Functions

This page lists all the global functions that you can use with scripts in the script builder.

Any global function that are not listed here that is otherwise normally a part of Roblox should keep their vanilla behavior.

print(...: any): void

Prints into the script builder output instead of the Roblox one. If the format printing setting is enabled then it will format the message with repr.

warn(...: any): void

Warns into the script builder output instead of the Roblox one. If the format printing setting is enabled then it will format the message with repr.

error(message: any, level: number?): void

Throws an error, if the format printing setting is enabled then it will format the message with repr. Script errors are automatically caught by the script builder and outputted into your output.

printf

printf(...: any): void

Prints into the script builder output with richtext enabled, ignoring the format printing setting. Useful if you want to print information to the user into the output.

warnf

Warns into the script builder output with richtext enabled, ignoring the format printing setting. Useful if you want to warn information to the user into the output.

Exactly like printidentity on Roblox but will always print identity 2, and outputs into the script builder output.

Exactly the same as Roblox's require function, but is blocked from people in place 1 (outside of VIP servers) that don't have place 1 require permissions. This is because this function can very easily escape the sandbox.

If you want to use mesh parts or not have to use model to script in place 1, then check out LoadAssets.

LoadLibrary

A reimplementation of Roblox's LoadLibrary feature which was removed.

List of libraries
  • RbxGui

  • RbxStamper

  • RbxUtility

LoadAssets

Has almost the exact same functionality as require. But can only have asset id's as the target, and does some security checks to prevent people from running untrusted code outside the sandbox. This is used to load user made assets into the game (even meshparts).

Credits to Raymond for the idea.

How to use

First of all you need to get the Model from Roblox here, and then add it in studio. After that you can insert in all assets that you want to be able to use ingame. And then publish the ModuleScript (remember to enable "Distribute on Marketplace"), then copy the asset id.

(Remember that modifying the ModuleScript's source or adding any blocked instances will cause it to be blocked in-game.)

After that you can call LoadAssets() with the asset id you copied and then use :Get() with the name of the asset you want.

Blocked instances
  • Script

  • LocalScript

  • ModuleScript

  • CoreScript

  • PackageLink

  • AdPortal

  • FloorWire

  • SkateboardPlatform

  • DynamicImage (might change)

Examples

Loads a noob mesh into the game near spawn.

Loads a mesh of Roblox and Builderman into the game near the spawn.

Prints a list of drinks to the player's output, and allows them to get them by saying ",drink " followed by the drink name.

NewScript

Creates and returns a new Script with the specified source under the specified parent, with optional run arguments.

If no parent argument is specified then it will default to Workspace.

Examples

Creates a new script in workspace that prints "Hello World! I'm in " followed by its full name.

Creates a new script in workspace, and prints the 3 values it's given.

NS

Alias for NewScript.

NewLocalScript

Creates and returns a new LocalScript with the specified source under the specified parent, with optional run arguments.

If no parent argument is specified then it will default to the script owner's PlayerGui.

Examples

Creates a new local script in your player gui that prints "Hello World! I'm in " follwed by its full name.

Creates a new local script in your PlayerGui, and prints the 3 values it's given.

Creates a new local script in your player gui to send your key inputs to the server.

NLS

Alias for NewLocalScript.

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