Roblox

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Basic economics

The ROBLOX economy is in constant motion, and many entrepreneurial-minded users have found methods to leverage it in order to turn significant profits. ROBLOX Creative Director John Shedletsky keeps a close eye on the economy, so we thought we'd tap him to see if he had any helpful advice he could share with those of you looking to dive into the market. There is no guaranteed path to profit There is no guaranteed way to profit from limited items on ROBLOX, so keep that in mind. If there were a 100% foolproof way to make ROBUX out of nothing, you can bet that a lot of fools would be doing it right now. The purpose of this article is to provide food for thought-it is not a get-rich-quick guide. What makes items valuable There are two main factors that drive the value of limited items: Scarcity Popularity Scarcity is how many copies exist. It stands to reason that if an item is very rare, it will have more value than an item of which thousands of copies exist. For almost all items, you can tell how many copies exist by looking at the "sold" counter on the item page. The only time this count isn't accurate is for items that were never sold, such as contest prizes (Subzero Ski Specs, for example, shows zero sold but there are actually thousands in existence). These items are slightly more risky to deal in unless you have a pretty good idea of the scarcity (which you can sometimes infer based on the number of private sellers that exist for the item). LegitHatGraphPopularity also has a huge effect on the value of items. Limited items are by definition in limited supply. So if demand for an item is high, the price will be too. A great example of this principle: among Builders Club members (users who can trade and sell), there are a roughly equal number of Perfectly Legitimate Business Hats and Starry Eggs in circulation. The Legit Business hat typically sells for 2,000-3,000 ROBUX. The Starry Egg? 66 ROBUX. The difference is due almost entirely to popularity. Liquidity vs. volatility Knowing the value of an item is helpful, but there is more to this story. It's possible to also talk about how an item sells, and we'll use terms from the world of finance to do this. The "liquidity" of an item is a measure of how many copies of the item sell or trade each day. A very liquid item might trade hundreds of times a day. An illiquid item might trade only a couple times per month. Basically, if an item is liquid, you can easily sell it for the going price in a matter of minutes. Liquid items are as good as cash (which is another factor that makes the Legit Business hat valuable). The "volatility" of an item is a measure of the price variance. A highly volatile item might sell for X one day and 2X the next. A low-volatility item, in contrast, has a stable price that does not vary much over time. To buy/sell/trade at a profit, one needs the price of the item to move. So while volatile items are riskier to buy, they also offer more near-term reward and profit potential to their owners. It is basically impossible to profit on low-volatility items in the short term due to transaction costs. This probably sounds very theoretical, but let's look at how we might use these ideas in practice. The Riptide Sword RiptideGraph Don't pay attention to the amount that it's worth; pay attention to how often it switches hands (the volume chart). About 80 of these swords are sold every single day, which makes them a very liquid asset. This provides you with a sense of security when you're choosing the items to accept from trades-you know that if you accept a highly liquid item, you'll be able to turn around and sell it at the drop of a hat. What's more, you can confidently ball-park how much money you'll receive for the item (because volatility is low). This is the safe way to trade, but also the least lucrative in terms of big earning. Still, if you deal in enough liquid items and have a lot of patience, you can generate some real currency. Now let's look at a different type of item. Deluxe Roman Helmet DeluxeRomanHelmet This is a volatile item. Take a look at the graph in the picture above. The price fluctuates wildly over the course of a month. Sometimes it sells for 800. Sometimes it goes for 2,000. Pretty crazy. Would you buy this item at 1,400? Risky. The liquidity of this item is low. You can actually count the number of times it's been sold on one hand (typically expensive items are less liquid). Now take a look at the graph, and compare it to the Riptide Sword. Totally opposite, right? So, if you receive a volatile item in your trade inbox, what does that mean? The security of selling the item is pretty much gone, though the potential earnings if you find the right buyer could be substantial. Accepting volatile items is a sharp trade-off that could result in big bucks, or an expensive item for which you can't find a buyer. But there's always the chance that the helmet you took in that was worth 800 ROBUX could be sold to another buyer for 2,000 ROBUX later on down the line. It's a big risk with a potentially worthy pay off. Season Steven BatShadesSometimes popularity can be predictable. Be constantly aware of the date, and think ahead. Lots of users made a ton of profits this year by buying last year's Halloween items around August and September. Buy holiday gear months before the actual holiday, and you might be surprised by how many people will want it when the actual holiday arrives. Seasons are a big deal for users on ROBLOX, and getting seasonal gear helps them feel in the spirit. More ideas for people who like math We've talked about some simple financial concepts and how they apply to the ROBLOX virtual economy. Students of economics know that these conceptual frameworks can become arbitrarily complicated. The main reason is that economics is about competition and a slight edge can be very valuable. If you are mathematically minded, you might enjoy thinking about how some of these ideas might be applied to your ROBLOX transaction strategy: CAGR (as it applies to individual items as investments) Volatility arbitrage (taking advantage of predictable increase in per-item volatility over time) Alpha (measuring the quality of your investment prowess)

Roblox

The creator of Roblox

Robux & Tix

The stuff that you can spend to get hats gears or other things.

Simple scripting

When you first create a script, you have to know what it is meant to do at exactly what time and under what conditions. For a script that kills your character, it's pretty obvious what it needs to do; kill you. Scripting is giving commands to the computer, so you just need a line of code that will kill your character. Remember that scripts can break with just one letter or symbol being wrong. Before we go on, you may or may not know that there is an object inside each character called the Humanoid. It is an object that holds certain properties, like the amount of health and the maximum amount of health, how fast the character walks, and a couple of others. So, how do you kill your character? There are many ways, actually. If the Head and Torso are detached from each other, the character is dead, so deleting the head or the torso is a possible solution. It is even possible to set the Humanoid's health to 0 manually. We'll delete the head. ROBLOX won't remove anything until told, so we need to navigate the tree structure of ROBLOX games to find the character's head and remove it. The structure of a ROBLOX game is like a tree, and the trunk is a DataModel object called game. There is a "branch" (known as a child) called Workspace. Think of all the bricks in your game as children of Workspace. Your character is a child of the Workspace, and the Workspace is a child of game. Note: For the example below, game is hidden, which is the reason why it is invisible when looking through Studio. There are more necessary objects that are required in the tree, but this is here to provide a visual example. Tree-collapse.pngDataModel game Tree-collapse.pngWorkspace Workspace Expand.pngModel Player Part Head Humanoid Humanoid Tree-collapse.pngPlayers Players Expand.pngPlayer Player Note that children of game are known as game services, which provide functionality for your game automatically. When you enter any place, you have a Player object named after you inside the Players game service and a model named after you in the Workspace (called a character). Your character holds your head, torso, limbs and other visual stuff. The player object does other things that won't be covered right now. ROBLOX Studio has a nice tool that lets you view the family tree visually. It is called the Explorer window. To open it, click View > Explorer. It is very self explanatory. [edit]Writing Lua code The ultimate trick to being a scripter is to mastering how to make code that does what you want, when you want it to. Since you are a beginner, you will be walked through the steps to making your code do what you want starting from English to Lua code. Do not think of scripting as translating to a language; think of scripting as giving orders on what to do. Here's our starting command. It's what we want to happen, and it has been written in plain English. Remove USERNAME's head. Naturally, ROBLOX will not like that very much because it's in English! You have to figure out how to express what you want to happen in Lua code. Remove Head, which is in Player, which is in Workspace, which is in game. game is the root of all things in your game. We need to "go down" the family tree and find the correct brick to remove. To get an object that is a child of another object, you use a period (.) after the parent object, then the child object's name. Going through the family tree, we get this: Delete game.Workspace.USERNAME.Head This is almost a working ROBLOX Lua statement! Now, to actually remove the head, a method must be used. Methods are functions that do specific things in ROBLOX for you by calling them. Methods are functions of objects in ROBLOX Lua. To call a method on an object in Lua, you use a colon (:) after the object. You then state the name of the method, then two parentheses with nothing in them. Methods and functions take arguments, which are values given to the function to change how it works. The "Destroy" method takes no arguments, so we place the parentheses there to show that there's nothing else we have to pass on to the Destroy method. game.Workspace.USERNAME.Head:Destroy() The above statement is syntactically correct Lua code. However, your name isn't USERNAME, so substitute your name in. If your name was "AwesomeSocks", then you would use the following: game.Workspace.AwesomeSocks.Head:Destroy() To compare this to English, it would be like saying "The sky has trees". It is grammatically correct English, but an untrue statement. If you state the name of things that do not exist, your script won't work and an error will occur. [edit]Testing the script To test your newly created script, enter any normal ROBLOX place in solo mode (or build mode) so that you can walk around with your character. Open up Roblox Studio and open the command bar. Type your one-lined wonder in, and hit enter to run it. NOTE: You must open build mode or solo mode from the studio, if you open it from the browser, you will not be able to open the command bar. If your head just disappeared and you heard an "Oughh!" sound because your character just died, then you have succeeded. Your script works. If your script does not work and nothing happens, expect this to happen a lot. Scripters (and programmers alike) run into the problem of their scripts not doing something right because their code has bugs in it. Not to worry, though - there is the output, a key tool that can help you debug your scripts and get them working. [edit]Setting Values in ROBLOX Lua What about changing values of objects in ROBLOX Lua? There is a way to do that, and it's more of the same. To set your health to zero (rather than going "Off with your head!") you need to set the Health property of your Humanoid to zero. To set properties of objects, you use a period (.), the property's name, an equals sign and the value. game.Workspace.USERNAME.Humanoid.Health = 0 You will learn specifics about what is what in ROBLOX Lua later (such as "What does the equals sign really do?"). For now, you can consider yourself a really basic scripter that can call methods and change property's values. Protip: The Workspace is a special game service. Since it is used a lot in scripting, ROBLOX Lua has a built-in constant (just like game) called Workspace rather than game.Workspace. You'll learn about constants and variables later, but know that the Workspace is the only object in ROBLOX Lua that has it's own built in constant. You can therefore do this: Workspace.USERNAME.Humanoid.Health = 0 [edit]Inserting a Script object To add a new script in ROBLOX Studio, just select Workspace in the Explorer window and click Insert > Object > Script. You'll find a blank script that has been added to the Workspace. Insertscript.JPG So, the hierarchy would be: Tree-collapse.pngWorkspace Workspace Script Script Try modifying it to do different things. It is similar to the command bar we have been using, but now you can have multiple lines of code. [edit]Editing a script in ROBLOX Studio To open a script object's source (the code in the script object) for editing in ROBLOX Studio, you can double-click it in the Explorer window and a text editor will open where you can change your script's source. Whatever you add, remove or change in this text editor is permanent, and besides the "undo" button, these changes cannot be undone once the editor is closed. [edit]Starting and Stopping your script Script objects run their code under the following conditions: The script is added to the game (Select the script in the Explorer window and cut it (CTRL+X), then paste it back into the game (CTRL+V, or right click Workspace and click "Paste Into"). The script's disabled property is changed to false (select the script in the Explorer window and toggle it's Disabled property in the Properties window). [edit] Script Creation There are 5 topics that will be answered here: Creating the script Storing references to objects Listening to events Functions Modifying objects NOTE: All work, building and scripting, should be done in Edit Mode. All these lessons will be shown as if you are in Edit Mode. To open Edit Mode, on your desktop screen, hit Start>Programs>ROBLOX>ROBLOX Studio. Then go to your profile or place page or places list, then click "Edit". You can also press CTRL+N or click File>New to get a completely empty place. [edit] Creating the Script To get a script, go in Roblox Studio and then simply select Insert>Object. Now, a window will appear. In the newly appeared window, click on "Script" and OK. You should find the script inside "Workspace" in the explorer tab. If you don't see any explorer window up, go to View > Explorer. Now to open the script, just double-click it. If you did it right, a window will cover the whole ingame screen. And you will find the line "print "Hello World!"" Before you start, just go ahead and delete that line. [edit] Making References to Objects Assuming the script is still under Workspace, that is where your script will run. Let's say you want a brick turning invisible/visible, back and forth when touched. The script needs to know where that brick is before modifying it. Now, making references to objects is not necessary, but it can make scripting a lot less work. Here's an example of how you do it: local brick = Workspace.Brick That will make `brick` refer to game.Workspace.Brick. You can set the name to absolutely anything. This is an example of a variable. You can have as many variables as you want in a script. If you didn't store it in a variable, every time you try making the script modify the object, you would have to put the line "Workspace.Brick". Variables make it much simpler, since you only have to put the name you assigned. Name the brick desired to "Brick", and make a reference to it in the script by typing the example above. Note that making a reference to an object is the same as assigning a variable. [edit] Event Listeners Now we're getting into the meat of scripting. Sure, the script knows where the brick is, but that's all. It can't do anything else. Now we're jumping into a listening event. An event listener watches what's going on, and waits for an event to happen. When it does, it tells the script to do something. This is one important part of the script, otherwise you couldn't really make scripts wait for anything. You still should have the script with the variable in it. We're going to make the script listen for being touched (the Touched event). Here's an example: brick.Touched:connect(onTouch) When the brick is touched, it will execute the function named onTouch. Keep in mind that the name inside the parentheses is the name of the function. This is not the only listener type. There are many more to use, some of which require some familiarity with scripting. Here is a very well-done reference page set up by MrDoomBringer. This is where you can find more help in the future, when you begin to understand scripting more. Not only does it show Events, but also shows other scripting references need for other aspects of scripting. Put the line brick.Touched:connect(onTouch) a line or two below the variable assignment local brick = Workspace.Brick [edit] Functions Your script is getting better and better, but where is the function? Your script will break if it doesn't have one of those for the listener to refer the script to. What is a function? It is where all your modifying work will be done. It is also an important part to your scripting. Without it, you could not make the script modify objects from listeners. Another example: function onTouch(part) end There is the function. As you can see, the word "function" is followed by "onTouch", the name of the function. The listener from last lesson is trying to refer to the function. The listener is going to tell the script to run through this function and do whatever is found inside. Notice the "(part)" after the function name. This is a reference to the object that the listener found that touched the brick. This is not needed for event listeners but will allow you to have more objects to manipulate. But back to what we're looking at. The variable "part" is the object that touched the brick. You can play with this object for fun later. Now notice also two lines below the function: "end". You will need one of these for every function and other block structures in scripting, such as "if" statements. Always remember this when scripting. Now, make the lines from first example, except put it two lines under the variable assignment, and one line above the listener. [edit] Modifying Objects The script knows the brick, will wait until it's touched, and has the function to use. But it doesn't know what to do to the brick. This is where storing references to objects saves you time. We wanted it to flicker invisible/visible, so here's an example: brick.Transparency = 1 wait(1) brick.Transparency = 0 These lines will alter the brick as we wanted. The brick's transparency is changed to "1", which is completely invisible. The "wait(1)" line will make the script wait for one second before continuing, then the brick's transparency will be put back at 0, which is completely visible. You can alter "wait(1)" to any number inside the parentheses. Whatever number you put inside the parentheses will be the amount of time it will wait in seconds. Put those 3 lines right under the line "function onTouch(part)" and above the line "end". [edit] Complete script local brick = Workspace.Brick -- Store a reference to the brick. function onTouch(part) -- The function that runs when the part is touched. brick.Transparency = 1 wait(1) brick.Transparency = 0 end brick.Touched:connect(onTouch) -- The line that connects the function to the event. [edit]Advanced scripting techniques [edit] Make your own functions Main article: Function#Using Functions While scripting, you may want to make your own function to call later. This is easy enough, here is the syntax (grammar) for doing so: (NOTE: These functions are called without a colon [:]) function functionName(parameters) code end functionName(arguments) [edit]Functions with Parameters and Arguments A parameter is a way to give data to a function. An example of a parameter: you use the TakeDamage method on a Humanoid. You have to tell it how much damage to do. You would type Humanoid:TakeDamage(100) to damage the Humanoid by 100. NOTE: The TakeDamage method will not take damage if the humanoid has a ForceField. Use this method for weapons instead of directly setting the health, to prevent spawn-killers) Example function sayHello(name) print("Hello, " .. name .. "!") end sayHello("Bob") Hello, Bob! [edit]Functions that return values Main article: Function#Using Return The return statement automatically ends the function at the line it is placed (you still need to use the end statement though), and then gives the value to the variable on the left side of the equals sign. Example --Declare a function called addNumbers with the parameters "a" and "b" function addNumbers(a,b) --make a variable called "ans", and set it to the sum of a and b. local ans = a + b --Return the variable called ans. return ans end --Declare a variable called "answer" to the value of the addNumbers function, with the arguments 1 and 2. answer = addNumbers(1, 2) --Print the answer to the output. print(answer) [edit]Flow control Flow control, or Control statments basically means doing different things depending on the situation. They can also control the way the code is executed in the end. There are two main ways to do it in Lua, both involve conditions. [edit]Conditions A condition is an expression that either equals true or false. Conditions are usually used in if statements, though not always. A condition can never be placed by itself. Here are some simple conditions: if 1 == 2 then Note the "==". "==" is for comparison like this, and "=" is for assignment like assigning a variable a value. Of course 1 isn't 2! So that would be false. if 1 < 2 then That would be true, because 1 is less than 2. [edit]If statements Main article: Conditional statements The if statement does something only if a condition is true. Syntax: if (condition) then code end Example if 2 + 2 == 4 then print("All is right in the world") end That would print "All is right in the world", because 2 + 2 is equal to 4. There is also an else statement, which executes if the condition is false: if (condition) then code else code end Example if (2 + 2 == 4) then print("All is right in the world") else print("Warning! Warning! Computer Self-Destruction!") end [edit]While Main article: Loops#While while <condition> do code end This does something over and over until the condition is false, or the break command is executed. Here is something very important: If this is an infinite loop, you MUST put a wait() function in your loop! Otherwise the server will take every ounce of its processing power to execute the code, because right when it's done, it wants to execute again. Having no wait() function WILL crash the server if it doesn't pause. This will make it wait so it has time to execute other things. Example while true do print("Lagging up your computer...") end That will crash the server. Example while true do print("Still lagging, but not crashing") wait(1) end That will still lag, but it won't crash the server. [edit] See also Scripting The Class Reference Edit Roblox Studio Script Workspace In-Depth Scripting Guide Tutorials


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