For live Roblox games
Change your live game without shipping an update.
Features, player data, moderation and releases, declared in your code and run from one console.
For live Roblox games
Features, player data, moderation and releases, declared in your code and run from one console.
local Seasonal = Control.Scope("Seasonal"):Feature():Config({
Theme = Control.Config(Theme, { Default = "none" }),
})
Seasonal:OnActivate(function(keeper)
keeper:Add(DressLobby(Seasonal.Theme:Get()))
end) local Profile = Control.Scope("Profile"):Entity({
KeyedBy = "Player",
State = State,
Default = { Coins = 100, Level = 1 },
})
Reducers.AddCoins = Profile.Writes({ Amount = Amount })
.Then(function(state, fields)
return { Coins = state.Coins + fields.Amount }
end) Kick.Now = Control.Command({ Reason = Reason })
.Label("Kick Player")
.Tier("routine")
.Handles(function(directive)
local id = tonumber(directive.target)
local player = Players:GetPlayerByUserId(id)
player:Kick(directive.params.Reason)
return true
end) Server.Fireworks = Control.Command({ Bursts = Bursts })
.Label("Launch fireworks on this server")
.Tier("routine")
.PerServer()
.Handles(function(directive)
Launch(directive.params.Bursts or 10)
return true
end) -- craftsman store add --name "Golden Pickaxe"
golden_pickaxe = {
Grants = Control.Op(Player.Inventory, "GrantItem",
{ ItemId = "golden_pickaxe", Amount = 1 }),
Reverse = Control.Op(Player.Inventory, "RemoveItem",
{ ItemId = "golden_pickaxe", Amount = 1 }),
},
Commerce.Prompt(player, "golden_pickaxe") $ craftsman publish --apply
✓ Manifest published 0.8 s
✓ Build started on main
✓ Place built 41 s
✓ Handed to Project Control
✓ 18 tests passed in Roblox 28 s
Deploy it from Releases in Project Control