Code

Decompiled source for any script in the game, cached per place and searchable.

The Code tab lists every script in the game and decompiles one when you open it.

The file list comes from the instance tree, so it fills in as the structure arrives and does not wait for a scan. A scan adds the hashes that mark a script as changed.

Opening a script#

Click a file. If it is already cached, it appears at once. If it is not, the client decompiles it and the tab waits up to twenty seconds for the source.

The tree tells you which is which:

MarkerMeaning
Italic name, dim iconNot decompiled yet
Normal nameCached for this game, opens instantly
Yellow dotChanged in-game since you last read it

Icon shape and colour follow the class: Script, LocalScript, ModuleScript. The refresh button above the editor forces a re-decompile of the open file.

The editor is read-only. Hovering a function name shows its signature and where it was defined, from the last scan.

Not everything decompiles

A script with no reachable bytecode produces no file. The tab says so and lets you retry rather than replaying the twenty-second wait on every click. Decompile All in the sidebar dumps every script at once, which takes minutes on a large place.

Searching#

The search box greps the decompiled sources for this game and lists line hits. Click one to open the file at that line.

Only scripts belonging to the current game are shown. Hits in scripts cached from another game are counted and hidden, so a filtered search never looks like an empty one.

Cleaning up#

Cached sources accumulate across games. When some of them do not belong to the current one, a trash icon appears in the toolbar. It reports what it would delete and asks before deleting anything.

The footer counts this game's scripts and how many of them are cached.