This takes advantage of how the game (and Roblox in general) registers spells in the chat. Regardless of what's within a chat message, as long as proper incantation is detected, it will be registered, allowing one to cast confusingly (typing multiple incantations in the same message) or to apply the procedure needed for silent casting.
You can also send your incantations over the system channel. Switch to it using /c system, and your messages will not appear publicly. When using this method, there is no need to repeat the silent casting procedure, and you can type the incantations normally.
Alternative ways of silent casting include whispering the incantation to another player (with the /w command). However, the recipient may still be able to see the incantations. It is also possible to deceive the Roblox chat filter into censoring the incantation by attaching characters to the spell (such as "wappa"). Regardless of the presence of other characters, the spell can still be casted as long as the incantation itself is spelled correctly.
An incantation can also be hidden in plain sight by typing the incantation into a seemingly harmless message. Once again, the incantation alone will still be parsed and it will be possible to cast it.
Let me explain what I want to do. I have a player level module with all of the player stats that I need. I want this table to be available to module scripts and server scripts to edit and read, and for local scripts to read. I want a menu module script to be able to edit this. What I have done is created a communication system that takes the table from the module script, makes it into a _G property, and can give that global variable to local scripts when requested. I have created a menu script that used to work until I changed some things around, and now only opens once (due to said silent error). My local script that is supposed to add buttons from the level object to a GUI gives a "tried to call property of null" error even with my communication system. I have debugged this for days and made very little progress. I feel that I can do no more with my current knowledge without remaking everything without knowing what the problem was in the first place, which would be big pain in the buttocks and might not solve the problem. I will now provide all of my code that relates to each other and hope some angelic being from the heavens can find my (likely to be many) mistakes.Prepares to get dismembered by more experienced Roblox Studio programmers.
Yes, I used ChatGPT to do some of the code for me, mostly GUI code (not my specialty). No, I don't think that it's part of the problem, I made most of the important code.I will be very grateful if someone solves this.
Equipment consists of infiltration gear and explosives other than weapons or armor that operatives can bring on or find during missions. Many pieces of equipment require perks to unlock and most equipment can be stored in an equipment bag.
Gears can be equipped while editing your loadout and they will be brought to every mission. Every piece of gear takes up a certain amount of inventory space and costs a certain amount. If all of your gear is in the left half of the 3x4 grid, it will be put into your inventory, otherwise it will be in your equipment bag.
First aid kits can be used to recover health. They can be used either by holding the correct hotkey (3, 4 or 5) in your inventory or by holding F on a first aid kit on the ground. They recover 50 health at base. The amount of health regeneration can be increased by Battlefield Medicine and their usage speed can be increased with Equipment Specialist. They take up 2x1 in the inventory, and cost $100. They can be found in certain missions, usually in storage areas or armories, such as in the The SCRS and Black Dusk. In The Killhouse, they can be found scattered around the map. Steel Cove enemy units may sometimes drop a kit when they die and Halcyon Juggernauts will always drop one upon being killed.
Drills are able to open most doors and perform several objectives. They are slow, take up 2x2 in the inventory and create a noise that alerts NPCs. It breaks doors, preventing the player from closing them. The drilling speed can be increased by the Overdrill perk. Drills are free and can always be found somewhere within most missions. It will give you the Suspicious status.
Silent drills are nearly identical to drills, but they do not make any noise. It can be equipped for free and drills around 33.3% slower than the regular drill (without any Overdrill perks). It will give you the Suspicious status while using it. It can be found at the spawn in The Gala.
With Precision Drilling, drilled doors can be closed and opened. However, anyone who sees a drilled open door or interacts with it will be alerted. This makes it unsafe to use on many doors. This also applies to the normal drill.
Frag grenades are explosive weapons that are thrown and explode after 1.5 seconds. It will alert NPCs when detonated or seen. It takes up 1x1 in the inventory and costs $50. It has approximately the same radius as a C4 explosion, and deals up to 300 damage against NPCs and the player who threw them, and 2500 damage against gunships. Frag grenades can also inflict up to 15 and 150 damage to teammates on Elite and Legend difficulties respectively. They can be found in certain missions, such as The SCRS.
Lockpick kits can open almost any door that does not require a keycard or chip reader. It is silent and does not break doors when opening them. It will give you the Suspicious status while using it. Guards that see certain opened, unlocked doors will lock it back again. It is only usable by operatives with The Art of the Steal perk. The lockpicking speed can be increased by the Fast Hands perk. The kit takes up 2x1 in the inventory and costs $50. It can be found in storage areas in Black Dusk.
Keycard scramblers can open doors protected by a keycard reader by interacting with the symbol below the reader. It will give you the Suspicious status while using it. It is only usable by operatives with Prodigy. The hacking speed can be increased by the Equipment Specialist perk. It takes up 2x1 in the inventory and costs $125. They can be found in a storage area in Black Dusk on lower difficulties.
The C4 is a powerful explosive charge that can blast open doors and deal massive damage to NPCs, the player, and teammates (Elite+) within the blast. It alerts NPCs when detonated or seen. It can only be bought by operatives with the Demolitions Expert perk, but everyone can use it inside of the mission itself. It costs $200 and takes up 2x1 space in the inventory. Like all explosives, it deals up to 300 against NPCs and the player who detonated it, up to 2500 against vehicles, and up to 15 or 150 damage to teammates on Elite and Legend difficulties respectively. It may be found in some missions, such as The SCRS and The Blacksite, in their armories.
C4 can serve as a loud alternative for opening nearly all doors, with some needing more than 1 explosive to open (such as the Heavy Security Door in The Lakehouse, the Panic Room Door in The Financier, and the Armored Trucks in The Score). When playing with the Reinforced Doors modifier, most doors will require twice as many explosives to open (exceptions include the Heavy Security Door, which requires 5, and the Server Room Door, which still requires 1, in The Lakehouse). It can even be used to blow open light safes and the walls in The Withdrawal. Additionally, it can also open the vault door in The Freelancer (Mission), however it cannot open the vault doors in other missions.
Breaching charges are explosive devices that can open doors with a non-lethal explosion and are significantly less audible compared to the C4. It will only alert nearby NPCs. It takes up 2x1 in the inventory, costs $150, and requires the Explosive Entry perk to purchase, but not to use. It is much faster to use than the C4, however, it can not be used on every door. They can be found on the equipment table in The Killhouse.
Blowtorches are able to breach metal doors quietly. It can also breach through The Lakehouse's security door and The Financier's panic room door. It's the same speed as a loud drill but does not benefit from any perks. It also still breaks the lock, alerting guards that spot the door. The blowtorch is also capable of making windows in metal doors to watch and shoot through, although guards will be alerted by these windows. It is usable by any class if they have the Firebug perk. It is smaller than the drill, takes up 2x1 in the inventory, and costs $50. Blowtorches can be found in The SCRS, The Killhouse and Black Dusk.
Proximity mines can be placed on any ground surface and will explode whenever an NPC walks in front of them. It can be purchased by any class with the Advanced Deterrent perk, takes up 2x1 in the inventory and costs $100. They can be found in the spawn in The Killhouse and in a locked room in The Lakehouse.
Microcams can be placed on any surface and are undetectable by NPCs. Its feed can be viewed by any operative by pressing "B". It is unlocked for purchase through the Surveillance State perk, but can still be used without it. The perk's automatic spotting will also apply to microcams. It takes up 1x1 in the inventory and costs $75. They can be found in the armory in The SCRS and in the starting area of The Killhouse.
Trackers can be used to permanently spot an NPC. They are instantly used by going close to an NPC and using the appropriate equipment key. It is unlocked through the Surveillance State perk. It takes up 1x1 in the inventory and costs $75.
When a tracker is used on an NPC, the color of the signal depends on what type of NPC you mark: white for civilians and employees, red for armed NPCs, and blue for important NPCs. When someone with a tracker is knocked out or killed, the tracker is dropped and can be reused. Trackers cannot be placed on NPCs that are currently checking in. You can also place these on SWAT, Rose in The Blacksite, and on First Responders in The Withdrawal.