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-- @ModuleDescription Library for debug functions.
local Debug = {} Debug.Replicated = true
--Made by Luckymaxer
Mouse_Icon = "rbxasset://textures/GunCursor.png" Reloading_Icon = "rbxasset://textures/GunWaitCursor.png" Tool = script.Parent Mouse = nil function UpdateIcon() if Mouse then Mouse.Icon = Tool.Enabled and Mouse_Icon or Reloading_Icon end end function OnEquipped(ToolMouse) Mouse = ToolMouse UpdateIcon() end function OnChanged(Property) if Property == "Enabled" then UpdateIcon() end end Tool.Equipped:Connect(OnEquipped) Tool.Changed:connect(OnChanged)
-- Initialize resize tool
local ResizeTool = require(CoreTools:WaitForChild 'Resize') Core.AssignHotkey('X', Core.Support.Call(Core.EquipTool, ResizeTool)); Core.AddToolButton(Core.Assets.ResizeIcon, 'X', ResizeTool)
--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:GetService("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.PlaybackSpeed = hum.WalkSpeed/12 materialSound.Playing = true lastmat = material else for _,sound in pairs(materials:GetChildren()) do sound.Playing = false end end end)
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) if plrData.Money.Gold.Value > 12 then return true end return false end
--------END STAGE-------- --------CREW--------
game.Workspace.crewview1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value).."" game.Workspace.crew1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value).."" game.Workspace.crew2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value).."" game.Workspace.crew3.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
--// States
local L_63_ = false local L_64_ = false local L_65_ = false local L_66_ = false local L_67_ = false local L_68_ = true local L_69_ = false local L_70_ = false local L_71_ = false local L_72_ = false local L_73_ = false local L_74_ = false local L_75_ = false local L_76_ = false local L_77_ = false local L_78_ = false local L_79_ = false local L_80_ = false local L_81_ = false local L_82_ = false local L_83_ = true local L_84_ = true local L_85_ = false local L_86_ local L_87_ local L_88_ local L_89_ local L_90_ local L_91_ = L_24_.FireMode local L_92_ = 0 local L_93_ = false local L_94_ = true local L_95_ = false local L_96_ = 70
-- Setup Remote Events
local function createEvent(eventName) local event = game.ReplicatedStorage:FindFirstChild(eventName) if not event then event = Instance.new("RemoteEvent", game.ReplicatedStorage) event.Name = eventName end return event end local updateEvent = createEvent("ROBLOX_PistolUpdateEvent") local equipEvent = createEvent("ROBLOX_PistolEquipEvent") local unequipEvent = createEvent("ROBLOX_PistolUnequipEvent") local fireEvent = createEvent("ROBLOX_PistolFireEvent") local shotEvent = createEvent("ROBLOX_PistolShotEvent") local reloadEvent = createEvent("ROBLOX_PistolReloadEvent") local hitEvent = createEvent("ROBLOX_PistolHitEvent")
--now, create the functor:
Create = setmetatable({}, {__call = function(tb, ...) return Create_PrivImpl(...) end})
--------------------------- --Seat Offset (Make copies of this block for passenger seats)
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-10,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end)
--// Declarables
local L_15_ = false local L_16_ = false local L_17_ = true local L_18_ = L_1_:WaitForChild('Resource') local L_19_ = L_18_:WaitForChild('FX') local L_20_ = L_18_:WaitForChild('Events') local L_21_ = L_18_:WaitForChild('HUD') local L_22_ = L_18_:WaitForChild('Modules') local L_23_ = L_18_:WaitForChild('SettingsModule') local L_24_ = require(L_23_:WaitForChild("ClientConfig")) local L_25_ = L_18_:WaitForChild('Vars') local L_26_ local L_27_ local L_28_ local L_29_ local L_30_ local L_33_ local L_34_ local L_35_ local L_36_ local L_37_ local L_38_ local L_39_ local L_40_ local L_41_ local L_42_ local L_43_ local L_44_ local L_45_ local L_46_ local L_47_ local L_48_ local L_49_ local L_50_ = L_24_.AimZoom local L_51_ = L_24_.MouseSensitivity local L_52_ = L_12_.MouseDeltaSensitivity
------------------------------------------------------------------------------------------------------------------------------------------------
if script.Parent:FindFirstChild("Face") then local g = script.Parent.Face:Clone() g.Parent = File for _,i in pairs(g:GetChildren()) do if i:IsA("Part") or i:IsA("UnionOperation") or i:IsA("MeshPart") then i.CanCollide = false i.Anchored = false local Y = Instance.new("Weld") Y.Part0 = Player.Character.Head Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Player.Character.Head end end end
-- Horsepower
Tune.E_Horsepower = 223 Tune.EH_FrontMult = 0.15 Tune.EH_EndMult = 2.9 Tune.EH_EndPercent = 7
-- params : ...
wait(1) frame = script.Parent.Parent.Parent local children = (script.Parent:GetChildren()) local call = nil local picture = false for i = 1, #children do if children[i].ClassName == "StringValue" then call = children[i] else if children[i].ClassName == "IntValue" then call = children[i] picture = true end end end print(call.Name) click = function() local board = frame.SmartboardObj.Value board.SurfaceGui.RemoteEvents.Post:FireServer(call.Name, call.Value) end script.Parent.MouseButton1Click:connect(click)
--[[for n = 1,80 do wait(0.005) script.Parent.Parent.Parent.Grabber.Claw.Body.Rope.Length = script.Parent.Parent.Claw.Body.Rope.Length + 0.175 end]]
script.Parent.Parent.Parent.Grabber.Claw.Body.Rope.WinchTarget = 15 wait(3) script.Parent.Parent.Prong1.Motor.HingeConstraint.TargetAngle = -5 script.Parent.Parent.Prong2.Motor.HingeConstraint.TargetAngle = -5 script.Parent.Parent.Prong3.Motor.HingeConstraint.TargetAngle = -5 wait(0.25) script.Parent.Parent.Parent.Grabber.Claw.Body.Rope.WinchTarget = 0.1 wait(4)
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 1500 -- Front brake force Tune.RBrakeForce = 1090 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--[[ Defines utilities for working with 'list-like' tables. ]]
return { filter = require(script.filter), filterMap = require(script.filterMap), find = require(script.find), findWhere = require(script.findWhere), foldLeft = require(script.foldLeft), foldRight = require(script.foldRight), getRange = require(script.getRange), join = require(script.join), map = require(script.map), removeIndex = require(script.removeIndex), removeRange = require(script.removeRange), removeValue = require(script.removeValue), replaceIndex = require(script.replaceIndex), reverse = require(script.reverse), sort = require(script.sort), toSet = require(script.toSet), }
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Bronze",Paint) end)
-- ROBLOX deviation START chalk_chainable: Lua Chalk doesn't support chainable calls. Using nested calls instead -- Explicitly reset for these messages since they can get written out in the -- middle of error logging
local LONG_TEST_COLOR = function(...) return chalk.reset(chalk.bold(chalk.bgRed(...))) end local FAIL_TEXT = "FAIL" local PASS_TEXT = "PASS"
---------------------------------------------------------------------------------------
local superLongLength = 2.85 local longLength = 2 local shortLength = 0.85 local ts = game.TweenService local ti = TweenInfo.new(shortLength, Enum.EasingStyle.Circular, Enum.EasingDirection.InOut) local ti2 = TweenInfo.new(longLength, Enum.EasingStyle.Circular, Enum.EasingDirection.InOut) local ti3 = TweenInfo.new(superLongLength, Enum.EasingStyle.Circular, Enum.EasingDirection.InOut)
--Creates a client-side buffer.
function BufferCreator:CreateClientBuffer(BufferName) return CreateBuffer(Tool:WaitForChild(BufferName)) end return BufferCreator
--[[Transmission]]
Tune.Clutch = true -- Implements a realistic clutch, change to "false" for the chassis to act like AC6.81T. Tune.TransModes = {"Auto","Semi","Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] Tune.ClutchMode = "New" --[[ [Modes] "New" : Speed controls clutch engagement (AC6C V1.2) "Old" : Speed and RPM control clutch engagement (AC6C V1.1) ]] Tune.ClutchType = "Clutch" --[[ [Types] "Clutch" : Standard clutch, recommended "TorqueConverter" : Torque converter, keeps RPM up "CVT" : CVT, found in scooters ]] --[[Transmission]] --Transmission Settings Tune.Stall = true -- Stalling, enables the car to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false. Tune.ClutchRel = false -- If true, the driver must let off the gas before shifting to a higher gear. Recommended false for beginners. Tune.ClutchEngage = 10 -- How fast engagement is (0 = instant, 99 = super slow) Tune.SpeedEngage = 20 -- Speed the clutch fully engages at (Based on SPS) Tune.ClutchKick = true -- (LuaInt) Tune.KickMult = 15 -- Torque multiplier on launch Tune.KickSpeedThreshold = 40 -- Speed limit on launch (SPS) Tune.KickRPMThreshold = 1000 -- RPM limit on launch, range is created below redline --Clutch: "Old" mode Tune.ClutchRPMMult = 1.0 -- Clutch RPM multiplier, recommended to leave at 1.0 --Torque Converter: Tune.TQLock = false -- Torque converter starts locking at a certain RPM --Torque Converter and CVT: Tune.RPMEngage = 3500 -- Keeps RPMs to this level until passed --Neutral Rev Limiter (Avxnturador) Tune.NeutralLimit = false -- Enables a different redline RPM for when the car is in neutral Tune.NeutralRevRPM = 5000 -- The rev limiter when the car is in neutral Tune.LimitClutch = false -- Will also limit RPMs while the clutch is pressed down --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoShiftType = "DCT" --[[ [Types] "Rev" : Clutch engages fully once RPM reached (AC6C V1) "DCT" : Clutch engages after a set time has passed (AC6.81T) ]] Tune.AutoShiftVers = "New" --[[ [Versions] "New" : Shift from Reverse, Neutral, and Drive (AC6.81T) "Old" : Auto shifts into R or D when stopped. (AC6.52S2) ]] Tune.AutoUpThresh = -200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev) --Automatic: Revmatching Tune.ShiftThrot = 100 -- Throttle level when shifting down to revmatch, 0 - 100% --Automatic: DCT Tune.ShiftUpTime = 0.25 -- Time required to shift into next gear, from a lower gear to a higher one. Tune.ShiftDnTime = 0.125 -- Time required to shift into next gear, from a higher gear to a lower one. --Gear Ratios Tune.FinalDrive = 3.545 Tune.Ratios = { --[[Reverse]] 3.28 , --[[Neutral]] 0 , --[[ 1 ]] 3.827 , --[[ 2 ]] 2.36 , --[[ 3 ]] 1.685 , --[[ 4 ]] 1.313 , --[[ 5 ]] 1 , --[[ 6 ]] .793 , } Tune.FDMult = 1 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
--Method to find the teleporters
function Register:GetTeleporter(name) return info[name] --Simply return the value we stored end
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = { {5, "Owner", }; {4, "Co-owner", {"",0}, }; {3, "Staff", {"",0}, }; {2, "Moderator", {"",0}, }; {1, "VIP", {"",0}, }; {0, "NonAdmin", }; };
--
local sight = 120 local walking = false local shooting = false local canshoot = true local cansay = true local saycooldown = 0 local akweld = Instance.new("Weld", npc["AK-47"]) akweld.Part0 = rightarm akweld.Part1 = npc["AK-47"] function walkanim(walkspeed) if walkspeed > 5 then walking = true else walking = false end end npchumanoid.Running:connect(walkanim) function randomwalk() while wait(math.random(3,6)) do if not shooting and not walking then npchumanoid.WalkSpeed = 16 local function createwalkpart() local walkpart = Instance.new("Part", npc) walkpart.Size = Vector3.new(1,1,1) walkpart.Anchored = true walkpart.Material = "Neon" walkpart.Transparency = 1 walkpart.BrickColor = BrickColor.new("Maroon") walkpart.CFrame = torso.CFrame * CFrame.new(math.random(-60,60),math.random(-30,30),math.random(-60,60)) local path = game:GetService("PathfindingService"):FindPathAsync(torso.Position, walkpart.Position) local waypoints = path:GetWaypoints() if path.Status == Enum.PathStatus.Success then for i,v in pairs(waypoints) do local pospart = Instance.new("Part", npc) pospart.Size = Vector3.new(1,1,1) pospart.Anchored = true pospart.Material = "Neon" pospart.Transparency = 1 pospart.Position = v.Position pospart.Name = "pospart" pospart.CanCollide = false end for i,v in pairs(waypoints) do npchumanoid:MoveTo(v.Position) local allow = 0 while (torso.Position - v.Position).magnitude > 4 and allow < 35 do allow = allow + 1 wait() end if v.Action == Enum.PathWaypointAction.Jump then npchumanoid.Jump = true end end for i,v in pairs(npc:GetChildren()) do if v.Name == "pospart" then v:destroy() end end else createwalkpart() wait() end walkpart:destroy() end createwalkpart() end end end function checkandshoot() while wait() do saycooldown = saycooldown + 1 if saycooldown == 500 then cansay = true saycooldown = 0 end for i,v in pairs(workspace:GetChildren()) do if v.ClassName == "Model" and v.Name ~= "collazio" then local victimhumanoid = v:findFirstChildOfClass("Humanoid") local victimhead = v:findFirstChild("Head") if victimhumanoid and victimhead and v.Name ~= npc.Name then if (victimhead.Position - head.Position).magnitude < sight then if victimhumanoid.Name == "Blackout" and cansay then elseif not shooting and victimhumanoid.Health > 0 and canshoot then shooting = true walking = false local doesshoot = 0 local hpnow = npchumanoid.Health local walk = 0 npchumanoid.WalkSpeed = 0 while shooting and (victimhead.Position - head.Position).magnitude < sight and victimhumanoid.Health > 0 and canshoot do doesshoot = doesshoot + 1 walk = walk + 1 if npchumanoid.PlatformStand == false then npc.HumanoidRootPart.CFrame = CFrame.new(npc.HumanoidRootPart.Position,Vector3.new(victimhead.Position.x,npc.HumanoidRootPart.Position.y,victimhead.Position.z)) end if walk == 100 and not walking then local function createwalkpart() local walkpart = Instance.new("Part", npc) walkpart.Size = Vector3.new(1,1,1) walkpart.Anchored = true walkpart.Material = "Neon" walkpart.Transparency = 1 walkpart.BrickColor = BrickColor.new("Maroon") walkpart.CFrame = torso.CFrame * CFrame.new(-math.random(20,60),math.random(-40,40),math.random(-10,10)) local path = game:GetService("PathfindingService"):FindPathAsync(torso.Position, walkpart.Position) local waypoints = path:GetWaypoints() if path.Status == Enum.PathStatus.Success then shooting = false canshoot = false npchumanoid.WalkSpeed = 20 for i,v in pairs(waypoints) do local pospart = Instance.new("Part", npc) pospart.Size = Vector3.new(1,1,1) pospart.Anchored = true pospart.Material = "Neon" pospart.Transparency = 1 pospart.Position = v.Position pospart.Name = "pospart" pospart.CanCollide = true end for i,v in pairs(waypoints) do npchumanoid:MoveTo(v.Position) local allow = 0 while (torso.Position - v.Position).magnitude > 4 and allow < 35 do allow = allow + 1 wait() end if v.Action == Enum.PathWaypointAction.Jump then npchumanoid.Jump = true end end canshoot = true npchumanoid.WalkSpeed = 16 for i,v in pairs(npc:GetChildren()) do if v.Name == "pospart" then v:destroy() end end else createwalkpart() wait() end walkpart:destroy() end createwalkpart() end if doesshoot == 5 then doesshoot = 0 npc["AK-47"].shoot:Play() local bullet = Instance.new("Part", npc) bullet.Size = Vector3.new(0.3,0.3,3.5) bullet.Material = "Neon" bullet.CFrame = npc["AK-47"].CFrame * CFrame.new(0,0,-4) bullet.CanCollide = false local velocity = Instance.new("BodyVelocity", bullet) velocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge) bullet.CFrame = CFrame.new(bullet.Position, victimhead.Position) velocity.Velocity = bullet.CFrame.lookVector * 500 + Vector3.new(math.random(-25,25),math.random(-25,25),0) local pointlight = Instance.new("PointLight", npc["AK-47"]) game.Debris:AddItem(pointlight,0.1) local function damage(part) local damage = math.random(10,50) if part.Parent.ClassName ~= "Accessory" and part.Parent.Parent.ClassName ~= "Accessory" and part.ClassName ~= "Accessory" and part.Parent.Name ~= npc.Name and part.CanCollide == true then bullet:destroy() local victimhumanoid = part.Parent:findFirstChildOfClass("Humanoid") if victimhumanoid then if victimhumanoid.Health > damage then victimhumanoid:TakeDamage(damage) else victimhumanoid:TakeDamage(damage) end end end end game.Debris:AddItem(bullet, 5) bullet.Touched:connect(damage) end wait() end walking = false shooting = false end end end end end end end function run() while wait() do local hpnow = npchumanoid.Health wait() if npchumanoid.Health < hpnow then local dorun = math.random(1,1) if dorun == 1 and not walking then local function createwalkpart() local walkpart = Instance.new("Part", npc) walkpart.Size = Vector3.new(1,1,1) walkpart.Anchored = true walkpart.Material = "Neon" walkpart.Transparency = 1 walkpart.BrickColor = BrickColor.new("Maroon") walkpart.CFrame = torso.CFrame * CFrame.new(math.random(20,60),math.random(-20,20),math.random(-60,60)) local path = game:GetService("PathfindingService"):FindPathAsync(torso.Position, walkpart.Position) local waypoints = path:GetWaypoints() if path.Status == Enum.PathStatus.Success then shooting = false canshoot = false walking = true npchumanoid.WalkSpeed = 20 for i,v in pairs(waypoints) do local pospart = Instance.new("Part", npc) pospart.Size = Vector3.new(1,1,1) pospart.Anchored = true pospart.Material = "Neon" pospart.Transparency = 1 pospart.Position = v.Position pospart.Name = "pospart" pospart.CanCollide = false end for i,v in pairs(waypoints) do npchumanoid:MoveTo(v.Position) local allow = 0 while (torso.Position - v.Position).magnitude > 4 and allow < 35 do allow = allow + 1 wait() end if v.Action == Enum.PathWaypointAction.Jump then npchumanoid.Jump = true end end shooting = false canshoot = true walking = false npchumanoid.WalkSpeed = 16 for i,v in pairs(npc:GetChildren()) do if v.Name == "pospart" then v:destroy() end end else createwalkpart() wait() end walkpart:destroy() end createwalkpart() end end end end spawn(run) spawn(checkandshoot) spawn(randomwalk) while wait() do --check animations and other things if not walking and not shooting then for i = 0.2,0.8 , 0.09 do if not walking and not shooting then akweld.C0 = akweld.C0:lerp(CFrame.new(-0.583096504, -1.87343168, 0.0918724537, 0.808914721, -0.582031429, 0.0830438882, -0.166903317, -0.0918986499, 0.981681228, -0.56373775, -0.807956576, -0.171481162),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.32261992, 0.220639229, -0.279059082, 0.766044497, 0.604022682, -0.219846413, -0.492403805, 0.331587851, -0.804728508, -0.413175881, 0.724711061, 0.551434159),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.16202736, -0.00836706161, -0.880517244, 0.939692557, -0.342020094, -2.98023224e-08, 0.171009958, 0.46984598, -0.866025567, 0.296198159, 0.813797832, 0.499999642),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.599619389, -1.99128425, 0, 0.996194661, 0.087155968, 0, -0.087155968, 0.996194661, 0, 0, 0, 1),i) righthip.C0 = righthip.C0:lerp(CFrame.new(0.599619389, -1.99128449, 0, 0.996194661, -0.087155968, 0, 0.087155968, 0.996194661, 0, 0, 0, 1),i) root.C0 = root.C0:lerp(CFrame.new(0,0,0),i) neck.C0 = neck.C0:lerp(CFrame.new(0,1.5,0),i) wait() end end end if walking then --this is the walking animation for i = 0.2,0.8 , 0.09 do if walking then akweld.C0 = akweld.C0:lerp(CFrame.new(-0.583096504, -1.87343168, 0.0918724537, 0.808914721, -0.582031429, 0.0830438882, -0.166903317, -0.0918986499, 0.981681228, -0.56373775, -0.807956576, -0.171481162),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.32261992, 0.220639229, -0.279059082, 0.766044497, 0.604022682, -0.219846413, -0.492403805, 0.331587851, -0.804728508, -0.413175881, 0.724711061, 0.551434159),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.16202736, -0.00836706161, -0.880517244, 0.939692557, -0.342020094, -2.98023224e-08, 0.171009958, 0.46984598, -0.866025567, 0.296198159, 0.813797832, 0.499999642),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.527039051, -1.78302765, 0.642787695, 0.999390841, 0.026734557, 0.0224329531, -0.0348994918, 0.765577614, 0.642395973, 0, -0.642787635, 0.766044438),i) righthip.C0 = righthip.C0:lerp(CFrame.new(0.522737741, -1.65984559, -0.766044617, 0.999390841, -0.0224329531, 0.0267345682, 0.0348994918, 0.642395794, -0.765577734, 0, 0.766044497, 0.642787457),i) root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.996194661, 6.98491931e-09, -0.0871561021, 0.00759615982, 0.996194661, 0.0868242308, 0.0868244469, -0.087155886, 0.992403805),i) neck.C0 = neck.C0:lerp(CFrame.new(2.38418579e-07, 1.49809694, 0.0435779095, 0.996194661, 6.38283382e-09, 0.0871560946, 0.00759615889, 0.996194601, -0.0868242308, -0.0868244469, 0.087155886, 0.992403746),i) wait() end end head.footstep:Play() for i = 0.2,0.8 , 0.09 do if walking then akweld.C0 = akweld.C0:lerp(CFrame.new(-0.583096504, -1.87343168, 0.0918724537, 0.808914721, -0.582031429, 0.0830438882, -0.166903317, -0.0918986499, 0.981681228, -0.56373775, -0.807956576, -0.171481162),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.32261992, 0.220639229, -0.279059082, 0.766044497, 0.604022682, -0.219846413, -0.492403805, 0.331587851, -0.804728508, -0.413175881, 0.724711061, 0.551434159),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.16202736, -0.00836706161, -0.880517244, 0.939692557, -0.342020094, -2.98023224e-08, 0.171009958, 0.46984598, -0.866025567, 0.296198159, 0.813797832, 0.499999642),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.520322084, -1.59067655, -0.819151878, 0.999390841, 0.0200175196, -0.028587997, -0.0348994918, 0.573226929, -0.818652987, 0, 0.819151998, 0.57357645),i) righthip.C0 = righthip.C0:lerp(CFrame.new(0.528892756, -1.83610249, 0.573575974, 0.999390841, -0.0285879895, -0.020017527, 0.0348994955, 0.818652987, 0.57322675, -7.4505806e-09, -0.573576212, 0.819152057),i) root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.996194661, -1.44354999e-08, 0.0871558934, -0.00759615237, 0.996194661, 0.0868244395, -0.0868242383, -0.0871560946, 0.992403805),i) neck.C0 = neck.C0:lerp(CFrame.new(0, 1.49809742, 0.0435781479, 0.996194601, -1.27129169e-08, -0.0871559009, -0.0075961519, 0.996194661, -0.0868244097, 0.0868242458, 0.0871560723, 0.992403746),i) wait() end end head.footstep:Play() end if shooting then --this is the shooting animation for i = 0.2,0.8 , 0.45 do if shooting then akweld.C0 = akweld.C0:lerp(CFrame.new(-0.109231472, -2.24730468, -0.300003052, 0.984807491, 1.94707184e-07, 0.173647866, -0.173648044, -2.68220873e-07, 0.984807491, 3.67846468e-07, -0.999999821, -8.00420992e-08),i) root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.173648223, 0, -0.98480773, 0, 1, 0, 0.98480773, 0, 0.173648223),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.21384871, 0.500000477, -0.879925251, 0.342019856, 0.939692438, -1.49501886e-08, 1.94707184e-07, -2.68220873e-07, -0.999999821, -0.939692438, 0.342020035, -3.76157232e-07),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.59201181, 0.470158577, -0.794548988, 0.271118939, 0.181368172, 0.945304275, 0.902039766, -0.390578717, -0.18377316, 0.335885108, 0.902526498, -0.269494623),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.681244373, -2.07163191, 0, 0.98480773, 0.173648283, 0, -0.173648283, 0.98480767, 0, 0, -1.86264515e-09, 0.99999994),i) righthip.C0 = righthip.C0:lerp(CFrame.new(0.681244612, -2.07163191, -4.76837158e-07, 0.98480773, -0.173648283, 0, 0.173648283, 0.98480767, 0, 0, 1.86264515e-09, 0.99999994),i) neck.C0 = neck.C0:lerp(CFrame.new(0.0296957493, 1.49240398, -0.0815882683, 0.336824059, 0.059391167, 0.939692557, -0.173648164, 0.98480773, -7.4505806e-09, -0.925416589, -0.163175896, 0.342020094),i) wait() end end for i = 0.2,0.8 , 0.45 do if shooting then akweld.C0 = akweld.C0:lerp(CFrame.new(-0.109231472, -2.24730468, -0.300003052, 0.984807491, 1.94707184e-07, 0.173647866, -0.173648044, -2.68220873e-07, 0.984807491, 3.67846468e-07, -0.999999821, -8.00420992e-08),i) root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.173648223, 0, -0.98480773, 0, 1, 0, 0.98480773, 0, 0.173648223),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.60777056, 0.499999523, -0.81046629, 0.342019439, 0.939691842, 1.55550936e-07, 4.10554577e-08, -3.93739697e-07, -0.999999464, -0.939691901, 0.342019975, -4.77612389e-07),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.10000956, 0.482372284, -0.926761627, 0.27112025, 0.263066441, 0.925899446, 0.902039289, -0.405109912, -0.149033815, 0.335885197, 0.875603914, -0.347129732),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.681244373, -2.07163191, 0, 0.98480773, 0.173648283, 0, -0.173648283, 0.98480767, 0, 0, -1.86264515e-09, 0.99999994),i) righthip.C0 = righthip.C0:lerp(CFrame.new(0.681244612, -2.07163191, -4.76837158e-07, 0.98480773, -0.173648283, 0, 0.173648283, 0.98480767, 0, 0, 1.86264515e-09, 0.99999994),i) neck.C0 = neck.C0:lerp(CFrame.new(0.121206045, 1.4753027, -0.0450725555, 0.336823881, 0.221664757, 0.915103495, -0.173648164, 0.969846308, -0.171010077, -0.925416648, -0.101305753, 0.365159094),i) wait() end end end end
--[[ Used to catch any errors that may have occurred in the promise. ]]
function Promise.prototype:catch(failureCallback) return self:andThen(nil, failureCallback) end
--!strict --EntityRenderController --Yuuwa0519 --2022-03-16
-- << VARIABLES >>
local frame = main.gui.MainFrame.Pages["Special"] local pages = { donor = frame.Donor; } local templateGame = pages.donor.TemplateGame local firstLabel = pages.donor["A Space"] local finalLabel = pages.donor["AZ Space"] local unlockDonor = pages.donor["AG Unlock"] local teleportFrame = main.warnings.Teleport
--BotHit
Door.Touched:Connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and hit.Parent:FindFirstChild("Bot") then if Ready == true then if Open == false then Ready = false Unlock:Play() hit.Parent.HumanoidRootPart.Anchored = true wait(1) hit.Parent.HumanoidRootPart.Anchored = false Open = true OpenSound:Play() OpenTween:Play() wait(.5) Ready = true end end end end)
-- Load the main tool's core environment when it's ready
repeat wait() until ( _G.BTCoreEnv and _G.BTCoreEnv[script.Parent.Parent] and _G.BTCoreEnv[script.Parent.Parent].CoreReady ); setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );
-- humanoidAnimateR15Moods.lua
local Character = script.Parent local Humanoid = Character:WaitForChild("Humanoid") local pose = "Standing" local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end) local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end) local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue local function getRigScale() if userAnimateScaleRun then return Character:GetScale() else return 1 end end local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") local HumanoidHipHeight = 2 local EMOTE_TRANSITION_TIME = 0.1 local currentAnim = "" local currentAnimInstance = nil local currentAnimTrack = nil local currentAnimKeyframeHandler = nil local currentAnimSpeed = 1.0 local runAnimTrack = nil local runAnimKeyframeHandler = nil local PreloadedAnims = {} local animTable = {} local animNames = { idle = { { id = "http://www.roblox.com/asset/?id=507766666", weight = 1 }, { id = "http://www.roblox.com/asset/?id=507766951", weight = 1 }, { id = "http://www.roblox.com/asset/?id=507766388", weight = 9 } }, walk = { { id = "http://www.roblox.com/asset/?id=13545196719", weight = 10 } }, run = { { id = "http://www.roblox.com/asset/?id=13545196719", weight = 10 } }, swim = { { id = "http://www.roblox.com/asset/?id=507784897", weight = 10 } }, swimidle = { { id = "http://www.roblox.com/asset/?id=507785072", weight = 10 } }, jump = { { id = "http://www.roblox.com/asset/?id=507765000", weight = 10 } }, fall = { { id = "http://www.roblox.com/asset/?id=507767968", weight = 10 } }, climb = { { id = "http://www.roblox.com/asset/?id=507765644", weight = 10 } }, sit = { { id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 } }, toolnone = { { id = "http://www.roblox.com/asset/?id=507768375", weight = 10 } }, toolslash = { { id = "http://www.roblox.com/asset/?id=522635514", weight = 10 } }, toollunge = { { id = "http://www.roblox.com/asset/?id=522638767", weight = 10 } }, wave = { { id = "http://www.roblox.com/asset/?id=507770239", weight = 10 } }, point = { { id = "http://www.roblox.com/asset/?id=507770453", weight = 10 } }, dance = { { id = "http://www.roblox.com/asset/?id=507771019", weight = 10 }, { id = "http://www.roblox.com/asset/?id=507771955", weight = 10 }, { id = "http://www.roblox.com/asset/?id=507772104", weight = 10 } }, dance2 = { { id = "http://www.roblox.com/asset/?id=507776043", weight = 10 }, { id = "http://www.roblox.com/asset/?id=507776720", weight = 10 }, { id = "http://www.roblox.com/asset/?id=507776879", weight = 10 } }, dance3 = { { id = "http://www.roblox.com/asset/?id=507777268", weight = 10 }, { id = "http://www.roblox.com/asset/?id=507777451", weight = 10 }, { id = "http://www.roblox.com/asset/?id=507777623", weight = 10 } }, laugh = { { id = "http://www.roblox.com/asset/?id=507770818", weight = 10 } }, cheer = { { id = "http://www.roblox.com/asset/?id=507770677", weight = 10 } }, }
--- Creates an alias command
function Util.MakeAliasCommand(name, commandString) local commandName, commandDescription = unpack(name:split("|")) local args = {} commandString = Util.EncodeEscapedOperators(commandString) local seenArgs = {} for arg in commandString:gmatch("$(%d+)") do if seenArgs[arg] == nil then seenArgs[arg] = true local options = commandString:match(`${arg}(%b\{})`) local argOptional, argType, argName, argDescription if options then options = options:sub(2, #options - 1) -- remove braces argType, argName, argDescription = unpack(options:split("|")) end argOptional = argType and not not argType:match("%?$") argType = if argType then argType:match("^%w+") else "string" argName = argName or `Argument {arg}` argDescription = argDescription or "" table.insert(args, { Type = argType, Name = argName, Description = argDescription, Optional = argOptional, }) end end return { Name = commandName, Aliases = {}, Description = `<Alias> {commandDescription or commandString}`, Group = "UserAlias", Args = args, Run = function(context) return Util.RunCommandString(context.Dispatcher, Util.SubstituteArgs(commandString, context.RawArguments)) end, } end
-- Choose current Touch control module based on settings (user, dev) -- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
function ControlModule:SelectTouchModule(): ({}?, boolean) if not UserInputService.TouchEnabled then return nil, false end local touchModule local DevMovementMode = Players.LocalPlayer.DevTouchMovementMode if DevMovementMode == Enum.DevTouchMovementMode.UserChoice then touchModule = movementEnumToModuleMap[UserGameSettings.TouchMovementMode] elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then return nil, true else touchModule = movementEnumToModuleMap[DevMovementMode] end return touchModule, true end local function calculateRawMoveVector(humanoid: Humanoid, cameraRelativeMoveVector: Vector3): Vector3 local camera = Workspace.CurrentCamera if not camera then return cameraRelativeMoveVector end if humanoid:GetState() == Enum.HumanoidStateType.Swimming then return camera.CFrame:VectorToWorldSpace(cameraRelativeMoveVector) end local cameraCFrame = camera.CFrame if VRService.VREnabled and FFlagUserFlagEnableNewVRSystem and humanoid.RootPart then -- movement relative to VR frustum local cameraDelta = humanoid.RootPart.CFrame.Position - cameraCFrame.Position if cameraDelta.Magnitude < 3 then -- "nearly" first person local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head) cameraCFrame = cameraCFrame * vrFrame end end local c, s local _, _, _, R00, R01, R02, _, _, R12, _, _, R22 = cameraCFrame:GetComponents() if R12 < 1 and R12 > -1 then -- X and Z components from back vector. c = R22 s = R02 else -- In this case the camera is looking straight up or straight down. -- Use X components from right and up vectors. c = R00 s = -R01*math.sign(R12) end local norm = math.sqrt(c*c + s*s) return Vector3.new( (c*cameraRelativeMoveVector.x + s*cameraRelativeMoveVector.z)/norm, 0, (c*cameraRelativeMoveVector.z - s*cameraRelativeMoveVector.x)/norm ) end function ControlModule:OnRenderStepped(dt) if self.activeController and self.activeController.enabled and self.humanoid then -- Give the controller a chance to adjust its state self.activeController:OnRenderStepped(dt) -- Now retrieve info from the controller local moveVector = self.activeController:GetMoveVector() local cameraRelative = self.activeController:IsMoveVectorCameraRelative() local clickToMoveController = self:GetClickToMoveController() if self.activeController ~= clickToMoveController then if moveVector.magnitude > 0 then -- Clean up any developer started MoveTo path clickToMoveController:CleanupPath() else -- Get move vector for developer started MoveTo clickToMoveController:OnRenderStepped(dt) moveVector = clickToMoveController:GetMoveVector() cameraRelative = clickToMoveController:IsMoveVectorCameraRelative() end end -- Are we driving a vehicle ? local vehicleConsumedInput = false if self.vehicleController then moveVector, vehicleConsumedInput = self.vehicleController:Update(moveVector, cameraRelative, self.activeControlModule==Gamepad) end -- If not, move the player -- Verification of vehicleConsumedInput is commented out to preserve legacy behavior, -- in case some game relies on Humanoid.MoveDirection still being set while in a VehicleSeat --if not vehicleConsumedInput then if cameraRelative then moveVector = calculateRawMoveVector(self.humanoid, moveVector) end self.moveFunction(Players.LocalPlayer, moveVector, false) --end -- And make them jump if needed self.humanoid.Jump = self.activeController:GetIsJumping() or (self.touchJumpController and self.touchJumpController:GetIsJumping()) end end function ControlModule:OnHumanoidSeated(active: boolean, currentSeatPart: BasePart) if active then if currentSeatPart and currentSeatPart:IsA("VehicleSeat") then if not self.vehicleController then self.vehicleController = self.vehicleController.new(CONTROL_ACTION_PRIORITY) end self.vehicleController:Enable(true, currentSeatPart) end else if self.vehicleController then self.vehicleController:Enable(false, currentSeatPart) end end end function ControlModule:OnCharacterAdded(char) self.humanoid = char:FindFirstChildOfClass("Humanoid") while not self.humanoid do char.ChildAdded:wait() self.humanoid = char:FindFirstChildOfClass("Humanoid") end self:UpdateTouchGuiVisibility() if self.humanoidSeatedConn then self.humanoidSeatedConn:Disconnect() self.humanoidSeatedConn = nil end self.humanoidSeatedConn = self.humanoid.Seated:Connect(function(active, currentSeatPart) self:OnHumanoidSeated(active, currentSeatPart) end) end function ControlModule:OnCharacterRemoving(char) self.humanoid = nil self:UpdateTouchGuiVisibility() end function ControlModule:UpdateTouchGuiVisibility() if self.touchGui then local doShow = self.humanoid and not UserInputService.ModalEnabled self.touchGui.Enabled = not not doShow -- convert to bool end end
--[[** ensures Roblox Faces type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.Faces = t.typeof("Faces")
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
---------------------------
CurrentCamera.Changed:Connect(function(property) local ViewportSizeX = game:GetService("Workspace").CurrentCamera.ViewportSize.X local ViewportSizeY = game:GetService("Workspace").CurrentCamera.ViewportSize.Y if ViewportSizeX <= 1206 or ViewportSizeY <= 627 then UIStroke.Thickness = SmallScreenStroke elseif ViewportSizeX >= 1207 or ViewportSizeY >= 628 then UIStroke.Thickness = BigScreenStroke end end)
--Leave this
Heat = 0 if not FE then radiator.Oil.Enabled = false radiator.Antifreeze.Enabled = false radiator.Liquid.Volume = 0 radiator.Fan:Play() radiator.Fan.Pitch = 1+FanSpeed radiator.Steam:Play() radiator.Liquid:Play() car.DriveSeat.Blown.Value = false while wait(.2) do if Heat > FanTemp and Fan == true then FanCool = -FanSpeed radiator.Fan.Volume = FanVolume else FanCool = 0 radiator.Fan.Volume = 0 end Load = ((script.Parent.Values.Throttle.Value*script.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency Heat = math.max(RunningTemp,(Heat+Load)+FanCool) if Heat >= BlowupTemp then Heat = BlowupTemp radiator.Break:Play() radiator.Liquid.Volume = .5 radiator.Oil.Enabled = true radiator.Antifreeze.Enabled = true script.Parent.IsOn.Value = false car.DriveSeat.Blown.Value = true elseif Heat >= BlowupTemp-10 then radiator.Smoke.Transparency = NumberSequence.new((BlowupTemp-Heat)/10,1) radiator.Smoke.Enabled = true radiator.Steam.Volume = math.abs(((BlowupTemp-Heat)-10)/10) else radiator.Smoke.Enabled = false radiator.Steam.Volume = 0 end car.DriveSeat.Celsius.Value = Heat end else handler:FireServer("Initialize",FanSpeed) while wait(.2) do if Heat > FanTemp and Fan == true then FanCool = -FanSpeed handler:FireServer("FanVolume",FanVolume) else FanCool = 0 handler:FireServer("FanVolume",0) end Load = ((script.Parent.Values.Throttle.Value*script.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency Heat = math.max(RunningTemp,(Heat+Load)+FanCool) if Heat >= BlowupTemp then Heat = BlowupTemp handler:FireServer("Blown") script.Parent.IsOn.Value = false car.DriveSeat.Blown.Value = true elseif Heat >= BlowupTemp-10 then handler:FireServer("Smoke",true,BlowupTemp,Heat) else handler:FireServer("Smoke",false,BlowupTemp,Heat) end car.DriveSeat.Celsius.Value = Heat end end
--//Settings
BlurAmount = 10 -- Change this to increase or decrease the blur size
-- Set local variables
local player = players.LocalPlayer local character = player.Character or player.CharacterAdded:wait() local humanoid = character.Humanoid local isrunning = script.Parent.Parent:WaitForChild("IsRunning") local oldWalkSpeed
-- Light Change Script --
while true do R.Material = Enum.Material.Metal G.Material = Enum.Material.Neon wait(10) G.Material = Enum.Material.Metal O.Material = Enum.Material.Neon wait(2) O.Material = Enum.Material.Metal R.Material = Enum.Material.Neon wait(15) end
--// Core
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay local script = script local service = Vargs.Service local client = Vargs.Client local Anti, Core, Functions, Process, Remote, UI, Variables local function Init() UI = client.UI; Anti = client.Anti; Core = client.Core; Variables = client.Variables Functions = client.Functions; Process = client.Process; Remote = client.Remote; Core.Name = "\0" Core.Special = client.DepsName Core.MakeGui = UI.Make; Core.GetGui = UI.Get; Core.RemoveGui = UI.Remove; Core.Init = nil; end local function RunAfterPlugins(data) Core.GetEvent() Core.RunAfterPlugins = nil; end local function RunLast() --// API if service.NetworkClient then service.TrackTask("Thread: API Manager", Core.StartAPI) --service.Threads.RunTask("_G API Manager",client.Core.StartAPI) end --[[client = service.ReadOnly(client, { [client.Variables] = true; [client.Handlers] = true; G_API = true; G_Access = true; G_Access_Key = true; G_Access_Perms = true; Allowed_API_Calls = true; HelpButtonImage = true; Finish_Loading = true; RemoteEvent = true; ScriptCache = true; Returns = true; PendingReturns = true; EncodeCache = true; DecodeCache = true; Received = true; Sent = true; Service = true; Holder = true; GUIs = true; LastUpdate = true; RateLimits = true; Init = true; RunLast = true; RunAfterInit = true; RunAfterLoaded = true; RunAfterPlugins = true; }, true)--]] Core.RunLast = nil end getfenv().client = nil getfenv().service = nil getfenv().script = nil client.Core = { Init = Init; RunLast = RunLast; --RunAfterLoaded = RunAfterLoaded; RunAfterPlugins = RunAfterPlugins; Name = script.Name; Special = script.Name; ScriptCache = {}; GetEvent = function() if Core.RemoteEvent then log("Disconnect old RemoteEvent") for name,event in next,Core.RemoteEvent.Events do event:Disconnect() end Core.RemoteEvent = nil; end log("Getting RemoteEvent"); local eventData = {} local remoteParent = service.ReplicatedStorage; local event = remoteParent:WaitForChild(client.RemoteName, 300) if not event then Anti.Detected("Kick", "RemoteEvent Not Found"); else log("Getting RemoteFunction"); local rFunc = event:WaitForChild("__FUNCTION", 120); if not rFunc then Anti.Detected("Kick", "RemoteFunction Not Found"); else local events = {}; rFunc.OnClientInvoke = Process.Remote; eventData.Object = event; eventData.Function = rFunc; eventData.FireServer = event.FireServer; eventData.Events = events; events.ProcessRemote = event.OnClientEvent:Connect(Process.Remote) events.ParentChildRemoved = remoteParent.ChildRemoved:Connect(function(child) if (Core.RemoteEvent == eventData) and child == event and wait() then warn("::ADONIS:: REMOTE EVENT REMOVED? RE-GRABBING"); log("~! REMOTEEVENT WAS REMOVED?") Core.GetEvent(); end end) Core.RemoteEvent = eventData if not Core.Key then log("~! Getting key from server") Remote.Fire(client.DepsName.."GET_KEY") end end end end; LoadPlugin = function(plugin) local plug = require(plugin) local func = setfenv(plug,GetEnv(getfenv(plug))) cPcall(func) end; LoadBytecode = function(str, env) return require(client.Shared.FiOne)(str, env) end; LoadCode = function(str, env) return Core.LoadBytecode(str, env) end; StartAPI = function() local ScriptCache = Core.ScriptCache local FiOne = client.Shared.FiOne local Get = Remote.Get local GetFire = Remote.GetFire local G_API = client.G_API local Allowed_API_Calls = client.Allowed_API_Calls local NewProxy = service.NewProxy local MetaFunc = service.MetaFunc local ReadOnly = service.ReadOnly local StartLoop = service.StartLoop local ReadOnly = service.ReadOnly local UnWrap = service.UnWrap local service = nil local client = nil local _G = _G local setmetatable = setmetatable local type = type local print = print local error = error local pairs = pairs local warn = warn local next = next local table = table local rawset = rawset local rawget = rawget local getfenv = getfenv local setfenv = setfenv local require = require local tostring = tostring local client = client local Routine = Routine local cPcall = cPcall --// Get Settings local API_Special = { } setfenv(1,setmetatable({}, {__metatable = getmetatable(getfenv())})) local API_Specific = { API_Specific = { Test = function() print("We ran the api specific stuff") end }; Service = service; } local API = { Access = ReadOnly({}, nil, nil, true); --[[ Access = service.MetaFunc(function(...) local args = {...} local key = args[1] local ind = args[2] local targ setfenv(1,setmetatable({}, {__metatable = getmetatable(getfenv())})) if API_Specific[ind] then targ = API_Specific[ind] elseif client[ind] and client.Allowed_API_Calls[ind] then targ = client[ind] end if client.G_Access and key == client.G_Access_Key and targ and client.Allowed_API_Calls[ind] 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 if targ[inde]~=nil and type(targ[inde]) == "table" and client.G_Access_Perms == "Read" then return service.ReadOnly(targ[inde]) else return targ[inde] end elseif API_Special[inde] == false then error("Access Denied: "..tostring(inde)) else error("Could not find "..tostring(inde)) end end; __newindex = function(tabl,inde,valu) error("Read-only") end; __metatable = true; } end else error("Incorrect key or G_Access is disabled") end end); --]] Scripts = ReadOnly({ ExecutePermission = (function(srcScript, code) local exists; for i,v in next,ScriptCache do if UnWrap(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 = Get("ExecutePermission", srcScript, code, true) if data and data.Source then local module; if not exists then module = require(FiOne:Clone()) table.insert(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); } local AdonisGTable = NewProxy({ __index = function(tab,ind) if ind == "Scripts" then return API.Scripts elseif G_API and Allowed_API_Calls.Client == true then if type(API[ind]) == "function" then return MetaFunc(API[ind]) else return API[ind] end else error("_G API is disabled") end end; __newindex = function() error("Read-only") end; __metatable = "API"; }) 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 end; }; end
--------------| SYSTEM SETTINGS |--------------
Prefix = "."; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 3140355872; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 2; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 2; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = true; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 2; ["Administrator"] = 2; ["Settings"] = 2; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Valiant"] = 2; ["HeadAdmin"] = 2; ["Administrator"] = 2; ["Moderator"] = 2; ["VIP"] = 2; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Valiant"] = 2; ["SpecificUsers"] = 5; ["Gamepasses"] = 2; ["Assets"] = 2; ["Groups"] = 2; ["Friends"] = 2; ["FreeAdmin"] = 2; ["VipServerOwner"] = 2; }; RankRequiredToViewIcon = 2; WelcomeRankNotice = false; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = false; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = false; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = true; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V2.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V2.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; };
-- скрипт самоуничтоженире с количеством секунд в имени
me = script.Parent timer = tonumber( script.Name )
--[[* * Used by act() to track whether you're inside an act() scope. ]]
local IsSomeRendererActing = { current = false, } return IsSomeRendererActing
--[=[ @function differenceSymmetric @within Array @param array Array<V> -- The array to compare. @param ... ...Array<V> -- The arrays to compare against. @return Array<V> -- The symmetric difference between the arrays. Returns an array of values that are in the first array, but not in the other arrays, and vice versa. ```lua local array1 = { "hello", "world" } local array2 = { "cat", "dog", "hello" } local difference = DifferenceSymmetric(array1, array2) -- { "world", "cat", "dog" } ``` ]=]
local function differenceSymmetric<V>(array: T.Array<V>, ...: T.Array<V>): T.Array<V> local arraySet = toSet(array) local otherSets = {} for _, nextArray in { ... } do if typeof(nextArray) ~= "table" then continue end table.insert(otherSets, toSet(nextArray)) end local differenceSet = setDifferenceSymmetric(arraySet, unpack(otherSets)) return toArray(differenceSet) end return differenceSymmetric
---SG Is Here--- ---Please Dont Change Anything Can Dont Work If You Change--
local player = game.Players.LocalPlayer local stats = player:WaitForChild("leaderstats") local coins = stats:WaitForChild("Rebirths") local text = script.Parent text.Text = "Rebirths: "..coins.Value coins:GetPropertyChangedSignal("Value"):Connect(function() text.Text = "Rebirths: "..coins.Value end)
-- MISCELLANEOUS
settings.AntiIllegalAttributes = true settings.AntiStateChange = true
-- Make signal strict
setmetatable(Signal, { __index = function(tb, key) error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2) end, __newindex = function(tb, key, value) error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2) end }) return Signal
--[ Pre-Funcs ]:
local Ang = CFrame.Angles; --[ Storing these as variables so I dont have to type them out. ] local aSin = math.asin; local aTan = math.atan;
-- Note: Called whenever workspace.CurrentCamera changes, but also on initialization of this script
function CameraModule:OnCurrentCameraChanged() local currentCamera = game.Workspace.CurrentCamera if not currentCamera then return end if self.cameraSubjectChangedConn then self.cameraSubjectChangedConn:Disconnect() end if self.cameraTypeChangedConn then self.cameraTypeChangedConn:Disconnect() end self.cameraSubjectChangedConn = currentCamera:GetPropertyChangedSignal("CameraSubject"):Connect(function() self:OnCameraSubjectChanged(currentCamera.CameraSubject) end) self.cameraTypeChangedConn = currentCamera:GetPropertyChangedSignal("CameraType"):Connect(function() self:OnCameraTypeChanged(currentCamera.CameraType) end) self:OnCameraSubjectChanged(currentCamera.CameraSubject) self:OnCameraTypeChanged(currentCamera.CameraType) end function CameraModule:OnLocalPlayerCameraPropertyChanged(propertyName: string) if propertyName == "CameraMode" then -- CameraMode is only used to turn on/off forcing the player into first person view. The -- Note: The case "Classic" is used for all other views and does not correspond only to the ClassicCamera module if Players.LocalPlayer.CameraMode == Enum.CameraMode.LockFirstPerson then -- Locked in first person, use ClassicCamera which supports this if not self.activeCameraController or self.activeCameraController:GetModuleName() ~= "ClassicCamera" then self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(Enum.DevComputerCameraMovementMode.Classic)) end if self.activeCameraController then self.activeCameraController:UpdateForDistancePropertyChange() end elseif Players.LocalPlayer.CameraMode == Enum.CameraMode.Classic then -- Not locked in first person view local cameraMovementMode = self:GetCameraMovementModeFromSettings() self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode)) else warn("Unhandled value for property player.CameraMode: ",Players.LocalPlayer.CameraMode) end elseif propertyName == "DevComputerCameraMode" or propertyName == "DevTouchCameraMode" then local cameraMovementMode = self:GetCameraMovementModeFromSettings() self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode)) elseif propertyName == "DevCameraOcclusionMode" then self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode) elseif propertyName == "CameraMinZoomDistance" or propertyName == "CameraMaxZoomDistance" then if self.activeCameraController then self.activeCameraController:UpdateForDistancePropertyChange() end elseif propertyName == "DevTouchMovementMode" then elseif propertyName == "DevComputerMovementMode" then elseif propertyName == "DevEnableMouseLock" then -- This is the enabling/disabling of "Shift Lock" mode, not LockFirstPerson (which is a CameraMode) -- Note: Enabling and disabling of MouseLock mode is normally only a publish-time choice made via -- the corresponding EnableMouseLockOption checkbox of StarterPlayer, and this script does not have -- support for changing the availability of MouseLock at runtime (this would require listening to -- Player.DevEnableMouseLock changes) end end function CameraModule:OnUserGameSettingsPropertyChanged(propertyName: string) if propertyName == "ComputerCameraMovementMode" then local cameraMovementMode = self:GetCameraMovementModeFromSettings() self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode)) end end
-- ROBLOX deviation: inline this typedef to avoid upstream's circular dependency
type LazyComponent<T, P> = { ["$$typeof"]: number, _payload: P, _init: (payload: P) -> T, } local ReactSymbols = require(script.Parent.ReactSymbols) local REACT_CONTEXT_TYPE = ReactSymbols.REACT_CONTEXT_TYPE local REACT_FORWARD_REF_TYPE = ReactSymbols.REACT_FORWARD_REF_TYPE local REACT_FRAGMENT_TYPE = ReactSymbols.REACT_FRAGMENT_TYPE local REACT_PORTAL_TYPE = ReactSymbols.REACT_PORTAL_TYPE local REACT_MEMO_TYPE = ReactSymbols.REACT_MEMO_TYPE local REACT_PROFILER_TYPE = ReactSymbols.REACT_PROFILER_TYPE local REACT_PROVIDER_TYPE = ReactSymbols.REACT_PROVIDER_TYPE local REACT_STRICT_MODE_TYPE = ReactSymbols.REACT_STRICT_MODE_TYPE local REACT_SUSPENSE_TYPE = ReactSymbols.REACT_SUSPENSE_TYPE local REACT_SUSPENSE_LIST_TYPE = ReactSymbols.REACT_SUSPENSE_LIST_TYPE local REACT_LAZY_TYPE = ReactSymbols.REACT_LAZY_TYPE local REACT_BLOCK_TYPE = ReactSymbols.REACT_BLOCK_TYPE local ReactTypes = require(script.Parent.ReactTypes) type ReactContext<T> = ReactTypes.ReactContext<T> type ReactProviderType<T> = ReactTypes.ReactProviderType<T> local describeError = require(script.Parent["ErrorHandling.roblox"]).describeError local function getWrappedName(outerType: any, innerType: any, wrapperName: string): string -- deviation: Account for indexing into function local functionName = "<function>" if typeof(innerType) == "table" then functionName = innerType.displayName or innerType.name or "" end return outerType.displayName or ( functionName ~= "" and string.format("%s(%s)", wrapperName, functionName) or wrapperName ) end local function getContextName(type: ReactContext<any>): string return type.displayName or "Context" end local function getComponentName(type: any): string | nil if type == nil then -- Host root, text node or just invalid type. return nil end local typeofType = typeof(type) if _G.__DEV__ then if typeofType == "table" and typeof(type.tag) == "number" then console.warn( "Received an unexpected object in getComponentName(). " .. "This is likely a bug in React. Please file an issue." ) end end if typeofType == "function" then -- ROBLOX deviation: we can't deref functions in Lua, so get the name of the function and move logic to table section -- ROBLOX FIXME Luau: this line gets a bunch of bizarre errors in strict mode local name = debug.info((type :: any) :: Function, "n") -- ROBLOX deviaton:when name = (null) we want it to be treated as nil, not as an empty (truthy) string if name and string.len(name) > 0 then return name else return nil end end if typeofType == "string" then return (type :: any) :: string end if type == REACT_FRAGMENT_TYPE then return "Fragment" elseif type == REACT_PORTAL_TYPE then return "Portal" elseif type == REACT_PROFILER_TYPE then return "Profiler" elseif type == REACT_STRICT_MODE_TYPE then return "StrictMode" elseif type == REACT_SUSPENSE_TYPE then return "Suspense" elseif type == REACT_SUSPENSE_LIST_TYPE then return "SuspenseList" end if typeofType == "table" then local typeProp = type["$$typeof"] if typeProp == REACT_CONTEXT_TYPE then local context: ReactContext<any> = type :: any return getContextName(context) .. ".Consumer" elseif typeProp == REACT_PROVIDER_TYPE then local provider: ReactProviderType<any> = type :: any return getContextName(provider._context) .. ".Provider" elseif typeProp == REACT_FORWARD_REF_TYPE then return getWrappedName(type, type.render, "ForwardRef") elseif typeProp == REACT_MEMO_TYPE then return getComponentName(type.type) elseif typeProp == REACT_BLOCK_TYPE then return getComponentName(type._render) elseif typeProp == REACT_LAZY_TYPE then local lazyComponent: LazyComponent<any, any> = type :: any local payload = lazyComponent._payload local init = lazyComponent._init -- ROBLOX performance: getComponentName won't throw, but init() might, extract it out to eliminate an anon function local ok, result = xpcall(init, describeError, payload) if ok then return getComponentName(result) else return nil end else -- ROBLOX deviation: Normally, the `typeofType == "function"` check would -- cover this case, but in Lua, class components are tables. We need -- to check for that here and use the name the component was -- assigned. if type.displayName then return type.displayName end if type.name then return type.name end -- ROBLOX note: only use tostring() if its overridden to avoid "table: 0xabcd9012" local mt = getmetatable(type) if mt and rawget(mt, "__tostring") then return tostring(type) end end end return nil end return getComponentName
-- SOULDRAGON'S INSANAQUARIUM FOUNTAIN LIKE MOVEMENT SCRIPT
function rv() return 5*math.random()-2.5; end while true do script.Parent.Velocity = Vector3.new(rv(),0,rv()) wait(3) end
-- TEAM COLORS
function onTeamChanged(player) wait(1) local char = player.Character if char == nil then return end if player.Neutral then -- Replacing the current BodyColor object will force a reset local old = char:findFirstChild("Body Colors") if not old then return end old:clone().Parent = char old.Parent = nil else local head = char:findFirstChild("Head") local torso = char:findFirstChild("Torso") local left_arm = char:findFirstChild("Left Arm") local right_arm = char:findFirstChild("Right Arm") local left_leg = char:findFirstChild("Left Leg") local right_leg = char:findFirstChild("Right Leg") if head then head.BrickColor = BrickColor.new(24) end if torso then torso.BrickColor = player.TeamColor end if left_arm then left_arm.BrickColor = BrickColor.new(26) end if right_arm then right_arm.BrickColor = BrickColor.new(26) end if left_leg then left_leg.BrickColor = BrickColor.new(26) end if right_leg then right_leg.BrickColor = BrickColor.new(26) end end end function onPlayerPropChanged(property, player) if property == "Character" then onTeamChanged(player) end if property== "TeamColor" or property == "Neutral" then onTeamChanged(player) end end local cPlayer = game.Players:GetPlayerFromCharacter(script.Parent) cPlayer.Changed:connect(function(property) onPlayerPropChanged(property, cPlayer) end ) onTeamChanged(cPlayer)
--[[Run]]
local ver=require(car["A-Chassis Tune"].README) --Runtime Loop while wait() do --Steering Steering() --Powertrain Engine() --Flip if _Tune.AutoFlip then Flip() end --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * 5250 / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity end
--[[ ORDER 1 = Shiftlock 2 = Crouch 3 = Tools 4 = ? --]]
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(106) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
-- COLOR SETTINGS --[[ COLOR PRESETS: Headlights - OEM White - Xenon - Pure White - Brilliant Blue - Light Green - Golden Yellow - Bubu's Purple - Yellow Indicators - Light Orange - Dark Orange - Yellow - Red For custom color use Color3.fromRGB(R, G, B). You can get your RGB code from the "Color" property. ]]
-- local Low_Beam_Color = "OEM White" local High_Beam_Color = "OEM White" local Running_Light_Color = "OEM White" local Front_Indicator_Color = "Dark Orange" local Rear_Indicator_Color = "Dark Orange" local Fog_Light_Color = "OEM White" local Plate_Light_Color = "OEM White"
-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle) if hitObject and hitPos then local distance = rayLength - (hitPos - startPos).magnitude if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then -- there is a chance here for potential infinite recursion return RayCast(hitPos, vec, distance) end end return hitObject, hitPos end function TagHumanoid(humanoid, player) -- Add more tags here to customize what tags are available. while humanoid:FindFirstChild('creator') do humanoid:FindFirstChild('creator'):Destroy() end local creatorTag = Instance.new("ObjectValue") creatorTag.Value = player creatorTag.Name = "creator" creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) local weaponIconTag = Instance.new("StringValue") weaponIconTag.Value = IconURL weaponIconTag.Name = "icon" weaponIconTag.Parent = creatorTag end local function CreateBullet(bulletPos) local bullet = Instance.new('Part', Workspace) bullet.FormFactor = Enum.FormFactor.Custom bullet.Size = Vector3.new(0.1, 0.1, 0.1) bullet.BrickColor = BrickColor.new("Black") bullet.Shape = Enum.PartType.Block bullet.CanCollide = false bullet.CFrame = CFrame.new(bulletPos) bullet.Anchored = true bullet.TopSurface = Enum.SurfaceType.Smooth bullet.BottomSurface = Enum.SurfaceType.Smooth bullet.Name = 'Bullet' DebrisService:AddItem(bullet, 2.5) return bullet end local function Reload() if not Reloading then Reloading = true -- Don't reload if you are already full or have no extra ammo if AmmoInClip ~= ClipSize and SpareAmmo > 0 then if RecoilTrack then RecoilTrack:Stop() end if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = true end end for i = 1, math.min(ClipSize - AmmoInClip, SpareAmmo) do Receiver:FireServer("PlaySound", "Reload") wait(0.5) end Receiver:FireServer("PlaySound", "PumpSound") -- Only use as much ammo as you have local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo) AmmoInClip = AmmoInClip + ammoToUse SpareAmmo = SpareAmmo - ammoToUse UpdateAmmo(AmmoInClip) WeaponGui.Reload.Visible = false end Reloading = false end end function OnFire() if IsShooting then return end if MyHumanoid and MyHumanoid.Health > 0 then if RecoilTrack and AmmoInClip > 0 then RecoilTrack:Play() end IsShooting = true while LeftButtonDown and AmmoInClip > 0 and not Reloading do if Spread and not DecreasedAimLastShot then Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount) UpdateCrosshair(Spread) end DecreasedAimLastShot = not DecreasedAimLastShot script.Parent.Flash.Image.Enabled = true script.Parent.Flash.ImageTwo.Enabled = true script.Parent.Flash.Image.Flash.Rotation = rot[math.random(1,#rot)] script.Parent.Flash.ImageTwo.Flash.Rotation = rot[math.random(1,#rot)] script.Parent.Flash.Embers.Enabled = true if Handle:FindFirstChild('FireSound') then Receiver:FireServer("PlaySound", "FireSound") Receiver:FireServer("Flash", true) end if MyMouse then for i = 1,12 do -- Shotgun effect :P local targetPoint = MyMouse.Hit.p local shootDirection = (targetPoint - Handle.Position).unit -- Adjust the shoot direction randomly off by a little bit to account for recoil shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread) * shootDirection local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range) local bullet -- Create a bullet here if hitObject then bullet = CreateBullet(bulletPos) end if hitObject and hitObject.Parent then local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid") if hitHumanoid then local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent) if MyPlayer.Neutral or (hitPlayer and hitPlayer.TeamColor ~= MyPlayer.TeamColor) then TagHumanoid(hitHumanoid, MyPlayer) Receiver:FireServer("Damage", hitHumanoid, Damage) if bullet then bullet:Destroy() bullet = nil --bullet.Transparency = 1 end Spawn(UpdateTargetHit) elseif not hitPlayer then TagHumanoid(hitHumanoid, MyPlayer) Receiver:FireServer("Damage", hitHumanoid, Damage) if bullet then bullet:Destroy() bullet = nil --bullet.Transparency = 1 end Spawn(UpdateTargetHit) end end end end AmmoInClip = AmmoInClip - 1 UpdateAmmo(AmmoInClip) end Receiver:FireServer("PlaySound", "PumpSound") wait(.2); Receiver:FireServer("Flash", false) script.Parent.Flash.Image.Enabled = false script.Parent.Flash.ImageTwo.Enabled = false script.Parent.Flash.Embers.Enabled = false wait(FireRate) OnMouseUp() end IsShooting = false if AmmoInClip == 0 then Reload() end if RecoilTrack then RecoilTrack:Stop() end end end local TargetHits = 0 function UpdateTargetHit() TargetHits = TargetHits + 1 if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = true end wait(0.5) TargetHits = TargetHits - 1 if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = false end end function UpdateCrosshair(value, mouse) if WeaponGui then local absoluteY = 650 WeaponGui.Crosshair:TweenSize( UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.33) end end function UpdateAmmo(value) if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = false end end if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo end end function OnMouseDown() LeftButtonDown = true OnFire() end function OnMouseUp() LeftButtonDown = false end function OnKeyDown(key) if string.lower(key) == 'r' then Reload() end end function OnEquipped(mouse) Receiver:FireServer("PlaySound", "EquipSound") RecoilAnim = WaitForChild(Tool, 'Recoil') FireSound = WaitForChild(Handle, 'FireSound') MyCharacter = Tool.Parent MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter) MyHumanoid = MyCharacter:FindFirstChild('Humanoid') MyTorso = MyCharacter:FindFirstChild('Torso') MyMouse = mouse WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone() if WeaponGui and MyPlayer then WeaponGui.Parent = MyPlayer.PlayerGui UpdateAmmo(AmmoInClip) end if RecoilAnim then RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim) end if MyMouse then -- Disable mouse icon MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154" MyMouse.Button1Down:connect(OnMouseDown) MyMouse.Button1Up:connect(OnMouseUp) MyMouse.KeyDown:connect(OnKeyDown) end end
--[[ Modules ]]
-- local CurrentControlModule = nil local ClickToMoveTouchControls = nil local ControlModules = {} local MasterControl = require(script:WaitForChild('MasterControl')) if IsTouchDevice then ControlModules.Thumbstick = require(script.MasterControl:WaitForChild('Thumbstick')) ControlModules.Thumbpad = require(script.MasterControl:WaitForChild('Thumbpad')) ControlModules.DPad = require(script.MasterControl:WaitForChild('DPad')) ControlModules.Default = ControlModules.Thumbstick TouchJumpModule = require(script.MasterControl:WaitForChild('TouchJump')) BindableEvent_OnFailStateChanged = script.Parent:WaitForChild('OnClickToMoveFailStateChange') else ControlModules.Keyboard = require(script.MasterControl:WaitForChild('KeyboardMovement')) end ControlModules.Gamepad = require(script.MasterControl:WaitForChild('Gamepad'))
--None of this is mine...
Tool = script.Parent; local arms = nil local torso = nil local welds = {} script.act.OnServerEvent:Connect(function() wait(0.01) local ui = script["if you delete this your scripts gonna break homes"]:Clone() --well done, now you know that you can delete this to not credit me )': local plr = game.Players:GetPlayerFromCharacter(Tool.Parent) ui.Parent = plr.PlayerGui arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Name = "weld1" weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(1.2, 0, 0.) * CFrame.fromEulerAnglesXYZ(math.rad(-10), math.rad(-6), 0) welds[1] = weld1 local weld2 = Instance.new("Weld") weld2.Name = "weld2" weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-1.2, 1, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), -.4) welds[2] = weld2 end else print("sh") end else print("arms") end end) arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(1.2, 0, 0.) * CFrame.fromEulerAnglesXYZ(math.rad(-10), math.rad(-6), 0) welds[1] = weld1 local weld2 = Instance.new("Weld") weld2.Name = "weld2" weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-1.2, 1, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), -.4) welds[2] = weld2 weld2.Name = "weld2" end else print("sh") end else print("arms") end; script.dct.OnServerEvent:Connect(function() local ui = script.Parent.Parent.Parent.PlayerGui["if you delete this your scripts gonna break homes"] ui:Destroy() if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] welds[1].Parent = nil welds[2].Parent = nil end else print("sh") end else print("arms") end end)
--[[ Loop that flashes the alert lights for rooms that are not pressurized. ]]
function RoomManager._flashAlerts() coroutine.wrap( function() local onColor = Color3.fromRGB(255, 0, 0) local offColor = Color3.fromRGB(0, 0, 0) while true do local allAlerts = {} for _, room in pairs(RoomManager.getRooms()) do if not room:isPressurized() then local alerts = room:getModel().AlertLights:GetChildren() for _, alert in pairs(alerts) do table.insert(allAlerts, alert) end end end for _, alert in pairs(allAlerts) do local lamp = alert:FindFirstChild("Lamp") local light = lamp:FindFirstChild("Bulb"):FindFirstChild("Light") light.Enabled = true lamp.Part.Color = onColor end wait(1) for _, alert in pairs(allAlerts) do local lamp = alert:FindFirstChild("Lamp") local light = lamp:FindFirstChild("Bulb"):FindFirstChild("Light") light.Enabled = false lamp.Part.Color = offColor end wait(1) end end )() end function RoomManager.resetRooms() for _, room in pairs(rooms:getAll()) do room:reset() end end
-- Create variables
pet = script.Parent Model = pet.Parent.Model master = nil
--| Players, Character
local Players = game:GetService("Players").LocalPlayer local Characters = Players.Character or Players.CharacterAdded:Wait()
-- Below are functions that are only meant to be used in command implementations --
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 30000 -- Front brake force Tune.RBrakeForce = 20000 -- Rear brake force Tune.PBrakeForce = 100000 -- Handbrake force Tune.FLgcyBForce = 25000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 20000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 35000 -- Handbrake force [PGS OFF]
-- ================================================================================ -- VARIABLES -- ================================================================================
local Sounds = script.Parent.Parent.Parent:WaitForChild("Sounds") local MotorSound = Sounds.MotorRunSound local pitchFx = MotorSound.PitchFx local StartSound = Sounds.StartSound local v3 = Vector3.new local cf = CFrame.new local atan2 = math.atan2 local acos = math.acos local asin = math.asin local sin = math.sin local cos = math.cos local pi = math.pi local abs = math.abs local Dot = v3().Dot local Cross = v3().Cross local EulerXYZ = CFrame.Angles local GetChildren = game.GetChildren local v3null = v3() local propMaxAngle = pi*128 local rad = math.pi/180 local minThrottle = 0 local EngineRate
--[[ Takes a list and returns a table whose keys are elements of the list and whose values are all true ]]
local function membershipTable(list) local result = {} for i = 1, #list do result[list[i]] = true end return result end
--// Firemode Shot Customization
BurstNum = 3; -- How many bullets per burst ShotNum = 10; -- How many bullets per shot
-- Compatibility methods for TopbarPlus
ScriptConnection.destroy = ScriptConnection.Disconnect ScriptConnection.Destroy = ScriptConnection.Disconnect ScriptConnection.disconnect = ScriptConnection.Disconnect ScriptSignal.destroy = ScriptSignal.Destroy ScriptSignal.Disconnect = ScriptSignal.Destroy ScriptSignal.disconnect = ScriptSignal.Destroy ScriptSignal.connect = ScriptSignal.Connect ScriptSignal.wait = ScriptSignal.Wait ScriptSignal.fire = ScriptSignal.Fire return ScriptSignal
-- Libraries
local RbxUtility = LoadLibrary 'RbxUtility'; History = { -- Record stack Stack = {}, -- Current position in record stack Index = 0, -- History change event Changed = RbxUtility.CreateSignal() }; function History.Undo() -- Unapplies the previous record in stack -- Stay within boundaries if History.Index - 1 < 0 then return; end; -- Get the history record, unapply it local Record = History.Stack[History.Index]; Record:Unapply(); -- Update the index History.Index = History.Index - 1; -- Fire the Changed event History.Changed:fire(); end; function History.Redo() -- Applies the next record in stack -- Stay within boundaries if History.Index + 1 > #History.Stack then return; end; -- Update the index History.Index = History.Index + 1; -- Get the history record and apply it local Record = History.Stack[History.Index]; Record:Apply(); -- Fire the Changed event History.Changed:fire(); end; function History.Add(Record) -- Adds new history record to stack -- Update the index History.Index = History.Index + 1; -- Register the new history record History.Stack[History.Index] = Record; -- Clear history ahead for Index = History.Index + 1, #History.Stack do History.Stack[Index] = nil; end; -- Fire the Changed event History.Changed:fire(); end; return History;
--[[local function attack(target) local distance = (TeddyAI.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude if distance > 90 then humanoid:MoveTo(target.HumanoidRootPart.Position) else --stop movement --TeddyAI.Humanoid.WalkSpeed = 0 --target.Humanoid.WalkSpeed = 0 -- play sound --TeddyAI.Head.AttackSound:Play() --fire event local events = game.ReplicatedStorage:WaitForChild("Events") local player = game.Players:GetPlayerFromCharacter(target) events:WaitForChild("playerDeath"):FireClient(player, TeddyAI) -- play the animation local attackAnim = humanoid:LoadAnimation(script.AttackAnim) attackAnim:Play() attackAnim.Stopped:Wait() -- kill the player target.Humanoid.Health = 0 --restart movement TeddyAI.Humanoid.WalkSpeed = script.Parent.Humanoid.WalkSpeed end end]]
local function displayPath(waypoints) local color = BrickColor.Random() for index, waypoint in pairs(waypoints) do local part = Instance.new("Part") part.BrickColor = color part.Anchored = true part.CanCollide = false part.Size = Vector3.new(1,1,1) part.Position = waypoint.Position part.Parent = workspace local Debris = game:GetService("Debris") Debris:AddItem(part, 6) end end local function walkTo(destination) local path = getPath(destination) if path.Status == Enum.PathStatus.Success then for index, waypoint in pairs(path:GetWaypoints()) do local target = findTarget() if target and target.Humanoid.Health > 0 then attack(target) break else humanoid:MoveTo(waypoint.Position) humanoid.MoveToFinished:Wait() end end else humanoid:MoveTo(destination.Position - (TeddyAI.HumanoidRootPart.CFrame.LookVector * 10)) end end function patrol() local waypoints = TeddyAI.Parent.TeddyWaypoints:GetChildren() local randomNum = math.random(1, #waypoints) walkTo(waypoints[randomNum]) end while true do patrol() end
-- Gradually regenerates the Pillarman's Health over time.
local REGEN_RATE = 1/50-- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.5 -- Wait this long between each regeneration step.
-- Event that inserts player into the racing module's activePlayers list
local Events = ReplicatedStorage:FindFirstChild("Events") local RemoveActivePlayer = Events:FindFirstChild("RemoveActivePlayer")
-- EVENTS --
local ResizeEvent = ParentContainer.Attribs.ResizeEvent local RowCt = 5 local CellSize = 0.25 local Padding = 6 local ContainerPadding_Bottom = 32 function getNewCellSize() CellSize = (Container.AbsoluteSize.X / RowCt) - Padding end function updateLayout() --[[ if #Container.Cells:GetChildren() < 1 then Container.Parent.HeaderFrame.Visible = false else Container.Parent.HeaderFrame.Visible = true end ]] getNewCellSize() local cells = Container.Cells:GetChildren() for i, cell in pairs(cells) do local index = i - 1 local posX = ((index % RowCt) * (CellSize + Padding)) + (Padding / 2) local posY = (math.floor(index / RowCt) * (CellSize + Padding)) + (Padding / 2) cell.Size = UDim2.fromOffset(CellSize, CellSize) cell.Position = UDim2.fromOffset(posX, posY) end local rows = math.ceil((#cells / RowCt)) local newSize = UDim2.new(1, -24, 0, (rows * CellSize + Padding) + ContainerPadding_Bottom) Container.Size = newSize ResizeEvent:Fire(ParentContainer.Name) end Container.Cells.ChildAdded:Connect(updateLayout) Container.Cells.ChildRemoved:Connect(updateLayout) Container:GetPropertyChangedSignal("AbsoluteSize"):Connect(updateLayout)
-- regeneration
while true do local s = wait(1) local health = Humanoid.Health if health > 0 and health < Humanoid.MaxHealth then health = health + 0.01 * s * Humanoid.MaxHealth if health * 1.05 < Humanoid.MaxHealth then Humanoid.Health = health else Humanoid.Health = Humanoid.MaxHealth end end end
------
UIS.InputBegan:connect(function(i,GP) if not GP then if i.KeyCode == Enum.KeyCode.L then REvent:FireServer("L",true) end if i.KeyCode == Enum.KeyCode.H then REvent:FireServer("H",true) end if i.KeyCode == Enum.KeyCode.J then REvent:FireServer("J",true) end end end) UIS.InputEnded:connect(function(i,GP) if not GP then if i.KeyCode == Enum.KeyCode.H then REvent:FireServer("H",false) end end end)
--// All global vars will be wiped/replaced except script
return function(data) local playergui = service.PlayerGui local localplayer = service.Player local toggle = script.Parent.Parent.Toggle if client.Core.Get("Chat") then toggle.Position = UDim2.new(1, -(45+40),1, -45) end toggle.MouseButton1Down:Connect(function() local found = client.Core.Get("UserPanel",nil,true) if found then found.Object:Destroy() else client.Core.Make("UserPanel",{}) end end) script.Parent.Parent.Parent = playergui end
--// Touch Connections
L_3_:WaitForChild('Humanoid').Touched:connect(function(L_305_arg1) local L_306_, L_307_ = SearchResupply(L_305_arg1) if L_306_ and L_17_ then L_17_ = false L_100_ = L_24_.Ammo L_101_ = L_24_.StoredAmmo * L_24_.MagCount L_102_ = L_24_.ExplosiveAmmo if L_55_:FindFirstChild('Resupply') then L_55_.Resupply:Play() end wait(15) L_17_ = true end; end)
-- double rd_dbl_basic(byte f1..8) -- @f1..8 - The 8 bytes composing a little endian double
local function rd_dbl_basic(f1, f2, f3, f4, f5, f6, f7, f8) local sign = (-1) ^ bit.rshift(f8, 7) local exp = bit.lshift(bit.band(f8, 0x7F), 4) + bit.rshift(f7, 4) local frac = bit.band(f7, 0x0F) * 2 ^ 48 local normal = 1 frac = frac + (f6 * 2 ^ 40) + (f5 * 2 ^ 32) + (f4 * 2 ^ 24) + (f3 * 2 ^ 16) + (f2 * 2 ^ 8) + f1 -- help if exp == 0 then if frac == 0 then return sign * 0 else normal = 0 exp = 1 end elseif exp == 0x7FF then if frac == 0 then return sign * (1 / 0) else return sign * (0 / 0) end end return sign * 2 ^ (exp - 1023) * (normal + frac / 2 ^ 52) end
--// Input Connections
L_107_.InputBegan:connect(function(L_314_arg1, L_315_arg2) if not L_315_arg2 and L_15_ then if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then if not L_64_ then if not L_65_ then if L_24_.TacticalModeEnabled then L_154_ = 0.015 L_155_ = 7 L_3_:WaitForChild("Humanoid").WalkSpeed = 20 else L_155_ = 10 L_154_ = 0.008 L_3_:WaitForChild("Humanoid").WalkSpeed = 22 end end if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then L_97_ = L_50_ end L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p L_115_:FireServer(true) L_64_ = true end end; if L_314_arg1.KeyCode == Enum.KeyCode.A and L_15_ then L_134_ = CFrame.Angles(0, 0, 0.1) end; if L_314_arg1.KeyCode == Enum.KeyCode.D and L_15_ then L_134_ = CFrame.Angles(0, 0, -0.1) end; if L_314_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then L_80_ = true L_82_ = false L_81_ = true LeanRight() end if L_314_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then L_80_ = true L_81_ = false L_82_ = true LeanLeft() end if L_314_arg1.KeyCode == L_24_.AlternateAimKey and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then if not L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed = 20 L_155_ = 10 L_154_ = 0.008 end L_97_ = L_50_ L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p L_115_:FireServer(true) L_64_ = true end end; if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_79_ and not L_77_ and L_69_ and L_15_ and not L_66_ and not L_67_ and not L_74_ then L_68_ = true if not Shooting and L_15_ and not L_83_ then if L_103_ > 0 then Shoot() end elseif not Shooting and L_15_ and L_83_ then if L_105_ > 0 then Shoot() end end end; if L_314_arg1.KeyCode == (L_24_.LaserKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then local L_316_ = L_1_:FindFirstChild("LaserLight") L_122_.KeyDown[1].Plugin() end; if L_314_arg1.KeyCode == (L_24_.LightKey or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then local L_317_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light') local L_318_ = false L_317_.Enabled = not L_317_.Enabled end; if L_15_ and L_314_arg1.KeyCode == (L_24_.FireSelectKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_79_ and not L_70_ and not L_78_ then L_70_ = true if L_92_ == 1 then if Shooting then Shooting = false end if L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 2 then if Shooting then Shooting = false end if L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 3 then if Shooting then Shooting = false end if L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 4 then if Shooting then Shooting = false end if L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then L_92_ = 4 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 6 then if Shooting then Shooting = false end L_85_ = L_69_ if L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ end end UpdateAmmo() FireModeAnim() IdleAnim() L_70_ = false end; if L_314_arg1.KeyCode == (Enum.KeyCode.F or L_314_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_79_ and not L_77_ and not L_78_ and not L_67_ and not L_70_ and not L_64_ and not L_66_ and not Shooting and not L_76_ then if not L_73_ and not L_74_ then L_74_ = true Shooting = false L_69_ = false L_135_ = time() delay(0.6, function() if L_103_ ~= L_24_.Ammo and L_103_ > 0 then CreateShell() end end) BoltBackAnim() L_73_ = true elseif L_73_ and L_74_ then BoltForwardAnim() Shooting = false L_69_ = true if L_103_ ~= L_24_.Ammo and L_103_ > 0 then L_103_ = L_103_ - 1 elseif L_103_ >= L_24_.Ammo then L_69_ = true end L_73_ = false L_74_ = false IdleAnim() L_75_ = false end UpdateAmmo() end; if L_314_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_78_ and not L_77_ and L_146_ then L_71_ = false if L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then Shooting = false L_64_ = false L_67_ = true delay(0, function() if L_67_ and not L_66_ then L_64_ = false L_72_ = true end end) L_97_ = 80 if L_24_.TacticalModeEnabled then L_154_ = 0.4 L_155_ = 32.5 else L_155_ = L_24_.SprintSpeed L_154_ = 0.4 end L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed end end; if L_314_arg1.KeyCode == (Enum.KeyCode.R or L_314_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_79_ and not L_78_ and not L_77_ and L_15_ and not L_66_ and not L_64_ and not Shooting and not L_67_ and not L_74_ then if not L_83_ then if L_104_ > 0 and L_103_ < L_24_.Ammo then Shooting = false L_66_ = true for L_319_forvar1, L_320_forvar2 in pairs(game.Players:GetChildren()) do if L_320_forvar2 and L_320_forvar2:IsA('Player') and L_320_forvar2 ~= L_2_ and L_320_forvar2.TeamColor == L_2_.TeamColor then if (L_320_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then L_119_:FireServer(L_7_.AHH, L_100_[math.random(0, 23)]) end end end end ReloadAnim() if L_103_ <= 0 then if not L_24_.CanSlideLock then BoltBackAnim() BoltForwardAnim() end end IdleAnim() L_69_ = true if L_103_ <= 0 then if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then L_103_ = L_103_ + L_104_ L_104_ = 0 else L_104_ = L_104_ - (L_24_.Ammo - L_103_) L_103_ = L_24_.Ammo end elseif L_103_ > 0 then if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then L_103_ = L_103_ + L_104_ + 1 L_104_ = 0 else L_104_ = L_104_ - (L_24_.Ammo - L_103_) L_103_ = L_24_.Ammo + 0 end end L_66_ = false if not L_75_ then L_69_ = true end end; elseif L_83_ then if L_105_ > 0 then Shooting = false L_66_ = true nadeReload() IdleAnim() L_66_ = false L_69_ = true end end; UpdateAmmo() end; if L_314_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then if (L_51_ < 1) then L_51_ = L_51_ + L_24_.SensitivityIncrement end end if L_314_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then if (L_51_ > 0.1) then L_51_ = L_51_ - L_24_.SensitivityIncrement end end if L_314_arg1.KeyCode == (Enum.KeyCode.T or L_314_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then if not L_86_ then L_56_ = L_1_:WaitForChild("AimPart2") L_50_ = L_24_.CycleAimZoom if L_64_ then L_97_ = L_24_.CycleAimZoom end L_86_ = true else L_56_ = L_1_:FindFirstChild("AimPart") L_50_ = L_24_.AimZoom if L_64_ then L_97_ = L_24_.AimZoom end L_86_ = false end; end; if L_314_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then if not L_77_ then L_77_ = true InspectAnim() IdleAnim() L_77_ = false end end; if L_314_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then if L_15_ then if not L_78_ then L_67_ = false L_64_ = false L_69_ = false L_78_ = true AttachAnim() elseif L_78_ then L_67_ = false L_64_ = false L_69_ = true L_78_ = false IdleAnim() end end end; if L_314_arg1.KeyCode == Enum.KeyCode.P and not L_77_ and not L_78_ and not L_64_ and not L_67_ and not L_65_ and not L_66_ and not Recoiling and not L_67_ then if not L_79_ then L_79_ = true L_14_:Create(L_45_, TweenInfo.new(0.2), { C1 = L_24_.SprintPos }):Play() wait(0.2) L_112_:FireServer("Patrol", L_24_.SprintPos) else L_79_ = false L_14_:Create(L_45_, TweenInfo.new(0.2), { C1 = CFrame.new() }):Play() wait(0.2) L_112_:FireServer("Unpatrol") end end; end end) L_107_.InputEnded:connect(function(L_321_arg1, L_322_arg2) if not L_322_arg2 and L_15_ then if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_77_ and L_24_.CanAim and not L_78_ then if L_64_ then if not L_65_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 27.5 if L_24_.TacticalModeEnabled then L_154_ = 0.09 L_155_ = 11 else L_154_ = .2 L_155_ = 17 end end L_97_ = 70 L_133_.target = Vector3.new() L_115_:FireServer(false) L_64_ = false end end; if L_321_arg1.KeyCode == Enum.KeyCode.A and L_15_ then L_134_ = CFrame.Angles(0, 0, 0) end; if L_321_arg1.KeyCode == Enum.KeyCode.D and L_15_ then L_134_ = CFrame.Angles(0, 0, 0) end; if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then Unlean() L_80_ = false L_82_ = false L_81_ = false end if L_321_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then Unlean() L_80_ = false L_82_ = false L_81_ = false end if L_321_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then if L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed = 27.5 L_155_ = 17 L_154_ = .25 end L_97_ = 70 L_133_.target = Vector3.new() L_115_:FireServer(false) L_64_ = false end end; if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then L_68_ = false if Shooting then Shooting = false end end; if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ then local L_323_ = L_42_:WaitForChild('GameGui') if L_16_ then L_323_:WaitForChild('AmmoFrame').Visible = false L_16_ = false end end; if L_321_arg1.KeyCode == (Enum.KeyCode.SysReq or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_77_ and not L_70_ and not L_65_ then -- SPRINT L_71_ = false if L_67_ and not L_64_ and not Shooting and not L_71_ then L_67_ = false L_72_ = false L_97_ = 70 L_3_.Humanoid.WalkSpeed = 27.5 if L_24_.TacticalModeEnabled then L_154_ = 0.09 L_155_ = 11 else L_154_ = .2 L_155_ = 17 end end end; end end) L_107_.InputChanged:connect(function(L_324_arg1, L_325_arg2) if not L_325_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then if L_324_arg1.UserInputType == Enum.UserInputType.MouseWheel then if L_324_arg1.Position.Z == 1 and (L_51_ < 1) then L_51_ = L_51_ + L_24_.SensitivityIncrement elseif L_324_arg1.Position.Z == -1 and (L_51_ > 0.1) then L_51_ = L_51_ - L_24_.SensitivityIncrement end end end end) L_107_.InputChanged:connect(function(L_326_arg1, L_327_arg2) if not L_327_arg2 and L_15_ then local L_328_, L_329_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList); if L_328_ then local L_330_ = (L_329_ - L_6_.Position).magnitude L_33_.Text = math.ceil(L_330_) .. ' m' end end end)
-- Отображение глобальной статистики с учётом DataStore2 значения -- Что больше, то и будет результатом
local ServerScriptService = game:GetService("ServerScriptService") -- берём ссылку на сервис серверных скриптов local DataStore2 = require(ServerScriptService.DataStore2) -- если скачали модуль и залили в игру BASE = game.Workspace.BASE.Value DataParam="Kill" -- ключ для баз DataStoreService и DataStore2 DataStore2.Combine(BASE,DataParam) local tmp, DonateStore local sg = script.Parent --Surface GUI local sample = script:WaitForChild("Sample") --Our Sample frame local sf = sg:WaitForChild("ScrollingFrame") --The scrolling frame local ui = sf:WaitForChild("UI") --The UI list layout
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR
local TycoonName = "Tycoon kit" if game.Workspace:FindFirstChild(TycoonName) then local s = nil local bTycoon = game.Workspace:FindFirstChild(TycoonName) local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit") local new_Collector = zTycoon['READ ME'].Script:Clone() local Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone() if zTycoon then for i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo' if v then s = v.PurchaseHandler:Clone() v:Destroy() end end -- Now make it compatiable if s ~= nil then for i,v in pairs(bTycoon.Tycoons:GetChildren()) do local New_Tycoon = v:Clone() New_Tycoon:FindFirstChild('PurchaseHandler'):Destroy() s:Clone().Parent = New_Tycoon local Team_C = Instance.new('BrickColorValue',New_Tycoon) Team_C.Value = BrickColor.new(tostring(v.Name)) Team_C.Name = "TeamColor" New_Tycoon.Name = v.TeamName.Value New_Tycoon.Cash.Name = "CurrencyToCollect" New_Tycoon.Parent = zTycoon.Tycoons New_Tycoon.TeamName:Destroy() v:Destroy() New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy() local n = new_Collector:Clone() n.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0') n.Disabled = false New_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy() local g = Gate:Clone() g.Parent = New_Tycoon.Gate['Touch to claim ownership!'] end else error("Please don't tamper with script names or this won't work!") end else error("Please don't change the name of our tycoon kit or it won't work!") end bTycoon:Destroy() Gate:Destroy() new_Collector:Destroy() print('Transfer complete! :)') else error("Check if you spelt the kit's name wrong!") end
-- local JestMessageUtil = require(Packages.JestMessageUtil) -- local getStackTraceLines = JestMessageUtil.getStackTraceLines -- local getTopFrame = JestMessageUtil.getTopFrame
-- XxWrithyxX
local Bloco = script.Parent local Esperar = false Bloco.Touched:Connect(function(Hit) local Humanoid = Hit.Parent:FindFirstChild("Humanoid") if Humanoid and Esperar == false then Esperar = true Humanoid:TakeDamage(101) -- Damage wait(0.5) -- Seconds Esperar = false end end)
--Old never do it like this because child of Tycoons get deleted the the child children is empty causes bug --local tycoons = script.Parent:WaitForChild("Tycoons"):GetChildren()
local Tycoons = script.Parent:WaitForChild("Tycoons") local serverStorage = game:GetService("ServerStorage") local runService = game:GetService("RunService") local DataStoreService = game:GetService("DataStoreService") local SaveSettings = require(script.Parent.SaveTrigger.Settings).Save local playerData = DataStoreService:GetDataStore(SaveSettings.databaseName)
--// All global vars will be wiped/replaced except script
return function(data) local playergui = service.PlayerGui local gui = client.UI.Prepare(script.Parent.Parent) local label = gui.LABEL local str = data.Message client.UI.Remove("Notif",script.Parent.Parent) if str and type(str)=="string" then label.Text = str gTable:Ready() else gui:Destroy() end end
------------------ ------------------
function waitForChild(parent, childName) while true do local child = parent:findFirstChild(childName) if child then return child end parent.ChildAdded:wait() end end local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Humanoid") local pose = "Standing" local toolAnim = "None" local toolAnimTime = 0 local isSeated = false function onRunning(speed) if isSeated then return end if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" local parts = Figure:GetChildren() for i=1,#parts do if parts.className == "Part" then Debris.AddItem(parts[i], 60) end end end function onJumping() isSeated = false pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onDancing() pose = "Dancing" end function onFallingDown() pose = "FallingDown" end function onSeated() isSeated = true pose = "Seated" end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1 LeftShoulder.DesiredAngle = -1 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFloat() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.57 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = -1.57 end function moveBoogy() while pose=="Boogy" do wait(.5) RightShoulder.MaxVelocity = 1 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(.5) RightShoulder.MaxVelocity = 1 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 1.57 end end function moveZombie() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.57 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function movePunch() script.Parent.Torso.Anchored=true RightShoulder.MaxVelocity = 60 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 wait(1) script.Parent.Torso.Anchored=false pose="Standing" end function moveKick() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightHip.MaxVelocity = 40 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(1) pose="Standing" end function moveFly() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightHip.MaxVelocity = 40 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(1) pose="Standing" end function moveClimb() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = -3.14 /2 LeftShoulder.DesiredAngle = -3.14 /2 RightHip.DesiredAngle = 3.14 /2 LeftHip.DesiredAngle = -3.14 /2 end function getTool() kidTable = Figure:children() if (kidTable ~= nil) then numKids = #kidTable for i=1,numKids do if (kidTable[i].className == "Tool") then return kidTable[i] end end end return nil end function getToolAnim(tool) c = tool:children() for i=1,#c do if (c[i].Name == "toolanim" and c[i].className == "StringValue") then return c[i] end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = -1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "Zombie") then moveZombie() return end if (pose == "Boogy") then moveBoogy() return end if (pose == "Float") then moveFloat() return end if (pose == "Punch") then movePunch() return end if (pose == "Kick") then moveKick() return end if (pose == "Fly") then moveFly() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Climbing") then moveClimb() return end if (pose == "Seated") then moveSit() return end amplitude = 0.1 frequency = 1 RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 if (pose == "Running") then amplitude = 1 frequency = 9 elseif (pose == "Dancing") then amplitude = 2 frequency = 16 end desiredAngle = amplitude * math.sin(time*frequency) if pose~="Dancing" then RightShoulder.DesiredAngle = -desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle else RightShoulder.DesiredAngle = -desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle end local tool = getTool() if tool ~= nil then animStringValueObject = getToolAnim(tool) if animStringValueObject ~= nil then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
---- Create motors
local ovenMotor = Instance.new("Motor") ovenMotor.Name = "OvenMotor" ovenMotor.Parent = stove.Bottom ovenMotor.Part0 = stove.Bottom ovenMotor.Part1 = stove.Door ovenMotor.C0 = CFrame.new(0,stove.Bottom.Size.Y,-stove.Bottom.Size.Z/2+stove.Door.Size.Z/2) * CFrame.Angles(0,-math.pi/2,0) ovenMotor.C1 = CFrame.new(0,-stove.Door.Size.Y/2+stove.Bottom.Size.Y/2,0) * CFrame.Angles(0,3*math.pi/2,0) ovenMotor.MaxVelocity = .1
-- TOOLAME CONFIDENTIAL --
Use = false function ChangeCode(Code,l) if script.Parent.Parent.Status.Value ~= 0 then return end if Use then return end Use = true for i,l in pairs(script.Parent.Parent.CPanelButtons:GetChildren()) do l.BrickColor = BrickColor.new("Light stone grey") end l.BrickColor = BrickColor.new("Lime green") script.Parent.Parent.SounderTone.Value = Code wait(0.5) Use = false end for i,l in pairs(script.Parent.Parent.CPanelButtons:GetChildren()) do l.ClickDetector.MouseClick:connect(function() ChangeCode(l.Name:sub(7),l) end) end
--[[ Takes two lists A and B, returns a new list of elements of A which are not in B ]]
return function(A, B) return listOfKeys(tableDifference(membershipTable(A), membershipTable(B))) end
--------RIGHT DOOR 8--------
game.Workspace.doorright.l73.BrickColor = BrickColor.new(135) game.Workspace.doorright.l72.BrickColor = BrickColor.new(135) game.Workspace.doorright.l71.BrickColor = BrickColor.new(135) game.Workspace.doorright.l63.BrickColor = BrickColor.new(135) game.Workspace.doorright.l62.BrickColor = BrickColor.new(135) game.Workspace.doorright.l61.BrickColor = BrickColor.new(135) game.Workspace.doorright.l53.BrickColor = BrickColor.new(135) game.Workspace.doorright.l52.BrickColor = BrickColor.new(135) game.Workspace.doorright.l51.BrickColor = BrickColor.new(135) game.Workspace.doorright.l43.BrickColor = BrickColor.new(135) game.Workspace.doorright.l42.BrickColor = BrickColor.new(135) game.Workspace.doorright.l41.BrickColor = BrickColor.new(135) game.Workspace.doorright.l33.BrickColor = BrickColor.new(135) game.Workspace.doorright.l32.BrickColor = BrickColor.new(135) game.Workspace.doorright.l31.BrickColor = BrickColor.new(135) game.Workspace.doorright.l23.BrickColor = BrickColor.new(135) game.Workspace.doorright.l22.BrickColor = BrickColor.new(135) game.Workspace.doorright.l21.BrickColor = BrickColor.new(135) game.Workspace.doorright.l12.BrickColor = BrickColor.new(135) game.Workspace.doorright.l11.BrickColor = BrickColor.new(135) game.Workspace.doorright.l13.BrickColor = BrickColor.new(102)
-- Visualizes a ray. This will not run if FastCast.VisualizeCasts is false.
function DbgVisualizeSegment(castStartCFrame: CFrame, castLength: number): ConeHandleAdornment? if ClientSettings.Debug.Value == false then return nil end local adornment = Instance.new("CylinderHandleAdornment") adornment.Adornee = workspace.Terrain adornment.CFrame = castStartCFrame adornment.Height = castLength adornment.Color3 = Color3.new(1, 0, 0) adornment.Radius = 0.05 adornment.Transparency = 0.5 adornment.Parent = GetFastCastVisualizationContainer() Debris:AddItem(adornment, 3) return adornment end
--[[ Returns the index of the first value for which predicate(value, index) is truthy, or nil if not found. ]]
local function findWhere(list, predicate) for i = 1, #list do if predicate(list[i], i) then return i end end return nil end return findWhere
-- Type in the command name as seen in :cmds or it won't work
--[[Wheel Stabilizer Gyro]]
-- Tune.FGyroDamp = 100 -- Front Wheel Non-Axial Dampening Tune.RGyroDamp = 100 -- Rear Wheel Non-Axial Dampening
--Binds
Service.InputBegan:Connect(function(input, gameProcessedEvent) local buttons = Service:GetMouseButtonsPressed() for _, button in pairs (buttons) do if (button.UserInputType.Name == "MouseButton1") then Slash() end end end) Service.InputBegan:connect(function(input, recieved) if input.UserInputType == Enum.UserInputType.Keyboard then if input.KeyCode == Enum.KeyCode.Q then Shield() end end end) Service.InputBegan:connect(function(input, recieved) if input.UserInputType == Enum.UserInputType.Keyboard then if input.KeyCode == Enum.KeyCode.E then Replace() end end end)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = { Name = "json-array-encode", Aliases = {}, Description = "Encodes a comma-separated list into a JSON array", Group = "DefaultUtil", Args = { { Type = "string", Name = "CSV", Description = "The comma-separated list" } } }; local l__HttpService__1 = game:GetService("HttpService"); function v1.Run(p1, p2) return l__HttpService__1:JSONEncode(p2:split(",")); end; return v1;
--// N key, Cruise
mouse.KeyDown:connect(function(key) if key=="n" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.CruiseEvent:FireServer(true) end end)
-- Example usage in Roblox GUI
local function updateTextLabel() display.Text = input.Text end input.Changed:Connect(updateTextLabel)
--> VARIABLES
local Module = script.Parent local Door = Module:WaitForChild("Door") local Board = Module:WaitForChild("Board") local Text = Board:WaitForChild("Informer"):WaitForChild("SurfaceGui"):WaitForChild("TextLabel") local Code = Module:WaitForChild("Code").Value local EnteredText = script:WaitForChild("EnteredText") local OtherButtons = Board:WaitForChild("Other")