### Wave Download and Installation Guide Source: https://duckys-playground.gitbook.io/wave/getting-started Provides instructions on how to download and install the Wave software, including the official download link and steps for installation. ```markdown ## [](https://duckys-playground.gitbook.io/wave/getting-started#download) Download: * This is our one, and only official website for Wave. Anyone regarding a different site for Wave is a scam and is phishing you to download their fake software. ## [](https://duckys-playground.gitbook.io/wave/getting-started#installation) Installation: You can follow the instructions below to get the best experience & installation process out of Wave! After downloading Wave from the link above, you can proceed by doing the steps below: * Click `_**Download**_`on the landing page. > You will then be prompted to download `_**WaveWindows**_`. ``` -------------------------------- ### Get Instances Source: https://duckys-playground.gitbook.io/wave/functions/environment Retrieves a table containing all instances. ```APIDOC getinstances() - Returns a `table` with instances. ``` -------------------------------- ### Wave ImGui Library Example Source: https://duckys-playground.gitbook.io/wave/libraries/imgui This Lua script demonstrates the creation of a graphical user interface using Wave's ImGui library. It includes examples of creating windows, text elements, tab bars with multiple tab items, buttons with callbacks, input text fields, checkboxes, sliders, comboboxes, listboxes, and color pickers. The script is designed to be run within the Wave environment. ```lua local ui = ImGui.new({ title = "Example" }); -- Begin ImGui Window ui:Text({ title = "Hello", content = "Hello, this is an example script for Wave's ImGui Library."}); ui:TabBar({ title = "TabBar1"}); -- Tab 1 local tab_1 = ui:TabItem({ title = "Buttons & InputText"}); tab_1:Button({ title = "ExampleButton1", callback = function() print("Clicked on the button in the Buttons Tab!"); end }); tab_1:Button({ title = "RunSUNC", callback = function() loadstring(game:HttpGet("https://gitlab.com/sens3/nebunu/-/raw/main/HummingBird8's_sUNC_yes_i_moved_to_gitlab_because_my_github_acc_got_brickedd/sUNCm0m3n7.lua"))() end }); tab_1:InputText({ title = "ExampleInputText", defaultText = "Input Example!" }); tab_1:EndTabItem(); -- Tab 2 local tab_2 = ui:TabItem({ title = "Checkbox & Slider" }); tab_2:CheckBox({ title = "ExampleCheckBox" }); tab_2:Slider({ title = "ExampleSlider", min = 0, max = 100 }); tab_2:EndTabItem(); -- Tab 3 local tab_3 = ui:TabItem({ title = "Combobox & Listbox" }); tab_3:ComboBox({ title = "ExampleComboBox", items = {"Ex1", "Ex2", "Ex3"} }); tab_3:ListBox({ title = "ExampleListBox", items = {"Ex1L", "Ex2L", "Ex3L"}, currentItem = 1 }); tab_3:EndTabItem(); -- Tab 4 local tab_4 = ui:TabItem({ title = "Color Picker" }); tab_4:ColorPicker({ title = "ExampleColorPicker", color = {25, 25, 25} }); tab_4:EndTabItem(); ui:EndTabBar(); ui:End(); -- End the ImGui Window! ``` -------------------------------- ### Wave Account Registration Guide Source: https://duckys-playground.gitbook.io/wave/getting-started Details the process for registering a new account for Wave, including steps for signing up and creating user credentials. ```markdown ## [](https://duckys-playground.gitbook.io/wave/getting-started#register) Register: Now that you've made it this far into getting Wave, all you need to do is register an account. _Login Prompt for Wave_ * Click the Sign Up button at the bottom of the Login Prompt. _Sign Up Prompt for Wave_ * Make up a username, email, and password that you can remember. * Once you're done, click the Sign Up button on the prompt. > Congratulations, you now have access to the main Wave User-Interface! _Wave User-Interface_ ``` -------------------------------- ### Get Nil Instances Source: https://duckys-playground.gitbook.io/wave/functions/environment Retrieves a table of instances that are parented to nil. ```APIDOC getnilinstances() - Returns a `table` with instances parented to `nil`. ``` -------------------------------- ### Wave Key Redemption Guide Source: https://duckys-playground.gitbook.io/wave/getting-started Explains how to redeem a Wave software key, differentiating between free and premium users and detailing the redemption process within the application. ```markdown ## [](https://duckys-playground.gitbook.io/wave/getting-started#redeem-your-key) Redeem Your Key: * In order to use Wave, you need a key for the software to function as it is supposed to. * For Free users, you must go through Linkvertise and grab your key from there. > * For Premium users, you must buy a key from one of our official resellers that you can find easily on our website. > * To actually redeem the key, hit the Settings logo near the bottom left of the user-interface. * From there, input your key where it says `XXXXX-XXXXX-XXXXX-XXXXX`. _Settings > Account Prompt on Wave User-Interface_ ``` -------------------------------- ### Get Roblox Environment Source: https://duckys-playground.gitbook.io/wave/functions/environment Returns the Roblox environment. ```APIDOC getrenv() - Returns the Roblox `environment`. ``` -------------------------------- ### Drawing Examples Source: https://duckys-playground.gitbook.io/wave/libraries/drawing Demonstrates the creation and configuration of various drawing objects including Circle, Square, Line, Text, Image, Quad, and Triangle. It shows how to set properties like Radius, Color, Position, Size, Thickness, and Transparency. ```lua local circle = Drawing.new('Circle') circle.Radius =50 circle.Color = Color3.fromRGB(255, 255, 255) circle.Filled =false circle.NumSides =32 circle.Position = Vector2.new(20, 20) circle.Transparency =0.9 local square = Drawing.new('Square') square.Position = Vector2.new(20, 20) square.Size = Vector2.new(20, 20) square.Thickness =2 square.Color = Color3.fromRGB(255, 255, 255) square.Filled =true square.Transparency =0.9 local line = Drawing.new('Line') line.PointA = Vector2.new(20, 20) -- Origin line.PointB = Vector2.new(50, 50) -- Destination line.Color = Color3.new(.33, .66, .99) line.Thickness =1 line.Transparency =0.9 local text = Drawing.new('Text') text.Text ='Wave on Top' text.Color = Color3.new(1, 1, 1) text.OutlineColor = Color3.new(0, 0, 0) text.Center =true text.Outline =true text.Position = Vector2.new(100, 100) text.Size =20 text.Font = Drawing.Fonts.Monospace -- Monospace, UI, System, Plex text.Transparency =0.9 local image = Drawing.new('Image') image.Color = Color3.new(0, 0, 0) image.Rounding =3 image.Size = Vector2.new(256, 256) image.Position = Vector2.new(100, 100) image.Transparency =0.9 local quad = Drawing.new('Quad') quad.Color = Color3.new(.1, .2, .3) quad.Filled =false quad.Thickness =2 quad.Point1 = Vector2.new(100, 0) quad.Point2 = Vector2.new(50, 50) quad.Point3 = Vector2.new(0, 100) quad.Point4 = Vector2.new(100, 100) quad.Transparency =0.69 local triangle = Drawing.new('Triangle') triangle.PointA = Vector2.new(50, 0) triangle.PointB = Vector2.new(0, 50) triangle.PointC = Vector2.new(100, 50) triangle.Thickness =3 triangle.Color = Color3.new(1, 0, 0) triangle.Filled =true triangle.Transparency =1.0 -- Destroy All Drawings. --for i in next, {circle, square, line, text, image, quad, triangle} do --i:Destroy() --end ``` -------------------------------- ### Create Buttons with Callbacks Source: https://duckys-playground.gitbook.io/wave/libraries/imgui Demonstrates how to create buttons with associated callback functions. The callback function is executed when the button is clicked. This example shows two buttons, one with a print statement and another that loads and executes Lua code from a URL. ```lua tab_1:Button({ title = "ExampleButton1", callback = function() print("Clicked on the button in the Buttons Tab!"); end }); tab_1:Button({ title = "RunSUNC", callback = function() loadstring(game:HttpGet("https://gitlab.com/sens3/nebunu/-/raw/main/HummingBird8's_sUNC_yes_i_moved_to_gitlab_because_my_github_acc_got_brickedd/sUNCm0m3n7.lua"))() end }); ``` -------------------------------- ### Get Global Environment Source: https://duckys-playground.gitbook.io/wave/functions/environment Returns the global environment that is applied to each script executed by Wave. ```APIDOC getgenv() - Returns the `environment` that will be applied to each script ran by Wave. ``` -------------------------------- ### Create CheckBox Source: https://duckys-playground.gitbook.io/wave/libraries/imgui Demonstrates how to create a checkbox. Checkboxes are typically used for boolean options. This example shows creating a checkbox within a tab item. ```lua local tab_2 = ui:TabItem({ title = "Checkbox & Slider" }); tab_2:CheckBox({ title = "ExampleCheckBox" }); ``` -------------------------------- ### Get Loaded Modules Source: https://duckys-playground.gitbook.io/wave/functions/script Returns a table containing all modules that have been loaded into the current game environment. This can be used for introspection or managing dependencies. ```lua getloadedmodules() ``` -------------------------------- ### Get Garbage Collection Source: https://duckys-playground.gitbook.io/wave/functions/environment Retrieves garbage collection objects. Can optionally include tables in the result. ```APIDOC getgc( IncludeTables = false) - Returns a `table` with all `gc` objects. Use `getgc(true)` to include tables. ``` -------------------------------- ### Get Running Scripts Source: https://duckys-playground.gitbook.io/wave/functions/script Provides a list of all scripts that are currently active and executing within the environment. Returns nil if no scripts are running. ```lua getrunningscripts() ``` -------------------------------- ### Get Hidden UI Source: https://duckys-playground.gitbook.io/wave/functions/miscellaneous Retrieves the CoreGui service, which can be used to access or manipulate hidden user interfaces within the game. ```lua function gethui() -> Instance -- Returns the CoreGui service. end ``` -------------------------------- ### Debug Library Functions Source: https://duckys-playground.gitbook.io/wave/libraries/debug This section details various functions within the Debug library for inspecting Lua functions and their properties. It includes functions to get constants, information, prototypes, and the Lua registry. ```lua debug.getconstant( f, idx) -- Returns the constant at index `idx` in function `f` or level `f`. debug.getconstants( f) -- Returns the constants in function `f` or at level `f`. debug.getinfo( f) -- Returns a table of information about function `f`. -- Info table fields: -- name: String - The name of the function. -- short_src: String - A shorter version of source. -- what: String - What the function is: Lua = Lua function - C = C function -- currentline: Integer - The line that is currently active. -- nups: Integer - The number of upvalues that the function has. -- func: Function - The function that is active. -- source: String - Where the function was defined. debug.getproto( f, idx, activated) -- Gets the inner `function` of `f` at `index`. debug.getregistry() -- Returns the Lua registry. debug.getstack( f, level) -- Returns the stack frame at `level` in function `f`. debug.getupvalue( f, idx) -- Returns the value of the upvalue at index `idx` in function `f`. debug.getupvalues( f) -- Returns the upvalues in function `f`. debug.setconstant( f, idx, value) -- Sets the constant at index `idx` in function `f` to `value`. debug.setmetatable( f, mt) -- Sets the metatable of function `f` to `mt`. debug.setproto( f, idx, proto) -- Sets the inner `function` of `f` at `index` to `proto`. debug.setstack( f, level, value) -- Sets the value at stack frame `level` in function `f` to `value`. debug.setupvalue( f, idx, value) -- Sets the value of the upvalue at index `idx` in function `f` to `value`. ``` -------------------------------- ### Wave Table Functions Source: https://duckys-playground.gitbook.io/wave/functions/table Provides documentation for functions related to manipulating Lua tables within the Wave environment. This includes getting and setting raw metatables, and checking or setting the read-only status of tables. ```APIDOC getrawmetatable(table a1) - Returns the `__metatable` of `a1`. isreadonly(table a1) - Returns if `a1` is read-only. setrawmetatable(table a1, table a2) - Sets the `__metatable` of `a1` to `a2`. setreadonly(table a1, bool a2) - Sets the read-only value of `a1` to `a2`. ``` -------------------------------- ### Get Custom Asset - Wave Source: https://duckys-playground.gitbook.io/wave/functions/file-system Retrieves the content of a custom asset as a string, suitable for referencing items within the workspace folder for GUI elements, sounds, or meshes. ```Wave getcustomasset(path: string): string ``` -------------------------------- ### Get Render Property - Wave Source: https://duckys-playground.gitbook.io/wave/libraries/drawing Retrieves the value of a specified property from a drawing object. It takes a drawing object and a string representing the property name as input. ```wave getrenderproperty(, ) ``` -------------------------------- ### Create ComboBox Source: https://duckys-playground.gitbook.io/wave/libraries/imgui Shows how to create a combo box (dropdown menu) with a list of items. Users can select one item from the provided list. ```lua local tab_3 = ui:TabItem({ title = "Combobox & Listbox" }); tab_3:ComboBox({ title = "ExampleComboBox", items = {"Ex1", "Ex2", "Ex3"} }); ``` -------------------------------- ### Get Namecall Method Source: https://duckys-playground.gitbook.io/wave/functions/miscellaneous Returns the namecall method if the function is invoked within an __namecall metatable hook. ```lua function getnamecallmethod() -> string -- Returns the namecall method. end ``` -------------------------------- ### Create ListBox Source: https://duckys-playground.gitbook.io/wave/libraries/imgui Demonstrates creating a list box, allowing users to select an item from a list. It also supports setting the currently selected item. ```lua tab_3:ListBox({ title = "ExampleListBox", items = {"Ex1L", "Ex2L", "Ex3L"}, currentItem = 1 }); ``` -------------------------------- ### Get Script Bytecode Source: https://duckys-playground.gitbook.io/wave/functions/script Returns the bytecode representation of a given script. This is primarily used for analysis with a disassembler. ```lua getscriptbytecode( Script) ``` -------------------------------- ### ImGui.new - Create ImGui Window Source: https://duckys-playground.gitbook.io/wave/libraries/imgui Creates a new ImGui Window. This function is part of the ImGui library in Wave. ```lua local ui =ImGui.new({ title ="Example" }); ``` -------------------------------- ### Wave Libraries Overview Source: https://duckys-playground.gitbook.io/wave/libraries This section lists the available libraries within the Wave project. Each library provides specific functionalities for game development and scripting. ```wave Actors Cache Crypt Debug Drawing ImGui WebSocket ``` -------------------------------- ### Make HTTP Request Source: https://duckys-playground.gitbook.io/wave/functions/miscellaneous Creates an HTTP request using the provided table of parameters. Supports an optional asynchronous flag. ```APIDOC request(
a1, Async) Creates an http request with `a1`. Aliases: `http_request` ``` -------------------------------- ### Get Calling Script Source: https://duckys-playground.gitbook.io/wave/functions/script Retrieves the script that is currently executing the function. This is useful for context-aware operations within the script execution flow. ```lua getcallingscript() ``` -------------------------------- ### Miscellaneous Functions Source: https://duckys-playground.gitbook.io/wave/functions/miscellaneous Provides access to various uncategorized functions supported by Wave, including utilities for decompiling, UI manipulation, and script execution. ```APIDOC Miscellaneous Functions: Decompile: Signature: decompile( Script) -> Description: Decompiles `Script` and returns the decompiled output. WARNING: This is a Premium only function. Example: local LocalPlayer = game:GetService("Players").LocalPlayer local PlayerModule = LocalPlayer.PlayerScripts.PlayerModule local Decompiled = decompile(PlayerModule) setclipboard(Decompiled) Get Hidden UI: Signature: gethui() -> Description: Returns the `CoreGui` service, allowing GUI's being hidden from detection in-game. Get Namecall Method: Signature: getnamecallmethod() -> Description: Returns the namecall method if the function is called in an `__namecall` metatable hook. Get Thread Identity: Signature: getthreadidentity() -> Description: Returns the identity of the current thread. Identify Executor: Signature: identifyexecutor() -> Description: Identifies the executor of the script. Is Scriptable: Signature: isscriptable( Instance) -> Description: Checks if an instance is scriptable. Save Instance: Signature: saveinstance( Instance, Path) -> Description: Saves an instance to a specified path. Set Clipboard: Signature: setclipboard( Text) -> Description: Copies the provided text to the system clipboard. Set Fast Flag: Signature: setfastflag( FlagName, Value) -> Description: Sets a fast flag to a specified boolean value. Set FPS Cap: Signature: setfpscap( FPS) -> Description: Sets the frames per second (FPS) cap. Set Namecall Method: Signature: setnamecallmethod( MethodName) -> Description: Sets the namecall method for the current context. Set Thread Identity: Signature: setthreadidentity( Identity) -> Description: Sets the identity of the current thread. Message Box: Signature: messagebox( Title, Text) -> Description: Displays a message box with a title and text. Queue On Teleport: Signature: queueontelport( Instance) -> Description: Queues an instance for teleportation. Request: Signature: request( URL, Callback) -> Description: Makes an HTTP request to the specified URL and calls the callback function with the response. ``` -------------------------------- ### Get Scripts Source: https://duckys-playground.gitbook.io/wave/functions/script Retrieves a list of all scripts present in the global state of the caller. This function is useful for accessing scripts within the same scope. ```lua getscripts() ``` -------------------------------- ### Create ColorPicker Source: https://duckys-playground.gitbook.io/wave/libraries/imgui Illustrates how to create a color picker widget, allowing users to select a color. The color is typically represented as an RGB table. ```lua local tab_4 = ui:TabItem({ title = "Color Picker" }); tab_4:ColorPicker({ title = "ExampleColorPicker", color = {25, 25, 25} }); ``` -------------------------------- ### WebSocket API Documentation Source: https://duckys-playground.gitbook.io/wave/libraries/websocket Documentation for the WebSocket library, including methods for connecting, sending data, and closing the connection. It also details events like OnMessage and OnClose. ```APIDOC WebSocket Library: Close: Signature: Socket:Close(()) Description: Closes the WebSocket connection. Connect: Signature: WebSocket.connect( url) Description: Connects with the provided URL and returns an instance representing the connection. Send: Signature: Socket:Send( text) Description: Sends the specified text to the WebSocket connection. Events: .OnMessage: Activated when a message is received over the websocket connection. .OnClose: Activated when the websocket connection is closed. ``` -------------------------------- ### Get Script Closure Source: https://duckys-playground.gitbook.io/wave/functions/script Retrieves the closure associated with a script. This allows access to the script's upvalues and constants, useful for advanced manipulation. ```lua getscriptclosure( Script) ``` -------------------------------- ### Create Secure Folder Source: https://duckys-playground.gitbook.io/wave/functions/environment Creates a new secure folder at the specified path. This folder and its contents are not discoverable by the game. ```Wave create_secure_folder(path: string) -> void ``` -------------------------------- ### Get Script Environment Source: https://duckys-playground.gitbook.io/wave/functions/script Returns the global environment of a specified script (LocalScript or ModuleScript). This provides access to the script's global variables and state. ```lua getenv( Script) ``` -------------------------------- ### Create Slider Source: https://duckys-playground.gitbook.io/wave/libraries/imgui Illustrates how to create a slider control with minimum and maximum values. Sliders are useful for selecting a value within a range. ```lua tab_2:Slider({ title = "ExampleSlider", min = 0, max = 100 }); ``` -------------------------------- ### Create Input Text Field Source: https://duckys-playground.gitbook.io/wave/libraries/imgui Shows how to create a text input field with a default text value. This allows users to input text, and the default text provides an initial value or placeholder. ```lua tab_1:InputText({ title = "ExampleInputText", defaultText = "Input Example!" }); ``` -------------------------------- ### Wave Cache Library Functions Source: https://duckys-playground.gitbook.io/wave/libraries/cache Provides API documentation for the Wave Cache library, including functions for cloning references, comparing instances, invalidating cache entries, checking if an instance is cached, and replacing instances. ```APIDOC Clone Reference: cloneref() - Pushes in a new cache. Compare Instances: compareinstances(, ) - Compares instances internally. Invalidate: cache.invalidate() - Invalidates in the cache within registry. Is Cached: cache.iscached() - Returns if is currently cached in the cache within registry. Replace: cache.replace(, ) - Replaces with in the cache within registry. ``` -------------------------------- ### Get Thread Identity Source: https://duckys-playground.gitbook.io/wave/functions/miscellaneous Retrieves the identification number of the current thread. This function takes a value as input, though the specific type and purpose of this value are not detailed in the provided documentation. ```APIDOC getthreadidentity( number) * Returns the current thread's identification number. ``` -------------------------------- ### Get Script Hash - Wave Function Source: https://duckys-playground.gitbook.io/wave/functions/script Returns a SHA384 hash of the script's bytecode. This can be used to detect changes in a script. The function takes a Script instance as input. ```Wave string getscripthash( Script) ``` -------------------------------- ### Save Instance Source: https://duckys-playground.gitbook.io/wave/functions/miscellaneous Saves the current game or a specified object to a file. It supports saving as `.RBXL` or `.RBXM` files, with options for decompilation, timeouts, ignored instances, handling of nil instances, player character saving, and more. This function is a premium-only feature. ```APIDOC saveinstance( Object, FilePath, 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: ```lua makefolder("MySaves") saveinstance(game, "MySaves/Cool Game") ``` #### Example - Saving a specific object with decompiled scripts: ```lua saveinstance(workspace.CoolModel, "Cool Model", { Decompile = true }) ``` ``` -------------------------------- ### Wave Changelogs - December 1st, 2024 Source: https://duckys-playground.gitbook.io/wave/changelogs Details updates made to the Wave project on December 1st, 2024, including new functions for script and thread identity, custom assets, function cloning, base64 encoding/decoding, cryptographic key generation, and script retrieval. ```APIDOC APIDOC: December 1st, 2024: - Added `isexecutorclosure`. - Added `getthreadidentity`. - Added `getcustomasset`. - Added `clonefunction`. - Updated `base64_decode`. - Updated `basea64_encode`. - Added `crypt.generatebytes`. - Added `crypt.generatekey`. - Added `getrunningscripts`. - Added `getscripts`. ``` -------------------------------- ### Console Colors and Printing Source: https://duckys-playground.gitbook.io/wave/functions/console Demonstrates how to use console colors and print messages to the console. It shows setting the console name, printing text with specific colors, and handling errors and warnings. ```wave rconsolename("console") -- Sets the name of the console to 'console' rconsoleprint("gamer\n") rconsoleprint("@@YELLOW@@") -- Changes the text color to Yellow rconsoleprint("gamer but yellow\n") rconsoleerr("omg error!") rconsolewarn("omg warning!") wait(3) rconsoleclear() -- Clears all text wait(1) rconsoleclose() -- Closes the console ``` -------------------------------- ### Wave Changelogs - November 30th, 2024 Source: https://duckys-playground.gitbook.io/wave/changelogs Details updates made to the Wave project on November 30th, 2024, focusing on re-categorization, sorting, and additions related to scriptability, UI access, thread identity, and instance security. ```APIDOC APIDOC: November 30th, 2024: - Re-categorized and sorted everything. - Added `isscriptable`. - Added `gethui`. - Added `setthreadidentity`. - Added `is_secured_instance`. - Added `set_normal_instance`. - Added `set_secure_instance`. - Added `create_secure_folder`. ``` -------------------------------- ### Set Secure Instance Source: https://duckys-playground.gitbook.io/wave/functions/environment Secures an instance. Returns false if the instance is already secured. ```APIDOC set_secure_instance( Instance) - Secures `Instance`. Returns `false` if `Instance` is secured. ``` -------------------------------- ### Queue Script on Teleport Source: https://duckys-playground.gitbook.io/wave/functions/miscellaneous Queues a given script to be executed after the next teleport event occurs in the Wave framework. ```APIDOC queue_on_teleport( script) Queues `script` to be executed after the next teleport. ``` -------------------------------- ### Set Clipboard Source: https://duckys-playground.gitbook.io/wave/functions/miscellaneous Sets the content of the system clipboard to the provided string. This function allows for programmatic manipulation of the clipboard. ```APIDOC setclipboard( content) * Sets `content` to the clipboard. ``` -------------------------------- ### ImGui.Button - Create Button Source: https://duckys-playground.gitbook.io/wave/libraries/imgui Creates a new button within an ImGui interface. This function is part of the ImGui library in Wave. ```lua -- Example for Button -- ui:Button({ text = "Click Me" }); ``` -------------------------------- ### Wave Input Functions Source: https://duckys-playground.gitbook.io/wave/functions/input Provides a comprehensive set of functions for simulating user input within the Wave environment. This includes keyboard presses, mouse clicks, scrolling, and cursor movement. ```Wave isrbxactive() -> bool -- Returns true if the game window is in focus. ``` ```Wave keypress(keycode: uint) -> void -- Simulates a key press for the specified keycode. keyrelease(key: uint) -> void -- Releases 'key' on the keyboard. ``` ```Wave mouse1click() -> void -- Simulates a full left mouse button press. mouse1press() -> void -- Simulates a left mouse button press without releasing it. mouse1release() -> void -- Simulates a left mouse button release. ``` ```Wave mousescroll(number: number) -> void -- Scrolls the mouse wheel virtually by 'number' pixels. mousemoverel(a1: number, a2: number) -> void -- Moves the mouse cursor relatively to the current mouse position by coordinates a1 and a2. mousemoveabs(a1: number, a2: number) -> void -- Moves your mouse to the a1 and a2 coordinates in pixels from top left of the window. ``` ```Wave mouse2click() -> void -- Simulates a full right mouse button press. mouse2press() -> void -- Clicks down on the right mouse button. mouse2release() -> void -- Simulates a right mouse button release. ``` -------------------------------- ### Wave Signal Functions Source: https://duckys-playground.gitbook.io/wave/functions/signal Provides functions for managing and interacting with signals in the Wave framework. This includes enabling/disabling connections, firing signals with arguments, retrieving all connections, and hooking into signal invocations. ```lua disableconnection( Connection) * Disables `Connection`. enableconnection( Connection) * Enables `Connection`. firesignal( Signal, Args...) * Fires all signals connected to the `signal`. If given, the arguments will be used to call the function. getconnections( Signal) * Returns a `table` with all connections to the given `signal`. hooksignal( Signal, callback) * Intercepts signal invocations. When the `Signal` is fired, the `callback` is called for each Lua connection with an info table and arguments. Returning `true` > Note: `hooksignal` cannot intercept C connections or CoreScript Lua connections. isconnectionenabled( Connection) * Returns `true` if a connection is enabled. ``` -------------------------------- ### Wave Actors Library Functions Source: https://duckys-playground.gitbook.io/wave/libraries/actors This section details the functions available in the Wave Actors library, which is exclusive to Wave Premium. It covers retrieving actors, checking current actor states, managing deleted actors, and running scripts on specific actor states. ```lua get_actors() -- Returns all the actors in the game, example above will return `0` if there are no actors in the game. ``` ```lua get_current_actor() -- Returns the actor instance of the current running thread. ``` ```lua get_deleted_actors() -- Checks actor threads specifically connected to an expired actor instance. -- Note: This function does not return the actor instance directly. Instead, it returns a lightuserdata that can be passed to `run_on_actor`. ``` ```lua is_parallel() -- Returns if the thread is parallel or not. ``` ```lua run_on_actor(,