💡Miscellaneous

These are uncategorized/miscellaneous functions Wave supports.

WARNING: decompile() is a Premium only function.

Decompile

<string> decompile(<Instance> Script)
  • Decompiles Script and returns the decompiled output.

Example:

local LocalPlayer = game:GetService("Players").LocalPlayer 
local PlayerModule = LocalPlayer.PlayerScripts.PlayerModule
local Decompiled = decompile(PlayerModule) -- Decompiles PlayerModule
setclipboard(Decompiled) -- Copies the decompiled output to your clipboard

Get Hidden UI

<Instance> gethui(<void>)
  • Returns the CoreGui service, allowing GUI's being hidden from detection in-game.


Get Namecall Method

<string> getnamecallmethod(<void>)
  • Returns the namecall method if the function is called in an __namecall metatable hook.


Get Thread Identity

<void> getthreadidentity(<value> number)
  • Returns the current thread's identification number.


Identify Executor

<string, string> identifyexecutor(<void>)
  • Returns Wave and the version if the current executor is Wave.


Is Scriptable

<bool> isscriptable(<Instance> object)
  • Checks if object can be scripted or modified by a script.


WARNING: saveinstance() is a Premium only function.

Save Instance

<void> saveinstance(<Instance?> Object, <string?> FilePath, <table?> Options)
  • Saves the current game into your workspace folder as a .RBXL file.

If Object is specified, it will save that object and its descendants as a .RBXM file.

If Object is game, it will be saved as a .RBXL file.

If FilePath is specified, it will write the file to the specified path.

FilePath does not need to contain a file extension, only the name of the file.

Options:

Name
Type
Default
Description

Decompile

Boolean

false

If enabled, LocalScripts and ModuleScripts will be decompiled.

DecompileTimeout

Number

10

If the decompilation run time exceeds this value, it will be canceled. This value is in seconds.

DecompileIgnore

Table

{"Chat", "CoreGui", "CorePackages"}

Scripts that are a descendant of the specified services will be saved but not decompiled.

NilInstances

Boolean

false

If enabled, instances parented to nil will be saved.

RemovePlayerCharacters

Boolean

true

If enabled, player characters will not be saved.

SavePlayers

Boolean

false

If enabled, Player objects and their descendants will be saved.

MaxThreads

Number

3

The number of decompilation threads that can run at once. More threads allow for more scripts to be decompiled at the same time.

ShowStatus

Boolean

true

If enabled, Save Instance progress will be displayed.

IgnoreDefaultProps

Boolean

true

If enabled, default properties will not be saved.

IsolateStarterPlayer

Boolean

true

If enabled, StarterPlayer will be cleared and the saved starter player will be placed into folders.

Example - Saving the game to a custom folder:

makefolder("MySaves")
saveinstance(game, "MySaves/Cool Game")

Example - Saving a specific object with decompiled scripts:

saveinstance(workspace.CoolModel, "Cool Model", {
    Decompile = true
})

Set Clipboard

<void> setclipboard(<string> content)
  • Sets content to the clipboard.


Set Fast Flag

<void> setfflag(<string> flag, <string> value)
  • Sets flag's value to value.

You can find a list of all Fast Flags here: FFlag Tracker


Set FPS Cap

<void> setfpscap(<uint> cap)
  • Sets the fps cap to cap.


Set Namecall Method

<void> setnamecallmethod(<string> method)
  • Sets the current namecall method to the new namecall method. Must be called in a __namecall metatable hook.


Set Thread Identity

<void> setthreadidentity(<value> number)
  • Sets the current thread's identification number.


Message Box

<uint> messagebox(<string> text, <string> title, <uint> flag)
  • Creates a message box.


Flags:

Flag
Value

OK

0

OK / Cancel

1

Abort / Retry / Ignore

2

Yes / No / Cancel

3

Yes / No

4

Retry / Cancel

5

Cancel / Try Again / Continue

6

Return Values:

Value
Description

1

OK was clicked.

2

Cancel was clicked.

3

Abort was clicked.

4

Retry was clicked.

5

Ignore was clicked

6

Yes was clicked.

7

No was clicked.

10

Try Again was clicked.

11

Continue was clicked.


Queue On Teleport

<void> queue_on_teleport(<string> script)
  • Queues script to be executed after the next teleport.


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