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479
.cursor/rules/roblox/reference/engine/classes/Chat.yaml
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479
.cursor/rules/roblox/reference/engine/classes/Chat.yaml
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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: Chat
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type: class
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memory_category: Instances
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summary: |
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Houses the Luau code responsible for running the legacy chat system.
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description: |
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The **Chat** service houses the Luau code responsible for running the
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[legacy chat system](../../../chat/in-experience-text-chat.md#migrate-from-legacy-chat).
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Similar to `Class.StarterPlayerScripts`, default objects like
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`Class.Script|Scripts` and `Class.ModuleScript|ModuleScripts` are inserted
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into the service.
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code_samples: []
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inherits:
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- Instance
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descendants: []
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tags:
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- NotCreatable
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- Service
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- NotReplicated
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deprecation_message: |
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This class is deprecated. Use `Class.TextChatService` instead.
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properties:
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- name: Chat.BubbleChatEnabled
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summary: |
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Determines whether player's chat messages will appear above their in-game
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avatar.
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description: |
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If true, entering a message in the chat will result in a chat bubble
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popping up above the player's `Class.Player.Character`. This behavior can
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either be enabled by directly ticking this checkbox in Studio, or by using
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a `Class.LocalScript`:
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```lua
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local ChatService = game:GetService("Chat")
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ChatService.BubbleChatEnabled = true
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```
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This must be done on the client, toggling this value in a server-side
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`Class.Script` will have no effect.
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code_samples: []
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Behavior
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Chat
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- name: Chat.LoadDefaultChat
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summary: |
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Toggles whether the default chat framework should be automatically loaded
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when the game runs.
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description: |
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Toggles whether the default chat framework should be automatically loaded
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when the game runs.
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code_samples: []
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: NotAccessibleSecurity
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thread_safety: ReadSafe
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category: Behavior
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Chat
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methods:
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- name: Chat:CanUserChatAsync
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summary: |
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Will return false if the player with the specified `Class.Player.UserId`
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is not allowed to chat because of their account settings.
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description: |
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Will return false if the player with the specified `Class.Player.UserId`
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is not allowed to chat because of their account settings.
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code_samples: []
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parameters:
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- name: userId
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type: int64
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default:
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summary: ''
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returns:
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- type: boolean
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summary: ''
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tags:
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- Yields
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Chat
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- name: Chat:CanUsersChatAsync
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summary: |
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Will return false if the two users cannot communicate because their
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account settings do not allow it.
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description: |
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Will return false if the two users cannot communicate because their
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account settings do not allow it.
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code_samples: []
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parameters:
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- name: userIdFrom
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type: int64
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default:
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summary: ''
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- name: userIdTo
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type: int64
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default:
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summary: ''
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returns:
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- type: boolean
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summary: ''
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tags:
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- Yields
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Chat
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- name: Chat:Chat
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summary: |
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Fires the `Class.Chat.Chatted` event with the parameters specified in this
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method.
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description: |
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The Chat function fires the `Class.Chat.Chatted` event with the parameters
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specified in this method.
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By default, there is a `Class.LocalScript` inside of each player's
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`Class.PlayerScripts` object named _BubbleChat_, which causes a
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dialog-like billboard to appear above the _partOrCharacter_ when the
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chatted event is fired.
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_Note:_ Since dialogs are controlled by a LocalScript, you will not be
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able to see any dialogs created from this method unless you are running in
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_Play Solo_ mode.
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code_samples:
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- Chat-Chat1
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parameters:
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- name: partOrCharacter
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type: Instance
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default:
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summary: |
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An instance that is the part or character which the _BubbleChat_
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dialog should appear above.
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- name: message
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type: string
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default:
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summary: |
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The message string being chatted.
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- name: color
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type: ChatColor
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default: Blue
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summary: |
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An `Enum.ChatColor` specifying the color of the chatted message.
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returns:
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- type: ()
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Chat
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- name: Chat:FilterStringAsync
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summary: |
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Filters a string sent from a player to another player using filtering that
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is appropriate to the players' account settings.
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description: |
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**Partial Deprecation Warning**: Calling this function from the client
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using a `Class.LocalScript` is deprecated, and will be disabled in the
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future. Text filtering should be done from a `Class.Script` on the server
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using the similarly-named `Class.TextService:FilterStringAsync()`, which
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uses a different set of parameters and return type.
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Games that do not properly filter player-generated text might be subject
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to moderation action. Please be sure a game properly filters text before
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publishing it.
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**FilterStringAsync** filters a string using filtering that is appropriate
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for the sending and receiving player. If the filtered string is to be used
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for a persistent message, such as the name of a shop, writing on a plaque,
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etc, then the function should be called with the author as both the sender
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and receiver.
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This function should be used **every time** a player can enter custom text
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in **any context**, most commonly using a `Class.TextBox`. Some examples
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of text to be filtered:
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- Custom chat messages
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- Custom character names
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- Names for a shop in a tycoon-style game
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code_samples: []
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parameters:
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- name: stringToFilter
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type: string
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default:
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summary: |
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The raw string to be filtered, exactly as entered by the player.
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- name: playerFrom
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type: Player
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default:
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summary: |
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The author of the text.
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- name: playerTo
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type: Player
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default:
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summary: |
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The intended recipient of the provided text; use the author if the
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text is persistent (see description).
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returns:
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- type: string
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summary: ''
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tags:
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- Yields
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Chat
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- name: Chat:FilterStringForBroadcast
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summary: |
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Filters a string sent from a player meant for broadcast to no particular
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target. More restrictive than `Class.Chat:FilterStringAsync()`.
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description: |
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Filters a string sent from _playerFrom_ for broadcast to no particular
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target. The filtered message has more restrictions than
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`Class.Chat:FilterStringAsync()`.
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Some examples of where this method could be used:
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- Message walls
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- Cross-server shouts
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- User-created signs
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Calling FilterString from `Class.LocalScript|LocalScripts` is deprecated
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and will be disabled in the future. Text filtering should be done from
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server-side `Class.Script|Scripts` using FilterStringAsync.
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_Note:_ A game not using this filter function for custom chat or other
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user generated text may be subjected to moderation action.
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code_samples:
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- Chat-FilterStringForBroadcast
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parameters:
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- name: stringToFilter
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type: string
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default:
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summary: |
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Message string being filtered.
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- name: playerFrom
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type: Player
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default:
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summary: |
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Instance of the player sending the message.
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returns:
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- type: string
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summary: |
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Filtered message string.
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tags:
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- Yields
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Chat
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- name: Chat:FilterStringForPlayerAsync
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summary: |
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Filters a string appropriate to the given player's age settings, so they
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see what is appropriate to them.
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description: |
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The FilterStringForPlayerAsync function filters a string appropriate to
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the given player's age settings, so they see what is appropriate to them.
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This function will only work if called from a `Class.Script` on the
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server. If called on a client it will fail.
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code_samples: []
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parameters:
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- name: stringToFilter
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type: string
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default:
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summary: |
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String being filtered.
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- name: playerToFilterFor
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type: Player
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default:
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summary: |
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Player that the string is being filtered for.
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returns:
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- type: string
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summary: |
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Filtered string result.
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tags:
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- Yields
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- Deprecated
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deprecation_message: |
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This item has been superseded by `Class.Chat:FilterStringAsync()` and
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`Class.Chat:FilterStringForBroadcast()` which should be used in all new
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work
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security: None
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thread_safety: Unsafe
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capabilities:
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- Chat
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- name: Chat:InvokeChatCallback
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summary: |
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Invoke a chat callback function registered by
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`Class.Chat:RegisterChatCallback()|RegisterChatCallback`. Used by the Luau
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Chat System.
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description: |
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InvokeChatCallback will call a function registered by
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`Class.Chat:RegisterChatCallback()|RegisterChatCallback`, given the
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ChatCallbackType enum and the arguments to send the function. It will
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return the result of the registered function, or raise an error if no
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function has been registered.
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This function is called by the Luau Chat System so that chat callbacks may
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be registered to change the behavior of certain features. Unless you are
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replacing the default Luau Chat System with your own, you should not need
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to call this function. You can read about the different callback functions
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at `Class.Chat:RegisterChatCallback()`.
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code_samples: []
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parameters:
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- name: callbackType
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type: ChatCallbackType
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default:
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summary: |
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The type of callback to invoke.
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- name: callbackArguments
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type: Tuple
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default:
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summary: |
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The arguments that will be sent to the registered callback function.
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returns:
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- type: Tuple
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summary: |
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The values returned by the function registered to the given
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ChatCallbackType.
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Chat
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- name: Chat:RegisterChatCallback
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summary: |
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Register a function to be called upon the invocation of some chat system
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event (`Class.Chat:InvokeChatCallback()|InvokeChatCallback`).
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description: |
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RegisterChatCallback binds a function to some chat system event in order
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to affect the behavior of the Luau chat system. The first argument
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determines the event (using the `Enum.ChatCallbackType` enum) to which the
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second argument, the function, shall be bound. The default Luau chat
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system uses `Class.Chat:InvokeChatCallback()|InvokeChatCallback` to invoke
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registered functions. Attempting to register a server- or client- only
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callback on a peer that isn't a server or client respectively will raise
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an error. The following sections describe in what ways registered
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functions will be used.
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#### OnCreatingChatWindow
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Client-only. Invoked before the client constructs the chat window. Must
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return a table of settings to be merged into the information returned by
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the ChatSettings module.
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#### OnClientFormattingMessage
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Client-only. Invoked before the client displays a message (whether it is a
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player chat message, system message, or /me command). This function is
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invoked with the message object and may (or may not) return a table to be
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merged into `message.ExtraData`.
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#### OnClientSendingMessage
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Not invoked at this time.
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#### OnServerReceivingMessage
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Server-only. Invoked when the server receives a message from a speaker
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(note that speakers may not necessarily be a `Class.Player` chatting).
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This callback is called with the Message object. The function can make
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changes to the Message object to change the manner in which the message is
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processed. **The Message object must be returned for this callback to do
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anything.** Setting this callback can allow the server to, for example:
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- Set `message.ShouldDeliver` to false in order to cancel delivery of the
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message to players (useful for implementing a chat exclusion list)
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- Get/set the speaker's name color (`message.ExtraData.NameColor`, a
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Color3) on a message-by-message basis
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code_samples: []
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parameters:
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- name: callbackType
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type: ChatCallbackType
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default:
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summary: |
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The callback to which the function shall be registered (this
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determines in what way the function is called).
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- name: callbackFunction
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type: Function
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default:
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summary: |
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The function to call when the callback is invoked using
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Chat:InvokeChatCallback.
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returns:
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- type: ()
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Chat
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- name: Chat:SetBubbleChatSettings
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summary: |
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Customizes various settings of the in-game bubble chat.
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description: |
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This function customizes various settings of the in-game bubble chat.
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Before using this, make sure that bubble chat is enabled by setting
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`Class.Chat.BubbleChatEnabled` to true.
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The settings argument is a table where the keys are the names of the
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settings you want to edit and the values are what you want to change these
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settings to. Note that you don't have to include all of them in the
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settings argument, omitting some will result in them keeping their default
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value.
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This function is client-side only, attempting to call it on the server
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will trigger an error.
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code_samples:
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- customize-visual-aspects
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- restore-default-settings
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parameters:
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- name: settings
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type: Variant
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default:
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summary: |
|
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A settings table.
|
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returns:
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- type: ()
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summary: ''
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tags: []
|
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deprecation_message: ''
|
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security: None
|
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thread_safety: Unsafe
|
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capabilities:
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- Chat
|
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events:
|
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- name: Chat.Chatted
|
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summary: |
|
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Fires when `Class.Chat:Chat()` is called.
|
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description: |
|
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Fires when `Class.Chat:Chat()` is called.
|
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code_samples: []
|
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parameters:
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- name: part
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type: Instance
|
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default:
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summary: ''
|
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- name: message
|
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type: string
|
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default:
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summary: ''
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- name: color
|
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type: ChatColor
|
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default:
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summary: ''
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tags: []
|
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deprecation_message: ''
|
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security: None
|
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capabilities:
|
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- Chat
|
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callbacks: []
|
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Loading…
Add table
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Reference in a new issue