Roblox MouseButton1Down click not working - lua

I tried several ways, but nothing worked. There's my code now:
script.Parent.MouseButton1Down:Connect(function()
print("adding money to your account...")
if game.Players.LocalPlayer.leaderstats.Money.Value == 0 then
game.Players.LocalPlayer.leaderstats.Money.Value = 1
return
end
game.Players.LocalPlayer.leaderstats.Money.Value = game.Players.LocalPlayer.leaderstats.Money.Value + 1
print("done")
end)
I know using this game.Players.LocalPlayer is not the best way, I already tried like this:
script.Parent.MouseButton1Down:Connect(function(plr)
print("adding money to your account...")
if plr.leaderstats.Money.Value == 0 then
plr.leaderstats.Money.Value = 1
return
end
plr.leaderstats.Money.Value = plr.leaderstats.Money.Value + 1
print("done")
end)

Wsha's answer is correct but here's the explanation.
Lets say we have a basic addition script here:
number1 = 0
And we want to add 1 to that. By just typing:
number1 + 1
You're essentially adding 1 to the variable itself, and not the variables value. So by referencing the variables value using:
number1 = number1 + 1
The script knows that the new value in the number 1 variable is the current value add 1.

This should suffice
script.Parent.MouseButton1Down:Connect(function(plr)
print("adding money to your account...")
game.Players.LocalPlayer.leaderstats.Money.Value =
game.Players.LocalPlayer.leaderstats.Money.Value + 1
print("done")
return

Related

Lua - Analysing values in a text file

I’m writing power (watts) values to a text file in order to extract information I can use.
4.7
4.7
4.8
5.2
5.1
4.6
4.6
4.6
Currently I have the following code to give me the average, but I’d like to add to it so it tells me more such as, what was the highest value, the lowest value, the most frequent value, and if at all possible if there are any ‘0’ values recorded (* - if possible with that last one it would be good to ignore them..)
local ctr = 0
local sum = 0
for _ in io.lines"/www/EnergyPlug-b.txt" do
ctr = ctr + 1
end
print(ctr)
for line in io.lines"/www/EnergyPlug-b.txt" do
sum = sum + line
end
print(sum)
average = sum / ctr
print(average)
I did explore creating a Lua table via table.insert() off of the first io.lines section, like the following, but I’m not sure how good it is?
local rows = {}
-- go over the file line by line
for line in io.lines("/www/EnergyPlug-b.txt") do
-- if line matches ?.? then insert into table
local value = line:match("%d%p%d") -- 1.5
--print(value)
table.insert(rows, value)
end
local arraymax = math.max(unpack(rows))
local arraymin = math.min(unpack(rows))
print (arraymax) -- ?.?
print (arraymin) -- ?.?
If the above is suitable, how best should I go about identifying the items/values i mentioned at the very start ?
In the first snippet there is no reason to have a separate loop for ctr and sum. You can do it in one loop.
Your second snipped is ok. unpack is limited so this won't work for many thousand values.
You have to traverse the table anyway to get the other values so you can determin min and max in that loop too without that size limit.
local value = line:match("%d%p%d") if there are only those numbers in that file you can skip the pattern matching here.
The calculations are pretty straigt forward. I'm not sure what you're struggling with here.
local min = math.huge -- use a value that is definitely bigger than any value
local max = -math.huge -- use a value that is definitely smaller than any value
local counts = {} -- an emtpy table we'll use to count how often each value occurs
local numIngored = 0 -- how many 0 values have we ignored?
for line in io.lines(yourFileName) do
-- convert string to a number
local value = tonumber(line)
-- if we take the value into account
if value ~= 0.0 then
-- update min and max values
min = value < min and value or min
max = value > max and value or max
-- update counts
counts[value] = counts[value] and counts[value] + 1 or 1
else
-- count ignored values
numIgnored = numIgnored + 1
end
end
I'll leave it up to you to get the most frequent values from counts
Thanks to #piglet and using other SO posts, here is what I ended up with..
local min = math.huge -- use a value that is definitely bigger than any value
local max = -math.huge -- use a value that is definitely smaller than any value
local ctr = 0
local valtotal = 0
local counts = {} -- an emtpy table we'll use to count how often each value occurs
local numIngored = 0 -- how many 0 values have we ignored?
for line in io.lines("/www/EnergyPlug-b.txt") do
-- convert string to a number
local value = tonumber(line)
-- if we take the value into account
if value ~= 0.0 then
ctr = ctr + 1
valtotal = valtotal + value
-- update min and max values
min = value < min and value or min
max = value > max and value or max
-- update counts
counts[value] = counts[value] and counts[value] + 1 or 1
else
-- count ignored values
numIgnored = numIgnored + 1
end
end
print("----Table print out -----")
for k, v in pairs(counts) do
print(k,v)
end
print("---------------------------")
print("Lowest value recorded = " ..min)
print("Highest value recorded = " ..max)
print("Average value recorded = " ..round2(valtotal / ctr, 1))
print("Number of values recorded = " ..ctr)
print("---------------------------")
local max_val, key1 = -math.huge
for k, v in pairs(counts) do
if v > max_val then
max_val, key1 = v, k
end
end
local min_val, key2 = math.huge
for k1, v1 in pairs(counts) do
if v1 < min_val or v1 == min_val then
min_val, key2 = v1, k1
end
end
local min_qty, max_qty = 0, 0
local min_str, max_str = "", ""
for k2, v2 in pairs(counts) do
if v2 == min_val then
min_qty = min_qty + 1
min_str = min_str .. " " .. k2
elseif v2 == max_val then
max_qty = max_qty + 1
max_str = max_str .. " " .. k2
end
end
if min_qty == 1 then
print("Least recorded value was = " ..key2.. " recorded "..min_val.." times")
else
print("Least recorded values were = " ..min_str.. " each recorded "..min_val.." time")
end
if max_qty == 1 then
print("Most recorded value was = " ..key1.. " recorded "..max_val.." times")
else
print("Least recorded values were = " ..max_str.. " each recorded "..max_val.." time")
end
print("---------------------------")

Using loop to solve if number < than 200 previous numbers, return 1

I'm writing a small program in lua and I was hoping to get some pointers on what would be the most correct way to approach this. Basically, if my number is bigger than the last 200 numbers, return 1, else return 0.
I figure the best way would be a loop?
Let's say x is the position of my number in a table, and then I want to check that it's bigger than the previous 200 numbers and return 1 at the end if it is and 0 if it's not.
while (x > x-a)
do
isbigger = 1;
a = a+1;
return isbigger;
end
I'm not sure if that's correct syntax wise, it also would technically return 1 everytime it goes through the loop and I just want it at the end if true that my number is bigger than the 200 previous one. Also, how do get out of the loop if its false (I'd guess with a break)?
Thanks for any help and have a nice day!
If you are looping over an array of values, you should use a for loop. you also do not want to return isbigger from inside the loop as it will prematurely end the loop
local last = 10
local myNumber = 123
local numbers = {}
--Setup our example numbers table
math.randomseed(os.clock())
for i = 1, 40 do
numbers[i] = math.random(1,200)
end
--Run comparison on our the last x values
local isBigger = true
for i = #numbers, #numbers - last, -1 do
print(myNumber, numbers[i], myNumber > numbers[i])
isBigger= isBigger and myNumber > numbers[i]
end
print("isBigger is: " .. isBigger)
return isBigger and 1 or 0
Example Output
123 181 false
123 6 true
123 77 true
123 78 true
123 145 false
123 130 false
123 104 true
123 114 true
123 6 true
123 4 true
123 15 true
isBigger is: false
The for loop above is better for understanding what is happening, but this one is better for use as it will exit once it has found an result that shows myNumber is not bigger.
local isBigger = true
for i = #numbers, #numbers - last, -1 do
print(myNumber, numbers[i], myNumber > numbers[i])
if not (myNumber > numbers[i]) then
isBigger = false
break
end
end

Lua #Table returning 0, despite Table containing 3 elements (tables)? [duplicate]

Sounds like a "let me google it for you" question, but somehow I can't find an answer. The Lua # operator only counts entries with integer keys, and so does table.getn:
tbl = {}
tbl["test"] = 47
tbl[1] = 48
print(#tbl, table.getn(tbl)) -- prints "1 1"
count = 0
for _ in pairs(tbl) do count = count + 1 end
print(count) -- prints "2"
How do I get the number of all entries without counting them?
You already have the solution in the question -- the only way is to iterate the whole table with pairs(..).
function tablelength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
Also, notice that the "#" operator's definition is a bit more complicated than that. Let me illustrate that by taking this table:
t = {1,2,3}
t[5] = 1
t[9] = 1
According to the manual, any of 3, 5 and 9 are valid results for #t. The only sane way to use it is with arrays of one contiguous part without nil values.
You can set up a meta-table to track the number of entries, this may be faster than iteration if this information is a needed frequently.
The easiest way that I know of to get the number of entries in a table is with '#'. #tableName gets the number of entries as long as they are numbered:
tbl={
[1]
[2]
[3]
[4]
[5]
}
print(#tbl)--prints the highest number in the table: 5
Sadly, if they are not numbered, it won't work.
There's one way, but it might be disappointing: use an additional variable (or one of the table's field) for storing the count, and increase it every time you make an insertion.
count = 0
tbl = {}
tbl["test"] = 47
count = count + 1
tbl[1] = 48
count = count + 1
print(count) -- prints "2"
There's no other way, the # operator will only work on array-like tables with consecutive keys.
function GetTableLng(tbl)
local getN = 0
for n in pairs(tbl) do
getN = getN + 1
end
return getN
end
You're right. There are no other way to get length of table
You could use penlight library. This has a function size which gives the actual size of the table.
It has implemented many of the function that we may need while programming and missing in Lua.
Here is the sample for using it.
> tablex = require "pl.tablex"
> a = {}
> a[2] = 2
> a[3] = 3
> a['blah'] = 24
> #a
0
> tablex.size(a)
3
local function CountedTable(x)
assert(type(x) == 'table', 'bad parameter #1: must be table')
local new_t = {}
local mt = {}
-- `all` will represent the number of both
local all = 0
for k, v in pairs(x) do
all = all + 1
end
mt.__newindex = function(t, k, v)
if v == nil then
if rawget(x, k) ~= nil then
all = all - 1
end
else
if rawget(x, k) == nil then
all = all + 1
end
end
rawset(x, k, v)
end
mt.__index = function(t, k)
if k == 'totalCount' then return all
else return rawget(x, k) end
end
return setmetatable(new_t, mt)
end
local bar = CountedTable { x = 23, y = 43, z = 334, [true] = true }
assert(bar.totalCount == 4)
assert(bar.x == 23)
bar.x = nil
assert(bar.totalCount == 3)
bar.x = nil
assert(bar.totalCount == 3)
bar.x = 24
bar.x = 25
assert(bar.x == 25)
assert(bar.totalCount == 4)
I stumbled upon this thread and want to post another option. I'm using Luad generated from a block controller, but it essentially works by checking values in the table, then incrementing which value is being checked by 1. Eventually, the table will run out, and the value at that index will be Nil.
So subtract 1 from the index that returned a nil, and that's the size of the table.
I have a global Variable for TableSize that is set to the result of this count.
function Check_Table_Size()
local Count = 1
local CurrentVal = (CueNames[tonumber(Count)])
local repeating = true
print(Count)
while repeating == true do
if CurrentVal ~= nil then
Count = Count + 1
CurrentVal = CueNames[tonumber(Count)]
else
repeating = false
TableSize = Count - 1
end
end
print(TableSize)
end
seems when the elements of the table is added by insert method, getn will return correctly. Otherwise, we have to count all elements
mytable = {}
element1 = {version = 1.1}
element2 = {version = 1.2}
table.insert(mytable, element1)
table.insert(mytable, element2)
print(table.getn(mytable))
It will print 2 correctly

Lua with calculator script

I'm trying to create a calculator for my own use . I don't know how to make it so that when the user inputs e.g. 6 for the prompt lets the user type in 6 numbers. So if I wrote 7 , it would give me an option to write 7 numbers and then give me the answer, And if i wrote 8 it will let me write 8 numbers...
if choice == "2" then
os.execute( "cls" )
print("How many numbers?")
amountNo = io.read("*n")
if amountNo <= 2 then print("You cant have less than 2 numbers.")
elseif amountNo >= 14 then print("Can't calculate more than 14 numbers.")
elseif amountNo <= 14 and amountNo >= 2 then
amountNmb = amountNo
if amountNmb = 3 then print(" Number 1")
print("Type in the numbers seperating by commas.")
local nmb
print("The answer is..")
The io.read formats are a bit limiting.
If you want a comma-separated list to be typed, I suggested reading a whole line and then iterating through each value:
local line = io.input("*l")
local total = 0
-- capture a sequence of non-comma chars, which then might be followed by a comma
-- then repeat until there aren't any more
for item in line:gmatch("([^,]+),?") do
local value = tonumber(item)
-- will throw an error if item does not represent a number
total = total + value
end
print(total)
This doesn't limit the count of values to any particular value—even an empty list works. (It is flawed in that it allows the line to end with a comma, which is ignored.)
From what I understand, you want the following:
print "How many numbers?"
amountNo = io.read "*n"
if amountNo <= 2 then
print "You can't have less than 2 numbers."
elseif amountNo >= 14 then
print "Can't calculate more than 14 numbers."
else
local sum = 0
for i = 1, amountNo do
print( ('Enter number %s'):format(i) )
local nmb = io.read '*n'
sum = sum + nmb
end
print( ('The sum is: %s'):format(sum) )
end
If the user separates the numbers with commas, they don't need to state how many they want to add, you can just get them all with gmatch. Also with the right pattern you can ensure you only get numbers:
local line = io.input()
local total = 0
-- match any number of digits, skipping any non-digits
for item in line:gmatch("(%d+)") do
total = total + item
end
With input '4 , 6 , 1, 9,10, 34' (no quotes), then print(total) gives 64, the correct answer

How to get number of entries in a Lua table?

Sounds like a "let me google it for you" question, but somehow I can't find an answer. The Lua # operator only counts entries with integer keys, and so does table.getn:
tbl = {}
tbl["test"] = 47
tbl[1] = 48
print(#tbl, table.getn(tbl)) -- prints "1 1"
count = 0
for _ in pairs(tbl) do count = count + 1 end
print(count) -- prints "2"
How do I get the number of all entries without counting them?
You already have the solution in the question -- the only way is to iterate the whole table with pairs(..).
function tablelength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
Also, notice that the "#" operator's definition is a bit more complicated than that. Let me illustrate that by taking this table:
t = {1,2,3}
t[5] = 1
t[9] = 1
According to the manual, any of 3, 5 and 9 are valid results for #t. The only sane way to use it is with arrays of one contiguous part without nil values.
You can set up a meta-table to track the number of entries, this may be faster than iteration if this information is a needed frequently.
The easiest way that I know of to get the number of entries in a table is with '#'. #tableName gets the number of entries as long as they are numbered:
tbl={
[1]
[2]
[3]
[4]
[5]
}
print(#tbl)--prints the highest number in the table: 5
Sadly, if they are not numbered, it won't work.
There's one way, but it might be disappointing: use an additional variable (or one of the table's field) for storing the count, and increase it every time you make an insertion.
count = 0
tbl = {}
tbl["test"] = 47
count = count + 1
tbl[1] = 48
count = count + 1
print(count) -- prints "2"
There's no other way, the # operator will only work on array-like tables with consecutive keys.
function GetTableLng(tbl)
local getN = 0
for n in pairs(tbl) do
getN = getN + 1
end
return getN
end
You're right. There are no other way to get length of table
You could use penlight library. This has a function size which gives the actual size of the table.
It has implemented many of the function that we may need while programming and missing in Lua.
Here is the sample for using it.
> tablex = require "pl.tablex"
> a = {}
> a[2] = 2
> a[3] = 3
> a['blah'] = 24
> #a
0
> tablex.size(a)
3
local function CountedTable(x)
assert(type(x) == 'table', 'bad parameter #1: must be table')
local new_t = {}
local mt = {}
-- `all` will represent the number of both
local all = 0
for k, v in pairs(x) do
all = all + 1
end
mt.__newindex = function(t, k, v)
if v == nil then
if rawget(x, k) ~= nil then
all = all - 1
end
else
if rawget(x, k) == nil then
all = all + 1
end
end
rawset(x, k, v)
end
mt.__index = function(t, k)
if k == 'totalCount' then return all
else return rawget(x, k) end
end
return setmetatable(new_t, mt)
end
local bar = CountedTable { x = 23, y = 43, z = 334, [true] = true }
assert(bar.totalCount == 4)
assert(bar.x == 23)
bar.x = nil
assert(bar.totalCount == 3)
bar.x = nil
assert(bar.totalCount == 3)
bar.x = 24
bar.x = 25
assert(bar.x == 25)
assert(bar.totalCount == 4)
I stumbled upon this thread and want to post another option. I'm using Luad generated from a block controller, but it essentially works by checking values in the table, then incrementing which value is being checked by 1. Eventually, the table will run out, and the value at that index will be Nil.
So subtract 1 from the index that returned a nil, and that's the size of the table.
I have a global Variable for TableSize that is set to the result of this count.
function Check_Table_Size()
local Count = 1
local CurrentVal = (CueNames[tonumber(Count)])
local repeating = true
print(Count)
while repeating == true do
if CurrentVal ~= nil then
Count = Count + 1
CurrentVal = CueNames[tonumber(Count)]
else
repeating = false
TableSize = Count - 1
end
end
print(TableSize)
end
seems when the elements of the table is added by insert method, getn will return correctly. Otherwise, we have to count all elements
mytable = {}
element1 = {version = 1.1}
element2 = {version = 1.2}
table.insert(mytable, element1)
table.insert(mytable, element2)
print(table.getn(mytable))
It will print 2 correctly

Resources