eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 01 Feb 2015 01:16 PM |
http://www.roblox.com/Better-Everything-item?id=211146719
Because I was bored I decided to add support for stuff. This ModuleScript modifies how most things behave, and allows you to change how things behave. How nice.
Usage: require(game.ReplicatedStorage.Better)();
Allows use of Player:Kill() because I was bored Allows use of ModuleScript:require() because I write stuff in the wrong order Super extended version of my old Colour Library (http://www.roblox.com/Colour-Library-item?id=181023456) which shares the usage, with the exception that using Color3.Red will give you Color3.Red[500], as an example. This should make colour picking easier. Color3.new() will no longer try and destroy itself if you use 0-255 instead of 0-1 Vector3 was aliased to V3 because I'm lazy. Instance.new() now has overloaded constructors for Arg#2 as the following: Vector3 (Automatically parents to Workspace and moves to the position), CFrame (Same as for V3) and a table expressing the properties of the Instance.
Anything new I should put in? Also it's probably a good idea to note that you can now use your own custom dataTypes and constructors with this if you give the dataType table a _Real key (Relating to the userdata it replaces). |
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Fedorakid
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| Joined: 17 Jul 2010 |
| Total Posts: 7079 |
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| 01 Feb 2015 01:29 PM |
| I went to look how you actually made a method, then gave up because it burnt my eyes. |
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eLunate
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| Joined: 29 Jul 2014 |
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| 01 Feb 2015 02:07 PM |
Beep beeep
I'm a bumper car it's okay. |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 01 Feb 2015 02:07 PM |
Congratz, you made something useless... Welcome to the club |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 01 Feb 2015 02:35 PM |
| Don't worry cnt, I love making useless things. |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 01 Feb 2015 02:42 PM |
| But no I hope you're not serious I spent time on that :( |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 01 Feb 2015 02:44 PM |
| My ugly one I made 666 years ago took me 5 min, why it take u long time |
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| 01 Feb 2015 02:45 PM |
| Because she is doing exactly the way I wanted it done. Not the way you did it. |
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cntkillme
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| Joined: 07 Apr 2008 |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 01 Feb 2015 02:54 PM |
| Hey did you even make anything like this? |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 01 Feb 2015 02:56 PM |
| Yeah but not with bunch of features like you have (Instance.new fix3r and stuff) because I was aiming at a "uber-useless-fun-to-use" thingy |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 01 Feb 2015 02:58 PM |
But you didn't make a wrapper?
That's silly, you should have made a wrapper. |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 01 Feb 2015 03:00 PM |
I did here is example :(
http://pastebin.com/J9KeR1Rd |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 01 Feb 2015 03:08 PM |
You just made something useless. You even had to set up the single wrapped Instance afterwards.
Mine is just designed to make things quicker. |
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cntkillme
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| Joined: 07 Apr 2008 |
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| 01 Feb 2015 03:18 PM |
"make things quicker" Elaborate pls |
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eLunate
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| Joined: 29 Jul 2014 |
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| 01 Feb 2015 03:36 PM |
It acts as a framework for intergrating with and modifying existing userdata behaviour. This means about two and a half things. For ModuleScript developers, this means that they can hook into the existing hierarchy and modify the behaviour of existing userdata and various Instance classes natively without having to worry about all the extra stuff inbetween. This speeds up the development of the ModuleScript. For users, this means that their favourite stuff can be used as they're already used to, because everything is a member of the class it's supposed to modify. It makes it easier for people to use, and it means no more messing about inside of tables or using inconsistent methods of piping function returns. For me, this means I only have to require() one script, and it fixes all the things I tend to do wrong. Also provides me with the interface for adding in stuff I do a lot natively, such as tweening and random colour stuff. |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 01 Feb 2015 03:37 PM |
| But there is no actual use for this in practice... |
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eLunate
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| Joined: 29 Jul 2014 |
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| 01 Feb 2015 03:39 PM |
Neither for yours, but it's fun.
I did it because the more advanced scripters have been talking about implementing their own datatypes and I figured I should make a framework for it. |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 01 Feb 2015 03:39 PM |
| ya exactly its fun which is all that counts |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 01 Feb 2015 03:42 PM |
| But like seriously don't put me down like that, I was proud of it and I thought it was wonderful |
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cntkillme
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| Joined: 07 Apr 2008 |
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eLunate
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| Joined: 29 Jul 2014 |
| Total Posts: 13268 |
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| 01 Feb 2015 03:47 PM |
| On a side note how do you set ModuleScripts up for require by id? |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 01 Feb 2015 03:48 PM |
I've seen it done just like: require(assetID)
Although I never needed (or tested) it but I assume it works since everyone is doing it :).
The model can even be copylocked and you can require it (unless they changed/fixed that). |
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