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--[[ -- product ["AssetId"] = 0, ["AssetTypeId"] = 0, ["Created"] = "2023-05-17T18:00:11.7196645Z", ["Creator"] = ▶ {...}, ["Description"] = "example description", ["DisplayDescription"] = "example description", ["DisplayIconImageAssetId"] = 0, ["DisplayName"] = "developer product test", ["IconImageAssetId"] = 0, ["IsForSale"] = true, ["IsLimited"] = false, ["IsLimitedUnique"] = false, ["IsNew"] = true, ["IsPublicDomain"] = false, ["MinimumMembershipLevel"] = 0, ["Name"] = "developer product test", ["PriceInRobux"] = 1000000000, ["ProductId"] = 1543290027, ["ProductType"] = "Developer Product", ["TargetId"] = 23596539, ["Updated"] = "2023-05-17T18:00:42.4963917Z" --badge { ["Description"] = "", ["IconImageId"] = 11132927395, ["IsEnabled"] = false, ["Name"] = "Example Badge" } --BadgeService:GetBadgeInfoAsync() --BadgeService:AwardBadge() --BadgeService:UserHasBadgeAsync() ]]
function module.AwardBadge(userId: number, badgeId: number): boolean? local func = Functions.badges[badgeId] if not func or BadgeService:UserHasBadgeAsync(userId, badgeId) then return end local success, result = pcall(func, userId) assert(success, `AwardBadge error: {result}`) if result then BadgeService:AwardBadge(userId, badgeId) end return true end
--- Returns a table containing the parsed values for all of the arguments.
function Command:GatherArgumentValues () local values = {} for i = 1, #self.ArgumentDefinitions do local arg = self.Arguments[i] if arg then values[i] = arg:GetValue() elseif type(self.ArgumentDefinitions[i]) == "table" then values[i] = self.ArgumentDefinitions[i].Default end end return values, #self.ArgumentDefinitions end
-- ROBLOX MOVED: expect/utils.lua -- ROBLOX TODO: (LUAU) Add seenReferences type annotation once Luau can -- recognize that the seenReferences or {} is sufficient to make seenReferences -- non-nil
local function getObjectSubset(object: any, subset: any, seenReferences_: { [Object]: boolean }?): any local seenReferences = if seenReferences_ then seenReferences_ else {} if Array.isArray(object) then if Array.isArray(subset) and #subset == #object then -- The return correct subclass of subset local subsetMap = {} for i, sub in ipairs(subset) do table.insert(subsetMap, getObjectSubset(object[i], sub)) end return subsetMap end elseif getType(object) == "DateTime" then return object elseif isObject(object) and isObject(subset) then if equals(object, subset, { iterableEquality, subsetEquality }) then return subset end local trimmed: any = {} seenReferences[object] = trimmed for i, key in ipairs(Array.filter(Object.keys(object), function(key) return hasPropertyInObject(subset, key) end)) do if seenReferences[object[key]] ~= nil then trimmed[key] = seenReferences[object[key]] else trimmed[key] = getObjectSubset(object[key], subset[key], seenReferences) end end if #Object.keys(trimmed) > 0 then return trimmed end end return object end return { -- jasmineUtils.lua equals = equals, isA = isA, isAsymmetric = isAsymmetric, -- utils.lua getObjectSubset = getObjectSubset, iterableEquality = iterableEquality, subsetEquality = subsetEquality, isObjectWithKeys = isObjectWithKeys, hasPropertyInObject = hasPropertyInObject, }
--[[ Represents the state relevant while executing a test plan. Used by TestRunner to produce a TestResults object. Uses the same tree building structure as TestPlanBuilder; TestSession keeps track of a stack of nodes that represent the current path through the tree. ]]
local TestEnum = require(script.Parent.TestEnum) local TestResults = require(script.Parent.TestResults) local Context = require(script.Parent.Context) local TestSession = {} TestSession.__index = TestSession
--[[ SERVICES ]]
-- local TeleportService = game:GetService("TeleportService") local Players = game:GetService("Players")
--[[Susupension]]
Tune.SusEnabled = False -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .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 --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.RAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[=[ Requires all the modules that are descendants of the given parent. ]=]
function KnitClient.AddControllersDeep(parent: Instance): { Controller } local addedControllers = {} for _, v in parent:GetDescendants() do if not v:IsA("ModuleScript") then continue end table.insert(addedControllers, require(v)) end return addedControllers end
--Raycasting Function
local raycast = function(character, rayOrigin, rayDirection) local params = RaycastParams.new() params.FilterDescendantsInstances = {character, bloodCache} params.FilterType = Enum.RaycastFilterType.Blacklist params.IgnoreWater = true local raycastResult = workspace:Raycast(rayOrigin, rayDirection, params) if raycastResult then return raycastResult end end
-- Table used to hold Observer objects in memory.
local strongRefs: Set<Types.Observer> = {}
-- Give to player if player spawned or joined if used rake theme is true
function AddGui(Player) local GuiClone = script:FindFirstChildOfClass("ScreenGui"):Clone() if not Player.Character then Player.CharacterAdded:wait() end if Player:findFirstChild("PlayerGui"):FindFirstChild(GuiClone.Name) then Player:findFirstChild("PlayerGui"):FindFirstChild(GuiClone.Name):Destroy() end GuiClone.MainRakeTheme.Disabled = false GuiClone.Parent = Player:findFirstChild("PlayerGui") end function isplr(child) if game.Players:findFirstChild(child.Name) or child.Name == "The_Rake" then for _,v in next, game.Players:GetPlayers() do AddGui(v) end end end game.Players.PlayerAdded:Connect(isplr) game.Workspace.ChildAdded:connect(isplr) wait(1) for _,v in next, game.Players:GetPlayers() do AddGui(v) end
-- Constants
local Remote_Events = ReplicateStorage.RemoteEvents local RE_Character_Appearance_Loaded = Remote_Events.CharacterAppearanceLoaded
-- map a value from one range to another
local function map(x, inMin, inMax, outMin, outMax) return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin end local function playSound(sound) sound.TimePosition = 0 sound.Playing = true end local function stopSound(sound) sound.Playing = false sound.TimePosition = 0 end local function shallowCopy(t) local out = {} for k, v in pairs(t) do out[k] = v end return out end local function initializeSoundSystem(player, humanoid, rootPart) local sounds = {} -- initialize sounds for name, props in pairs(SOUND_DATA) do local sound = Instance.new("Sound") sound.Name = name -- set default values sound.Archivable = false sound.EmitterSize = 5 sound.MaxDistance = 150 sound.Volume = 0.65 for propName, propValue in pairs(props) do sound[propName] = propValue end sound.Parent = rootPart sounds[name] = sound end local playingLoopedSounds = {} local function stopPlayingLoopedSounds(except) for sound in pairs(shallowCopy(playingLoopedSounds)) do if sound ~= except then sound.Playing = false playingLoopedSounds[sound] = nil end end end -- state transition callbacks local stateTransitions = { [Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSounds() playSound(sounds.GettingUp) end, [Enum.HumanoidStateType.Jumping] = function() stopPlayingLoopedSounds() playSound(sounds.Jumping) end, [Enum.HumanoidStateType.Swimming] = function() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 0.1 then sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1) playSound(sounds.Splash) end stopPlayingLoopedSounds(sounds.Swimming) sounds.Swimming.Playing = true playingLoopedSounds[sounds.Swimming] = true end, [Enum.HumanoidStateType.Freefall] = function() sounds.FreeFalling.Volume = 0 stopPlayingLoopedSounds(sounds.FreeFalling) playingLoopedSounds[sounds.FreeFalling] = true end, [Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSounds() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 75 then sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1) playSound(sounds.Landing) end end, [Enum.HumanoidStateType.Running] = function() stopPlayingLoopedSounds(sounds.Running) sounds.Running.Playing = true playingLoopedSounds[sounds.Running] = true end, [Enum.HumanoidStateType.Climbing] = function() local sound = sounds.Climbing if math.abs(rootPart.Velocity.Y) > 0.1 then sound.Playing = true stopPlayingLoopedSounds(sound) else stopPlayingLoopedSounds() end playingLoopedSounds[sound] = true end, [Enum.HumanoidStateType.Seated] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSounds() playSound(sounds.Died) end, } -- updaters for looped sounds local loopedSoundUpdaters = { [sounds.Climbing] = function(dt, sound, vel) sound.Playing = vel.Magnitude > 0.1 end, [sounds.FreeFalling] = function(dt, sound, vel) if vel.Magnitude > 75 then sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1) else sound.Volume = 0 end end, [sounds.Running] = function(dt, sound, vel) sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5 end, } -- state substitutions to avoid duplicating entries in the state table local stateRemap = { [Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running, } local activeState = stateRemap[humanoid:GetState()] or humanoid:GetState() local activeConnections = {} local stateChangedConn = humanoid.StateChanged:Connect(function(_, state) state = stateRemap[state] or state if state ~= activeState then local transitionFunc = stateTransitions[state] if transitionFunc then transitionFunc() end activeState = state end end) local customStateChangedConn = SetState.Event:Connect(function(state) state = stateRemap[state] or state if state ~= activeState then local transitionFunc = stateTransitions[state] if transitionFunc then transitionFunc() end activeState = state end end) local steppedConn = RunService.Stepped:Connect(function(_, worldDt) -- update looped sounds on stepped for sound in pairs(playingLoopedSounds) do local updater = loopedSoundUpdaters[sound] if updater then updater(worldDt, sound, rootPart.Velocity) end end end) local humanoidAncestryChangedConn local rootPartAncestryChangedConn local characterAddedConn local function terminate() stateChangedConn:Disconnect() customStateChangedConn:Disconnect() steppedConn:Disconnect() humanoidAncestryChangedConn:Disconnect() rootPartAncestryChangedConn:Disconnect() characterAddedConn:Disconnect() end humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) characterAddedConn = player.CharacterAdded:Connect(terminate) end local function playerAdded(player) local function characterAdded(character) -- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications: -- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically. -- ** must use a waitForFirst on everything and listen for hierarchy changes. -- * the character might not be in the dm by the time CharacterAdded fires -- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again -- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented. -- * RootPart probably won't exist immediately. -- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented. if not character.Parent then waitForFirst(character.AncestryChanged, player.CharacterAdded) end if player.Character ~= character or not character.Parent then return end local humanoid = character:FindFirstChildOfClass("Humanoid") while character:IsDescendantOf(game) and not humanoid do waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded) humanoid = character:FindFirstChildOfClass("Humanoid") end if player.Character ~= character or not character:IsDescendantOf(game) then return end -- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals local rootPart = character:FindFirstChild("HumanoidRootPart") while character:IsDescendantOf(game) and not rootPart do waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded) rootPart = character:FindFirstChild("HumanoidRootPart") end if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then initializeSoundSystem(player, humanoid, rootPart) end end if player.Character then characterAdded(player.Character) end player.CharacterAdded:Connect(characterAdded) end Players.PlayerAdded:Connect(playerAdded) for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end
-- Modules
local ModuleScripts = ReplicatedStorage:WaitForChild("ModuleScripts") local GameSettings = require(ModuleScripts:WaitForChild("GameSettings"))
-- Initialize
sound:Play() image.ImageTransparency = 0 cam.CameraType = Enum.CameraType.Fixed cam.FieldOfView = 10 wait(1) image.ImageTransparency = 1 background.BackgroundTransparency = 0 cam.CameraType = Enum.CameraType.Custom cam.CameraSubject = player.Character.Humanoid cam.FieldOfView = 70 game:GetService("SoundService"):SetListener(Enum.ListenerType.CFrame,CFrame.new(0,99999999,0)) sound:Stop() player.CharacterAdded:Connect(function() game:GetService("SoundService"):SetListener(Enum.ListenerType.Camera) end)
-- We use the built-in PathfindingService. See https://wiki.roblox.com/index.php?title=API:Class/PathfindingService
local PathfindingService = game:GetService("PathfindingService") local DEBUG = false local Pathfinder = {} Pathfinder.__index = Pathfinder function Pathfinder.new(RootPart) assert(RootPart and RootPart:IsA("BasePart"), "Pathfinder.new(RootPart) requires a valid BasePart!") local Data = { CurrentPath = nil, RootPart = RootPart, Target = nil, _DrawnPath = nil } return setmetatable(Data, Pathfinder) end
--[=[ @within TableUtil @function DecodeJSON @param value any @return string Proxy for [`HttpService:JSONDecode`](https://developer.roblox.com/en-us/api-reference/function/HttpService/JSONDecode). ]=]
local function DecodeJSON(str: string): any return HttpService:JSONDecode(str) end TableUtil.Copy = Copy TableUtil.Sync = Sync TableUtil.Reconcile = Reconcile TableUtil.SwapRemove = SwapRemove TableUtil.SwapRemoveFirstValue = SwapRemoveFirstValue TableUtil.Map = Map TableUtil.Filter = Filter TableUtil.Reduce = Reduce TableUtil.Assign = Assign TableUtil.Extend = Extend TableUtil.Reverse = Reverse TableUtil.Shuffle = Shuffle TableUtil.Sample = Sample TableUtil.Flat = Flat TableUtil.FlatMap = FlatMap TableUtil.Keys = Keys TableUtil.Find = Find TableUtil.Every = Every TableUtil.Some = Some TableUtil.Truncate = Truncate TableUtil.Zip = Zip TableUtil.Lock = Lock TableUtil.IsEmpty = IsEmpty TableUtil.EncodeJSON = EncodeJSON TableUtil.DecodeJSON = DecodeJSON return TableUtil
--[[ Knit.CreateController(controller): Controller Knit.AddControllers(folder): Controller[] Knit.AddControllersDeep(folder): Controller[] Knit.GetService(serviceName): Service Knit.GetController(controllerName): Controller Knit.Start(): Promise<void> Knit.OnStart(): Promise<void> --]]
local KnitClient = {} KnitClient.Version = script.Parent.Version.Value KnitClient.Player = game:GetService("Players").LocalPlayer KnitClient.Controllers = {} KnitClient.Util = script.Parent.Util local Promise = require(KnitClient.Util.Promise) local Thread = require(KnitClient.Util.Thread) local Loader = require(KnitClient.Util.Loader) local Ser = require(KnitClient.Util.Ser) local ClientRemoteSignal = require(KnitClient.Util.Remote.ClientRemoteSignal) local ClientRemoteProperty = require(KnitClient.Util.Remote.ClientRemoteProperty) local TableUtil = require(KnitClient.Util.TableUtil) local services = {} local servicesFolder = script.Parent:WaitForChild("Services") local started = false local startedComplete = false local onStartedComplete = Instance.new("BindableEvent") local function BuildService(serviceName, folder) local service = {} if (folder:FindFirstChild("RF")) then for _,rf in ipairs(folder.RF:GetChildren()) do if (rf:IsA("RemoteFunction")) then service[rf.Name] = function(self, ...) return Ser.DeserializeArgsAndUnpack(rf:InvokeServer(Ser.SerializeArgsAndUnpack(...))) end service[rf.Name .. "Promise"] = function(self, ...) local args = Ser.SerializeArgs(...) return Promise.new(function(resolve) resolve(Ser.DeserializeArgsAndUnpack(rf:InvokeServer(table.unpack(args, 1, args.n)))) end) end end end end if (folder:FindFirstChild("RE")) then for _,re in ipairs(folder.RE:GetChildren()) do if (re:IsA("RemoteEvent")) then service[re.Name] = ClientRemoteSignal.new(re) end end end if (folder:FindFirstChild("RP")) then for _,rp in ipairs(folder.RP:GetChildren()) do if (rp:IsA("ValueBase") or rp:IsA("RemoteEvent")) then service[rp.Name] = ClientRemoteProperty.new(rp) end end end services[serviceName] = service return service end function KnitClient.CreateController(controller) assert(type(controller) == "table", "Controller must be a table; got " .. type(controller)) assert(type(controller.Name) == "string", "Controller.Name must be a string; got " .. type(controller.Name)) assert(#controller.Name > 0, "Controller.Name must be a non-empty string") assert(KnitClient.Controllers[controller.Name] == nil, "Service \"" .. controller.Name .. "\" already exists") controller = TableUtil.Assign(controller, { _knit_is_controller = true; }) KnitClient.Controllers[controller.Name] = controller return controller end function KnitClient.AddControllers(folder) return Loader.LoadChildren(folder) end function KnitClient.AddControllersDeep(folder) return Loader.LoadDescendants(folder) end function KnitClient.GetService(serviceName) assert(type(serviceName) == "string", "ServiceName must be a string; got " .. type(serviceName)) local folder = servicesFolder:FindFirstChild(serviceName) assert(folder ~= nil, "Could not find service \"" .. serviceName .. "\"") return services[serviceName] or BuildService(serviceName, folder) end function KnitClient.GetController(controllerName) return KnitClient.Controllers[controllerName] end function KnitClient.Start() if (started) then return Promise.Reject("Knit already started") end started = true local controllers = KnitClient.Controllers return Promise.new(function(resolve) -- Init: local promisesStartControllers = {} for _,controller in pairs(controllers) do if (type(controller.KnitInit) == "function") then table.insert(promisesStartControllers, Promise.new(function(r) controller:KnitInit() r() end)) end end resolve(Promise.All(promisesStartControllers)) end):Then(function() -- Start: for _,controller in pairs(controllers) do if (type(controller.KnitStart) == "function") then Thread.SpawnNow(controller.KnitStart, controller) end end startedComplete = true onStartedComplete:Fire() Thread.Spawn(function() onStartedComplete:Destroy() end) end) end function KnitClient.OnStart() if (startedComplete) then return Promise.Resolve() else return Promise.FromEvent(onStartedComplete.Event) end end return KnitClient
-- Get references to the Dock frame and its children
local dock = script.Parent.Parent.AdmDockShelf local click = script.Click local buttons = {} for _, child in ipairs(dock:GetChildren()) do if child:IsA("ImageButton") then table.insert(buttons, child) end end
--[[ @brief Returns the number of entries in a given table. --]]
function module.CountMapEntries(t) local n = 0; for i in pairs(t) do n = n + 1; end return n; end module.newLayeredTable = require(script.LayeredTable).new; module.newReadOnlyWrapper = require(script.ReadOnlyWrapper).new; function module.AddTableToTable(t1, t2) local output = {}; for i, v in pairs(t1) do output[i] = v + t2[i]; end return output; end function module.AddNumberToTable(n, t) local output = {}; for i, v in pairs(t) do output[i] = v + n; end return output; end function module.Add(...) local AddQueue = {...}; --Peel off the last two elements and add them. for i = #AddQueue - 1, 1, -1 do local a = AddQueue[i + 1]; local b = AddQueue[i]; if type(a) == 'table' then if type(b) == 'table' then AddQueue[i] = module.AddTableToTable(a, b); else AddQueue[i] = module.AddNumberToTable(b, a); end else if type(b) == 'table' then AddQueue[i] = module.AddNumberToTable(a, b); else AddQueue[i] = a * b; end end end return AddQueue[1]; end function module.MultiplyTableByTable(t1, t2) local output = {}; for i = 1, #t1 do output[i] = t1[i] * t2[i]; end return output; end function module.MultiplyNumberByTable(n, t) local output = {}; for i = 1, #t do output[i] = t[i] * n; end return output; end function module.Multiply(t1, t2) if type(t1) == 'table' then if type(t2) == 'number' then return module.MultiplyNumberByTable(t2, t1); elseif type(t2) == 'table' then return module.MultiplyTableByTable(t1, t2); else Utils.Log.AssertNonNilAndType("argument 2", "table or number", t2); end elseif type(t1) == 'number' then if type(t2) == 'table' then return module.MultiplyNumberByTable(t1, t2); else Utils.Log.AssertNonNilAndType("argument 2", "table", t2); end end end local function rawRange(start, stop, step) local output = {}; if step > 0 then local i = start; while i < stop do output[#output + 1] = i; i = i + step; end elseif step < 0 then local i = start; while i > stop do output[#output + 1] = i; i = i + step; end end return output; end function module.Range(start, stop, step) if start and stop and step then return rawRange(start, stop, step); elseif start and stop then return rawRange(start, stop, 1); elseif start then return rawRange(0, start, 1); else return {}; end end function module.RangeInclusive(start, stop, step) return module.Range(start, stop + step/2, step); end
--Di base
script.Parent.Enabled = false function Punto() script.Parent.Enabled = true task.wait(0.1) script.Parent.Enabled = false end function Linea() script.Parent.Enabled = true task.wait(0.3) script.Parent.Enabled = false end while true do Punto() task.wait(0.5) Punto() task.wait(0.5) Punto() task.wait(0.5) Linea() task.wait(0.5) Linea() task.wait(0.5) Linea() task.wait(0.5) Punto() task.wait(0.5) Punto() task.wait(0.5) Punto() task.wait(5) end
--[[Chassis Assembly]]
--Create Steering Axle local arm=Instance.new("Part",v) arm.Name="Arm" arm.Anchored=true arm.CanCollide=false arm.FormFactor=Enum.FormFactor.Custom arm.Size=Vector3.new(_Tune.AxleSize,_Tune.AxleSize,_Tune.AxleSize) arm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0) arm.CustomPhysicalProperties = PhysicalProperties.new(_Tune.AxleDensity,0,0,100,100) arm.TopSurface=Enum.SurfaceType.Smooth arm.BottomSurface=Enum.SurfaceType.Smooth arm.Transparency=1 --Create Wheel Spindle local base=arm:Clone() base.Parent=v base.Name="Base" base.CFrame=base.CFrame*CFrame.new(0,_Tune.AxleSize,0) base.BottomSurface=Enum.SurfaceType.Hinge --Create Steering Anchor local axle=arm:Clone() axle.Parent=v axle.Name="Axle" axle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0) axle.BackSurface=Enum.SurfaceType.Hinge if v.Name=="F" or v.Name=="R" then local axle2=arm:Clone() axle2.Parent=v axle2.Name="Axle" axle2.CFrame=CFrame.new(v.Position+((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle2.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0) axle2.BackSurface=Enum.SurfaceType.Hinge MakeWeld(arm,axle2) end local drive=arm:Clone() drive.Parent=v drive.CFrame=v.CFrame drive.Name="Drive" drive.CanCollide=false MakeWeld(drive,arm) --Create Suspension if PGS_ON and _Tune.SusEnabled then local sa=arm:Clone() sa.Parent=v sa.Name="#SA" if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then local aOff = _Tune.FAnchorOffset sa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-fDistX,-fDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0) else local aOff = _Tune.RAnchorOffset sa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-rDistX,-rDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0) end local sb=sa:Clone() sb.Parent=v sb.Name="#SB" sb.CFrame=sa.CFrame*CFrame.new(0,0,_Tune.AxleSize) sb.FrontSurface=Enum.SurfaceType.Hinge local g = Instance.new("BodyGyro",sb) g.Name = "Stabilizer" g.MaxTorque = Vector3.new(0,0,1) g.P = 0 local sf1 = Instance.new("Attachment",sa) sf1.Name = "SAtt" local sf2 = sf1:Clone() sf2.Parent = sb if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then sf1.Position = Vector3.new(fDistX-fSLX,-fDistY+fSLY,_Tune.AxleSize/2) sf2.Position = Vector3.new(fDistX,-fDistY,-_Tune.AxleSize/2) elseif v.Name == "RL" or v.Name=="RR" or v.Name == "R" then sf1.Position = Vector3.new(rDistX-rSLX,-rDistY+rSLY,_Tune.AxleSize/2) sf2.Position = Vector3.new(rDistX,-rDistY,-_Tune.AxleSize/2) end sb:MakeJoints() local sp = Instance.new("SpringConstraint",v) sp.Name = "Spring" sp.Attachment0 = sf1 sp.Attachment1 = sf2 sp.LimitsEnabled = true sp.Visible=_Tune.SusVisible sp.Radius=_Tune.SusRadius sp.Thickness=_Tune.SusThickness sp.Color=BrickColor.new(_Tune.SusColor) sp.Coils=_Tune.SusCoilCount if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then g.D = _Tune.FAntiRoll sp.Damping = _Tune.FSusDamping sp.Stiffness = _Tune.FSusStiffness sp.FreeLength = _Tune.FSusLength+_Tune.FPreCompress sp.MaxLength = _Tune.FSusLength+_Tune.FExtensionLim sp.MinLength = _Tune.FSusLength-_Tune.FCompressLim else g.D = _Tune.RAntiRoll sp.Damping = _Tune.RSusDamping sp.Stiffness = _Tune.RSusStiffness sp.FreeLength = _Tune.RSusLength+_Tune.RPreCompress sp.MaxLength = _Tune.RSusLength+_Tune.RExtensionLim sp.MinLength = _Tune.RSusLength-_Tune.RCompressLim end MakeWeld(car.DriveSeat,sa) MakeWeld(sb,base) else MakeWeld(car.DriveSeat,base) end --Lock Rear Steering Axle if v.Name == "RL" or v.Name == "RR" or v.Name=="R" then MakeWeld(base,axle) end --Weld Assembly if v.Parent.Name == "RL" or v.Parent.Name == "RR" or v.Name=="R" then MakeWeld(car.DriveSeat,arm) end MakeWeld(arm,axle) arm:MakeJoints() axle:MakeJoints() --Weld Wheel Parts if v:FindFirstChild("Parts")~=nil then ModelWeld(v.Parts,v) end --Add Steering Gyro if v:FindFirstChild("Steer") then v:FindFirstChild("Steer"):Destroy() end if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then local steer=Instance.new("BodyGyro",arm) steer.Name="Steer" steer.P=_Tune.SteerP steer.D=_Tune.SteerD steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0) steer.cframe=v.CFrame*CFrame.Angles(0,-math.pi/2,0) end --Add Stabilization Gyro local gyro=Instance.new("BodyGyro",v) gyro.Name="Stabilizer" gyro.MaxTorque=Vector3.new(1,0,1) gyro.P=0 if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then gyro.D=_Tune.FGyroDamp else gyro.D=_Tune.RGyroDamp end --Add Rotational BodyMover local AA=Instance.new("Attachment",v) AA.Name="AA" AA.Orientation=Vector3.new(0,0,90) local AB=Instance.new("Attachment",drive) AB.Name="AB" AB.Orientation=Vector3.new(0,0,90) local AV=Instance.new("HingeConstraint",v) AV.Name="#AV" AV.Attachment0=AA AV.Attachment1=AB AV.ActuatorType="Motor" end
--now, get to playing the music
local FadeoutTime = settings.MusicFadeoutTime function PlaySound(sounddata) if sounddata == nil then return end local sound = Instance.new("Sound") sound.Looped = true sound.SoundId = sounddata.SoundId sound.Volume = musicon and sounddata.Volume or 0 local v = Instance.new("NumberValue",sound) v.Name = "OriginalVolume" v.Value = sounddata.Volume sound.Pitch = sounddata.Pitch sound.Name = "BGM" sound.Parent = script sound:Play() end function FadeOutSound(sound) local basevol = sound.Volume local count = math.ceil(30*FadeoutTime) if count < 1 then count = 1 end for i=1,count do if sound then sound.Volume = sound.Volume - (basevol / count) wait(1/30) end end if sound then sound:Stop() sound:Destroy() end end if settings.UseGlobalBackgroundMusic == true and settings.UseMusicZones == false then if #music[globali] == 1 then --global BGM with just 1 song? ez pz PlaySound(music[1][1]) return elseif #music[globali] == 0 then --there's no music to play...? return end end local recentindices = {} --keeps track of recently selected indicies, so as not to play repeat music tracks math.randomseed(tick()) local currentzone local zoneplayingmusic function CheckIfRecent(i) for _,v in pairs(recentindices) do if v == i then return true end end return false end function SelectRandomMusic(musiclist) --select a random number, excluding ones that were already used recently if musiclist == nil or #musiclist == 0 then return end local possiblenumbers = {} local selectedindex for i=1,#musiclist do if not CheckIfRecent(i) then table.insert(possiblenumbers,i) end end local selectedindex = possiblenumbers[math.random(1,#possiblenumbers)] table.insert(recentindices,selectedindex) if #recentindices > math.ceil(#musiclist / 2) then table.remove(recentindices,1) end return musiclist[selectedindex] end function IsInZone(zonedata) if torso and torso.Parent ~= nil then local p = torso.Position for _,data in pairs(zonedata["Parts"]) do if data["Coordinates"] then local t = data["Coordinates"] if (p.x > t.lx and p.x < t.mx and p.y > t.ly and p.y < t.my and p.z > t.lz and p.z < t.mz) then --is the character within all the coordinates of the zone? return true end elseif data["Part"] then --complex part? create a clone of the part and check if it's touching the character's torso local part = data["Part"]:clone() part.Anchored = true part.Parent = workspace.CurrentCamera or workspace part.CanCollide = true local touching = part:GetTouchingParts() part:Destroy() for _,v in pairs(touching) do if v == torso then return true end end end end return false end end function CalculateCurrentZone() local priority = -math.huge local oldzone = currentzone local selectedzone if currentzone then if IsInZone(currentzone) then selectedzone = currentzone priority = currentzone["Priority"] end end for _,zone in pairs(zones) do if zone["Priority"] > priority and IsInZone(zone) then priority = zone["Priority"] selectedzone = zone end end currentzone = selectedzone if currentzone ~= oldzone and (currentzone ~= nil or settings.UseGlobalBackgroundMusic == true) then recentindices = {} end return currentzone,oldzone end function RunCycle() --the main cycle which will continuously run, checking which zones (if any) the character is in and playing new music when necessary local bgm = script:FindFirstChild("BGM") if settings.UseMusicZones == true then local zone,oldzone = CalculateCurrentZone() if zone ~= oldzone and zone ~= zoneplayingmusic and bgm then if (zone == nil and (settings.UseGlobalBackgroundMusic == true or settings.MusicOnlyPlaysWithinZones == true)) or zone ~= nil then FadeOutSound(bgm) return end elseif zone and bgm == nil then PlaySound(SelectRandomMusic(zone["Music"])) zoneplayingmusic = zone return elseif zone == nil and oldzone and settings.MusicOnlyPlaysWithinZones == false and settings.UseGlobalBackgroundMusic == false and bgm == nil then PlaySound(SelectRandomMusic(oldzone["Music"])) zoneplayingmusic = oldzone return elseif zoneplayingmusic and settings.MusicOnlyPlaysWithinZones == false and settings.UseGlobalBackgroundMusic == false and bgm == nil then PlaySound(SelectRandomMusic(zoneplayingmusic["Music"])) return elseif settings.UseGlobalBackgroundMusic == true and bgm == nil then PlaySound(SelectRandomMusic(music[globali])) zoneplayingmusic = nil return end elseif bgm == nil and settings.UseGlobalBackgroundMusic == true then PlaySound(SelectRandomMusic(music[globali])) return end if bgm and (settings.UseGlobalBackgroundMusic == true and zoneplayingmusic == nil and #music[globali] > 1) or (zoneplayingmusic and #zoneplayingmusic["Music"] > 1) then local length = bgm.TimeLength local pos = bgm.TimePosition if length ~= 0 and length - pos < FadeoutTime + .5 then FadeOutSound(bgm) end end end while wait(.5) do RunCycle() end
-- LOCAL
local starterGui = game:GetService("StarterGui") local guiService = game:GetService("GuiService") local hapticService = game:GetService("HapticService") local runService = game:GetService("RunService") local userInputService = game:GetService("UserInputService") local tweenService = game:GetService("TweenService") local players = game:GetService("Players") local IconController = {} local replicatedStorage = game:GetService("ReplicatedStorage") local Signal = require(script.Parent.Signal) local TopbarPlusGui = require(script.Parent.TopbarPlusGui) local topbarIcons = {} local fakeChatName = "_FakeChat" local forceTopbarDisabled = false local menuOpen local topbarUpdating = false local STUPID_CONTROLLER_OFFSET = 32
-- Servic
local rp = game:GetService("ReplicatedStorage")
-- public constructors
function vec.new(t) return setmetatable(t, vec_mt); 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.CatFood
--[[ This script arrange the model to somewhere so you don't need to do it yourself. Delete this script if you want to do it yourself. ]]
local model = script.Parent local char = model:WaitForChild("The Doombringer") local stuff = model:WaitForChild("Stuffs") char.Parent = workspace stuff.Parent = game:GetService("ReplicatedStorage") model:Destroy()
--// Modules
local L_78_ = require(L_19_:WaitForChild("Utilities")) local L_79_ = require(L_19_:WaitForChild("Spring")) local L_80_ = require(L_19_:WaitForChild("Plugins")) local L_81_ = require(L_19_:WaitForChild("easing")) local L_82_ = L_78_.Fade local L_83_ = L_78_.SpawnCam local L_84_ = L_78_.FixCam local L_85_ = L_78_.tweenFoV local L_86_ = L_78_.tweenCam local L_87_ = L_78_.tweenRoll local L_88_ = L_78_.TweenJoint local L_89_ = L_78_.Weld
--Sound variables
local runningSound = myHead.Running local jumpingSound = myHead.Jumping local hurtSound = myHead.Hurt local diedSound = myHead.Died myHuman:SetStateEnabled(Enum.HumanoidStateType.Flying,false) myHuman:SetStateEnabled(Enum.HumanoidStateType.GettingUp,false) myHuman:SetStateEnabled(Enum.HumanoidStateType.Physics,false) myHuman:SetStateEnabled(Enum.HumanoidStateType.Ragdoll,false) myHuman:SetStateEnabled(Enum.HumanoidStateType.RunningNoPhysics,false) myHuman:SetStateEnabled(Enum.HumanoidStateType.StrafingNoPhysics,false) myHuman:SetStateEnabled(Enum.HumanoidStateType.Swimming,false) local rotAttach1 = Instance.new("Attachment") rotAttach1.Parent = workspace.Terrain myHuman.Running:Connect(function(speed) if speed>0 then runningSound:Play() else runningSound:Stop() end end) myHuman.Jumping:Connect(function() jumpingSound:Play() end) if marine.Settings.PlayDeathAnimation.Value == true then myHuman.BreakJointsOnDeath = false end myHuman.Died:Connect(function() diedSound:Play() actions.yieldM4() actions.updateFace("Dead") if marine.Settings.PlayDeathAnimation.Value == true then myHuman.BreakJointsOnDeath = false marine.HumanoidRootPart.Anchored = true DeathAnimation:Play() DeathAnimation.Stopped:Wait() end for i,v in ipairs(marine:GetDescendants()) do if v:IsA("BallSocketConstraint") then v.Enabled = true elseif v:IsA("BasePart") and v.Name ~= "myHumanoidRootPart" then v.CanCollide = false elseif v:IsA("Motor6D") then v:Destroy() end end if marine.Settings.Respawn.Value then wait(marine.Settings.RespawnDelay.Value) clone.Parent = marine.Parent ArmorDurability = MaxArmorDurability end for i,v in ipairs(marine:GetDescendants()) do if v:IsA("BasePart") or v:IsA("Decal") then game:GetService("TweenService"):Create(v,TweenInfo.new(0.2),{Transparency = 1}):Play() end end rotAttach1:Destroy() wait(0.2) marine:Destroy() end) local soundSpeeds = {0.9,0.95,1,1.05,1.1} myHuman.HealthChanged:Connect(function(health) if ArmorDurability > 0 then local damageTaken = oldHealth - health if (ArmorDurability - damageTaken) <= 0 then ArmorDurability = 0 marine.Torso.ArmorBroken:Play() local Info = TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,0) local Properties1 = {BackgroundTransparency = 1} local Properties2 = {ImageTransparency = 1} ArmorFill.Size = UDim2.new(0, 0, 1, 0) for i,v in pairs(ArmorGUI:GetDescendants()) do if v:IsA("Frame") then local Tween = TweenService:Create(v,Info,Properties1) Tween:Play() elseif v:IsA("ImageLabel") then local Tween = TweenService:Create(v,Info,Properties2) Tween:Play() end end else ArmorDurability -= damageTaken ArmorFill.Size = UDim2.new((ArmorDurability / MaxArmorDurability) * 1, 0, 1, 0) myHuman.Health = oldHealth end end if health < oldHealth and hurtSound.IsPlaying == false then status:set("tookDamage",true) if math.random(3) == 1 then hurtSound.PlaybackSpeed = soundSpeeds[math.random(#soundSpeeds)] hurtSound:Play() end core.spawn(function() actions.updateFace("Hurt") wait(1) if myHead:FindFirstChild("faceHurt") then actions.updateFace(status:get("mood"),true) end end) end oldHealth = myHuman.Health if myHuman.Health <= 0 then local Info = TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,0) local Properties1 = {BackgroundTransparency = 1} local Properties2 = {ImageTransparency = 1} HealthFill.Size = UDim2.new(0, 0, 1, 0) for i,v in pairs(HealthGUI:GetDescendants()) do if v:IsA("Frame") then local Tween = TweenService:Create(v,Info,Properties1) Tween:Play() elseif v:IsA("ImageLabel") then local Tween = TweenService:Create(v,Info,Properties2) Tween:Play() end end else HealthFill.Size = UDim2.new((myHuman.Health / myHuman.MaxHealth) * 1, 0, 1, 0) if myHuman.Health < 45 then for i,v in pairs(HealthFrame:GetChildren()) do if v.Name == "Borders" then v.BackgroundColor3 = Color3.fromRGB(189, 63, 63) end end HealthBar.BorderColor3 = Color3.fromRGB(189, 63, 63) HealthFill.BackgroundColor3 = Color3.fromRGB(189, 63, 63) HealthShading.BackgroundColor3 = Color3.fromRGB(194, 87, 87) HealthFrame.ImageLabel.ImageColor3 = Color3.fromRGB(189, 63, 63) else for i,v in pairs(HealthFrame:GetChildren()) do if v.Name == "Borders" then v.BackgroundColor3 = Color3.fromRGB(0, 189, 0) end end HealthBar.BorderColor3 = Color3.fromRGB(0, 189, 0) HealthFill.BackgroundColor3 = Color3.fromRGB(0, 189, 0) HealthShading.BackgroundColor3 = Color3.fromRGB(115, 189, 102) HealthFrame.ImageLabel.ImageColor3 = Color3.fromRGB(0, 189, 0) end end end)
--[[Script Functions]]
-- function CastLightRay(startPos,endPos,color,segLength,segSpeed,parts,effectfunc) local part, nend = game.Workspace:FindPartOnRay( Ray.new(startPos,(endPos-startPos).unit*999.999),Tool.Parent) if nend then endPos = nend end if part and part.Parent then if part.Parent:FindFirstChild('Humanoid') and part.Parent ~=Tool.Parent then effectfunc(part.Parent.Humanoid,(endPos-startPos).unit) elseif part.Parent.Parent and part.Parent.Parent:FindFirstChild('Humanoid') and part.Parent.Parent~=Tool.Parent then effectfunc(part.Parent.Parent.Humanoid,(endPos-startPos).unit) end end local numSegments = math.floor(math.min((startPos-endPos).magnitude/segLength,50)) local initNumParts = #parts for i=numSegments,initNumParts,1 do if parts[i] then parts[i]:Destroy() parts[i]=nil end end for i=1,numSegments,1 do if not parts[i] then parts[i] = Instance.new('Part') parts[i].Parent = Tool parts[i].Anchored = true parts[i].FormFactor = 'Custom' parts[i].Size = Vector3.new(0,0,segLength) parts[i].CanCollide = false local tlight = Instance.new('PointLight') tlight.Name = 'Light' tlight.Parent = parts[i] end parts[i].BrickColor = color parts[i]:WaitForChild('Light').Color = color.Color parts[i].Light.Range =((math.sin(tick()*3)+1)*1)+5 parts[i].Light.Brightness =((math.sin(tick()*3)+1)*1)+1 parts[i].CFrame = CFrame.new(((i-.4)*(endPos-startPos).unit*segLength)+startPos,endPos) end return parts end
--Runtime Loop
while wait() do RegenSpeed = car.DriveSeat.Speed.Value FWearSpeed = car.DriveSeat.TireStats.Fwear.Value FTargetFriction = car.DriveSeat.TireStats.Ffriction.Value RWearSpeed = car.DriveSeat.TireStats.Rwear.Value RTargetFriction = car.DriveSeat.TireStats.Rfriction.Value for i,v in pairs(Wheels) do --Vars local speed = car.DriveSeat.Velocity.Magnitude local wheel = v.wheel.RotVelocity.Magnitude local z = 0 local deg = 0.000126 --Tire Wear local cspeed = (speed/1.298)*(2.6/v.wheel.Size.Y) local wdif = math.abs(wheel-cspeed) if _WHEELTUNE.TireWearOn then if speed < 4 then --Wear Regen v.Heat = math.min(v.Heat + car.DriveSeat.Speed.Value/10000,v.BaseHeat) else --Tire Wear if wdif > 1 then v.Heat = v.Heat - wdif*deg*v.WearSpeed/28 elseif v.Heat >= v.BaseHeat then v.Heat = v.BaseHeat end end end --Apply Friction if v.wheel.Name == "FL" or v.wheel.Name == "FR" or v.wheel.Name == "F" then z = _WHEELTUNE.FMinFriction+v.Heat deg = ((deg - 0.0001188*cValues.Brake.Value)*(1-math.abs(cValues.SteerC.Value))) + 0.00000126*math.abs(cValues.SteerC.Value) else z = _WHEELTUNE.RMinFriction+v.Heat end --Tire Slip if math.ceil((wheel/0.774/speed)*100) < 8 then --Lock Slip v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.WheelLockRatio,v.elast,v.fWeight,v.eWeight) v.Heat = math.max(v.Heat,0) elseif (_Tune.TCSEnabled and cValues.TCS.Value == false and math.ceil((wheel/0.774/speed)*100) > 80) then --TCS Off v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.TCSOffRatio,v.elast,v.fWeight,v.eWeight) v.Heat = math.max(v.Heat,0) elseif math.ceil((wheel/0.774/speed)*100) > 130 then --Wheelspin v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.WheelspinRatio,v.elast,v.fWeight,v.eWeight) v.Heat = math.max(v.Heat,0) else --No Slip v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z,v.elast,v.fWeight,v.eWeight) v.Heat = math.min(v.Heat,v.BaseHeat) end --Update UI local vstress = math.abs(((((wdif+cspeed)/0.774)*0.774)-cspeed)/15) if vstress > 0.05 and vstress > v.stress then v.stress = math.min(v.stress + 0.03,1) else v.stress = math.max(v.stress - 0.03,vstress) end local UI = script.Parent.Tires[v.wheel.Name] UI.First.Second.Image.ImageColor3 = Color3.new(math.min((v.stress*2),1), 1-v.stress, 0) UI.First.Position = UDim2.new(0,0,1-v.Heat/v.BaseHeat,0) UI.First.Second.Position = UDim2.new(0,0,v.Heat/v.BaseHeat,0) end end
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function MaterialTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); end; function MaterialTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end;
-- -- Adapted from -- Tweener's easing functions (Penner's Easing Equations) -- and http://code.google.com/p/tweener/ (jstweener javascript version) -- -- Adapted for usage of Roblox CFrame objects --
--OnGround/Close to Ground Flying
if isAEngine.Position.Y >= 13 and isAEngine.Position.Y <= 555 then script.Parent.IsRotated.Disabled = false else script.Parent.IsRotated.Disabled = true script.Parent.WCR.Drift_Data.Enabled = false script.Parent.WCL.Drift_Data.Enabled = false end end
--[[ A number of utilities in aid of navigating the DataModel quicker than normal. ]]
local DataModelUtils = {}
--Playing Animation--
if enabled.Value == true then humanim:Play() humanim.Looped = loop.Value humanim:AdjustSpeed(sp.Value) end
--------------- --| Utility |-- ---------------
local math_min = math.min local math_max = math.max local math_cos = math.cos local math_sin = math.sin local math_pi = math.pi local Vector3_new = Vector3.new local ZERO_VECTOR3 = Vector3_new(0,0,0) local function AssertTypes(param, ...) local allowedTypes = {} local typeString = '' for _, typeName in pairs({...}) do allowedTypes[typeName] = true typeString = typeString .. (typeString == '' and '' or ' or ') .. typeName end local theType = type(param) assert(allowedTypes[theType], typeString .. " type expected, got: " .. theType) end
-------------------------------------------------------------------------
local function CheckAlive() local humanoid = findPlayerHumanoid(Player) return humanoid ~= nil and humanoid.Health > 0 end local function GetEquippedTool(character: Model?) if character ~= nil then for _, child in pairs(character:GetChildren()) do if child:IsA('Tool') then return child end end end end local ExistingPather = nil local ExistingIndicator = nil local PathCompleteListener = nil local PathFailedListener = nil local function CleanupPath() if ExistingPather then ExistingPather:Cancel() ExistingPather = nil end if PathCompleteListener then PathCompleteListener:Disconnect() PathCompleteListener = nil end if PathFailedListener then PathFailedListener:Disconnect() PathFailedListener = nil end if ExistingIndicator then ExistingIndicator:Destroy() end end local function HandleMoveTo(thisPather, hitPt, hitChar, character, overrideShowPath) if ExistingPather then CleanupPath() end ExistingPather = thisPather thisPather:Start(overrideShowPath) PathCompleteListener = thisPather.Finished.Event:Connect(function() CleanupPath() if hitChar then local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() end end end) PathFailedListener = thisPather.PathFailed.Event:Connect(function() CleanupPath() if overrideShowPath == nil or overrideShowPath then local shouldPlayFailureAnim = PlayFailureAnimation and not (ExistingPather and ExistingPather:IsActive()) if shouldPlayFailureAnim then ClickToMoveDisplay.PlayFailureAnimation() end ClickToMoveDisplay.DisplayFailureWaypoint(hitPt) end end) end local function ShowPathFailedFeedback(hitPt) if ExistingPather and ExistingPather:IsActive() then ExistingPather:Cancel() end if PlayFailureAnimation then ClickToMoveDisplay.PlayFailureAnimation() end ClickToMoveDisplay.DisplayFailureWaypoint(hitPt) end function OnTap(tapPositions: {Vector3}, goToPoint: Vector3?, wasTouchTap: boolean?) -- Good to remember if this is the latest tap event local camera = Workspace.CurrentCamera local character = Player.Character if not CheckAlive() then return end -- This is a path tap position if #tapPositions == 1 or goToPoint then if camera then local unitRay = camera:ScreenPointToRay(tapPositions[1].x, tapPositions[1].y) local ray = Ray.new(unitRay.Origin, unitRay.Direction*1000) local myHumanoid = findPlayerHumanoid(Player) local hitPart, hitPt, hitNormal = Utility.Raycast(ray, true, getIgnoreList()) local hitChar, hitHumanoid = Utility.FindCharacterAncestor(hitPart) if wasTouchTap and hitHumanoid and StarterGui:GetCore("AvatarContextMenuEnabled") then local clickedPlayer = Players:GetPlayerFromCharacter(hitHumanoid.Parent) if clickedPlayer then CleanupPath() return end end if goToPoint then hitPt = goToPoint hitChar = nil end if hitPt and character then -- Clean up current path CleanupPath() local thisPather = Pather(hitPt, hitNormal) if thisPather:IsValidPath() then HandleMoveTo(thisPather, hitPt, hitChar, character) else -- Clean up thisPather:Cleanup() -- Feedback here for when we don't have a good path ShowPathFailedFeedback(hitPt) end end end elseif #tapPositions >= 2 then if camera then -- Do shoot local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() end end end end local function DisconnectEvent(event) if event then event:Disconnect() end end
-- Smart Circle mode needs the intersection of 2 rays that are known to be in the same plane -- because they are generated from cross products with a common vector. This function is computing -- that intersection, but it's actually the general solution for the point halfway between where -- two skew lines come nearest to each other, which is more forgiving.
local function RayIntersection(p0, v0, p1, v1) local v2 = v0:Cross(v1) local d1 = p1.x - p0.x local d2 = p1.y - p0.y local d3 = p1.z - p0.z local denom = Det3x3(v0.x,-v1.x,v2.x,v0.y,-v1.y,v2.y,v0.z,-v1.z,v2.z) if (denom == 0) then return ZERO_VECTOR3 -- No solution (rays are parallel) end local t0 = Det3x3(d1,-v1.x,v2.x,d2,-v1.y,v2.y,d3,-v1.z,v2.z) / denom local t1 = Det3x3(v0.x,d1,v2.x,v0.y,d2,v2.y,v0.z,d3,v2.z) / denom local s0 = p0 + t0 * v0 local s1 = p1 + t1 * v1 local s = s0 + 0.5 * ( s1 - s0 ) -- 0.25 studs is a threshold for deciding if the rays are -- close enough to be considered intersecting, found through testing if (s1-s0).Magnitude < 0.25 then return s else return ZERO_VECTOR3 end end
--This is a a script for JayKay, Hi JAYKAY LOL, ok this is the script to add cash onkill, the Leaderboard comes with the zombie so dont worry --Thats all bye!
local Humanoid = script.Parent.Zombie function PwntX_X() local tag = Humanoid:findFirstChild("creator") if tag ~= nil then if tag.Value ~= nil then local Leaderstats = tag.Value:findFirstChild("leaderstats") if Leaderstats ~= nil then Leaderstats.Cash.Value = Leaderstats.Cash.Value + 5 -- This gives you 5 cash onkill. Leaderstats.Spree.Value = Leaderstats.Spree.Value + 1 -- This changes the spree up by one, if you die, it goes back to Zero wait(0.1) script:remove() end end end end Humanoid.Died:connect(PwntX_X)
-- connect events
Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFallingDown) Humanoid.Seated:connect(onSeated) Humanoid.PlatformStanding:connect(onPlatformStanding) Humanoid.Swimming:connect(onSwimming)
--!nonstrict -------------------------------------------------------------------------------- -- Popper.lua -- Prevents your camera from clipping through walls. --------------------------------------------------------------------------------
local Players = game:GetService("Players") local camera = game.Workspace.CurrentCamera local min = math.min local tan = math.tan local rad = math.rad local inf = math.huge local ray = Ray.new local function getTotalTransparency(part) return 1 - (1 - part.Transparency)*(1 - part.LocalTransparencyModifier) end local function eraseFromEnd(t, toSize) for i = #t, toSize + 1, -1 do t[i] = nil end end local nearPlaneZ, projX, projY do local function updateProjection() local fov = rad(camera.FieldOfView) local view = camera.ViewportSize local ar = view.X/view.Y projY = 2*tan(fov/2) projX = ar*projY end camera:GetPropertyChangedSignal("FieldOfView"):Connect(updateProjection) camera:GetPropertyChangedSignal("ViewportSize"):Connect(updateProjection) updateProjection() nearPlaneZ = camera.NearPlaneZ camera:GetPropertyChangedSignal("NearPlaneZ"):Connect(function() nearPlaneZ = camera.NearPlaneZ end) end local blacklist = {} do local charMap = {} local function refreshIgnoreList() local n = 1 blacklist = {} for _, character in pairs(charMap) do blacklist[n] = character n = n + 1 end end local function playerAdded(player) local function characterAdded(character) charMap[player] = character refreshIgnoreList() end local function characterRemoving() charMap[player] = nil refreshIgnoreList() end player.CharacterAdded:Connect(characterAdded) player.CharacterRemoving:Connect(characterRemoving) if player.Character then characterAdded(player.Character) end end local function playerRemoving(player) charMap[player] = nil refreshIgnoreList() end Players.PlayerAdded:Connect(playerAdded) Players.PlayerRemoving:Connect(playerRemoving) for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end refreshIgnoreList() end
-- Gui
local DisplayGui = script:WaitForChild("DisplayGui") local ColorGui = script:WaitForChild("ColorGui") local NewDisplayGui = nil local NewColorGui = nil function UndoSettings(Folder) for _,v in pairs(Folder:GetChildren()) do if v:IsA("NumberValue") or v:IsA("IntValue") then v.Value = 0 elseif v:IsA("ObjectValue") and v.Name ~= "SpawnedSegway" then v.Value = nil end end end function RemoveSegway() -- Remove segway DestroySegway:FireServer(Character,SpawnedSegway) -- Reset camera Camera.CameraType = "Custom" -- Show tool ConfigTool:FireServer(0,Tool,false,nil) -- Undo tags anyway HasSpawnedSegway.Value = false -- UnPlatformStand player ConfigHumanoid:FireServer(Humanoid,false,false,true) -- If player has the segway controller script, we'll reset its settings if PlayerGui:FindFirstChild("GuiControls") then -- Remove mobile gui PlayerGui:FindFirstChild("GuiControls").Parent = script end UserInputService.ModalEnabled = false UndoSettings(ToolStatus) end
----------------
Speed = 16 -- This is the character's speed! 16 is normal walkspeed.
-- Roblox services
local ContentProvider = game:GetService("ContentProvider") local TweenService = game:GetService("TweenService") local SoundService = game:GetService("SoundService")
--local function OnChanged(property) -- if property == 'Enabled' then -- UpdateIcon() -- end --end
--body.Touched:Connect(BodyTouched)
proximit.Triggered:Connect(function (player) if BodyTouched(player) then proximit.Enabled = false CoolDown(1) end end) seat:GetPropertyChangedSignal("Occupant"):Connect(OccupantChanged)
--
function module:GetBowSkin(Skin) local inv = game.ReplicatedStorage.Inventory.Bows for i,v in pairs(inv.Common:GetChildren()) do if v.Name == Skin then return v.Value else for i,v in pairs(inv.Rare:GetChildren()) do if v.Name == Skin then return v.Value else for i,v in pairs(inv.Epic:GetChildren()) do if v.Name == Skin then return v.Value else for i,v in pairs(inv.Legendary:GetChildren()) do if v.Name == Skin then return v.Value else print("Couldn't find the skin info") return nil end end end end end end end end end
--s.Pitch = 0.7 --[[for x = 1, 50 do s.Pitch = s.Pitch + 0.20 1.900 s:play() wait(0.001) end]] --[[Chopper level 5=1.2, Chopper level 4=1.04]]
s2.Volume=1 s.Volume=0 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 while true do for x = 1, 500 do s:play() wait(-9) end end
--Paper
script.Parent.Paper.Parent = game.ReplicatedStorage wait() script.Parent:Destroy()
--while wait(1) do -- for _, spawner in pairs(ACS_Workspace.WeaponSpawners:GetChildren()) do -- spawner.Transparency = 1 -- spawner.Size = Vector3.new(0.2,0.2,0.2) -- spawner.CanCollide = false
-- local height = part.Size.Y -- local cframe = part.CFrame -- part.Size = Vector3.new(hit.Size.X,sizeincrement+math.random()*sizeincrement/2,hit.Size.Z) -- part.CFrame = cf*CFrame.new(0,part.Size.y/2-height/2,0) -- part.Transparency = (maximumheight-sizeincrement*2-part.Size.Y)/_G.snowMaximumHeight -- part.CanCollide = false
end end)
-- ROBLOX TODO: ADO-1633 fix Jest Types imports -- local Config = require(Packages.JestTypes).Config
type ConfigPath = string type ConfigSnapshotUpdateState = string local PrettyFormat = require(Packages.PrettyFormat) local PrettyFormat_ = require(CurrentModule.PrettyFormat)
--[[** ensures value is a number where min < value < max @param min The minimum to use @param max The maximum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberConstrainedExclusive(min, max) assert(t.number(min) and t.number(max)) local minCheck = t.numberMinExclusive(min) local maxCheck = t.numberMaxExclusive(max) return function(value) local minSuccess, minErrMsg = minCheck(value) if not minSuccess then return false, minErrMsg or "" end local maxSuccess, maxErrMsg = maxCheck(value) if not maxSuccess then return false, maxErrMsg or "" end return true end end
-- In radian the maximum accuracy penalty
local MaxSpread = 0.0
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:Destroy() self.Destroyed = true end function methods:SetActive(active) if active == self.Active then return end if active == false then self.MessageLogDisplay:Clear() else self.MessageLogDisplay:SetCurrentChannelName(self.Name) for i = 1, #self.MessageLog do self.MessageLogDisplay:AddMessage(self.MessageLog[i]) end end self.Active = active end function methods:UpdateMessageFiltered(messageData) local searchIndex = 1 local searchTable = self.MessageLog local messageObj = nil while (#searchTable >= searchIndex) do local obj = searchTable[searchIndex] if (obj.ID == messageData.ID) then messageObj = obj break end searchIndex = searchIndex + 1 end if messageObj then messageObj.Message = messageData.Message messageObj.IsFiltered = true if self.Active then if UserFlagRemoveMessageFromMessageLog then if messageObj.Message == "" then table.remove(self.MessageLog, searchIndex) end end self.MessageLogDisplay:UpdateMessageFiltered(messageObj) end else -- We have not seen this filtered message before, but we should still add it to our log. self:AddMessageToChannelByTimeStamp(messageData) end end function methods:AddMessageToChannel(messageData) table.insert(self.MessageLog, messageData) if self.Active then self.MessageLogDisplay:AddMessage(messageData) end if #self.MessageLog > ChatSettings.MessageHistoryLengthPerChannel then self:RemoveLastMessageFromChannel() end end function methods:InternalAddMessageAtTimeStamp(messageData) for i = 1, #self.MessageLog do if messageData.Time < self.MessageLog[i].Time then table.insert(self.MessageLog, i, messageData) return end end table.insert(self.MessageLog, messageData) end function methods:AddMessagesToChannelByTimeStamp(messageLog, startIndex) for i = startIndex, #messageLog do self:InternalAddMessageAtTimeStamp(messageLog[i]) end while #self.MessageLog > ChatSettings.MessageHistoryLengthPerChannel do table.remove(self.MessageLog, 1) end if self.Active then self.MessageLogDisplay:Clear() for i = 1, #self.MessageLog do self.MessageLogDisplay:AddMessage(self.MessageLog[i]) end end end function methods:AddMessageToChannelByTimeStamp(messageData) if #self.MessageLog >= 1 then -- These are the fast cases to evalutate. if self.MessageLog[1].Time > messageData.Time then return elseif messageData.Time >= self.MessageLog[#self.MessageLog].Time then self:AddMessageToChannel(messageData) return end for i = 1, #self.MessageLog do if messageData.Time < self.MessageLog[i].Time then table.insert(self.MessageLog, i, messageData) if #self.MessageLog > ChatSettings.MessageHistoryLengthPerChannel then self:RemoveLastMessageFromChannel() end if self.Active then self.MessageLogDisplay:AddMessageAtIndex(messageData, i) end return end end else self:AddMessageToChannel(messageData) end end function methods:RemoveLastMessageFromChannel() table.remove(self.MessageLog, 1) if self.Active then self.MessageLogDisplay:RemoveLastMessage() end end function methods:ClearMessageLog() self.MessageLog = {} if self.Active then self.MessageLogDisplay:Clear() end end function methods:RegisterChannelTab(tab) self.ChannelTab = tab end
--local Energia = PastaVar.Energia
local Ferido = PastasStan.Ferido local Caido = PastasStan.Caido local ouch = Caido local rodeath = PastasStan.rodeath local cpr = PastasStan.cpr local balloonbleed = PastasStan.balloonbleed local clamped = PastasStan.clamped local repaired = PastasStan.repaired local o2 = PastasStan.o2 local dead = PastasStan.dead local life = PastasStan.life local surg2 = PastasStan.surg2 local cutopen = PastasStan.cutopen local Ragdoll = require(game.ReplicatedStorage.ACS_Engine.Modulos.Ragdoll) local configuracao = require(game.ReplicatedStorage.ACS_Engine.ServerConfigs.Config) local debounce = false life.Value = true cutopen.Value = false clamped.Value = false
--Rear Suspension
Tune.RSusStiffness = 20000 -- Spring Force Tune.RSusDamping = 400 -- Spring Dampening Tune.RAntiRoll = 400 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2.1 -- Resting Suspension length (in studs) Tune.RPreCompress = .1 -- Pre-compression adds resting length force Tune.RExtensionLim = .4 -- Max Extension Travel (in studs) Tune.RCompressLim = .2 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward
--// Tables
local L_92_ = { "285421759"; "151130102"; "151130171"; "285421804"; "287769483"; "287769415"; "285421687"; "287769261"; "287772525"; "287772445"; "287772351"; "285421819"; "287772163"; } local L_93_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Folder", workspace) L_93_.Name = "BulletModel: " .. L_2_.Name local L_94_ local L_95_ = L_24_.Ammo local L_96_ = L_24_.StoredAmmo * L_24_.MagCount local L_97_ = L_24_.ExplosiveAmmo IgnoreList = { L_3_, L_93_, L_5_ }
--Functions
game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(char) --Varibles local head = char.Head local newtext = nametag:Clone() --Cloning the text. local uppertext = newtext.UpperText local lowertext = newtext.LowerText local humanoid = char.Humanoid humanoid.DisplayDistanceType = "None" --Main Text newtext.Parent = head newtext.Adornee = head uppertext.Text = player.Name --"If" Statements --You can add as many of these as you wish, just change it to the player's name. if player.Name == "---" then lowertext.Text = "---" --This is that the text will say. lowertext.TextColor3 = Color3.fromRGB(255, 0, 255) end end) end)
--Tone1Switch
Ton1Swch.Changed:Connect(function() if Ton1Swch.Value == true then Ton1Swch.Parent.P1.Transparency = 1 Ton1Swch.Parent.P2.Transparency = 0 ClickSound:Play() Tone1Val.Test.Value = true else Ton1Swch.Parent.P1.Transparency = 0 Ton1Swch.Parent.P2.Transparency = 1 ClickSound:Play() Tone1Val.Test.Value = false end end)
--[[local clonename = script.Parent.PlrName.Value:Clone() script.Parent.PlrName.Value.Archivable = false clonename:SetPrimaryPartCFrame(CFrame.new()) clonename.Parent = workspace clonename.HumanoidRootPart.Orientation = Vector3.new(0, -180, 0); for fart, fart2 in pairs(clonename:GetChildren()) do if fart2:IsA("Accessory") or fart2:IsA("BasePart") then if not (not getplrname.find(fart2.Name, "Arm")) or not (not getplrname.find(fart2.Name, "Leg")) or fart2.Name == "Torso" then fart2:ClearAllChildren() fart2.Transparency = 1; end else fart2:Destroy(); end end for imtired, imtired2 in pairs(clonename:GetChildren()) do if imtired2.Name == "StarterCharacter" then imtired2:Destroy(); end end clonename.Parent = script.Parent.Viewport local monkey = Instance.new("Camera") monkey.CameraType = Enum.CameraType.Scriptable monkey.CFrame = clonename.Head.CFrame:ToWorldSpace(CFrame.new(0, 0, -4.5)) monkey.CFrame = CFrame.new(monkey.CFrame.p, clonename.Head.Position) monkey.CameraSubject = clonename.Head monkey.CameraType = Enum.CameraType.Fixed monkey.DiagonalFieldOfView = 85 monkey.Parent = Viewport Viewport.CurrentCamera = monkey]]
-- end
--------------------------PC AUTO JUMPER-------------------------------
local function GetCharacter() return Player and Player.Character end local function GetTorso() local humanoid = findPlayerHumanoid(Player) return humanoid and humanoid.Torso end local function IsPartAHumanoid(part) return part and part.Parent and (part.Parent:FindFirstChild('Humanoid') ~= nil) end local function doAutoJump() local character = GetCharacter() if (character == nil) then return; end local humanoid = findPlayerHumanoid(Player) if (humanoid == nil) then return; end local rayLength = 1.5; -- This is how high a ROBLOXian jumps from the mid point of his torso local jumpHeight = 7.0; local torso = GetTorso() if (torso == nil) then return; end local torsoCFrame = torso.CFrame; local torsoLookVector = torsoCFrame.lookVector; local torsoPos = torsoCFrame.p; local torsoRay = Ray.new(torsoPos + Vector3.new(0, -torso.Size.Y/2, 0), torsoLookVector * rayLength); local jumpRay = Ray.new(torsoPos + Vector3.new(0, jumpHeight - torso.Size.Y, 0), torsoLookVector * rayLength); local hitPart, _ = RayCastIgnoreList(workspace, torsoRay, {character}, false) local jumpHitPart, _ = RayCastIgnoreList(workspace, jumpRay, {character}, false) if (hitPart and jumpHitPart == nil and hitPart.CanCollide == true) then -- NOTE: this follow line is not in the C++ impl, but an improvement in Click to Move if not IsPartAHumanoid(hitPart) then humanoid.Jump = true; end end end local NO_JUMP_STATES = { [Enum.HumanoidStateType.FallingDown] = false; [Enum.HumanoidStateType.Flying] = false; [Enum.HumanoidStateType.Freefall] = false; [Enum.HumanoidStateType.GettingUp] = false; [Enum.HumanoidStateType.Ragdoll] = false; [Enum.HumanoidStateType.Running] = false; [Enum.HumanoidStateType.Seated] = false; [Enum.HumanoidStateType.Swimming] = false; -- Special case to detect if we are on a ladder [Enum.HumanoidStateType.Climbing] = false; } local function enableAutoJump() local humanoid = findPlayerHumanoid(Player) local currentState = humanoid and humanoid:GetState() if currentState then return NO_JUMP_STATES[currentState] == nil end return false end local function getAutoJump() return true end local function vec3IsZero(vec3) return vec3.magnitude < 0.05 end
--[[Transmission]]
-- Tune.Clutch = true -- Implements a realistic clutch. Tune.TransModes = {"Manual","DCT","Auto"} --[[ [Modes] "Manual" ; Traditional clutch operated manual transmission "DCT" ; Dual clutch transmission, where clutch is operated automatically "Auto" ; Automatic transmission that shifts for you >Include within brackets eg: {"Manual"} or {"DCT", "Manual"} >First mode is default mode ]] --[[Transmission]] Tune.ClutchType = "Clutch" --[[ [Types] "Clutch" : Standard clutch, recommended "TorqueConverter" : Torque converter, keeps RPM up "CVT" : CVT, found in scooters ]] Tune.ClutchMode = "Speed" --[[ [Modes] "Speed" : Speed controls clutch engagement "RPM" : Speed and RPM control clutch engagement ]] --Transmission Settings Tune.Stall = true -- Stalling, enables the bike to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false. Tune.ClutchEngage = 25 -- How fast engagement is (0 = instant, 99 = super slow) --Torque Converter: Tune.TQLock = false -- Torque converter starts locking at a certain RPM (see below if set to true) --Torque Converter and CVT: Tune.RPMEngage = 5300 -- Keeps RPMs to this level until passed --Clutch: Tune.SpeedEngage = 15 -- Speed the clutch fully engages at (Based on SPS) --Clutch: "RPM" mode Tune.ClutchRPMMult = 1.0 -- Clutch RPM multiplier, recommended to leave at 1.0 --Manual: Quick Shifter Tune.QuickShifter = true -- To quickshift, cut off the throttle to upshift, and apply throttle to downshift, all without clutch. Tune.QuickShiftTime = 0.25 -- Determines how much time you have to quick shift up or down before you need to use the clutch. --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoShiftType = "DCT" --[[ [Types] "Rev" : Clutch engages fully once RPM reached "DCT" : Clutch engages after a set time has passed ]] Tune.AutoUpThresh = 200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev) --Automatic: Revmatching Tune.ShiftThrot = 100 -- Throttle level when shifting down to revmatch, 0 - 100% --Automatic: DCT Tune.ShiftUpTime = 0.25 -- Time required to shift into next gear, from a lower gear to a higher one. Tune.ShiftDnTime = 0.125 -- Time required to shift into next gear, from a higher gear to a lower one. Tune.FinalDrive = (38/16)*1.6 -- (Final * Primary) -- Gearing determines top speed and wheel torque -- for the final is recommended to divide the size of the rear sprocket to the one of the front sprocket -- and multiply it to the primary drive ratio, if data is missing, you can also just use a single number Tune.NeutralRev = true -- Enables you to back up manually in neutral Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 32/14 , -- Neutral and 1st gear are required --[[ 2 ]] 32/18 , --[[ 3 ]] 33/22 , --[[ 4 ]] 32/24 , --[[ 5 ]] 34/28 , --[[ 6 ]] 33/29 , } Tune.Limiter = false -- Enables a speed limiter Tune.SpeedLimit = 300 -- At what speed (SPS) the limiter engages
--Dupes a part from the template.
local function MakeFromTemplate(template: BasePart, currentCacheParent: Instance) local part: BasePart = template:Clone() -- ^ Ignore W000 type mismatch between Instance and BasePart. False alert. part.CFrame = CF_REALLY_FAR_AWAY part.Anchored = true part.Parent = currentCacheParent return part end function PartCacheStatic.new(template: BasePart, numPrecreatedParts: number?, currentCacheParent: Instance?): PartCache local newNumPrecreatedParts: number = numPrecreatedParts or 5 local newCurrentCacheParent: Instance = currentCacheParent or workspace --PrecreatedParts value. --Same thing. Ensure it's a number, ensure it's not negative, warn if it's really huge or 0. assert(numPrecreatedParts > 0, "PrecreatedParts can not be negative!") assertwarn(numPrecreatedParts ~= 0, "PrecreatedParts is 0! This may have adverse effects when initially using the cache.") assertwarn(template.Archivable, "The template's Archivable property has been set to false, which prevents it from being cloned. It will temporarily be set to true.") local oldArchivable = template.Archivable template.Archivable = true local newTemplate: BasePart = template:Clone() -- ^ Ignore W000 type mismatch between Instance and BasePart. False alert. template.Archivable = oldArchivable template = newTemplate local object: PartCache = { Open = {}, InUse = {}, CurrentCacheParent = newCurrentCacheParent, Template = template, ExpansionSize = 10 } setmetatable(object, PartCacheStatic) -- Below: Ignore type mismatch nil | number and the nil | Instance mismatch on the table.insert line. for _ = 1, newNumPrecreatedParts do table.insert(object.Open, MakeFromTemplate(template, object.CurrentCacheParent)) end object.Template.Parent = nil return object -- ^ Ignore mismatch here too end
-- ROBLOX deviation END
local BufferedConsoleModule = require(CurrentModule.BufferedConsole) exports.BufferedConsole = BufferedConsoleModule.default export type BufferedConsole = BufferedConsoleModule.BufferedConsole local CustomConsoleModule = require(CurrentModule.CustomConsole) exports.CustomConsole = CustomConsoleModule.default export type CustomConsole = CustomConsoleModule.CustomConsole exports.NullConsole = require(CurrentModule.NullConsole).default exports.getConsoleOutput = require(CurrentModule.getConsoleOutput).default local typesModule = require(CurrentModule.types) export type ConsoleBuffer = typesModule.ConsoleBuffer export type LogMessage = typesModule.LogMessage export type LogType = typesModule.LogType export type LogEntry = typesModule.LogEntry export type InspectOptions = typesModule.InspectOptions return exports
-------- OMG HAX
r = game:service("RunService") local damage = 10 local slash_damage = 12 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = 1 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 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 Tool.Enabled = true 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 attack() wait(1) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--[=[ @class EnumList Defines a new Enum. ]=]
local EnumList = {}
--// Hash: 747c39bd00358b94599020af4dfde2375d20b56fce538fa04c22e2c14ba9503bd8f22b9b1544a90709932a0bd6eb8a80 -- Decompiled with the Synapse X Luau decompiler.
return function(p1) return p1:sub(#p1 - ((p1:reverse():find("%u") or #p1 + 1) - 1)):gsub("%d+$", ""); end;
-- / Remote Events / --
local ToolEvent = game.ReplicatedStorage:WaitForChild("ToolEvent")
-- emitter block around camera used when outside
local Emitter do Emitter = Instance.new("Part") Emitter.Transparency = 1 Emitter.Anchored = true Emitter.CanCollide = false Emitter.Locked = false Emitter.Archivable = false Emitter.TopSurface = Enum.SurfaceType.Smooth Emitter.BottomSurface = Enum.SurfaceType.Smooth Emitter.Name = "__RainEmitter" Emitter.Size = MIN_SIZE Emitter.Archivable = false local straight = Instance.new("ParticleEmitter") straight.Name = "RainStraight" straight.LightEmission = RAIN_DEFAULT_LIGHTEMISSION straight.LightInfluence = RAIN_DEFAULT_LIGHTINFLUENCE straight.Size = RAIN_STRAIGHT_SIZE straight.Texture = RAIN_STRAIGHT_ASSET straight.LockedToPart = true straight.Enabled = false straight.Lifetime = RAIN_STRAIGHT_LIFETIME straight.Rate = RAIN_STRAIGHT_MAX_RATE straight.Speed = NumberRange.new(RAIN_STRAIGHT_MAX_SPEED) straight.EmissionDirection = Enum.NormalId.Bottom straight.Parent = Emitter local topdown = Instance.new("ParticleEmitter") topdown.Name = "RainTopDown" topdown.LightEmission = RAIN_DEFAULT_LIGHTEMISSION topdown.LightInfluence = RAIN_DEFAULT_LIGHTINFLUENCE topdown.Size = RAIN_TOPDOWN_SIZE topdown.Texture = RAIN_TOPDOWN_ASSET topdown.LockedToPart = true topdown.Enabled = false topdown.Rotation = RAIN_TOPDOWN_ROTATION topdown.Lifetime = RAIN_TOPDOWN_LIFETIME topdown.Rate = RAIN_TOPDOWN_MAX_RATE topdown.Speed = NumberRange.new(RAIN_TOPDOWN_MAX_SPEED) topdown.EmissionDirection = Enum.NormalId.Bottom topdown.Parent = Emitter end local splashAttachments, rainAttachments do splashAttachments = {} rainAttachments = {} for i = 1, RAIN_SPLASH_NUM do -- splashes on ground local splashAttachment = Instance.new("Attachment") splashAttachment.Name = "__RainSplashAttachment" local splash = Instance.new("ParticleEmitter") splash.LightEmission = RAIN_DEFAULT_LIGHTEMISSION splash.LightInfluence = RAIN_DEFAULT_LIGHTINFLUENCE splash.Size = RAIN_SPLASH_SIZE splash.Texture = RAIN_SPLASH_ASSET splash.Rotation = RAIN_SPLASH_ROTATION splash.Lifetime = RAIN_SPLASH_LIFETIME splash.Transparency = NumberSequence.new { NSK010; NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, RAIN_SPLASH_ALPHA_LOW, 0); NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, RAIN_SPLASH_ALPHA_LOW, 0); NSK110; } splash.Enabled = false splash.Rate = 0 splash.Speed = NumberRange.new(0) splash.Name = "RainSplash" splash.Parent = splashAttachment splashAttachment.Archivable = false table.insert(splashAttachments, splashAttachment) -- occluded rain particle generation local rainAttachment = Instance.new("Attachment") rainAttachment.Name = "__RainOccludedAttachment" local straightOccluded = Emitter.RainStraight:Clone() straightOccluded.Speed = NumberRange.new(RAIN_OCCLUDED_MINSPEED, RAIN_OCCLUDED_MAXSPEED) straightOccluded.SpreadAngle = RAIN_OCCLUDED_SPREAD straightOccluded.LockedToPart = false straightOccluded.Enabled = false straightOccluded.Parent = rainAttachment local topdownOccluded = Emitter.RainTopDown:Clone() topdownOccluded.Speed = NumberRange.new(RAIN_OCCLUDED_MINSPEED, RAIN_OCCLUDED_MAXSPEED) topdownOccluded.SpreadAngle = RAIN_OCCLUDED_SPREAD topdownOccluded.LockedToPart = false topdownOccluded.Enabled = false topdownOccluded.Parent = rainAttachment rainAttachment.Archivable = false table.insert(rainAttachments, rainAttachment) end end
--[[Steering]]
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .03 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .05 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--[=[ @within TableUtil @function Assign @param target table @param ... table @return table Copies all values of the given tables into the `target` table. ```lua local t = {A = 10} local t2 = {B = 20} local t3 = {C = 30, D = 40} local newT = TableUtil.Assign(t, t2, t3) print(newT) --> {A = 10, B = 20, C = 30, D = 40} ``` ]=]
local function Assign(target: Table, ...: Table): Table local tbl = table.clone(target) for _,src in ipairs({...}) do for k,v in pairs(src) do tbl[k] = v end end return tbl end
--[[ Singleton Manager that holds Room components ]]
local CollectionService = game:GetService("CollectionService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage") local TableUtils = require(ReplicatedStorage.Dependencies.LuaUtils.TableUtils) local Constants = require(ReplicatedStorage.Source.Common.Constants) local Registry = require(ReplicatedStorage.Dependencies.GameUtils.Components.Registry) local Room = require(ServerStorage.Source.Components.Room) local statusValuesFolder = workspace.Statuses local roomsSecure = statusValuesFolder.RoomsSecure local roomsBreached = statusValuesFolder.RoomsBreached local RoomManager = {} local rooms = Registry.new(Room)
--[[ Function called when the client is notified of a player state update. ]]
function UIController.onClientStateUpdated(currentState, previousState) UIController.setView(currentState, previousState) end
--Exported
function module.new(sourceInstance, data, duration) local record = RecurseAdd(sourceInstance, data) local self = setmetatable( { record = RecurseAdd(sourceInstance, data), state = 0, duration = duration }, module) return self end function RemoveTween(tweenRecord, instance) local sourceInstance = tweenRecord.sourceInstance if (instance) then sourceInstance = instance end for key,value in pairs(tweenRecord.pairs) do sourceInstance[key] = value.src end for key,value in pairs(tweenRecord.children) do local child = tweenRecord.sourceInstance if (child) then RemoveTween(value, child) end end end function module:RemoveTween() RemoveTween(self.record) end function SetTween(tweenRecord, frac) for key,value in pairs(tweenRecord.pairs) do tweenRecord.sourceInstance[key] = value.func(value.src,value.dst, frac) end for key,value in pairs(tweenRecord.children) do local child = tweenRecord.sourceInstance if (child) then SetTween(value, frac) end end end function module:SetTween(frac) frac = math.clamp(frac,0,1) SetTween(self.record, frac) end function module:RunTween(deltaTime, grow) local oldFrac = self.state if (grow == true) then self.state += deltaTime / self.duration else self.state -= deltaTime / self.duration end self.state = math.clamp(self.state,0,1) if (oldFrac ~= self.state) then self:SetTween(self.state) end end return module
----- cold tap handler -----
coldTap.Interactive.ClickDetector.MouseClick:Connect(function() if coldOn.Value == false then coldOn.Value = true faucet.ParticleEmitter.Enabled = true waterSound:Play() coldTap:SetPrimaryPartCFrame(coldTap.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(-85), 0)) else coldOn.Value = false if hotOn.Value == false then faucet.ParticleEmitter.Enabled = false waterSound:Stop() end coldTap:SetPrimaryPartCFrame(coldTap.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(85), 0)) end end)
---- Create motors
local freezerMotor = Instance.new("Motor") freezerMotor.Name = "FreezerMotor" freezerMotor.Parent = fridge.LeftWall freezerMotor.Part0 = fridge.LeftWall freezerMotor.Part1 = fridge.FreezerDoor freezerMotor.C0 = CFrame.new(0,fridge.LeftWall.Size.Y/2-fridge.FreezerDoor.Size.Y/2, -fridge.LeftWall.Size.Z/2-fridge.FreezerDoor.Size.Z/2) * CFrame.Angles(-math.pi/2,0,0) freezerMotor.C1 = CFrame.new(-fridge.FreezerDoor.Size.X/2+fridge.LeftWall.Size.X/2,0,0) * CFrame.Angles(3*math.pi/2,0,0) freezerMotor.MaxVelocity = .1 local doorMotor = Instance.new("Motor") doorMotor.Name = "DoorMotor" doorMotor.Parent = fridge.LeftWall doorMotor.Part0 = fridge.LeftWall doorMotor.Part1 = fridge.Door doorMotor.C0 = CFrame.new(0,-fridge.LeftWall.Size.Y/2+fridge.Door.Size.Y/2,-fridge.LeftWall.Size.Z/2-fridge.Door.Size.Z/2) * CFrame.Angles(-math.pi/2,0,0) doorMotor.C1 = CFrame.new(-fridge.Door.Size.X/2+fridge.LeftWall.Size.X/2,0,0) * CFrame.Angles(3*math.pi/2,0,0) doorMotor.MaxVelocity = .1
-------- OMG HAX
r = game:service("RunService") local damage = 0 local slash_damage = 0 local lunge_damage = 0 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) if (hit.Parent == nil) then return end -- happens when bullet hits sword 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 local force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,0,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.25) swordOut() wait(.25) force.Parent = nil wait(.5) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(0,0,0) Tool.GripRight = Vector3.new(0,0,0) Tool.GripUp = Vector3.new(0,0,0) end function swordOut() Tool.GripForward = Vector3.new(0,0,0) Tool.GripRight = Vector3.new(0,0,0) Tool.GripUp = Vector3.new(0,0,0) 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 local 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)
-- You may turn both of these on at once. In that case, zone-specific music will play in the appropriate zones, and global background music will play whenever you're not within any zone.
settings.DisplayMuteButton = false -- If set to true, there will be a button in the bottom-right corner of the screen allowing players to mute the background music. settings.MusicFadeoutTime = .5 -- How long music takes to fade out, in seconds. settings.MusicOnlyPlaysWithinZones = false -- (This setting only applies when UseGlobalBackgroundMusic is set to false) If a player walks into an area that's not covered by any music zone, what should happen? If true, music will stop playing. If false, the music from the previous zone will continue to play. return settings
--whitelisted
game.Players.PlayerAdded:Connect(function(Player) Player.CharacterAdded:Connect(function(Character) print(Player.TeamColor) if Player.TeamColor == BrickColor.new("Fawn brown") then Character.Humanoid.MaxHealth = 200 Character.Humanoid.Health = 200 end end) end) game.Players.PlayerAdded:Connect(function(Player) Player.CharacterAdded:Connect(function(Character) print(Player.TeamColor) if Player.TeamColor == BrickColor.new("Deep blue") then Character.Humanoid.MaxHealth = 200 Character.Humanoid.Health = 200 end end) end) game.Players.PlayerAdded:Connect(function(Player) Player.CharacterAdded:Connect(function(Character) print(Player.TeamColor) if Player.TeamColor == BrickColor.new("Really black") then Character.Humanoid.MaxHealth = 200 Character.Humanoid.Health = 200 end end) end)
-- Unequip logic here
function OnUnequipped() LeftButtonDown = false Reloading = false MyCharacter = nil MyHumanoid = nil MyTorso = nil MyPlayer = nil MyMouse = nil if OnFireConnection then OnFireConnection:disconnect() end if OnReloadConnection then OnReloadConnection:disconnect() end if FlashHolder then FlashHolder = nil end if WeaponGui then WeaponGui.Parent = nil WeaponGui = nil end if EquipTrack then EquipTrack:Stop() end if PumpTrack then PumpTrack:Stop() end end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
function GUIParticles.New(gui, particle) --- Check if gui argument is a GUI instance or UDIM2 position local isGeneratedGui = not pcall(function() local x = gui.Parent end) --- Generate GUI holder if it is a UDIM2 position if isGeneratedGui then local fakeGuiHolder = Instance.new("ScreenGui") fakeGuiHolder.Parent = _L.Player.Get("PlayerGui") local fakeGui = Instance.new("Frame") fakeGui.BackgroundTransparency = 1 fakeGui.Size = UDim2.new(0, 1, 0, 1) fakeGui.Position = gui fakeGui.AnchorPoint = Vector2.new(0.5, 0.5) fakeGui.Parent = fakeGuiHolder gui = fakeGui end --- Setup particle folder if it doesn't already exist if particleFolder == nil then particleFolder = Instance.new("Folder") particleFolder.Name = "GUI Particles" particleFolder.Parent = game.Workspace.CurrentCamera end --- Create particle's part holder local particlePart = Instance.new("Part") particlePart.Transparency = 1 particlePart.Material = Enum.Material.SmoothPlastic particlePart.CanCollide = false particlePart.Anchored = true particlePart.Size = Vector3.new(0, 0, 0) particlePart.Name = particle.Name particlePart.Parent = particleFolder --- Create attachment for particles (avoid spread) local attachment = Instance.new("Attachment") attachment.Parent = particlePart --- Add in particles particle = particle:Clone() particle.ZOffset = particle.ZOffset + displayZ * 0.645 --- Hack of the century particle.Parent = attachment --- Math local function Update() local camera = game.Workspace.CurrentCamera local cameraSize = camera.ViewportSize local sizeX, sizeY = gui.AbsoluteSize.X, gui.AbsoluteSize.Y local posX, posY = gui.AbsolutePosition.X + (sizeX / 2), gui.AbsolutePosition.Y + (sizeY / 2) --[[local sizeInStudsTop = camera:ScreenPointToRay(gui.AbsolutePosition.X, gui.AbsolutePosition.Y, displayZ).Origin local sizeInStudsBottom = camera:ScreenPointToRay(gui.AbsolutePosition.X+sizeX, gui.AbsolutePosition.Y+sizeY, displayZ).Origin particlePart.Size = Vector3.new(math.abs(sizeInStudsBottom.X-sizeInStudsTop.X), math.abs(sizeInStudsBottom.Y-sizeInStudsTop.Y), 0.05) ]] local positionInStuds = camera:ScreenPointToRay(posX, posY, displayZ).Origin particlePart.CFrame = CFrame.new(positionInStuds) * CFrame.Angles(camera.CFrame:toEulerAnglesXYZ()) end --- Main coroutine.wrap(function() --- Update while (gui and particleFolder and particle and particlePart and particle.Parent) do Update() _L.Services.RunService.RenderStepped:wait() end --- Destroy if gui.Parent and isGeneratedGui then gui.Parent:Destroy() end if particle then particle:Destroy() end if particlePart then particlePart:Destroy() end end)() -- return particle end
--------END AUDIENCE BACK RIGHT--------
end wait(0.15) if game.Workspace.DoorFlashing.Value == true then
--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman) return not (sameTeam(otherHuman) and not FriendlyFire) end function getKnife() local knife = Handle:clone() knife.Transparency = 0 knife.Hit.Pitch = math.random(90, 110)/100 local lift = Instance.new("BodyForce") lift.force = Vector3.new(0, 196.2, 0) * knife:GetMass() * 0.8 lift.Parent = knife local proj = Tool.Projectile:Clone() proj.Disabled = false proj.Parent = knife return knife end function equippedLoop() local client = game.StarterPlayer.StarterCharacterScripts.CombatClient client.Disabled = true while Equipped do local dt = Heartbeat:wait() if AttackPower < 1 then AttackPower = AttackPower + dt * AttackRecharge if AttackPower > 1 then AttackPower = 1 end end Handle.Transparency = 1 - AttackPower end end function onLeftDown(mousePos) local knife = getKnife() knife.CFrame = CFrame.new(Handle.Position, mousePos) knife.Velocity = knife.CFrame.lookVector * AttackSpeed * AttackPower local damage = AttackDamage * AttackPower local touched touched = knife.Touched:connect(function(part) if part:IsDescendantOf(Tool.Parent) then return end if contains(Knives, part) then return end if part.Parent and part.Parent:FindFirstChild("Humanoid") then local human = part.Parent.Humanoid if checkTeams(human) then tagHuman(human) human:TakeDamage(damage) knife.Hit:Play() end end knife.Projectile:Destroy() local w = Instance.new("Weld") w.Part0 = part w.Part1 = knife w.C0 = part.CFrame:toObjectSpace(knife.CFrame) w.Parent = w.Part0 end) table.insert(Knives, knife) knife.Parent = workspace game:GetService("Debris"):AddItem(knife, 3.5) delay(2, function() knife.Transparency = 1 end) Remote:FireClient(getPlayer(), "PlayAnimation", "Throw") Handle.Throw.Pitch = 0.8 + 0.4 * AttackPower Handle.Throw:Play() AttackPower = 0 wait(10) end function onRemote(player, func, ...) if player ~= getPlayer() then return end if func == "LeftDown" then onLeftDown(...) end end function onEquip() local client = game.StarterPlayer.StarterCharacterScripts.CombatClient client.Disabled = true Equipped = true equippedLoop() end function onUnequip() local client = game.StarterPlayer.StarterCharacterScripts.CombatClient client.Enabled = true Equipped = false end Remote.OnServerEvent:connect(onRemote) Tool.Equipped:connect(onEquip) Tool.Unequipped:connect(onUnequip)
---------------------------------------------------------------------------------------------l}o ------------------------------Blox370's Script-----------------------------------l}o ---------------------------------------------------------------------------------------------l}o
function onPlayerRespawned(newPlayer) local Team = game.Players:findFirstChild(newPlayer.Name) if Team ~= nil then local TeamColor = Team.TeamColor local c = game.Lighting.Hats:GetChildren() local p = newPlayer.Character:GetChildren() for i = 1, #c do local a = Instance.new("Hat") if c[i].Name == "Torso" then a.AttachmentPos = Vector3.new(0, 8, 0) end local clone = c[i]:clone() wait(1) clone.Parent = a--Delete team color and the -- next to newplayer and the spaces to make the armor spawn the color of the Players Torso clone.BrickColor = TeamColor --newPlayer.Character.Torso.BrickColor clone.Name = "Handle" a.Parent = newPlayer.Character end wait(6) for i = 1, #p do print(p[i].Name) if p[i]:FindFirstChild("Handle") ~= nil then p[i]:remove() print("removed") end end end end function onPlayerEntered(newPlayer) newPlayer.Changed:connect(function(property) if (property == "Character") then onPlayerRespawned(newPlayer) end end) end game.Players.ChildAdded:connect(onPlayerEntered)
---------------------------------- ------------FUNCTIONS------------- ----------------------------------
function UnDigify(digit) if digit < 1 or digit > 61 then return "" elseif digit == 1 then return "1" elseif digit == 2 then return "!" elseif digit == 3 then return "2" elseif digit == 4 then return "@" elseif digit == 5 then return "3" elseif digit == 6 then return "4" elseif digit == 7 then return "$" elseif digit == 8 then return "5" elseif digit == 9 then return "%" elseif digit == 10 then return "6" elseif digit == 11 then return "^" elseif digit == 12 then return "7" elseif digit == 13 then return "8" elseif digit == 14 then return "*" elseif digit == 15 then return "9" elseif digit == 16 then return "(" elseif digit == 17 then return "0" elseif digit == 18 then return "q" elseif digit == 19 then return "Q" elseif digit == 20 then return "w" elseif digit == 21 then return "W" elseif digit == 22 then return "e" elseif digit == 23 then return "E" elseif digit == 24 then return "r" elseif digit == 25 then return "t" elseif digit == 26 then return "T" elseif digit == 27 then return "y" elseif digit == 28 then return "Y" elseif digit == 29 then return "u" elseif digit == 30 then return "i" elseif digit == 31 then return "I" elseif digit == 32 then return "o" elseif digit == 33 then return "O" elseif digit == 34 then return "p" elseif digit == 35 then return "P" elseif digit == 36 then return "a" elseif digit == 37 then return "s" elseif digit == 38 then return "S" elseif digit == 39 then return "d" elseif digit == 40 then return "D" elseif digit == 41 then return "f" elseif digit == 42 then return "g" elseif digit == 43 then return "G" elseif digit == 44 then return "h" elseif digit == 45 then return "H" elseif digit == 46 then return "j" elseif digit == 47 then return "J" elseif digit == 48 then return "k" elseif digit == 49 then return "l" elseif digit == 50 then return "L" elseif digit == 51 then return "z" elseif digit == 52 then return "Z" elseif digit == 53 then return "x" elseif digit == 54 then return "c" elseif digit == 55 then return "C" elseif digit == 56 then return "v" elseif digit == 57 then return "V" elseif digit == 58 then return "b" elseif digit == 59 then return "B" elseif digit == 60 then return "n" elseif digit == 61 then return "m" else return "?" end end function IsBlack(note) if note%12 == 2 or note%12 == 4 or note%12 == 7 or note%12 == 9 or note%12 == 11 then return true end end local TweenService = game:GetService("TweenService") function TWEEN(key,t,light) local Goal = {} Goal.Transparency = 0 local TwInfo = TweenInfo.new(t,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,4,true) local twn = TweenService:Create(key, TwInfo, Goal) twn:Play() light.Color = key.Color twn.Completed:wait() light:Destroy() return end function HighlightPianoKey(note1,transpose) if not Settings.KeyAesthetics then return end local octave = math.ceil(note1/12) local note2 = (note1 - 1)%12 + 1 local OriginalStar = Piano.Case.ShootingStarModel local star = OriginalStar:Clone() star.Parent = Piano.Keys[octave] star.Name = note2 star.Transparency = 1 star.Position = OriginalStar.Position + Vector3.new(0,math.random(-10,10),math.random(-10,10)) star.Anchored = false local key = star local light = Instance.new("PointLight",key) light.Brightness = 3 light.Range = 5 local y = math.random(200,270) star.Velocity = Vector3.new(600,y,0) star.Material = "Neon" wait(.2) TWEEN(star,.3,light) star.Anchored = true wait(.2) star:Destroy() key.CanCollide = false return end
-- ping loop
while true do for _, player in pairs(Players:GetPlayers()) do spawn(function() if player and player.Parent == Players then if not pings[player] then pings[player] = { Pings = {}; Average = 0; } end local start = tick() pcall(function() REMOTES.Ping:InvokeClient(player) end) local elapsed = tick() - start if pings[player] then table.insert(pings[player].Pings, elapsed) if #pings[player].Pings > 5 then table.remove(pings[player].Pings, 1) end local average = 0 for _, ping in pairs(pings[player].Pings) do average = average + ping end pings[player].Average = average / #pings[player].Pings end end end) end wait(1) end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = true local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local mult=0 local det=0 local trm=0 local trmmult=0 local trmon=0 local throt=0 local redline=0 local shift=0 script:WaitForChild("Rev") script.Parent.Values.Gear.Changed:connect(function() mult=1 if script.Parent.Values.RPM.Value>5000 then shift=.2 end end) for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true) handler:FireServer("playSound","Rev") car.DriveSeat:WaitForChild("Rev") while wait() do mult=math.max(0,mult-.1) local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then throt = math.max(.2,throt-.2) trmmult = math.max(0,trmmult-.05) trmon = 1 else throt = math.min(.5,throt+.1) trmmult = 1 trmon = 0 end shift = math.min(1,shift+.2) if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then redline=1 else redline=1 end if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end local Volume = (.35*throt*shift*redline)+(trm*trmon*trmmult*(3-throt)*math.sin(tick()*50)) local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rev.SetPitch.Value) if FE then handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,Volume) else car.DriveSeat.Rev.Volume = Volume car.DriveSeat.Rev.Pitch = Pitch end end
--F.updateSound = function(Sound, Pitch, Volume) -- if Sound then -- if Pitch then -- Sound.Pitch = Pitch -- end -- if Volume then -- Sound.Volume = Volume -- end -- end --end
F.lock = function(x) if x then for i,v in pairs(script.Parent.Parent.Misc:GetDescendants()) do if v:IsA("Motor") then if v.Parent.Parent.Name == "Mirror" then v.DesiredAngle = 0 else end end end carSeat.Lock:Play() else carSeat.Unlock:Play() wait(.4) carSeat.Unlock:Play() end for i,v in pairs(script.Parent.Parent.Misc:GetDescendants()) do if v:IsA("ClickDetector") then v.MaxActivationDistance = x and 0 or 12 end end end local on = 0 F.rs = function(y) local tune = require(carSeat.Parent:FindFirstChild("A-Chassis Tune")) carSeat.IsOn.Value = y if y then carSeat.Startup:Play() if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end car.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*tune.IdleRPM/tune.Redline)*on^2 else car.DriveSeat.Rev.Pitch = 0 carSeat.Startup:Stop() end end F.user = function() carSeat.Parent:Destroy() end F.tk = function(b) carSeat.Parent.Misc.TK.SS.Motor.DesiredAngle = b and 1.5 or 0 end script.Parent.OnServerEvent:connect(function(Player, Func, ...) if F[Func] then F[Func](...) end end)
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position spawnPos = spawnPos + (direction * 5) local Object = Tool.Handle:Clone() Object.Burn.Attachment.Debris.Enabled = true Object.ThinkFast:Destroy() Object.Parent = workspace Object.Swing.Pitch = Random.new():NextInteger(90, 110)/100 Object.Swing:Play() Object.CanCollide = true Object.CFrame = Tool.Handle.CFrame Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0) Object.Trail.Enabled = true local rand = 11.25 Object.RotVelocity = Vector3.new(Random.new():NextNumber(-rand,rand),Random.new():NextNumber(-rand,rand),Random.new():NextNumber(-rand,rand)) Object:SetNetworkOwner(getPlayer()) local ScriptClone = DamageScript:Clone() ScriptClone.Parent = Object ScriptClone.Disabled = false local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "creator" tag.Parent = Object end PowerRemote.OnServerEvent:Connect(function(player, Power) local holder = getPlayer() if holder ~= player then return end AttackVelocity = Power end) TossRemote.OnServerEvent:Connect(function(player, mousePosition) local holder = getPlayer() if holder ~= player then return end if Cooldown.Value == true then return end Cooldown.Value = true if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then TossRemote:FireClient(getPlayer(), "PlayAnimation", "Animation") end local targetPos = mousePosition.p local lookAt = (targetPos - Character.Head.Position).unit local SecretRNG = Random.new():NextInteger(1,10) --Change RNG value here if SecretRNG == 1 then local ChucklenutsSound = Tool.Handle.ThinkFast:Play() end Toss(lookAt) task.wait(5) Cooldown.Value = false end) Tool.Equipped:Connect(function() Character = Tool.Parent Humanoid = Character:FindFirstChildOfClass("Humanoid") end) Tool.Unequipped:Connect(function() Character = nil Humanoid = nil end)
--Set up gui - has its own class
local VehicleGui = require(script.Parent:WaitForChild("LocalVehicleGui")).new(Car) VehicleGui:Enable() VehicleGui:EnableDriverControls() VehicleGui:EnableSpeedo() local Keymap = require(ScriptsFolder.Keymap) local LocalVehicleSeating = require(ScriptsFolder.LocalVehicleSeating)
--[[ A component that establishes a connection to a Roblox event when it is rendered. ]]
local Roact = require(script.Parent.Parent.Parent.Packages.Roact) local ExternalEventConnection = Roact.Component:extend("ExternalEventConnection") function ExternalEventConnection:init() self.connection = nil end
-- Do not modify anything below here! --
coroutine.wrap(function() EB_touchingHumanoid = nil if script.Parent:IsA("BasePart") then script.Parent.Touched:Connect(function(EB_part) EB_touchingPart = EB_part local player = EB_part.Parent:FindFirstChild("Humanoid") if player then EB_touchingHumanoid = EB_part.Parent if EB_touchingHumanoid then if EB_touchingHumanoid:FindFirstChild("Humanoid") then EB_touchingHumanoid.Humanoid.Health -= tonumber((tonumber(25))) end end end end) end end)()
--[[ Adds specified character to character collision group ]]
function CollisionGroupsController.addCharacter(character) for _, child in pairs(character:GetChildren()) do if child:IsA("BasePart") then PhysicsService:SetPartCollisionGroup(child, Constants.CollisionGroup.Player) end end end
--[[ Clones a table giving it a unique memory address. Doesn't support mixed tables and userdata. Functions.CloneTable( table, <-- |REQ| Table/dictionary ) --]]
local deepcopy function deepcopy(t, root, omit) local clone = {} for key, value in pairs(t) do if t == root and key == omit then print"omit" continue end if type(key) == "table" then clone[key] = deepcopy(value, root, omit) else clone[key] = value end end return clone end return function(tbl, omit) return deepcopy(tbl, tbl, omit) end
-- Libraries
local Roact = require(Vendor:WaitForChild('Roact')) local Maid = require(Libraries:WaitForChild('Maid')) local fastSpawn = require(Libraries:WaitForChild('fastSpawn'))
--%%Functions%%--
script.Parent.AutoSensor.Touched:connect(whileTouching) script.Parent.AutoSensor.TouchEnded:connect(letGo)
--- Player left
game.Players.PlayerRemoving:Connect(function(player) --- Remove from cache RemovePlayer(player) end)
-- Decompiled with the Synapse X Luau decompiler.
local l__Parent__1 = script.Parent; local v2 = require(l__Parent__1:WaitForChild("MessageLabelCreator")); local v3 = require(l__Parent__1:WaitForChild("CurveUtil")); local v4 = require(game:GetService("Chat"):WaitForChild("ClientChatModules"):WaitForChild("ChatSettings")); local v5 = false; local v6, v7 = pcall(function() return settings():IsUserFeatureEnabled("UserFixChatMessageLogPerformance"); end); if v6 then v5 = v7; end; local v8 = {}; v8.__index = v8; local u1 = { ScrollBarThickness = 4 }; function v8.Destroy(p1) p1.GuiObject:Destroy(); p1.Destroyed = true; end; function v8.SetActive(p2, p3) p2.GuiObject.Visible = p3; end; function v8.UpdateMessageFiltered(p4, p5) local v9 = nil; local v10 = 1; local l__MessageObjectLog__11 = p4.MessageObjectLog; while v10 <= #l__MessageObjectLog__11 do local v12 = l__MessageObjectLog__11[v10]; if v12.ID == p5.ID then v9 = v12; break; end; v10 = v10 + 1; end; if v9 then local v13 = p4:IsScrolledDown(); v9.UpdateTextFunction(p5); if not v5 then p4:ReorderAllMessages(); return; end; else return; end; p4:PositionMessageLabelInWindow(v9, v13); end; local u2 = v2.new(); function v8.AddMessage(p6, p7) p6:WaitUntilParentedCorrectly(); local v14 = u2:CreateMessageLabel(p7, p6.CurrentChannelName); if v14 == nil then return; end; table.insert(p6.MessageObjectLog, v14); p6:PositionMessageLabelInWindow(v14); end; function v8.AddMessageAtIndex(p8, p9, p10) local v15 = u2:CreateMessageLabel(p9, p8.CurrentChannelName); if v15 == nil then return; end; table.insert(p8.MessageObjectLog, p10, v15); local v16 = p8:IsScrolledDown(); p8:ReorderAllMessages(); if v16 then p8.Scroller.CanvasPosition = Vector2.new(0, math.max(0, p8.Scroller.CanvasSize.Y.Offset - p8.Scroller.AbsoluteSize.Y)); end; end; function v8.RemoveLastMessage(p11) p11:WaitUntilParentedCorrectly(); local v17 = p11.MessageObjectLog[1]; local v18 = UDim2.new(0, 0, 0, v17.BaseFrame.AbsoluteSize.Y); v17:Destroy(); table.remove(p11.MessageObjectLog, 1); if not v5 then for v19, v20 in pairs(p11.MessageObjectLog) do v20.BaseFrame.Position = v20.BaseFrame.Position - v18; end; p11.Scroller.CanvasSize = p11.Scroller.CanvasSize - v18; end; end; function v8.IsScrolledDown(p12) local v21 = nil; local v22 = nil; local v23 = nil; v21 = p12.Scroller.CanvasSize.Y.Offset; v22 = p12.Scroller.AbsoluteWindowSize.Y; v23 = p12.Scroller.CanvasPosition.Y; if v5 then local v24 = true; if not (v21 < v22) then v24 = v22 - 5 <= v21 + v23; end; return v24; end; local v25 = true; if not (v21 < v22) then v25 = v21 - v23 <= v22 + 5; end; return v25; end; function v8.PositionMessageLabelInWindow(p13, p14, p15) p13:WaitUntilParentedCorrectly(); local l__BaseFrame__26 = p14.BaseFrame; if v5 then if p15 == nil then p15 = p13:IsScrolledDown(); end; l__BaseFrame__26.LayoutOrder = p14.ID; else l__BaseFrame__26.Parent = p13.Scroller; l__BaseFrame__26.Position = UDim2.new(0, 0, 0, p13.Scroller.CanvasSize.Y.Offset); end; l__BaseFrame__26.Size = UDim2.new(1, 0, 0, p14.GetHeightFunction(p13.Scroller.AbsoluteSize.X)); if v5 then l__BaseFrame__26.Parent = p13.Scroller; end; if p14.BaseMessage then if v5 then for v27 = 1, 10 do if p14.BaseMessage.TextFits then break; end; l__BaseFrame__26.Size = UDim2.new(1, 0, 0, p14.GetHeightFunction(p13.Scroller.AbsoluteSize.X - v27)); end; else local v28 = p13.Scroller.AbsoluteSize.X; local v29 = math.min(p13.Scroller.AbsoluteSize.X - 10, 0); while not p14.BaseMessage.TextFits do v28 = v28 - 1; if v28 < v29 then break; end; l__BaseFrame__26.Size = UDim2.new(1, 0, 0, p14.GetHeightFunction(v28)); end; end; end; if v5 then if not p15 then return; end; else p15 = p13:IsScrolledDown(); p13.Scroller.CanvasSize = p13.Scroller.CanvasSize + UDim2.new(0, 0, 0, l__BaseFrame__26.Size.Y.Offset); if p15 then p13.Scroller.CanvasPosition = Vector2.new(0, math.max(0, p13.Scroller.CanvasSize.Y.Offset - p13.Scroller.AbsoluteSize.Y)); end; return; end; p13.Scroller.CanvasPosition = Vector2.new(0, math.max(0, p13.Scroller.CanvasSize.Y.Offset - p13.Scroller.AbsoluteSize.Y)); end; function v8.ReorderAllMessages(p16) p16:WaitUntilParentedCorrectly(); if p16.GuiObject.AbsoluteSize.Y < 1 then return; end; p16.Scroller.CanvasSize = UDim2.new(0, 0, 0, 0); for v30, v31 in pairs(p16.MessageObjectLog) do p16:PositionMessageLabelInWindow(v31); end; if not p16:IsScrolledDown() then p16.Scroller.CanvasPosition = p16.Scroller.CanvasPosition; end; end; function v8.Clear(p17) for v32, v33 in pairs(p17.MessageObjectLog) do v33:Destroy(); end; p17.MessageObjectLog = {}; if not v5 then p17.Scroller.CanvasSize = UDim2.new(0, 0, 0, 0); end; end; function v8.SetCurrentChannelName(p18, p19) p18.CurrentChannelName = p19; end; function v8.FadeOutBackground(p20, p21) end; function v8.FadeInBackground(p22, p23) end; function v8.FadeOutText(p24, p25) for v34 = 1, #p24.MessageObjectLog do if p24.MessageObjectLog[v34].FadeOutFunction then p24.MessageObjectLog[v34].FadeOutFunction(p25, v3); end; end; end; function v8.FadeInText(p26, p27) for v35 = 1, #p26.MessageObjectLog do if p26.MessageObjectLog[v35].FadeInFunction then p26.MessageObjectLog[v35].FadeInFunction(p27, v3); end; end; end; function v8.Update(p28, p29) for v36 = 1, #p28.MessageObjectLog do if p28.MessageObjectLog[v36].UpdateAnimFunction then p28.MessageObjectLog[v36].UpdateAnimFunction(p29, v3); end; end; end; function v8.WaitUntilParentedCorrectly(p30) while not p30.GuiObject:IsDescendantOf(game:GetService("Players").LocalPlayer) do p30.GuiObject.AncestryChanged:wait(); end; end; local function u3() local v37 = Instance.new("Frame"); v37.Selectable = false; v37.Size = UDim2.new(1, 0, 1, 0); v37.BackgroundTransparency = 1; local v38 = Instance.new("ScrollingFrame"); v38.Selectable = v4.GamepadNavigationEnabled; v38.Name = "Scroller"; v38.BackgroundTransparency = 1; v38.BorderSizePixel = 0; v38.Position = UDim2.new(0, 0, 0, 3); v38.Size = UDim2.new(1, -4, 1, -6); v38.CanvasSize = UDim2.new(0, 0, 0, 0); v38.ScrollBarThickness = u1.ScrollBarThickness; v38.Active = false; v38.Parent = v37; local v39 = nil; if v5 then v39 = Instance.new("UIListLayout"); v39.SortOrder = Enum.SortOrder.LayoutOrder; v39.Parent = v38; end; return v37, v38, v39; end; function u1.new() local v40 = setmetatable({}, v8); v40.Destroyed = false; local v41, v42, v43 = u3(); v40.GuiObject = v41; v40.Scroller = v42; v40.Layout = v43; v40.MessageObjectLog = {}; v40.Name = "MessageLogDisplay"; v40.GuiObject.Name = "Frame_" .. v40.Name; v40.CurrentChannelName = ""; v40.GuiObject:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() spawn(function() v40:ReorderAllMessages(); end); end); if v5 then local u4 = true; v40.Layout:GetPropertyChangedSignal("AbsoluteContentSize"):Connect(function() local l__AbsoluteContentSize__44 = v40.Layout.AbsoluteContentSize; v40.Scroller.CanvasSize = UDim2.new(0, 0, 0, l__AbsoluteContentSize__44.Y); if u4 then v40.Scroller.CanvasPosition = Vector2.new(0, l__AbsoluteContentSize__44.Y - v40.Scroller.AbsoluteWindowSize.Y); end; end); v40.Scroller:GetPropertyChangedSignal("CanvasPosition"):Connect(function() u4 = v40:IsScrolledDown(); end); end; return v40; end; return u1;