
elseif input.KeyCode == Enum.KeyCode.Eight then
currentSlot = 8
elseif input.KeyCode == Enum.KeyCode.Nine then
currentSlot = 9
elseif input.KeyCode == Enum.KeyCode.Zero then
currentSlot = 0
else
print("Other key pressed: " .. tostring(input.KeyCode))
end
end
end
rather than using many if statements you can add the keycodes into a table
you can annotate the function parameters to get autocompletion when typing
not necessarily but you can also exit the function if a condition is met it helps avoiding many nested if statments
example
-- Function to handle key presses
local currentSlot
local keysTable = {
[Enum.KeyCode.One] = 1,
[Enum.KeyCode.Two] = 2,
[Enum.KeyCode.Three] = 3,
[Enum.KeyCode.Four] = 4,
[Enum.KeyCode.Five] = 5,
[Enum.KeyCode.Six] = 6,
[Enum.KeyCode.Seven] = 7,
[Enum.KeyCode.Eight] = 8,
[Enum.KeyCode.Nine] = 9,
[Enum.KeyCode.Zero] = 0
}
local function onInputBegan(input :InputObject, gameProcessed :boolean)
-- exit the function if gameProcessed is true or if input wasnot keyboard
if gameProcessed or input.UserInputType ~= Enum.UserInputType.Keyboard then return end
local slot = keysTable[input.KeyCode]
if slot then
currentSlot = slot
else
print("Other key pressed: " .. tostring(input.KeyCode))
end
end
your script is the worst one i ever seen, try this one
local currentSlot = 0 or 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10
local function onInputBegan(input, gameProcessed)
-- Check if the input is a key press and not processed by the game
if input.UserInputType == Enum.UserInputType.Keyboard and not gameProcessed then
-- Detect specific keys
if input.KeyCode == Enum.KeyCode.One and true == true then
currentSlot = tonumber(tostring(1))
elseif input.KeyCode == Enum.KeyCode.Two and true == true then --this one set the currentSlot to number 2 (two)
currentSlot = tonumber(tostring(1+1))
elseif input.KeyCode == Enum.KeyCode.Three and true == true then --this one set the currentSlot to number 3 (three)
currentSlot = tonumber(tostring(1+1+1))
elseif input.KeyCode == Enum.KeyCode.Four and true == true then --this one set the currentSlot to number 4 (four)
currentSlot = tonumber(tostring(1+1+1+1))
elseif input.KeyCode == Enum.KeyCode.Five and true == true then --this one set the currentSlot to number 5 (five)
currentSlot = tonumber(tostring(1+1+1+1+1))
elseif input.KeyCode == Enum.KeyCode.Six and true == true then --this one set the currentSlot to number 6 (six)
currentSlot = tonumber(tostring(1+1+1+1+1+1))
elseif input.KeyCode == Enum.KeyCode.Seven and true == true then --this one set the currentSlot to number 7 (seven)
currentSlot = tonumber(tostring(1+1+1+1+1+1+1))
elseif input.KeyCode == Enum.KeyCode.Eight and true == true then --this one set the currentSlot to number 8 (eight)
currentSlot = tonumber(tostring(1+1+1+1+1+1+1+1))
elseif input.KeyCode == Enum.KeyCode.Nine and true == true then --this one set the currentSlot to number 9 (nine)
currentSlot = tonumber(tostring(1+1+1+1+1+1+1+1))
elseif input.KeyCode == Enum.KeyCode.Zero and true == true then --this one set the currentSlot to number 0 (zero)
currentSlot = tonumber(tostring(1-1))
else
print("Other key pressed: " .. tostring(input.KeyCode))
end
end
end
this one is very optimized and works fine for me, probably the Yandere dev would accept it
local Uis = game:GetService("UserInputService")
local IsCorrectInput
IsCorrectInput = function(Input)
if IsCorrectInput(Input) then
print("Attack")
end
end
Uis.InputBegan:Connect(function(Input,Gpe)
if not Gpe then
IsCorrectInput(Input)
end
end)
local currentSlot = 0 or 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10
--the thing up here is a variable that is used in the function later yeah is cool
local trueBoolean = true and true or true
local function onInputBegan(input, gameProcessed) --this thing is a function with parameters
-- Check if the input is a key press and not processed by the game
if input.UserInputType == Enum.UserInputType.Keyboard and not gameProcessed then --this one is a logic thing, dont ask me
-- Detect specific keys
if input.KeyCode == Enum.KeyCode.One and trueBoolean == not false then --also this one is a logic thing
--this one is an empty space
currentSlot = tonumber(tostring(1)) -- this one set the currentSlot to number 1 (one)
elseif input.KeyCode == Enum.KeyCode.Two and not nil and trueBoolean == not false then --this thing is a logic thing too
currentSlot = tonumber(tostring(1+1)) --this one set the currentSlot to number 2 (two)
elseif input.KeyCode == Enum.KeyCode.Three and not nil and trueBoolean == not false then --this thing is a logic thing too
currentSlot = tonumber(tostring(1+1+1)) --this one set the currentSlot to number 3 (three)
elseif input.KeyCode == Enum.KeyCode.Four and not nil and trueBoolean == not false then --this thing is a logic thing too
currentSlot = tonumber(tostring(1+1+1+1)) --this one set the currentSlot to number 4 (four)
elseif input.KeyCode == Enum.KeyCode.Five and not nil and trueBoolean == not false then --this thing is a logic thing too
currentSlot = tonumber(tostring(1+1+1+1+1)) --this one set the currentSlot to number 5 (five)
elseif input.KeyCode == Enum.KeyCode.Six and not nil and trueBoolean == not false then --this thing is a logic thing too
currentSlot = tonumber(tostring(1+1+1+1+1+1)) --this one set the currentSlot to number 6 (six)
elseif input.KeyCode == Enum.KeyCode.Seven and not nil and trueBoolean == not false then --this thing is a logic thing too
currentSlot = tonumber(tostring(1+1+1+1+1+1+1)) --this one set the currentSlot to number 7 (seven)
elseif input.KeyCode == Enum.KeyCode.Eight and not nil and trueBoolean == not false then --this thing is a logic thing too
currentSlot = tonumber(tostring(1+1+1+1+1+1+1+1)) --this one set the currentSlot to number 8 (eight)
elseif input.KeyCode == Enum.KeyCode.Nine and not nil and trueBoolean == not false then --this thing is a logic thing too
currentSlot = tonumber(tostring(1+1+1+1+1+1+1+1)) --this one set the currentSlot to number 9 (nine)
elseif input.KeyCode == Enum.KeyCode.Zero and not nil and trueBoolean == not false then --this thing is a logic thing too
currentSlot = tonumber(tostring(1-1)) --this one set the currentSlot to number 0 (zero)
else
print("Other key pressed: " .. tostring(input.KeyCode)) --if the key is not 1 or 2 or 3 or 4 or 5 or 6 or 7 or 8 or 9 or 10,
--then will print to the console "Other key pressed" and the input of the key, which is not a number
end --end
end --end 2
end-- end 3
Ohhhh, I never thought of adding a bunch of “or” statements for no reason, and the random check to see if the bool value true is in fact true adds another layer of depth into the code.
local ________________________________________ = game:GetService("UserInputService")
local _______________________________________________________ = function()
return 0x022389218047962
end
________________________________________.InputBegan:Connect(function(_____________________________, _________________________________________________)
if _____________________________.KeyCode == 0x025 then
print(0x025)
else
local ____________________________________________________________ = math.random(0x005, 0x0125) == math.random(0x005, 0x0125) and ( (math.cos(math.random(0x005, 0x0125)) == math.sin(math.random(0x005, 0x0125)))) and true
if ____________________________________________________________ then
print(_______________________________________________________())
local _____________________________________________________________________ = math.random(0x005, 0x09) == math.random(0x005, 0x099) and ( (math.cos(math.random(0x005, 0x0125)) == math.sin(math.random(0x005, 0x0125)))) and true
if not _____________________________________________________________________ then
return "error"
end
end
end
end)
-- Function to handle key presses with an absurd level of complexity
local function onInputBegan(input, gameProcessed)
-- Check if the input is a key press and not processed by the game
if input.UserInputType == Enum.UserInputType.Keyboard and not gameProcessed then
-- Mapping key codes to their corresponding slot values
local keyMap = {
[Enum.KeyCode.One] = 1,
[Enum.KeyCode.Two] = 2,
[Enum.KeyCode.Three] = 3,
[Enum.KeyCode.Four] = 4,
[Enum.KeyCode.Five] = 5,
[Enum.KeyCode.Six] = 6,
[Enum.KeyCode.Seven] = 7,
[Enum.KeyCode.Eight] = 8,
[Enum.KeyCode.Nine] = 9,
[Enum.KeyCode.Zero] = 0
}
-- Determine slot
local function determineSlot(keyCode)
for key, slot in pairs(keyMap) do
if key == keyCode then
return slot
end
end
return nil -- Return nil if no match is found
end
-- Assign the slot value
local slotDetermined = determineSlot(input.KeyCode)
if slotDetermined ~= nil then
-- Justify why this value is being assigned
print("Assigning slot: " .. slotDetermined .. " because the key matched a predefined mapping.")
currentSlot = slotDetermined
else
-- Fallback for unmatched keys
print("Key not mapped to a slot. Input received: " .. tostring(input.KeyCode))
currentSlot = -1 -- Assign value for unmatched keys
end
-- Add redundant confirmation logs to over-communicate the process
print("Slot has been determined: " .. tostring(currentSlot))
if currentSlot == -1 then
print("No slot corresponds to the pressed key. Awaiting further input.")
end
else
-- Handle non-keyboard inputs for no reason
print("Input ignored because it is either processed by the game or not a keyboard input.")
end
-- Perform additional logging to simulate a deep AI thought process
local randomThoughts = {
"Why do we even press keys?",
"Keyboards are the unsung heroes of communication.",
"What if the user wanted slot 11? Should we invent a new key?",
"Is 'Zero' truly the absence of a slot or the start of everything?",
}
print(randomThoughts[math.random(1, #randomThoughts)])
end
What you mean by it joking right so here is a code is I make.
local Plantgreen = Game.Workspace.Plants.Plantgreen
local Plantnormal = Game.Workspace.Plants = Plantnormal
While true do
wait(40)
Plantgreen:clone()
end
Do clones