#modules
1 messages · Page 9 of 1
How so?
@civic burrow when i open it again it says someone elses name not in the room even
An error, you mean?
im meant to be the admin
not someone not even in the room
@civic burrow It says this now and doesnt even load the lua
Tigrounette is aware of the issues and will patch it tomorrow in the morning 👍🏻
@burnt echo could i have your antileve vanilla maps to put in my luascript
or if anyone has some antileve vanilla maps
u can always share 😋
otherwise id have to remake them myself -_-
I'm not sure this kind of script can be shared 
not the script , just the antileve mapcodes
ty
Lol, the Lua API is very buggy
will he add something new?
o.o
I managed to get myself as admin in my tribehouse
it seems to work fine now lol
@civic burrow • [22:04] # [*1180107] Init Error : null
not fixed
lol
I hope he updated the API and fixed bugs/added things
:P
🙏
he updated it but there's nothing new
what he updated?
enhancement
and what are the benefits of this?
general improvements :P
did he fixed the exploit¿
🔸Several internal improvements have been made in the Lua API and modules in general.
🔸Maps that are permed as P41 (modules/minigame) now have a moon icon! 🌙

#perguntas now have admin commands! /room #perguntas0yourname#0000 or /room #perguntas yourname#0000
What API improvements does that mean exactly?
general improvements in speed and other internal subjects that will make modules run smoother
(when everything is fixed
)
questions in pt
it was veeery close between the three options
perguntas won for 2 votes
:P
pregnuntas
did tig fixed what i found or that is impossible?
This new module improvement is interesting
we don't have much info about it but it feels smoother now :p
well i can tell you something tested
what?
i cant check maps rotation in utility !np p22 , p5 , p6 all of them
can you try !np #22
#aurora updated
Where?
Click on the white square between "b" and "e", it should open up a color picker
pro art
thank you ^^ 
i dont have admin in my room if i set it as startup? trying to do !s
Yeah, Shamousey is aware of the bugs :(



#bolodefchoco0flash pro❤️
lol i didn't know
HELLO WHAT DO I SEE THERE




fat
omg so cute
oh my god
chub
this is so bizarre
lovely
chonkers
if someone wants to play with the code: ```lua
local images = {
[3] = {"1781d7ed29d.png", -(130/2), -23},
[4] = {"1781d7eb5b8.png", -(230/2), -23},
[6] = {"1781db5a9d5.png", -(60/2), -16},
[28] = {"1781db5a9d5.png", -(60/2), -16}
}
function eventSummoningEnd(p, objectType, xPosition, yPosition, angle, object)
if images[object.baseType] then
local image = images[object.baseType]
tfm.exec.addImage(image[1], "#" .. object.id, image[2], image[3])
end
end
Wow y’all rlly made em into planks
Teach me so I can do it but with my customized flop mouse
in the images table ```lua
[object id] = {"image id", x position relative to object, y position relative to object}
where can i get image id?
first you need to host the image: https://atelier801.com/topic?f=6&t=893819
thank you
asjnfkasfnkşajsnfasf
Now #flood is a semi-official module!
https://atelier801.com/topic?f=6&t=893993&p=1#m10
let me know the bugs
Good job Nats!!!
ty 
Sometimes round don't end when all mice are dead.
Happened to us several time
im investigating what is causing this
thx for the report
also i have ideas for #flood module 
i made an update, if you see this bug again tell me
what was the reason for that bug?
in the script there is a variable that stores the count of players alive, sometimes that variable stored 1 instead of 0 when all players were died
And it would be cool if shamans don't get any points at the end. Because some shaman keep failing over and over again and stay alive longer then other mice. Get 3 points and ofc become shaman again in next the round
yeah random shaman is bad sometimes
hm, i will put this in the todo list
i bet that todo list is longer than this chat by now
the list has less than 10 items
NEED TO BE A OFFICIAL SKIN
People with only 3 letters in their name cannot use #utility commands.
Does anyone have batata lua?
First check if . Also you shouldn't do room or room.players is not nilplayer.playerName because player is already the name and it's simply a string (not a table and doesn't have playerName property)
oh actually
tfm.get.room.playerList
not tfm.exec.get.room...
Lmao I'm so ashamed for that little thing. Thank you very much.
Haha it's really ok things like this happen a lot, to everyone
I really like the unotfm module, does any other module based on classic board/card games exist?
Ngl unotfm is fun
why in utility when search in p22 maps same maps show over and over
very quickly
how do you change the map name using lua
@whole tide i think u r lua savvy do you have any idea?
explain I’m confused
youre able to edit this
@stray bane like u want certain maps?
i want to change this using lua
@hidden trail maybe can help
@civic burrow pls teach me 🙏
^
well u can code it by yourself too ;p
whats the full line(?) for it
iirc all lua starts with something like tfm.exec.blablabla
not that easy :v
but eh
eventNewGame = function() local name = (tfm.get.room.xmlMapInfo or {}).xml or '' name = name:match("%Wname=\"(.-)\"") if name then ui.setMapName(name) end end
It was title="" iirc in #utility
If you just want to change the map's name (and don't want to make something like in utility's title="") just use ui.setMapName(MAP_NAME_HERE)
how do i format this in the lua console 😭
i tried doing in one line and didnt work
im so nob at this stuff 😭
function eventNewGame()
local name = (tfm.get.room.xmlMapInfo or {}).xml or '' name = name:match("%Wname=\"(.-)\"")
if name then
ui.setMapName(name)
end
end
I'm not 100% sure how that code works on behind or if Lua is line sensitive

Hi, I have a quest bug in the module MyCity. I'm on quest 2 and my next objective is to talk with Colt. But Colt says only "hi" and the quest does not go further than that. Restarting the game does not help, tried all professions and talked with everyone in the police before to go there. If that's not fixable is it possible to atleast restart only my MyCity character?
what did not work
figured out how to do it
it was
ui.setMapName(mapname)
function eventNewPlayer()
ui.setMapName(mapname)
end ```
Are allowed Lua methods suggestions in #suggestions-old ?
yes 👍
and author="", #records do/use the same tags
@hearty flint How about disable totems in #flood?
it's not possible i think
Even B-nail works
@gleaming musk iirc there's a way to force player to play in a shaman mode in cbase, maybe that'll help @hearty flint
by default, the player is set to the hard mode, but the hard mode still has the totem
tfm.exec.setShamanMode ( playerName, mode )
and there is no a function to disable the totem
anyway, 1 red nail doesn’t make any difference because the water will rise
this is how i handle not allowing divine mode arrows in improv
I don't think I can check if a plank has nails
totem has an id you can check the spawning of though, no?
let me see
i do wish we had a way to interact with nails through the object list or something
hmm
I always build with base on ground and almost don't use floating structure
so even 1 b-nail can help alot
until random event which delete your nails (forgot the name)
yeah, I can check if a totem has been summoned, but I need some way to identify which object was invoked by the totem
What about a function to delete every items when totem is spawned?
still work without killing shaman and miss their turn
the problem is if for some reason the shaman spawn another object at "same" time
i'll test a thing
you can set a flag when they start invoking perhaps
then if it is indeed the totem you can delete everything after said flag
otherwise unset the flag
local summonedTotem = false
function eventLoop()
if summonedTotem then
summonedTotem = false
end
end
function eventSummoningEnd(playerName, objectType, xPosition, yPosition, angle, xSpeed, ySpeed, object)
if object.baseType == 44 then
summonedTotem = true
end
if summonedTotem then
tfm.exec.removeObject(object.id)
end
end
idk if this is the best way
the eventLoop is called every 500ms (0.5s)
@hearty flint you need to flag it yes, but create a table with the summoned stuff
is better
why create a table? in this script it removes the objects already
you don't know if the totem spawns after or before another invocation
you could erase a normal invoked object in the middle
Maybe compare objects before and after totem spawn?
wow i broke game engine
• [14:40] # [*Estado Imperial] You can't call this function [tfm.exec.newGame] more than once per 3 seconds. (3298)
I made a ball have the force of a lava
😮
Can I see?
It is good idea to put a tfm.exec.newGame in a do while loop?
I want to have new maps every new game but I don't want the same map 2 or more times in a row
I'm dumb
nail high mass ground to the ball
no look
There's a box floating. I've seen everything now
come ingame and check
use /debug
oh no
i found out why
nails are joints and joints are nails
the video is not working :v
Hey. I made a module a while ago to let a room of players queue the maps they want to play in a fair way which is designed to work well even in a room full of random players who don't know each other and aren't cooperating. I'm wandering if you guys think it is a good idea or might have any feedback. 🙂
https://atelier801.com/topic?f=6&t=887122&p=1#m6
It's a good idea, but I don't know if it's enough to be an official module
If it had an easy intuitive way of selecting the map you want instead of having to find the map number yourself would that change your mind?
I mean, is very useful and good. But is just the map queue. I really like it but it maybe doesn't have the content requirement to be a module
I'd like it, but still wont be enough content for a module. But it is really fine as a script for tribes
That's a shame. A lot of it's functionality is missing without the permissions semi-official gets you. :/
True. But I'm not a Module Team, you should ask some of those. That's only my opinion
Is there a module which lets you run only maps which need a shaman? (no art, racing etc.) I don't know about anyone else but it seems to me that this should be a default game mode, just like racing is a default game mode.
./room *shaman
for normal/hard mode - #spiritual
for divine mode - #divinity
Thanks guys. Do you get cheese/saves in these?
You can get 1 shop cheese every 2 minutes in official modules
I think /room *shaman is exactly what I was hoping for. Assuming you get saves and shop cheese still.
Do rooms created like this show up anywhere in the room browser?
Oh that is such a shame. To me it feels like this should be one of the most promoted game modes.
Maybe there are tribes which use it a lot. Then people could join those tribes and find rooms like that?
So many of these maps have fake ground which kills you. I imagine those will be pretty annoying if I find an active room haha.
It’s not a fake ground, it’s just that the aie is there, idk why tho
what is the aie?
fall damage
That is on!? is there a way to disable it?
nope, sadly 😔
you could always make a room that only plays shaman maps, but of course you cant get stats there
I wish shaman was just an official game mode 😦
It sucks finally getting your shaman round and it is just a map where you don't need to do anything.
yeah, and when you see someone who dislikes being sham with a good shaman map, it's so sad 
I guess I'm just gunna have to learn to love fall damage
you can prevent it by jumping sometime before you touch the ground
like about a few mice higher then where you'd land
the game will just think you're jumping from a short height :)
same thing works for wings
That's good 🙂
we can practice together :^
Sure! I'd love to find anyone who likes playing /room shaman
I really want to find a tribe which plays a lot of /room shaman so that there is often a room to play in
I added you in game btw
ooh! ok I'm going to head on
Is there any compilation of images uploaded by the Module Team?
not really, https://atelier801.com/topic?f=6&t=893819 https://atelier801.com/topic?f=6&t=877917 except for these threads
H-hello, is this the channel for suggesting modules idea?
yes
:o
Thx, this might’ve been asked countless times already but is it possible to make some sort of multi-stage PvE module using lua?
Could be possible depending on the full ideas XD
#module-suggestions
Right, here goes nothing, this is the proposal for a module idea I had. I haven't decide its name yet but I'll call it #unity or #adventure if it ever gets implemented.
A complete "run" of the module consist of 5-6 maps including 1 stage selection map, 3-4 section maps and 1 final boss map. In this module, 8 mice must work together to complete all the sections in time and then defeat the final boss using as little time as possible to get better ratings and rewards. I'll try to explain the mechanisms with an example raid - "Forgotten Elisah Temple".
Map 1: Stage selection
It'll be a map similar to the #circuit stage selection map and it'll include all the available raids of the module. When there are 8 mice standing under a raid, the game begins immediately and everyone else will be kicked from the room, they can rejoin as spectators but they will not be playing for the rest of the raid and will not receive any reward. If any of the 8 mice left the room during the game, they will not be able to rejoin either and the remaining mice will have to continue with less players.
(This is the map selection of #circuit, credits to Ninguem)
this sounds amazing!
Map 2: find the missing piece (+180s)
Whenever the party have enter a new section, instruction will be given in chat to let players know what to do and time will be added. If the timer runs out, the game is over and the run overview begins immediately.
In this section, in the first part, there is a hallway with openings that's connected to 7 chambers, each with a block containing a shape inside that will only reveal when mice step on them/jump under them like mario
The clues will be too high/low for the mice standing in the hallway to see when revealed. 7 mice will have to go through chambers with basic parkour skills and reach the top/buttom while 1 mice will stand at the control panel located at the end of the hallway. The control panel has 8 buttons with 8 different symbols on them. When a mouse reaches the end and saw the clue, they should say it in the chat to let the control panel mouse know what's the clue. The control panel mouse should click on the 1 symbol-button that is not 1 of the 7 clues.
If they select wrong, every mouse will carry 1 more cheese (up to 3 cheese), making the parkour harder and players will not be able to try again in 7 seconds. If they select right, the panel will disappear and players can go the right side of the map, and the respawn point for everyone will be set at the spot of the control panel.
If anyone died during the parkour, they will respawn immediately either at the starting point of the stage (green spot) if the puzzle hasn't been solved or at the control panel if the puzzle has been solved.
(green spot indicate the initial spawn point, the sand ground indicate the control panel)
In part 2, there are 8 buttons and all button must have a mouse on them to open the gate blocking the hole. Again, if they got the answer wrong eariler, it'll make this part much harder because they'll have to swim up carrying cheese.
Once all players have reached the hole, next section will be loaded and the time taken to complete the section will be saved and displayed at the top left corner.
Map 3 and 4 are also maps that require coordination, I'll elaborate if anyone of the module team has shown interest. Same as section 2, the clear time of each section will be recorded for the run overview.
Map 5: Berta, the Fallen Priestess(HP: 800)(+480s)(Collision: On)
The boss battle in this raid and once Berta's HP has been reduced to 0, the game is over and the overview will begin. There are there are 8 phases.
Phase 1: Once every survivor has entered the arena, the battle begins and players have 6 seconds to start climbing up before Berta destroys the floor. If a player falls down during this phase, they die. Platforms will keep scrolling down and be destroyed and mice must keep climbing to survive. After a while, a large platform will appear, Berta will jump onto it and phase 2 will begin.
(Phase 1)
Should I worry about this? • [11:21] # [*Estado Imperial] Argument error. (3) It raises every time I load my script but everything works perfectly fine 😛
Phase 2: Eventually a large platform with an opening gap will appear. After destroying all the platforms under the large platform, Berta will jump onto the platform and fight the players.
During this phase, players can damage Berta by running into her. Every collision will cause Berta to lose 1HP. Berta has a restitution and 0 friction so players won't be able to climb her but can hold down left/right and keep hitting her.
Berta will perform random actions during this phase and she will show a 2 seconds long "casting" animation. The actions include:
- Teleport: Teleport to the rightmost/leftmost/middle of the platform
- Hurricane: Knocks everyone to the opposite of the stage. (For example, if she's standing on the left, this will push every survivor to the right)
- Lightning: Summon lightning that apply negative effects on players. Indicators will appear to show players the "danger zone" for 5 seconds before the lightning fall.
Blue Lightning: Player will be frozen for 5 seconds.
Green Lightning: Player will carry a cheese.
Red Lightning: Player will die from the hit. - Acid Cannon: A dynamic acid block will fly across the stage, killing anyone who touches it. Indicators will also appear to alert the players.
- Angry Anvil: Summon a red anvil next to her that slowly move on the ground towards left/right wall. There is no alert.
In the meantime, supply boxes will spawn in the upper area of the stage and will spawn again sometime after every box has been picked up by players. They work the same way as the supply boxes in #circuit but only contain either of the 2 items:
- Cannonball: Deals 4 damage and when enough cannons are used on the boss, the boss will trip and become vulnerable (take 2x damage from collisions and will not attack) for 20 seconds.
- Revive(Higher chance to spawn when there is less survivors): Revive 1 fallen mice.
(Phase 2, little boxes with nails indicate possible spawn location of supply boxes, red rectangles are lightning indicators)
After the boss has received 200 damage, the boss become temporary invulnerable and begin smashing the platform, giving survivors 6 seconds to retreat to the walls and start climb up. Afterwards, phase 3 will begin.
Phase 3, 5, 7: same as phase 1 but the of the later the stage is, the smaller the platforms become.
Phase 4, 6, 8: same as phase 2 but the boss will attack more frequently and more lethal attacks will be used. Additionally, during phase 2/4/6/8, the boss will trip after taking 3/4/5/6 cannon hits respectively.
Eventually, when the boss has been defeated, there is no survivor or the timer has run out, the game will be over, an overlay will be shown to all players and rewards will be given based on the ratings.
The completion time for the 10 teams with the shortest clear time of each raid and their overall ranking will be shown on the leader board.
(Run Overview)
There, my wall of text is over m(__ )m
It means that you are sending something wrong to a tfm.exec function
So it's possible that one of your features will not work as intended
but it wont break your code ye
Fixed
room.game_time is defined at start, but I don't know if the problem is with tfm.exec.removePhysicObject(0). It has been the same since start at I didn't have problems with that line until now
try to comment it -- and see if the error stops showing up
setMapName(modulo_name) also, maybe it's nil
Should I shown you the entire script?
I can't really check it right now, but sure (dm). I will check tonight
Can people from module team take a module and then give it activate moderators if that makes sense? So let's say there is a module that's pretty alive but it doesnt have any developers and moderators online can't the module team make someone one of those? So its activate again and there could be new maps new updates and other?
That would mean transferring the module to another member, and if the module is currently saving stats it's very unlikely to happen :p
Adding staff to modules is a really difficult task. Not only for the implementation, but it requires active enough players and mostly important: people that can actually moderate modules and won't power abuse.
I understand but for example how do you get someone to be a staff?
Staff member for a module
p much opening google form applications and checking if they fit the type of people you'd want moderating your module... there are no guidelines for that since it's 101% on the module developer
What if the module developer didnt play for 2 years
💀
will there be no new staff members?
Very unlikely to have new members yeah :P Unless he left some powers to the current staff to choose new ones :P
What module are u talking about
not really talking about a module I am kind of but I just want to see how it works
But ty for help
If you tell me which one it is I can check if the owner is still active in the module team and if it would be possible to transfer
Laagaadoo#0000
Batata?
I'm just curious if he's activate I know some people that have the power but most of them left
He's been working on an anti-hack system for the module afaik
for example they reveiwe maps like every year now
He got a job so it's hard for him to log in all the time
ah I see
But yeah, I'll tell him to check if he could hire new noobs

lol
Guess you gotta ask him :P @frigid delta
They won't bite!
hi @civic burrow can we talk about batata module a bit on private?
Sure, but I might reply late as I'm currently at work
It's allright
@civic burrow hi bolodefchoco, can we talk about chocolate and hugs? owo
hugging you? hell yeah!!!!! 😳
chocoococo
@open crypt hi santa, can we talk about april fools this year ? ;-;
@wise patio cab you return author="" and title="" tags for #utility + #shamousey like it works in #records
So now I have the full idea of a potential new module, what should I do next? Contact a module team member?
I read "satan"
that explains a lot of things
You can contact anyone willing to code it for you
this is #utility/#shamousey
#records
the properties are reversed
also there is a property called reload=""
but idk what is the purpose of it
😃
tfm.exec.chatMessage("<t>"..n.."</t>" ..translation.congrats.., nil)
n is the map winner
and translation.congrats is "has won, congrats"
how should i write it?
[string "Wwwarda#0000.lua"]:313: unexpected symbol
tfm.exec.chatMessage("<t>"..n.."</t> "..translation.congrats.."", nil)
i think its working on this way
Is lua something like html?
No, HTML is just a markup language used to design websites which is similar to XML
Ight, understood i think
if eventChatCommand(playerName, help) then
tfm.exec.chatMessage(translation.help, playerName)
else if eventKeyboard(playerName, 72, down, x, y)
if key == 72 then
tfm.exec.chatMessage(translation.help, playerName)
end
end
end
tfm.exec.bindKeyboard(playerName, 72, true, true)
end```
👀
Oh you can't chain the events like this with or
🤣
Don't be lazy and make them separate 🤪
ok
function eventChatCommand(playerName, command)
tfm.exec.chatMessage(translations.help, playerName)
end
function eventKeyboard(playerName, key, down, x, y)
if key == 72 then
tfm.exec.chatMessage(translations.help, playerName)
end
end
-- tfm.exec.bindKeyboard(playerName, 72, true, true) -- actually wait
for playerName in next, tfm.get.room.playerList do
tfm.exec.bindKeyboard(playerName, 72, true, true)
end
I think I corrected all the stuff here
thank you so much 😭 i believe i'll learn lua soon still bad at it :p
-it didnt give error but yup translation.help doesnt appear
so waiting the pro developer
Oh, there should be more in this code then
If not you have to make the translations table and have help in it translations = { help = "..." }
actually it is, but not working
I editted the code, can you check with that
i'll try with just eventchatcommand
still nothing happens when i press h or write !help
weird
Hmm, can you DM the code if possible
sure
#neverforget moments
LOL WHAT happened
New lua properties lol
leaning towers of mycity
The function tfm.exec.addImage got four new parameters:
- scaleX (float) : the X (width) scale of the image (default value = 1)
- scaleY (float) : the Y (height) scale of the image (default value = 1)
- angle (float) : the angle of the image (in radians) (default value = 0)
- alpha (float) : the image opacity (default value = 1)
Example:
tfm.exec.addImage("17851f296e1.png", "&0", 100, 100, nil, .75, .75, math.rad(45), .4)
ye but he fixed it
this allow me to do some projects
but right now i am busy with the map editor physics
lol
issue is this infinite movement stops
there are other 2 ways like spinning circle and side movement
circle spin gets the infinite movement theme
side movement is like just framing from side to side
and might not allow perpetual animations
the way image rotats sucks
BUT HEAVILY PAINFULL KNOWING THE ANGLES ARE Y-AXIS INVERTED
:P
just multiply it by -1, fixed
Does anyone know how to open the Dodge Lua with arrows?
#cannonup
❤️
Whats wrong with utility's command?
Eraser, Clean and Undo don't work properly
this has been going on for a week maybe
./room *#aurora0bootcamp
- Mirror maps not supported
- Web not supported
- Invisible m="" / erased or o="" o="ffffffff" not supported
- New player refreshes assets
@wise patio when are you gonna add !checkpoint and !ban to #utility?
How can I skip them?
when I push the update HAHAHA
well fair enough 
/room *#aurora0
why does my utility never work...
mine never works either
@wanton fielddefchoco#0095 
noob
It is not..

april fools😅😅
Damn, the lack of consideration arrived at unimaginable stages. I hope this is just an april fools joke.
Don't get me wrong, I just want to say, could they have at least considered asking the players if this is what they wanted?
i-i don't think so
In my opinion, I think everyone would rather have a human moderator, who is able to correctly determine what is right or wrong, than a programmed moderator who may end up banning players just by saying an A without even breaking the rules.
You should update your forum profile @wanton fielddefchoco#0095
sorry @wanton field 😂
@merry parcel 👀
explain
oh wat
its been fixed
it was some ugly interface with no chairs and like space for 30 mice
the rules weren't uno rules
and the cards where changed
wait a minute, what was the testing set he used??
what u mean 😂
The new update has broken the lua images
yeah i reported it already
he must have used a testing set to make a system able to detect hacking 😮
all the bans and mute that mods did
images are fixed
look who is back to #0015 
lol nice april fools

Lua update! (a bit late)
What's new?
• tfm.exec.addImage got two new parameters:
- anchorX (Number) : the horizontal anchor in which the image's angle will use. (from 0 to 1, 0.5 being the center) (default value = 0)
- anchorY (Number) : the vertical anchor in which the image's angle will use. (default value = 0)
• Use tfm.exec.getPlayerSync() to get the room's current sync player.
• Use tfm.exec.setPlayerSync( playerName ) to set the room's sync player.
Example:
tfm.exec.addImage("17851f296e1.png", "&0", 100, 100, nil, .75, .75, math.rad(45), .4, .5, .5)

🐸
Can I credit your suggestion? I am crediting all suggestions in the new changelog.
Sure
Is your nickname Danila2007#0000?
I have more suggestion about #flood. But i forget 'em atm
yep
ok
This is a feedback about the UNO! module: I always appreciate the effort to make changes and make things better, but I don't like the update at all and I am not the only one thinking this way, I spoke to a few players and they think the same. The messy cards are quite disturbing. Also, when it's not your turn, cards become "too invisible" and you can easily be confused about the colors (especially blue and green). I really hope you will rethink the changes. 
@merry parcel
Joseph#0836 in Freeztag, hack. Modo please
Is there a lua function to make a player roll like a ball, like the shaman ability?
no :c
feel free to suggest it in #suggestions-old, they are taking suggestions for lua sometimes!
ok
not that I need it 😆 it was just for fun in the tribe basecamp
Everyone, please welcome Noooooooorr#0000 as the newest Module Team member!
NOOR CONGRATS!! ❤️ 🥰
Snowyee thanks you 😍
good job 
welcome nooor 🥳
good job noor!
Congratulations 🍾
Hello, I made script similar to among us and I would like to try to make it unofficial or semiofficial module, but I don´t know where to go with this things. Here is right place to ask I think "^^
thanks cuties! 
yep, want to showcase it to one of us?
Yes I want. 😮 I can send a script of the game to one of you and I can show the game in tribe house on TFM.
uwu owo
xd
alright, meet me on transformice
He's on
local format = string.format
local tfm = tfm
local exec = tfm.exec
local disableAutoNewGame = exec.disableAutoNewGame
local newGame = exec.newGame
local mapId = 7846892
local mapCount = 0
eventNewGame = function()
mapId = mapId + 1
print(format('<N>Scanning for map <BL>@%d</BL>!</N>', mapId))
end
eventLoop = function()
mapCount = mapCount + 0.5
if mapCount == 3 then
mapCount = 0
newGame(mapId)
end
end
disableAutoNewGame()```
what's that?
map scan
why the local tfm = tfm?
🙂
I also didn't understand until today that most developers store the reference of something that already exists in memory, wasn't it easier to use the variable that already exists?
I read somewhere that local variables can be performed, but I don’t know if it’s valid for this case
Okay after some research I understand that local variables have a better execution time, but at what cost?
local tfm = tfm means local tfm = _G.tfm, meaning that you are saving one table access that is always performed in global variables
If you use them a lot, it is more performant indeed
but if you use them outside functions or once/twice it shouldn't affect much... micro optimization
I see, I saw that local variables are stored in arrays unlike global ones that use tables (set of dictionary with array) which make them faster
He could have just made local newGame = tfm.exec.newGame
The other functions (which are not events) are only executed once at startup
nice edit to the module but all what players do they spam boxes https://prnt.sc/11b4flh @hearty flint
Nooooo only 6 big planks 😨
Acid rain is prob now the most annoying thing ever
it was a suggestion 
Bbbbut nothing protects you against it D:
Deal with it 
...
Can someone send me a nice script?
True!
I think we need more shaman items in general
yes yes, imma just let an acid commit die for me
I may disable the module
why
;(
hi
is there anything similar to botmj that still exists?
How to obtain new module titles? 👀
Requirements are going to be posted in tfm wiki 😳
https://transformice.fandom.com/wiki/Title/Module
Starting now, you can earn exclusive titles by playing modules!! :tig:
Curious? Learn more here: https://atelier801.com/topic?f=5&t=930691
Thank you so much Module Team and administrators for the collab!
For the title requirements, they are going to be kept in https://transformice.fandom.com/wiki/Title/Module
Nice, is this going to be an internal setup or will the famous creators get a special lua function for that?
You need to get more X of each status to obtain the titles
lua event function
Hm
hmm
I still think it's amazing how, over time, the Lua API has been gaining more popularity and importance in game
where's X or how much
↑
👍
Yes, if you write !p, there are 2 new options where you can see how many counted maps you have
In the other side i also think its kinda disappointing (if you already have +6k) to make another 6k to achieve the tittle, but it is what it is...
that unfair
deploy
#aurora source code erased
😔
instead
local aurora
do
aurora = {
getmetatable = getmetatable,
_G = _G,
ipairs = ipairs,
ui = ui,
coroutine = coroutine,
pcall = pcall,
math = math,
assert = assert,
tonumber = tonumber,
rawequal = rawequal,
table = table,
rawget = rawget,
pairs = pairs,
os = os,
xpcall = xpcall,
bit32 = bit32,
error = error,
type = type,
tfm = tfm,
rawset = rawset,
string = string,
rawlen = rawlen,
debug = debug,
setmetatable = setmetatable,
select = select,
tostring = tostring,
print = print,
next = next,
system = system
}
getmetatable, _G, ipairs, ui, coroutine, pcall, math, assert, tonumber, rawequal, table, rawget, pairs, os, xpcall, bit32, error, type, tfm, rawset, string, rawlen, debug, setmetatable, select, tostring, print, next, system = nil
end```
how so
Upgrading
Why would you do that lol
Interestingly, you're wiping global variables and storing _G 🤔
O.o ok, would that be for optimization?
how many rats have to be in uno room for stats to count and unlock chairs?
@civic burrow how to get house rules?
gotta ask ninguem
You get house rules if you win a round with that rule activated. It can be in private rooms.
I would Like you do this on batata 
I got some idea for titles 
"focus"
"Potato!"
"Fire"
Focus : for getting 15000 potatoes
Potato! : For getting 30000 potatoes
Fire : for 1500 wins
Even more ideas o.o
<<Hot Potato!>>
<<Camper>> (this one fits me rlly well)
<<Mashed Potatoes>> or... <<Mashed Potato>>
<<French Fries>> (not very fitting but... I like it)
#aurora updated
hey. can someone help me with a problem in my lua code? it seems to be easy to solve it but i can't figure out what's happening
function init()
players = tfm.get.room.playerList
a = 2
for player, playerData in pairs(players) do
system.bindKeyboard(player, 32, true, true)
system.bindKeyboard(player, 17, true, true)
system.bindMouse(player, true)
players[player].isTeleportEnabled = false
players[player].isFlyEnabled = false
a = 1
end
print(players["Worldgustavo#0000"].isTeleportEnabled) -- correct value
end
I have this piece of code. For some reason, when I try to access the value of players[player].isTeleportEnabled in another function, for any existent player in players list, I get a nil value. But if I try to access it in the same function (init), it gives me the correct value. I think it is only changing the value locally.. I tried to create a variable a but I had no problems trying to access it in another functions.
function eventMouse(player, x, y)
print(players[player].isTeleportEnabled)
print(players["Worldgustavo#0000"].isTeleportEnabled) -- incorrect value
print(a) -- correct value
if players[player].isTeleportEnabled then
teletransport(player, x, y)
end
end
I can access variable a here but I can't access players[player].isTeleportEnabled for any existent player in players list
You are trying to access to a non existant value called isTeleportEnabled
I think the players = tfm.get.room.playerList made a reference to tfm.get.room.playerList
so if the playerList is updated, the players will also be updated
make players = { } and do 'in pairs(tfm.get.room.playerLIst)'
but if someone else enters the room its gonna fail, you need to do the init thing in eventNewPlayer
it worked, thank you. I think natsmiro was right
yeah, I know. I was trying to do these commands only for who was in the room when the script loaded. it was intentional
nat pro
why i can't use commands in utility tribe
bugged for tribe
look at this easter egg I found
tfm.exec.playEmote("Natsmiro#0000", tfm.enum.emote.jigglypuff)
the microphone consumable is jigglypuff's microphone I believe
and it plays that animation when used
it is... that's why mice nearby will sleep wehn you use it
the consumable (i think same for the emote) name is jigglypuff
^
yes
you ever just have an internal mental breakdown over #hungrymice rng
@wise patio please... i'm sorry for keep being annoying and pinging you but please do something about utility...
- The script breaks a lot more recent and it doesn't even show the problem in #lua when i replay the script.
- No ban command.
- !map command doesn't work the same way as old utility. ||For example: when I do
!map 0 racingthe old utility will not auto respawn player when they die but the current utility only change the round time to 60s.|| - Some players don't have admin in their own room. Not even in their own tribe.
- !checkpoint is confusing by how it only bind to players use it or being used on (
!checkpoint all,checkpoint Name#tag). ||It's a good feature if you want that command apply only to yourself or someone but there're a lot of players do fashion show and they can't keep track of every player who leave/join room to use that command on them.|| !snow time powersecond argument doesn't make snowball stronger anymore.- You did not need the whole name + tag to use some command on a player, you only needed player's name as long as it's unique. ||Currently you have to write the whole name and tag to make the command effect on someone or it will affect you instead. (I know that you can use
tabto write out the whole name instantly but there're times I don't use tab because their name is short or there're still players don't know about tabbing)|| - Can not admin/unadmin players are not in room.
I also must admit the new one is convenience in some way like .
- Having !img, !prophunt,... commands for extra fun.
- !draw with better functions.
- !lock command.
- Can apply commands on multiple/all players in 1 single command. Examples:
!admin all,!tp Player1#tag1 Name2#tag2,!name FF0000 Id1#tag Id2#tag Id3#tag.
But please!! Consider doing something about it. At least add the !ban command back.
Where
that's the old utilty, not #shamousey (current #utility)
Is it? The readme says it's the 2.0 version
doesnt seem to be the updated version lol
it is the updated version
That is the updated version
(Though master is a little borked, I’ll see about sorting that tomorrow)
Thanks for the report on the issues, this is the first time I’ve been told about any of these except it breaking in some tribe houses now
i was trying to fix a few of those bugs, fixed the snow one, saw this and then got lazy LOL
(Oh and ban, I added that back but didn’t commit it to the repo so lost it on an update, my mistake)
Yyeeaahhh it’s not the simplest module repo
i mean i can understand it a bit
but it definitely isnt simple
took me like
10 minutes to find the snow command
until i cloned it locally and used sublime text to search all files
LOL
You can do project wide code search on GitHub web interface 😉
yeah just didn't think of that
I wonder where is definition of outputFile variable, when minifying won't generate an error?
Lines: 42~44
Oh
Combine.js exposes the variable outputFile, I hadn't paid any attention to that
wow, the Shamousey code was well organized, all separated into files.
what program?
the new game TOMB RUMBLE there will not be lua in it right ?
I think not
I made a suggestion a few days ago on their server to make an API in JavaScript or Lua
Yes
well can you inv me there pls ?
thx buddy
My 1st ever play in UNO
F
i submited it to ninguem
how does this error catching system work?
how Ninguem did idk, my guess was that he used pcall
Very similar to the way parkour and mycity systems work
Every event is wrapped in a pcall/xpcall
Mycity uses parkour's event handler and it doesnt only handle multiple callbacks for the same event, dynamic event callbacks and runtime breakpoints (especially useful when you're running low on runtime so it doesnt crash)
It also has an error handler
So yea
I didn't know that pcall/xpcall returned the line of error
Using pcall you retrieve the full error
Theres an old trick to retrieve the name of who loaded the script using pcall and string.match
It was something like this
do
local _, err = pcall(nil)
tfm.get.room.loader = string.match(err, "^[^%.]+")
end```
This is good for me that I don't have the access to #flood logs
Yep
guys, how do I upload an image to atelier801 host so I can use it in tfm.exec.addImage() ?
thank you @hidden trail
🌙 Lua update!
🔸[New function] tfm.exec.attachBalloon(playerName, attach) allows you to spawn and attach a balloon to a player, or completely detach all balloons on them (use attach = false):
- playerName (String) : the player's nickname
- attach (Boolean) whether the balloon should be attached (default value = true)
Example:
-- Spawn and attach two balloons
tfm.exec.attachBalloon("Noisette#0001", true)
tfm.exec.attachBalloon("Noisette#0001", true)
-- Detach all the balloons
tfm.exec.attachBalloon("Noisette#0001", false)
omg
it's bugged
if you attach a balloon and run the script again, you'll be attached to the other balloon
also, is it possible to attach a balloon that is not ghost?
Baffbot function
É novo? :o
sim
legend
is the balloon always ghost, cant we make it solid
currently not
Aaaand we have to suggest that to tig don’t we
i did
Good
Though the ghost versions are good enough for baffbot balloon
I think it was before baloons could pop
Or even collide
:o
Why not put number of balloon to attach in the same code but you have to repeat it to add more balloons
Solid
This is my 11th video hope you enjoy and remeber to LIKE, COMMENT, SUBSCRIBE
To go to room: -room *baffbotballoon
transformice /room *baffbotballoon odasının tanıtımı kingbabey iyi seyirler :)
Gostei!
/sala *baffbotballoon
Download do standalone : http://www.transformice.com/Transformice.exe
se increvam no meu canal:http://www.youtube.com/channel/UCh_VRi33UuJeyJ6qn9IHGDw?feature=mhee
woah i definitely played with solid and starring at their varied colors everytime. Remember as it was yesterday
🤔
Omg thank you now we can figure out how to replicate it
Use youtube for This stuff
Idk if I supposed to do it here, but I'd like to suggest a new lua/module:
Vertical maps with balloon obstacle courses.
You can't jump/ran off the balloon and you need to navigate your mouse through the maze like structure, like the combination of a rain and halloween witch events (idk if that possible, but it would be nice if balloon had no collision)
hey guys. Can someone help me understanding the second parameter of tfm.exec.addImage function?
It's very intuitive for targeting a player, like '%Worldgustavo#0000' but what about '!', '?' flags? I couldn't get it reading the docs :/
you can use any number
have you watched this? https://www.youtube.com/watch?v=2SQj26LjWss&feature=emb_title
I have sped up some parts, please use the pause function to look at the video in more detail!
Official Transformice API documentation: https://atelier801.com/topic?f=5&t=451587
Yes. I am aware that theres a green " instead of a white one at 0:27. Also at 1:27, I mixed up id2 with id. I suck!
0:00 Intro
0:18 imageId parameter
0:33 How images w...
🦦
🪖
Module potato It's the best
when we can play lua in private room's like i made this maze and the only place where can i play it is in the tribe house
Oh, Nnaaaz can you share the script of this one here?
I remember i played the first one you made and it was really enjoyable!
Not really, unless you ask a member of the module team or funcorp to load it elsewhere
*strm room needs an update
Do you talk about the players not being able to run lua in their strm rooms? In this case I highly doubt that Atelier will give this freedom to players considering that these rooms are now public (they appear in the list of rooms)
Yeah i know how dangerous it is 
hey , i will soon im done with this map
hey tocu you know module team & funcorp aren’t here all day and they busy most of the time and its just not right every time i want to play lua thing or maze i ask someone
The only other way to load it outside your tribehouse is by making it into a module or a submodule
i can host it in #bolodefchoco if you want
hey bolod , I appreciate the offer but the map its not done yet i will ask you when im done in next days maybe thx
BOLO MVP
you can’t for now but soon we will play in funcorp then i will post the script so you can play in tribe house lua
its possible to make tfm.exec.chatMessage function able to use for every players in the future? like image function?
i doubt it
Nope cuz many people maybe abuse it , like sending moderation messages and reboot the game...
I find it amazing that the image function is even available to players in the first place LOL
Why shouldn't it be? To get any images displayed it through it you still need them pre-approved
Because In the past we didn’t need to preapprove images
does anyone know how to automatically set someone as sham in #shamousey ? if i just !s [user] it gives no skills
sorry late reply, you want to have shaman skill in shamousey?
@mild sage ||in case i forgot to ping. sorry if i pinged you twice||
yes!
ehh... an attempt was made.... i cant figure out how to have shaman with skills
yea.... looks like you cant turn off disableAutoShaman in this utility/shamousey
this really fun module and i enjoy it but need some work
- the name of the module if it was anime boom i think it need changing to only boom or something
2.some maps are bad need to be removed - the timer in the middle bottom most of the players think of it as ground it must have some Opacity
- after the boomer finish his round he will teleport to left up of the map so if there wan't any ground on left of the map he gonna die i think module maker should make the boomer spawn under last place where he was standing
about the shop idk if its a good idea for this module
- after the boomer finish his round he will teleport to left up of the map so if there wan't any ground on left of the map he gonna die i think module maker should make the boomer spawn under last place where he was standing
"boomer" :jerry:
new update?

what no
@whole tide Is there a hidden way to grab IV button of 2.1 DM and return to the spawn without death? Because I like when maze is full of danger, when you make every step with fear, when you afraid of losing all progress but if you prevail, if you avoid all traps and tricks then you able to pass it with no death!
(Like Miroslavchik's mazes)
Can't find the way 

oh not really i didn’t think of that it is 1 way you need to die when u get it
there is like 11 trap in this map
I find most of them I think. Because I tried to find the path I mentioned above
but after this map i didn’t make maze with traps
I didn't play 3 and 4 yet
Same thing with 3 (aka Pyramid) maze - you can't complete it without deaths. It's even easier and not so challenging when the maze force you to /mort.
Tho I like that pyramidal style!
4.30 death maze (aka endless WJ) doable with only 1 unavoidable death - ||when you TP out from V-VIII part to the start location. Because of stupid game's mech mice can't teleport too far to the right when defilante is ON
||
when i made first maze
i found out most players couldn’t do it
normal player won’t find joy in deadly map he cant survive to get only 1 button
so i did make other maps easyer
but not that easy
when u want hard map other players want easy map too
and there is other thing
its the map objects limit , in the new maps u noticed thay big in size and have 8 buttons . the map take 400+ ground and the 8 buttons take 100 + grounds and joints for the mech to work that leave me with like 200 objects to wrok with like skulls or acid or any thing else i want to add so i can’t pass 720 maybe objects so the map work
Is this a module? I'm interested :O
There are ways to make maps both easy and challenging. /mort is a great shortcut by itself so map can be hard but completable without deaths and at the same time somewhat easy with deaths
Understandable ✌️
It's a big maze. You can play it with /lua in tribehouse or in Funcorp room.
Afaik Miroslavchik has 7 of them and Nnaaaz 5
Also there is script with autogenerated mazes. They are small and easy but it's like racing with MEEPs
#maps message
I think somebody updated it since then
the maze in mycity when it changes? what time?
????????????????
anyone pls?
i dont play mycity sorry
🌙 Lua update! What's new?
🔸**tfm.exec.attachBalloon** got two new parameters:
- colorType (Integer) : the color type of the balloon [1-4] (default value = 1)
- ghost (Boolean) : whether the spawned balloon should be transparent (default value = false)
🔸**tfm.exec.attachBalloon** returns the shaman object ID of the balloon spawned
Note! colorType corresponds to the shaman object type from ID 28 onwards, and therefore its values are:
- Random color : 1
- Red color : 2
- Green color : 3
- Yellow color : 4
@narrow jolt this will help with your module
really ?
Where are blue blons? 
well atleast the announcement doesnt tell us it returns anything
no one like blue
like when player spawn balloon and the balloon still attached too him while moving
the same bug hasn't been fixed
Unlikely to be fixed. if you notice all object ids start with an offset of 200, and running the function twice in two separate instances may result in some collision (note this happens with addShamanObject too)
Eitherway the chances that you need to run lua without reloading your map is almost zero, and this bug is basically non-existent in the real world
How to summon a pet in #utility or #shamousey?
(like middle puppy on screenshot)
oh !pet spawn and !pet despawn
Can I turn myself into cat-shaman using /lua in tribehouse?
Well you could get an image of shameow and ask if this image could be hosted https://atelier801.com/topic?f=6&t=893819&p=1
Yeah i know but i don't want to
There’s no function to turn players into cats

Transformice Shaman doing vanilla maps in a cool, pro way
maps:
@0, @3
want to learn how to build???
go to #spiritual
:)
If I'm not mistaken, in lua scripts this offset is 2000, every shaman object id invoked by tfm.exec.addShamanObject starts with 2000
It doesn't have a function for that, but I think that adding is not difficult since it has all the code on the server ready, the problem is Tig wanting to add.
tfm.exec.cat()
Nice tape solu 
Btw You can unchain yourself by pressing S or ↓
1 chain per 1 tap
Haha noted
hi is there a discord server for divinity?
I can't play #utility in tribehouse?
You don't have permission to use this command.
its like that for quite a while, since they changed something u cant put utility in tribe house
Big sad
yee
I find 2 ways to do it but #utility doesn't work there :C
yes there is, i can pm it to you if u haven't gotten an invite yet (i don't know if sending invites is okay here)
use shamousey
utility is broken in tribe house
It works but very unconsisnent. Thank you Nnaaaz!!! 🤗
HEHE BOI
oo noice
woah
boom

yes please that would be great

@narrow jolt help me please
How so
Remember yesterday?
That I asked you to host the anvil god image?
@narrow jolt Need you 
...
Repari viu
Kkkkkkkkkkkkkkkkkkk
Bolo vc tava on poderia fazer isso no instante
thanks bolo
It took me 14 min and 1 attempt to complete 4.3 Portal maze (by Nnaaaz) solo without deaths 
The same amount of time it took to complete 6th Miroslavchik's maze for example. But that one much harder
don't force me to make something u can't finish 
do it naz I challenge you
kitty u haven't played for like 2 months now ..
@merry parcel
[ERROR] Ninguem#0095.lua:8447: attempt to index ? (a nil value)
Mouse("Snowy", 350, 220, nil, nil)- v1.0.12 [21/03/21]
Please, send this error to Ninguem#0095
SPOILER ALERTS for those who haven't play mazes
All I see is a mouse frantically moving around and I love it
nice speedrun
This is certainly the best speedrun I have watched in my life
great game play 👍
gameplay it's your merit 👍
I only found deathless route 
And yes thats why i said that mazes with possibility of "no death run" is much more enjoyable
Could a member of the Module Team help me, please? I'd like to discuss something about #campal 🙂
I can try. What is it about? If it's about maps for #campal, it's already on the to-do list 😳
Oh, is it? I've been confused about the status of this suggestion. Thank you for making it clear 🙂
But as I mentioned before, there are tons of maps already created
Would you consider reopening the submission thread or adding a fixed amount of maps just once?
It's on @loud notch to be honest. I'll ask him once again about #campal for the maps
Great, thank you!
How can I change size of mouse using /lua in tribehouse?
thank you!
Who takes care of the #aurora module?
@plucky tendon
Thanks
?
answer the private please I sent a message there
anyone has the survivor lua code where you avoid automatically spawning cannons?
i need both lua code and map code
please @ me if anyone does have it
There is a module called #cannonup
do u want the p10 cat ?
@buoyant lynx if you don't know how not to change the name in script tell me
omg tysm @whole tide
np
😂
?
@glad meadow
👍
Another one @glad meadow Sorry for the pin
Why Weekly Modules Showcase is no longer a thing?
||#announcements message||
We showcased all existing semi-official modules :(
😔✌️
sad how there isn’t players intersted in making modules anymore
i wish i can make complicated script there is alot ideas in my head
I think it would be great if admins or Module Team somehow remind players of existing modules
Yesterday I went through that topic and found some awesome mini-games even tho I've played modules a lot
most of these modules need more people to work well
and usually there are only 2/3 players there :P
Mario
Teach me master, how were you able to let those 75 skill points just let be on your screen
oh my god
Hello everyone, can you help me create a new lua racing please 😦
@green shard
Do we have some kind of battle royale game?
#fortmice maybe?
oh thank you
prophunt need maps update
code
soon
pac-mouse is coming to get you guys!!
thx to @halcyon arrow for this great mini-game he still working on it its not done yet
and thx to @civic burrow and his discord #Fifty Shades of Lua server staff for uplodaing images for mini games so fast and help with lua stuff.
😮
looks nice! perhaps the pathfinding algorithm could be improved? I've spotted some flaws in it where it doesnt follow the optimal path / does some weird turns
I wonder if it would be multiplayer? And if so how would Pacman decide who to follow? (Randomness, points...?)
it doesn't move by its own a player control the pacman
the gameplay its not like the original game , here pacman who is controlled by a player he must eat other mice , there will be points for mice in the map (not done yet ) mice need get most points as they can and survive & not get eaten be pacman, in last 30 sec the door to the hole will be open , who get most points become pacman next round ,we didn't set time for the map yet we need do more testing
yea its fun to play but its not done sadly
who created utility module..
he can add !respawn off - !r off for mices cant revived..before it could be done with negative time but no longer
Shamousey
I also want a new command - !unsham nickname/me/all
@halcyon arrow check these comments
@whole tide - Cheese's revenge!
that got me 
this seems to be fun :o
yes gj nnazz
its pshy module
indeed its fun & scary 😱
omg thats so cool



these mice always find way 
the API doesn't have a native function for disable totems, it need wait for the totem to spawn and then remove it
in this process, some nails can still attach
rip
🤔
Hm... interesting, if it were possible to cancel the invocation through Lua you would just need to check the object id when starting to invoke
There's actually a way to cancel a summon, it's just not the best way but it's the only way.
tfm.exec.disableAllShamanSkills()
function eventSummoningStart (playerName, objType)
if (objType == 1) then
tfm.exec.setShaman(playerName, false)
tfm.exec.setShaman(playerName, true)
end
end
tfm.exec.newGame(0)
Whenever you start invoking a small box the above script will cancel the invocation, the problem is chat flooding.
PS: The id of the totem sent to eventSummoningStart is 44
And the xml hack works as well
tfm.exec.newGame[[<C><P MEDATA=";;0,1;;-0;0:::1-" /><Z><S><S L="802" o="324650" H="18" X="400" Y="389" T="12" P="0,0,0.3,0.2,0,0,0,0" /></S><D /><O><O C="69936" Y="241" P="55,0" X="447" /></O><L /></Z></C>]]
I wasn't expecting it to spawn my deadly totem while on divine mode but it did that, which is interesting kind of
I think this would work with flood quite well because it only runs 1 map (or few?)
PAC-MICE coming soon by @halcyon arrow﹟₃₇₅₂
Thx for the poster @trail dove
🥶
I'm testing it and it seems to be buggy
If the round starts and there is no Shaman, the room crashes
#flood has a delay (2.5s) to select the Shaman because of playerList delay to load, so I don't think this will work
1º: without disableAutoShaman
2ª: with
the easy mode has the red nail
THEN go divine
players need yellow nail
:v
unless you need to know other information apart from who's in the room, you could use eventNewPlayer and eventPlayerLeft to keep track of who's there
like create a custom table and update that
as for scores, you can do something similar
that'll be way more reliable tbh
and that's what #parkour is using
and other modules too, I'm sure about that
lmao
but some data I can only get from playerList, like shaman mode
I mean... do you really need that to be that precise?
generally they dont update it within 2.5s after starting the map
hmm




