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--[[ Template messages: Announcement: The RHS servers will be restarting in 10 minutes for a new update. You'll automatically be teleported to an updated server then! --]]
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.E and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = false Tool.Active.Value = "LightBeam" Track1 = Player.Character.Humanoid:LoadAnimation(script.Anim01) Track1:Play() wait(0.27) script.Fire:FireServer(plr) local hum = Player.Character.Humanoid for i = 1,2 do wait() hum.CameraOffset = Vector3.new( math.random(-1,1), math.random(-1,1), math.random(-1,1) ) end hum.CameraOffset = Vector3.new(0,0,0) Tool.Active.Value = "None" wait(1.5) Debounce = true end end)
---
lastHealth=100 damagedone=100 function AnimateHurtOverlay()
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.WaterLily-- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") UserInputService = game:GetService("UserInputService") Animations = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") Rate = (1 / 60) ToolEquipped = false function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop(value.FadeTime) table.remove(Animations, i) end end end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") ToolEquipped = true if not CheckIfAlive() then return end PlayerMouse = Player:GetMouse() end function Unequipped() for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end Animations = {} ToolEquipped = false end function InvokeServer(mode, value) local ServerReturn pcall(function() ServerReturn = ServerControl:InvokeServer(mode, value) end) return ServerReturn end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MousePosition" then return ((PlayerMouse and {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}) or nil) end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[ local keyboard = require(this) METHODS: (IsDown) Boolean isDown: keyboard:IsDown(KeyCode key) EVENTS: (KeyDown, KeyUp) keyboard.KeyDown(KeyCode key) keyboard.KeyUp(KeyCode key) --]]
assert(game:GetService("RunService"):IsClient(), "Keyboard can only be used from client") local Keyboard = {} local userInput = game:GetService("UserInputService") local isDown = {} local keyboardInput = Enum.UserInputType.Keyboard local onKeyDown = Instance.new("BindableEvent") local onKeyUp = Instance.new("BindableEvent") Keyboard.KeyDown = onKeyDown.Event Keyboard.KeyUp = onKeyUp.Event function Keyboard:IsDown(keyCode) return (isDown[keyCode] == true) end local function InputBegan(input, processed) if (processed) then return end if (input.UserInputType == keyboardInput) then local key = input.KeyCode isDown[key] = true onKeyDown:Fire(key) end end local function InputEnded(input, processed) if (processed) then return end if (input.UserInputType == keyboardInput) then local key = input.KeyCode isDown[key] = false onKeyUp:Fire(key) end end userInput.InputBegan:Connect(InputBegan) userInput.InputEnded:Connect(InputEnded) return Keyboard
--Tune
OverheatSpeed = .05 --How fast the car will overheat CoolingEfficiency = .01 --How fast the car will cool down RunningTemp = 50 --In degrees Fan = true --Cooling fan FanTemp = 90 --At what temperature the cooling fan will activate FanTempAlpha = 80 --At what temperature the cooling fan will deactivate FanSpeed = .02 --How fast the car will cool down FanVolume = .5 --Sound volume BlowupTemp = 130 --At what temperature the engine will blow up GUI = true --GUI temperature gauge
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim -- load it to the humanoid; get AnimationTrack currentAnimTrack = Zombie:LoadAnimation(anim) -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end
--------------------------------------------------------------------------------
local Car = script.Parent.Car.Value local Values = script.Parent.Values local _Tune = require(Car["A-Chassis Tune"]) local Handler = Car:WaitForChild("ENGINE_PACK") local FE = workspace.FilteringEnabled local ENG_PCK = nil for _,Child in pairs(Car.Misc:GetDescendants()) do if Child:IsA("ObjectValue") and Child.Name == "ENGINE_PACK" then ENG_PCK = Child.Value end end local CG = ENG_PCK:FindFirstChild("Cam_Gears") local ES = ENG_PCK:FindFirstChild("Engine_Shake") local MH = ENG_PCK:FindFirstChild("Manifold_Heat") local TB = ENG_PCK:FindFirstChild("Throttle_Body") local TI = ENG_PCK:FindFirstChild("Timing_Belt") local TC = ENG_PCK:FindFirstChild("Turbochargers") local VAL = 0 local ThrottleChanged = Values.Throttle.Changed:Connect(function() if FE then Handler:FireServer("Throttle",Values.Throttle.Value,TB,THROTTLE_BODY) else if THROTTLE_BODY and TB ~= nil then for i,Body in pairs(TB:GetChildren()) do if string.sub(Body.Name,1,4) == "Body" then local Motor = Body.W:FindFirstChildOfClass("Motor") Motor.DesiredAngle = Values.Throttle.Value * 1.5 end end end end end) local RPMChanged = Values.RPM.Changed:Connect(function() if FE then Handler:FireServer("RPM",Values.RPM.Value,CG,ES,TI,CAM_GEARS,ENGINE_SHAKE,TIMING_BELT,GEAR_SPEED,SHAKE_VALUE,BELT_SPEED) else if CAM_GEARS and CG ~= nil then for i,Gear in pairs(CG:GetChildren()) do if string.sub(Gear.Name,1,4) == "Gear" then local Motor = Gear.W:FindFirstChildOfClass("Motor") Motor.DesiredAngle = 9e9 Motor.MaxVelocity = Values.RPM.Value/1000 * GEAR_SPEED end end end if ENGINE_SHAKE and ES ~= nil then local Motor = ES.W:FindFirstChildOfClass("Motor") Motor.MaxVelocity = Values.RPM.Value/50000 * (SHAKE_VALUE/10) end if TIMING_BELT and TI ~= nil then for i,Beam in pairs(TI.Beams:GetChildren()) do Beam.TextureSpeed = Values.RPM.Value/1000 * BELT_SPEED end end end end) local BoostChanged = Values.Boost.Changed:connect(function() if FE then Handler:FireServer("Boost",Values.Boost.Value,_Tune,TC,TURBO_CHARGED,TURBO_BLUR,TURBO_SPEED) else if TURBO_CHARGED and TC ~= nil then for i,Turbo in pairs(TC:GetChildren()) do if string.sub(Turbo.Name,1,5) == "Turbo" then local Motor = Turbo.W:FindFirstChildOfClass("Motor") Motor.DesiredAngle = 9e9 if math.floor(Values.Boost.Value) * TURBO_SPEED == 0 then Motor.MaxVelocity = 0 else Motor.MaxVelocity = Values.Boost.Value * TURBO_SPEED end if TURBO_BLUR and Turbo.Parts:FindFirstChild("MotionBlur") then Turbo.Parts.MotionBlur.Blur.Transparency = 1 - (Values.Boost.Value/_Tune.T_Boost/2*0.9) end end end end end end) local Disable = script.Parent.IsOn.Changed:Connect(function() if FE then Handler:FireServer("Disable",script.Parent.IsOn.Value,ENG_PCK,CAM_GEARS,ENGINE_SHAKE,MANIFOLD_HEAT,THROTTLE_BODY,TIMING_BELT,TURBO_CHARGED) else if script.Parent.IsOn.Value == true then CAM_GEARS = true ENGINE_SHAKE = true MANIFOLD_HEAT = true THROTTLE_BODY = true TIMING_BELT = true TURBO_CHARGED = true else CAM_GEARS = false ENGINE_SHAKE = false MANIFOLD_HEAT = false THROTTLE_BODY = false TIMING_BELT = false TURBO_CHARGED = false for i,Object in pairs(ENG_PCK:GetDescendants()) do if Object:IsA("Motor") then Object.MaxVelocity = 0 end if Object:IsA("Beam") then Object.TextureSpeed = 0 end end end end end) Car.DriveSeat.ChildRemoved:Connect(function(Child) if Child.Name == "SeatWeld" and LEAVE_DISABLE then if FE then Handler:FireServer("Disable",false,ENG_PCK,CAM_GEARS,ENGINE_SHAKE,MANIFOLD_HEAT,THROTTLE_BODY,TIMING_BELT,TURBO_CHARGED) else CAM_GEARS = false ENGINE_SHAKE = false MANIFOLD_HEAT = false THROTTLE_BODY = false TIMING_BELT = false TURBO_CHARGED = false for i,Object in pairs(ENG_PCK:GetDescendants()) do if Object:IsA("Motor") then Object.MaxVelocity = 0 end if Object:IsA("Beam") then Object.TextureSpeed = 0 end end end end end) if FE then Handler:FireServer("Loop",ES,MH,TI,ENGINE_SHAKE,MANIFOLD_HEAT,TIMING_BELT,SHAKE_ANGLE,MH_THRESHOLD,MH_COOLDOWN,BELT_TEXTURE,BELT_WIDTH) else spawn(function() if ENGINE_SHAKE and ES ~= nil then ES.W.Motor.DesiredAngle = math.rad(SHAKE_ANGLE) end if TIMING_BELT and TI ~= nil then for i,Beam in pairs(TI.Beams:GetChildren()) do if Beam:IsA("Beam") then Beam.Texture = "rbxassetid://"..BELT_TEXTURE Beam.Width0 = BELT_WIDTH Beam.Width1 = BELT_WIDTH end end end while wait() do if ENGINE_SHAKE and ES ~= nil then ES.W.Motor.DesiredAngle = -(ES.W.Motor.DesiredAngle) end if MANIFOLD_HEAT and MH ~= nil then if Values.RPM.Value > MH_THRESHOLD then VAL = math.max(math.min(VAL + Values.RPM.Value/900000,1),0) for i,ManifoldPart in pairs(MH.Parts:GetDescendants()) do if ManifoldPart:IsA("BasePart") then ManifoldPart.Color = Color3.fromRGB((110*VAL)+60,(45*VAL)+40,40-(40*VAL)) end end elseif Values.RPM.Value < MH_THRESHOLD then VAL = math.max(math.min(VAL + -(MH_COOLDOWN/1000),1),0) for i,ManifoldPart in pairs(MH.Parts:GetDescendants()) do if ManifoldPart:IsA("BasePart") then ManifoldPart.Color = Color3.fromRGB((110*VAL)+60,(45*VAL)+40,40-(40*VAL)) end end end end end end) end
--Offset For Each New Ray For The Bullet's Trajectory
local offset = (parts.Parent.Gun.Muzzle.CFrame*CFrame.new(math.random(-5,5)/5,100,math.random(-5,5)/5).p - parts.Parent.Gun.Muzzle.Position).unit *script.Parent.Stats.GunVelocity.Value local point1 = parts.Parent.Gun.Muzzle.Position
-- This function selects the lowest number gamepad from the currently-connected gamepad -- and sets it as the active gamepad
function Gamepad:GetHighestPriorityGamepad() local connectedGamepads = UserInputService:GetConnectedGamepads() local bestGamepad = NONE -- Note that this value is higher than all valid gamepad values for _, gamepad in pairs(connectedGamepads) do if gamepad.Value < bestGamepad.Value then bestGamepad = gamepad end end return bestGamepad end function Gamepad:BindContextActions() if self.activeGamepad == NONE then -- There must be an active gamepad to set up bindings return false end local handleJumpAction = function(actionName, inputState, inputObject) self.isJumping = (inputState == Enum.UserInputState.Begin) return Enum.ContextActionResult.Sink end local handleThumbstickInput = function(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Cancel then self.moveVector = ZERO_VECTOR3 return Enum.ContextActionResult.Sink end if self.activeGamepad ~= inputObject.UserInputType then return Enum.ContextActionResult.Pass end if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end if inputObject.Position.magnitude > thumbstickDeadzone then self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y) else self.moveVector = ZERO_VECTOR3 end return Enum.ContextActionResult.Sink end --ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2) ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA) ContextActionService:BindActionAtPriority("moveThumbstick", handleThumbstickInput, false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1) return true end function Gamepad:UnbindContextActions() if self.activeGamepad ~= NONE then ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2) end ContextActionService:UnbindAction("moveThumbstick") ContextActionService:UnbindAction("jumpAction") end function Gamepad:OnNewGamepadConnected() -- A new gamepad has been connected. local bestGamepad: Enum.UserInputType = self:GetHighestPriorityGamepad() if bestGamepad == self.activeGamepad then -- A new gamepad was connected, but our active gamepad is not changing return end if bestGamepad == NONE then -- There should be an active gamepad when GamepadConnected fires, so this should not -- normally be hit. If there is no active gamepad, unbind actions but leave -- the module enabled and continue to listen for a new gamepad connection. warn("Gamepad:OnNewGamepadConnected found no connected gamepads") self:UnbindContextActions() return end if self.activeGamepad ~= NONE then -- Switching from one active gamepad to another self:UnbindContextActions() end self.activeGamepad = bestGamepad self:BindContextActions() end function Gamepad:OnCurrentGamepadDisconnected() if self.activeGamepad ~= NONE then ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2) end local bestGamepad = self:GetHighestPriorityGamepad() if self.activeGamepad ~= NONE and bestGamepad == self.activeGamepad then warn("Gamepad:OnCurrentGamepadDisconnected found the supposedly disconnected gamepad in connectedGamepads.") self:UnbindContextActions() self.activeGamepad = NONE return end if bestGamepad == NONE then -- No active gamepad, unbinding actions but leaving gamepad connection listener active self:UnbindContextActions() self.activeGamepad = NONE else -- Set new gamepad as active and bind to tool activation self.activeGamepad = bestGamepad ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2) end end function Gamepad:ConnectGamepadConnectionListeners() self.gamepadConnectedConn = UserInputService.GamepadConnected:Connect(function(gamepadEnum) self:OnNewGamepadConnected() end) self.gamepadDisconnectedConn = UserInputService.GamepadDisconnected:Connect(function(gamepadEnum) if self.activeGamepad == gamepadEnum then self:OnCurrentGamepadDisconnected() end end) end function Gamepad:DisconnectGamepadConnectionListeners() if self.gamepadConnectedConn then self.gamepadConnectedConn:Disconnect() self.gamepadConnectedConn = nil end if self.gamepadDisconnectedConn then self.gamepadDisconnectedConn:Disconnect() self.gamepadDisconnectedConn = nil end end return Gamepad
--[[ Useful for hovering over ui elements --]]
local UserInputService = game:GetService("UserInputService") local GuiService = game:GetService("GuiService") local Hover = {} Hover.__index = Hover -- pass the element, and two functions (1=enter, 2=leave) function Hover.Connect(element,enter,leave, call_leave_on_selection_lost) local self = {} setmetatable(self,Hover) self.Connections = {} self.Active = false; if element and (enter or leave) then -- support both, or just one function (maybe we just want a sound to play on leave, etc) if call_leave_on_selection_lost then table.insert(self.Connections, element.SelectionGained:Connect(function() self.Active = true if enter then enter() end end) ) table.insert(self.Connections, element.SelectionLost:Connect(function() self.Active = true if leave then leave() end end) ) end table.insert(self.Connections, element.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseMovement then self.Active = true if enter then enter() end end end) ) table.insert(self.Connections, element.InputEnded:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseMovement then self.Active = false if leave then leave() end end end) ) end return self end -- disconnects the events. function Hover:Disconnect() if self and self.Connections then for i=1,#self.Connections do local connection = self.Connections[i] if connection then connection:Disconnect() end end end self = nil end return Hover
--There's a reason why this hasn't been done before by ROBLOX users (as far as I know) --It's really mathy, really long, and really confusing. --0.000033 seconds is the worst, 0.000018 looks like the average case. --Also I ran out of local variables so I had to redo everything so that I could reuse the names lol. --So don't even try to read it.
local BoxCollision do local components=CFrame.new().components function BoxCollision(CFrame0,Size0,CFrame1,Size1,AssumeTrue) local m00,m01,m02, m03,m04,m05, m06,m07,m08, m09,m10,m11 =components(CFrame0) local m12,m13,m14, m15,m16,m17, m18,m19,m20, m21,m22,m23 =components(CFrame1) local m24,m25,m26 =Size0.x/2,Size0.y/2,Size0.z/2 local m27,m28,m29 =Size1.x/2,Size1.y/2,Size1.z/2 local m30,m31,m32 =m12-m00,m13-m01,m14-m02 local m00 =m03*m30+m06*m31+m09*m32 local m01 =m04*m30+m07*m31+m10*m32 local m02 =m05*m30+m08*m31+m11*m32 local m12 =m15*m30+m18*m31+m21*m32 local m13 =m16*m30+m19*m31+m22*m32 local m14 =m17*m30+m20*m31+m23*m32 local m30 =m12>m27 and m12-m27 or m12<-m27 and m12+m27 or 0 local m31 =m13>m28 and m13-m28 or m13<-m28 and m13+m28 or 0 local m32 =m14>m29 and m14-m29 or m14<-m29 and m14+m29 or 0 local m33 =m00>m24 and m00-m24 or m00<-m24 and m00+m24 or 0 local m34 =m01>m25 and m01-m25 or m01<-m25 and m01+m25 or 0 local m35 =m02>m26 and m02-m26 or m02<-m26 and m02+m26 or 0 local m36 =m30*m30+m31*m31+m32*m32 local m30 =m33*m33+m34*m34+m35*m35 local m31 =m24<m25 and (m24<m26 and m24 or m26) or (m25<m26 and m25 or m26) local m32 =m27<m28 and (m27<m29 and m27 or m29) or (m28<m29 and m28 or m29) if m36<m31*m31 or m30<m32*m32 then return true elseif m36>m24*m24+m25*m25+m26*m26 or m30>m27*m27+m28*m28+m29*m29 then return false elseif AssumeTrue==nil then --LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL --(This is how you tell if something was made by Axis Angle) local m30=m03*m15+m06*m18+m09*m21 local m31=m03*m16+m06*m19+m09*m22 local m32=m03*m17+m06*m20+m09*m23 local m03=m04*m15+m07*m18+m10*m21 local m06=m04*m16+m07*m19+m10*m22 local m09=m04*m17+m07*m20+m10*m23 local m04=m05*m15+m08*m18+m11*m21 local m07=m05*m16+m08*m19+m11*m22 local m10=m05*m17+m08*m20+m11*m23 local m05=m29*m29 local m08=m27*m27 local m11=m28*m28 local m15=m24*m30 local m16=m25*m03 local m17=m26*m04 local m18=m24*m31 local m19=m25*m06 local m20=m26*m07 local m21=m24*m32 local m22=m25*m09 local m23=m26*m10 local m33=m15+m16+m17-m12;if m33*m33<m08 then local m34=m18+m19+m20-m13;if m34*m34<m11 then local m35=m21+m22+m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=-m15+m16+m17-m12;if m33*m33<m08 then local m34=-m18+m19+m20-m13;if m34*m34<m11 then local m35=-m21+m22+m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=m15-m16+m17-m12;if m33*m33<m08 then local m34=m18-m19+m20-m13;if m34*m34<m11 then local m35=m21-m22+m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=-m15-m16+m17-m12;if m33*m33<m08 then local m34=-m18-m19+m20-m13;if m34*m34<m11 then local m35=-m21-m22+m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=m15+m16-m17-m12;if m33*m33<m08 then local m34=m18+m19-m20-m13;if m34*m34<m11 then local m35=m21+m22-m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=-m15+m16-m17-m12;if m33*m33<m08 then local m34=-m18+m19-m20-m13;if m34*m34<m11 then local m35=-m21+m22-m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=m15-m16-m17-m12;if m33*m33<m08 then local m34=m18-m19-m20-m13;if m34*m34<m11 then local m35=m21-m22-m23-m14;if m35*m35<m05 then return true;end;end;end; local m33=-m15-m16-m17-m12;if m33*m33<m08 then local m34=-m18-m19-m20-m13;if m34*m34<m11 then local m35=-m21-m22-m23-m14;if m35*m35<m05 then return true;end;end;end; local m12=m24*m24 local m13=m25*m25 local m14=m26*m26 local m15=m27*m04 local m16=m28*m07 local m17=m27*m30 local m18=m28*m31 local m19=m27*m03 local m20=m28*m06 local m21=m29*m10 local m22=m29*m32 local m23=m29*m09 local m35=(m02-m26+m15+m16)/m10;if m35*m35<m05 then local m33=m00+m17+m18-m35*m32;if m33*m33<m12 then local m34=m01+m19+m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26+m15+m16)/m10;if m35*m35<m05 then local m33=m00+m17+m18-m35*m32;if m33*m33<m12 then local m34=m01+m19+m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26-m15+m16)/m10;if m35*m35<m05 then local m33=m00-m17+m18-m35*m32;if m33*m33<m12 then local m34=m01-m19+m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26-m15+m16)/m10;if m35*m35<m05 then local m33=m00-m17+m18-m35*m32;if m33*m33<m12 then local m34=m01-m19+m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26+m15-m16)/m10;if m35*m35<m05 then local m33=m00+m17-m18-m35*m32;if m33*m33<m12 then local m34=m01+m19-m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26+m15-m16)/m10;if m35*m35<m05 then local m33=m00+m17-m18-m35*m32;if m33*m33<m12 then local m34=m01+m19-m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26-m15-m16)/m10;if m35*m35<m05 then local m33=m00-m17-m18-m35*m32;if m33*m33<m12 then local m34=m01-m19-m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26-m15-m16)/m10;if m35*m35<m05 then local m33=m00-m17-m18-m35*m32;if m33*m33<m12 then local m34=m01-m19-m20-m35*m09;if m34*m34<m13 then return true;end;end;end; local m35=(m00-m24+m17+m18)/m32;if m35*m35<m05 then local m33=m01+m19+m20-m35*m09;if m33*m33<m13 then local m34=m02+m15+m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24+m17+m18)/m32;if m35*m35<m05 then local m33=m01+m19+m20-m35*m09;if m33*m33<m13 then local m34=m02+m15+m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24-m17+m18)/m32;if m35*m35<m05 then local m33=m01-m19+m20-m35*m09;if m33*m33<m13 then local m34=m02-m15+m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24-m17+m18)/m32;if m35*m35<m05 then local m33=m01-m19+m20-m35*m09;if m33*m33<m13 then local m34=m02-m15+m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24+m17-m18)/m32;if m35*m35<m05 then local m33=m01+m19-m20-m35*m09;if m33*m33<m13 then local m34=m02+m15-m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24+m17-m18)/m32;if m35*m35<m05 then local m33=m01+m19-m20-m35*m09;if m33*m33<m13 then local m34=m02+m15-m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24-m17-m18)/m32;if m35*m35<m05 then local m33=m01-m19-m20-m35*m09;if m33*m33<m13 then local m34=m02-m15-m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24-m17-m18)/m32;if m35*m35<m05 then local m33=m01-m19-m20-m35*m09;if m33*m33<m13 then local m34=m02-m15-m16-m35*m10;if m34*m34<m14 then return true;end;end;end; local m35=(m01-m25+m19+m20)/m09;if m35*m35<m05 then local m33=m02+m15+m16-m35*m10;if m33*m33<m14 then local m34=m00+m17+m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25+m19+m20)/m09;if m35*m35<m05 then local m33=m02+m15+m16-m35*m10;if m33*m33<m14 then local m34=m00+m17+m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25-m19+m20)/m09;if m35*m35<m05 then local m33=m02-m15+m16-m35*m10;if m33*m33<m14 then local m34=m00-m17+m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25-m19+m20)/m09;if m35*m35<m05 then local m33=m02-m15+m16-m35*m10;if m33*m33<m14 then local m34=m00-m17+m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25+m19-m20)/m09;if m35*m35<m05 then local m33=m02+m15-m16-m35*m10;if m33*m33<m14 then local m34=m00+m17-m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25+m19-m20)/m09;if m35*m35<m05 then local m33=m02+m15-m16-m35*m10;if m33*m33<m14 then local m34=m00+m17-m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25-m19-m20)/m09;if m35*m35<m05 then local m33=m02-m15-m16-m35*m10;if m33*m33<m14 then local m34=m00-m17-m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25-m19-m20)/m09;if m35*m35<m05 then local m33=m02-m15-m16-m35*m10;if m33*m33<m14 then local m34=m00-m17-m18-m35*m32;if m34*m34<m12 then return true;end;end;end; local m35=(m02-m26+m16+m21)/m04;if m35*m35<m08 then local m33=m00+m18+m22-m35*m30;if m33*m33<m12 then local m34=m01+m20+m23-m35*m03;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26+m16+m21)/m04;if m35*m35<m08 then local m33=m00+m18+m22-m35*m30;if m33*m33<m12 then local m34=m01+m20+m23-m35*m03;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26-m16+m21)/m04;if m35*m35<m08 then local m33=m00-m18+m22-m35*m30;if m33*m33<m12 then local m34=m01-m20+m23-m35*m03;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26-m16+m21)/m04;if m35*m35<m08 then local m33=m00-m18+m22-m35*m30;if m33*m33<m12 then local m34=m01-m20+m23-m35*m03;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26+m16-m21)/m04;if m35*m35<m08 then local m33=m00+m18-m22-m35*m30;if m33*m33<m12 then local Axi=m01+m20-m23-m35*m03;if Axi*Axi<m13 then return true;end;end;end; local m35=(m02+m26+m16-m21)/m04;if m35*m35<m08 then local m33=m00+m18-m22-m35*m30;if m33*m33<m12 then local sAn=m01+m20-m23-m35*m03;if sAn*sAn<m13 then return true;end;end;end; local m35=(m02-m26-m16-m21)/m04;if m35*m35<m08 then local m33=m00-m18-m22-m35*m30;if m33*m33<m12 then local gle=m01-m20-m23-m35*m03;if gle*gle<m13 then return true;end;end;end; local m35=(m02+m26-m16-m21)/m04;if m35*m35<m08 then local m33=m00-m18-m22-m35*m30;if m33*m33<m12 then local m34=m01-m20-m23-m35*m03;if m34*m34<m13 then return true;end;end;end; local m35=(m00-m24+m18+m22)/m30;if m35*m35<m08 then local m33=m01+m20+m23-m35*m03;if m33*m33<m13 then local m34=m02+m16+m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24+m18+m22)/m30;if m35*m35<m08 then local m33=m01+m20+m23-m35*m03;if m33*m33<m13 then local m34=m02+m16+m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24-m18+m22)/m30;if m35*m35<m08 then local m33=m01-m20+m23-m35*m03;if m33*m33<m13 then local m34=m02-m16+m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24-m18+m22)/m30;if m35*m35<m08 then local m33=m01-m20+m23-m35*m03;if m33*m33<m13 then local m34=m02-m16+m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24+m18-m22)/m30;if m35*m35<m08 then local m33=m01+m20-m23-m35*m03;if m33*m33<m13 then local m34=m02+m16-m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24+m18-m22)/m30;if m35*m35<m08 then local m33=m01+m20-m23-m35*m03;if m33*m33<m13 then local m34=m02+m16-m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24-m18-m22)/m30;if m35*m35<m08 then local m33=m01-m20-m23-m35*m03;if m33*m33<m13 then local m34=m02-m16-m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24-m18-m22)/m30;if m35*m35<m08 then local m33=m01-m20-m23-m35*m03;if m33*m33<m13 then local m34=m02-m16-m21-m35*m04;if m34*m34<m14 then return true;end;end;end; local m35=(m01-m25+m20+m23)/m03;if m35*m35<m08 then local m33=m02+m16+m21-m35*m04;if m33*m33<m14 then local m34=m00+m18+m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25+m20+m23)/m03;if m35*m35<m08 then local m33=m02+m16+m21-m35*m04;if m33*m33<m14 then local m34=m00+m18+m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25-m20+m23)/m03;if m35*m35<m08 then local m33=m02-m16+m21-m35*m04;if m33*m33<m14 then local m34=m00-m18+m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25-m20+m23)/m03;if m35*m35<m08 then local m33=m02-m16+m21-m35*m04;if m33*m33<m14 then local m34=m00-m18+m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25+m20-m23)/m03;if m35*m35<m08 then local m33=m02+m16-m21-m35*m04;if m33*m33<m14 then local m34=m00+m18-m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25+m20-m23)/m03;if m35*m35<m08 then local m33=m02+m16-m21-m35*m04;if m33*m33<m14 then local m34=m00+m18-m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25-m20-m23)/m03;if m35*m35<m08 then local m33=m02-m16-m21-m35*m04;if m33*m33<m14 then local m34=m00-m18-m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25-m20-m23)/m03;if m35*m35<m08 then local m33=m02-m16-m21-m35*m04;if m33*m33<m14 then local m34=m00-m18-m22-m35*m30;if m34*m34<m12 then return true;end;end;end; local m35=(m02-m26+m21+m15)/m07;if m35*m35<m11 then local m33=m00+m22+m17-m35*m31;if m33*m33<m12 then local m34=m01+m23+m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26+m21+m15)/m07;if m35*m35<m11 then local m33=m00+m22+m17-m35*m31;if m33*m33<m12 then local m34=m01+m23+m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26-m21+m15)/m07;if m35*m35<m11 then local m33=m00-m22+m17-m35*m31;if m33*m33<m12 then local m34=m01-m23+m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26-m21+m15)/m07;if m35*m35<m11 then local m33=m00-m22+m17-m35*m31;if m33*m33<m12 then local m34=m01-m23+m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26+m21-m15)/m07;if m35*m35<m11 then local m33=m00+m22-m17-m35*m31;if m33*m33<m12 then local m34=m01+m23-m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26+m21-m15)/m07;if m35*m35<m11 then local m33=m00+m22-m17-m35*m31;if m33*m33<m12 then local m34=m01+m23-m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02-m26-m21-m15)/m07;if m35*m35<m11 then local m33=m00-m22-m17-m35*m31;if m33*m33<m12 then local m34=m01-m23-m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m02+m26-m21-m15)/m07;if m35*m35<m11 then local m33=m00-m22-m17-m35*m31;if m33*m33<m12 then local m34=m01-m23-m19-m35*m06;if m34*m34<m13 then return true;end;end;end; local m35=(m00-m24+m22+m17)/m31;if m35*m35<m11 then local m33=m01+m23+m19-m35*m06;if m33*m33<m13 then local m34=m02+m21+m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24+m22+m17)/m31;if m35*m35<m11 then local m33=m01+m23+m19-m35*m06;if m33*m33<m13 then local m34=m02+m21+m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24-m22+m17)/m31;if m35*m35<m11 then local m33=m01-m23+m19-m35*m06;if m33*m33<m13 then local m34=m02-m21+m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24-m22+m17)/m31;if m35*m35<m11 then local m33=m01-m23+m19-m35*m06;if m33*m33<m13 then local m34=m02-m21+m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24+m22-m17)/m31;if m35*m35<m11 then local m33=m01+m23-m19-m35*m06;if m33*m33<m13 then local m34=m02+m21-m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24+m22-m17)/m31;if m35*m35<m11 then local m33=m01+m23-m19-m35*m06;if m33*m33<m13 then local m34=m02+m21-m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00-m24-m22-m17)/m31;if m35*m35<m11 then local m33=m01-m23-m19-m35*m06;if m33*m33<m13 then local m34=m02-m21-m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m00+m24-m22-m17)/m31;if m35*m35<m11 then local m33=m01-m23-m19-m35*m06;if m33*m33<m13 then local m34=m02-m21-m15-m35*m07;if m34*m34<m14 then return true;end;end;end; local m35=(m01-m25+m23+m19)/m06;if m35*m35<m11 then local m33=m02+m21+m15-m35*m07;if m33*m33<m14 then local m34=m00+m22+m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25+m23+m19)/m06;if m35*m35<m11 then local m33=m02+m21+m15-m35*m07;if m33*m33<m14 then local m34=m00+m22+m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25-m23+m19)/m06;if m35*m35<m11 then local m33=m02-m21+m15-m35*m07;if m33*m33<m14 then local m34=m00-m22+m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25-m23+m19)/m06;if m35*m35<m11 then local m33=m02-m21+m15-m35*m07;if m33*m33<m14 then local m34=m00-m22+m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25+m23-m19)/m06;if m35*m35<m11 then local m33=m02+m21-m15-m35*m07;if m33*m33<m14 then local m34=m00+m22-m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25+m23-m19)/m06;if m35*m35<m11 then local m33=m02+m21-m15-m35*m07;if m33*m33<m14 then local m34=m00+m22-m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01-m25-m23-m19)/m06;if m35*m35<m11 then local m33=m02-m21-m15-m35*m07;if m33*m33<m14 then local m34=m00-m22-m17-m35*m31;if m34*m34<m12 then return true;end;end;end; local m35=(m01+m25-m23-m19)/m06;if m35*m35<m11 then local m33=m02-m21-m15-m35*m07;if m33*m33<m14 then local m34=m00-m22-m17-m35*m31;if m34*m34<m12 then return true;end;end;end; return false else return AssumeTrue end end end local setmetatable =setmetatable local components =CFrame.new().components local Workspace =Workspace local BoxCast =Workspace.FindPartsInRegion3WithIgnoreList local unpack =unpack local type =type local IsA =game.IsA local r3 =Region3.new local v3 =Vector3.new local function Region3BoundingBox(CFrame,Size) local x,y,z, xx,yx,zx, xy,yy,zy, xz,yz,zz=components(CFrame) local sx,sy,sz=Size.x/2,Size.y/2,Size.z/2 local px =sx*(xx<0 and -xx or xx) +sy*(yx<0 and -yx or yx) +sz*(zx<0 and -zx or zx) local py =sx*(xy<0 and -xy or xy) +sy*(yy<0 and -yy or yy) +sz*(zy<0 and -zy or zy) local pz =sx*(xz<0 and -xz or xz) +sy*(yz<0 and -yz or yz) +sz*(zz<0 and -zz or zz) return r3(v3(x-px,y-py,z-pz),v3(x+px,y+py,z+pz)) end local function FindAllPartsInRegion3(Region3,Ignore) local Ignore=type(Ignore)=="table" and Ignore or {Ignore} local Last=#Ignore repeat local Parts=BoxCast(Workspace,Region3,Ignore,100) local Start=#Ignore for i=1,#Parts do Ignore[Start+i]=Parts[i] end until #Parts<100; return {unpack(Ignore,Last+1,#Ignore)} end local function CastPoint(Region,Point) return BoxPointCollision(Region.CFrame,Region.Size,Point) end local function CastSphere(Region,Center,Radius) return BoxSphereCollision(Region.CFrame,Region.Size,Center,Radius) end local function CastBox(Region,CFrame,Size) return BoxCollision(Region.CFrame,Region.Size,CFrame,Size) end local function CastPart(Region,Part) return (not IsA(Part,"Part") or Part.Shape=="Block") and BoxCollision(Region.CFrame,Region.Size,Part.CFrame,Part.Size) or BoxSphereCollision(Region.CFrame,Region.Size,Part.Position,Part.Size.x) end local function CastParts(Region,Parts) local Inside={} for i=1,#Parts do if CastPart(Region,Parts[i]) then Inside[#Inside+1]=Parts[i] end end return Inside end local function Cast(Region,Ignore) local Inside={} local Parts=FindAllPartsInRegion3(Region.Region3,Ignore) for i=1,#Parts do if CastPart(Region,Parts[i]) then Inside[#Inside+1]=Parts[i] end end return Inside end local function NewRegion(CFrame,Size) local Object ={ CFrame =CFrame; Size =Size; Region3 =Region3BoundingBox(CFrame,Size); Cast =Cast; CastPart =CastPart; CastParts =CastParts; CastPoint =CastPoint; CastSphere =CastSphere; CastBox =CastBox; } return setmetatable({},{ __index=Object; __newindex=function(_,Index,Value) Object[Index]=Value Object.Region3=Region3BoundingBox(Object.CFrame,Object.Size) end; }) end Region.Region3BoundingBox =Region3BoundingBox Region.FindAllPartsInRegion3=FindAllPartsInRegion3 Region.BoxPointCollision =BoxPointCollision Region.BoxSphereCollision =BoxSphereCollision Region.BoxCollision =BoxCollision Region.new =NewRegion function Region.FromPart(Part) return NewRegion(Part.CFrame,Part.Size) end return Region
--여기까지
local ser = game:GetService("Debris") local skill = game.ReplicatedStorage.Skill:FindFirstChild(skillName) --스킬 찾기 local Cooldown = true local DamageCool = false script.Parent.SkillEvent.OnServerEvent:Connect(function(plr, X, Y, Z) --플레이어가 스킬을 클릭하면 if Cooldown == true then Cooldown = false local clone = skill:Clone() --스킬 복사 clone.Parent = game.Workspace.SkillPart --스킬 적용 clone.Position = Vector3.new(X, (Y + 0.01), Z) --스킬 위치를 플레이어가 터치한 자리에 local clone2 = game.ReplicatedStorage.Skill.Part1:Clone() clone2.Transparency = 1 clone2.Parent = game.Workspace.SkillPart clone2.Position = Vector3.new(X, Y, Z) clone.Touched:Connect(function(hit) --다른 플레이어가 스킬에 닿이면 local human = hit.Parent:FindFirstChild("Humanoid") --휴머노이드 찾기 local human2 = hit.Parent.Parent:FindFirstChild("Humanoid") --휴머노이드 찾기 if human ~= nil and hit.Parent then if hit.Parent.Name == script.Parent.Parent.Name and DamageCool == false then return end if human and DamageCool == false then --해당 조건이 맞으면 DamageCool = true human:TakeDamage(Damage) --데미지 입히기 wait(DamageCoolTime) --스킬 데미지 쿨타임 기다리기 DamageCool = false elseif human2 and DamageCool == false then DamageCool = true human2:TakeDamage(Damage) --데미지 입히기 wait(DamageCoolTime) --스킬 데미지 쿨타임 기다리기 DamageCool = false end end end) --끝 script.Parent.Handle:FindFirstChild(Sound):Play() --오디오 틀기 script.Parent.SkillEvent:FireClient(plr) while clone2.Transparency >= 0 do --서서히 나타나는 clone2.Transparency = clone2.Transparency - 0.1 wait() end wait(2) while clone2.Transparency <= 1 do --서서히 사라지는 clone2.Transparency = clone2.Transparency + 0.1 wait() end ser:AddItem(clone2, 3) while clone.Transparency <= 1 do --서서히 사라지는 clone.Transparency = clone.Transparency + 0.1 wait() end ser:AddItem(clone, Delete) --초뒤 스킬 삭제 wait(CoolTime) --스킬 쿨타임 기다리기 Cooldown = true end end) --끝
--!GENERATED
local Rain = require(script.Rain) Rain:SetColor(Color3.fromRGB(script.Color.Value.x, script.Color.Value.y, script.Color.Value.z)) Rain:SetDirection(script.Direction.Value) Rain:SetTransparency(script.Transparency.Value) Rain:SetSpeedRatio(script.SpeedRatio.Value) Rain:SetIntensityRatio(script.IntensityRatio.Value) Rain:SetLightInfluence(script.LightInfluence.Value) Rain:SetLightEmission(script.LightEmission.Value) Rain:SetVolume(script.Volume.Value) Rain:SetSoundId(script.SoundId.Value) Rain:SetStraightTexture(script.StraightTexture.Value) Rain:SetTopDownTexture(script.TopDownTexture.Value) Rain:SetSplashTexture(script.SplashTexture.Value) local threshold = script.TransparencyThreshold.Value if script.TransparencyConstraint.Value and script.CanCollideConstraint.Value then Rain:SetCollisionMode( Rain.CollisionMode.Function, function(p) return p.Transparency <= threshold and p.CanCollide end ) elseif script.TransparencyConstraint.Value then Rain:SetCollisionMode( Rain.CollisionMode.Function, function(p) return p.Transparency <= threshold end ) elseif script.CanCollideConstraint.Value then Rain:SetCollisionMode( Rain.CollisionMode.Function, function(p) return p.CanCollide end ) end
--[=[ @interface ComponentConfig @within Component .Tag string -- CollectionService tag to use .Ancestors {Instance}? -- Optional array of ancestors in which components will be started .Extensions {Extension}? -- Optional array of extension objects Component configuration passed to `Component.new`. - If no Ancestors option is included, it defaults to `{workspace, game.Players}`. - If no Extensions option is included, it defaults to a blank table `{}`. ]=]
type ComponentConfig = { Tag: string, Ancestors: AncestorList?, Extensions: { Extension }?, }
---Drivetrain Initialize
local wDia = 0 local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then table.insert(Drive,v) end end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.insert(Drive,v) end end end for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end
-- TUNE
SpeedType = "MPH" -- MPH or KPH local Smoothness = 0.8 local TurboSmoothness = 0.9 local autoscaling = true --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 230 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 370 , spInc = 40 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 400 , spInc = 40 , -- Increment between labelled notches } }
-- setup emote chat hook
script.msg.Changed:connect(function(msg) script.msg.Value = "" local emote = "" if (string.sub(msg, 1, 3) == "/e ") then emote = string.sub(msg, 4) elseif (string.sub(msg, 1, 7) == "/emote ") then emote = string.sub(msg, 8) end if (pose == "Standing" and emoteNames[emote] ~= nil) then playAnimation(emote, 0.1, Enemy) end
--------------------------------------------------- Mobile Button
local function handleContext(name, state, input) if state == Enum.UserInputState.Begin then Humanoid.WalkSpeed = CrouchSpeed CAnim:Play() else Humanoid.WalkSpeed = NormalWalkSpeed CAnim:Stop() end end cas:BindAction("Crouch", handleContext, true, Leftc, RightC) cas:SetPosition("Crouch", UDim2.new(.2, 0, .5, 0)) cas:SetTitle("Crouch", "Crouch") cas:GetButton("Crouch").Size = UDim2.new(.3, 0, .3, 0)
-------------------------
function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors.F09 then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors.F09.Position clicker = true end function DoorOpen() while Shaft08.MetalDoor.Transparency < 1.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency + .1 wait(0.000001) end Shaft08.MetalDoor.CanCollide = false end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed>0.01 then playAnimation("walk", 0.1, Humanoid) if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then setAnimationSpeed(speed / 14.5) end pose = "Running" else playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / 12.0) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid) return end end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
-------- OMG HAX
r = game:service("RunService") local damage = 0 local slash_damage = 3 local lunge_damage = 5 sword = script.Parent.Center Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then print("SWORD HIT") tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.25) swordOut() wait(.25) force.Parent = nil wait(.5) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(0,-1,0) Tool.GripRight = Vector3.new(-1,0,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(-1,0,0) Tool.GripUp = Vector3.new(0,1,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < 0) then lunge() else attack() end last_attack = t wait(.75) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--[=[ Observes an instance's ancestry @param instance Instance @return Observable<Instance> ]=]
function RxInstanceUtils.observeAncestry(instance) local startWithParent = Rx.start(function() return instance, instance.Parent end) return startWithParent(Rx.fromSignal(instance.AncestryChanged)) end
--Feel free to poke around and see how this works. It's not very complex
local car = script.Parent.Car.Value local Values = script.Parent:WaitForChild("Values") --This bit of code is still in 90% of A-Chassis plugins lol local _Tune = require(car["A-Chassis Tune"]) local Handler = car:WaitForChild("ExhaustHandler") local IsFlaming = false --Exhaust flame debounce. Debounces are important so code block doesn't run too quickly Values.Throttle.Changed:Connect(function() -- This is where all the magic happens. Flames are determined by when you release the throttle local RPMRatio = Values.RPM.Value / _Tune.Redline print(RPMRatio) if RPMRatio > 0.8 and not IsFlaming and car.DriveSeat.Throttle < 1 then IsFlaming = true Handler:FireServer("Flames",true) wait(0.1) Handler:FireServer("Flames",false) Handler:FireServer("FlamesSmall",true) wait(1) Handler:FireServer("FlamesSmall",false) IsFlaming = false elseif Values.Throttle.Value < 0.5 then Handler:FireServer("FlamesSmall",false) end end)
-- dButton:TweenPosition(DpositionNormal, "InOut", "Sine", 0.1)
end)
--updated 10/09/2022
npc= nil hum= nil health_gui= script.Parent health_text= script.Parent:WaitForChild("TextLabel") if (health_gui.Parent~= nil and health_gui.Parent.ClassName== "Model" and health_gui.Parent:FindFirstChildOfClass("Humanoid")) then npc= health_gui.Parent hum= health_gui.Parent:FindFirstChildOfClass("Humanoid") elseif (health_gui.Parent.Parent~= nil and health_gui.Parent.Parent.ClassName== "Model" and health_gui.Parent.Parent:FindFirstChildOfClass("Humanoid")) then npc= health_gui.Parent.Parent hum= health_gui.Parent.Parent:FindFirstChildOfClass("Humanoid") elseif (health_gui.Parent.Parent.Parent~= nil and health_gui.Parent.Parent.Parent.ClassName== "Model" and health_gui.Parent.Parent.Parent:FindFirstChildOfClass("Humanoid")) then npc= health_gui.Parent.Parent.Parent hum= health_gui.Parent.Parent.Parent:FindFirstChildOfClass("Humanoid") end if not npc then health_gui:Remove() end if not hum then health_text.Text= "humanoid not found" health_text.TextColor3= Color3.fromRGB(255, 255, 127) end hum.DisplayDistanceType= Enum.HumanoidDisplayDistanceType.None hum.HealthDisplayType= Enum.HumanoidHealthDisplayType.AlwaysOff game["Run Service"].Heartbeat:Connect(function() --for text health health_text.Text= npc.Name.. " | ".. hum.Health.. " / ".. hum.MaxHealth --for color local GoodColor= Color3.fromRGB(85, 255, 127) local MediumColor= Color3.fromRGB(255, 255, 127) local BadColor= Color3.fromRGB(255, 140, 142) if hum.Health >= hum.MaxHealth * 0.6 then health_text.TextColor3= GoodColor end if hum.Health <= hum.MaxHealth * 0.6 then health_text.TextColor3= MediumColor end if hum.Health <= hum.MaxHealth * 0.25 then health_text.TextColor3= BadColor end end)
--cyan 4
if k == "c" and ibo.Value==true then bin.Blade.BrickColor = BrickColor.new("Cyan") bin.Blade2.BrickColor = BrickColor.new("Institutional white") bin.Blade.White.Enabled=false colorbin.white.Value = false bin.Blade.Blue.Enabled=false colorbin.blue.Value = false bin.Blade.Green.Enabled=false colorbin.green.Value = false bin.Blade.Magenta.Enabled=false colorbin.magenta.Value = false bin.Blade.Orange.Enabled=false colorbin.orange.Value = false bin.Blade.Viridian.Enabled=false colorbin.viridian.Value = false bin.Blade.Violet.Enabled=false colorbin.violet.Value = false bin.Blade.Red.Enabled=false colorbin.red.Value = false bin.Blade.Silver.Enabled=false colorbin.silver.Value = false bin.Blade.Black.Enabled=false colorbin.black.Value = false bin.Blade.NavyBlue.Enabled=false colorbin.navyblue.Value = false bin.Blade.Yellow.Enabled=false colorbin.yellow.Value = false bin.Blade.Cyan.Enabled=true colorbin.cyan.Value = true end
--[[Engine]]
--Torque Curve Tune.Horsepower = 175 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6200 -- Use sliders to manipulate values Tune.Redline = 7600 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 1 -- Clutch engagement threshold (higher = faster response)
-- Hide command bar when Enter key is pressed
input.FocusLost:Connect(function(enterPressed) if enterPressed then toggleCommandBar() end end)
--[[Transmission]]
Tune.TransModes = {"Auto","Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = 480 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 50 -- Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios --Gear Ratios Tune.FinalDrive = 3.65 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.45 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 4.40 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.75 , --[[ 3 ]] 1.85 , --[[ 4 ]] 1.40 , --[[ 5 ]] 1.00 , --[[ 6 ]] 0.75 , } Tune.FDMult = 1.1 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
--[[ The entry point for the Fusion library. ]]
local PubTypes = require(script.PubTypes) local restrictRead = require(script.Utility.restrictRead) export type StateObject<T> = PubTypes.StateObject<T> export type CanBeState<T> = PubTypes.CanBeState<T> export type Symbol = PubTypes.Symbol export type Value<T> = PubTypes.Value<T> export type Computed<T> = PubTypes.Computed<T> export type ComputedPairs<K, V> = PubTypes.ComputedPairs<K, V> export type Observer = PubTypes.Observer export type Tween<T> = PubTypes.Tween<T> export type Spring<T> = PubTypes.Spring<T> type Fusion = { New: (className: string) -> ((propertyTable: PubTypes.PropertyTable) -> Instance), Children: PubTypes.ChildrenKey, OnEvent: (eventName: string) -> PubTypes.OnEventKey, OnChange: (propertyName: string) -> PubTypes.OnChangeKey, Value: <T>(initialValue: T) -> Value<T>, Computed: <T>(callback: () -> T) -> Computed<T>, ComputedPairs: <K, VI, VO>(inputTable: CanBeState<{[K]: VI}>, processor: (K, VI) -> VO, destructor: (VO) -> ()?) -> ComputedPairs<K, VO>, Observer: (watchedState: StateObject<any>) -> Observer, Tween: <T>(goalState: StateObject<T>, tweenInfo: TweenInfo?) -> Tween<T>, Spring: <T>(goalState: StateObject<T>, speed: number?, damping: number?) -> Spring<T> } return restrictRead("Fusion", { New = require(script.Instances.New), Children = require(script.Instances.Children), OnEvent = require(script.Instances.OnEvent), OnChange = require(script.Instances.OnChange), Value = require(script.State.Value), Computed = require(script.State.Computed), ComputedPairs = require(script.State.ComputedPairs), Observer = require(script.State.Observer), Tween = require(script.Animation.Tween), Spring = require(script.Animation.Spring) }) :: Fusion
--// Events
local L_72_ = L_17_:WaitForChild('Equipped') local L_73_ = L_17_:WaitForChild('ShootEvent') local L_74_ = L_17_:WaitForChild('DamageEvent') local L_75_ = L_17_:WaitForChild('CreateOwner') local L_76_ = L_17_:WaitForChild('Stance') local L_77_ = L_17_:WaitForChild('HitEvent')
--[[ MatchTable { Some: (value: any) -> any None: () -> any } CONSTRUCTORS: Option.Some(anyNonNilValue): Option<any> Option.Wrap(anyValue): Option<any> STATIC FIELDS: Option.None: Option<None> STATIC METHODS: Option.Is(obj): boolean METHODS: opt:Match(): (matches: MatchTable) -> any opt:IsSome(): boolean opt:IsNone(): boolean opt:Unwrap(): any opt:Expect(errMsg: string): any opt:ExpectNone(errMsg: string): void opt:UnwrapOr(default: any): any opt:UnwrapOrElse(default: () -> any): any opt:And(opt2: Option<any>): Option<any> opt:AndThen(predicate: (unwrapped: any) -> Option<any>): Option<any> opt:Or(opt2: Option<any>): Option<any> opt:OrElse(orElseFunc: () -> Option<any>): Option<any> opt:XOr(opt2: Option<any>): Option<any> opt:Contains(value: any): boolean -------------------------------------------------------------------- Options are useful for handling nil-value cases. Any time that an operation might return nil, it is useful to instead return an Option, which will indicate that the value might be nil, and should be explicitly checked before using the value. This will help prevent common bugs caused by nil values that can fail silently. Example: local result1 = Option.Some(32) local result2 = Option.Some(nil) local result3 = Option.Some("Hi") local result4 = Option.Some(nil) local result5 = Option.None -- Use 'Match' to match if the value is Some or None: result1:Match { Some = function(value) print(value) end; None = function() print("No value") end; } -- Raw check: if result2:IsSome() then local value = result2:Unwrap() -- Explicitly call Unwrap print("Value of result2:", value) end if result3:IsNone() then print("No result for result3") end -- Bad, will throw error bc result4 is none: local value = result4:Unwrap() --]]
local CLASSNAME = "Option" local Option = {} Option.__index = Option function Option._new(value) local self = setmetatable({ ClassName = CLASSNAME; _v = value; _s = (value ~= nil); }, Option) return self end function Option.Some(value) assert(value ~= nil, "Option.Some() value cannot be nil") return Option._new(value) end function Option.Wrap(value) if value == nil then return Option.None else return Option.Some(value) end end function Option.Is(obj) return type(obj) == "table" and getmetatable(obj) == Option end function Option.Assert(obj) assert(Option.Is(obj), "Result was not of type Option") end function Option.Deserialize(data) -- type data = {ClassName: string, Value: any} assert(type(data) == "table" and data.ClassName == CLASSNAME, "Invalid data for deserializing Option") return data.Value == nil and Option.None or Option.Some(data.Value) end function Option:Serialize() return { ClassName = self.ClassName; Value = self._v; } end function Option:Match(matches) local onSome = matches.Some local onNone = matches.None assert(type(onSome) == "function", "Missing 'Some' match") assert(type(onNone) == "function", "Missing 'None' match") if self:IsSome() then return onSome(self:Unwrap()) else return onNone() end end function Option:IsSome() return self._s end function Option:IsNone() return (not self._s) end function Option:Expect(msg) assert(self:IsSome(), msg) return self._v end function Option:ExpectNone(msg) assert(self:IsNone(), msg) end function Option:Unwrap() return self:Expect("Cannot unwrap option of None type") end function Option:UnwrapOr(default) if self:IsSome() then return self:Unwrap() else return default end end function Option:UnwrapOrElse(defaultFunc) if self:IsSome() then return self:Unwrap() else return defaultFunc() end end function Option:And(optB) if self:IsSome() then return optB else return Option.None end end function Option:AndThen(andThenFunc) if self:IsSome() then local result = andThenFunc(self:Unwrap()) Option.Assert(result) return result else return Option.None end end function Option:Or(optB) if self:IsSome() then return self else return optB end end function Option:OrElse(orElseFunc) if self:IsSome() then return self else local result = orElseFunc() Option.Assert(result) return result end end function Option:XOr(optB) local someOptA = self:IsSome() local someOptB = optB:IsSome() if someOptA == someOptB then return Option.None elseif someOptA then return self else return optB end end function Option:Filter(predicate) if self:IsNone() or not predicate(self._v) then return Option.None else return self end end function Option:Contains(value) return self:IsSome() and self._v == value end function Option:__tostring() if self:IsSome() then return ("Option<" .. typeof(self._v) .. ">") else return "Option<None>" end end function Option:__eq(opt) if Option.Is(opt) then if self:IsSome() and opt:IsSome() then return (self:Unwrap() == opt:Unwrap()) elseif self:IsNone() and opt:IsNone() then return true end end return false end Option.None = Option._new() return Option
--[[Steering]]
Tune.SteerInner = 32 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 33 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .02 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .04 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree
--Put this in StarterPlayer, StarterCharacterScripts
local human = script.Parent:WaitForChild("Humanoid") local AttackArm = true local canattack = true game:GetService("UserInputService").InputBegan:connect(function(input, gamepor) if (input.KeyCode == Enum.KeyCode.X or input.KeyCode == Enum.KeyCode.ButtonY) and canattack then canattack = false script.RemoteEvent:FireServer(AttackArm) human:LoadAnimation(AttackArm and script.R or script.L):Play() wait(0.6) AttackArm = not AttackArm canattack = true end end)
--NOTE: We create the rocket once and then clone it when the player fires
local Rocket = Instance.new('Part') do -- Set up the rocket part Rocket.Name = 'Rocket' Rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size Rocket.Size = ROCKET_PART_SIZE Rocket.CanCollide = false Rocket.Anchored = true -- Add the mesh local mesh = Instance.new('SpecialMesh', Rocket) mesh.MeshId = MISSILE_MESH_ID mesh.Scale = MISSILE_MESH_SCALE -- Add fire local fire = Instance.new('Fire', Rocket) fire.Heat = 5 fire.Size = 2 -- Clone the sounds and set Boom to PlayOnRemove local swooshSoundClone = SwooshSound:Clone() swooshSoundClone.Parent = Rocket local boomSoundClone = BoomSound:Clone() boomSoundClone.PlayOnRemove = true boomSoundClone.Parent = Rocket -- Attach creator tags to the rocket early on local creatorTag = Instance.new('ObjectValue', Rocket) creatorTag.Value = MyPlayer creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats local iconTag = Instance.new('StringValue', creatorTag) iconTag.Value = Tool.TextureId iconTag.Name = 'icon' -- Finally, clone the rocket script and enable it local rocketScriptClone = RocketScript:Clone() rocketScriptClone.Parent = Rocket rocketScriptClone.Disabled = false end
--- RUNTIME ---
local Tool = {} Tool.MouseButton1 = function(Character) if Character:GetAttribute("Cooldown") == true then return end Character:SetAttribute("Cooldown", true) Character.Humanoid:LoadAnimation(script.Animation):Play() Character[script.Name].Handle.Swing:Play() local MousePosition = MousePosition:InvokeClient(Players:GetPlayerFromCharacter(Character)) -- Character.PrimaryPart.CFrame = CFrame.new(Character.PrimaryPart.Position, MousePosition) -- Points character at mouse, at extreme angles it trips so I'm disabling for now task.wait(0.33) Character[script.Name].Handle.Shoot:Play() Projectile(Character, MousePosition) task.wait(2) Character:SetAttribute("Cooldown", false) end return Tool
-- Component -- Stephen Leitnick -- November 26, 2021
type AncestorList = {Instance}
--[[ Server-side manager that listens to events to advance the FTUE stage in a player's data and trigger server-side world changes according to the current stage --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage") local PlayerDataServer = require(ServerStorage.Source.PlayerData.Server) local FtueStage = require(ReplicatedStorage.Source.SharedConstants.FtueStage) local InFarmFtueStage = require(script.StageHandlers.InFarmFtueStage) local SellingPlantFtueStage = require(script.StageHandlers.SellingPlantFtueStage) local PurchasingSeedFtueStage = require(script.StageHandlers.PurchasingSeedFtueStage) local PurchasingPotFtueStage = require(script.StageHandlers.PurchasingPotFtueStage) local ReturningToFarmFtueStage = require(script.StageHandlers.ReturningToFarmFtueStage) local PlayerDataKey = require(ReplicatedStorage.Source.SharedConstants.PlayerDataKey) type FtueStage = { handleAsync: (Player) -> FtueStage.EnumType?, } local handlerByStage: { [string]: FtueStage } = { [FtueStage.InFarm] = InFarmFtueStage, [FtueStage.SellingPlant] = SellingPlantFtueStage, [FtueStage.PurchasingSeed] = PurchasingSeedFtueStage, [FtueStage.PurchasingPot] = PurchasingPotFtueStage, [FtueStage.ReturningToFarm] = ReturningToFarmFtueStage, } local FtueManagerServer = {} function FtueManagerServer.onPlayerAdded(player: Player) local ftueStage = PlayerDataServer.getValue(player, PlayerDataKey.FtueStage) FtueManagerServer._updateFtueStage(player, ftueStage) end function FtueManagerServer._updateFtueStage(player: Player, ftueStage: FtueStage.EnumType?) PlayerDataServer.setValue(player, PlayerDataKey.FtueStage, ftueStage) if not ftueStage then return end task.spawn(function() local stageHandler = handlerByStage[ftueStage :: FtueStage.EnumType] local nextStage: FtueStage.EnumType? = stageHandler.handleAsync(player) FtueManagerServer._updateFtueStage(player, nextStage) end) end return FtueManagerServer
-- Connect key state change event
userInputService.InputBegan:Connect(function(input) handleKeyState(input.KeyCode, true) end) userInputService.InputEnded:Connect(function(input) handleKeyState(input.KeyCode, false) end)
--[[ --Instructions-- -For every material you want, you must add a new elseif statement, set "Enum.Materal" to the material you want. For example "Enum.Material.Glass" -Then just change the properties of the sound within that elseif statement to what you want. -Don't forget to edit the "Running" Script! --]] --CREDITS FOR BUILDING THIS SCRIPT: --Spathi
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) return (not ClassInformationTable:GetClassFolder(player,"Brawler").GuardBreak.Value) end
-- função para adicionar vírgulas a um número
local function commaSeparateNumber(amount) local formatted = amount while true do formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2') if k == 0 then break end end return formatted end
-- Function to handle player character additions
local function onCharacterAdded(character) explodePlayer(character.Parent) end
--[[Engine]]
--Torque Curve Tune.Horsepower = 100 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[[ Calculate the actual spot Frame position in studs by making use of adornee position. Parameters: - surfaceGui (SurfaceGui): SurfaceGui instance that the spot belongs to - spot (Frame): Frame instance representing a Spot Returns: - (Vector3): World position of the spot ]]
function CameraModule:getSpotPosition(surfaceGui, spot) local adornee = surfaceGui.Adornee local face = surfaceGui.Face -- Find offset of the spot's Frame from the center of the SurfaceGui (in studs) local spotCenter = spot.AbsolutePosition + (Vector2.new(0.5, 0.5) - spot.AnchorPoint) * spot.AbsoluteSize local guiOffset = (spotCenter - surfaceGui.AbsoluteSize / 2) / surfaceGui.PixelsPerStud -- Calculate the actual position of the center of spot (in studs) local spotPosition = adornee.CFrame:PointToWorldSpace(self:_getPointByFace(guiOffset, adornee, face)) return spotPosition end function CameraModule:_tweenCamera(target) -- Animate to the spot local tweenTime = constants.CameraTweenTime local tweenInfo = TweenInfo.new(tweenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) local tween = self.tweenService:Create(self.camera, tweenInfo, { CFrame = target }) tween:Play() task.wait(tweenTime) end
--[[ 3/19/20 newwil DataStore/Leaderstats --]]
local DataStoreService = game:GetService("DataStoreService") local playerData = DataStoreService:GetDataStore("playerData") game.Players.PlayerAdded:Connect(function(player) local leaderstats = Instance.new("Folder") leaderstats.Name = "leaderstats" leaderstats.Parent = player local cash = Instance.new("IntValue") cash.Name = "Cash" cash.Parent = leaderstats local data local success, errormessage = pcall(function() data = playerData:GetAsync(player.UserId.."-cash") end) if success then cash.Value = data else print("Error while getting your data") warn(errormessage) end end) game.Players.PlayerRemoving:Connect(function(player) local success, errormessage = pcall(function() playerData:SetAsync(player.UserId.."-cash", player.leaderstats.Cash.Value) end) if success then print("Data successfully saved!") else print("There was an error while saving the data") warn(errormessage) end end)
--// Hash: 53ab6b5234323af6aa5c293925b6bd3fa53a7304d8e5f6ed1458452d96a6c330fc93ce57e3f8ea4393a6e5ed4eb1e6ca -- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local u1 = { Disconnect = function(p1) local l___listener__2 = p1._listener; if l___listener__2 ~= nil then local l___listener_table__3 = p1._listener_table; local v4 = table.find(l___listener_table__3, l___listener__2); if v4 ~= nil then table.remove(l___listener_table__3, v4); end; p1._listener = nil; end; if p1._disconnect_listener ~= nil then p1._disconnect_listener(p1._disconnect_param); p1._disconnect_listener = nil; end; end }; function v1.NewArrayScriptConnection(p2, p3, p4, p5) return { _listener = p3, _listener_table = p2, _disconnect_listener = p4, _disconnect_param = p5, Disconnect = u1.Disconnect }; end; local v5 = {}; local u2 = { Disconnect = function(p6) local l___listener__6 = p6._listener; if l___listener__6 ~= nil then local l___script_signal__7 = p6._script_signal; local l___fire_pointer_stack__8 = l___script_signal__7._fire_pointer_stack; local l___listeners_next__9 = l___script_signal__7._listeners_next; local l___listeners_back__10 = l___script_signal__7._listeners_back; for v11 = 1, l___script_signal__7._stack_count do if l___fire_pointer_stack__8[v11] == l___listener__6 then l___fire_pointer_stack__8[v11] = l___listeners_next__9[l___listener__6]; end; end; if l___script_signal__7._tail_listener == l___listener__6 then local v12 = l___listeners_back__10[l___listener__6]; if v12 ~= nil then l___listeners_next__9[v12] = nil; l___listeners_back__10[l___listener__6] = nil; else l___script_signal__7._head_listener = nil; end; l___script_signal__7._tail_listener = v12; elseif l___script_signal__7._head_listener == l___listener__6 then local v13 = l___listeners_next__9[l___listener__6]; l___listeners_back__10[v13] = nil; l___listeners_next__9[l___listener__6] = nil; l___script_signal__7._head_listener = v13; else local v14 = l___listeners_next__9[l___listener__6]; local v15 = l___listeners_back__10[l___listener__6]; if v14 ~= nil or v15 ~= nil then l___listeners_next__9[v15] = v14; l___listeners_back__10[v14] = v15; l___listeners_next__9[l___listener__6] = nil; l___listeners_back__10[l___listener__6] = nil; end; end; p6._listener = nil; l___script_signal__7._listener_count = l___script_signal__7._listener_count - 1; end; if p6._disconnect_listener ~= nil then p6._disconnect_listener(p6._disconnect_param); p6._disconnect_listener = nil; end; end }; function v5.Connect(p7, p8, p9, p10) if type(p8) ~= "function" then error("[MadworkScriptSignal]: Only functions can be passed to ScriptSignal:Connect()"); end; local l___tail_listener__16 = p7._tail_listener; if l___tail_listener__16 == nil then p7._head_listener = p8; p7._tail_listener = p8; p7._listener_count = p7._listener_count + 1; elseif l___tail_listener__16 ~= p8 and p7._listeners_next[p8] == nil then p7._listeners_next[l___tail_listener__16] = p8; p7._listeners_back[p8] = l___tail_listener__16; p7._tail_listener = p8; p7._listener_count = p7._listener_count + 1; end; return { _listener = p8, _script_signal = p7, _disconnect_listener = p9, _disconnect_param = p10, Disconnect = u2.Disconnect }; end; function v5.GetListenerCount(p11) return p11._listener_count; end; function v5.Fire(p12, ...) local l___fire_pointer_stack__17 = p12._fire_pointer_stack; local v18 = p12._stack_count + 1; p12._stack_count = v18; local l___listeners_next__19 = p12._listeners_next; l___fire_pointer_stack__17[v18] = p12._head_listener; while true do local v20 = l___fire_pointer_stack__17[v18]; l___fire_pointer_stack__17[v18] = l___listeners_next__19[v20]; if v20 == nil then break; end; v20(...); end; p12._stack_count = p12._stack_count - 1; end; function v1.NewScriptSignal() return { _fire_pointer_stack = {}, _stack_count = 0, _listener_count = 0, _listeners_next = {}, _listeners_back = {}, _head_listener = nil, _tail_listener = nil, Connect = v5.Connect, GetListenerCount = v5.GetListenerCount, Fire = v5.Fire }; end; return v1;
-- BaseCamera mod
local BaseCamera = require(baseCameraModule) BaseCamera.UpCFrame = IDENTITYCF function BaseCamera:UpdateUpCFrame(cf) self.UpCFrame = cf end function BaseCamera:CalculateNewLookCFrame(suppliedLookVector) local currLookVector = suppliedLookVector or self:GetCameraLookVector() currLookVector = self.UpCFrame:VectorToObjectSpace(currLookVector) local currPitchAngle = math.asin(currLookVector.y) local yTheta = math.clamp(self.rotateInput.y, -MAX_Y + currPitchAngle, -MIN_Y + currPitchAngle) local constrainedRotateInput = Vector2.new(self.rotateInput.x, yTheta) local startCFrame = CFrame.new(ZERO, currLookVector) local newLookCFrame = CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0) return newLookCFrame end
--[[VARIABLE DEFINITION ANOMALY DETECTED, DECOMPILATION OUTPUT POTENTIALLY INCORRECT]]-- -- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); local v1 = {}; local l__InfoOverlay__2 = u1.Assets.UI:WaitForChild("InfoOverlay"); local u2 = nil; local l__Blocks__3 = l__InfoOverlay__2:WaitForChild("Blocks"); local u4 = {}; local u5 = nil; local v36 local v37 local v38 local v39 local v40 local u6 = u1.PlayerModule.Get("Mouse"); local u7 = game:GetService("GuiService"):GetGuiInset(); local u8 = {}; function v1.Add(p1, ...) if u2 then v1.Remove(); end; local v3 = l__InfoOverlay__2:FindFirstChild("Base"):Clone(); local v4 = 0; for v5, v6 in ipairs({ ... }) do if not v5 then break; end; local v8 = v6[1]; local v9 = l__Blocks__3:FindFirstChild(v8):Clone(); local l__settings__10 = v9:FindFirstChild("settings"); if l__settings__10 and l__settings__10:FindFirstChild("code") then coroutine.wrap(function() (u4[v8] or require(l__settings__10:FindFirstChild("code")))(v9, unpack(v6)); end)(); end; v9.LayoutOrder = v5 * 100; if l__settings__10 then local v11 = l__settings__10:GetAttribute("boundsX"); local l__Y__12 = v11.Y; local v13 = 0; local v14 = 0; local v15 = 0; for v16, v17 in ipairs(v9:GetChildren()) do if not v16 then break; end; if v17:IsA("GuiObject") and v17.Visible then if v17.ClassName == "TextLabel" or v17.ClassName == "TextButton" then if v17.Size.X.Scale ~= 0 then local v19 = u1.TextService:GetTextSize(string.gsub(v17.Text, "<.->", function() return ""; end), v17.TextSize, v17.Font, (Vector2.new(l__Y__12 * v17.Size.X.Scale, 1000))) + Vector2.new(4, 1); v13 = math.max(v19.X, v13); v14 = v14 + math.max(v19.Y, v9.AbsoluteSize.Y); v17.Size = UDim2.new(0, v19.X, 0, v19.Y); end; elseif v17.Size.X.Scale ~= 0 then v15 = v15 + v17.AbsoluteSize.Y; end; end; end; local v20 = v9:FindFirstChildOfClass("UIListLayout"); if v20 and v20.FillDirection == Enum.FillDirection.Horizontal then v13 = math.max(v20.AbsoluteContentSize.X, v13); end; v9.Size = UDim2.new(1, 0, 0, v14 + v15); v4 = math.max(math.clamp(v13, v11.X, l__Y__12), v4); end; v9.Parent = v3.Frame.Blocks; end; local v21 = v3.Frame.Blocks:FindFirstChildOfClass("UIPadding"); local v22 = v3.Frame.Blocks:FindFirstChildOfClass("UIListLayout"); v22:ApplyLayout(); v3.Size = UDim2.new(0, v4 + v21.PaddingLeft.Offset + v21.PaddingRight.Offset, 0, v22.AbsoluteContentSize.Y + v21.PaddingTop.Offset + v21.PaddingBottom.Offset); v3.UIScale.Scale = 1 - (1 - math.min(u1.Functions.ResolutionScale(), 1)) / 1.5; if not u5 then u5 = Instance.new("ScreenGui"); u5.DisplayOrder = 100; u5.ZIndexBehavior = Enum.ZIndexBehavior.Global; u5.ResetOnSpawn = false; u5.Name = "InfoOverlay"; u5.Parent = u1.PlayerModule.Get("PlayerGui"); end; v3.Parent = u5; u2 = v3; u1.GUI.ToggleCursor(false); local v23 = nil; for v24, v25 in ipairs({ ... }) do if not v24 then break; end; if v25[1] == "Rarity" and v25[2] then v23 = v25[2]; break; end; end; if v23 == "Mythical" or v23 == "Exclusive" then local v27 = v3.Frame:FindFirstChildOfClass("UIStroke"); v27.Color = Color3.new(1, 1, 1); local v28 = u1.Assets.UI.Raritys:FindFirstChild(v23):Clone(); v28.Parent = v27; if v23 == "Mythical" then v3.pointer.pointer.ImageColor3 = Color3.fromRGB(255, 85, 255); elseif v23 == "Exclusive" then v3.pointer.pointer.ImageColor3 = Color3.fromRGB(255, 170, 255); end; if v23 == "Mythical" then task.defer(function() local v29 = true; while v3 and v3.Parent do local v30 = v29 and Color3.fromRGB(255, 245, 230) or Color3.new(1, 1, 1); u1.Functions.Tween(v3.pointer, { 1.25, 1, 2 }, { ImageColor3 = v30 }); u1.Functions.Tween(v3.Frame, { 1.25, 1, 2 }, { BackgroundColor3 = v30 }).Completed:Wait(); v29 = not v29; end; end); end; task.defer(function() while v3 and v3.Parent do v28.Rotation = os.clock() * 250; u1.RenderStepped(); end; end); end; local u9 = "Down"; task.defer(function() while v3 and v3.Parent do local v31 = u6.X; local v32 = u6.Y; local l__X__33 = v3.AbsoluteSize.X; local l__Y__34 = v3.AbsoluteSize.Y; local v35 = game.Workspace.CurrentCamera.ViewportSize.Y - u7.Y; if u1.Variables.Console then v31 = p1.AbsolutePosition.X + p1.AbsoluteSize.X * 0.5; v32 = p1.AbsolutePosition.Y + p1.AbsoluteSize.Y * 0.5; end; if v32 + l__Y__34 + 30 < v35 then u9 = "Down"; elseif v32 - l__Y__34 - 30 > 0 then u9 = "Up"; end; if u9 == "Down" then v36 = 30; else v36 = -30; end; if u9 == "Down" then v37 = 0; else v37 = 1; end; v3.AnchorPoint = Vector2.new(0, v37); v3.Position = UDim2.new(0, math.clamp(v31 + 30, 0, game.Workspace.CurrentCamera.ViewportSize.X - u7.X + (-l__X__33 and l__X__33)), 0, math.clamp(v32 + v36, 0, v35 + (u9 == "Down" and -l__Y__34 or l__Y__34))); if u9 == "Down" then v38 = 1; else v38 = 0; end; v3.pointer.AnchorPoint = Vector2.new(1, v38); if u9 == "Down" then v39 = 0; else v39 = 1; end; if u9 == "Down" then v40 = 30; else v40 = -30; end; v3.pointer.Position = UDim2.new(0, 30, v39, v40); if u9 == "Down" then v3.pointer.Rotation = 0; elseif u9 == "Up" then v3.pointer.Rotation = -90; else v3.pointer.Rotation = -180; end; u1.RenderStepped(); end; end); task.defer(function() while v3 and v3.Parent do local l__X__41 = u6.X; local l__Y__42 = u6.Y; local l__X__43 = p1.AbsolutePosition.X; local l__Y__44 = p1.AbsolutePosition.Y; if not u1.Variables.Console then if l__X__43 + p1.AbsoluteSize.X < l__X__41 or l__X__41 < l__X__43 or l__Y__44 + p1.AbsoluteSize.Y < l__Y__42 or l__Y__42 < l__Y__44 then v1.Remove(); end; elseif u1.GuiService.SelectedObject ~= p1 then v1.Remove(); end; u1.RenderStepped(); end; end); if u1.Variables.Mobile then local u10 = nil; local u11 = tick(); u10 = p1.MouseButton1Up:Connect(function() u10:Disconnect(); if tick() - u11 < 0.5 then v1.Remove(); end; end); u8[#u8 + 1] = u10; end; end; function v1.Remove() if u2 then for v45, v46 in ipairs(u8) do if not v45 then break; end; v46:Disconnect(); end; u8 = {}; u2:Destroy(); u1.GUI.ToggleCursor(true); u2 = nil; end; end; return v1;
--Moxiii~<3 // LerpColor and IsDark taken from ROBLOX Battle
wait(2) local MAX_STEPS = 20 local COLOR = script.Parent.Value local t = tick() math.randomseed(t/2)
----------------- --| Variables |-- -----------------
local DebrisService = Game:GetService('Debris') local PlayersService = Game:GetService('Players') local Rocket = script.Parent local CreatorTag = Rocket:WaitForChild('creator') local Tank = Rocket:WaitForChild('Tank').Value local SwooshSound = Rocket:WaitForChild('Swoosh') local Target = Rocket:WaitForChild('Target')
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("Novena: AC6T Loaded - Build "..ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Suspension if not workspace:PGSIsEnabled() and _Tune.SusEnabled then Suspension() end --Power Engine() --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Boost.Value = (_Boost/2)*_TPsi script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.HpNatural.Value = _NH script.Parent.Values.HpBoosted.Value = _BH*(_Boost/2) script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TqNatural.Value = _NT script.Parent.Values.TqBoosted.Value = _BT*(_Boost/2) script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot*_GThrotShift script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.TCSAmt.Value = 1-_TCSAmt script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity end) -- car.DriveSeat.CC.Changed:connect(function()
--//Services//--
local Debris = game:GetService("Debris") local TweenService = game:GetService("TweenService")
--For Omega Rainbow Katana thumbnail to display a lot of particles.
for i, v in pairs(Handle:GetChildren()) do if v:IsA("ParticleEmitter") then v.Rate = 20 end end
--[=[ @param ... any Same as `Fire`, but uses `task.defer` internally & doesn't take advantage of thread reuse. ```lua signal:FireDeferred("Hello") ``` ]=]
function Signal:FireDeferred(...) local item = self._handlerListHead while item do task.defer(item._fn, ...) item = item._next end end
------------------------------------------------------------------------ -- initial parsing for statements, calls a lot of functions -- * returns boolean instead of 0|1 -- * used in chunk() ------------------------------------------------------------------------
function luaY:statement(ls) local line = ls.linenumber -- may be needed for error messages local c = ls.t.token if c == "TK_IF" then -- stat -> ifstat self:ifstat(ls, line) return false elseif c == "TK_WHILE" then -- stat -> whilestat self:whilestat(ls, line) return false elseif c == "TK_DO" then -- stat -> DO block END luaX:next(ls) -- skip DO self:block(ls) self:check_match(ls, "TK_END", "TK_DO", line) return false elseif c == "TK_FOR" then -- stat -> forstat self:forstat(ls, line) return false elseif c == "TK_REPEAT" then -- stat -> repeatstat self:repeatstat(ls, line) return false elseif c == "TK_FUNCTION" then -- stat -> funcstat self:funcstat(ls, line) return false elseif c == "TK_LOCAL" then -- stat -> localstat luaX:next(ls) -- skip LOCAL if self:testnext(ls, "TK_FUNCTION") then -- local function? self:localfunc(ls) else self:localstat(ls) end return false elseif c == "TK_RETURN" then -- stat -> retstat self:retstat(ls) return true -- must be last statement elseif c == "TK_BREAK" then -- stat -> breakstat luaX:next(ls) -- skip BREAK self:breakstat(ls) return true -- must be last statement else self:exprstat(ls) return false -- to avoid warnings end--if c end
--[[Engine]]
--Torque Curve Tune.Horsepower = 250*1.3 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 10000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6500 Tune.PeakSharpness = 5 Tune.CurveMult = 0.5 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[[ Script Variables ]]
-- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local Humanoid = MasterControl:GetHumanoid() local JumpButton = nil local OnInputEnded = nil -- defined in Create() local CharacterAddedConnection = nil local HumStateConnection = nil local HumChangeConnection = nil local ExternallyEnabled = false local JumpPower = 0 local JumpStateEnabled = true
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================ -- Display result dialog
local function openDlg(resultString, resultTime) -- Display result string ResultString.Text = string.upper(resultString) -- Display result time if > 0 (formatted) if resultTime and resultTime > 0 then local minutes = math.floor(resultTime/60) local seconds = math.floor(resultTime%60) if seconds < 10 then seconds = "0"..tostring(seconds) end ResultTime.Text = string.upper("WINNING TIME: "..tostring(minutes)..":"..tostring(seconds)) else ResultTime.Text = "" end dlg.Visible = true wait(DISPLAY_DURATION) dlg.Visible = false end -- openDlg()
--[[** ensures value is an integer @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
function t.integer(value) local success, errMsg = t.number(value) if not success then return false, errMsg or "" end if value%1 == 0 then return true else return false, string.format("integer expected, got %d", value) end end
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer wait(1)
-- Motor(s)
local SeeSawMotor = script.Parent:WaitForChild("SeeSawMotor") local function OnSeatsChange(ChangedSeat) local Seat1Occupant = Seat1.Occupant local Seat2Occupant = Seat2.Occupant local Seat1T = Seat1.Throttle local Seat2T = Seat2.Throttle if Seat1Occupant and Seat2Occupant == nil then SeeSawMotor.DesiredAngle = 0.3 elseif Seat2Occupant and Seat1Occupant == nil then SeeSawMotor.DesiredAngle = -0.3 end if Seat1Occupant and Seat2Occupant then -- When both inputs are equal or would seem equal, make it balanced if Seat2T == 0 and Seat1T == 0 or Seat1T == -1 and Seat2T == -1 or Seat1T == 1 and Seat2T == 1 or Seat1T == -1 and Seat2T == 0 or Seat1T == 0 and Seat2T == -1 then SeeSawMotor.DesiredAngle = 0 return end -- Seat1 logic if Seat1T == 1 and Seat2T == 0 or Seat1T == 1 and Seat2T == -1 then SeeSawMotor.DesiredAngle = 0.3 end -- Seat2 logic if Seat2T == 1 and Seat1T == 0 or Seat2T == 1 and Seat1T == -1 then SeeSawMotor.DesiredAngle = -0.3 end end end
---SG Is Here--- ---Please Dont Change Anything Can Dont Work If You Change--
local db = true local player = game.Players.LocalPlayer local target = game.Workspace.Sell local delay = 3 script.Parent.MouseButton1Click:connect(function() if db == true then db = false player.Character.HumanoidRootPart.CFrame = target.CFrame * CFrame.new(0, 3, 0) for i = delay, 1, -1 do script.Parent.Text = i wait(1) end script.Parent.Text = "Sell" db = true end end)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Rocket circle" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--Door Script --This script toggles the door when it is clicked. --Unless you know what you're doing, do not modify this script.
local clickdetector = Instance.new("ClickDetector", script.Parent) --This creates a click detector for the door. clickdetector.MouseClick:Connect(function() --This detects a click on the door. if script.Parent.CanCollide == true then --This checks if the door is closed. script.Parent.Open:Play() --This plays the open sound. script.Parent.Transparency = 0.25 --This causes the door to be slightly transparent. script.Parent.CanCollide = false --This causes the door to stop colliding. else --If the door is open, then the code below will run instead. script.Parent.Close:Play() --This plays the close sound. script.Parent.Transparency = 0 --This causes the door to be completely opaque. script.Parent.CanCollide = true --This causes the door to begin colliding. end end)
--// F key, Horn
mouse.KeyDown:connect(function(key) if key=="f" then veh.Lightbar.middle.Airhorn:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 veh.Lightbar.middle.Manual.Volume = 0 veh.Lightbar.middle.rWail.Volume = 0 veh.Lightbar.middle.rYelp.Volume = 0 veh.Lightbar.middle.rPriority.Volume = 0 end end)
-- Decompiled with the Synapse X Luau decompiler.
script.Parent.MouseButton1Down:Connect(function() script.Parent.Parent.Visible = false; if game.Players.LocalPlayer.Character.Values.Actions.CarriedPlr.Value ~= "" then script.Parent.Parent.Parent.Dialog3.Visible = true; return; end; script.Parent.Parent.Parent.Dialog2.Visible = true; end);
--[[ Generates a mathmatically unique UID hex. Functions.GenerateUID() --]]
--[[Misc]]
Tune.LoadDelay = 3.0 -- Delay before initializing chassis (in seconds) Tune.AutoStart = false -- Set to false if using manual ignition plugin Tune.AutoFlip = true -- Set to false if using manual flip plugin Tune.AutoUpdate = true -- Automatically applies minor updates to the chassis if any are found. -- Will NOT apply major updates, but will notify you of any. -- Set to false to mute notifications, or if using modified Drive.
--Instert in Tool
local tool = script.Parent local anim = script.Animation --Animation ID local track tool.Equipped:Connect(function() track = script.Parent.Parent.Humanoid:LoadAnimation(anim) track:Play() end) tool.Unequipped:Connect(function() if track then track:Stop() end end)
--[[ Gets camera modifiers and effects while it is in Dead mode. ]]
local TweenService = game:GetService("TweenService") local CameraStateDead = {}
--created by ------------------------------------------ --Clear And Enter
check = true -- Global function Clear() print("Cleared") Input = "" end script.Parent.Clear.ClickDetector.MouseClick:connect(Clear) function Enter() if Input == Code then print("Entered") Input = "" local door = script.Parent.Parent.Door for i = 1, 35 do door.CFrame = CFrame.new(door.Position + Vector3.new(0,0,0.1)) wait(0.01) end wait(5) --Closes for i = 1, 35 do door.CFrame = CFrame.new(door.Position - Vector3.new(0,0,0.1)) wait(0.01) end return end Input = "" print("Wrong Code") end script.Parent.Enter.ClickDetector.MouseClick:connect(Enter)
-- Gets the current size of the default Roblox chat on your device.
local chatWindowSize = StarterGui:GetCore("ChatWindowSize") StarterGui:SetCore("ChatWindowPosition", UDim2.new(0, 0, (1 - chatWindowSize.Y.Scale), 0))
--Shade Script
sp=script.Parent lastattack=0 nextrandom=0 nextsound=0 nextjump=0 chasing=false variance=2 damage=15 attackrange=15 sightrange=200 runspeed=15 wonderspeed=4 healthregen=false function raycast(spos,vec,currentdist) local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*currentdist),sp) if hit2~=nil and pos2 then if hit2.Transparency>=.8 or hit2.Name=="Handle" or string.sub(hit2.Name,1,6)=="Effect" then local currentdist=currentdist-(pos2-spos).magnitude return raycast(pos2,vec,currentdist) end end return hit2,pos2 end function waitForChild(parent,childName) local child=parent:findFirstChild(childName) if child then return child end while true do child=parent.ChildAdded:wait() if child.Name==childName then return child end end end
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") UserInputService = game:GetService("UserInputService") Folders = Tool:WaitForChild("Folders") RemotesFolder = Folders:WaitForChild("Remotes") ServerControl = RemotesFolder:WaitForChild("ServerControl") ClientControl = RemotesFolder:WaitForChild("ClientControl") Animations = {} ToolEquipped = false function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") ToolEquipped = true if not CheckIfAlive() then return end PlayerMouse = Mouse Mouse.Button1Down:connect(function() InvokeServer("MouseClick", {Down = true}) end) Mouse.Button1Up:connect(function() InvokeServer("MouseClick", {Down = false}) end) for i, v in pairs({KeyDown, KeyUp}) do if v then v:disconnect() end end KeyDown = UserInputService.InputBegan:connect(function(InputObject) local InputType = InputObject.UserInputType local KeyCode = InputObject.KeyCode if InputType == Enum.UserInputType.Keyboard then InvokeServer("KeyPressed", {Key = KeyCode.Name, Down = true}) end end) KeyUp = UserInputService.InputEnded:connect(function(InputObject) local InputType = InputObject.UserInputType local KeyCode = InputObject.KeyCode if InputType == Enum.UserInputType.Keyboard then InvokeServer("KeyPressed", {Key = KeyCode.Name, Down = false}) end end) end function Unequipped() for i, v in pairs({KeyDown, KeyUp}) do if v then v:disconnect() end end for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end Animations = {} ToolEquipped = false end function InvokeServer(mode, value) local ServerReturn pcall(function() ServerReturn = ServerControl:InvokeServer(mode, value) end) return ServerReturn end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MousePosition" then return ((PlayerMouse and {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}) or nil) end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- util
function waitForChild(parent, childName) while true do local child = parent:findFirstChild(childName) if child then return child end parent.ChildAdded:wait() end end function newSound(id) local sound = Instance.new("Sound") sound.SoundId = id sound.Parent = script.Parent.Head return sound end
--Put the objects you want regenned in the model, if the object's parent is changed it will not be deleted when the button is pushed again.
debounce = false regen = {} last = {} for a,b in ipairs(script.Parent.Parent:GetChildren()) do if b ~= script.Parent then table.insert(regen,b:clone()) table.insert(last,b) end end script.Parent.Touched:connect(function(hit) if hit.Parent ~= nil then if game.Players:playerFromCharacter(hit.Parent) ~= nil and debounce == false then debounce = true for a,b in ipairs(last) do if b.Parent == script.Parent.Parent then end end last = {} for a,b in ipairs(regen) do local c = b:clone() table.insert(last,c) c.Parent = script.Parent.Parent pcall(function() c:MakeJoints() end) end script.Parent.BrickColor = BrickColor.new(26) wait(2) script.Parent.BrickColor = BrickColor.new(104) debounce = false end end end)
--cam.FieldOfView=math.random(69,71)
task.wait() end
--[=[ Gets a signal that will fire when the Brio dies. If the brio is already dead calling this method will error. :::info Calling this while the brio is already dead will throw a error. ::: ```lua local brio = Brio.new("a", "b") brio:GetDiedSignal():Connect(function() print("Brio died") end) brio:Kill() --> Brio died brio:Kill() -- no output ``` @return Signal ]=]
function Brio:GetDiedSignal() if self:IsDead() then error("Brio is dead") end if self._diedEvent then return self._diedEvent.Event end self._diedEvent = Instance.new("BindableEvent") return self._diedEvent.Event end
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l23.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l32.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l41.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l53.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l62.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l71.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l12.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l21.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l33.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l42.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l51.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l63.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l72.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l13.BrickColor = BrickColor.new(106) game.Workspace.doorright.l22.BrickColor = BrickColor.new(106) game.Workspace.doorright.l31.BrickColor = BrickColor.new(106) game.Workspace.doorright.l43.BrickColor = BrickColor.new(106) game.Workspace.doorright.l52.BrickColor = BrickColor.new(106) game.Workspace.doorright.l61.BrickColor = BrickColor.new(106) game.Workspace.doorright.l73.BrickColor = BrickColor.new(106) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
-- declarations
local sDied = newSound("rbxasset://sounds/uuhhh.wav") local sFallingDown = newSound("rbxasset://sounds/splat.wav") local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav") local sGettingUp = newSound("rbxasset://sounds/hit.wav") local sJumping = newSound("rbxasset://sounds/button.wav") local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3") sRunning.Looped = true
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["DiffSequences"]["DiffSequences"]) export type Callbacks = Package.Callbacks return Package
-- SOULDRAGON'S INSANAQUARIUM DEADFISH SCRIPT
h = script.Parent.Parent.Humanoid while true do if h.Health < 1 then script.Parent.Parent.Name = "Goodbye" script.Parent.BrickColor = BrickColor.new(26) script.Parent.Transparency = 0.5 script.Parent.Anchored = true end wait(1) end
-- Made by Freakinve -- 12/23/20
local dayOutdoorAmbient = Color3.fromRGB(128, 128, 128) local nightOutdoorAmbient = Color3.fromRGB(0, 0, 0) local dayAmbient = Color3.fromRGB(128, 128, 128) local nightAmbient = Color3.fromRGB(0, 0, 0)
-- The script below is to put the screen gui to the player gui (in case you forgot to put this screen gui into starter gui)
local item_buyer = script.Parent game.Players.PlayerAdded:Connect(function(plr) item_buyer.Parent = plr:WaitForChild("PlayerGui") end)
------------------------------------------------------------------------------ --------------------[ MAIN PROGRAM ]------------------------------------------ ------------------------------------------------------------------------------
while true do if (not Main:IsDescendantOf(game)) or (Main.Parent.Name == "Knife" and FindFirstClass(Main, "Weld")) or Main.Anchored then break end if S.GrenadeTrail and S.GrenadeTransparency ~= 1 and S.GrenadeTrailThickness ~= 0 and S.GrenadeTrailVisibleTime ~= 0 then local Trail = Instance.new("Part") Trail.BrickColor = S.GrenadeTrailColor Trail.Transparency = S.GrenadeTrailTransparency Trail.Anchored = true Trail.CanCollide = false Trail.Size = VEC3(1, 1, 1) local Mesh = Instance.new("BlockMesh") Mesh.Offset = VEC3(0, 0, -(Main.Position - LastPos).magnitude / 2) Mesh.Scale = VEC3(S.GrenadeTrailThickness, S.GrenadeTrailThickness, (Main.Position - LastPos).magnitude) Mesh.Parent = Trail Trail.Parent = Main.Parent Trail.CFrame = CF(LastPos, Main.Position) delay(S.GrenadeTrailVisibleTime, function() if S.GrenadeTrailDisappearTime > 0 then local X = 0 while true do if X == 90 then break end local NewX = X + (3 / S.GrenadeTrailDisappearTime) X = (NewX > 90 and 90 or NewX) local Alpha = X / 90 Trail.Transparency = NumLerp(S.GrenadeTrailTransparency, 1, Alpha) wait() end Trail:Destroy() else Trail:Destroy() end end) LastPos = Main.Position end wait() end if (not Main:IsDescendantOf(game)) then Grenade:Destroy() end
-- LOCAL FUNCTIONS
local function checkTopbarEnabled() local success, bool = xpcall(function() return starterGui:GetCore("TopbarEnabled") end,function(err) --has not been registered yet, but default is that is enabled return true end) return (success and bool) end local function checkTopbarEnabledAccountingForMimic() local topbarEnabledAccountingForMimic = (checkTopbarEnabled() or not IconController.mimicCoreGui) return topbarEnabledAccountingForMimic end
---Steering
function Steering() if _MSteer then local mST = ((mouse.X-mouse.ViewSizeX/2)/_Tune.MSteerWidth) if math.abs(mST)<=_Tune.MSteerDZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST)-_Tune.MSteerDZone),(1-_Tune.MSteerDZone)),0)/(1-_Tune.MSteerDZone))^_Tune.MSteerExp * (mST / math.abs(mST)) end end if _GSteerC < _GSteerT then _GSteerC = math.min(_GSteerT,_GSteerC+_Tune.SteerSpeed) else _GSteerC = math.max(_GSteerT,_GSteerC-_Tune.SteerSpeed) end local sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-_Tune.MinSteer)) if car.Wheels:FindFirstChild("FL")~= nil then if _GSteerC>= 0 then car.Wheels.FL.Arm.Steer.cframe=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0) else car.Wheels.FL.Arm.Steer.cframe=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) end end if car.Wheels:FindFirstChild("FR")~= nil then if _GSteerC>= 0 then car.Wheels.FR.Arm.Steer.cframe=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) else car.Wheels.FR.Arm.Steer.cframe=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0) end end end
---------------------------------------------------------------------------------------------------- -----------------=[ General ]=---------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
TeamKill = true --- Enable TeamKill? ,TeamDamageMultiplier = 1 --- Between 0-1 | This will make you cause less damage if you hit your teammate ,ReplicatedBullets = true --- Keep in mind that some bullets will pass through surfaces... ,AntiBunnyHop = true --- Enable anti bunny hop system? ,JumpCoolDown = 3 --- Seconds before you can jump again ,JumpPower = 50 --- Jump power, default is 50 ,RealisticLaser = true --- True = Laser line is invisible ,ReplicatedLaser = true ,ReplicatedFlashlight = true ,EnableRagdoll = true --- Enable ragdoll death? ,TeamTags = true --- Aaaaaaa ,HitmarkerSound = false --- GGWP MLG 360 NO SCOPE xD
--- Skip forwards in now -- @param delta now to skip forwards
function Spring:TimeSkip(delta) local now = tick() local position, velocity = self:_positionVelocity(now+delta) self._position0 = position self._velocity0 = velocity self._time0 = now end function Spring:__index(index) if Spring[index] then return Spring[index] elseif index == "Value" or index == "Position" or index == "p" then local position, _ = self:_positionVelocity(tick()) return position elseif index == "Velocity" or index == "v" then local _, velocity = self:_positionVelocity(tick()) return velocity elseif index == "Target" or index == "t" then return self._target elseif index == "Damper" or index == "d" then return self._damper elseif index == "Speed" or index == "s" then return self._speed else error(("%q is not a valid member of Spring"):format(tostring(index)), 2) end end function Spring:__newindex(index, value) local now = tick() if index == "Value" or index == "Position" or index == "p" then local _, velocity = self:_positionVelocity(now) self._position0 = value self._velocity0 = velocity elseif index == "Velocity" or index == "v" then local position, _ = self:_positionVelocity(now) self._position0 = position self._velocity0 = value elseif index == "Target" or index == "t" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._target = value elseif index == "Damper" or index == "d" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._damper = math.clamp(value, 0, 1) elseif index == "Speed" or index == "s" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._speed = value < 0 and 0 or value else error(("%q is not a valid member of Spring"):format(tostring(index)), 2) end self._time0 = now end function Spring:_positionVelocity(now) local p0 = self._position0 local v0 = self._velocity0 local p1 = self._target local d = self._damper local s = self._speed local t = s*(now - self._time0) local d2 = d*d local h, si, co if d2 < 1 then h = math.sqrt(1 - d2) local ep = math.exp(-d*t)/h co, si = ep*math.cos(h*t), ep*math.sin(h*t) elseif d2 == 1 then h = 1 local ep = math.exp(-d*t)/h co, si = ep, ep*t else h = math.sqrt(d2 - 1) local u = math.exp((-d + h)*t)/(2*h) local v = math.exp((-d - h)*t)/(2*h) co, si = u + v, u - v end local a0 = h*co + d*si local a1 = 1 - (h*co + d*si) local a2 = si/s local b0 = -s*si local b1 = s*si local b2 = h*co - d*si return a0*p0 + a1*p1 + a2*v0, b0*p0 + b1*p1 + b2*v0 end return Spring
--// F key, Horn
mouse.KeyUp:connect(function(key) if key=="f" then script.Parent.Parent.Horn.TextTransparency = 0.8 veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 1 veh.Lightbar.middle.Yelp.Volume = 1 veh.Lightbar.middle.Priority.Volume = 1 script.Parent.Parent.MBOV.Visible = true script.Parent.Parent.MBOV.Text = "Made by OfficerVargas" end end) mouse.KeyDown:connect(function(key) if key=="j" then veh.Lightbar.middle.Beep:Play() if On3 then On3=false else On3=true while On3 do script.Parent.Parent.Lights.TextTransparency = 0 veh.Lightbar.on.Value = true script.Parent.Parent.MBOV.Visible = true script.Parent.Parent.MBOV.Text = "Made by OfficerVargas" wait(0.01) veh.Lightbar.on.Value = false script.Parent.Parent.Lights.TextTransparency = 0.8 script.Parent.Parent.MBOV.Visible = true script.Parent.Parent.MBOV.Text = "Made by OfficerVargas" end end end end) mouse.KeyDown:connect(function(key) if key=="k" then veh.Lightbar.middle.Beep:Play() if On2 then On2=false else On2=true while On2 do script.Parent.Parent.TD.TextTransparency = 0 veh.Takedown.on.Value = true script.Parent.Parent.MBOV.Visible = true script.Parent.Parent.MBOV.Text = "Made by OfficerVargas" wait(0.01) veh.Takedown.on.Value = false script.Parent.Parent.TD.TextTransparency = 0.8 script.Parent.Parent.MBOV.Visible = true script.Parent.Parent.MBOV.Text = "Made by OfficerVargas" end end end end)
--// Hash: c99d8d3f6918230ee9fd250b85efbd7b960723d8cb9e3c5a023095d441bc7c42774ba920206560321de3df3240be618c -- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__LocalPlayer__2 = game.Players.LocalPlayer; local v3 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDataModule")); print(v3.data); return v3.data;
-- Invisicam Version 2.5 (Occlusion Series) -- For the latest standalone version see id=183837794 -- OnlyTwentyCharacters
local Invisicam = {}
--[[Wheel Stabilizer Gyro]]
-- Tune.FGyroDamp = 100 -- Front Wheel Non-Axial Dampening Tune.RGyroDamp = 100 -- Rear Wheel Non-Axial Dampening
-- the number equals the walkspeed. start is starting walkspeed(if you want to boost it) and the others are for the speed increase stages
start = 16 stage1 = 20 stage2 = 25 stage3 = 30 stage4 = 35 stage5 = 40 stage6 = 50
--------END SIDE DOOR--------
end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--for _, item in ipairs(Shield:GetChildren()) do -- if item:IsA("BasePart") == true and item:FindFirstChild("Ignore") == nil then -- item.Touched:connect(function(Hit) -- if Hit == nil then return end -- if Hit.Parent == nil then return end -- -- local Item = Hit.Parent -- -- if Item:IsA("Tool") == true then return end -- if Hit.Name == "Torso" then return end -- if Hit.Name == "HumanoidRootPart" then return end -- if Hit.Name == "Left Leg" then return end -- if Hit.Name == "Right Leg" then return end -- if Hit.Name == "Head" then return end -- if Hit.Name == "Left Arm" then return end -- if Hit.Name == "Right Arm" then return end -- -- if Game:GetService("Players"):GetPlayerFromCharacter(Item) ~= nil then return end -- -- for _, x in ipairs(Hit:GetChildren()) do -- if x:IsA("TouchTransmitter") == true then x:Destroy() break end -- end -- -- if Item.Name == "ShadowGrab" then -- Health = Health + (MaxHealth / 12) -- -- HealthBar.Shield.Bar:TweenSize(UDim2.new((Health / MaxHealth), 0, 1, 0), Enum.EasingDirection.In, Enum.EasingStyle.Linear, 0.5, true) -- -- Item:Destroy() -- -- if Health < MaxHealth then -- -- yay, still alive. -- else -- HealthBar.Parent.Parent:Destroy() -- end -- end -- end) -- end --end
function CreateRegion3FromLocAndSize(Position, Size) local SizeOffset = Size / 2 local Point1 = Position - SizeOffset local Point2 = Position + SizeOffset return Region3.new(Point1, Point2) end function FindNear(part, radius) local r = CreateRegion3FromLocAndSize(part.Position, Vector3.new(part.Size.X + radius, 50, part.Size.Z + radius)) return Game:GetService("Workspace"):FindPartsInRegion3(r, part, 100) end while true do for _, x in ipairs(Shield:GetChildren()) do if x:IsA("BasePart") == true and x.Name ~= "Overhead" and x:FindFirstChild("Ignore") == nil then for _, item in ipairs(FindNear(x, 15)) do if item:IsA("BasePart") == true and item:FindFirstChild("Pierce") == nil then local own, dmg = GetOwnerAndDamage(item) if own ~= nil and dmg ~= nil then if (item.Position - x.Position).magnitude <= 10 and item ~= x then if Health < MaxHealth then if (Health + dmg) <= MaxHealth then Health = Health + dmg HealthBar.Shield.Bar:TweenSize(UDim2.new((Health / MaxHealth), 0, 1, 0), Enum.EasingDirection.In, Enum.EasingStyle.Linear, 0.5, true) for _, b in ipairs(item:GetChildren()) do if b:IsA("TouchTransmitter") == true then b:Destroy() end end item:Destroy() if Health < MaxHealth then -- yay, still alive. else HealthBar.Parent.Parent:Destroy() end else HealthBar.Parent.Parent:Destroy() end else HealthBar.Parent.Parent:Destroy() end end end end end end end Game:GetService("RunService").Stepped:wait() end
--[[ Run the given test plan node and its descendants, using the given test session to store all of the results. ]]
function TestRunner.runPlanNode(session, planNode, lifecycleHooks) local function runCallback(callback, messagePrefix) local success = true local errorMessage -- Any code can check RUNNING_GLOBAL to fork behavior based on -- whether a test is running. We use this to avoid accessing -- protected APIs; it's a workaround that will go away someday. _G[RUNNING_GLOBAL] = true messagePrefix = messagePrefix or "" local testEnvironment = getfenv(callback) for key, value in pairs(TestRunner.environment) do testEnvironment[key] = value end testEnvironment.fail = function(message) if message == nil then message = "fail() was called." end success = false errorMessage = messagePrefix .. debug.traceback(tostring(message), 2) end testEnvironment.expect = wrapExpectContextWithPublicApi(session:getExpectationContext()) local context = session:getContext() local nodeSuccess, nodeResult = xpcall( function() callback(context) end, function(message) return messagePrefix .. debug.traceback(tostring(message), 2) end ) -- If a node threw an error, we prefer to use that message over -- one created by fail() if it was set. if not nodeSuccess then success = false errorMessage = nodeResult end _G[RUNNING_GLOBAL] = nil return success, errorMessage end local function runNode(childPlanNode) -- Errors can be set either via `error` propagating upwards or -- by a test calling fail([message]). for _, hook in ipairs(lifecycleHooks:getBeforeEachHooks()) do local success, errorMessage = runCallback(hook, "beforeEach hook: ") if not success then return false, errorMessage end end local testSuccess, testErrorMessage = runCallback(childPlanNode.callback) for _, hook in ipairs(lifecycleHooks:getAfterEachHooks()) do local success, errorMessage = runCallback(hook, "afterEach hook: ") if not success then if not testSuccess then return false, testErrorMessage .. "\nWhile cleaning up the failed test another error was found:\n" .. errorMessage end return false, errorMessage end end if not testSuccess then return false, testErrorMessage end return true, nil end lifecycleHooks:pushHooksFrom(planNode) local halt = false for _, hook in ipairs(lifecycleHooks:getBeforeAllHooks()) do local success, errorMessage = runCallback(hook, "beforeAll hook: ") if not success then session:addDummyError("beforeAll", errorMessage) halt = true end end if not halt then for _, childPlanNode in ipairs(planNode.children) do if childPlanNode.type == TestEnum.NodeType.It then session:pushNode(childPlanNode) if session:shouldSkip() then session:setSkipped() else local success, errorMessage = runNode(childPlanNode) if success then session:setSuccess() else session:setError(errorMessage) end end session:popNode() elseif childPlanNode.type == TestEnum.NodeType.Describe then session:pushNode(childPlanNode) TestRunner.runPlanNode(session, childPlanNode, lifecycleHooks) -- Did we have an error trying build a test plan? if childPlanNode.loadError then local message = "Error during planning: " .. childPlanNode.loadError session:setError(message) else session:setStatusFromChildren() end session:popNode() end end end for _, hook in ipairs(lifecycleHooks:getAfterAllHooks()) do local success, errorMessage = runCallback(hook, "afterAll hook: ") if not success then session:addDummyError("afterAll", errorMessage) end end lifecycleHooks:popHooks() end return TestRunner