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  1. -
  2. Download Here --> https://tinyurl.com/589dan33 (Copy and Paste Link)
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  9. Bloxy Cola
  10. 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.
  11. Contents
  12. Appearance
  13. 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."
  14. Function
  15. 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.
  16. Components
  17. Audio
  18. 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
  19. Graphics
  20. Name Photo ID Description BloxyIcon 10472127 Icon SodaCan.mesh 10470609 Mesh BloxyCola 10470600 Mesh texture
  21. History
  22. Release history
  23. Trivia
  24. This section is a trivia section. Please relocate any relevant information into other sections of the article.
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  26. It was originally named BLOXI Cola. It was later renamed to Bloxy Cola.
  27. SONICTHEHEDGEHOGXX made a video called "Out of Bloxy Cola" and a sequel called "Out for Bloxy Cola". They both won a Bloxy.
  28. An ad for Bloxy Cola was once featured in a Roblox TV advertisement.
  29. 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.
  30. The Spider Cola was made in celebration of the 10 Year anniversary of the Bloxy Cola's publish date.
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  32. GroupService
  33. GroupService is a service that allows developers to fetch information about a Roblox group from within a game.
  34. 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() .
  35. 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() .
  36. The service has a number of useful applications, such as detecting if a player is an ally or enemy upon joining the game.
  37. Code Samples
  38. 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
  39. Summary
  40. Properties
  41. Methods
  42. Returns a StandardPages object including information on all of the specified group's allies.
  43. Returns a StandardPages object including information on all of the specified group's enemies.
  44. Returns a table containing information about the given group.
  45. Returns a list of tables containing information on all of the groups a given player is a member of.
  46. Events
  47. Properties
  48. Methods
  49. GetAlliesAsync
  50. Returns a StandardPages object including information on all of the specified group's allies.
  51. 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.
  52. 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 > > >
  53. 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).
  54. This function has a number of useful applications, including detecting if a player is a member of an allied group.
  55. Parameters
  56. Returns
  57. Code Samples
  58. 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
  59. 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
  60. GetEnemiesAsync
  61. Returns a StandardPages object including information on all of the specified group's enemies.
  62. 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.
  63. 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 > > >
  64. 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).
  65. This function has a number of useful applications, including detecting if a player is a member of an enemy group.
  66. Parameters
  67. Returns
  68. Code Samples
  69. 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
  70. 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
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