Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- -
- Download Here --> https://tinyurl.com/589dan33 (Copy and Paste Link)
- Bloxy Cola
- Bloxy Cola is a gear that was published in the Avatar Shop by Roblox on May 5, 2009, [1] and can be purchased for 50 Robux. As of July 2, 2022, it has been favorited 85,447 times.
- Contents
- Appearance
- It is an orange faded soda can with "BLOXY" on it along with an old avatar of Builderman promoting the drink. A bar code and nutritional facts section can also be seen from the back of the can. The drink is a parody version of the real life brand "Coca Cola."
- Function
- When equipped in-game, the user can click to drink it, emitting a slurping sound, followed by a belch. Once the user has belched, they will gain 5 health. They can drink the cola again after 3 seconds.
- Components
- Audio
- Name File ID Description SodaCanOpening https://roblox.fandom.com/wiki/File:SodaCanOpening.ogg 10721950 Plays when equipped SlurpingSodaAhhhh https://roblox.fandom.com/wiki/File:SlurpingSodaAhhhh.ogg 10722059 Plays when used
- Graphics
- Name Photo ID Description BloxyIcon 10472127 Icon SodaCan.mesh 10470609 Mesh BloxyCola 10470600 Mesh texture
- History
- Release history
- Trivia
- This section is a trivia section. Please relocate any relevant information into other sections of the article.
- It was originally named BLOXI Cola. It was later renamed to Bloxy Cola.
- SONICTHEHEDGEHOGXX made a video called "Out of Bloxy Cola" and a sequel called "Out for Bloxy Cola". They both won a Bloxy.
- An ad for Bloxy Cola was once featured in a Roblox TV advertisement.
- A redeemable promotional code item by the name of Spider Cola was released inspired by this item. The promotional code was revealed in this commercial.
- The Spider Cola was made in celebration of the 10 Year anniversary of the Bloxy Cola's publish date.
- GroupService
- GroupService is a service that allows developers to fetch information about a Roblox group from within a game.
- Basic information on the group, including it's name, description, owner, roles and emblem can be fetched using GroupService:GetGroupInfoAsync() . Lists of a group's allies and enemies can be fetched using GroupService:GetAlliesAsync() and GroupService:GetEnemiesAsync() .
- GroupService can also be used to fetch a list of group's a player is a member of, using GroupService:GetGroupsAsync() . Note, developers wishing to verify if a player is in a group should use the Player Player:IsInGroup() function rather than GroupService:GetGroupsAsync() .
- The service has a number of useful applications, such as detecting if a player is an ally or enemy upon joining the game.
- Code Samples
- local GroupService = game:GetService("GroupService") local Players = game:GetService("Players") -- define group id here local GROUP_ID = 271454 -- utility function for dealing with pages local function pagesToArray(pages) local array = while true do for _, v in ipairs(pages:GetCurrentPage()) do table.insert(array, v) end if pages.IsFinished then break end pages:AdvanceToNextPageAsync() end return array end -- get lists of allies and enemies local alliesPages = GroupService:GetAlliesAsync(GROUP_ID) local enemiesPages = GroupService:GetEnemiesAsync(GROUP_ID) -- convert to array local allies = pagesToArray(alliesPages) local enemies = pagesToArray(enemiesPages) local function playerAdded(player) -- check to see if the player is in the group if player:IsInGroup(GROUP_ID) then print(player.Name .. " is a member!") else local isAlly, isEnemy = false, false -- check to see if the player is in any ally groups for _, groupInfo in ipairs(allies) do local groupId = groupInfo.Id if player:IsInGroup(groupId) then isAlly = true break end end -- check to see if the player is in any enemy groups for _, groupInfo in ipairs(enemies) do local groupId = groupInfo.Id if player:IsInGroup(groupId) then isEnemy = true break end end if isAlly and not isEnemy then print(player.Name .. " is an ally!") elseif isEnemy and not isAlly then print(player.Name .. " is an enemy!") elseif isEnemy and isAlly then print(player.Name .. " is both an ally and an enemy!") else print(player.Name .. " is neither an ally or an enemy!") end end end -- listen for new players being added Players.PlayerAdded:Connect(playerAdded) -- handle players already in game for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end
- Summary
- Properties
- Methods
- Returns a StandardPages object including information on all of the specified group's allies.
- Returns a StandardPages object including information on all of the specified group's enemies.
- Returns a table containing information about the given group.
- Returns a list of tables containing information on all of the groups a given player is a member of.
- Events
- Properties
- Methods
- GetAlliesAsync
- Returns a StandardPages object including information on all of the specified group's allies.
- This pages does not include a list of group IDs but instead a list of group information tables, mirroring the format of those returned by GroupService:GetGroupInfoAsync() . See below for the structure of these tables.
- group = Name = "Knights of the Seventh Sanctum", style="color:#FFC600">377251, Owner = Name = "Vilicus", style="color:#FFC600">23415609 >, EmblemUrl = "http://www.roblox.com/asset/?id=60428602", Description = "We fight alongside the balance to make sure no one becomes to powerful", Roles = [1] = Name = "Apprentice", Rank = 1 >, [2] = Name = "Warrior", Rank = 2 >, [3] = Name = "Earth Walker", Rank = 255 > > >
- Note, as this function returns a StandardPages object rather than an array, developers may wish to convert it to an array for ease of use (see examples).
- This function has a number of useful applications, including detecting if a player is a member of an allied group.
- Parameters
- Returns
- Code Samples
- local Players = game:GetService("Players") local GroupService = game:GetService("GroupService") local GROUP_ID = 57 -- creates a table of all of the allies of a given group local allies = local pages = GroupService:GetAlliesAsync(GROUP_ID) while true do for _, group in pairs(pages:GetCurrentPage()) do table.insert(allies, group) end if pages.IsFinished then break end pages:AdvanceToNextPageAsync() end function onPlayerAdded(player) for _, group in pairs(allies) do if player:IsInGroup(group.Id) then print("Player is an ally!") break end end end Players.PlayerAdded:Connect(onPlayerAdded) -- handle players who joined while the allies list was still loading for _, player in pairs(Players:GetPlayers()) do onPlayerAdded(player) end
- local GroupService = game:GetService("GroupService") local Players = game:GetService("Players") -- define group id here local GROUP_ID = 271454 -- utility function for dealing with pages local function pagesToArray(pages) local array = while true do for _, v in ipairs(pages:GetCurrentPage()) do table.insert(array, v) end if pages.IsFinished then break end pages:AdvanceToNextPageAsync() end return array end -- get lists of allies and enemies local alliesPages = GroupService:GetAlliesAsync(GROUP_ID) local enemiesPages = GroupService:GetEnemiesAsync(GROUP_ID) -- convert to array local allies = pagesToArray(alliesPages) local enemies = pagesToArray(enemiesPages) local function playerAdded(player) -- check to see if the player is in the group if player:IsInGroup(GROUP_ID) then print(player.Name .. " is a member!") else local isAlly, isEnemy = false, false -- check to see if the player is in any ally groups for _, groupInfo in ipairs(allies) do local groupId = groupInfo.Id if player:IsInGroup(groupId) then isAlly = true break end end -- check to see if the player is in any enemy groups for _, groupInfo in ipairs(enemies) do local groupId = groupInfo.Id if player:IsInGroup(groupId) then isEnemy = true break end end if isAlly and not isEnemy then print(player.Name .. " is an ally!") elseif isEnemy and not isAlly then print(player.Name .. " is an enemy!") elseif isEnemy and isAlly then print(player.Name .. " is both an ally and an enemy!") else print(player.Name .. " is neither an ally or an enemy!") end end end -- listen for new players being added Players.PlayerAdded:Connect(playerAdded) -- handle players already in game for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end
- GetEnemiesAsync
- Returns a StandardPages object including information on all of the specified group's enemies.
- This pages does not include a list of group IDs but instead a list of group information tables, mirroring the format of those returned by GroupService:GetGroupInfoAsync() . See below for the structure of these tables.
- group = Name = "Knights of the Seventh Sanctum", style="color:#FFC600">377251, Owner = Name = "Vilicus", style="color:#FFC600">23415609 >, EmblemUrl = "http://www.roblox.com/asset/?id=60428602", Description = "We fight alongside the balance to make sure no one becomes to powerful", Roles = [1] = Name = "Apprentice", Rank = 1 >, [2] = Name = "Warrior", Rank = 2 >, [3] = Name = "Earth Walker", Rank = 255 > > >
- Note, as this function returns a StandardPages object rather than an array, developers may wish to convert it to an array for ease of use (see examples).
- This function has a number of useful applications, including detecting if a player is a member of an enemy group.
- Parameters
- Returns
- Code Samples
- local Players = game:GetService("Players") local GroupService = game:GetService("GroupService") local GROUP_ID = 57 -- creates a list of all of the enemies of a given group local enemies = local pages = GroupService:GetEnemiesAsync(GROUP_ID) while true do for _, group in pairs(pages:GetCurrentPage()) do table.insert(enemies, group) end if pages.IsFinished then break end pages:AdvanceToNextPageAsync() end function onPlayerAdded(player) for _, enemyGroup in pairs(enemies) do if player:IsInGroup(enemyGroup.Id) then print("Player is an enemy!") break end end end Players.PlayerAdded:Connect(onPlayerAdded) -- handle players who joined while the enemies list was still loading for _, player in pairs(Players:GetPlayers()) do onPlayerAdded(player) end
- local GroupService = game:GetService("GroupService") local Players = game:GetService("Players") -- define group id here local GROUP_ID = 271454 -- utility function for dealing with pages local function pagesToArray(pages) local array = while true do for _, v in ipairs(pages:GetCurrentPage()) do table.insert(array, v) end if pages.IsFinished then break end pages:AdvanceToNextPageAsync() end return array end -- get lists of allies and enemies local alliesPages = GroupService:GetAlliesAsync(GROUP_ID) local enemiesPages = GroupService:GetEnemiesAsync(GROUP_ID) -- convert to array local allies = pagesToArray(alliesPages) local enemies = pagesToArray(enemiesPages) local function playerAdded(player) -- check to see if the player is in the group if player:IsInGroup(GROUP_ID) then print(player.Name .. " is a member!") else local isAlly, isEnemy = false, false -- check to see if the player is in any ally groups for _, groupInfo in ipairs(allies) do local groupId = groupInfo.Id if player:IsInGroup(groupId) then isAlly = true break end end -- check to see if the player is in any enemy groups for _, groupInfo in ipairs(enemies) do local groupId = groupInfo.Id if player:IsInGroup(groupId) then isEnemy = true break end end if isAlly and not isEnemy then print(player.Name .. " is an ally!") elseif isEnemy and not isAlly then print(player.Name .. " is an enemy!") elseif isEnemy and isAlly then print(player.Name .. " is both an ally and an enemy!") else print(player.Name .. " is neither an ally or an enemy!") end end end -- listen for new players being added Players.PlayerAdded:Connect(playerAdded) -- handle players already in game for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement