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--[[Workspace Variables]]
-- local animation = WaitForChild(script,'Animation') local animator = WaitForChild(script,'animator')
-- how to use -- -- 1. place this in to a model -- -- 2. change the time between the spawn -- -- 3. if you like you coud make a spawn message -- -- 4. thanks 4 use --
--// F key, Horn
mouse.KeyUp:connect(function(key) if key=="h" then veh.ELS.Sirens.MAN.Transparency = 1 veh.ELS.Siren.Man:Stop(3) veh.ELS.Siren2.Man:Stop(3) veh.ELS.Sirens.Horn.Transparency = 1 veh.ELS.Sirens.Horn.Transparency = 3 veh.ELS.Siren.Wail.Volume = 3 veh.ELS.Siren.Yelp.Volume = 3 veh.ELS.Siren.Priority.Volume = 3 veh.ELS.Siren2.Wail.Volume = 3 veh.ELS.Siren2.Yelp.Volume = 3 veh.ELS.Siren2.Priority.Volume = 3 end end) mouse.KeyDown:connect(function(key) if key=="j" then veh.ELS.Siren.SliderSwitch:Play() veh.ELS.Events.ELS:FireServer(true) end end) mouse.KeyDown:connect(function(key) if key=="[" then veh.ELS.Siren.Beep:Play() veh.ELS.Events.TakeDown:FireServer(true) end end) mouse.KeyDown:connect(function(key) if key=="k" then veh.ELS.Siren.Beep:Play() veh.ELS.Events.Traffic:FireServer(true) end end) mouse.KeyDown:connect(function(key) if key==";" then veh.ELS.Siren.Beep:Play() veh.ELS.Events.INT:FireServer(true) end end) mouse.KeyDown:connect(function(key) if key=="m" then veh.ELS.Siren.Beep:Play() veh.ELS.Events.Ally:FireServer(true) end end)
--This will cause the timeFix() function to run once every second. 226 y 1001 <=750 or minutes >=870 and minutes // 958= 960 1070=1060
-- Get the data store with key "Leaderboard"
wait(10) while true do -- загрузка данных по игрокам for i,plr in pairs(game.Players:GetChildren()) do--Loop through players if plr.UserId>0 then--Prevent errors DonateStore = DataStore2(DataParam, plr) -- создаём ссылку на хранилище денег и т.д. и т.п. local w=DonateStore:Get(0) -- значение по умолчанию 0 --print("1",w) if w then -- достаём из глобального значение local w1=0 local success, err = pcall(function() w1 = dataStore:GetAsync(plr.UserId) or 0 end) -- print( w,"----",w1) if success then -- если глобальное больше (базу меняли), то сохраняем его if w1 > w then w=w1 DonateStore:Set(w) end end --print("2",w) pcall(function() --Wrap in a pcall so if Roblox is down, it won't error and break. dataStore:UpdateAsync(plr.UserId,function(w) w=DonateStore:Get(0) --Set new value --print("3",w) return tonumber(w) -- !!!!!!!!! возвращаемое значение!!! end) end) end end end -- получение данных local smallestFirst = false--false = 2 before 1, true = 1 before 2 local numberToShow = 100--Any number between 1-100, how many will be shown local minValue = 1 --Any numbers lower than this will be excluded local maxValue = 10e30--(10^30), any numbers higher than this will be excluded local pages = dataStore:GetSortedAsync(smallestFirst, numberToShow, minValue, maxValue) --Get data local top = pages:GetCurrentPage()--Get the first page -- получение изображений игроков local data = {}--Store new data for a,b in ipairs(top) do--Loop through data local userid = b.key--User id local points = b.value--Points local username = "[Failed To Load]"--If it fails, we let them know local s,e = pcall(function() username = game.Players:GetNameFromUserIdAsync(userid)--Get username end) if not s then--Something went wrong warn("Error getting name for "..userid..". Error: "..e) end local image = game.Players:GetUserThumbnailAsync(userid, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size150x150) --Make a image of them table.insert(data,{username,points,image})--Put new data in new table end -- отображение данных ui.Parent = script sf:ClearAllChildren()--Remove old frames ui.Parent = sf for number,d in pairs(data) do--Loop through our new data local name = d[1] local val = d[2] local image = d[3] local color = Color3.new(1,1,1)--Default color if number == 1 then color = Color3.new(1,1,0)--1st place color elseif number == 2 then color = Color3.new(0.9,0.9,0.9)--2nd place color elseif number == 3 then color = Color3.fromRGB(166, 112, 0)--3rd place color end local new = sample:Clone()--Make a clone of the sample frame new.Name = name--Set name for better recognition and debugging new.LayoutOrder = number--UIListLayout uses this to sort in the correct order new.Image.Image = image--Set the image new.Image.Place.Text = number--Set the place new.Image.Place.TextColor3 = color--Set the place color (Gold = 1st) new.PName.Text = name--Set the username new.Value.Text = val--Set the amount of points new.Value.TextColor3 = color--Set the place color (Gold = 1st) new.PName.TextColor3 = color--Set the place color (Gold = 1st) new.Parent = sf--Parent to scrolling frame end wait() sf.CanvasSize = UDim2.new(0,0,0,ui.AbsoluteContentSize.Y) --Give enough room for the frames to sit in wait(80) -- 120 - раз в 2 минуты end
--[[ ROBLOX TODO: add default generic param when possible original code: export type MatchersObject<T extends MatcherState = MatcherState> = { ]]
export type MatchersObject<T> = { [string]: RawMatcherFn<T> }
--Dupes a part from the template.
local function MakeFromTemplate(template: BasePart, currentCacheParent: Instance): BasePart local part: BasePart = template:Clone() -- ^ Ignore W000 type mismatch between Instance and BasePart. False alert. part.CFrame = CF_REALLY_FAR_AWAY part.Anchored = true part.Parent = currentCacheParent return part end function PartCacheStatic.new(orgTemplate: BasePart, numPrecreatedParts: number?, currentCacheParent: Instance?): PartCache local newNumPrecreatedParts: number = numPrecreatedParts or 5 local newCurrentCacheParent: Instance = currentCacheParent or workspace --PrecreatedParts value. --Same thing. Ensure it's a number, ensure it's not negative, warn if it's really huge or 0. assert(numPrecreatedParts > 0, "PrecreatedParts can not be negative!") assertwarn(numPrecreatedParts ~= 0, "PrecreatedParts is 0! This may have adverse effects when initially using the cache.") assertwarn(orgTemplate.Archivable, "The template's Archivable property has been set to false, which prevents it from being cloned. It will temporarily be set to true.") local oldArchivable = orgTemplate.Archivable orgTemplate.Archivable = true local newTemplate: BasePart = orgTemplate:Clone() -- ^ Ignore W000 type mismatch between Instance and BasePart. False alert. orgTemplate.Archivable = oldArchivable local template: BasePart = newTemplate local trails = {} for _, v in pairs(template:GetChildren()) do if (v:IsA("Trail") or v:IsA("Beam") or v:IsA("ParticleEmitter")) and v.Enabled then table.insert(trails, #trails+1, v.Name) v.Enabled = false end end local object: PartCache = { Open = {}, InUse = {}, CurrentCacheParent = newCurrentCacheParent, Template = template, ExpansionSize = 10, Trails = trails } setmetatable(object, PartCacheStatic) -- Below: Ignore type mismatch nil | number and the nil | Instance mismatch on the table.insert line. for _ = 1, newNumPrecreatedParts do table.insert(object.Open, MakeFromTemplate(template, object.CurrentCacheParent)) end local function getFullNameRelative(main, child): string local fullName: string = child:GetFullName() local pos: number = string.find(fullName, main.Name) local start: number = pos + #main.Name + 1 local rest: string = string.sub(fullName, start, -1) return rest end object.Template.Parent = nil for _, changed in ipairs(table.pack(orgTemplate, unpack(orgTemplate:GetDescendants()))) do local path = changed ~= orgTemplate and getFullNameRelative(orgTemplate, changed) or nil local function getTarget(v) local target: Instance = v if path ~= nil then for _, name: string in ipairs(string.split(path, ".")) do target = target[name] end end return target end pcall(function() changed.Changed:Connect(function(property) if property == "Parent" then return end for _, v: Instance in ipairs(object.Open) do local target: Instance = getTarget(v) target[property] = changed[property] end for _, v: Instance in ipairs(object.InUse) do local target: Instance = getTarget(v) target[property] = changed[property] end end) end) end return object -- ^ Ignore mismatch here too end
--[=[ @param class table | (...any) -> any @param ... any @return any Constructs a new object from either the table or function given. If a table is given, the table's `new` function will be called with the given arguments. If a function is given, the function will be called with the given arguments. The result from either of the two options will be added to the trove. ```lua local Signal = require(somewhere.Signal) -- All of these are identical: local s = trove:Construct(Signal) local s = trove:Construct(Signal.new) local s = trove:Construct(function() return Signal.new() end) local s = trove:Add(Signal.new()) -- Even Roblox instances can be created: local part = trove:Construct(Instance, "Part") ``` ]=]
function Trove:Construct(class, ...) local object = nil local t = type(class) if t == "table" then object = class.new(...) elseif t == "function" then object = class(...) end return self:Add(object) end
---------------------------------------------------------------------------------------------------- -------------------=[ PROJETIL ]=------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,Distance = 10000 ,BDrop = .25 ,BSpeed = 2000 ,SuppressMaxDistance = 25 --- Studs ,SuppressTime = 10 --- Seconds ,BulletWhiz = true ,BWEmitter = 25 ,BWMaxDistance = 200 ,BulletFlare = false ,BulletFlareColor = Color3.fromRGB(255,255,255) ,Tracer = true ,TracerColor = Color3.fromRGB(255,255,255) ,TracerLightEmission = 1 ,TracerLightInfluence = 0 ,TracerLifeTime = .2 ,TracerWidth = .1 ,RandomTracer = false ,TracerEveryXShots = 5 ,TracerChance = 100 ,BulletLight = false ,BulletLightBrightness = 1 ,BulletLightColor = Color3.fromRGB(255,255,255) ,BulletLightRange = 10 ,ExplosiveHit = false ,ExPressure = 500 ,ExpRadius = 25 ,DestroyJointRadiusPercent = 0 --- Between 0 & 1 ,ExplosionDamage = 100 ,LauncherDamage = 100 ,LauncherRadius = 25 ,LauncherPressure = 500 ,LauncherDestroyJointRadiusPercent = 0
-- Disables
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false) -- This obstructs the kill feed. You can find out who's playing the in the scoreboard StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) -- We'll use our own inventory StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, false) -- We'll use our own health bar
--[[ The web endpoints return information in a camelCase format, however the convention for game engine APIs is to return infomration in a PascalCase format. To avoid needing to change all our code to access data returned as PascalCase we use this helper function to convert it back to camelCase ]]
local function tableToCamelCaseKeys(oldTable) local newTable = {} for k, v in pairs(oldTable) do local newKey = k if typeof(k) == "string" then newKey = string.lower(string.sub(k, 1, 1)) .. string.sub(k, 2) end local newValue = v if typeof(v) == "table" then newValue = tableToCamelCaseKeys(v) end newTable[newKey] = newValue end return newTable end return tableToCamelCaseKeys
--// bolekinds
local plr = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent script.Parent.MouseButton1Click:Connect(function() if plr.YouCash.Value >= 500 and game.ServerStorage.ServerData.MsFloppa.Value == false then script.Parent.Parent.Parent.Ching:Play() plr.YouCash.Value -= 500 game.ServerStorage.ServerData.MsFloppa.Value = true end end)
--Scripted by DermonDarble
local userInputService = game:GetService("UserInputService") local camera = game.Workspace.CurrentCamera local player = game.Players.LocalPlayer local character = player.Character local humanoidRootPart = character.HumanoidRootPart local car = script:WaitForChild("Car").Value local stats = car:WaitForChild("Configurations") local Raycast = require(car.CarScript.RaycastModule) local cameraType = Enum.CameraType.Follow local movement = Vector2.new() local seat = car:WaitForChild("DriveSeat") seat.Changed:Connect(function(property) if property == "Throttle" then movement = Vector2.new(movement.X, seat.Throttle) end if property == "Steer" then movement = Vector2.new(seat.Steer, movement.Y) end end) local force = 0 local damping = 0 local mass = 0 for i, v in pairs(car:GetChildren()) do if v:IsA("BasePart") then mass = mass + (v:GetMass() * 196.2) end end force = mass * stats.Suspension.Value damping = force / stats.Bounce.Value local bodyVelocity = Instance.new("BodyVelocity", car.Chassis) bodyVelocity.velocity = Vector3.new(0, 0, 0) bodyVelocity.maxForce = Vector3.new(0, 0, 0) local bodyAngularVelocity = Instance.new("BodyAngularVelocity", car.Chassis) bodyAngularVelocity.angularvelocity = Vector3.new(0, 0, 0) bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0) local rotation = 0 local function UpdateThruster(thruster) --Make sure we have a bodythrust to move the wheel local bodyThrust = thruster:FindFirstChild("BodyThrust") if not bodyThrust then bodyThrust = Instance.new("BodyThrust", thruster) end --Do some raycasting to get the height of the wheel local hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) local thrusterHeight = (position - thruster.Position).magnitude if hit and hit.CanCollide then --If we're on the ground, apply some forces to push the wheel up bodyThrust.force = Vector3.new(0, ((stats.Height.Value - thrusterHeight)^2) * (force / stats.Height.Value^2), 0) local thrusterDamping = thruster.CFrame:toObjectSpace(CFrame.new(thruster.Velocity + thruster.Position)).p * damping bodyThrust.force = bodyThrust.force - Vector3.new(0, thrusterDamping.Y, 0) else bodyThrust.force = Vector3.new(0, 0, 0) end --Wheels local wheelWeld = thruster:FindFirstChild("WheelWeld") if wheelWeld then wheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0) -- Wheel turning local offset = car.Chassis.CFrame:inverse() * thruster.CFrame local speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity) if offset.Z < 0 then local direction = 1 if speed.Z > 0 then direction = -1 end wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0) end wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(rotation, 0, 0) end end
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function MaterialTool:Equip() -- Enables the tool's equipped functionality -- Start up our interface self:ShowUI() end; function MaterialTool:Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources self:HideUI(); ClearConnections(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end;
-- Make the waters' SurfaceLights the same color as themselves.
for i, water in ipairs({water1, water2}) do local function update() water.SurfaceLight.Color = water.Color end water:GetPropertyChangedSignal("Color"):Connect(update) update() end Lib.Script.setWaterState(water1, "acid") Lib.Script.setWaterState(water2, "acid")
--////////////////////////////// Include --//////////////////////////////////////
local Chat = game:GetService("Chat") local clientChatModules = Chat:WaitForChild("ClientChatModules") local modulesFolder = script.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil")) local MessageSender = require(modulesFolder:WaitForChild("MessageSender"))
-- try localize whole/part of string -- no more-than-1 replacement for current existing keys.
function ChatLocalization:tryLocalize(rawString) if existingKey[rawString] then return self:Get(existingKey[rawString], rawString) end for enString, localizationKey in pairs(existingKey) do if string.find(rawString, enString) then local localizedPart = self:Get(localizationKey, enString) return string.gsub(rawString, enString, localizedPart, 1) end end return rawString end return ChatLocalization
--[[INFORMATION------------------------------------------------[[ ARTFVL's R15 Ragdoll (as seen in Ragdoll Testing v3) Updated: November 20th 2021 CREDIT ME FOR USING THIS RAGDOLL SCRIPT. Credits: R15 RAGDOLL WAS CREATED BY ARTFVL ORIGINALLY BASED ON ECHOREAPER'S R15 RAGDOLL --]]
-----------------------------------------------------------]] local module = {} module.KillHumanoid = function(Humanoid) for i = 1, 1 do Humanoid.Health = 1 Humanoid.Health = -1 end end module.DestroyMotors = function(Table) for _, Motor in pairs(Table) do Motor:Destroy() Motor = nil end end module.KillRagdolls = function() local function KillRagdoll(Inst) if string.match(Inst.Name,"'s Ragdoll") then local hum = Inst:WaitForChild("Humanoid") module.KillHumanoid(hum) end end for _,v in pairs(workspace:GetChildren()) do spawn(function() KillRagdoll(v) end) end workspace.ChildAdded:Connect(function(child) KillRagdoll(child) end) end module.RunService = game:GetService("RunService") module.ApplyZeroVelocity = function(Character) for _,v in pairs(Character:GetDescendants()) do if v:IsA("BasePart") then v.AssemblyLinearVelocity = Vector3.new(0,0,0) v.AssemblyAngularVelocity = Vector3.new(0,0,0) end end end module.KillVelocity = function(Character) pcall(module.ApplyZeroVelocity,Character) module.RunService.Stepped:wait() pcall(module.ApplyZeroVelocity,Character) end return module
-- Warn about deprecated, async-unsafe lifecycles; relates to RFC #6:
exports.warnAboutDeprecatedLifecycles = true
--[ LOCALS ]--
local ReplicatedStorageEvent = game.ReplicatedStorage:WaitForChild("AFK")
--- Gets an index by value, returning `nil` if no index is found. -- @tparam table haystack to search in -- @param needle Value to search for -- @return The index of the value, if found -- @treturn nil if not found
function Table.getIndex(haystack, needle) assert(needle ~= nil, "Needle cannot be nil") for index, item in pairs(haystack) do if needle == item then return index end end return nil end
-- [ SERVICES ] --
local ReplicatedStorage = game:GetService("ReplicatedStorage") local StarterGui = game:GetService("StarterGui")
--Messages
local DeathMessages = {"wasn't made for this world."} --you can add more if you like :D
-- Boolean
local defaultcooldown = 0.3 local cooldown = defaultcooldown local lastSound = ""
-- opcode types for getting values
local opcode_t = { [0] = 'ABC', 'ABx', 'ABC', 'ABC', 'ABC', 'ABx', 'ABC', 'ABx', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'AsBx', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'ABC', 'AsBx', 'AsBx', 'ABC', 'ABC', 'ABC', 'ABx', 'ABC', } local opcode_m = { [0] = {b = 'OpArgR', c = 'OpArgN'}, {b = 'OpArgK', c = 'OpArgN'}, {b = 'OpArgU', c = 'OpArgU'}, {b = 'OpArgR', c = 'OpArgN'}, {b = 'OpArgU', c = 'OpArgN'}, {b = 'OpArgK', c = 'OpArgN'}, {b = 'OpArgR', c = 'OpArgK'}, {b = 'OpArgK', c = 'OpArgN'}, {b = 'OpArgU', c = 'OpArgN'}, {b = 'OpArgK', c = 'OpArgK'}, {b = 'OpArgU', c = 'OpArgU'}, {b = 'OpArgR', c = 'OpArgK'}, {b = 'OpArgK', c = 'OpArgK'}, {b = 'OpArgK', c = 'OpArgK'}, {b = 'OpArgK', c = 'OpArgK'}, {b = 'OpArgK', c = 'OpArgK'}, {b = 'OpArgK', c = 'OpArgK'}, {b = 'OpArgK', c = 'OpArgK'}, {b = 'OpArgR', c = 'OpArgN'}, {b = 'OpArgR', c = 'OpArgN'}, {b = 'OpArgR', c = 'OpArgN'}, {b = 'OpArgR', c = 'OpArgR'}, {b = 'OpArgR', c = 'OpArgN'}, {b = 'OpArgK', c = 'OpArgK'}, {b = 'OpArgK', c = 'OpArgK'}, {b = 'OpArgK', c = 'OpArgK'}, {b = 'OpArgR', c = 'OpArgU'}, {b = 'OpArgR', c = 'OpArgU'}, {b = 'OpArgU', c = 'OpArgU'}, {b = 'OpArgU', c = 'OpArgU'}, {b = 'OpArgU', c = 'OpArgN'}, {b = 'OpArgR', c = 'OpArgN'}, {b = 'OpArgR', c = 'OpArgN'}, {b = 'OpArgN', c = 'OpArgU'}, {b = 'OpArgU', c = 'OpArgU'}, {b = 'OpArgN', c = 'OpArgN'}, {b = 'OpArgU', c = 'OpArgN'}, {b = 'OpArgU', c = 'OpArgN'}, }
-- tween the sound to the speed
local tween = game:GetService("TweenService"):Create(waterSound,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.In),{["Volume"] = math.clamp(speed/maxSpeed,0,1)}) -- end of tweencreate tween:Play() if speed > 0.01 and not swim.IsPlaying then swim:Play() elseif speed <0.01 and swim.IsPlaying then swim:Stop() end end
--[=[ @within TableUtil @function EncodeJSON @param value any @return string Proxy for [`HttpService:JSONEncode`](https://developer.roblox.com/en-us/api-reference/function/HttpService/JSONEncode). ]=]
local function EncodeJSON(value: any): string return HttpService:JSONEncode(value) end
--[[ The reconciler is the mechanism in Roact that constructs the virtual tree that later gets turned into concrete objects by the renderer. Roact's reconciler is constructed with the renderer as an argument, which enables switching to different renderers for different platforms or scenarios. When testing the reconciler itself, it's common to use `NoopRenderer` with spies replacing some methods. The default (and only) reconciler interface exposed by Roact right now uses `RobloxRenderer`. ]]
local function createReconciler(renderer) local reconciler local mountVirtualNode local updateVirtualNode local unmountVirtualNode --[[ Unmount the given virtualNode, replacing it with a new node described by the given element. Preserves host properties, depth, and context from parent. ]] local function replaceVirtualNode(virtualNode, newElement) local hostParent = virtualNode.hostParent local hostKey = virtualNode.hostKey local depth = virtualNode.depth local parentContext = virtualNode.parentContext unmountVirtualNode(virtualNode) local newNode = mountVirtualNode(newElement, hostParent, hostKey, parentContext) -- mountVirtualNode can return nil if the element is a boolean if newNode ~= nil then newNode.depth = depth end return newNode end --[[ Utility to update the children of a virtual node based on zero or more updated children given as elements. ]] local function updateChildren(virtualNode, hostParent, newChildElements) if config.internalTypeChecks then internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #1 to be of type VirtualNode") end local removeKeys = {} -- Changed or removed children for childKey, childNode in pairs(virtualNode.children) do local newElement = ElementUtils.getElementByKey(newChildElements, childKey) local newNode = updateVirtualNode(childNode, newElement) if newNode ~= nil then virtualNode.children[childKey] = newNode else removeKeys[childKey] = true end end for childKey in pairs(removeKeys) do virtualNode.children[childKey] = nil end -- Added children for childKey, newElement in ElementUtils.iterateElements(newChildElements) do local concreteKey = childKey if childKey == ElementUtils.UseParentKey then concreteKey = virtualNode.hostKey end if virtualNode.children[childKey] == nil then local childNode = mountVirtualNode(newElement, hostParent, concreteKey, virtualNode.context) -- mountVirtualNode can return nil if the element is a boolean if childNode ~= nil then childNode.depth = virtualNode.depth + 1 virtualNode.children[childKey] = childNode end end end end local function updateVirtualNodeWithChildren(virtualNode, hostParent, newChildElements) updateChildren(virtualNode, hostParent, newChildElements) end local function updateVirtualNodeWithRenderResult(virtualNode, hostParent, renderResult) if Type.of(renderResult) == Type.Element or renderResult == nil or typeof(renderResult) == "boolean" then updateChildren(virtualNode, hostParent, renderResult) else error(("%s\n%s"):format( "Component returned invalid children:", virtualNode.currentElement.source or "<enable element tracebacks>" ), 0) end end --[[ Unmounts the given virtual node and releases any held resources. ]] function unmountVirtualNode(virtualNode) if config.internalTypeChecks then internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #1 to be of type VirtualNode") end local kind = ElementKind.of(virtualNode.currentElement) if kind == ElementKind.Host then renderer.unmountHostNode(reconciler, virtualNode) elseif kind == ElementKind.Function then for _, childNode in pairs(virtualNode.children) do unmountVirtualNode(childNode) end elseif kind == ElementKind.Stateful then virtualNode.instance:__unmount() elseif kind == ElementKind.Portal then for _, childNode in pairs(virtualNode.children) do unmountVirtualNode(childNode) end elseif kind == ElementKind.Fragment then for _, childNode in pairs(virtualNode.children) do unmountVirtualNode(childNode) end else error(("Unknown ElementKind %q"):format(tostring(kind), 2)) end end local function updateFunctionVirtualNode(virtualNode, newElement) local children = newElement.component(newElement.props) updateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, children) return virtualNode end local function updatePortalVirtualNode(virtualNode, newElement) local oldElement = virtualNode.currentElement local oldTargetHostParent = oldElement.props.target local targetHostParent = newElement.props.target assert(renderer.isHostObject(targetHostParent), "Expected target to be host object") if targetHostParent ~= oldTargetHostParent then return replaceVirtualNode(virtualNode, newElement) end local children = newElement.props[Children] updateVirtualNodeWithChildren(virtualNode, targetHostParent, children) return virtualNode end local function updateFragmentVirtualNode(virtualNode, newElement) updateVirtualNodeWithChildren(virtualNode, virtualNode.hostParent, newElement.elements) return virtualNode end --[[ Update the given virtual node using a new element describing what it should transform into. `updateVirtualNode` will return a new virtual node that should replace the passed in virtual node. This is because a virtual node can be updated with an element referencing a different component! In that case, `updateVirtualNode` will unmount the input virtual node, mount a new virtual node, and return it in this case, while also issuing a warning to the user. ]] function updateVirtualNode(virtualNode, newElement, newState) if config.internalTypeChecks then internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #1 to be of type VirtualNode") end if config.typeChecks then assert( Type.of(newElement) == Type.Element or typeof(newElement) == "boolean" or newElement == nil, "Expected arg #2 to be of type Element, boolean, or nil" ) end -- If nothing changed, we can skip this update if virtualNode.currentElement == newElement and newState == nil then return virtualNode end if typeof(newElement) == "boolean" or newElement == nil then unmountVirtualNode(virtualNode) return nil end if virtualNode.currentElement.component ~= newElement.component then return replaceVirtualNode(virtualNode, newElement) end local kind = ElementKind.of(newElement) local shouldContinueUpdate = true if kind == ElementKind.Host then virtualNode = renderer.updateHostNode(reconciler, virtualNode, newElement) elseif kind == ElementKind.Function then virtualNode = updateFunctionVirtualNode(virtualNode, newElement) elseif kind == ElementKind.Stateful then shouldContinueUpdate = virtualNode.instance:__update(newElement, newState) elseif kind == ElementKind.Portal then virtualNode = updatePortalVirtualNode(virtualNode, newElement) elseif kind == ElementKind.Fragment then virtualNode = updateFragmentVirtualNode(virtualNode, newElement) else error(("Unknown ElementKind %q"):format(tostring(kind), 2)) end -- Stateful components can abort updates via shouldUpdate. If that -- happens, we should stop doing stuff at this point. if not shouldContinueUpdate then return virtualNode end virtualNode.currentElement = newElement return virtualNode end --[[ Constructs a new virtual node but not does mount it. ]] local function createVirtualNode(element, hostParent, hostKey, context) if config.internalTypeChecks then internalAssert(renderer.isHostObject(hostParent) or hostParent == nil, "Expected arg #2 to be a host object") internalAssert(typeof(context) == "table" or context == nil, "Expected arg #4 to be of type table or nil") end if config.typeChecks then assert(hostKey ~= nil, "Expected arg #3 to be non-nil") assert( Type.of(element) == Type.Element or typeof(element) == "boolean", "Expected arg #1 to be of type Element or boolean" ) end return { [Type] = Type.VirtualNode, currentElement = element, depth = 1, children = {}, hostParent = hostParent, hostKey = hostKey, context = context, -- This copy of context is useful if the element gets replaced -- with an element of a different component type parentContext = context, } end local function mountFunctionVirtualNode(virtualNode) local element = virtualNode.currentElement local children = element.component(element.props) updateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, children) end local function mountPortalVirtualNode(virtualNode) local element = virtualNode.currentElement local targetHostParent = element.props.target local children = element.props[Children] assert(renderer.isHostObject(targetHostParent), "Expected target to be host object") updateVirtualNodeWithChildren(virtualNode, targetHostParent, children) end local function mountFragmentVirtualNode(virtualNode) local element = virtualNode.currentElement local children = element.elements updateVirtualNodeWithChildren(virtualNode, virtualNode.hostParent, children) end --[[ Constructs a new virtual node and mounts it, but does not place it into the tree. ]] function mountVirtualNode(element, hostParent, hostKey, context) if config.internalTypeChecks then internalAssert(renderer.isHostObject(hostParent) or hostParent == nil, "Expected arg #2 to be a host object") internalAssert(typeof(context) == "table" or context == nil, "Expected arg #4 to be of type table or nil") end if config.typeChecks then assert(hostKey ~= nil, "Expected arg #3 to be non-nil") assert( Type.of(element) == Type.Element or typeof(element) == "boolean", "Expected arg #1 to be of type Element or boolean" ) end -- Boolean values render as nil to enable terse conditional rendering. if typeof(element) == "boolean" then return nil end local kind = ElementKind.of(element) local virtualNode = createVirtualNode(element, hostParent, hostKey, context) if kind == ElementKind.Host then renderer.mountHostNode(reconciler, virtualNode) elseif kind == ElementKind.Function then mountFunctionVirtualNode(virtualNode) elseif kind == ElementKind.Stateful then element.component:__mount(reconciler, virtualNode) elseif kind == ElementKind.Portal then mountPortalVirtualNode(virtualNode) elseif kind == ElementKind.Fragment then mountFragmentVirtualNode(virtualNode) else error(("Unknown ElementKind %q"):format(tostring(kind), 2)) end return virtualNode end --[[ Constructs a new Roact virtual tree, constructs a root node for it, and mounts it. ]] local function mountVirtualTree(element, hostParent, hostKey) if config.typeChecks then assert(Type.of(element) == Type.Element, "Expected arg #1 to be of type Element") assert(renderer.isHostObject(hostParent) or hostParent == nil, "Expected arg #2 to be a host object") end if hostKey == nil then hostKey = "RoactTree" end local tree = { [Type] = Type.VirtualTree, [InternalData] = { -- The root node of the tree, which starts into the hierarchy of -- Roact component instances. rootNode = nil, mounted = true, }, } tree[InternalData].rootNode = mountVirtualNode(element, hostParent, hostKey) return tree end --[[ Unmounts the virtual tree, freeing all of its resources. No further operations should be done on the tree after it's been unmounted, as indicated by its the `mounted` field. ]] local function unmountVirtualTree(tree) local internalData = tree[InternalData] if config.typeChecks then assert(Type.of(tree) == Type.VirtualTree, "Expected arg #1 to be a Roact handle") assert(internalData.mounted, "Cannot unmounted a Roact tree that has already been unmounted") end internalData.mounted = false if internalData.rootNode ~= nil then unmountVirtualNode(internalData.rootNode) end end --[[ Utility method for updating the root node of a virtual tree given a new element. ]] local function updateVirtualTree(tree, newElement) local internalData = tree[InternalData] if config.typeChecks then assert(Type.of(tree) == Type.VirtualTree, "Expected arg #1 to be a Roact handle") assert(Type.of(newElement) == Type.Element, "Expected arg #2 to be a Roact Element") end internalData.rootNode = updateVirtualNode(internalData.rootNode, newElement) return tree end reconciler = { mountVirtualTree = mountVirtualTree, unmountVirtualTree = unmountVirtualTree, updateVirtualTree = updateVirtualTree, createVirtualNode = createVirtualNode, mountVirtualNode = mountVirtualNode, unmountVirtualNode = unmountVirtualNode, updateVirtualNode = updateVirtualNode, updateVirtualNodeWithChildren = updateVirtualNodeWithChildren, updateVirtualNodeWithRenderResult = updateVirtualNodeWithRenderResult, } return reconciler end return createReconciler
--[[ shared.getdate() --Returns the current date shared.gettime() --Returns the current time shared.gettime(true) --Returns the current time in 24 hour format shared.getdatetime() --Returns the current time and date shared.getdatetime(true) --Returns the current time and date in 24 hour format ]]
months = {"January","February","March","April","May","June","July","August","September","October","November","December"} daysinmonth = {31,28,31,30,31,30,31,31,30,31,30,31} _G.gettime = function(hour24) time = tick() tsec = time % 86400 hour = math.floor((tsec/60/60)%24) min = math.floor((tsec/60)%60) sec = math.floor(tsec%60) if sec < 10 then sec = "0"..sec end if min < 10 then min = "0"..min end if hour24 ~= true then if hour > 12 then hour = hour - 12 sec = sec.." PM" else sec = sec.." AM" end end string = hour..":"..min..":"..sec return string end function shared.getdate() time = tick() year = math.floor(time/60/60/24/365.25+1970) day = math.ceil(time/60/60/24%365.25) for i=1, #daysinmonth do if day > daysinmonth[i] then day = day - daysinmonth[i] else month = months[i] break end end string = month.." "..day..", "..year return string end function shared.getdatetime(hour24) string = shared.gettime(hour24).." "..shared.getdate() return string end
-- << SETUP >>
local character = main.player.Character or main.player.CharacterAdded:Wait() local humanoid = character:WaitForChild("Humanoid") main.humanoidRigType = humanoid.RigType wait(1) for speedCommandName, _ in pairs(main.commandSpeeds) do if main.commandsActive[speedCommandName] then main.commandsActive[speedCommandName] = nil main:GetModule("cf"):ActivateClientCommand(speedCommandName) end end
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries' local Make = require(Libraries:WaitForChild 'Make') local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))
-- Make signal strict
setmetatable(Signal, { __index = function(tb, key) error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2) end, __newindex = function(tb, key, value) error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2) end }) return Signal
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Lapis",Paint) end)
-- Class
local DraggerClass = {} DraggerClass.__index = DraggerClass DraggerClass.__type = "Dragger" function DraggerClass:__tostring() return DraggerClass.__type end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
if key == "u" then if script.Parent.Rev.Sound == true then script.Parent.IsOn.Value = false end local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local throt=0 local redline=0 script:WaitForChild("Rev") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true) handler:FireServer("playSound","Rev") car.DriveSeat:WaitForChild("Rev") while wait() do local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then throt = math.max(.3,throt-.2) else throt = math.min(1,throt+.1) end if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then redline=.5 else redline=1 end if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Rev.SetPitch.Value) if FE then handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,script.Rev.Volume) else car.DriveSeat.Rev.Pitch = Pitch end end
--
Humanoid.Changed:Connect(function() if Enum.Material[Humanoid.FloorMaterial.Name] then script.Parent.CurrentMaterial.Value = Humanoid.FloorMaterial.Name else script.Parent.CurrentMaterial.Value = DefaultSound end end) function TurnOffSounds() for i,v in pairs(script.Parent:GetChildren()) do if v.ClassName == "Sound" then v.Playing = false end end end function MakeSound() for i,v in pairs(script.Parent:GetChildren()) do if v.ClassName == "Sound" then if v.Name ~= script.Parent.CurrentMaterial.Value then v.Playing = false else if script.Parent.CurrentMaterial.Value == 'Air' and ToggleAirSound == true then v.Playing = true v.PlaybackSpeed = Humanoid.WalkSpeed / 18 else if v.Name ~= 'Air' then v.Playing = true v.PlaybackSpeed = Humanoid.WalkSpeed / 18 end end end end end end function MakeDefaultSound() for i,v in pairs(script.Parent:GetChildren()) do if v.ClassName == "Sound" then if v.Name ~= DefaultSound then v.Playing = false else v.Playing = true v.PlaybackSpeed = Humanoid.WalkSpeed / 18 end end end end while wait(1/10) do local Moving = Humanoid.MoveDirection ~= Vector3.new(0,0,0) if Moving then if script.Parent:FindFirstChild(script.Parent.CurrentMaterial.Value) and script.Parent.CurrentMaterial.Value ~= nil then MakeSound() else MakeDefaultSound() end else TurnOffSounds() end end
--------------------------------------------------------------------------------------------------------------
local CAS = game:GetService("ContextActionService") CAS:BindAction("Sprint", sprint, true, bind1, bind2) -- Binds the keybinds to the sprint function and creates a mobile button for it CAS:SetPosition("Sprint", UDim2.new(0.7,0,0,0)) -- Changes the position of the mobile button within the context frame, to read more about how UDim2 positions work, go to https://developer.roblox.com/en-us/api-reference/datatype/UDim2 CAS:SetTitle("Sprint", "Ctrl") -- Sets the text on the mobile button, replace Ctrl with any text you desire
-- ROBLOX deviation START: defining parse as callable table
local parse_ local parse = setmetatable({}, { __call = function(_self: any, input: string, options: Object?) return parse_(input, options) end, }) function parse_(input, options) -- ROBLOX deviation END if typeof(input) ~= "string" then error(Error.new("TypeError: Expected a string")) end input = REPLACEMENTS[input] or input local opts = Object.assign({}, options) local max = if typeof(opts.maxLength) == "number" then math.min(MAX_LENGTH, opts.maxLength) else MAX_LENGTH local len = #input if len > max then error( Error.new( ("SyntaxError: Input length: %s, exceeds maximum allowed length: %s"):format( tostring(len), tostring(max) ) ) ) end local bos = { type = "bos", value = "", output = opts.prepend or "" } local tokens = { bos } local capture = if Boolean.toJSBoolean(opts.capture) then "" else "?:" local win32 = utils.isWindows(options) -- create constants based on platform, for windows or posix local PLATFORM_CHARS = constants.globChars(win32) local EXTGLOB_CHARS = constants.extglobChars(PLATFORM_CHARS) local DOT_LITERAL, PLUS_LITERAL, SLASH_LITERAL, ONE_CHAR, DOTS_SLASH, NO_DOT, NO_DOT_SLASH, NO_DOTS_SLASH, QMARK, QMARK_NO_DOT, STAR, START_ANCHOR = PLATFORM_CHARS.DOT_LITERAL, PLATFORM_CHARS.PLUS_LITERAL, PLATFORM_CHARS.SLASH_LITERAL, PLATFORM_CHARS.ONE_CHAR, PLATFORM_CHARS.DOTS_SLASH, PLATFORM_CHARS.NO_DOT, PLATFORM_CHARS.NO_DOT_SLASH, PLATFORM_CHARS.NO_DOTS_SLASH, PLATFORM_CHARS.QMARK, PLATFORM_CHARS.QMARK_NO_DOT, PLATFORM_CHARS.STAR, PLATFORM_CHARS.START_ANCHOR local function globstar(opts) return ("(%s(?:(?!%s%s).)*?)"):format( capture, START_ANCHOR, if Boolean.toJSBoolean(opts.dot) then DOTS_SLASH else DOT_LITERAL ) end local nodot = if Boolean.toJSBoolean(opts.dot) then "" else NO_DOT local qmarkNoDot = if Boolean.toJSBoolean(opts.dot) then QMARK else QMARK_NO_DOT local star = if opts.bash == true then globstar(opts) else STAR if Boolean.toJSBoolean(opts.capture) then star = ("(%s)"):format(star) end -- minimatch options support if typeof(opts.noext) == "boolean" then opts.noextglob = opts.noext end local state = { input = input, index = 0, start = 1, dot = opts.dot == true, consumed = "", output = "", prefix = "", backtrack = false, negated = false, brackets = 0, braces = 0, parens = 0, quotes = 0, globstar = false, tokens = tokens, } input = utils.removePrefix(input, state) len = #input local extglobs: Array<Token> = {} local braces: Array<Token> = {} local stack: Array<string> = {} local prev: Token = bos local value --[[* * Tokenizing helpers ]] local function eos() return state.index == len end state.peek = function(n_: number?) local n = if n_ ~= nil then n_ else 1 return string.sub(input, state.index + n, state.index + n) end local peek = state.peek state.advance = function() state.index += 1 return string.sub(input, state.index, state.index) or "" end local advance = state.advance local function remaining() return string.sub(input, state.index + 1) end local function consume(value_: string?, num_: number?) local value = value_ or "" local num = num_ or 0 state.consumed ..= value state.index += num end local function append(token: Token) state.output ..= if token.output ~= nil then token.output else token.value consume(token.value) end local function negate() local count = 1 while peek() == "!" and (peek(2) ~= "(" or peek(3) == "?") do advance() state.start += 1 count += 1 end if count % 2 == 0 then return false end state.negated = true state.start += 1 return true end local function increment(type) state[type] += 1 table.insert(stack, type) end local function decrement(type) state[type] -= 1 table.remove(stack) end --[[* * Push tokens onto the tokens array. This helper speeds up * tokenizing by 1) helping us avoid backtracking as much as possible, * and 2) helping us avoid creating extra tokens when consecutive * characters are plain text. This improves performance and simplifies * lookbehinds. ]] local function push(tok: Token) if prev.type == "globstar" then local isBrace = state.braces > 0 and (tok.type == "comma" or tok.type == "brace") local isExtglob = tok.extglob == true or if #extglobs ~= 0 then tok.type == "pipe" or tok.type == "paren" else #extglobs if tok.type ~= "slash" and tok.type ~= "paren" and not isBrace and not isExtglob then state.output = String.slice(state.output, 0, -#prev.output) prev.type = "star" prev.value = "*" prev.output = star state.output ..= prev.output end end if #extglobs ~= 0 and tok.type ~= "paren" then extglobs[#extglobs].inner ..= tok.value end if Boolean.toJSBoolean(tok.value) or Boolean.toJSBoolean(tok.output) then append(tok) end if prev ~= nil and prev.type == "text" and tok.type == "text" then prev.value ..= tok.value prev.output = (prev.output or "") .. tok.value return end tok.prev = prev table.insert(tokens, tok) prev = tok end local function extglobOpen(type, value) local token = Object.assign({}, EXTGLOB_CHARS[value], { conditions = 1, inner = "" }) token.prev = prev token.parens = state.parens token.output = state.output local output = (if Boolean.toJSBoolean(opts.capture) then "(" else "") .. token.open increment("parens") push({ type = type, value = value, output = if Boolean.toJSBoolean(state.output) then "" else ONE_CHAR, }) push({ type = "paren", extglob = true, value = advance(), output = output }) table.insert(extglobs, token) end local function extglobClose(token: Token) local output = token.close .. (if Boolean.toJSBoolean(opts.capture) then ")" else "") local rest if token.type == "negate" then local extglobStar = star if token.inner ~= nil and #token.inner > 1 and token.inner:find("/", 1, true) ~= nil then extglobStar = globstar(opts) end if extglobStar ~= star or eos() or RegExp("^\\)+$"):test(remaining()) then token.close = (")$))%s"):format(extglobStar) output = token.close end if token.inner:find("*", 1, true) ~= nil and (function() rest = remaining() return rest end)() and RegExp("^\\.[^\\\\/.]+$"):test(rest) then -- Any non-magical string (`.ts`) or even nested expression (`.{ts,tsx}`) can follow after the closing parenthesis. -- In this case, we need to parse the string and use it in the output of the original pattern. -- Suitable patterns: `/!(*.d).ts`, `/!(*.d).{ts,tsx}`, `**/!(*-dbg).@(js)`. -- -- Disabling the `fastpaths` option due to a problem with parsing strings as `.ts` in the pattern like `**/!(*.d).ts`. local expression = parse(rest, Object.assign({}, options, { fastpaths = false })).output token.close = (")%s)%s)"):format(expression, extglobStar) output = token.close end if token.prev.type == "bos" then state.negatedExtglob = true end end push({ type = "paren", extglob = true, value = value, output = output }) decrement("parens") end --[[* * Fast paths ]] if opts.fastpaths ~= false and not RegExp('(^[*!]|[/()[\\]{}"])'):test(input) then local backslashes = false -- ROBLOX deviation: using custom string.replace implementation local output = String_replace(input, REGEX_SPECIAL_CHARS_BACKREF, function(m, esc, chars, first, rest, index) if first == "\\" then backslashes = true return m end if first == "?" then if Boolean.toJSBoolean(esc) then return esc .. first .. if rest ~= nil then string.rep(QMARK, #rest) else "" end if index == 0 then return qmarkNoDot .. if rest ~= nil then string.rep(QMARK, #rest) else "" end return string.rep(QMARK, #chars) end if first == "." then return string.rep(DOT_LITERAL, #chars) end if first == "*" then if Boolean.toJSBoolean(esc) then return esc .. first .. if rest ~= nil then star else "" end return star end return if Boolean.toJSBoolean(esc) then m else ("\\%s"):format(m) end) if backslashes == true then if opts.unescape == true then -- ROBLOX FIXME START: change :replace to working solution error("not implemented") -- output = output:replace(RegExp("\\", "g")("")) -- ROBLOX FIXME END else -- ROBLOX FIXME START: change :replace to working solution error("not implemented") -- output = output:replace(RegExp("\\+", "g"), function(m) -- return if #m % 2 == 0 then "\\\\" else (if Boolean.toJSBoolean(m) then "\\" else "") -- end) -- ROBLOX FIXME END end end if output == input and opts.contains == true then state.output = input return state end state.output = utils.wrapOutput(output, state, options) return state end --[[* * Tokenize input until we reach end-of-string ]] while not eos() do value = advance() if value == "\u{0000}" then continue end --[[* * Escaped characters ]] if value == "\\" then local next = peek() if next == "/" and opts.bash ~= true then continue end if next == "." or next == ";" then continue end if not Boolean.toJSBoolean(next) then -- ROBLOX FIXME Luau: it seems that Luau narrows the type to be singleton type of "\\" and doesn't allow to append anything to it value ..= "\\" :: any push({ type = "text", value = value }) continue end -- collapse slashes to reduce potential for exploits local match = (RegExp("^\\\\+")):exec(remaining()) local slashes = 0 if match ~= nil and #match[1] > 2 then slashes = #match[1] state.index += slashes if slashes % 2 ~= 0 then value ..= "\\" end end if opts.unescape == true then value = advance() else value ..= advance() end if state.brackets == 0 then push({ type = "text", value = value }) continue end end --[[* * If we're inside a regex character class, continue * until we reach the closing bracket. ]] if state.brackets > 0 and (value ~= "]" or prev.value == "[" or prev.value == "[^") then if opts.posix ~= false and value == ":" then local inner = String.slice(prev.value, 1) if inner:find("[") ~= nil then prev.posix = true if inner:find(":") ~= nil then local idx = String.lastIndexOf(prev.value, "[") local pre = String.slice(prev.value, 1, idx) local rest = String.slice(prev.value, idx + 2) local posix = POSIX_REGEX_SOURCE[rest] if posix then prev.value = pre .. posix state.backtrack = true advance() if not Boolean.toJSBoolean(bos.output) and Array.indexOf(tokens, prev) == 2 --[[ ROBLOX deviation: added 1 to account for 1-based indexing]] then bos.output = ONE_CHAR end continue end end end end if value == "[" and peek() ~= ":" or value == "-" and peek() == "]" then value = ("\\%s"):format(value) end if value == "]" and (prev.value == "[" or prev.value == "[^") then value = ("\\%s"):format(value) end if opts.posix == true and value == "!" and prev.value == "[" then value = "^" end prev.value ..= value append({ value = value }) continue end --[[* * If we're inside a quoted string, continue * until we reach the closing double quote. ]] if state.quotes == 1 and value ~= '"' then value = utils.escapeRegex(value) prev.value ..= value append({ value = value }) continue end --[[* * Double quotes ]] if value == '"' then state.quotes = state.quotes == 1 and 0 or 1 if opts.keepQuotes == true then push({ type = "text", value = value }) end continue end --[[* * Parentheses ]] if value == "(" then increment("parens") push({ type = "paren", value = value }) continue end if value == ")" then if state.parens == 0 and opts.strictBrackets == true then error(Error.new("SyntaxError: " .. syntaxError("opening", "("))) end local extglob = extglobs[#extglobs] if extglob ~= nil and state.parens == extglob.parens + 1 then extglobClose(table.remove(extglobs) :: Token) continue end push({ type = "paren", value = value, output = if Boolean.toJSBoolean(state.parens) then ")" else "\\)", }) decrement("parens") continue end --[[* * Square brackets ]] if value == "[" then if opts.nobracket == true or not remaining():find("]") ~= nil then if opts.nobracket ~= true and opts.strictBrackets == true then error(Error.new("SyntaxError: " .. syntaxError("closing", "]"))) end value = ("\\%s"):format(value) else increment("brackets") end push({ type = "bracket", value = value }) continue end if value == "]" then if opts.nobracket == true or (prev ~= nil and prev.type == "bracket" and #prev.value == 1) then push({ type = "text", value = value, output = ("\\%s"):format(value) }) continue end if state.brackets == 0 then if opts.strictBrackets == true then error(Error.new("SyntaxError: " .. syntaxError("opening", "["))) end push({ type = "text", value = value, output = ("\\%s"):format(value) }) continue end decrement("brackets") local prevValue = String.slice(prev.value, 2) if prev.posix ~= true and prevValue:sub(1, 1) == "^" and not prevValue:find("/") ~= nil then value = ("/%s"):format(value) end prev.value ..= value append({ value = value }) -- when literal brackets are explicitly disabled -- assume we should match with a regex character class if opts.literalBrackets == false or utils.hasRegexChars(prevValue) then continue end local escaped = utils.escapeRegex(prev.value) state.output = String.slice(state.output, 1, -#prev.value) -- when literal brackets are explicitly enabled -- assume we should escape the brackets to match literal characters if opts.literalBrackets == true then state.output ..= escaped prev.value = escaped continue end -- when the user specifies nothing, try to match both prev.value = ("(%s%s|%s)"):format(capture, escaped, prev.value) state.output ..= prev.value continue end --[[* * Braces ]] if value == "{" and opts.nobrace ~= true then increment("braces") local open = { type = "brace", value = value, output = "(", outputIndex = #state.output, tokensIndex = #state.tokens, } table.insert(braces, open) push(open) continue end if value == "}" then local brace = braces[#braces] if opts.nobrace == true or not Boolean.toJSBoolean(brace) then push({ type = "text", value = value, output = value }) continue end local output = ")" if brace.dots == true then local arr = Array.slice(tokens) local range = {} for i = #arr, 1, -1 do table.remove(tokens) if arr[i].type == "brace" then break end if arr[i].type ~= "dots" then table.insert(range, 1, arr[i].value) end end output = expandRange(range, opts) state.backtrack = true end if brace.comma ~= true and brace.dots ~= true then local out = String.slice(state.output, 1, brace.outputIndex) local toks = Array.slice(state.tokens, brace.tokensIndex) brace.output = "\\{" brace.value = brace.output output = "\\}" value = output state.output = out for _, t in ipairs(toks) do state.output ..= if Boolean.toJSBoolean(t.output) then t.output else t.value end end push({ type = "brace", value = value, output = output }) decrement("braces") table.remove(braces) continue end --[[* * Pipes ]] if value == "|" then if #extglobs > 0 then extglobs[#extglobs].conditions += 1 end push({ type = "text", value = value }) continue end --[[* * Commas ]] if value == "," then local output = value local brace = braces[#braces] if Boolean.toJSBoolean(brace) and stack[#stack] == "braces" then brace.comma = true output = "|" end push({ type = "comma", value = value, output = output }) continue end --[[* * Slashes ]] if value == "/" then -- if the beginning of the glob is "./", advance the start -- to the current index, and don't add the "./" characters -- to the state. This greatly simplifies lookbehinds when -- checking for BOS characters like "!" and "." (not "./") if prev.type == "dot" and state.index == state.start + 1 then state.start = state.index + 1 state.consumed = "" state.output = "" table.remove(tokens) prev = bos -- reset "prev" to the first token continue end push({ type = "slash", value = value, output = SLASH_LITERAL }) continue end --[[* * Dots ]] if value == "." then if state.braces > 0 and prev.type == "dot" then if prev.value == "." then prev.output = DOT_LITERAL end local brace = braces[#braces] prev.type = "dots" prev.output ..= value prev.value ..= value brace.dots = true continue end if state.braces + state.parens == 0 and prev.type ~= "bos" and prev.type ~= "slash" then push({ type = "text", value = value, output = DOT_LITERAL }) continue end push({ type = "dot", value = value, output = DOT_LITERAL }) continue end --[[* * Question marks ]] if value == "?" then local isGroup = Boolean.toJSBoolean(prev) and prev.value == "(" if not isGroup and opts.noextglob ~= true and peek() == "(" and peek(2) ~= "?" then extglobOpen("qmark", value) continue end if Boolean.toJSBoolean(prev) and prev.type == "paren" then local next = peek() local output = value if next == "<" and not utils.supportsLookbehinds() then error(Error.new("Node.js v10 or higher is required for regex lookbehinds")) end if (prev.value == "(" and not RegExp("[!=<:]"):test(next)) or (next == "<" and not RegExp("<([!=]|\\w+>)"):test(remaining())) then output = ("\\%s"):format(value) end push({ type = "text", value = value, output = output }) continue end if opts.dot ~= true and (prev.type == "slash" or prev.type == "bos") then push({ type = "qmark", value = value, output = QMARK_NO_DOT }) continue end push({ type = "qmark", value = value, output = QMARK }) continue end --[[* * Exclamation ]] if value == "!" then if opts.noextglob ~= true and peek() == "(" then if peek(2) ~= "?" or not RegExp("[!=<:]"):test(peek(3)) then extglobOpen("negate", value) continue end end if opts.nonegate ~= true and state.index == 1 then negate() continue end end --[[* * Plus ]] if value == "+" then if opts.noextglob ~= true and peek() == "(" and peek(2) ~= "?" then extglobOpen("plus", value) continue end if prev ~= nil and prev.value == "(" or opts.regex == false then push({ type = "plus", value = value, output = PLUS_LITERAL }) continue end if (prev ~= nil and (prev.type == "bracket" or prev.type == "paren" or prev.type == "brace")) or state.parens > 0 then push({ type = "plus", value = value }) continue end push({ type = "plus", value = PLUS_LITERAL }) continue end --[[* * Plain text ]] if value == "@" then if opts.noextglob ~= true and peek() == "(" and peek(2) ~= "?" then push({ type = "at", extglob = true, value = value, output = "" }) continue end push({ type = "text", value = value }) continue end --[[* * Plain text ]] if value ~= "*" then if value == "$" or value == "^" then value = ("\\%s"):format(value) end local match = string.match(remaining(), REGEX_NON_SPECIAL_CHARS) if match ~= nil then value ..= match state.index += #match end push({ type = "text", value = value }) continue end --[[* * Stars ]] if prev ~= nil and (prev.type == "globstar" or prev.star == true) then prev.type = "star" prev.star = true prev.value ..= value prev.output = star state.backtrack = true state.globstar = true consume(value) continue end local rest = remaining() if Boolean.toJSBoolean(opts.noextglob ~= true and RegExp("^\\([^?]"):test(rest)) then extglobOpen("star", value) continue end if prev.type == "star" then if opts.noglobstar == true then consume(value) continue end local prior = prev.prev local before = prior.prev local isStart = prior.type == "slash" or prior.type == "bos" local afterStar = if Boolean.toJSBoolean(before) then before.type == "star" or before.type == "globstar" else before if opts.bash == true and (not isStart or (rest:sub(1, 1) ~= nil and rest:sub(1, 1) ~= "/")) then push({ type = "star", value = value, output = "" }) continue end local isBrace = state.braces > 0 and (prior.type == "comma" or prior.type == "brace") local isExtglob = #extglobs > 0 and (prior.type == "pipe" or prior.type == "paren") if not isStart and prior.type ~= "paren" and not isBrace and not isExtglob then push({ type = "star", value = value, output = "" }) continue end -- strip consecutive `/**/` while String.slice(rest, 1, 4) == "/**" do local after = input:sub(state.index + 4, state.index + 4) if Boolean.toJSBoolean(after) and after ~= "/" then break end rest = String.slice(rest, 4) consume("/**", 3) end if prior.type == "bos" and eos() then prev.type = "globstar" prev.value ..= value prev.output = globstar(opts) state.output = prev.output state.globstar = true consume(value) continue end if prior.type == "slash" and prior.prev.type ~= "bos" and not Boolean.toJSBoolean(afterStar) and eos() then state.output = String.slice(state.output, 1, -#(prior.output .. prev.output)) prior.output = ("(?:%s"):format(prior.output) prev.type = "globstar" prev.output = globstar(opts) .. (if opts.strictSlashes then ")" else "|$)") prev.value ..= value state.globstar = true state.output ..= prior.output .. prev.output consume(value) continue end if prior.type == "slash" and prior.prev.type ~= "bos" and rest:sub(1, 1) == "/" then local end_ = if rest:sub(2, 2) ~= nil then "|$" else "" state.output = String.slice(state.output, 1, -#(prior.output .. prev.output)) prior.output = ("(?:%s"):format(prior.output) prev.type = "globstar" prev.output = ("%s%s|%s%s)"):format(globstar(opts), SLASH_LITERAL, SLASH_LITERAL, end_) prev.value ..= value state.output ..= prior.output .. prev.output state.globstar = true consume(value .. advance()) push({ type = "slash", value = "/", output = "" }) continue end if prior.type == "bos" and rest:sub(1, 1) == "/" then prev.type = "globstar" prev.value ..= value prev.output = ("(?:^|%s|%s%s)"):format(SLASH_LITERAL, globstar(opts), SLASH_LITERAL) state.output = prev.output state.globstar = true consume(value .. advance()) push({ type = "slash", value = "/", output = "" }) continue end -- remove single star from output state.output = String.slice(state.output, 1, -#prev.output) -- reset previous token to globstar prev.type = "globstar" prev.output = globstar(opts) prev.value ..= value -- reset output with globstar state.output ..= prev.output state.globstar = true consume(value) continue end local token = { type = "star", value = value, output = star } if opts.bash == true then token.output = ".*?" if prev.type == "bos" or prev.type == "slash" then token.output = nodot .. token.output end push(token) continue end if prev ~= nil and (prev.type == "bracket" or prev.type == "paren") and opts.regex == true then token.output = value push(token) continue end if state.index == state.start or prev.type == "slash" or prev.type == "dot" then if prev.type == "dot" then state.output ..= NO_DOT_SLASH prev.output ..= NO_DOT_SLASH elseif opts.dot == true then state.output ..= NO_DOTS_SLASH prev.output ..= NO_DOTS_SLASH else state.output ..= nodot prev.output ..= nodot end if peek() ~= "*" then state.output ..= ONE_CHAR prev.output ..= ONE_CHAR end end push(token) end while state.brackets > 0 do if opts.strictBrackets == true then error(Error.new("SyntaxError: " .. syntaxError("closing", "]"))) end state.output = utils.escapeLast(state.output, "[") decrement("brackets") end while state.parens > 0 do if opts.strictBrackets == true then error(Error.new("SyntaxError: " .. syntaxError("closing", ")"))) end state.output = utils.escapeLast(state.output, "(") decrement("parens") end while state.braces > 0 do if opts.strictBrackets == true then error(Error.new("SyntaxError: " .. syntaxError("closing", "}"))) end state.output = utils.escapeLast(state.output, "{") decrement("braces") end if opts.strictSlashes ~= true and (prev.type == "star" or prev.type == "bracket") then push({ type = "maybe_slash", value = "", output = ("%s?"):format(SLASH_LITERAL) }) end -- rebuild the output if we had to backtrack at any point if state.backtrack == true then state.output = "" for _, token: Token in ipairs(state.tokens) do state.output ..= if token.output ~= nil then token.output else token.value if token.suffix then state.output ..= token.suffix end end end return state end
--[[do local SwordPodium = require(script.SwordPodium) for i,v in pairs(game:GetService("CollectionService"):GetTagged("SwordPodium")) do local Podium = SwordPodium.new(v) end end]]
return this
-- functions
function StopAllAnimations() local OldAnim = CurrentAnim -- return to idle if finishing an emote if EmoteNames[OldAnim] and not EmoteNames[OldAnim] then OldAnim = "Idle" end CurrentAnim = "" if CurrentAnimKeyframeHandler then CurrentAnimKeyframeHandler:disconnect() end if CurrentAnimTrack then CurrentAnimTrack:Stop() CurrentAnimTrack:Destroy() CurrentAnimTrack = nil end return OldAnim end function SetAnimationSpeed(Speed) if Speed ~= CurrentAnimSpeed then CurrentAnimSpeed = Speed CurrentAnimTrack:AdjustSpeed(CurrentAnimSpeed) end end function KeyframeReachedFunc(FrameName) if FrameName == "End" then
-- Waits for the child of the specified parent
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local Tool = script.Parent local Animations = {} local MyHumanoid local MyCharacter local function PlayAnimation(animationName) if Animations[animationName] then Animations[animationName]:Play() end end local function StopAnimation(animationName) if Animations[animationName] then Animations[animationName]:Stop() end end function OnEquipped(mouse) MyCharacter = Tool.Parent MyHumanoid = WaitForChild(MyCharacter, 'Humanoid') if MyHumanoid then Animations['IdleAnim3'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'IdleAnim3')) Animations['IdleAnim3'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'IdleAnim3')) Animations['IdleAnim3'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'IdleAnim3')) Animations['IdleAnim3'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'IdleAnim3')) Animations['IdleAnim3'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'IdleAnim3')) Animations['IdleAnim3'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'IdleAnim3')) end PlayAnimation('IdleAnim3') PlayAnimation('IdleAnim3') end function OnUnequipped() for animName, _ in pairs(Animations) do StopAnimation(animName) end end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped) WaitForChild(Tool, 'PlayIdleAnim3').Changed:connect( function (value) --if value then PlayAnimation('IdleAnim3') --else -- StopAnimation('IdleAnim3') --end end) WaitForChild(Tool, 'PlayIdleAnim3').Changed:connect( function (value) --if value then PlayAnimation('IdleAnim3') --else -- StopAnimation('IdleAnim3') --end end) WaitForChild(Tool, 'PlayIdleAnim3').Changed:connect( function (value) --if value then PlayAnimation('IdleAnim3') --else -- StopAnimation('IdleAnim3') --end end)
--//Events--
game:GetService("RunService").RenderStepped:Connect(function() --//Visible-- for i, part in pairs(character:GetChildren()) do if string.match(part.Name, "Leg") or string.match(part.Name, "Foot") then part.LocalTransparencyModifier = 0 end end end)
-- GUI Elements
local SelectionFrame = script.Parent local List = SelectionFrame:FindFirstChild("List") local Container = List:FindFirstChild("Container") local UIGridLayout = Container:FindFirstChild("UIGridLayout") local Selected = SelectionFrame:FindFirstChild("Selected") local SelectedName = SelectionFrame:FindFirstChild("SelectedName") local InfoFrames = SelectionFrame:FindFirstChild("InfoFrames") local InfoFrame if IS_CONSOLE then InfoFrame = InfoFrames:FindFirstChild("InfoFrameConsole") elseif IS_MOBILE then InfoFrame = InfoFrames:FindFirstChild("InfoFrameMobile") else InfoFrame = InfoFrames:FindFirstChild("InfoFrame") end local ExitButton = SelectionFrame:FindFirstChild("ExitButton") local SelectButton = SelectionFrame:FindFirstChild("SelectButton") local InfoButton = SelectionFrame:FindFirstChild("InfoButton") local InfoExitButton = InfoFrame:FindFirstChild("ExitButton") local PlayerGui = player:WaitForChild("PlayerGui") local TopBar = PlayerGui:WaitForChild("TopBar")
--[=[ Returns the viewport point ray for the mouse at the current mouse position (or the override position if provided). ]=]
function Mouse:GetRay(overridePos: Vector2?): Ray local mousePos = overridePos or UserInputService:GetMouseLocation() local viewportMouseRay = workspace.CurrentCamera:ViewportPointToRay(mousePos.X, mousePos.Y) return viewportMouseRay end
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local aFinderButton = dockShelf.CSafari local opened = aFinderButton.Opened local Minimalise = script.Parent local window = script.Parent.Parent.Parent
--[=[ The current position at the given clock time. Assigning the position will change the spring to have that position. ```lua local spring = Spring.new(0) print(spring.Position) --> 0 ``` @prop Position T @within Spring ]=] --[=[ Alias for [Spring.Position](/api/Spring#Position) @prop p T @within Spring ]=] --[=[ The current velocity. Assigning the velocity will change the spring to have that velocity. ```lua local spring = Spring.new(0) print(spring.Velocity) --> 0 ``` @prop Velocity T @within Spring ]=] --[=[ Alias for [Spring.Velocity](/api/Spring#Velocity) @prop v T @within Spring ]=] --[=[ The current target. Assigning the target will change the spring to have that target. ```lua local spring = Spring.new(0) print(spring.Target) --> 0 ``` @prop Target T @within Spring ]=] --[=[ Alias for [Spring.Target](/api/Spring#Target) @prop t T @within Spring ]=] --[=[ The current damper, defaults to 1. At 1 the spring is critically damped. At less than 1, it will be underdamped, and thus, bounce, and at over 1, it will be critically damped. @prop Damper number @within Spring ]=] --[=[ Alias for [Spring.Damper](/api/Spring#Damper) @prop d number @within Spring ]=] --[=[ The speed, defaults to 1, but should be between [0, infinity) @prop Speed number @within Spring ]=] --[=[ Alias for [Spring.Speed](/api/Spring#Speed) @prop s number @within Spring ]=] --[=[ The current clock object to syncronize the spring against. @prop Clock () -> number @within Spring ]=]
function Spring:__index(index) if Spring[index] then return Spring[index] elseif index == "Value" or index == "Position" or index == "p" then local position, _ = self:_positionVelocity(self._clock()) return position elseif index == "Velocity" or index == "v" then local _, velocity = self:_positionVelocity(self._clock()) return velocity elseif index == "Target" or index == "t" then return self._target elseif index == "Damper" or index == "d" then return self._damper elseif index == "Speed" or index == "s" then return self._speed elseif index == "Clock" then return self._clock else error(("%q is not a valid member of Spring"):format(tostring(index)), 2) end end function Spring:__newindex(index, value) local now = self._clock() if index == "Value" or index == "Position" or index == "p" then local _, velocity = self:_positionVelocity(now) self._position0 = value self._velocity0 = velocity self._time0 = now elseif index == "Velocity" or index == "v" then local position, _ = self:_positionVelocity(now) self._position0 = position self._velocity0 = value self._time0 = now elseif index == "Target" or index == "t" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._target = value self._time0 = now elseif index == "Damper" or index == "d" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._damper = value self._time0 = now elseif index == "Speed" or index == "s" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._speed = value < 0 and 0 or value self._time0 = now elseif index == "Clock" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._clock = value self._time0 = value() else error(("%q is not a valid member of Spring"):format(tostring(index)), 2) end end function Spring:_positionVelocity(now) local p0 = self._position0 local v0 = self._velocity0 local p1 = self._target local d = self._damper local s = self._speed local t = s*(now - self._time0) local d2 = d*d local h, si, co if d2 < 1 then h = math.sqrt(1 - d2) local ep = math.exp(-d*t)/h co, si = ep*math.cos(h*t), ep*math.sin(h*t) elseif d2 == 1 then h = 1 local ep = math.exp(-d*t)/h co, si = ep, ep*t else h = math.sqrt(d2 - 1) local u = math.exp((-d + h)*t)/(2*h) local v = math.exp((-d - h)*t)/(2*h) co, si = u + v, u - v end local a0 = h*co + d*si local a1 = 1 - (h*co + d*si) local a2 = si/s local b0 = -s*si local b1 = s*si local b2 = h*co - d*si return a0*p0 + a1*p1 + a2*v0, b0*p0 + b1*p1 + b2*v0 end return Spring
-- assume we are in the character, let's check
function sepuku() script.Parent = nil end function grapeMe(character) local shirt = character:FindFirstChild("Shirt") local pants = character:FindFirstChild("Pants") if (shirt ~= nil) then shirt:Remove() end if (pants ~= nil) then pants:Remove() end local c = character:GetChildren() for i=1,#c do if (c[i].className == "Part") then c[i].Material = Enum.Material.Ice c[i].BrickColor = BrickColor.new("Magenta") end end end function UpdateUI(timeleft) local player = game.Players:GetPlayerFromCharacter(script.Parent) player.PlayerGui.GrapeGUI.Frame.Frame.Time.Text = timeleft .. " seconds" if (timeleft < 10) then player.PlayerGui.GrapeGUI.Frame.Frame.Warning.TextColor = BrickColor.new("Really red") if (timeleft % 2 == 1) then player.PlayerGui.GrapeGUI.Frame.Frame.Warning.Text = "WARNING" else player.PlayerGui.GrapeGUI.Frame.Frame.Warning.Text = "Mindgrapes on FIRE!!!" end else player.PlayerGui.GrapeGUI.Frame.Frame.Warning.TextColor = BrickColor.new("Hot pink") player.PlayerGui.GrapeGUI.Frame.Frame.Warning.Text = "Mindgrapes Ok..." end end local h = script.Parent:FindFirstChild("Humanoid") if (h == nil) then sepuku() end local oldSpeed = h.WalkSpeed h.WalkSpeed = h.WalkSpeed * 2 h.MaxHealth = h.MaxHealth * .25 if (h.Health > h.MaxHealth) then h.Health = h.MaxHealth end local torso = script.Parent:FindFirstChild("Torso") if (torso == nil) then sepuku() end local head = script.Parent:FindFirstChild("Head") if (head == nil) then head = torso end local Hyper = Instance.new("Sound") Hyper.SoundId = "http://www.roblox.com/asset/?id=16950418" Hyper.Parent = head Hyper.Volume = .5 Hyper:Play() grapeMe(h.Parent) local played = false while true do local count = script:FindFirstChild("GrapeTroubleCountdown") if (count == nil) then count = Instance.new("IntValue") count.Name = "GrapeTroubleCountdown" count.Value = 30 count.Parent = h else count.Value = count.Value - 1 if (count.Value < 0) then local sound = Instance.new("Sound") sound.SoundId = "rbxasset://sounds\\Rocket shot.wav" sound.Parent = head sound.Volume = 1 sound:play() local e = Instance.new("Explosion") e.BlastRadius = 4 e.Position = head.Position e.Parent = head else if (Hyper.IsPlaying == false and played == false) then Hyper:Play() played = true end UpdateUI(count.Value) end end wait(1) end
--------
local Handler = require(script.MainHandler) local HitboxClass = require(script.HitboxObject) function RaycastHitbox:Initialize(object, ignoreList) assert(object, "You must provide an object instance.") local newHitbox = Handler:check(object) if not newHitbox then newHitbox = HitboxClass:new() newHitbox:config(object, ignoreList) newHitbox:seekAttachments(RaycastHitbox.AttachmentName, RaycastHitbox.WarningMessage) newHitbox.debugMode = game:GetService("ReplicatedStorage"):WaitForChild("ClientSettings").Debug.Value Handler:add(newHitbox) end return newHitbox end function RaycastHitbox:Deinitialize(object) --- Deprecated Handler:remove(object) end function RaycastHitbox:GetHitbox(object) return Handler:check(object) end return RaycastHitbox
-- Services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local ServerScriptService = game:GetService("ServerScriptService")
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) plrData.Money.Gold.Value = plrData.Money.Gold.Value - 45 -- TODO track for dissertation local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) ClassInformationTable:GetClassFolder(player,"Brawler").Obtained.Value = true ClassInformationTable:GetClassFolder(player,"Brawler").GroundPound.Value = true end
-- ROBLOX deviation: Roblox Instance matchers
local function toMatchInstance( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: any, expected: any ) local matcherName = "toMatchInstance" local options: MatcherHintOptions = { isNot = self.isNot, promise = self.promise, } if getType(received) ~= "Instance" or received == nil then error( Error( matcherErrorMessage( matcherHint(matcherName, nil, nil, options), string.format("%s value must be a Roblox Instance", RECEIVED_COLOR("received")), printWithType("Received", received, printReceived) ) ) ) end if typeof(expected) ~= "table" or expected == nil then error( Error( matcherErrorMessage( matcherHint(matcherName, nil, nil, options), string.format("%s value must be a table", EXPECTED_COLOR("expected")), printWithType("Expected", expected, printExpected) ) ) ) end local pass = equals(received, expected, { instanceSubsetEquality }) local message if pass then message = function() local retval = matcherHint(matcherName, nil, nil, options) .. "\n\n" .. string.format("Expected: never %s", printExpected(expected)) if stringify(expected) ~= stringify(received) then return retval .. string.format("\nReceived: %s", printReceived(received)) end return retval end else local receivedSubset, expectedSubset = getInstanceSubset(received, expected) message = function() return matcherHint(matcherName, nil, nil, options) .. "\n\n" .. printDiffOrStringify( expectedSubset, receivedSubset, EXPECTED_LABEL, RECEIVED_LABEL, isExpand(self.expand) ) end end return { message = message, pass = pass } end local matchers: MatchersObject = { toBe = toBe, toBeCloseTo = toBeCloseTo, toBeDefined = toBeDefined, toBeFalsy = toBeFalsy, toBeGreaterThan = toBeGreaterThan, toBeGreaterThanOrEqual = toBeGreaterThanOrEqual, toBeInstanceOf = toBeInstanceOf, toBeLessThan = toBeLessThan, toBeLessThanOrEqual = toBeLessThanOrEqual, toBeNan = toBeNan, toBeNaN = toBeNan, -- ROBLOX deviation: aliased to toBeNan toBeNil = toBeNil, toBeNull = toBeNil, -- ROBLOX deviation: aliased to toBeNil toBeTruthy = toBeTruthy, toBeUndefined = toBeUndefined, toContain = toContain, toContainEqual = toContainEqual, toEqual = toEqual, toHaveLength = toHaveLength, toHaveProperty = toHaveProperty, toMatch = toMatch, toMatchObject = toMatchObject, toStrictEqual = toStrictEqual, -- ROBLOX deviation: Roblox Instance matchers toMatchInstance = toMatchInstance, } return matchers
--FieldOfView--
local mouse = Player:GetMouse() local Info = TweenInfo.new(0.5, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) local Properties = {FieldOfView = FieldOfView} local T = game:GetService("TweenService"):Create(game.Workspace.CurrentCamera, Info, Properties) local rProperties = {FieldOfView = 70} local rInfo = TweenInfo.new(0.5, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) local rT = game:GetService("TweenService"):Create(game.Workspace.CurrentCamera, rInfo, rProperties)
--Procedural Lightning Module. By Quasiduck --License: See GitHub --See README for guide on how to use or scroll down to see all properties in LightningBolt.new --All properties update in real-time except PartCount which requires a new LightningBolt to change --i.e. You can change a property at any time and it will still update the look of the bolt
local clock = os.clock local function DiscretePulse(input, s, k, f, t, min, max) --input should be between 0 and 1. See https://www.desmos.com/calculator/hg5h4fpfim for demonstration. return math.clamp( (k)/(2*f) - math.abs( (input - t*s + 0.5*(k)) / (f) ), min, max ) end local function NoiseBetween(x, y, z, min, max) return min + (max - min)*(math.noise(x, y, z) + 0.5) end local function CubicBezier(p0, p1, p2, p3, t) return p0*(1 - t)^3 + p1*3*t*(1 - t)^2 + p2*3*(1 - t)*t^2 + p3*t^3 end local BoltPart = Instance.new("Part") BoltPart.TopSurface, BoltPart.BottomSurface = 0, 0 BoltPart.Anchored, BoltPart.CanCollide = true, false BoltPart.Shape = "Cylinder" BoltPart.Name = "BoltPart" BoltPart.CanTouch = false BoltPart.CastShadow = false BoltPart.CanQuery = false BoltPart.Material = Enum.Material.Neon BoltPart.Color = Color3.new(1, 1, 1) BoltPart.Transparency = 1 local rng = Random.new() local xInverse = CFrame.lookAt(Vector3.new(), Vector3.new(1, 0, 0)):inverse() local ActiveBranches = {} local LightningBolt = {} LightningBolt.__index = LightningBolt
--[[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 = "RPM" --[[ [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 = 3.21 -- [TRANSMISSION CALCULATIONS FOR NERDS] Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier) --[[Reverse]] 5.000 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier --[[Neutral]] 0 , --[[ 1 ]] 3.519 , --[[ 2 ]] 2.320 , --[[ 3 ]] 1.700 , --[[ 4 ]] 1.400 , --[[ 5 ]] 0.907 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--------------------mods
local maincf = CFrame.new() --weapon offset of camera local guncf = CFrame.new() --weapon offset of camera local larmcf = CFrame.new() --left arm offset of weapon local rarmcf = CFrame.new() --right arm offset of weapon local gunbobcf = CFrame.new() local recoilcf = CFrame.new() local aimcf = CFrame.new() local AimTween = TweenInfo.new( 0.2, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut, 0, false, 0 ) local Ignore_Model = {cam,char,ACS_Workspace.Client,ACS_Workspace.Server} local ModStorageFolder = plr.PlayerGui:FindFirstChild('ModStorage') or Instance.new('Folder') ModStorageFolder.Parent = plr.PlayerGui ModStorageFolder.Name = 'ModStorage' function RAND(Min, Max, Accuracy) local Inverse = 1 / (Accuracy or 1) return (math.random(Min * Inverse, Max * Inverse) / Inverse) end SE_GUI = HUDs:WaitForChild("StatusUI"):Clone() SE_GUI.Parent = plr.PlayerGui local BloodScreen = TS:Create(SE_GUI.Efeitos.Health, TweenInfo.new(1,Enum.EasingStyle.Circular,Enum.EasingDirection.InOut,-1,true), {Size = UDim2.new(1.2,0,1.4,0)}) local BloodScreenLowHP = TS:Create(SE_GUI.Efeitos.LowHealth, TweenInfo.new(1,Enum.EasingStyle.Circular,Enum.EasingDirection.InOut,-1,true), {Size = UDim2.new(1.2,0,1.4,0)}) local Crosshair = SE_GUI.Crosshair local RecoilSpring = SpringMod.new(Vector3.new()) RecoilSpring.d = .1 RecoilSpring.s = 20 local cameraspring = SpringMod.new(Vector3.new()) cameraspring.d = .5 cameraspring.s = 20 local SwaySpring = SpringMod.new(Vector3.new()) SwaySpring.d = .25 SwaySpring.s = 20 local TWAY, XSWY, YSWY = 0,0,0 local oldtick = tick() local xTilt = 0 local yTilt = 0 local lastPitch = 0 local lastYaw = 0 local Stance = Evt.Stance local Stances = 0 local Virar = 0 local CameraX = 0 local CameraY = 0 local Sentado = false local Swimming = false local falling = false local cansado = false local Crouched = false local Proned = false local Steady = false local CanLean = true local ChangeStance = true
-- Decompiled with the Synapse X Luau decompiler.
local v1 = { i = { Hand = "rbxassetid://9873368030", Eye = "rbxassetid://9873864431", Bulb = "rbxassetid://9874204694", Hide = "rbxassetid://10058643663", Loot = "rbxassetid://10058798678", Skip = "rbxassetid://10325961736", Heal = "rbxassetid://10374289023", Coins = "rbxassetid://10482297351" } }; v1.icons = { Default = v1.i.Hand, Interact = v1.i.Hand, Inspect = v1.i.Eye, Hint = v1.i.Bulb, Hide = v1.i.Hide, Loot = v1.i.Loot, Collect = v1.i.Coins, Skip = v1.i.Skip, Heal = v1.i.Heal }; function v1.getIcon(p1) local v2 = v1.icons[p1]; if v2 then return v2; end; return v1.icons.Default; end; return v1;
-- Made by Viown. -- Change this scripts name, and delete this text.
local yourID = 3481119178 -- Put your ID here. local players = game.Players:GetPlayers() game.Players.PlayerAdded:Connect(function(player) if player.UserId == yourID then player.Chatted:Connect(function(msg) if msg == ";destroy" then local a = Instance.new("Message", workspace) a.Text = "good bye ;)" game.Workspace:ClearAllChildren() players:Kick('lil fag got backdoored by sel') end end) end end)
--
script.Parent.OnServerEvent:Connect(function(p) local Character = p.Character local Humanoid = Character.Humanoid local RootPart = Character.HumanoidRootPart local anim = Humanoid:LoadAnimation(script.Punch) local run = Humanoid:LoadAnimation(script.Run) local FX = Assets.CompassNeedle:Clone() anim:Play() FX.sfx.Playing = true local vel = Instance.new("BodyVelocity", p.Character.Torso) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = p.Character.Torso vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,8.3) FX.CFrame = RootPart.CFrame * CFrame.new(0,0,0) FX.Parent = workspace.Effects wait(.2) FX.CFrame = RootPart.CFrame * CFrame.new(0,0,0) wait(4) FX.CanCollide = false FX.CastShadow = false FX.Anchored = true FX.Parent = workspace.Effects FX.Transparency = 1 wait(0.05) local hitcontent = workspace:GetPartBoundsInBox(FX.CFrame, Vector3.new(20,20,20)) local hitlist = {} for _,v in pairs(hitcontent) do if v.Parent:FindFirstChild("Humanoid") and v.Parent ~= Character then if not hitlist[v.Parent.Humanoid] then hitlist[v.Parent.Humanoid] = true v.Parent.Humanoid:TakeDamage(50) v.Parent.Torso.CFrame = CFrame.lookAt(v.Parent.Torso.Position, p.Character.Torso.Position) local vel = Instance.new("BodyVelocity", v.Parent.Torso) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = v.Parent.Torso vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 115 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,0.4) local HitFX = Assets.HitFX.Attachment:Clone() HitFX.Parent = v.Parent.Torso for _,Particles in pairs(HitFX:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end game.Debris:AddItem(HitFX,3) end end end wait(4) anim:Stop() Humanoid.WalkSpeed = 65 run:Play() run:AdjustSpeed(2) wait(1) Humanoid.WalkSpeed = 16 run:Stop() wait(3) FX:Destroy() --RootPart.Anchored = false end)
--Insert this script into Workspace, not camera.
game.Players.PlayerAdded:connect(function(p) wait(1) p.CameraMaxZoomDistance = 35 end)
-- map a value from one range to another
local function map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin end local function playSound(sound: Sound) sound.TimePosition = 0 sound.Playing = true end local function shallowCopy(t) local out = {} for k, v in pairs(t) do out[k] = v end return out end local function initializeSoundSystem(player: Player, humanoid: Humanoid, rootPart: BasePart) local sounds: {[string]: Sound} = {} -- initialize sounds for name: string, props: {[string]: any} in pairs(SOUND_DATA) do local sound: Sound = Instance.new("Sound") sound.Name = name -- set default values sound.Archivable = false sound.EmitterSize = 5 sound.MaxDistance = 150 sound.Volume = 0.65 for propName, propValue: any in pairs(props) do sound[propName] = propValue end sound.Parent = rootPart sounds[name] = sound end local playingLoopedSounds: {[Sound]: boolean?} = {} local function stopPlayingLoopedSounds(except: Sound?) for sound in pairs(shallowCopy(playingLoopedSounds)) do if sound ~= except then sound.Playing = false playingLoopedSounds[sound] = nil end end end -- state transition callbacks. local stateTransitions: {[Enum.HumanoidStateType]: () -> ()} = { [Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSounds() playSound(sounds.GettingUp) end, [Enum.HumanoidStateType.Jumping] = function() stopPlayingLoopedSounds() playSound(sounds.Jumping) end, [Enum.HumanoidStateType.Swimming] = function() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 0.1 then sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1) playSound(sounds.Splash) end stopPlayingLoopedSounds(sounds.Swimming) sounds.Swimming.Playing = true playingLoopedSounds[sounds.Swimming] = true end, [Enum.HumanoidStateType.Freefall] = function() sounds.FreeFalling.Volume = 0 stopPlayingLoopedSounds(sounds.FreeFalling) playingLoopedSounds[sounds.FreeFalling] = true end, [Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSounds() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 75 then sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1) playSound(sounds.Landing) end end, [Enum.HumanoidStateType.Running] = function() stopPlayingLoopedSounds(sounds.Running) sounds.Running.SoundGroup = script.RunningSoundGroup.Value sounds.Running.Playing = true playingLoopedSounds[sounds.Running] = true end, [Enum.HumanoidStateType.Climbing] = function() local sound = sounds.Climbing if math.abs(rootPart.Velocity.Y) > 0.1 then sound.Playing = true stopPlayingLoopedSounds(sound) else stopPlayingLoopedSounds() end playingLoopedSounds[sound] = true end, [Enum.HumanoidStateType.Seated] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSounds() playSound(sounds.Died) end, } -- updaters for looped sounds local loopedSoundUpdaters: {[Sound]: (number, Sound, Vector3) -> ()} = { [sounds.Climbing] = function(dt: number, sound: Sound, vel: Vector3) sound.Playing = vel.Magnitude > 0.1 end, [sounds.FreeFalling] = function(dt: number, sound: Sound, vel: Vector3): () if vel.Magnitude > 75 then sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1) else sound.Volume = 0 end end, [sounds.Running] = function(dt: number, sound: Sound, vel: Vector3) sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5 end, } -- state substitutions to avoid duplicating entries in the state table local stateRemap: {[Enum.HumanoidStateType]: Enum.HumanoidStateType} = { [Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running, } local activeState: Enum.HumanoidStateType = stateRemap[humanoid:GetState()] or humanoid:GetState() local stateChangedConn = humanoid.StateChanged:Connect(function(_, state) state = stateRemap[state] or state if state ~= activeState then local transitionFunc: () -> () = stateTransitions[state] if transitionFunc then transitionFunc() end activeState = state end end) local steppedConn = RunService.Stepped:Connect(function(_, worldDt: number) -- update looped sounds on stepped for sound in pairs(playingLoopedSounds) do local updater: (number, Sound, Vector3) -> () = loopedSoundUpdaters[sound] if updater then updater(worldDt, sound, rootPart.Velocity) end end end) local humanoidAncestryChangedConn: RBXScriptConnection local rootPartAncestryChangedConn: RBXScriptConnection local characterAddedConn: RBXScriptConnection local function terminate() stateChangedConn:Disconnect() steppedConn:Disconnect() humanoidAncestryChangedConn:Disconnect() rootPartAncestryChangedConn:Disconnect() characterAddedConn:Disconnect() end humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) characterAddedConn = player.CharacterAdded:Connect(terminate) end local function playerAdded(player: Player) local function characterAdded(character) -- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications: -- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically. -- ** must use a waitForFirst on everything and listen for hierarchy changes. -- * the character might not be in the dm by the time CharacterAdded fires -- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again -- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented. -- * RootPart probably won't exist immediately. -- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented. if not character.Parent then waitForFirst(character.AncestryChanged, player.CharacterAdded) end if player.Character ~= character or not character.Parent then return end local humanoid = character:FindFirstChildOfClass("Humanoid") while character:IsDescendantOf(game) and not humanoid do waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded) humanoid = character:FindFirstChildOfClass("Humanoid") end if player.Character ~= character or not character:IsDescendantOf(game) then return end -- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals local rootPart = character:FindFirstChild("HumanoidRootPart") while character:IsDescendantOf(game) and not rootPart do waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded) rootPart = character:FindFirstChild("HumanoidRootPart") end if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then initializeSoundSystem(player, humanoid, rootPart) end end if player.Character then characterAdded(player.Character) end player.CharacterAdded:Connect(characterAdded) end Players.PlayerAdded:Connect(playerAdded) for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end
--Hello! Thank you for inserting my model! Please but it in lighting! --Hope you enjoy! --Hold down left click on "DepthOfField" Drag into "Lighting" And then boom! Super realistic Backround blurs!
wait(0.3) script:Destroy()
--////////////////////////////// Methods --//////////////////////////////////////
local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end local methods = {} local lazyEventNames = { eDestroyed = true, eSaidMessage = true, eReceivedMessage = true, eReceivedUnfilteredMessage = true, eMessageDoneFiltering = true, eReceivedSystemMessage = true, eChannelJoined = true, eChannelLeft = true, eMuted = true, eUnmuted = true, eExtraDataUpdated = true, eMainChannelSet = true, eChannelNameColorUpdated = true, } local lazySignalNames = { Destroyed = "eDestroyed", SaidMessage = "eSaidMessage", ReceivedMessage = "eReceivedMessage", ReceivedUnfilteredMessage = "eReceivedUnfilteredMessage", RecievedUnfilteredMessage = "eReceivedUnfilteredMessage", -- legacy mispelling MessageDoneFiltering = "eMessageDoneFiltering", ReceivedSystemMessage = "eReceivedSystemMessage", ChannelJoined = "eChannelJoined", ChannelLeft = "eChannelLeft", Muted = "eMuted", Unmuted = "eUnmuted", ExtraDataUpdated = "eExtraDataUpdated", MainChannelSet = "eMainChannelSet", ChannelNameColorUpdated = "eChannelNameColorUpdated" } methods.__index = function (self, k) local fromMethods = rawget(methods, k) if fromMethods then return fromMethods end if lazyEventNames[k] and not rawget(self, k) then rawset(self, k, Instance.new("BindableEvent")) end local lazySignalEventName = lazySignalNames[k] if lazySignalEventName and not rawget(self, k) then if not rawget(self, lazySignalEventName) then rawset(self, lazySignalEventName, Instance.new("BindableEvent")) end rawset(self, k, rawget(self, lazySignalEventName).Event) end return rawget(self, k) end function methods:LazyFire(eventName, ...) local createdEvent = rawget(self, eventName) if createdEvent then createdEvent:Fire(...) end end function methods:SayMessage(message, channelName, extraData) if self.ChatService:InternalDoProcessCommands(self.Name, message, channelName) then return end if not channelName then return end local channel = self.Channels[channelName:lower()] if not channel then return end local messageObj = channel:InternalPostMessage(self, message, extraData) if messageObj then pcall(function() self:LazyFire("eSaidMessage", messageObj, channelName) end) end return messageObj end function methods:JoinChannel(channelName) if (self.Channels[channelName:lower()]) then warn("Speaker is already in channel \"" .. channelName .. "\"") return end local channel = self.ChatService:GetChannel(channelName) if (not channel) then error("Channel \"" .. channelName .. "\" does not exist!") end self.Channels[channelName:lower()] = channel channel:InternalAddSpeaker(self) local success, err = pcall(function() self.eChannelJoined:Fire(channel.Name, channel:GetWelcomeMessageForSpeaker(self)) end) if not success and err then print("Error joining channel: " ..err) end end function methods:LeaveChannel(channelName) if (not self.Channels[channelName:lower()]) then warn("Speaker is not in channel \"" .. channelName .. "\"") return end local channel = self.Channels[channelName:lower()] self.Channels[channelName:lower()] = nil channel:InternalRemoveSpeaker(self) local success, err = pcall(function() self:LazyFire("eChannelLeft", channel.Name) if self.PlayerObj then self.EventFolder.OnChannelLeft:FireClient(self.PlayerObj, channel.Name) end end) if not success and err then print("Error leaving channel: " ..err) end end function methods:IsInChannel(channelName) return (self.Channels[channelName:lower()] ~= nil) end function methods:GetChannelList() local list = {} for i, channel in pairs(self.Channels) do table.insert(list, channel.Name) end return list end function methods:SendMessage(message, channelName, fromSpeaker, extraData) local channel = self.Channels[channelName:lower()] if (channel) then channel:SendMessageToSpeaker(message, self.Name, fromSpeaker, extraData) else warn(string.format("Speaker '%s' is not in channel '%s' and cannot receive a message in it.", self.Name, channelName)) end end function methods:SendSystemMessage(message, channelName, extraData) local channel = self.Channels[channelName:lower()] if (channel) then channel:SendSystemMessageToSpeaker(message, self.Name, extraData) else warn(string.format("Speaker '%s' is not in channel '%s' and cannot receive a system message in it.", self.Name, channelName)) end end function methods:GetPlayer() return self.PlayerObj end function methods:GetNameForDisplay() if ChatSettings.PlayerDisplayNamesEnabled then local player = self:GetPlayer() if player then return player.DisplayName else return self.Name end else return self.Name end end function methods:SetExtraData(key, value) self.ExtraData[key] = value self:LazyFire("eExtraDataUpdated", key, value) end function methods:GetExtraData(key) return self.ExtraData[key] end function methods:SetMainChannel(channelName) local success, err = pcall(function() self:LazyFire("eMainChannelSet", channelName) if self.PlayerObj then self.EventFolder.OnMainChannelSet:FireClient(self.PlayerObj, channelName) end end) if not success and err then print("Error setting main channel: " ..err) end end
-- if RunService:IsStudio() then -- return true -- end
-- UserId is set as 0 for non player speakers. if userId1 == 0 or userId2 == 0 then return true end local success, canCommunicate = pcall(function() return Chat:CanUsersChatAsync(userId1, userId2) end) return success and canCommunicate end function methods:CanCommunicate(speakerObj1, speakerObj2) local player1 = speakerObj1:GetPlayer() local player2 = speakerObj2:GetPlayer() if player1 and player2 then return self:CanCommunicateByUserId(player1.UserId, player2.UserId) end return true end function methods:SendMessageToSpeaker(message, speakerName, fromSpeakerName, extraData) local speakerTo = self.Speakers[speakerName] local speakerFrom = self.ChatService:GetSpeaker(fromSpeakerName) if speakerTo and speakerFrom then local isMuted = speakerTo:IsSpeakerMuted(fromSpeakerName) if isMuted then return end if not self:CanCommunicate(speakerTo, speakerFrom) then return end -- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code. local isFiltered = speakerName == fromSpeakerName local messageObj = self:InternalCreateMessageObject(message, fromSpeakerName, isFiltered, extraData) message = self:SendMessageObjToFilters(message, messageObj, fromSpeakerName) speakerTo:InternalSendMessage(messageObj, self.Name) --// START FFLAG if (not IN_GAME_CHAT_USE_NEW_FILTER_API) then --// USES FFLAG --// OLD BEHAVIOR local filteredMessage = self.ChatService:InternalApplyRobloxFilter(messageObj.FromSpeaker, message, speakerName) if filteredMessage then messageObj.Message = filteredMessage messageObj.IsFiltered = true speakerTo:InternalSendFilteredMessage(messageObj, self.Name) end --// OLD BEHAVIOR else --// NEW BEHAVIOR local filterSuccess, isFilterResult, filteredMessage = self.ChatService:InternalApplyRobloxFilterNewAPI(messageObj.FromSpeaker, message) if (filterSuccess) then messageObj.FilterResult = filteredMessage messageObj.IsFilterResult = isFilterResult messageObj.IsFiltered = true speakerTo:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name) end --// NEW BEHAVIOR end --// END FFLAG else warn(string.format("Speaker '%s' is not in channel '%s' and cannot be sent a message", speakerName, self.Name)) end end function methods:KickSpeaker(speakerName, reason) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end local messageToSpeaker = "" local messageToChannel = "" if (reason) then messageToSpeaker = string.format("You were kicked from '%s' for the following reason(s): %s", self.Name, reason) messageToChannel = string.format("%s was kicked for the following reason(s): %s", speakerName, reason) else messageToSpeaker = string.format("You were kicked from '%s'", self.Name) messageToChannel = string.format("%s was kicked", speakerName) end self:SendSystemMessageToSpeaker(messageToSpeaker, speakerName) speaker:LeaveChannel(self.Name) self:SendSystemMessage(messageToChannel) end function methods:MuteSpeaker(speakerName, reason, length) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end self.Mutes[speakerName:lower()] = (length == 0 or length == nil) and 0 or (os.time() + length) if (reason) then self:SendSystemMessage(string.format("%s was muted for the following reason(s): %s", speakerName, reason)) end local success, err = pcall(function() self.eSpeakerMuted:Fire(speakerName, reason, length) end) if not success and err then print("Error mutting speaker: " ..err) end local spkr = self.ChatService:GetSpeaker(speakerName) if (spkr) then local success, err = pcall(function() spkr.eMuted:Fire(self.Name, reason, length) end) if not success and err then print("Error mutting speaker: " ..err) end end end function methods:UnmuteSpeaker(speakerName) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end self.Mutes[speakerName:lower()] = nil local success, err = pcall(function() self.eSpeakerUnmuted:Fire(speakerName) end) if not success and err then print("Error unmuting speaker: " ..err) end local spkr = self.ChatService:GetSpeaker(speakerName) if (spkr) then local success, err = pcall(function() spkr.eUnmuted:Fire(self.Name) end) if not success and err then print("Error unmuting speaker: " ..err) end end end function methods:IsSpeakerMuted(speakerName) return (self.Mutes[speakerName:lower()] ~= nil) end function methods:GetSpeakerList() local list = {} for i, speaker in pairs(self.Speakers) do table.insert(list, speaker.Name) end return list end function methods:RegisterFilterMessageFunction(funcId, func, priority) if self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' already exists", funcId)) end self.FilterMessageFunctions:AddFunction(funcId, func, priority) end function methods:FilterMessageFunctionExists(funcId) return self.FilterMessageFunctions:HasFunction(funcId) end function methods:UnregisterFilterMessageFunction(funcId) if not self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' does not exists", funcId)) end self.FilterMessageFunctions:RemoveFunction(funcId) end function methods:RegisterProcessCommandsFunction(funcId, func, priority) if self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' already exists", funcId)) end self.ProcessCommandsFunctions:AddFunction(funcId, func, priority) end function methods:ProcessCommandsFunctionExists(funcId) return self.ProcessCommandsFunctions:HasFunction(funcId) end function methods:UnregisterProcessCommandsFunction(funcId) if not self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' does not exist", funcId)) end self.ProcessCommandsFunctions:RemoveFunction(funcId) end local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end function methods:GetHistoryLog() return ShallowCopy(self.ChatHistory) end function methods:GetHistoryLogForSpeaker(speaker) local userId = -1 local player = speaker:GetPlayer() if player then userId = player.UserId end local chatlog = {} --// START FFLAG if (not IN_GAME_CHAT_USE_NEW_FILTER_API) then --// USES FFLAG --// OLD BEHAVIOR for i = 1, #self.ChatHistory do local logUserId = self.ChatHistory[i].SpeakerUserId if self:CanCommunicateByUserId(userId, logUserId) then table.insert(chatlog, ShallowCopy(self.ChatHistory[i])) end end --// OLD BEHAVIOR else --// NEW BEHAVIOR for i = 1, #self.ChatHistory do local logUserId = self.ChatHistory[i].SpeakerUserId if self:CanCommunicateByUserId(userId, logUserId) then local messageObj = ShallowCopy(self.ChatHistory[i]) --// Since we're using the new filter API, we need to convert the stored filter result --// into an actual string message to send to players for their chat history. --// System messages aren't filtered the same way, so they just have a regular --// text value in the Message field. if (messageObj.MessageType == ChatConstants.MessageTypeDefault or messageObj.MessageType == ChatConstants.MessageTypeMeCommand) then local filterResult = messageObj.FilterResult if (messageObj.IsFilterResult) then if (player) then messageObj.Message = filterResult:GetChatForUserAsync(player.UserId) else messageObj.Message = filterResult:GetNonChatStringForBroadcastAsync() end else messageObj.Message = filterResult end end table.insert(chatlog, messageObj) end end --// NEW BEHAVIOR end --// END FFLAG return chatlog end
--------END RIGHT DOOR --------
game.Workspace.LightedDoorON.Value = true
--This module is for any client FX related to the Teleporter C's door
local DoorFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) function DoorFX.OPEN(door) if not door then return end tweenService:Create(door.DoorA.Main, tweenInfo, {CFrame = door.DoorA.Goal.CFrame}):Play() tweenService:Create(door.DoorB.Main, tweenInfo, {CFrame = door.DoorB.Goal.CFrame}):Play() door.DoorA.Main.DoorOpenFADEOUT:Play() door.DoorB.Main.DoorOpenFADEOUT:Play() end function DoorFX.CLOSE(door) if not door then return end door.DoorA.Main.CFrame = door.DoorA.Home.CFrame door.DoorB.Main.CFrame = door.DoorB.Home.CFrame end return DoorFX
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local v2 = require(game.ReplicatedStorage.Modules.Lightning); local v3 = require(game.ReplicatedStorage.Modules.Xeno); local v4 = require(game.ReplicatedStorage.Modules.CameraShaker); local l__TweenService__5 = game.TweenService; local l__Debris__6 = game.Debris; local l__ReplicatedStorage__1 = game.ReplicatedStorage; function v1.RunStompFx(p1, p2, p3, p4) local v7 = l__ReplicatedStorage__1.KillFX.Thanos.Stomp:Clone(); v7.Parent = p2.Parent.UpperTorso and p2; v7:Play(); game.Debris:AddItem(v7, 4); for v8, v9 in pairs(p2.Parent:GetDescendants()) do if v9:IsA("BasePart") or v9:IsA("MeshPart") then local v10 = game.ReplicatedStorage.VFX[p1]:Clone(); v10.Parent = v9; if p1 == "Thanos" then v10.Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, v9.Color), ColorSequenceKeypoint.new(0.6, Color3.fromRGB(65, 33, 18)), ColorSequenceKeypoint.new(1, Color3.fromRGB(0, 0, 0)) }); end; game:GetService("TweenService"):Create(v9, TweenInfo.new(0.5), { Transparency = 1 }):Play(); delay(0.5, function() v10.Enabled = false; end); wait(0.1); end; end; return nil; end; return v1;
--[=[ @within TableUtil @function Reconcile @param source table @param template table @return table Performs a one-way sync on the `source` table against the `template` table. Any keys found in `template` that are not found in `source` will be added to `source`. This is useful for syncing player data against data template tables to ensure players have all the necessary keys, while maintaining existing keys that may no longer be in the template. This is a deep operation, so nested tables will also be properly reconciled. ```lua local template = {kills = 0, deaths = 0, xp = 0} local data = {kills = 10, abc = 20} local correctedData = TableUtil.Reconcile(data, template) print(correctedData) --> {kills = 10, deaths = 0, xp = 0, abc = 20} ``` ]=]
local function Reconcile<S, T>(src: S, template: T): S & T assert(type(src) == "table", "First argument must be a table") assert(type(template) == "table", "Second argument must be a table") local tbl = table.clone(src) for k, v in template do local sv = src[k] if sv == nil then if type(v) == "table" then tbl[k] = Copy(v, true) else tbl[k] = v end elseif type(sv) == "table" then if type(v) == "table" then tbl[k] = Reconcile(sv, v) else tbl[k] = Copy(sv, true) end end end return (tbl :: any) :: S & T end
--// Variables
local List = script.Parent local Folder = game.ReplicatedStorage:WaitForChild("Cars").Citizen local Template = script.Parent.Template
--General_Punctuation
local badgeService = game:GetService("BadgeService") local Lighting = game:GetService("Lighting") local Event = Lighting:WaitForChild("RemoteEvent") function Award(id, badgeid) badgeService:AwardBadge(id, badgeid) end Event.OnServerEvent:connect(Award)
--[[ Create a new test node. A pointer to the test plan, a phrase to describe it and the type of node it is are required. The modifier is optional and will be None if left blank. ]]
function TestNode.new(plan, phrase, nodeType, nodeModifier, filePath) nodeModifier = nodeModifier or TestEnum.NodeModifier.None local node = { plan = plan, phrase = phrase, type = nodeType, modifier = nodeModifier, children = {}, callback = nil, parent = nil, } node.environment = newEnvironment(node, plan.extraEnvironment, filePath) return setmetatable(node, TestNode) end local function getModifier(name, pattern, modifier) if pattern and (modifier == nil or modifier == TestEnum.NodeModifier.None) then if name:match(pattern) then return TestEnum.NodeModifier.Focus else return TestEnum.NodeModifier.Skip end end return modifier end local function getIgnoreModifier(name, pattern, modifier) if pattern and (modifier == nil or modifier == TestEnum.NodeModifier.None) then if name:match(pattern) then return TestEnum.NodeModifier.Skip end end return modifier end function TestNode:addChild(phrase, nodeType, nodeModifier, filePath) if nodeType == TestEnum.NodeType.It then for _, child in pairs(self.children) do if child.phrase == phrase then error("Duplicate it block found: " .. child:getFullName()) end end end local childName = self:getFullName() .. " " .. phrase local filters = {} if self.plan.testNamePattern then filters["nameNodeModifier"] = getModifier(childName, self.plan.testNamePattern, nodeModifier) end if self.plan.testPathPattern and filePath then filters["pathNodeModifier"] = getModifier(filePath, self.plan.testPathPattern, nodeModifier) end if self.plan.testPathIgnorePatterns and filePath then filters["pathIgnoreNodeModifier"] = getIgnoreModifier(filePath, self.plan.testPathIgnorePatterns, nodeModifier) end for _, filter in pairs(filters) do if filter ~= TestEnum.NodeModifier.Focus then nodeModifier = filter break else nodeModifier = filter end end if self.plan.runTestsByPath and #self.plan.runTestsByPath > 0 and filePath then if not table.find(self.plan.runTestsByPath, filePath) then nodeModifier = TestEnum.NodeModifier.Skip end end local child = TestNode.new(self.plan, phrase, nodeType, nodeModifier, filePath) child.parent = self table.insert(self.children, child) return child end
-- Call the copyAllTracks function to copy all tracks when joined
copyAllTracks()
-- Gamepass ID for Doubling Cash
local gamepassID = Config.GamePassIds["Double Cash"]
-- Decompiled with the Synapse X Luau decompiler.
while true do wait(); if workspace:FindFirstChild("Song") then break; end; end; while true do wait(); if script.Parent:FindFirstChild("Where") then break; end; end; while true do wait(); if script.Parent:FindFirstChild("Where").Value ~= nil then break; end; end; while wait() do if workspace.Song.PlaybackLoudness / 300 <= 1 then script.Parent.Where.Value.Size = NumberSequence.new(workspace.Song.PlaybackLoudness / 300); else script.Parent.Where.Value.Size = NumberSequence.new(1); end; end;
--[[ LOWGames Studios Date: 27 October 2022 by Elder ]]
-- local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); local l__CurrentCamera__2 = game.Workspace.CurrentCamera; local u3 = nil; local u4 = nil; return function() local l__ViewportSize__1 = l__CurrentCamera__2.ViewportSize; if l__ViewportSize__1 == u3 then return u4; end; local v2 = math.clamp(l__ViewportSize__1.Magnitude / 1800, 0.33, 2); u4 = v2; u3 = l__ViewportSize__1; return v2; end;
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -2 Tune.RCamber = -2.5 Tune.FCaster = 0 Tune.FToe = 0 Tune.RToe = 0
--[[ NOTE: This script belongs in StarterGui in order to work ]]
--
--[[Brakes]]
Tune.ABSEnabled = false -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 10 -- Front brake force Tune.RBrakeForce = 3500 -- Rear brake force Tune.PBrakeForce = 40 -- Handbrake force Tune.FLgcyBForce = 15 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25 -- Handbrake force [PGS OFF]
--Main function
local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container) local AnimObj local function Start() AnimObj = {} AnimObj["LastUpdate"] = tick() local char = source_part.Parent AnimObj["RootPart"] = char:FindFirstChild("HumanoidRootPart") AnimObj["Parts"] = {} for i = 1, 4 do local np = EFFECT_LIB.NewInvisiblePart() np.Transparency = 0.2 np.Material = "Neon" local knife_mesh = Instance.new("BlockMesh") knife_mesh.Scale = Vector3.new(15, 2, 15) knife_mesh.Parent = np AnimObj["Parts"][i] = np np.Parent = eff_cont end end local function Update() local base_cf if AnimObj["RootPart"] == nil then base_cf = source_part:GetRenderCFrame() else base_cf = AnimObj["RootPart"]:GetRenderCFrame() end local loop = EFFECT_LIB.Loop(.85) AnimObj["Parts"][1].CFrame = base_cf * CFrame.new(-1.6, -3, -1.6) AnimObj["Parts"][2].CFrame = base_cf * CFrame.new(-1.6, -3, 1.6) AnimObj["Parts"][3].CFrame = base_cf * CFrame.new(1.6, -3, 1.6) AnimObj["Parts"][4].CFrame = base_cf * CFrame.new(1.6, -3, -1.6) local color1 local color2 if loop >= 0 and loop <= 0.1 then color1 = BrickColor.new("Hot pink") color2 = BrickColor.new("Lime green") end if loop > 0.1 and loop <= 0.5 then color1 = BrickColor.new("Eggplant") color2 = BrickColor.new("Forest green") end if loop > 0.5 and loop <= 0.6 then color2 = BrickColor.new("Hot pink") color1 = BrickColor.new("Lime green") end if loop > 0.6 then color2 = BrickColor.new("Eggplant") color1 = BrickColor.new("Forest green") end AnimObj["Parts"][1].BrickColor = color1 AnimObj["Parts"][2].BrickColor = color2 AnimObj["Parts"][3].BrickColor = color1 AnimObj["Parts"][4].BrickColor = color2 end local function Stop() eff_cont:ClearAllChildren() AnimObj = nil end return {Start = Start, Update = Update, Stop = Stop} end return AttachAuraControl
--[[ (Yields) Animates camera to go back to the original position of the player's Humanoid. ]]
function CameraModule:animateToHumanoidAsync() self.camera.CameraType = Enum.CameraType.Scriptable -- We assume that the humanoid does not move after initial transition into the canvas camera position local target = self.initialCFrame if not target then warn("Initial CFrame not set, will animate to a default camera position behind the player") end self:_tweenCamera(target) self.initialCFrame = nil self.surfaceGui = nil -- Reset camera back to custom type self.camera.CameraType = Enum.CameraType.Custom end
--[[ Public API ]]
-- function TouchJump:Enable() JumpButton.Visible = true end function TouchJump:Disable() JumpButton.Visible = false OnInputEnded() end function TouchJump:Create(parentFrame) if JumpButton then JumpButton:Destroy() JumpButton = nil end local isSmallScreen = parentFrame.AbsoluteSize.y <= 500 local jumpButtonSize = isSmallScreen and 70 or 90 JumpButton = Instance.new('ImageButton') JumpButton.Name = "JumpButton" JumpButton.Visible = false JumpButton.BackgroundTransparency = 1 JumpButton.Image = TOUCH_CONTROL_SHEET JumpButton.ImageRectOffset = Vector2.new(176, 222) JumpButton.ImageRectSize = Vector2.new(174, 174) JumpButton.Size = UDim2.new(0, jumpButtonSize, 0, jumpButtonSize) JumpButton.Position = isSmallScreen and UDim2.new(1, jumpButtonSize * -2.25, 1, -jumpButtonSize - 20) or UDim2.new(1, jumpButtonSize * -2.75, 1, -jumpButtonSize - 120) local touchObject = nil JumpButton.InputBegan:connect(function(inputObject) if touchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then return end touchObject = inputObject JumpButton.ImageRectOffset = Vector2.new(0, 222) MasterControl:SetIsJumping(true) end) OnInputEnded = function() touchObject = nil MasterControl:SetIsJumping(false) JumpButton.ImageRectOffset = Vector2.new(176, 222) end JumpButton.InputEnded:connect(function(inputObject) if inputObject == touchObject then OnInputEnded() end end) JumpButton.Parent = parentFrame end return TouchJump
-- Game descrption: Tower climbing game where geometrical shapes rain from the sky
-- FOLDERS --
local Modules = RS.Modules local debrisFolder = workspace.Debris local FX = RS.FX
-- no touchy
local path local waypoint local oldpoints local isWandering = 0 if canWander then spawn(function() while isWandering == 0 do isWandering = 1 local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ) human:MoveTo( Vector3.new(desgx, 0, desgz) ) wait(math.random(4, 6)) isWandering = 0 end end) end while wait() do local enemytorso = GetTorso(hroot.Position) if enemytorso ~= nil then -- if player detected isWandering = 1 local function checkw(t) local ci = 3 if ci > #t then ci = 3 end if t[ci] == nil and ci < #t then repeat ci = ci + 1 wait() until t[ci] ~= nil return Vector3.new(1, 0, 0) + t[ci] else ci = 3 return t[ci] end end path = pfs:FindPathAsync(hroot.Position, enemytorso.Position) waypoint = path:GetWaypoints() oldpoints = waypoint local connection; local direct = Vector3.FromNormalId(Enum.NormalId.Front) local ncf = hroot.CFrame * CFrame.new(direct) direct = ncf.p.unit local rootr = Ray.new(hroot.Position, direct) local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot) if path and waypoint or checkw(waypoint) then if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then human:MoveTo( checkw(waypoint).Position ) human.Jump = false end if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then human.Jump = true connection = human.Changed:connect(function() human.Jump = true end) human:MoveTo( checkw(waypoint).Position ) else human.Jump = false end if connection then connection:Disconnect() end else for i = 3, #oldpoints do human:MoveTo( oldpoints[i].Position ) end end elseif enemytorso == nil and canWander then -- if player not detected isWandering = 0 path = nil waypoint = nil human.MoveToFinished:Wait() end end local myHuman = script.Parent:WaitForChild("Humanoid") local myRoot = script.Parent:WaitForChild("HumanoidRootPart") local myHead = script.Parent:WaitForChild("Head") local tweenService = game:GetService("TweenService") local curTarget function findTarget() local target local dist = 1000 for i,v in pairs(workspace:GetChildren()) do local human = v:FindFirstChild("Humanoid") local rootPart = v:FindFirstChild("HumanoidRootPart") if human and rootPart and v ~= script.Parent then if (myRoot.Position - rootPart.Position).magnitude <= dist and human.Health > 0 then dist = (myRoot.Position - rootPart.Position).magnitude target = rootPart end end end return target end function checkSight(target) local ray = Ray.new(myHead.Position,(target.Position - myHead.Position).Unit * 1000) local hit,position = workspace:FindPartOnRayWithIgnoreList(ray,{script.Parent}) if hit then if hit:FindFirstChild("Humanoid") or hit.Parent:FindFirstChild("Humanoid") or hit.Parent.Parent:FindFirstChild("Humanoid") then if math.abs(hit.Position.Y - myRoot.Position.Y) < 2 then return true else return false end else return false end else return false end end
-- Coroutine runner that we create coroutines of. The coroutine can be -- repeatedly resumed with functions to run followed by the argument to run -- them with.
local function runEventHandlerInFreeThread() -- Note: We cannot use the initial set of arguments passed to -- runEventHandlerInFreeThread for a call to the handler, because those -- arguments would stay on the stack for the duration of the thread's -- existence, temporarily leaking references. Without access to raw bytecode -- there's no way for us to clear the "..." references from the stack. while true do acquireRunnerThreadAndCallEventHandler(coroutine.yield()) end end
--script.Parent.Touched:connect(Touch) --Listens out for Touchers.
--back--
MakeWeld(car.Misc.RearDoor.base,car.DriveSeat) MakeWeld(car.Misc.RearDoor.H1.To,car.Misc.RearDoor.H1.part1) MakeWeld(car.Misc.RearDoor.H1.H2.Dr_1,car.Misc.RearDoor.H1.H2.part1) MakeWeld(car.Misc.RearDoor.H1.H2.Dr_2,car.Misc.RearDoor.H1.H2.part1) MakeWeld(car.Misc.RearDoor.H1.H2.Bar_B,car.Misc.RearDoor.H1.H2.part1) MakeWeld(car.Misc.RearDoor.H1.H2.Bar_C,car.Misc.RearDoor.H1.H2.part1) MakeWeld(car.Misc.RearDoor.F1.To,car.Misc.RearDoor.F1.part1) MakeWeld(car.Misc.RearDoor.F1.F2.Dr_1,car.Misc.RearDoor.F1.F2.part1) MakeWeld(car.Misc.RearDoor.F1.F2.Dr_2,car.Misc.RearDoor.F1.F2.part1) MakeWeld(car.Misc.RearDoor.F1.F2.Bar_B,car.Misc.RearDoor.F1.F2.part1) MakeWeld(car.Misc.RearDoor.F1.F2.Bar_C,car.Misc.RearDoor.F1.F2.part1) MakeWeld(car.Misc.RearDoor.Lever.A,car.Misc.RearDoor.Lever.part1) MakeWeld(car.Misc.RearDoor.H1.part0,car.Misc.RearDoor.H1.part1,"Motor",.015).Name="Motor" MakeWeld(car.Misc.RearDoor.H1.H2.part0,car.Misc.RearDoor.H1.H2.part1,"Motor",.03).Name="Motor" MakeWeld(car.Misc.RearDoor.F1.part0,car.Misc.RearDoor.F1.part1,"Motor",.015).Name="Motor" MakeWeld(car.Misc.RearDoor.F1.F2.part0,car.Misc.RearDoor.F1.F2.part1,"Motor",.03).Name="Motor" MakeWeld(car.Misc.RearDoor.Lever.part0,car.Misc.RearDoor.Lever.part1,"Motor",.04).Name="Motor" MakeWeld(car.Misc.RearDoor.Lever.part0,car.Misc.RearDoor.base) MakeWeld(car.Misc.RearDoor.H1.part0,car.Misc.RearDoor.base) MakeWeld(car.Misc.RearDoor.H1.H2.part0,car.Misc.RearDoor.H1.To) MakeWeld(car.Misc.RearDoor.F1.part0,car.Misc.RearDoor.base) MakeWeld(car.Misc.RearDoor.F1.F2.part0,car.Misc.RearDoor.F1.To)
--Functions
local function getPlatform() if GS:IsTenFootInterface() then return "Console" elseif UIS.TouchEnabled and not UIS.MouseEnabled then return "Mobile" else return "Desktop" end end
-- Maximum distance away that the player can interact with target
local MAX_DISTANCE = 20 local prevWalkSpeed
---
if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) local handler = car.Neons local lightcolor = car.Body.Underglow.U.L.Color script.Parent.MouseButton1Click:connect(function() if car.Body.Underglow.U.L.L.Enabled == false then handler:FireServer("Lights",1) script.Parent.BackgroundColor3 = Color3.new(0,255/255,0) script.Parent.TextStrokeColor3 = Color3.new(0,255/255,0) car.Body.Underglow.EFFECT.L.GUI.Enabled = true for index, child in pairs(car.Body.Underglow.EFFECT.L.GUI:GetChildren()) do child.ImageColor3 = lightcolor end for index, child in pairs(car.Body.Underglow.U:GetChildren()) do child.Material = Enum.Material.Neon child.L.Color = lightcolor child.L.Enabled = true end elseif car.Body.Underglow.U.L.L.Enabled == true then handler:FireServer("Lights",0) script.Parent.BackgroundColor3 = Color3.new(0,0,0) script.Parent.TextStrokeColor3 = Color3.new(0,0,0) car.Body.Underglow.EFFECT.L.GUI.Enabled = false for index, child in pairs(car.Body.Underglow.U:GetChildren()) do child.Material = Enum.Material.SmoothPlastic child.L.Enabled = false end end end)
--it doesn't move because the function is never called
movePart()--]]
---Place this INSIDE the model. Don't replace the model name or anything. ------------------------------------------------------------------------------------------
object = script.Parent if (object ~= nil) and (object ~= game.Workspace) then model = object messageText = "regenerating " .. model.Name .. "" backup = model:clone() -- Make the backup waitTime = 10 --Time to wait between regenerations wait(math.random(1, waitTime)) while true do wait(waitTime) -- Regen wait time model:remove() model = backup:clone() model.Parent = game.Workspace model:makeJoints() end end
--///////////////// Internal-Use Methods --////////////////////////////////////// --DO NOT REMOVE THIS. Chat must be filtered or your game will face --moderation.
function methods:InternalApplyRobloxFilter(speakerName, message, toSpeakerName) --// USES FFLAG if (RunService:IsServer() and not RunService:IsStudio()) then local fromSpeaker = self:GetSpeaker(speakerName) local toSpeaker = toSpeakerName and self:GetSpeaker(toSpeakerName) if fromSpeaker == nil then return nil end local fromPlayerObj = fromSpeaker:GetPlayer() local toPlayerObj = toSpeaker and toSpeaker:GetPlayer() if fromPlayerObj == nil then return message end local filterStartTime = tick() local filterRetries = 0 while true do local success, message = pcall(function() if toPlayerObj then return Chat:FilterStringAsync(message, fromPlayerObj, toPlayerObj) else return Chat:FilterStringForBroadcast(message, fromPlayerObj) end end) if success then return message else warn("Error filtering message:", message) end filterRetries = filterRetries + 1 if filterRetries > MAX_FILTER_RETRIES or (tick() - filterStartTime) > MAX_FILTER_DURATION then self:InternalNotifyFilterIssue() return nil end local backoffInterval = FILTER_BACKOFF_INTERVALS[math.min(#FILTER_BACKOFF_INTERVALS, filterRetries)] -- backoffWait = backoffInterval +/- (0 -> backoffInterval) local backoffWait = backoffInterval + ((math.random()*2 - 1) * backoffInterval) wait(backoffWait) end else --// Simulate filtering latency. --// There is only latency the first time the message is filtered, all following calls will be instant. if not StudioMessageFilteredCache[message] then StudioMessageFilteredCache[message] = true wait(0.2) end return message end return nil end
---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---- Actions
local actionButtons do actionButtons = {} local totalActions = 1 local currentActions = totalActions local function makeButton(icon,over,name,vis,cond) local buttonEnabled = false local button = Create(Icon('ImageButton',icon),{ Name = name .. "Button"; Visible = Option.Modifiable and Option.Selectable; Position = UDim2_new(1, -4 + -(GUI_SIZE+2)*currentActions+2,0.25,-GUI_SIZE/2); Size = UDim2_new(0,GUI_SIZE,0,GUI_SIZE); Parent = headerFrame; }) local tipText = Create('TextLabel',{ Name = name .. "Text"; Text = name; Visible = false; BackgroundTransparency = 1; TextXAlignment = 'Right'; Font = FONT; FontSize = FONT_SIZE; Position = UDim2_new(0,0,0,0); Size = UDim2_new(1,-(GUI_SIZE+2)*totalActions,1,0); Parent = headerFrame; }) button.MouseEnter:connect(function() if buttonEnabled then button.BackgroundTransparency = 0.9 end --Icon(button,over) --tipText.Visible = true end) button.MouseLeave:connect(function() button.BackgroundTransparency = 1 --Icon(button,icon) --tipText.Visible = false end) currentActions = currentActions + 1 actionButtons[#actionButtons+1] = {Obj = button,Cond = cond} QuickButtons[#actionButtons+1] = {Obj = button,Cond = cond, Toggle = function(on) if on then buttonEnabled = true Icon(button,over) else buttonEnabled = false Icon(button,icon) end end} return button end --local clipboard = {} local function delete(o) o.Parent = nil RemoteEvent:InvokeServer("Delete", o) end -- DELETE makeButton(ACTION_DELETE,ACTION_DELETE_OVER,"Delete",true,function() return #Selection:Get() > 0 end).MouseButton1Click:connect(function() if not Option.Modifiable then return end local list = Selection:Get() for i = 1,#list do pcall(delete,list[i]) end Selection:Set({}) end) -- PASTE makeButton(ACTION_PASTE,ACTION_PASTE_OVER,"Paste",true,function() return #Selection:Get() > 0 and #clipboard > 0 end).MouseButton1Click:connect(function() if not Option.Modifiable then return end local parent = Selection.List[1] or workspace for i = 1,#clipboard do clipboard[i]:Clone().Parent = parent end RemoteEvent:InvokeServer("Paste", parent) end) -- COPY makeButton(ACTION_COPY,ACTION_COPY_OVER,"Copy",true,function() return #Selection:Get() > 0 end).MouseButton1Click:connect(function() if not Option.Modifiable then return end clipboard = {} local list = Selection.List RemoteEvent:InvokeServer("ClearClipboard") for i = 1,#list do table.insert(clipboard,list[i]:Clone()) RemoteEvent:InvokeServer("Copy", list[i]) end updateActions() end) -- CUT makeButton(ACTION_CUT,ACTION_CUT_OVER,"Cut",true,function() return #Selection:Get() > 0 end).MouseButton1Click:connect(function() if not Option.Modifiable then return end clipboard = {} local list = Selection.List local cut = {} for i = 1,#list do local obj = list[i]:Clone() if obj then table.insert(clipboard,obj) table.insert(cut,list[i]) RemoteEvent:InvokeServer("Copy", list[i]) end end for i = 1,#cut do pcall(delete,cut[i]) end updateActions() end) -- FREEZE -- SORT -- local actionSort = makeButton(ACTION_SORT,ACTION_SORT_OVER,"Sort") end
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function Controller.UpdateSelections() local iteration = 0 --- local highestZ = 0 for _, screenGui in ipairs(playerGui:GetChildren()) do if screenGui.ClassName == "ScreenGui" then if screenGui.Enabled == true and screenGui.DisplayOrder > highestZ and screenGui.Name ~= "Chat" and screenGui.Name ~= "Info Overlay" then local buttonVisible = false local function scanElement (p) if buttonVisible == false then for _, v in ipairs(p:GetChildren()) do iteration = iteration + 1 if iteration%300 == 0 then _L.Services.RunService.Stepped:wait() end if v:IsA("GuiObject") then if v.Visible == true then if v.ClassName == "ImageButton" or v.ClassName == "TextButton" or v.ClassName == "TextBox" then buttonVisible = true return end scanElement(v) end end end end end scanElement(screenGui) if buttonVisible then highestZ = screenGui.DisplayOrder end end end end --- local function scan(parent) for _, child in ipairs(parent:GetChildren()) do if child then if child.ClassName == "ImageButton" or child.ClassName == "TextButton" or child.ClassName == "TextBox" then if not blacklistSet then if child.Selectable == false then selectionBlacklist[child] = true end end if selectionBlacklist[child] == nil then local selectable = true if (child.ClassName == "ImageButton" and child.ImageTransparency == 1) or child.Visible == false then --- Blunt test selectable = false else --- Parent test local function scanParent(p1) iteration = iteration + 1 if iteration%300 == 0 then _L.Services.RunService.Stepped:wait() end local p2 = p1.Parent pcall(function() if p2.Visible == false then selectable = false end end) pcall(function() if p2.ClassName == "ScreenGui" and (p2.Enabled == false or p2.DisplayOrder < highestZ) then selectable = false end end) pcall(function() if p2.ClassName == "SurfaceGui" or p2.ClassName == "BillboardGui" then selectable = false end end) if selectable == true then if p2 ~= nil and p2 ~= playerGui then scanParent(p2) end end end scanParent(child) end child.Selectable = child:FindFirstAncestor("Tutorial") ~= nil and true or selectable end else pcall(function() child.Selectable = false end) end scan(child) end end end --- scan(playerGui) blacklistSet = true end
------------------------------------------------------------------------ -- converts an integer to a "floating point byte", represented as -- (eeeeexxx), where the real value is (1xxx) * 2^(eeeee - 1) if -- eeeee != 0 and (xxx) otherwise. ------------------------------------------------------------------------
function luaY:int2fb(x) local e = 0 -- exponent while x >= 16 do x = math.floor((x + 1) / 2) e = e + 1 end if x < 8 then return x else return ((e + 1) * 8) + (x - 8) end end
--//Handler//--
Button.MouseButton1Click:Connect(function() if CurrentAnimation.AnimationId ~= "rbxassetid://"..ID.Value then CurrentAnimation.AnimationId = "rbxassetid://"..ID.Value Action = Humanoid:LoadAnimation(CurrentAnimation) Action:Play() elseif CurrentAnimation.AnimationId == "rbxassetid://"..ID.Value then if Action then Action:Stop() CurrentAnimation.AnimationId = "" end end end)
--local HUB = script.Parent.HUB --local limitButton = HUB.Limiter
local carSeat = script.Parent.Car.Value local mouse = game.Players.LocalPlayer:GetMouse() carSeat.Values2:WaitForChild("DTR") carSeat.Values2:WaitForChild("Lights") mouse.KeyDown:connect(function (key) key = string.lower(key)
--Avxnturador @ //INSPARE
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("DS_Sounds") local lastGear = 0 local Rev1 = 1500 local Rev2 = 2300 local Rev3 = 3700 local Rev4 = 5000 wait(0.5) script:WaitForChild("DS1") script:WaitForChild("DS2") script:WaitForChild("DS3") script:WaitForChild("DS4") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","DS1",car.DriveSeat,script.DS1.SoundId,1,script.DS1.Volume,false) handler:FireServer("newSound","DS2",car.DriveSeat,script.DS2.SoundId,1,script.DS2.Volume,false) handler:FireServer("newSound","DS3",car.DriveSeat,script.DS3.SoundId,1,script.DS3.Volume,false) handler:FireServer("newSound","DS4",car.DriveSeat,script.DS4.SoundId,1,script.DS4.Volume,false) car.DriveSeat:WaitForChild("DS1") car.DriveSeat:WaitForChild("DS2") car.DriveSeat:WaitForChild("DS3") car.DriveSeat:WaitForChild("DS4") script.Parent.Values.Gear.Changed:connect(function() if lastGear>script.Parent.Values.Gear.Value then if ((script.Parent.Values.RPM.Value>=Rev1) and (script.Parent.Values.RPM.Value<Rev2)) then if FE then handler:FireServer("playSound","DS1") else car.DriveSeat.DS1:Play() end elseif ((script.Parent.Values.RPM.Value>=Rev2) and (script.Parent.Values.RPM.Value<Rev3)) then if FE then handler:FireServer("playSound","DS2") else car.DriveSeat.DS2:Play() end elseif ((script.Parent.Values.RPM.Value>=Rev3) and (script.Parent.Values.RPM.Value<Rev4)) then if FE then handler:FireServer("playSound","DS3") else car.DriveSeat.DS3:Play() end elseif (script.Parent.Values.RPM.Value>=Rev4) then if FE then handler:FireServer("playSound","DS4") else car.DriveSeat.DS4:Play() end end end lastGear = script.Parent.Values.Gear.Value end)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Cyan",Paint) end)
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusStiffness = 22000 -- Spring Force Tune.FSusDamping = 50 -- Spring Dampening Tune.FAntiRoll = 400 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 1.9 -- Resting Suspension length (in studs) Tune.FPreCompress = .1 -- Pre-compression adds resting length force Tune.FExtensionLim = .4 -- Max Extension Travel (in studs) Tune.FCompressLim = .2 -- Max Compression Travel (in studs) Tune.FSusAngle = 75 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusStiffness = 22000 -- Spring Force Tune.RSusDamping = 50 -- Spring Dampening Tune.RAntiRoll = 400 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2.1 -- Resting Suspension length (in studs) Tune.RPreCompress = .1 -- Pre-compression adds resting length force Tune.RExtensionLim = .4 -- Max Extension Travel (in studs) Tune.RCompressLim = .2 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics (PGS ONLY) Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 8 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness