Status
Read-only text you update from code. The window's way of talking back.
The smallest status#
local status = main:Status({ Text = "Connection" })
status:Set("connected")Live preview
My Script
v1.0
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Main
Visuals
Settings
Status
idle
Options#
| Option | Type | Default | What it does |
|---|---|---|---|
Textreq | string | — | The label on the left. |
Default | string | — | The starting value on the right. |
Description | string | — | A quieter second line. |
Icon | string | — | An icon shown before the label. |
Methods#
| Method | What it does |
|---|---|
Set(text) | Replaces the value shown on the right |
There is no Get — a status is an output, and the value it shows came from
your code in the first place.
Using it#
A status is for anything the user should see but not change: a connection state, a count, the last error.
local found = main:Status({ Text = "Players found", Default = "0" })
game.Players.PlayerAdded:Connect(function()
found:Set(tostring(#game.Players:GetPlayers()))
end)Non-strings are fine
Values are coerced, so status:Set(42) works and shows 42. You do not need
tostring — it is only in the example above for clarity.
For anything that needs the user's attention now — something finished, something failed — a notification is usually better. A status is for state that sits there.