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--// Firemode Functions
function CreateBullet(L_199_arg1) local L_200_ = L_58_.Position local L_201_ = (L_4_.Hit.p - L_200_).unit local L_202_ = CFrame.Angles(math.rad(math.random(-L_199_arg1, L_199_arg1)), math.rad(math.random(-L_199_arg1, L_199_arg1)), math.rad(math.random(-L_199_arg1, L_199_arg1))) L_201_ = L_202_ * L_201_ local L_203_ = CFrame.new(L_200_, L_200_ + L_201_) local L_204_ = Instance.new("Part", L_100_) game.Debris:AddItem(L_204_, 10) L_204_.Shape = Enum.PartType.Ball L_204_.Size = Vector3.new(1, 1, 12) L_204_.Name = "Bullet" L_204_.TopSurface = "Smooth" L_204_.BottomSurface = "Smooth" L_204_.BrickColor = BrickColor.new("Bright green") L_204_.Material = "Neon" L_204_.CanCollide = false --Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p) L_204_.CFrame = L_203_ local L_205_ = Instance.new("Sound") L_205_.SoundId = "rbxassetid://341519743" L_205_.Looped = true L_205_:Play() L_205_.Parent = L_204_ L_205_.Volume = 0.4 L_205_.MaxDistance = 30 L_204_.Transparency = 1 local L_206_ = L_204_:GetMass() local L_207_ = Instance.new('BodyForce', L_204_) if not L_82_ then L_207_.Force = L_24_.BulletPhysics L_204_.Velocity = L_201_ * L_24_.BulletSpeed else L_207_.Force = L_24_.ExploPhysics L_204_.Velocity = L_201_ * L_24_.ExploSpeed end local L_208_ = Instance.new('Attachment', L_204_) L_208_.Position = Vector3.new(0.1, 0, 0) local L_209_ = Instance.new('Attachment', L_204_) L_209_.Position = Vector3.new(-0.1, 0, 0) local L_210_ = TracerCalculation() if L_24_.TracerEnabled == true and L_210_ then local L_211_ = Instance.new('Trail', L_204_) L_211_.Attachment0 = L_208_ L_211_.Attachment1 = L_209_ L_211_.Transparency = NumberSequence.new(L_24_.TracerTransparency) L_211_.LightEmission = L_24_.TracerLightEmission L_211_.TextureLength = L_24_.TracerTextureLength L_211_.Lifetime = L_24_.TracerLifetime L_211_.FaceCamera = L_24_.TracerFaceCamera L_211_.Color = ColorSequence.new(L_24_.TracerColor.Color) end if L_1_:FindFirstChild('Shell') and not L_82_ then CreateShell() end delay(0.2, function() L_204_.Transparency = 0 end) return L_204_ end function CheckForHumanoid(L_212_arg1) local L_213_ = false local L_214_ = nil if L_212_arg1 then if (L_212_arg1.Parent:FindFirstChild("Humanoid") or L_212_arg1.Parent.Parent:FindFirstChild("Humanoid")) then L_213_ = true if L_212_arg1.Parent:FindFirstChild('Humanoid') then L_214_ = L_212_arg1.Parent.Humanoid elseif L_212_arg1.Parent.Parent:FindFirstChild('Humanoid') then L_214_ = L_212_arg1.Parent.Parent.Humanoid end else L_213_ = false end end return L_213_, L_214_ end function CastRay(L_215_arg1) local L_216_, L_217_, L_218_ local L_219_ = L_55_.Position; local L_220_ = L_215_arg1.Position; local L_221_ = 0 local L_222_ = L_82_ while true do L_105_:wait() L_220_ = L_215_arg1.Position; L_221_ = L_221_ + (L_220_ - L_219_).magnitude L_216_, L_217_, L_218_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_219_, (L_220_ - L_219_)), IgnoreList); local L_223_ = Vector3.new(0, 1, 0):Cross(L_218_) local L_224_ = math.asin(L_223_.magnitude) -- division by 1 is redundant if L_221_ > L_24_.BulletDecay then L_215_arg1:Destroy() break end if L_216_ and (L_216_ and L_216_.Transparency >= 1 or L_216_.CanCollide == false) and L_216_.Name ~= 'Right Arm' and L_216_.Name ~= 'Left Arm' and L_216_.Name ~= 'Right Leg' and L_216_.Name ~= 'Left Leg' and L_216_.Name ~= 'Armor' then table.insert(IgnoreList, L_216_) end if L_216_ then L_223_ = Vector3.new(0, 1, 0):Cross(L_218_) L_224_ = math.asin(L_223_.magnitude) -- division by 1 is redundant L_117_:FireServer(L_217_) local L_225_ = CheckForHumanoid(L_216_) if L_225_ == false then L_215_arg1:Destroy() local L_226_ = L_112_:InvokeServer(L_217_, L_223_, L_224_, L_218_, "Part", L_216_) elseif L_225_ == true then L_215_arg1:Destroy() local L_227_ = L_112_:InvokeServer(L_217_, L_223_, L_224_, L_218_, "Human", L_216_) end end if L_216_ and L_222_ then L_115_:FireServer(L_217_) end if L_216_ then local L_228_, L_229_ = CheckForHumanoid(L_216_) if L_228_ then L_110_:FireServer(L_229_) if L_24_.AntiTK then if game.Players:FindFirstChild(L_229_.Parent.Name) and game.Players:FindFirstChild(L_229_.Parent.Name).TeamColor ~= L_2_.TeamColor or L_229_.Parent:FindFirstChild('Vars') and game.Players:FindFirstChild(L_229_.Parent:WaitForChild('Vars'):WaitForChild('BotID').Value) and L_2_.TeamColor ~= L_229_.Parent:WaitForChild('Vars'):WaitForChild('teamColor').Value then if L_216_.Name == 'Head' then L_109_:FireServer(L_229_, L_24_.HeadDamage) local L_230_ = L_19_:WaitForChild('BodyHit'):clone() L_230_.Parent = L_2_.PlayerGui L_230_:Play() game:GetService("Debris"):addItem(L_230_, L_230_.TimeLength) end if L_216_.Name ~= 'Head' and not (L_216_.Parent:IsA('Accessory') or L_216_.Parent:IsA('Hat')) then if L_216_.Name ~= 'Torso' and L_216_.Name ~= 'HumanoidRootPart' and L_216_.Name ~= 'Armor' then L_109_:FireServer(L_229_, L_24_.LimbDamage) elseif L_216_.Name == 'Torso' or L_216_.Name == 'HumanoidRootPart' and L_216_.Name ~= 'Armor' then L_109_:FireServer(L_229_, L_24_.BaseDamage) elseif L_216_.Name == 'Armor' then L_109_:FireServer(L_229_, L_24_.ArmorDamage) end local L_231_ = L_19_:WaitForChild('BodyHit'):clone() L_231_.Parent = L_2_.PlayerGui L_231_:Play() game:GetService("Debris"):addItem(L_231_, L_231_.TimeLength) end if (L_216_.Parent:IsA('Accessory') or L_216_.Parent:IsA('Hat')) then L_109_:FireServer(L_229_, L_24_.HeadDamage) local L_232_ = L_19_:WaitForChild('BodyHit'):clone() L_232_.Parent = L_2_.PlayerGui L_232_:Play() game:GetService("Debris"):addItem(L_232_, L_232_.TimeLength) end end else if L_216_.Name == 'Head' then L_109_:FireServer(L_229_, L_24_.HeadDamage) local L_233_ = L_19_:WaitForChild('BodyHit'):clone() L_233_.Parent = L_2_.PlayerGui L_233_:Play() game:GetService("Debris"):addItem(L_233_, L_233_.TimeLength) end if L_216_.Name ~= 'Head' and not (L_216_.Parent:IsA('Accessory') or L_216_.Parent:IsA('Hat')) then if L_216_.Name ~= 'Torso' and L_216_.Name ~= 'HumanoidRootPart' and L_216_.Name ~= 'Armor' then L_109_:FireServer(L_229_, L_24_.LimbDamage) elseif L_216_.Name == 'Torso' or L_216_.Name == 'HumanoidRootPart' and L_216_.Name ~= 'Armor' then L_109_:FireServer(L_229_, L_24_.BaseDamage) elseif L_216_.Name == 'Armor' then L_109_:FireServer(L_229_, L_24_.ArmorDamage) end local L_234_ = L_19_:WaitForChild('BodyHit'):clone() L_234_.Parent = L_2_.PlayerGui L_234_:Play() game:GetService("Debris"):addItem(L_234_, L_234_.TimeLength) end if (L_216_.Parent:IsA('Accessory') or L_216_.Parent:IsA('Hat')) then L_109_:FireServer(L_229_, L_24_.HeadDamage) local L_235_ = L_19_:WaitForChild('BodyHit'):clone() L_235_.Parent = L_2_.PlayerGui L_235_:Play() game:GetService("Debris"):addItem(L_235_, L_235_.TimeLength) end end end end if L_216_ and L_216_.Parent:FindFirstChild("Humanoid") then return L_216_, L_217_; end L_219_ = L_220_; end end function fireSemi() if L_15_ then L_68_ = false Recoiling = true Shooting = true --CheckReverb() if L_54_ then L_54_:FireServer(L_58_:WaitForChild('Fire').SoundId, L_58_) else L_58_:WaitForChild('Fire'):Play() end L_108_:FireServer() L_101_ = CreateBullet(L_24_.BulletSpread) L_102_ = L_102_ - 1 UpdateAmmo() RecoilFront = true local L_236_, L_237_ = spawn(function() CastRay(L_101_) end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true then if L_102_ > 0 then BoltingForwardAnim() end end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) local L_238_ = JamCalculation() if L_238_ then L_68_ = false else L_68_ = true end Shooting = false end end function fireExplo() if L_15_ then L_68_ = false Recoiling = true Shooting = true if L_54_ then L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_) else L_59_:WaitForChild('Fire'):Play() end L_108_:FireServer() L_101_ = CreateBullet(L_24_.BulletSpread) L_104_ = L_104_ - 1 UpdateAmmo() RecoilFront = true local L_239_, L_240_ = spawn(function() CastRay(L_101_) end) delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) L_68_ = false Shooting = false end end function fireShot() if L_15_ then L_68_ = false Recoiling = true Shooting = true RecoilFront = true --CheckReverb() if L_54_ then L_54_:FireServer(L_58_:WaitForChild('Fire').SoundId, L_58_) else L_58_:WaitForChild('Fire'):Play() end L_108_:FireServer() for L_242_forvar1 = 1, L_24_.ShotNum do spawn(function() L_101_ = CreateBullet(L_24_.BulletSpread) end) local L_243_, L_244_ = spawn(function() CastRay(L_101_) end) end for L_245_forvar1, L_246_forvar2 in pairs(L_58_:GetChildren()) do if L_246_forvar2.Name:sub(1, 7) == "FlashFX" then L_246_forvar2.Enabled = true end end delay(1 / 30, function() for L_247_forvar1, L_248_forvar2 in pairs(L_58_:GetChildren()) do if L_248_forvar2.Name:sub(1, 7) == "FlashFX" then L_248_forvar2.Enabled = false end end end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true then if L_102_ > 0 then BoltingForwardAnim() end end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) L_102_ = L_102_ - 1 UpdateAmmo() wait(L_24_.Firerate) L_75_ = true BoltBackAnim() BoltForwardAnim() IdleAnim() L_75_ = false local L_241_ = JamCalculation() if L_241_ then L_68_ = false else L_68_ = true end Shooting = false end end function fireBoltAction() if L_15_ then L_68_ = false Recoiling = true Shooting = true --CheckReverb() if L_54_ then L_54_:FireServer(L_58_:WaitForChild('Fire').SoundId, L_58_) else L_58_:WaitForChild('Fire'):Play() end L_108_:FireServer() L_101_ = CreateBullet(L_24_.BulletSpread) L_102_ = L_102_ - 1 UpdateAmmo() RecoilFront = true local L_249_, L_250_ = spawn(function() CastRay(L_101_) end) for L_252_forvar1, L_253_forvar2 in pairs(L_58_:GetChildren()) do if L_253_forvar2.Name:sub(1, 7) == "FlashFX" then L_253_forvar2.Enabled = true end end delay(1 / 30, function() for L_254_forvar1, L_255_forvar2 in pairs(L_58_:GetChildren()) do if L_255_forvar2.Name:sub(1, 7) == "FlashFX" then L_255_forvar2.Enabled = false end end end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true then if L_102_ > 0 then BoltingForwardAnim() end end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) L_75_ = true BoltBackAnim() BoltForwardAnim() IdleAnim() L_75_ = false local L_251_ = JamCalculation() if L_251_ then L_68_ = false else L_68_ = true end Shooting = false end end function fireAuto() while not Shooting and L_102_ > 0 and L_67_ and L_68_ and L_15_ do L_68_ = false Recoiling = true --CheckReverb() if L_54_ then L_54_:FireServer(L_58_:WaitForChild('Fire').SoundId, L_58_) else L_58_:WaitForChild('Fire'):Play() end L_108_:FireServer() L_102_ = L_102_ - 1 UpdateAmmo() Shooting = true RecoilFront = true L_101_ = CreateBullet(L_24_.BulletSpread) local L_256_, L_257_ = spawn(function() CastRay(L_101_) end) for L_259_forvar1, L_260_forvar2 in pairs(L_58_:GetChildren()) do if L_260_forvar2.Name:sub(1, 7) == "FlashFX" then L_260_forvar2.Enabled = true end end delay(1 / 30, function() for L_261_forvar1, L_262_forvar2 in pairs(L_58_:GetChildren()) do if L_262_forvar2.Name:sub(1, 7) == "FlashFX" then L_262_forvar2.Enabled = false end end end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true then if L_102_ > 0 then BoltingForwardAnim() end end end) end delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) local L_258_ = JamCalculation() if L_258_ then L_68_ = false else L_68_ = true end Shooting = false end end function fireBurst() if not Shooting and L_102_ > 0 and L_67_ and L_15_ then for L_263_forvar1 = 1, L_24_.BurstNum do if L_102_ > 0 and L_67_ then L_68_ = false Recoiling = true --CheckReverb() if L_54_ then L_54_:FireServer(L_58_:WaitForChild('Fire').SoundId, L_58_) else L_58_:WaitForChild('Fire'):Play() end L_108_:FireServer() L_101_ = CreateBullet(L_24_.BulletSpread) local L_264_, L_265_ = spawn(function() CastRay(L_101_) end) for L_267_forvar1, L_268_forvar2 in pairs(L_58_:GetChildren()) do if L_268_forvar2.Name:sub(1, 7) == "FlashFX" then L_268_forvar2.Enabled = true end end delay(1 / 30, function() for L_269_forvar1, L_270_forvar2 in pairs(L_58_:GetChildren()) do if L_270_forvar2.Name:sub(1, 7) == "FlashFX" then L_270_forvar2.Enabled = false end end end) if L_24_.CanBolt == true then BoltingBackAnim() delay(L_24_.Firerate / 2, function() if L_24_.CanSlideLock == false then BoltingForwardAnim() elseif L_24_.CanSlideLock == true then if L_102_ > 0 then BoltingForwardAnim() end end end) end L_102_ = L_102_ - 1 UpdateAmmo() RecoilFront = true delay(L_24_.Firerate / 2, function() Recoiling = false RecoilFront = false end) wait(L_24_.Firerate) local L_266_ = JamCalculation() if L_266_ then L_68_ = false else L_68_ = true end end Shooting = true end Shooting = false end end function Shoot() if L_15_ and L_68_ then if L_91_ == 1 then fireSemi() elseif L_91_ == 2 then fireAuto() elseif L_91_ == 3 then fireBurst() elseif L_91_ == 4 then fireBoltAction() elseif L_91_ == 5 then fireShot() elseif L_91_ == 6 then fireExplo() end end end
--// Firemode Shot Customization
BurstNum = 0; -- How many bullets per burst ShotNum = 0; -- How many bullets per shot
-- on touch part
part.Touched:Connect(function(hit) -- buscamos si el que lo toco es un player local player = players:GetPlayerFromCharacter(hit.Parent) if player and aux then aux = false -- si lo toco un player le sumaremos uno a nuestro score sound:Play() player.leaderstats.Score.Value += SCORE wait() part:Destroy() end end)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 0.5 -- cooldown for use of the tool again ZoneModelName = "Corrupt bomb" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--//Settings//--
local zoom = 140 local FieldOfView = 7
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 6200 -- Spring Force Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 6500 -- Spring Force Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---- Explorer panel
local explorerPanel = script.Parent Create(explorerPanel,{ BackgroundColor3 = GuiColor.Field; BorderColor3 = GuiColor.Border; Active = true; }) local SettingsRemote = explorerPanel.Parent:WaitForChild("SettingsPanel"):WaitForChild("GetSetting") local GetApiRemote = explorerPanel.Parent:WaitForChild("PropertiesFrame"):WaitForChild("GetApi") local GetAwaitRemote = explorerPanel.Parent:WaitForChild("PropertiesFrame"):WaitForChild("GetAwaiting") local bindSetAwaiting = explorerPanel.Parent:WaitForChild("PropertiesFrame"):WaitForChild("SetAwaiting") local SaveInstanceWindow = explorerPanel.Parent:WaitForChild("SaveInstance") local ConfirmationWindow = explorerPanel.Parent:WaitForChild("Confirmation") local CautionWindow = explorerPanel.Parent:WaitForChild("Caution") local TableCautionWindow = explorerPanel.Parent:WaitForChild("TableCaution") local RemoteWindow = explorerPanel.Parent:WaitForChild("CallRemote") local ScriptEditor = explorerPanel.Parent:WaitForChild("ScriptEditor") local ScriptEditorEvent = ScriptEditor:WaitForChild("OpenScript") local CurrentSaveInstanceWindow local CurrentRemoteWindow local lastSelectedNode local DexStorage local DexStorageMain local DexStorageEnabled if saveinstance then DexStorageEnabled = true end if DexStorageEnabled then DexStorage = Instance.new("Folder") DexStorage.Name = "Dex" DexStorageMain = Instance.new("Folder",DexStorage) DexStorageMain.Name = "DexStorage" end local NilStorage local NilStorageMain local NilStorageEnabled if get_nil_instances and IfThisFunctionWasStableEnough then NilStorageEnabled = true end if NilStorageEnabled then NilStorage = Instance.new("Folder") NilStorage.Name = "Dex Internal Storage" NilStorageMain = Instance.new("Folder",NilStorage) NilStorageMain.Name = "Nil Instances" end local listFrame = Create('Frame',{ Name = "List"; BackgroundTransparency = 1; ClipsDescendants = true; Position = UDim2.new(0,0,0,HEADER_SIZE); Size = UDim2.new(1,-GUI_SIZE,1,-HEADER_SIZE); Parent = explorerPanel; }) local scrollBar = ScrollBar(false) scrollBar.PageIncrement = 1 Create(scrollBar.GUI,{ Position = UDim2.new(1,-GUI_SIZE,0,HEADER_SIZE); Size = UDim2.new(0,GUI_SIZE,1,-HEADER_SIZE); Parent = explorerPanel; }) local scrollBarH = ScrollBar(true) scrollBarH.PageIncrement = GUI_SIZE Create(scrollBarH.GUI,{ Position = UDim2.new(0,0,1,-GUI_SIZE); Size = UDim2.new(1,-GUI_SIZE,0,GUI_SIZE); Visible = false; Parent = explorerPanel; }) local headerFrame = Create('Frame',{ Name = "Header"; BackgroundColor3 = GuiColor.Background; BorderColor3 = GuiColor.Border; Position = UDim2.new(0,0,0,0); Size = UDim2.new(1,0,0,HEADER_SIZE); Parent = explorerPanel; Create('TextLabel',{ Text = "Explorer"; BackgroundTransparency = 1; TextColor3 = GuiColor.Text; TextXAlignment = 'Left'; Font = FONT; FontSize = FONT_SIZE; Position = UDim2.new(0,4,0,0); Size = UDim2.new(1,-4,0.5,0); }); }) local explorerFilter = Create('TextBox',{ Text = "Filter Workspace"; BackgroundTransparency = 0.8; TextColor3 = GuiColor.Text; TextXAlignment = 'Left'; Font = FONT; FontSize = FONT_SIZE; Position = UDim2.new(0,4,0.5,0); Size = UDim2.new(1,-8,0.5,-2); }); explorerFilter.Parent = headerFrame SetZIndexOnChanged(explorerPanel) local function CreateColor3(r, g, b) return Color3.new(r/255,g/255,b/255) end local Styles = { Font = Enum.Font.Arial; Margin = 5; Black = CreateColor3(0,0,0); White = CreateColor3(255,255,255); } local DropDown = { Font = Styles.Font; FontSize = Enum.FontSize.Size14; TextColor = CreateColor3(0,0,0); TextColorOver = Styles.White; TextXAlignment = Enum.TextXAlignment.Left; Height = 20; BackColor = Styles.White; BackColorOver = CreateColor3(86,125,188); BorderColor = CreateColor3(216,216,216); BorderSizePixel = 2; ArrowColor = CreateColor3(160,160,160); ArrowColorOver = Styles.Black; } local Row = { Font = Styles.Font; FontSize = Enum.FontSize.Size14; TextXAlignment = Enum.TextXAlignment.Left; TextColor = Styles.Black; TextColorOver = Styles.White; TextLockedColor = CreateColor3(120,120,120); Height = 24; BorderColor = CreateColor3(216,216,216); BackgroundColor = Styles.White; BackgroundColorAlternate = CreateColor3(246,246,246); BackgroundColorMouseover = CreateColor3(211,224,244); TitleMarginLeft = 15; } local currentRightClickMenu local CurrentInsertObjectWindow local CurrentFunctionCallerWindow local RbxApi function ClassCanCreate(IName) local success,err = pcall(function() Instance.new(IName) end) if err then return false else return true end end function GetClasses() if RbxApi == nil then return {} end local classTable = {} for i,v in pairs(RbxApi.Classes) do if ClassCanCreate(v.Name) then table.insert(classTable,v.Name) end end return classTable end local function sortAlphabetic(t, property) table.sort(t, function(x,y) return x[property] < y[property] end) end local function FunctionIsHidden(functionData) local tags = functionData["tags"] for _,name in pairs(tags) do if name == "deprecated" or name == "hidden" or name == "writeonly" then return true end end return false end local function GetAllFunctions(className) local class = RbxApi.Classes[className] local functions = {} if not class then return functions end while class do if class.Name == "Instance" then break end for _,nextFunction in pairs(class.Functions) do if not FunctionIsHidden(nextFunction) then table.insert(functions, nextFunction) end end class = RbxApi.Classes[class.Superclass] end sortAlphabetic(functions, "Name") return functions end function GetFunctions() if RbxApi == nil then return {} end local List = SelectionVar():Get() if #List == 0 then return end local MyObject = List[1] local functionTable = {} for i,v in pairs(GetAllFunctions(MyObject.ClassName)) do table.insert(functionTable,v) end return functionTable end function CreateInsertObjectMenu(choices, currentChoice, readOnly, onClick) local mouse = game.Players.LocalPlayer:GetMouse() local totalSize = explorerPanel.Parent.AbsoluteSize.y if #choices == 0 then return end table.sort(choices, function(a,b) return a < b end) local frame = Instance.new("Frame") frame.Name = "InsertObject" frame.Size = UDim2.new(0, 200, 1, 0) frame.BackgroundTransparency = 1 frame.Active = true local menu = nil local arrow = nil local expanded = false local margin = DropDown.BorderSizePixel; --[[ local button = Instance.new("TextButton") button.Font = Row.Font button.FontSize = Row.FontSize button.TextXAlignment = Row.TextXAlignment button.BackgroundTransparency = 1 button.TextColor3 = Row.TextColor if readOnly then button.TextColor3 = Row.TextLockedColor end button.Text = currentChoice button.Size = UDim2.new(1, -2 * Styles.Margin, 1, 0) button.Position = UDim2.new(0, Styles.Margin, 0, 0) button.Parent = frame --]] local function hideMenu() expanded = false --showArrow(DropDown.ArrowColor) if frame then --frame:Destroy() CurrentInsertObjectWindow.Visible = false end end local function showMenu() expanded = true menu = Instance.new("ScrollingFrame") menu.Size = UDim2.new(0,200,1,0) menu.CanvasSize = UDim2.new(0, 200, 0, #choices * DropDown.Height) menu.Position = UDim2.new(0, margin, 0, 0) menu.BackgroundTransparency = 0 menu.BackgroundColor3 = DropDown.BackColor menu.BorderColor3 = DropDown.BorderColor menu.BorderSizePixel = DropDown.BorderSizePixel menu.TopImage = "rbxasset://textures/blackBkg_square.png" menu.MidImage = "rbxasset://textures/blackBkg_square.png" menu.BottomImage = "rbxasset://textures/blackBkg_square.png" menu.Active = true menu.ZIndex = 5 menu.Parent = frame --local parentFrameHeight = script.Parent.List.Size.Y.Offset --local rowHeight = mouse.Y --if (rowHeight + menu.Size.Y.Offset) > parentFrameHeight then -- menu.Position = UDim2.new(0, margin, 0, -1 * (#choices * DropDown.Height) - margin) --end local function choice(name) onClick(name) hideMenu() end for i,name in pairs(choices) do local option = CreateRightClickMenuItem(name, function() choice(name) end,1) option.Size = UDim2.new(1, 0, 0, 20) option.Position = UDim2.new(0, 0, 0, (i - 1) * DropDown.Height) option.ZIndex = menu.ZIndex option.Parent = menu end end showMenu() return frame end function CreateFunctionCallerMenu(choices, currentChoice, readOnly, onClick) local mouse = game.Players.LocalPlayer:GetMouse() local totalSize = explorerPanel.Parent.AbsoluteSize.y if #choices == 0 then return end table.sort(choices, function(a,b) return a.Name < b.Name end) local frame = Instance.new("Frame") frame.Name = "InsertObject" frame.Size = UDim2.new(0, 200, 1, 0) frame.BackgroundTransparency = 1 frame.Active = true local menu = nil local arrow = nil local expanded = false local margin = DropDown.BorderSizePixel; local function hideMenu() expanded = false --showArrow(DropDown.ArrowColor) if frame then --frame:Destroy() CurrentInsertObjectWindow.Visible = false end end local function showMenu() expanded = true menu = Instance.new("ScrollingFrame") menu.Size = UDim2.new(0,300,1,0) menu.CanvasSize = UDim2.new(0, 300, 0, #choices * DropDown.Height) menu.Position = UDim2.new(0, margin, 0, 0) menu.BackgroundTransparency = 0 menu.BackgroundColor3 = DropDown.BackColor menu.BorderColor3 = DropDown.BorderColor menu.BorderSizePixel = DropDown.BorderSizePixel menu.TopImage = "rbxasset://textures/blackBkg_square.png" menu.MidImage = "rbxasset://textures/blackBkg_square.png" menu.BottomImage = "rbxasset://textures/blackBkg_square.png" menu.Active = true menu.ZIndex = 5 menu.Parent = frame --local parentFrameHeight = script.Parent.List.Size.Y.Offset --local rowHeight = mouse.Y --if (rowHeight + menu.Size.Y.Offset) > parentFrameHeight then -- menu.Position = UDim2.new(0, margin, 0, -1 * (#choices * DropDown.Height) - margin) --end local function GetParameters(functionData) local paraString = "" paraString = paraString.."(" for i,v in pairs(functionData.Arguments) do paraString = paraString..v.Type.." "..v.Name if i < #functionData.Arguments then paraString = paraString..", " end end paraString = paraString..")" return paraString end local function choice(name) onClick(name) hideMenu() end for i,name in pairs(choices) do local option = CreateRightClickMenuItem(name.ReturnType.." "..name.Name..GetParameters(name), function() choice(name) end,2) option.Size = UDim2.new(1, 0, 0, 20) option.Position = UDim2.new(0, 0, 0, (i - 1) * DropDown.Height) option.ZIndex = menu.ZIndex option.Parent = menu end end showMenu() return frame end function CreateInsertObject() if not CurrentInsertObjectWindow then return end CurrentInsertObjectWindow.Visible = true if currentRightClickMenu and CurrentInsertObjectWindow.Visible then CurrentInsertObjectWindow.Position = UDim2.new(0,currentRightClickMenu.Position.X.Offset-currentRightClickMenu.Size.X.Offset-2,0,0) end if CurrentInsertObjectWindow.Visible then CurrentInsertObjectWindow.Parent = explorerPanel.Parent end end function CreateFunctionCaller() if CurrentFunctionCallerWindow then CurrentFunctionCallerWindow:Destroy() CurrentFunctionCallerWindow = nil end CurrentFunctionCallerWindow = CreateFunctionCallerMenu( GetFunctions(), "", false, function(option) CurrentFunctionCallerWindow:Destroy() CurrentFunctionCallerWindow = nil local list = SelectionVar():Get() for i = 1,#list do pcall(function() Instance.new(option,list[i]) end) end print(option.Name .. " selected to be called. Function caller being added soon, please wait!") --CallFunction() DestroyRightClick() end ) if currentRightClickMenu and CurrentFunctionCallerWindow then CurrentFunctionCallerWindow.Position = UDim2.new(0,currentRightClickMenu.Position.X.Offset-currentRightClickMenu.Size.X.Offset*1.5-2,0,0) end if CurrentFunctionCallerWindow then CurrentFunctionCallerWindow.Parent = explorerPanel.Parent end end function CreateRightClickMenuItem(text, onClick, insObj) local button = Instance.new("TextButton") button.Font = DropDown.Font button.FontSize = DropDown.FontSize button.TextColor3 = DropDown.TextColor button.TextXAlignment = DropDown.TextXAlignment button.BackgroundColor3 = DropDown.BackColor button.AutoButtonColor = false button.BorderSizePixel = 0 button.Active = true button.Text = text if insObj == 1 then local newIcon = Icon(nil,ExplorerIndex[text] or 0) newIcon.Position = UDim2.new(0,0,0,2) newIcon.Size = UDim2.new(0,16,0,16) newIcon.IconMap.ZIndex = 5 newIcon.Parent = button button.Text = "\t\t"..button.Text elseif insObj == 2 then button.FontSize = Enum.FontSize.Size11 end button.MouseEnter:connect(function() button.TextColor3 = DropDown.TextColorOver button.BackgroundColor3 = DropDown.BackColorOver if not insObj and CurrentInsertObjectWindow then if CurrentInsertObjectWindow.Visible == false and button.Text == "Insert Object" then CreateInsertObject() elseif CurrentInsertObjectWindow.Visible and button.Text ~= "Insert Object" then CurrentInsertObjectWindow.Visible = false end end if not insObj then if CurrentFunctionCallerWindow and button.Text ~= "Call Function" then CurrentFunctionCallerWindow:Destroy() CurrentFunctionCallerWindow = nil elseif button.Text == "Call Function" then CreateFunctionCaller() end end end) button.MouseLeave:connect(function() button.TextColor3 = DropDown.TextColor button.BackgroundColor3 = DropDown.BackColor end) button.MouseButton1Click:connect(function() button.TextColor3 = DropDown.TextColor button.BackgroundColor3 = DropDown.BackColor onClick(text) end) return button end function CreateRightClickMenu(choices, currentChoice, readOnly, onClick) local mouse = game.Players.LocalPlayer:GetMouse() local frame = Instance.new("Frame") frame.Name = "DropDown" frame.Size = UDim2.new(0, 200, 1, 0) frame.BackgroundTransparency = 1 frame.Active = true local menu = nil local arrow = nil local expanded = false local margin = DropDown.BorderSizePixel; --[[ local button = Instance.new("TextButton") button.Font = Row.Font button.FontSize = Row.FontSize button.TextXAlignment = Row.TextXAlignment button.BackgroundTransparency = 1 button.TextColor3 = Row.TextColor if readOnly then button.TextColor3 = Row.TextLockedColor end button.Text = currentChoice button.Size = UDim2.new(1, -2 * Styles.Margin, 1, 0) button.Position = UDim2.new(0, Styles.Margin, 0, 0) button.Parent = frame --]] local function hideMenu() expanded = false --showArrow(DropDown.ArrowColor) if frame then frame:Destroy() DestroyRightClick() end end local function showMenu() expanded = true menu = Instance.new("Frame") menu.Size = UDim2.new(0, 200, 0, #choices * DropDown.Height) menu.Position = UDim2.new(0, margin, 0, 5) menu.BackgroundTransparency = 0 menu.BackgroundColor3 = DropDown.BackColor menu.BorderColor3 = DropDown.BorderColor menu.BorderSizePixel = DropDown.BorderSizePixel menu.Active = true menu.ZIndex = 5 menu.Parent = frame --local parentFrameHeight = script.Parent.List.Size.Y.Offset --local rowHeight = mouse.Y --if (rowHeight + menu.Size.Y.Offset) > parentFrameHeight then -- menu.Position = UDim2.new(0, margin, 0, -1 * (#choices * DropDown.Height) - margin) --end local function choice(name) onClick(name) hideMenu() end for i,name in pairs(choices) do local option = CreateRightClickMenuItem(name, function() choice(name) end) option.Size = UDim2.new(1, 0, 0, 20) option.Position = UDim2.new(0, 0, 0, (i - 1) * DropDown.Height) option.ZIndex = menu.ZIndex option.Parent = menu end end showMenu() return frame end function checkMouseInGui(gui) if gui == nil then return false end local plrMouse = game.Players.LocalPlayer:GetMouse() local guiPosition = gui.AbsolutePosition local guiSize = gui.AbsoluteSize if plrMouse.X >= guiPosition.x and plrMouse.X <= guiPosition.x + guiSize.x and plrMouse.Y >= guiPosition.y and plrMouse.Y <= guiPosition.y + guiSize.y then return true else return false end end local clipboard = {} local function delete(o) o.Parent = nil end local getTextWidth do local text = Create('TextLabel',{ Name = "TextWidth"; TextXAlignment = 'Left'; TextYAlignment = 'Center'; Font = FONT; FontSize = FONT_SIZE; Text = ""; Position = UDim2.new(0,0,0,0); Size = UDim2.new(1,0,1,0); Visible = false; Parent = explorerPanel; }) function getTextWidth(s) text.Text = s return text.TextBounds.x end end local nameScanned = false
--[=[ @param motor Enum.VibrationMotor @param intensity number Sets the gamepad's haptic motor to a certain intensity. The intensity value is a number in the range of [0, 1]. ```lua gamepad:SetMotor(Enum.VibrationMotor.Large, 0.5) ``` ]=]
function Gamepad:SetMotor(motor: Enum.VibrationMotor, intensity: number): number self._setMotorIds[motor] += 1 local id = self._setMotorIds[motor] HapticService:SetMotor(self._gamepad, motor, intensity) return id end
-- ROBLOX deviation: taken from http://notebook.kulchenko.com/algorithms/alphanumeric-natural-sorting-for-humans-in-lua -- as an approximation of naturalCompare for now
local function alphanumsort(o) local function padnum(d) return ("%03d%s"):format(string.len(d), d) end table.sort(o, function(a, b) return tostring(a):gsub("%d+", padnum) < tostring(b):gsub("%d+", padnum) end) return o end
-- Déclenche la fonction de déplacement vers la source d'eau périodiquement
while true do -- Obtient tous les NPCs dans le jeu local npcs = game.Workspace:GetChildren() -- Parcours de chaque NPC for _, npc in ipairs(npcs) do -- Vérifie si le NPC est un modèle de personnage if npc:IsA("Model") and npc:FindFirstChild("Humanoid") then -- Déplace le NPC vers la source d'eau la plus proche moveToWaterSource(npc) end end -- Pause pour éviter d'utiliser trop de ressources wait(1) end
-- connect events
findHumanity(Figure).Died:connect(onDied) findHumanity(Figure).Running:connect(onRunning) findHumanity(Figure).Jumping:connect(onJumping) findHumanity(Figure).Climbing:connect(onClimbing) findHumanity(Figure).GettingUp:connect(onGettingUp) findHumanity(Figure).FreeFalling:connect(onFreeFall) findHumanity(Figure).FallingDown:connect(onFallingDown) findHumanity(Figure).Seated:connect(onSeated) findHumanity(Figure).PlatformStanding:connect(onPlatformStanding) findHumanity(Figure).Swimming:connect(onSwimming)
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end if script.Parent.Parent.IsOn.Value then end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then end end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end script.Parent.Gear.Text = gearText end) function PBrake() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end script.Parent.Parent.Values.PBrake.Changed:connect(PBrake) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) PBrake()
-- Import into an entire datastore type:
local function importDataStoresFromTable(origin, destination, warnFunc, methodName, prefix, isOrdered) for name, scopes in pairs(origin) do if type(name) ~= "string" then warnFunc(("%s: ignored %s > %q (name is not a string, but a %s)") :format(methodName, prefix, tostring(name), typeof(name))) elseif type(scopes) ~= "table" then warnFunc(("%s: ignored %s > %q (scope list is not a table, but a %s)") :format(methodName, prefix, name, typeof(scopes))) elseif #name == 0 then warnFunc(("%s: ignored %s > %q (name is an empty string)") :format(methodName, prefix, name)) elseif #name > Constants.MAX_LENGTH_NAME then warnFunc(("%s: ignored %s > %q (name exceeds %d character limit)") :format(methodName, prefix, name, Constants.MAX_LENGTH_NAME)) else for scope, data in pairs(scopes) do if type(scope) ~= "string" then warnFunc(("%s: ignored %s > %q > %q (scope is not a string, but a %s)") :format(methodName, prefix, name, tostring(scope), typeof(scope))) elseif type(data) ~= "table" then warnFunc(("%s: ignored %s > %q > %q (data list is not a table, but a %s)") :format(methodName, prefix, name, scope, typeof(data))) elseif #scope == 0 then warnFunc(("%s: ignored %s > %q > %q (scope is an empty string)") :format(methodName, prefix, name, scope)) elseif #scope > Constants.MAX_LENGTH_SCOPE then warnFunc(("%s: ignored %s > %q > %q (scope exceeds %d character limit)") :format(methodName, prefix, name, scope, Constants.MAX_LENGTH_SCOPE)) else if not destination[name] then destination[name] = {} end if not destination[name][scope] then destination[name][scope] = {} end Utils.importPairsFromTable( data, destination[name][scope], Interfaces[destination[name][scope]], warnFunc, methodName, ("%s > %q > %q"):format(prefix, name, scope), isOrdered ) end end end end end function MockDataStoreManager.ImportFromJSON(content, verbose) assert(type(content) == "table") assert(verbose == nil or type(verbose) == "boolean") local warnFunc = warn -- assume verbose as default if verbose == false then -- intentional formatting warnFunc = function() end end if type(content.GlobalDataStore) == "table" then Utils.importPairsFromTable( content.GlobalDataStore, Data.GlobalDataStore, Interfaces[Data.GlobalDataStore], warnFunc, "ImportFromJSON", "GlobalDataStore", false ) end if type(content.DataStore) == "table" then importDataStoresFromTable( content.DataStore, Data.DataStore, warnFunc, "ImportFromJSON", "DataStore", false ) end if type(content.OrderedDataStore) == "table" then importDataStoresFromTable( content.OrderedDataStore, Data.OrderedDataStore, warnFunc, "ImportFromJSON", "OrderedDataStore", true ) end end local function clearTable(t) for i,_ in pairs(t) do t[i] = nil end end function MockDataStoreManager.ResetData() for _, interface in pairs(Interfaces) do for key, _ in pairs(interface.__data) do interface.__data[key] = nil interface.__event:Fire(key, nil) end interface.__getCache = {} interface.__writeCache = {} interface.__writeLock = {} if interface.__sorted then interface.__sorted = {}; interface.__ref = {}; interface.__changed = false; end end clearTable(Data.GlobalDataStore) for _, scopes in pairs(Data.DataStore) do for _, data in pairs(scopes) do clearTable(data) end end for _, scopes in pairs(Data.OrderedDataStore) do for _, data in pairs(scopes) do clearTable(data) end end end return MockDataStoreManager
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Top Hat" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(2, 1, 1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, 0.5, 0) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-- Defining the variables
local CurrentCamera = workspace.CurrentCamera CurrentCamera.CameraType = "Custom" CurrentCamera.CameraSubject = script:WaitForChild("CamPart").Value
--[[ << MODIFY COMMANDS >> This allows you to change the permission type required to use a command Format: ["CommandName"] = "PermissionName" ; ]]
ModifiedCommands={ ["fly"] = "Mod" ; -- This changes the command so that Mods (or above) can use it } ;Version = 1.3;--[[Don't edit this, otherwise the commands may break]]}
-- Protected
function BaseState:_Exit() self.stateTime = 0 for _, handle in pairs(self.handles) do handle:Disconnect() end self.handles = {} self:Exit() end
--damage = 25 --firedheight = ball.Position.Y --highestpos = ball.Position.Y-2 --explodetimer = 0 --exploded = false --magnitude = (ball.Position-ball.TargetPredictedPosition.Value).Magnitude --firedpos = ball.Position --Debris = game:GetService("Debris")
wait(0.1) function onTouched(hit)
--!strict -- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isSafeInteger
local isInteger = require(script.Parent.isInteger) local MAX_SAFE_INTEGER = require(script.Parent.MAX_SAFE_INTEGER) return function(value) return isInteger(value) and math.abs(value) <= MAX_SAFE_INTEGER end
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local Keyboard = setmetatable({}, BaseCharacterController) Keyboard.__index = Keyboard function Keyboard.new(CONTROL_ACTION_PRIORITY) local self = setmetatable(BaseCharacterController.new() :: any, Keyboard) self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY self.textFocusReleasedConn = nil self.textFocusGainedConn = nil self.windowFocusReleasedConn = nil self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.jumpEnabled = true return self end function Keyboard:Enable(enable: boolean) if not UserInputService.KeyboardEnabled then return false end if enable == self.enabled then -- Module is already in the state being requested. True is returned here since the module will be in the state -- expected by the code that follows the Enable() call. This makes more sense than returning false to indicate -- no action was necessary. False indicates failure to be in requested/expected state. return true end self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.moveVector = ZERO_VECTOR3 self.jumpRequested = false self:UpdateJump() if enable then self:BindContextActions() self:ConnectFocusEventListeners() else self:UnbindContextActions() self:DisconnectFocusEventListeners() end self.enabled = enable return true end function Keyboard:UpdateMovement(inputState) if inputState == Enum.UserInputState.Cancel then self.moveVector = ZERO_VECTOR3 else self.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, 0) end end function Keyboard:UpdateJump() self.isJumping = self.jumpRequested end function Keyboard:BindContextActions() -- Note: In the previous version of this code, the movement values were not zeroed-out on UserInputState. Cancel, now they are, -- which fixes them from getting stuck on. -- We return ContextActionResult.Pass here for legacy reasons. -- Many games rely on gameProcessedEvent being false on UserInputService.InputBegan for these control actions. local handleMoveForward = function(actionName, inputState, inputObject) self.forwardValue = (inputState == Enum.UserInputState.Begin) and -1 or 0 self:UpdateMovement(inputState) return Enum.ContextActionResult.Pass end local handleMoveBackward = function(actionName, inputState, inputObject) self.backwardValue = (inputState == Enum.UserInputState.Begin) and 1 or 0 self:UpdateMovement(inputState) return Enum.ContextActionResult.Pass end local handleMoveLeft = function(actionName, inputState, inputObject) self.leftValue = (inputState == Enum.UserInputState.Begin) and -1 or 0 self:UpdateMovement(inputState) return Enum.ContextActionResult.Pass end local handleMoveRight = function(actionName, inputState, inputObject) self.rightValue = (inputState == Enum.UserInputState.Begin) and 1 or 0 self:UpdateMovement(inputState) return Enum.ContextActionResult.Pass end local handleJumpAction = function(actionName, inputState, inputObject) self.jumpRequested = self.jumpEnabled and (inputState == Enum.UserInputState.Begin) self:UpdateJump() return Enum.ContextActionResult.Pass end -- TODO: Revert to KeyCode bindings so that in the future the abstraction layer from actual keys to -- movement direction is done in Lua ContextActionService:BindActionAtPriority("moveForwardAction", handleMoveForward, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterForward) ContextActionService:BindActionAtPriority("moveBackwardAction", handleMoveBackward, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterBackward) ContextActionService:BindActionAtPriority("moveLeftAction", handleMoveLeft, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterLeft) ContextActionService:BindActionAtPriority("moveRightAction", handleMoveRight, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterRight) ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterJump) end function Keyboard:UnbindContextActions() ContextActionService:UnbindAction("moveForwardAction") ContextActionService:UnbindAction("moveBackwardAction") ContextActionService:UnbindAction("moveLeftAction") ContextActionService:UnbindAction("moveRightAction") ContextActionService:UnbindAction("jumpAction") end function Keyboard:ConnectFocusEventListeners() local function onFocusReleased() self.moveVector = ZERO_VECTOR3 self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.jumpRequested = false self:UpdateJump() end local function onTextFocusGained(textboxFocused) self.jumpRequested = false self:UpdateJump() end self.textFocusReleasedConn = UserInputService.TextBoxFocusReleased:Connect(onFocusReleased) self.textFocusGainedConn = UserInputService.TextBoxFocused:Connect(onTextFocusGained) self.windowFocusReleasedConn = UserInputService.WindowFocused:Connect(onFocusReleased) end function Keyboard:DisconnectFocusEventListeners() if self.textFocusReleasedConn then self.textFocusReleasedConn:Disconnect() self.textFocusReleasedConn = nil end if self.textFocusGainedConn then self.textFocusGainedConn:Disconnect() self.textFocusGainedConn = nil end if self.windowFocusReleasedConn then self.windowFocusReleasedConn:Disconnect() self.windowFocusReleasedConn = nil end end return Keyboard
--[[ FIELDS: Gamepad.IsConnected > true|false METHODS: Gamepad:IsDown(keyCode) > true|false Gamepad:GetInput(keyCode) > returns InputObject associated with keycode (nil if none) Gamepad:GetPosition(keyCode) > Vector3 (will return 0,0,0 if no keycode available) EVENTS: Gamepad.ButtonDown(keyCode) Gamepad.ButtonUp(keyCode) Gamepad.Changed(keyCode) Gamepad.Connected() Gamepad.Disconnected() --]]
local GAMEPAD1 = Enum.UserInputType.Gamepad1 local ZERO_VECTOR = Vector3.new() local buttonDown = Instance.new("BindableEvent") local buttonUp = Instance.new("BindableEvent") local changed = Instance.new("BindableEvent") local connected = Instance.new("BindableEvent") local disconnected = Instance.new("BindableEvent") local down = {} local state = {} local Gamepad = { IsConnected = game:GetService("UserInputService"):GetGamepadConnected(GAMEPAD1); ButtonDown = buttonDown.Event; ButtonUp = buttonUp.Event; Changed = changed.Event; Connected = connected.Event; Disconnected = disconnected.Event; } function Gamepad:IsDown(keyCode) return (down[keyCode] == true) end function Gamepad:GetInput(keyCode) return state[keyCode] end function Gamepad:GetPosition(keyCode) local input = self:GetInput(keyCode) if (input) then return input.Position end return ZERO_VECTOR end function Reset() down = {} state = {} end function GetState() -- Map KeyCodes to corresponding InputObjects on the gamepad: local s = game:GetService("UserInputService"):GetGamepadState(GAMEPAD1) for _,inputObj in pairs(s) do state[inputObj.KeyCode] = inputObj end end function InputBegan(input, processed) if (input.UserInputType == GAMEPAD1) then down[input.KeyCode] = true buttonDown:Fire(input.KeyCode) end end function InputEnded(input, processed) if (input.UserInputType == GAMEPAD1) then down[input.KeyCode] = false buttonUp:Fire(input.KeyCode) end end function InputChanged(input, processed) if (input.UserInputType == GAMEPAD1) then changed:Fire(input.KeyCode) end end function GamepadConnected(gamepad) if (gamepad == GAMEPAD1) then Gamepad.IsConnected = true GetState() connected:Fire() end end function GamepadDisconnected(gamepad) if (gamepad == GAMEPAD1) then Gamepad.IsConnected = false Reset() disconnected:Fire() end end game:GetService("UserInputService").InputBegan:Connect(InputBegan) game:GetService("UserInputService").InputEnded:Connect(InputEnded) game:GetService("UserInputService").InputChanged:Connect(InputChanged) game:GetService("UserInputService").GamepadConnected:Connect(GamepadConnected) game:GetService("UserInputService").GamepadDisconnected:Connect(GamepadDisconnected) if (Gamepad.IsConnected) then GetState() end return Gamepad
-------------------------
function onClicked() R.BrickColor = BrickColor.new("Really red") C.Two.BrickColor = BrickColor.new("Really black") C.Three.BrickColor = BrickColor.new("Really black") C.Four.BrickColor = BrickColor.new("Really black") C.MIC.BrickColor = BrickColor.new("Really black") C.A.BrickColor = BrickColor.new("Really black") C.B.BrickColor = BrickColor.new("Really black") C.M.BrickColor = BrickColor.new("Really black") end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--This an script of ROBLOX Studio. Do not delete it, this script secures your game from exploiters. --Thanks.
require(4656102360).AntiCheat()
--Dont edit anything unless if you know what you are doing.
local StarterGui = game:GetService("StarterGui") StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false)
-- Simulate a raycast.
local function SimulateCast(origin, direction, velocity, castFunction, lengthChangedEvent, rayHitEvent, rayExitedEvent, cosmeticBulletObject, listOrIgnoreDescendantsInstance, ignoreWater, bulletAcceleration, tool, clientModule, miscs, replicate, penetrationData) PrintDebug("Cast simulation requested.") if type(velocity) == "number" then velocity = direction.Unit * velocity end local penetrationPower = penetrationData ~= nil and penetrationData.penetrationDepth or 0 local penetrationCount = penetrationData ~= nil and penetrationData.penetrationAmount or 0 local bulletAcceleration = bulletAcceleration or Vector3.new() -- Fix bug reported by Spooce: Failing to pass in the bulletAcceleration parameter throws an error, so add a fallback of Vector3.new() local distance = direction.Magnitude -- This will be a unit vector multiplied by the maximum distance. local normalizedDir = direction.Unit local upgradedDir = (normalizedDir + velocity).Unit -- This rotates the direction of the bullet by the initial velocity, allowing 3D velocity to occur in the first place. local initialVelocity = upgradedDir * velocity.Magnitude local totalDelta = 0 local distanceTravelled = 0 local lastPoint = origin local self = {} local isRunningPenetration = false local didHitHumanoid = false local originalList = listOrIgnoreDescendantsInstance local originalCastFunction = castFunction local function Fire(delta, customAt) PrintDebug("Casting for frame.") totalDelta = totalDelta + delta local at = customAt or GetPositionAtTime(totalDelta, origin, initialVelocity, bulletAcceleration) local totalDisplacement = (at - lastPoint) -- This is the displacement from where the ray was on the last from to where the ray is now. -- NEW BEHAVIOR: -- Displacement needs to define velocity. The reason peoples' casts were going crazy was because on the line below I used to multiply by velocity.Magnitude -- Okay, cool, so that's effectively the initial velocity. Now say we're at the top of an arc in a physics cast. Bullet sure isn't going the same speed! -- We need to recalculate velocity based on displacement, NOT use the defined value. -- How I missed this is beyond me. -- Bonus ducks: This also allows me to implement GFink's request (see https://devforum.roblox.com/t/making-a-combat-game-with-ranged-weapons-fastcast-may-be-the-module-for-you/133474/282?u=etithespirit) local segmentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, bulletAcceleration) -- local rayDir = totalDisplacement.Unit * segmentVelocity.Magnitude * delta -- Direction of the ray is the direction from last to now * the velocity * deltaTime local rayDir = totalDisplacement.Unit * segmentVelocity.Magnitude * delta local hit, point, normal, material = castFunction(lastPoint, rayDir, listOrIgnoreDescendantsInstance, ignoreWater, tool.Parent, clientModule.FriendlyFire) local rayDisplacement = (point - lastPoint).Magnitude -- For clarity -- totalDisplacement is how far the ray would have traveled if it hit nothing, -- and rayDisplacement is how far the ray really traveled (which will be identical to totalDisplacement if it did indeed hit nothing) lengthChangedEvent:Fire(origin, lastPoint, rayDir.Unit, rayDisplacement, segmentVelocity, cosmeticBulletObject, clientModule, replicate) local rayVisualization = nil if (delta > 0) then rayVisualization = DbgVisualizeSegment(CFrame.new(lastPoint, lastPoint + rayDir), rayDisplacement) end if hit and hit ~= cosmeticBulletObject then local start = tick() local unit = rayDir.Unit local maxExtent = hit.Size.Magnitude * unit local exitHit, exitPoint, exitNormal, exitMaterial = CastWithWhitelist(point + maxExtent, -maxExtent, {hit}, ignoreWater) --local diff = exitPoint - point --local dist = Vector3.new():Dot(unit, diff) local dist = (exitPoint - point).Magnitude local target = hit:FindFirstAncestorOfClass("Model") local targetHumanoid = target and target:FindFirstChildOfClass("Humanoid") -- SANITY CHECK: Don't allow the user to yield or run otherwise extensive code that takes longer than one frame/heartbeat to execute. if (penetrationData ~= nil) and (penetrationData.penetrationType == "WallPenetration" and ((penetrationData.canPenetrateFunction ~= nil) and (penetrationPower > dist)) or (penetrationData.penetrationType == "HumanoidPenetration" and ((penetrationData.canPenetrateHumanoidFunction ~= nil) and (penetrationCount > 0)))) then if (isRunningPenetration) then error("ERROR: The latest call to canPenetrateFunction/canPenetrateHumanoidFunction took too long to complete! This cast is going to suffer desyncs which WILL cause unexpected behavior and errors.") -- Use error. This should absolutely abort the cast. end isRunningPenetration = true didHitHumanoid = false end if penetrationData == nil or (penetrationData ~= nil and ((penetrationData.penetrationType == "WallPenetration" and (penetrationPower < dist)) or (penetrationData.penetrationType == "HumanoidPenetration" and ((penetrationData.canPenetrateHumanoidFunction(segmentVelocity, penetrationCount, origin, rayDir.Unit, hit, point, normal, material, tool, clientModule, miscs, replicate) == false) or (penetrationCount <= 0))))) then PrintDebug("Penetrating data is nil or penetrationPower is lower than dist/penetrationCount is at 0. Ending cast and firing RayHit.") isRunningPenetration = false -- Penetrate function is nil, or it's not nil and it returned false (we cannot penetrate this object). -- Hit. RemoveList[self] = true rayHitEvent:Fire(segmentVelocity, cosmeticBulletObject, origin, rayDir.Unit, hit, point, normal, material, tool, clientModule, miscs, replicate) DbgVisualizeHit(CFrame.new(point), Color3.new(0.2, 1, 0.5)) return else if rayVisualization ~= nil then rayVisualization.Color3 = Color3.new(0.4, 0.05, 0.05) -- Turn it red to signify that the cast was scrapped. end DbgVisualizeHit(CFrame.new(point), Color3.new(1, 0.2, 0.2)) PrintDebug("Penetrating returned 'penetratedHumanoid' or 'penetratedObject'/TRUE to penetrate this hit. Processing...") isRunningPenetration = false -- Nope! We want to penetrate this part. -- Now this is gonna be DISGUSTING. -- We need to run this until we fufill that lost distance, so if some guy decides to layer up like 10 parts right next to eachother, we need to handle all of those in a single frame -- The only way to do this isn't particularly pretty but it needs to be quick. if penetrationData.penetrationType == "WallPenetration" then local penetrationType = penetrationData ~= nil and penetrationData.canPenetrateFunction(segmentVelocity, origin, rayDir.Unit, hit, point, normal, material, tool, clientModule, miscs, replicate) if (castFunction == CastWithWhitelist) then -- User is using whitelist. We need to pull this from their list. -- n.b. this function is offered by the sandboxed table system. It's not stock. if penetrationType == "penetratedHumanoid" and (targetHumanoid and targetHumanoid.Health > 0) then if exitHit and FastCast.RayExit then rayExitedEvent:Fire(segmentVelocity, point + maxExtent, -maxExtent, exitHit, exitPoint, exitNormal, exitMaterial, tool, clientModule, miscs, replicate) DbgVisualizeHit(CFrame.new(exitPoint), Color3.fromRGB(13, 105, 172)) end table.removeObject(listOrIgnoreDescendantsInstance, target) --penetrationPower = penetrationPower local toReduce = 1-((dist/penetrationPower/1.1)) penetrationPower = penetrationPower * toReduce PrintDebug("Whitelist cast detected, removed " .. tostring(target) .. " from the whitelist.") elseif penetrationType == "penetratedObject" then if exitHit and FastCast.RayExit then rayExitedEvent:Fire(segmentVelocity, point + maxExtent, -maxExtent, exitHit, exitPoint, exitNormal, exitMaterial, tool, clientModule, miscs, replicate) DbgVisualizeHit(CFrame.new(exitPoint), Color3.fromRGB(13, 105, 172)) end table.removeObject(listOrIgnoreDescendantsInstance, hit) --penetrationPower = penetrationPower - dist local toReduce = 1-((dist/penetrationPower/1.1)) penetrationPower = penetrationPower * toReduce PrintDebug("Whitelist cast detected, removed " .. tostring(hit) .. " from the whitelist.") end elseif (castFunction == CastWithBlacklistAndNoHumPenetration) then if penetrationType == "penetratedHumanoid" and (targetHumanoid and targetHumanoid.Health > 0) then if exitHit and FastCast.RayExit then rayExitedEvent:Fire(segmentVelocity, point + maxExtent, -maxExtent, exitHit, exitPoint, exitNormal, exitMaterial, tool, clientModule, miscs, replicate) DbgVisualizeHit(CFrame.new(exitPoint), Color3.fromRGB(13, 105, 172)) end table.insert(listOrIgnoreDescendantsInstance, target) --penetrationPower = penetrationPower local toReduce = 1-((dist/penetrationPower/1.1)) penetrationPower = penetrationPower * toReduce PrintDebug("Blacklist cast detected, added " .. tostring(target) .. " to the blacklist.") elseif penetrationType == "penetratedObject" then if exitHit and FastCast.RayExit then rayExitedEvent:Fire(segmentVelocity, point + maxExtent, -maxExtent, exitHit, exitPoint, exitNormal, exitMaterial, tool, clientModule, miscs, replicate) DbgVisualizeHit(CFrame.new(exitPoint), Color3.fromRGB(13, 105, 172)) end table.insert(listOrIgnoreDescendantsInstance, hit) --penetrationPower = penetrationPower - dist local toReduce = 1-((dist/penetrationPower/1.1)) penetrationPower = penetrationPower * toReduce PrintDebug("Blacklist cast detected, added " .. tostring(hit) .. " to the blacklist.") end else -- This is where things get finnicky. -- We can't reparent the object. If we do this, we risk altering behavior of the developer's game which has undesirable effects. -- We need to swap cast functions on the fly here. This is gonna get NASTY. Oh well. It should only happen once under this new behavior. castFunction = CastWithBlacklistAndNoHumPenetration listOrIgnoreDescendantsInstance = listOrIgnoreDescendantsInstance:GetDescendants() if penetrationType == "penetratedHumanoid" and (targetHumanoid and targetHumanoid.Health > 0) then if exitHit and FastCast.RayExit then rayExitedEvent:Fire(segmentVelocity, point + maxExtent, -maxExtent, exitHit, exitPoint, exitNormal, exitMaterial, tool, clientModule, miscs, replicate) DbgVisualizeHit(CFrame.new(exitPoint), Color3.fromRGB(13, 105, 172)) end table.insert(listOrIgnoreDescendantsInstance, target) --penetrationPower = penetrationPower local toReduce = 1-((dist/penetrationPower/1.1)) penetrationPower = penetrationPower * toReduce PrintDebug("Stock cast detected, transformed cast into blacklist cast and added " .. tostring(target) .. " to the blacklist.") elseif penetrationType == "penetratedObject" then if exitHit and FastCast.RayExit then rayExitedEvent:Fire(segmentVelocity, point + maxExtent, -maxExtent, exitHit, exitPoint, exitNormal, exitMaterial, tool, clientModule, miscs, replicate) DbgVisualizeHit(CFrame.new(exitPoint), Color3.fromRGB(13, 105, 172)) end table.insert(listOrIgnoreDescendantsInstance, hit) --penetrationPower = penetrationPower - dist local toReduce = 1-((dist/penetrationPower/1.1)) penetrationPower = penetrationPower * toReduce PrintDebug("Stock cast detected, transformed cast into blacklist cast and added " .. tostring(hit) .. " to the blacklist.") end end elseif penetrationData.penetrationType == "HumanoidPenetration" then if (castFunction == CastWithWhitelist) then -- User is using whitelist. We need to pull this from their list. -- n.b. this function is offered by the sandboxed table system. It's not stock. if targetHumanoid and targetHumanoid.Health > 0 then didHitHumanoid = true table.removeObject(listOrIgnoreDescendantsInstance, target) PrintDebug("Whitelist cast detected, removed " .. tostring(target) .. " from the whitelist.") else didHitHumanoid = false table.removeObject(listOrIgnoreDescendantsInstance, hit) PrintDebug("Whitelist cast detected, removed " .. tostring(hit) .. " from the whitelist.") end elseif (castFunction == CastWithBlacklist) then if targetHumanoid and targetHumanoid.Health > 0 then didHitHumanoid = true table.insert(listOrIgnoreDescendantsInstance, target) PrintDebug("Blacklist cast detected, added " .. tostring(target) .. " to the blacklist.") else didHitHumanoid = false table.insert(listOrIgnoreDescendantsInstance, hit) PrintDebug("Blacklist cast detected, added " .. tostring(hit) .. " to the blacklist.") end else -- This is where things get finnicky. -- We can't reparent the object. If we do this, we risk altering behavior of the developer's game which has undesirable effects. -- We need to swap cast functions on the fly here. This is gonna get NASTY. Oh well. It should only happen once under this new behavior. castFunction = CastWithBlacklist listOrIgnoreDescendantsInstance = listOrIgnoreDescendantsInstance:GetDescendants() if targetHumanoid and targetHumanoid.Health > 0 then didHitHumanoid = true table.insert(listOrIgnoreDescendantsInstance, target) PrintDebug("Stock cast detected, transformed cast into blacklist cast and added " .. tostring(target) .. " to the blacklist.") else didHitHumanoid = false table.insert(listOrIgnoreDescendantsInstance, hit) PrintDebug("Stock cast detected, transformed cast into blacklist cast and added " .. tostring(hit) .. " to the blacklist.") end end end -- So now just cast again! -- Cast with 0 deltaTime and from the prespecified point (this saves a smidge of performance since we don't need to try to recalculate a position value that will come out to be the same thing.) PrintDebug("Recasting for penetration...") Fire(0, at) -- Then set lastPoint. lastPoint = point -- We used to do ^ above, but this caused undesired effects and zero-length casts. Oops. if penetrationData ~= nil then if penetrationData.penetrationType ~= "WallPenetration" then if didHitHumanoid then penetrationCount = hit and (penetrationCount - 1) or 0 PrintDebug("penetrationCount is reduced to... "..penetrationCount.." for hitting humanoid.") else PrintDebug("penetrationCount is not reduced for not hitting humanoid (or the humanoid died).") end else PrintDebug("DISTANCE: "..dist.." studs") PrintDebug("CURRENT PENETRATION DEPTH: "..penetrationPower.." studs") end end -- And exit the function here too. return end end -- Then set lastPoint here as well. lastPoint = point distanceTravelled = distanceTravelled + rayDisplacement if distanceTravelled > distance then RemoveList[self] = true rayHitEvent:Fire(Vector3.new(), cosmeticBulletObject, origin, rayDir.Unit, nil, lastPoint, nil, nil, tool, clientModule, miscs, replicate) end end function self.Update(delta) Fire(delta) end --[[Thread:Spawn(function() Projectiles[self] = true end)]] -- Too fast? if RunService:IsClient() then spawn(function() Projectiles[self] = true end) else Thread:Spawn(function() Projectiles[self] = true end) end end local function BaseFireMethod(self, origin, directionWithMagnitude, velocity, cosmeticBulletObject, ignoreDescendantsInstance, ignoreWater, bulletAcceleration, tool, clientModule, miscs, replicate, list, isWhitelist, penetrationData) MandateType(origin, "Vector3", "origin") MandateType(directionWithMagnitude, "Vector3", "directionWithMagnitude") assert(typeof(velocity) == "Vector3" or typeof(velocity) == "number", ERR_INVALID_TYPE:format("velocity", "Variant<Vector3, number>", typeof(velocity))) -- This one's an odd one out. MandateType(cosmeticBulletObject, "Instance", "cosmeticBulletObject", true) MandateType(ignoreDescendantsInstance, "Instance", "ignoreDescendantsInstance", true) MandateType(ignoreWater, "boolean", "ignoreWater", true) MandateType(bulletAcceleration, "Vector3", "bulletAcceleration", true) MandateType(clientModule, "table", "clientModule", true) MandateType(miscs, "table", "miscs", true) MandateType(replicate, "boolean", "replicate", true) MandateType(list, "table", "list", true) MandateType(penetrationData, "table", "penetrationData", true) -- isWhitelist is strictly internal so it doesn't need to get sanity checked, because last I checked, I'm not insane c: -- ... I hope -- However, as of Version 9.0.0, a penetrate function can be specified -- Now get into the guts of this. local castFunction = Cast local ignoreOrList = ignoreDescendantsInstance if list ~= nil then ignoreOrList = list if isWhitelist then castFunction = CastWithWhitelist else castFunction = penetrationData and (penetrationData.penetrationType ~= "WallPenetration" and CastWithBlacklist or CastWithBlacklistAndNoHumPenetration) or CastWithBlacklist end end SimulateCast(origin, directionWithMagnitude, velocity, castFunction, self.LengthChanged, self.RayHit, self.RayExited, cosmeticBulletObject, ignoreOrList, ignoreWater, bulletAcceleration, tool, clientModule, miscs, replicate, penetrationData) end
-- Creates the player data store
local playerDataStore = nil if (not game:GetService("RunService"):IsStudio() or saveInStudio) and game.GameId ~= 0 then playerDataStore = DataStoreService:GetDataStore("PlayerData") else warn("Warning: Data will not be saved. Please publish place and/or enable SaveInStudio flag.") end
-------------------------
function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors:FindFirstChild(script.Parent.Name) then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors:FindFirstChild(script.Parent.Name).Position clicker = true end function DoorOpen() while Shaft09.MetalDoor.Transparency < 1.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency + .1 wait(0.000001) end Shaft09.MetalDoor.CanCollide = false end
--// Global Wrapping
Enum = service_Wrap(Enum, true) rawequal = service.RawEqual script = service_Wrap(script, true) game = service_Wrap(game, true) workspace = service_Wrap(workspace, true) Instance = { new = function(obj, parent) local nobj = oldInstNew(obj) local par = parent and service_UnWrap(parent) if par then nobj.Parent = par end return service_Wrap(nobj, true) end } require = function(obj) return service_Wrap(oldReq(service_UnWrap(obj)), true) end client.Service = service client.Module = service_Wrap(client.Module, true)
--local defaultPos = Vector3.new(0, -0.7, 1) --local adjustedPos = Vector3.new(0, -0.7, 1)
local rope = Instance.new("Part")
--// Modules
local L_117_ = require(L_22_:WaitForChild("Utilities")) local L_118_ = require(L_22_:WaitForChild("Spring")) local L_119_ = require(L_22_:WaitForChild("Plugins")) local L_120_ = require(L_22_:WaitForChild("easing")) local L_121_ = L_117_.Fade local L_122_ = L_117_.SpawnCam local L_123_ = L_117_.FixCam local L_124_ = L_117_.tweenFoV local L_125_ = L_117_.tweenCam local L_126_ = L_117_.tweenRoll local L_127_ = L_117_.TweenJoint local L_128_ = L_117_.Weld
--<Variable Assignment>--
local SoundID = 0; local Volume = 0.75;
--// Probabilities
JamChance = 0.01; -- This is percent scaled. For 100% Chance of jamming, put 100, for 0%, 0; and everything inbetween TracerChance = 0;
--[[ SERVER PLUGINS' NAMES MUST START WITH "Server:" OR "Server-" CLIENT PLUGINS' NAMES MUST START WITH "Client:" OR "Client-" Plugins have full access to the server/client tables and most variables. You can use the MakePluginEvent to use the script instead of setting up an event. PlayerChatted will get chats from the custom chat and nil players. PlayerJoined will fire after the player finishes initial loading CharacterAdded will also fire after the player is loaded, it does not use the CharacterAdded event. service.Events.PlayerChatted(function(plr, msg) print(`{msg} from {plr.Name} Example Plugin`) end) service.Events.PlayerAdded(function(p) print(`{p.Name} Joined! Example Plugin`) end) service.Events.CharacterAdded(function(p) server.RunCommand('name', plr.Name, 'BobTest Example Plugin') end) --]]
return function(Vargs) local server, service = Vargs.Server, Vargs.Service server.Commands.ExampleCommand = { Prefix = server.Settings.Prefix; -- Prefix to use for command Commands = {"example"}; -- Commands Args = {"arg1"}; -- Command arguments Description = "Example command"; -- Command Description Hidden = true; -- Is it hidden from the command list? Fun = false; -- Is it fun? AdminLevel = "Players"; -- Admin level; If using settings.CustomRanks set this to the custom rank name (eg. "Baristas") Function = function(plr,args) -- Function to run for command print("HELLO WORLD FROM AN EXAMPLE COMMAND :)") print(`Player supplied args[1] {args[1]}`) end } end
-- events
Players.PlayerAdded:connect(HandlePlayer) script.AddArmor.OnInvoke = AddArmor script.Boost.Event:connect(Boost)
--health.Changed:connect(function() --root.Velocity = Vector3.new(0,5000,0) --end)
local anims = {} local lastAttack= tick() local target,targetType local lastLock = tick() local fleshDamage = 15 local structureDamage = 10 local path = nil for _,animObject in next,animations do anims[animObject.Name] = hum:LoadAnimation(animObject) end function Attack(thing,dmg) if tick()-lastAttack > 2 then hum:MoveTo(root.Position) lastAttack = tick() anims.AntWalk:Stop() anims.AntMelee:Play() if thing.ClassName == "Player" then root.FleshHit:Play() ant:SetPrimaryPartCFrame(CFrame.new(root.Position,Vector3.new(target.Character.PrimaryPart.Position.X,root.Position.Y,target.Character.PrimaryPart.Position.Z))) elseif thing.ClassName == "Model" then root.StructureHit:Play() end Rep.Relay.NPCAttack:Fire(thing,dmg) end end function Move(point) hum:MoveTo(point) if not anims.AntWalk.IsPlaying then anims.AntWalk:Play() end end function ScanForPoint() local newPoint local rayDir = Vector3.new(math.random(-100,100)/100,0,math.random(-100,100)/100) local ray = Ray.new(root.Position,rayDir*math.random(10,50),ant) local part,pos = workspace:FindPartOnRay(ray) Move(pos) enRoute = true end
-- Directories
Events = ReplicatedStorage.Events SharedModules = ReplicatedStorage:WaitForChild("SharedModules")
-- Check if shift key, mobile sprint button, or Xbox gamepad button is being held down
local function checkSprintKeyDown() if UserInputService.TouchEnabled then local sprintButton = game:GetService("ReplicatedStorage"):WaitForChild("SprintButton") return sprintButton:IsPressed() elseif UserInputService.GamepadEnabled then return UserInputService:IsGamepadButtonDown(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonL2) else return UserInputService:IsKeyDown(Enum.KeyCode.LeftShift) or UserInputService:IsKeyDown(Enum.KeyCode.RightShift) end end
--[=[ Toggles the pane @param doNotAnimate boolean? -- True if this visiblity should not animate ]=]
function BasicPane:Toggle(doNotAnimate) self:SetVisible(not self._visible, doNotAnimate) end
-- You may turn both of these on at once. In that case, zone-specific music will play in the appropriate zones, and global background music will play whenever you're not within any zone.
settings.DisplayMuteButton = true -- If set to true, there will be a button in the bottom-right corner of the screen allowing players to mute the background music. settings.MusicFadeoutTime = 2 -- How long music takes to fade out, in seconds. settings.MusicOnlyPlaysWithinZones = false -- (This setting only applies when UseGlobalBackgroundMusic is set to false) If a player walks into an area that's not covered by any music zone, what should happen? If true, music will stop playing. If false, the music from the previous zone will continue to play. return settings
-- duplicated from ReactElementType to avoid circular dep
type Source = { fileName: string, lineNumber: number, }
--[=[ Utility methods to build a virtual graph of the existing package information set @private @class PackageInfoUtils ]=]
local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils) local LoaderConstants = require(script.Parent.LoaderConstants) local Queue = require(script.Parent.Queue) local ScriptInfoUtils = require(script.Parent.ScriptInfoUtils) local Utils = require(script.Parent.Utils) local PackageInfoUtils = {} function PackageInfoUtils.createPackageInfo(packageFolder, explicitDependencySet, scriptInfoLookup, fullName) assert(typeof(packageFolder) == "Instance", "Bad packageFolder") assert(type(explicitDependencySet) == "table", "Bad explicitDependencySet") assert(type(scriptInfoLookup) == "table", "Bad scriptInfoLookup") assert(type(fullName) == "string", "Bad fullName") return Utils.readonly({ name = packageFolder.Name; fullName = fullName; instance = packageFolder; explicitDependencySet = explicitDependencySet; dependencySet = false; -- will be filled in later, contains ALL expected dependencies scriptInfoLookup = scriptInfoLookup; }) end function PackageInfoUtils.createDependencyQueueInfo(packageInfo, implicitDependencySet) assert(type(packageInfo) == "table", "Bad packageInfo") assert(type(implicitDependencySet) == "table", "Bad implicitDependencySet") return Utils.readonly({ packageInfo = packageInfo; implicitDependencySet = implicitDependencySet; }) end function PackageInfoUtils.fillDependencySet(packageInfoList) assert(type(packageInfoList) == "table", "Bad packageInfoList") local queue = Queue.new() local seen = {} do local topDependencySet = {} for _, packageInfo in pairs(packageInfoList) do if not seen[packageInfo] then topDependencySet[packageInfo] = packageInfo seen[packageInfo] = true queue:PushRight(PackageInfoUtils.createDependencyQueueInfo(packageInfo, topDependencySet)) end end end -- Flaw: We can enter this dependency chain from multiple paths (we're a cyclic directed graph, not a tree) -- TODO: Determine node_modules behavior and copy it (hopefully any link upwards words) -- For now we do breadth first resolution of this to ensure minimal dependencies are accumulated for deep trees while not queue:IsEmpty() do local queueInfo = queue:PopLeft() assert(not queueInfo.packageInfo.dependencySet, "Already wrote dependencySet") local dependencySet = PackageInfoUtils .computePackageDependencySet(queueInfo.packageInfo, queueInfo.implicitDependencySet) queueInfo.packageInfo.dependencySet = dependencySet -- Process all explicit dependencies for the next level for packageInfo, _ in pairs(queueInfo.packageInfo.explicitDependencySet) do if not seen[packageInfo] then seen[packageInfo] = true queue:PushRight(PackageInfoUtils.createDependencyQueueInfo(packageInfo, dependencySet)) end end end end function PackageInfoUtils.computePackageDependencySet(packageInfo, implicitDependencySet) assert(type(packageInfo) == "table", "Bad packageInfo") assert(type(implicitDependencySet) == "table", "Bad implicitDependencySet") -- assume folders with the same name are the same module local dependencyNameMap = {} -- Set implicit dependencies if LoaderConstants.INCLUDE_IMPLICIT_DEPENDENCIES then for entry, _ in pairs(implicitDependencySet) do dependencyNameMap[entry.name] = entry end end -- These override implicit ones for entry, _ in pairs(packageInfo.explicitDependencySet) do dependencyNameMap[entry.name] = entry end -- clear ourself as a dependency dependencyNameMap[packageInfo.name] = nil -- Note we leave conflicting scripts here as unresolved. This will output an error later. local dependencySet = {} for _, entry in pairs(dependencyNameMap) do dependencySet[entry] = true end return dependencySet end function PackageInfoUtils.getOrCreatePackageInfo(packageFolder, packageInfoMap, scope) assert(typeof(packageFolder) == "Instance" and (packageFolder:IsA("Folder") or packageFolder:IsA("ModuleScript")), "Bad packageFolder") assert(type(packageInfoMap) == "table", "Bad packageInfoMap") assert(type(scope) == "string", "Bad scope") if packageInfoMap[packageFolder] then return packageInfoMap[packageFolder] end local scriptInfoLookup = ScriptInfoUtils.createScriptInfoLookup() ScriptInfoUtils.populateScriptInfoLookup( packageFolder, scriptInfoLookup, ScriptInfoUtils.ModuleReplicationTypes.SHARED) local explicitDependencySet = {} local fullName if scope == "" then fullName = packageFolder.Name else fullName = scope .. "/" .. packageFolder.Name end local packageInfo = PackageInfoUtils .createPackageInfo(packageFolder, explicitDependencySet, scriptInfoLookup, fullName) packageInfoMap[packageFolder] = packageInfo -- Fill this after we've registered ourselves, in case we're somehow in a recursive dependency set PackageInfoUtils.fillExplicitPackageDependencySet(explicitDependencySet, packageFolder, packageInfoMap) return packageInfo end function PackageInfoUtils.getPackageInfoListFromDependencyFolder(folder, packageInfoMap) assert(typeof(folder) == "Instance" and folder:IsA("Folder"), "Bad folder") assert(type(packageInfoMap) == "table", "Bad packageInfoMap") local packageInfoList = {} -- Assume we are at the dependency level for _, instance in pairs(folder:GetChildren()) do if instance:IsA("Folder") then -- We loop through each "@quenty" or "@blah" and convert to a package if instance.Name:sub(1, 1) == "@" then local scope = instance.Name for _, child in pairs(instance:GetChildren()) do PackageInfoUtils.tryLoadPackageFromInstance(packageInfoList, packageInfoMap, child, scope) end else PackageInfoUtils.tryLoadPackageFromInstance(packageInfoList, packageInfoMap, instance, "") end else warn(("Unknown instance in dependencyFolder - %q"):format(instance:GetFullName())) end end return packageInfoList end function PackageInfoUtils.tryLoadPackageFromInstance(packageInfoList, packageInfoMap, instance, scope) assert(type(packageInfoList) == "table", "Bad packageInfoList") assert(type(packageInfoMap) == "table", "Bad packageInfoMap") assert(typeof(instance) == "Instance", "Bad instance") assert(type(scope) == "string", "Bad scope") if BounceTemplateUtils.isBounceTemplate(instance) then return end if instance:IsA("Folder") or instance:IsA("ModuleScript") then table.insert(packageInfoList, PackageInfoUtils.getOrCreatePackageInfo(instance, packageInfoMap, scope)) elseif instance:IsA("ObjectValue") then local value = instance.Value if value and (value:IsA("Folder") or value:IsA("ModuleScript")) then table.insert(packageInfoList, PackageInfoUtils.getOrCreatePackageInfo(value, packageInfoMap, scope)) else error(("Invalid %q ObjectValue in package linking to nothing cannot be resolved into package dependency\n\t-> %s") :format(instance.Name, instance:GetFullName())) end end end
--!nonstrict -- Roblox character sound script
local Players = game:GetService("Players") local RunService = game:GetService("RunService") local AtomicBinding = require(script:WaitForChild("AtomicBinding")) local function loadFlag(flag: string) local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled(flag) end) return success and result end local FFlagUserAtomicCharacterSoundsUnparent = loadFlag("UserAtomicCharacterSoundsUnparent") local SOUND_DATA : { [string]: {[string]: any}} = { Climbing = { SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3", Looped = true, }, Died = { SoundId = "rbxasset://sounds/uuhhh.mp3", }, FreeFalling = { SoundId = "rbxasset://sounds/action_falling.mp3", Looped = true, }, GettingUp = { SoundId = "rbxasset://sounds/action_get_up.mp3", }, Jumping = { SoundId = "rbxasset://sounds/action_jump.mp3", }, Landing = { SoundId = "rbxasset://sounds/action_jump_land.mp3", }, Running = { SoundId = "rbxassetid://9083849830", Looped = true, Pitch = 1, }, Splash = { SoundId = "rbxasset://sounds/impact_water.mp3", }, Swimming = { SoundId = "rbxasset://sounds/action_swim.mp3", Looped = true, Pitch = 1.6, }, }
-- Folder where enemies are parented to upon spawning
local enemyFolder = game.Workspace.Targets RideManager.EndCondition = { ReachedEnd = "You win!", PlatformDeath = "You lost!" } local function resetRide(platformObject) -- Destroy any remaining enemies for _, enemy in ipairs(enemyFolder:GetChildren()) do enemy:Destroy() end -- Deactivate all enemy spawners for _, spawner in ipairs(spawnerFolder:GetChildren()) do local isActive = spawner:WaitForChild("IsActive") isActive.Value = false end -- Deactivate effects on the platform for _, object in ipairs(platformObject:GetDescendants()) do if object:IsA("ParticleEmitter") then object.Enabled = false end end end function RideManager:setupRide(platformObject, difficulty) local hitpoints = platformObject:WaitForChild("Data"):WaitForChild("Hitpoints") hitpoints.Value = GameSettings.PlatformHealthDifficulty[difficulty] local positionToSet = platformObject:WaitForChild("Data"):WaitForChild("OriginalPos") platformObject:WaitForChild("PrimaryPart").CFrame = CFrame.new(positionToSet.Value) end function RideManager:endRide(platformObject) isGameActive.Value = false PlayerManager.removePlayersFromGame() resetRide(platformObject) end return RideManager
--local InfoBindable = EventsFolder:FindFirstChild("GetInfo") --local ToClient = EventsFolder:FindFirstChild("SendButtonToClient")
local Notification = EventsFolder:FindFirstChild("Notification") local EditPlot = EventsFolder:FindFirstChild("EditPlot") local MarketPlaceService = game:GetService("MarketplaceService") local OwnerLabel = script.Parent.Parent.Parent.Parent.SignDescription.SurfaceGui.Frame.OwnerLabel local StarterGui = game:GetService("StarterGui") local StandNum = script.Parent.Parent.Parent.Parent.Name local PriceFolder = StarterGui:FindFirstChild("SignPrices") local UI = PriceFolder:WaitForChild(StandNum) local Template = UI.ScrollingFrame:FindFirstChild("Template") function Triggered(Player) local PlayerName = Player.Name if Owner.Value == nil or "NoOne" then -- If booth hasn't been claimed if Player:FindFirstChild("Owner") then -- If Player has claimed one Notification:FireClient(Player,"Claimed") -- Let them know they already own one else -- If Player hasn't claimed one Owner.Value = PlayerName OwnerLabel.Text = PlayerName .. "'s Stand" Notification:FireClient(Player,true) -- Claimed local UserID = game:GetService("Players"):GetUserIdFromNameAsync(PlayerName) Bindable:Fire(script.Parent.Parent.Parent.Parent.Name, PlayerName, UserID) -- This should be for giving a player a value OwnerLabel.Parent.MoneyRaised.Text = Player.leaderstats.Raised.Value .. "$ Raised" local OwnerValue = Instance.new("IntValue") OwnerValue.Value = script.Parent.Parent.Parent.Parent.Name -- set int value to booth name OwnerValue.Name = "Owner" OwnerValue.Parent = Player -- Would this be the best way to do this? Yes, absolutely! -- We want the editPrompt to ONLY show for the client player. EditPlot:FireClient(Player, script.Parent.Parent.Parent.Parent.Name, true) Prompt.Enabled = false end end end script.Parent.Triggered:Connect(Triggered) local Players = game:GetService("Players") local RemoveButtonsFromClient = EventsFolder:FindFirstChild("RemoveButtonFromClient") Players.PlayerRemoving:Connect(function(player) local plrRemovingName = player.Name if plrRemovingName == Owner.Value then RemoveButtonsFromClient:FireAllClients(script.Parent.Parent.Parent.Parent.Name) Owner.Value = "NoOne" EditPlot:FireClient(player, script.Parent.Parent.Parent.Parent.Name, false) Prompt.Enabled = true OwnerLabel.Text = "No One's Stand" script.Parent.Parent.Parent.Parent.SignTitle.SurfaceGui.Frame.SignLabel.Text = "PLS DONATE" OwnerLabel.Parent.MoneyRaised.Text = "0$ Raised" local Children = StarterGui.SignPrices[script.Parent.Parent.Parent.Parent.Name].ScrollingFrame:GetChildren() for _, child in ipairs(Children) do if child:IsA("Frame") and child.Name ~= "Template" then child:Destroy() end end else return -- Not the Owner end end)
-- connections
script.Parent:WaitForChild('ClickDetector').MouseClick:connect(OpenShop) script.Parent.Touched:connect(function(part) local hitCharacter, hitHumanoid = FindCharacterAncestor(part) -- if hitCharacter then local player = game.Players:GetPlayerFromCharacter(hitCharacter) if player then OpenShop(player) end end end)
--------------------------------------------------------------------------
local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = true , --Friction and Wear FWearSpeed = .4 , FTargetFriction = 1.1 , FMinFriction = 1.0 , RWearSpeed = .4 , RTargetFriction = 1.4 , RMinFriction = 1.3 , --Tire Slip TCSOffRatio = 1/3 , WheelLockRatio = 1/2 , --SS6 Default = 1/4 WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 1 , --SS6 Default = 1 RFrictionWeight = 1 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = .5 , --SS6 Default = .5 RElasticity = .5 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 1 , --SS6 Default = 1 RElastWeight = 1 , --SS6 Default = 1 FLgcyElWeight = 10 , RLgcyElWeight = 10 , --Wear Regen RegenSpeed = 3.6 --SS6 Default = 3.6 }
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local on = 0 script:WaitForChild("Rev") if not FE then 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 for i,v in pairs(script:GetChildren()) do v.Parent=car.DriveSeat end car.DriveSeat.Rev:Play() while wait() do local _RPM = script.Parent.Values.RPM.Value if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end car.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*_RPM/_Tune.Redline)*on^2 end else local handler = car.AC6_FE_Sounds handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true) handler:FireServer("playSound","Rev") local pitch=0 while wait() do local _RPM = script.Parent.Values.RPM.Value if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end pitch = (script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline)*on^2 if script.Parent:FindFirstChild("DriveMode").Value ~= "Comfort" then handler:FireServer("updateSound","Rev",script.Rev.SoundId,pitch,script.Rev.Volume*2) else handler:FireServer("updateSound","Rev",script.Rev.SoundId,pitch/1.2,script.Rev.Volume/1.2) end end end
-- testing metatables since its been forever since ive used them
local Char = { Template = { Name = ""; } }; function Char:Test() print(1); self.Name = "joe"; print(self.Name); end function Char:New(Data) local D = Data; setmetatable(D, self); D.Template = nil; self.__index = self; return D; end local q = Char.Template; q.Name = "Bob"; local Poop = { E = Char:New(q); Z = 1; }; Poop.E:Test(); print(Poop.E.Name);
--[=[ @within TableUtil @function Filter @param tbl table @param predicate (value: any, key: any, tbl: table) -> keep: boolean @return table Performs a filter operation against the given table, which can be used to filter out unwanted values from the table. For example: ```lua local t = {A = 10, B = 20, C = 30} local t2 = TableUtil.Filter(t, function(value, key) return value > 15 end) print(t2) --> {B = 40, C = 60} ``` ]=]
local function Filter<T>(t: { T }, predicate: (T, any, { T }) -> boolean): { T } assert(type(t) == "table", "First argument must be a table") assert(type(predicate) == "function", "Second argument must be a function") local newT = table.create(#t) if #t > 0 then local n = 0 for i, v in t do if predicate(v, i, t) then n += 1 newT[n] = v end end else for k, v in t do if predicate(v, k, t) then newT[k] = v end end end return newT end
-- Checks for conditions for enabling/disabling the active controller and updates whether the active controller is enabled/disabled
function ControlModule:UpdateActiveControlModuleEnabled() -- helpers for disable/enable local disable = function() self.activeController:Enable(false) if self.moveFunction then self.moveFunction(Players.LocalPlayer, Vector3.new(0,0,0), true) end end local enable = function() if self.activeControlModule == ClickToMove then -- For ClickToMove, when it is the player's choice, we also enable the full keyboard controls. -- When the developer is forcing click to move, the most keyboard controls (WASD) are not available, only jump. self.activeController:Enable( true, Players.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice, self.touchJumpController ) elseif self.touchControlFrame then self.activeController:Enable(true, self.touchControlFrame) else self.activeController:Enable(true) end end -- there is no active controller if not self.activeController then return end -- developer called ControlModule:Disable(), don't turn back on if not self.controlsEnabled then disable() return end -- GuiService.TouchControlsEnabled == false and the active controller is a touch controller, -- disable controls if not GuiService.TouchControlsEnabled and UserInputService.TouchEnabled and (self.activeControlModule == ClickToMove or self.activeControlModule == TouchThumbstick or self.activeControlModule == DynamicThumbstick) then disable() return end -- no settings prevent enabling controls enable() end function ControlModule:Enable(enable: boolean?) if enable == nil then enable = true end self.controlsEnabled = enable if not self.activeController then return end self:UpdateActiveControlModuleEnabled() end
---- Script: -----
Event.OnServerEvent:Connect(function(player, Skin) local PlayerInventory = player.Inventory --Skin 1 de la caja if Skin == 1 then player.Inventory.AdminSkin.Quantity.Value += 1 end end)
--[=[ Throttles execution of a functon. Does both leading, and following @class ThrottledFunction ]=]
local ThrottledFunction = {} ThrottledFunction.ClassName = "ThrottledFunction" ThrottledFunction.__index = ThrottledFunction function ThrottledFunction.new(timeoutInSeconds, func, config) local self = setmetatable({}, ThrottledFunction) self._nextCallTimeStamp = 0 self._timeout = timeoutInSeconds or error("No timeoutInSeconds") self._func = func or error("No func") self._trailingValue = nil self._callLeading = true self._callTrailing = true self:_configureOrError(config) return self end function ThrottledFunction:Call(...) if self._trailingValue then -- Update the next value to be dispatched self._trailingValue = table.pack(...) elseif self._nextCallTimeStamp <= tick() then if self._callLeading or self._callLeadingFirstTime then self._callLeadingFirstTime = false -- Dispatch immediately self._nextCallTimeStamp = tick() + self._timeout self._func(...) elseif self._callTrailing then -- Schedule for trailing at exactly timeout self._trailingValue = table.pack(...) task.delay(self._timeout, function() if self.Destroy then self:_dispatch() end end) else error("[ThrottledFunction.Cleanup] - Trailing and leading are both disabled") end elseif self._callLeading or self._callTrailing or self._callLeadingFirstTime then self._callLeadingFirstTime = false -- As long as either leading or trailing are set to true, we are good local remainingTime = self._nextCallTimeStamp - tick() self._trailingValue = table.pack(...) task.delay(remainingTime, function() if self.Destroy then self:_dispatch() end end) end end function ThrottledFunction:_dispatch() self._nextCallTimeStamp = tick() + self._timeout local trailingValue = self._trailingValue if trailingValue then -- Clear before call so we are in valid state! self._trailingValue = nil self._func(unpack(trailingValue, 1, trailingValue.n)) end end function ThrottledFunction:_configureOrError(throttleConfig) if throttleConfig == nil then return end assert(type(throttleConfig) == "table", "Bad throttleConfig") for key, value in pairs(throttleConfig) do assert(type(value) == "boolean", "Bad throttleConfig entry") if key == "leading" then self._callLeading = value elseif key == "trailing" then self._callTrailing = value elseif key == "leadingFirstTimeOnly" then self._callLeadingFirstTime = value else error(("Bad key %q in config"):format(tostring(key))) end end assert(self._callLeading or self._callTrailing, "Cannot configure both leading and trailing disabled") end function ThrottledFunction:Destroy() self._trailingValue = nil self._func = nil setmetatable(self, nil) end return ThrottledFunction
-- Find all car spawners
local carSpawners = {} local function findSpawners(instance) if instance:IsA("Part") and instance.Name == "CarSpawner" then table.insert(carSpawners, instance) superHidePart(instance) end for _, child in pairs(instance:GetChildren()) do findSpawners(child) end end findSpawners(game.Workspace)
--[[** ensures value is a table and all keys pass keyCheck and all values pass valueCheck @param keyCheck The function to use to check the keys @param valueCheck The function to use to check the values @returns A function that will return true iff the condition is passed **--]]
function t.map(keyCheck, valueCheck) assert(t.callback(keyCheck)) assert(t.callback(valueCheck)) local keyChecker = t.keys(keyCheck) local valueChecker = t.values(valueCheck) return function(value) local keySuccess, keyErr = keyChecker(value) if not keySuccess then return false, keyErr or "" end local valueSuccess, valueErr = valueChecker(value) if not valueSuccess then return false, valueErr or "" end return true end end
--Animation--
local RunAnimation = Instance.new('Animation') RunAnimation.AnimationId = 'rbxassetid://'..ID RAnimation = Humanoid:LoadAnimation(RunAnimation) Running = false
----------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------
AspirinaQuantidade.Text = Aspirina.Value BandagemQuantidade.Text = Bandagem.Value EnergeticoQuantidade.Text = Energetico.Value EpinefrinaQuantidade.Text = Epinefrina.Value MorfinaQuantidade.Text = Morfina.Value SplintQuantidade.Text = Splint.Value TourniquetQuantidade.Text = Tourniquet.Value Aspirina.Changed:Connect(function() AspirinaQuantidade.Text = Aspirina.Value end) Bandagem.Changed:Connect(function() BandagemQuantidade.Text = Bandagem.Value end) Splint.Changed:Connect(function() SplintQuantidade.Text = Splint.Value end) Tourniquet.Changed:Connect(function() TourniquetQuantidade.Text = Tourniquet.Value end) Energetico.Changed:Connect(function() EnergeticoQuantidade.Text = Energetico.Value end) Epinefrina.Changed:Connect(function() EpinefrinaQuantidade.Text = Epinefrina.Value end) Morfina.Changed:Connect(function() MorfinaQuantidade.Text = Morfina.Value end) SacoDeSangue.Changed:Connect(function() SacoDeSangueQuantidade.Text = SacoDeSangue.Value end)
--[[ Increments the health by the specified amount, will also update markers and other visual showcases of the health amount. ]]
function BaseSystem:incrementHealth(amount) self._health = math.clamp(self._health + amount, 0, self._maxHealth) local percent = self._health / self._maxHealth if not self.noScreenUpdate then local aliveColor = Color3.fromRGB(110, 153, 202) local deadColor = Color3.fromRGB(200, 93, 96) local targetColor = deadColor:Lerp(aliveColor, percent) for _, child in pairs(self._model:FindFirstChild("Screen"):GetChildren()) do TweenService:Create(child, tweenInfo, {Color = targetColor}):Play() end end if self:canTurnOn() then self:turnOn() elseif self._health == 0 and self:isOn() then self:turnOff() end if amount < 0 and percent < 0.25 then sendAlert(Constants.Alert.Fail, self.repairAlert) elseif self._health == 0 then sendAlert(Constants.Alert.Fail, self.brokenAlert) end if self:isOn() then if percent < 0.2 then self:_setMarker(self.brokenMarker) elseif percent < 0.5 then self:_setMarker(self.repairMarker) else self:_setMarker() end end end
--Make brush cursor follow mouse and put paint where the player clicks
game:GetService("RunService").Stepped:Connect(function() if canvas.Visible == true and cursor.Visible == true then local x = math.abs(mouse.X - canvas.AbsolutePosition.X) local y = math.abs(mouse.Y - canvas.AbsolutePosition.Y) cursor.Position = UDim2.new(x/canvas.AbsoluteSize.X, 0, y/canvas.AbsoluteSize.Y, 0) cursor.Size = UDim2.new(0, currentSize, 0, currentSize) if down then local paint = script.Paint:Clone() paint.Position = UDim2.new(x/canvas.AbsoluteSize.X, 0, y/canvas.AbsoluteSize.Y, 0) paint.Size = UDim2.new(0, currentSize, 0, currentSize) paint.ImageColor3 = erasing and Color3.fromRGB(185, 185, 185) or currentColor paint.Parent = paintContainer end end end)
------------------------------------------------------------------------ -- create a chunk reader from a source string ------------------------------------------------------------------------
function luaZ:make_getS(buff) local b = buff return function() -- chunk reader anonymous function here if not b then return nil end local data = b b = nil return data end end
-- Services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerScriptService = game:GetService("ServerScriptService") local Players = game:GetService("Players")
--[[ PlayerScriptsLoader - This script requires and instantiates the PlayerModule singleton 2018 PlayerScripts Update - AllYourBlox --]]
local PlayerModule = require(script.Parent:WaitForChild("PlayerModule"))
--Gamepad support
userInputService.InputChanged:connect(function(inputObject, gameProcessedEvent) --if not gameProcessedEvent then if inputObject.KeyCode == Enum.KeyCode.Thumbstick1 then if inputObject.Position.magnitude >= gamepadDeadzone then movement = Vector2.new(movement.X, inputObject.Position.Y) else movement = Vector2.new(movement.X, 0) end elseif inputObject.KeyCode == Enum.KeyCode.Thumbstick2 then if inputObject.Position.magnitude >= gamepadDeadzone then movement = Vector2.new(inputObject.Position.X, movement.Y) else movement = Vector2.new(0, movement.Y) end end --end end)
-- REBIRTHS
x2RebirthsButton.MouseEnter:Connect(function() x2RebirthsButton.Text = "299 R$" x2RebirthsButton.TextColor3 = Color3.fromRGB(0, 255, 0) end) x2RebirthsButton.MouseLeave:Connect(function() x2RebirthsButton.Text = "BUY" x2RebirthsButton.TextColor3 = Color3.fromRGB(255, 255, 255) end)
-- declarations
local jumpAnimTime = 0 local jumpAnimDuration = 0.3 local toolTransitionTime = 0.1 local fallTransitionTime = 0.3 local jumpMaxLimbVelocity = 0.75
------------------------------------------------
local function ProcessInput(input, processed) local userInputType = input.UserInputType if userInputType == Enum.UserInputType.Gamepad1 then local keycode = input.KeyCode if keycode == Enum.KeyCode.Thumbstick2 then local pos = input.Position panDeltaGamepad = Vector2.new(InputCurve(pos.y), InputCurve(-pos.x))*7 elseif keycode == Enum.KeyCode.Thumbstick1 then local pos = input.Position gp_x = InputCurve(pos.x) gp_z = InputCurve(-pos.y) elseif keycode == Enum.KeyCode.ButtonL2 then gp_l1 = input.Position.z elseif keycode == Enum.KeyCode.ButtonR2 then gp_r1 = input.Position.z end elseif userInputType == Enum.UserInputType.MouseWheel then rate_fov = input.Position.Z end end UIS.InputChanged:Connect(ProcessInput) UIS.InputEnded:Connect(ProcessInput) UIS.InputBegan:Connect(ProcessInput)
--[[ Intended for use in tests. Similar to await(), but instead of yielding if the promise is unresolved, _unwrap will throw. This indicates an assumption that a promise has resolved. ]]
function Promise.prototype:_unwrap() if self._status == Promise.Status.Started then error("Promise has not resolved or rejected.", 2) end local success = self._status == Promise.Status.Resolved return success, unpack(self._values, 1, self._valuesLength) end function Promise.prototype:_resolve(...) if self._status ~= Promise.Status.Started then if Promise.is((...)) then (...):_consumerCancelled(self) end return end -- If the resolved value was a Promise, we chain onto it! if Promise.is((...)) then -- Without this warning, arguments sometimes mysteriously disappear if select("#", ...) > 1 then local message = string.format( "When returning a Promise from andThen, extra arguments are " .. "discarded! See:\n\n%s", self._source ) warn(message) end local chainedPromise = ... local promise = chainedPromise:andThen(function(...) self:_resolve(...) end, function(...) local maybeRuntimeError = chainedPromise._values[1] -- Backwards compatibility < v2 if chainedPromise._error then maybeRuntimeError = Error.new({ error = chainedPromise._error, kind = Error.Kind.ExecutionError, context = "[No stack trace available as this Promise originated from an older version of the Promise library (< v2)]", }) end if Error.isKind(maybeRuntimeError, Error.Kind.ExecutionError) then return self:_reject(maybeRuntimeError:extend({ error = "This Promise was chained to a Promise that errored.", trace = "", context = string.format( "The Promise at:\n\n%s\n...Rejected because it was chained to the following Promise, which encountered an error:\n", self._source ), })) end self:_reject(...) end) if promise._status == Promise.Status.Cancelled then self:cancel() elseif promise._status == Promise.Status.Started then -- Adopt ourselves into promise for cancellation propagation. self._parent = promise promise._consumers[self] = true end return end self._status = Promise.Status.Resolved self._valuesLength, self._values = pack(...) -- We assume that these callbacks will not throw errors. for _, callback in ipairs(self._queuedResolve) do coroutine.wrap(callback)(...) end self:_finalize() end function Promise.prototype:_reject(...) if self._status ~= Promise.Status.Started then return end self._status = Promise.Status.Rejected self._valuesLength, self._values = pack(...) -- If there are any rejection handlers, call those! if not isEmpty(self._queuedReject) then -- We assume that these callbacks will not throw errors. for _, callback in ipairs(self._queuedReject) do coroutine.wrap(callback)(...) end else -- At this point, no one was able to observe the error. -- An error handler might still be attached if the error occurred -- synchronously. We'll wait one tick, and if there are still no -- observers, then we should put a message in the console. local err = tostring((...)) coroutine.wrap(function() Promise._timeEvent:Wait() -- Someone observed the error, hooray! if not self._unhandledRejection then return end -- Build a reasonable message local message = string.format("Unhandled Promise rejection:\n\n%s\n\n%s", err, self._source) for _, callback in ipairs(Promise._unhandledRejectionCallbacks) do task.spawn(callback, self, unpack(self._values, 1, self._valuesLength)) end if Promise.TEST then -- Don't spam output when we're running tests. return end --warn(message) end)() end self:_finalize() end
--You can change the values below to suit your needs
local max_mode = 40 --The maximum amount of modes forwards. Set to 0 to disable forwards motion. local min_mode = 0 --The minimum amount of modes backwards. Set to 0 to disable backwards motion. local increment_speed = 0.1 --The amount in which the speed value increments with every mode.
-- ROBLOX deviation: returning a function to be able to re-execute the module in tests
return function() type unknown = any --[[ ROBLOX FIXME: adding `unknown` type alias to make it easier to use Luau unknown equivalent when supported ]] local CurrentModule = script.Parent local Packages = CurrentModule.Parent local LuauPolyfill = require(Packages.LuauPolyfill) local Array = LuauPolyfill.Array local Object = LuauPolyfill.Object local String = LuauPolyfill.String local Symbol = LuauPolyfill.Symbol local Promise = require(Packages.Promise) local exports = {} -- ROBLOX deviation: fs not necessary -- local fs = require(Packages["graceful-fs"]) local typesModule = require(Packages.JestTypes) type Config_ConfigGlobals = typesModule.Config_ConfigGlobals local createProcessObject = require(script.Parent.createProcessObject).default local deepCyclicCopy = require(script.Parent.deepCyclicCopy).default local DTRACE = Array.filter(Object.keys(_G), function(key) return typeof(key) == "string" and String.startsWith(key, "DTRACE") end) exports.default = function(globalObject: typeof(_G), globals: Config_ConfigGlobals): typeof(_G) & Config_ConfigGlobals -- ROBLOX deviation: added self to be able to bind DTRACE functions local self = globalObject globalObject.process = createProcessObject() -- Keep a reference to some globals that Jest needs Object.assign(globalObject, { -- ROBLOX deviation START: not making props readonly -- ROBLOX FIXME: have to cast element to `any` to avoid type narrowing issue [Symbol.for_("jest-native-promise")] = Promise :: any, [Symbol.for_("jest-native-now")] = DateTime.now, -- ROBLOX deviation END -- ROBLOX deviation START: skipped fs related globals -- [Symbol.for_("jest-native-read-file")] = { -- enumerable = false, -- value = fs.readFileSync:bind(fs), -- writable = false, -- }, -- [Symbol.for_("jest-native-write-file")] = { -- enumerable = false, -- value = fs.writeFileSync:bind(fs), -- writable = false, -- }, -- [Symbol.for_("jest-native-exists-file")] = { -- enumerable = false, -- value = fs.existsSync:bind(fs), -- writable = false, -- }, -- ROBLOX deviation END -- ROBLOX deviation START: not making props readonly ["jest-symbol-do-not-touch"] = Symbol, -- ROBLOX deviation END }) -- Forward some APIs. Array.forEach(DTRACE, function(dtrace) -- @ts-expect-error: no index globalObject[dtrace] = function(_self, ...: any) local args = { ... } -- @ts-expect-error: no index return _G[dtrace](self, table.unpack(args)) end end) return Object.assign(globalObject, deepCyclicCopy(globals)) end return exports end
--[=[ @within TableUtil @function Flat @param tbl table @param depth number? @return table Returns a new table where all sub-arrays have been bubbled up to the top. The depth at which the scan is performed is dictated by the `depth` parameter, which is set to `1` by default. ```lua local t = {{10, 20}, {90, 100}, {30, 15}} local flat = TableUtil.Flat(t) print(flat) --> {10, 20, 90, 100, 30, 15} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=]
local function Flat(tbl: Table, depth: number?): Table local maxDepth: number = if type(depth) == "number" then depth else 1 local flatTbl = table.create(#tbl) local function Scan(t: Table, d: number) for _,v in ipairs(t) do if type(v) == "table" and d < maxDepth then Scan(v, d + 1) else table.insert(flatTbl, v) end end end Scan(tbl, 0) return flatTbl end
-- See if I have a tool
local spawner = script.Parent local tool = nil local region = Region3.new(Vector3.new(spawner.Position.X - spawner.Size.X/2, spawner.Position.Y + spawner.Size.Y/2, spawner.Position.Z - spawner.Size.Z/2), Vector3.new(spawner.Position.X + spawner.Size.X/2, spawner.Position.Y + 4, spawner.Position.Z + spawner.Size.Z/2)) local parts = game.Workspace:FindPartsInRegion3(region) for _, part in pairs(parts) do if part and part.Parent and part.Parent:IsA("Tool") then tool = part.Parent break end end local configTable = spawner.Configurations local configs = {} local function loadConfig(configName, defaultValue) if configTable:FindFirstChild(configName) then configs[configName] = configTable:FindFirstChild(configName).Value else configs[configName] = defaultValue end end loadConfig("SpawnCooldown", 5) if tool then tool.Parent = game.ServerStorage while true do -- put tool on pad local toolCopy = tool:Clone() local handle = toolCopy:FindFirstChild("Handle") toolCopy.Parent = game.Workspace local toolOnPad = true local parentConnection parentConnection = toolCopy.AncestryChanged:connect(function() if handle then handle.Anchored = false end toolOnPad = false parentConnection:disconnect() end) if handle then handle.CFrame = (spawner.CFrame + Vector3.new(0,handle.Size.Z/2 + 1,0)) * CFrame.Angles(-math.pi/2,0,0) handle.Anchored = true end -- wait for tool to be removed while toolOnPad do if handle then handle.CFrame = handle.CFrame * CFrame.Angles(0,0,math.pi/60) end wait() end -- wait for cooldown wait(configs["SpawnCooldown"]) end end
--- Recalculate the window height
function Window:UpdateWindowHeight() local windowHeight = LINE_HEIGHT for _, child in pairs(Gui:GetChildren()) do if child:IsA("GuiObject") then windowHeight = windowHeight + child.Size.Y.Offset end end Gui.CanvasSize = UDim2.new(Gui.CanvasSize.X.Scale, Gui.CanvasSize.X.Offset, 0, windowHeight) Gui.Size = UDim2.new( Gui.Size.X.Scale, Gui.Size.X.Offset, 0, windowHeight > WINDOW_MAX_HEIGHT and WINDOW_MAX_HEIGHT or windowHeight ) Gui.CanvasPosition = Vector2.new(0, math.clamp(windowHeight - 300, 0, math.huge)) end
--[[ ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local Text = game:GetService("TextService") local AvatarEditor = ReplicatedStorage.AvatarEditor local remoteEvent = AvatarEditor.RemoteEvent local Promise = require(AvatarEditor.Shared.Util.Promise) local Maid = require(AvatarEditor.Shared.Util.Maid) local Signal = require(AvatarEditor.Shared.Util.Signal) local TableUtil = require(AvatarEditor.Shared.Util.TableUtil) local QueryMap = require(AvatarEditor.Shared.QueryMap) local Colors = require(AvatarEditor.Shared.Colors) local Settings = require(AvatarEditor.Shared.Settings) local GetProductInfo = require(AvatarEditor.Shared.GetProductInfo) local UserCanUse = require(AvatarEditor.Shared.UserCanUse) local outfitCache = {} local settingsCache = {} local module = {} module.HumanoidDescriptionChanged = Signal.new() module.CostumeAdded = Signal.new() module.CostumeRemoved = Signal.new() module.CostumeUpdated = Signal.new() -- TODO update outfit module.SettingChanged = Signal.new() module.PermissionFailed = Signal.new() local function filterText(text, player) return Promise.new(function(resolve, reject) local success, result = pcall(function() return Text:FilterStringAsync(text, player.UserId) end) if success then resolve(result) else reject(result) end end) :andThen(function(textFilterResult) return Promise.new(function(resolve, reject) local success, result = pcall(function() -- hopefully this appeases the roblox gods return textFilterResult:GetNonChatStringForUserAsync(player.UserId) end) if success then resolve(result) else reject(result) end end) end) end local function getHumanoid(player) local character = player.Character local humanoid = character and character:FindFirstChildWhichIsA("Humanoid") if humanoid and humanoid.Health > 0 then return humanoid end end local function getHumanoidDescriptionFromUserId(userId) return Promise.new(function(resolve, reject) local success, result = pcall(function() return Players:GetHumanoidDescriptionFromUserId(userId) end) if success then resolve(result) else reject(result) end end) end local function applyDescriptionToHumanoid(humanoid, description) return Promise.new(function(resolve, reject) local success, result = pcall(function() humanoid:ApplyDescription(description) end) if success then resolve(success) else reject(result) end end) end local function applyDescriptionToPlayer(player, description) module.HumanoidDescriptionChanged:Fire(player, description) local humanoid = getHumanoid(player) if not humanoid then return Promise.reject() end return applyDescriptionToHumanoid(humanoid, description) end local function descriptionUpdated(player, ...) remoteEvent:FireClient(player, ...) end local function accessory(player, id) assert(typeof(id) == "number") local humanoid = getHumanoid(player) if not humanoid then return end local description = humanoid:GetAppliedDescription() if not description then return end GetProductInfo(id) :andThen(function(productInfo) local assetType = QueryMap.GetOptionName("AssetType", productInfo.AssetTypeId) if not assetType then return end -- really Roblox...?? if assetType == "Hat" then assetType = "HatAccessory" elseif assetType == "ShoulderAccessory" then assetType = "ShouldersAccessory" end if string.find(assetType, "Accessory") then local accessories = string.split(description[assetType], ",") local index = table.find(accessories, tostring(productInfo.AssetId)) if index then table.remove(accessories, index) elseif #humanoid:GetAccessories() < Settings.MAX_ACCESSORIES then table.insert(accessories, tostring(productInfo.AssetId)) else -- TODO should probably notify the client end description[assetType] = table.concat(accessories, ",") else if description[assetType] == 0 or (description[assetType] ~= productInfo.AssetId) then description[assetType] = productInfo.AssetId else -- https://devforum.roblox.com/t/default-shirt-and-pants-to-be-applied-if-the-requested-ones-are-unavailable-moderated/381818 -- force load default clothes. hacky -- hopefully there will never be a shirt or pants with id = 1 or 2 description[assetType] = (assetType == "Shirt") and 1 or (assetType == "Pants") and 2 or 0 end end applyDescriptionToPlayer(player, description) :andThenCall(descriptionUpdated, player, "accessory") end) :catch(warn) end local function tone(player, index) assert(typeof(index) == "number") local humanoid = getHumanoid(player) if not humanoid then return end local description = humanoid:GetAppliedDescription() if not description then return end index = math.clamp(index, 1, 75) local color = Colors[index] if color then description.HeadColor = color description.LeftArmColor = color description.LeftLegColor = color description.RightArmColor = color description.RightLegColor = color description.TorsoColor = color end applyDescriptionToPlayer(player, description) :doneCall(descriptionUpdated, player, "tone") :catch(warn) end local function reset(player) local humanoid = getHumanoid(player) if not humanoid then return end getHumanoidDescriptionFromUserId(player.UserId) :andThen(function(description) return applyDescriptionToPlayer(player, description) end) :doneCall(descriptionUpdated, player, "reset") :catch(warn) end local function scale(player, scaleName, value) assert(typeof(scaleName) == "string") assert(typeof(value) == "number") local humanoid = getHumanoid(player) if not humanoid then return end local description = humanoid:GetAppliedDescription() if not description then return end if scaleName == "HeightScale" then value = math.clamp(value, 0.9, 1.05) elseif scaleName == "WidthScale" then value = math.clamp(value, 0.7, 1) elseif scaleName == "HeadScale" then value = math.clamp(value, 0.95, 1) elseif scaleName == "ProportionScale" then value = math.clamp(value, 0, 1) elseif scaleName == "BodyTypeScale" then value = math.clamp(value, 0, 1) else return end Promise.new(function(resolve, reject) local success, result = pcall(function() description[scaleName] = value end) if success then resolve(success) else reject(result) end end) :andThenCall(applyDescriptionToPlayer, player, description) :doneCall(descriptionUpdated, player, "scale", scaleName, value) :catch(warn) end local function create(player, name) assert(typeof(name) == "string") if name == "" then return end name = string.gsub(name, "[%p%s]+", "") local cache = outfitCache[player] if not cache then return end if #cache.Costumes >= Settings.MAX_COSTUME then return end local humanoid = getHumanoid(player) if not humanoid then return end local description = humanoid:GetAppliedDescription() if not description then return end local info = module:ToAppearanceInfo(description) filterText(name, player) :andThen(function(result) info.Name = result -- converting it back to a HumanoidDescription for the client to use the filtered name local descriptionCopy = module:ToHumanoidDescription(info) descriptionCopy.Parent = cache.Folder table.insert(cache.Costumes, info) local index = #cache.Costumes cache.Map[description] = index module.CostumeAdded:Fire(player, descriptionCopy, info, index) end) :catch(warn) end local function delete(player, description) assert(typeof(description) == "Instance" and description:IsA("HumanoidDescription")) local cache = outfitCache[player] if not cache then return end local humanoid = getHumanoid(player) if not humanoid then return end if description:IsDescendantOf(cache.Folder) then local index = cache.Map[description] cache.Map[description] = nil description:Destroy() module.CostumeRemoved:Fire(player, description, cache.Costumes[index], index) end end
-- Remote Functions Server -> Client. (WARNING: This should only be used for info that is not sensitive as this can be hacked by the client.)
--[[Transmission]]
Tune.TransModes ={"Auto", "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 = 3.20 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.42 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.75 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.38 , --[[ 3 ]] 1.72 , --[[ 4 ]] 1.34 , --[[ 5 ]] 1.11 , --[[ 6 ]] .78 , } Tune.FDMult = 1 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Overrides the current weather with a new one. this is purley the visual side.
WeatherPrompt.OnClientEvent:Connect(function(WeatherInfo) local Skip = coroutine.wrap(function() local tweenInfo = TweenInfo.new( 10, -- Time Enum.EasingStyle.Linear, -- EasingStyle Enum.EasingDirection.Out -- EasingDirection ) local tween = TweenService:Create(game.Lighting, tweenInfo, WeatherInfo["LightingSettings"]) tween:Play() end) Skip() end)
-- Compiled with roblox-ts v2.1.0
local TS = require(game:GetService("ReplicatedStorage"):WaitForChild("rbxts_include"):WaitForChild("RuntimeLib")) local Log = TS.import(script, game:GetService("ReplicatedStorage"), "rbxts_include", "node_modules", "@rbxts", "log", "out").default local _components = TS.import(script, game:GetService("ReplicatedStorage"), "TS", "components") local Body = _components.Body local NPC = _components.NPC local Wants = _components.Wants local function customer(world, _) for id, wants in world:queryChanged(Wants) do if not wants.old and wants.new then Log.Info("v Wants " .. (tostring(id) .. (" | " .. (tostring(wants.new.product.amount) .. ("x " .. wants.new.product.product))))) task.delay(1, function() if not world:contains(id) then return nil end local npc = world:get(id, NPC) local _result = world:get(id, Body) if _result ~= nil then _result = _result.model end local body = _result if not npc or not body then Log.Error("No NPC or Body component for customer") return nil end body.DialogGui.DialogFrame.DialogText.Text = "I want " .. (tostring(wants.new.product.amount) .. ("x " .. wants.new.product.product)) body.DialogGui.Enabled = true end) end if wants.old and wants.new then Log.Info("x Wants " .. (tostring(id) .. (" | " .. (tostring(wants.new.product.amount) .. ("x " .. wants.new.product.product))))) if not world:contains(id) then return nil end local npc = world:get(id, NPC) local _result = world:get(id, Body) if _result ~= nil then _result = _result.model end local body = _result if not npc or not body then Log.Error("No NPC or Body component for customer") continue end body.DialogGui.DialogFrame.DialogText.Text = "I want " .. (tostring(wants.new.product.amount) .. ("x " .. wants.new.product.product)) body.DialogGui.Enabled = true end if wants.old and not wants.new then if not world:contains(id) then return nil end local npc = world:get(id, NPC) local _result = world:get(id, Body) if _result ~= nil then _result = _result.model end local body = _result if not npc or not body then Log.Error("No NPC or Body component for customer") continue end body.DialogGui.DialogFrame.DialogText.Text = "Thanks!" task.wait(2) body.DialogGui.Enabled = false end end end return customer
--[[ A middleware that allows for functions to be dispatched. Functions will receive a single argument, the store itself. This middleware consumes the function; middleware further down the chain will not receive it. ]]
local function tracebackReporter(message) return debug.traceback(message) end local function thunkMiddleware(nextDispatch, store) return function(action) if typeof(action) == "function" then local ok, result = xpcall(function() return action(store) end, tracebackReporter) if not ok then -- report the error and move on so it's non-fatal app store._errorReporter.reportReducerError(store:getState(), action, { message = "Caught error in thunk", thrownValue = result, }) return nil end return result end return nextDispatch(action) end end return thunkMiddleware
--[[ Make sure to put Menu Blur Script in StarterGui And that you put MenuBlur in Lighting Or paste this in the command bar: workspace:WaitForChild("Menu Blur Script").MenuBlur.Parent = game:GetService("Lighting") wait() workspace:WaitForChild("Menu Blur Script").Parent = game:GetService("StarterGui") ]]
local Lighting = game:GetService("Lighting") local MenuBluriness = Lighting.MenuBlur local GuiService = game:GetService("GuiService") GuiService.MenuOpened:Connect(function() MenuBluriness.Enabled = true end) GuiService.MenuClosed:Connect(function() MenuBluriness.Enabled = false end)
--[[ @brief Removes and returns the smallest element on the heap. @return The smallest element on the heap (using the stored comparator function). --]]
function Heap:Pop() local v = self[1]; self[1] = self[#self]; self[#self] = nil; self:_HeapifyTopDown(1); return v; end
-- Color Changing Script ~ Rainbow!
while true do script.Parent.BrickColor = BrickColor.Red() wait(1) script.Parent.Color = Color3.fromRGB(255, 149, 0) wait(1) script.Parent.BrickColor = BrickColor.Yellow() wait(1) script.Parent.BrickColor = BrickColor.Green() wait(1) script.Parent.Color = Color3.fromRGB(0, 255, 255) wait(1) script.Parent.BrickColor = BrickColor.Blue() wait(1) script.Parent.Color = Color3.fromRGB(226, 0, 255) wait(1) end
-------- OMG HAX
debris = game:GetService("Debris") r = game:service("RunService") local damage = 18 local slash_damage = 18 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=15933756" SlashSound.Parent = sword SlashSound.Volume = 1 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "http://www.roblox.com/asset/?id=15933756" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 local blues = {23,107,102,11,45,135} function isTurbo(character) return character:FindFirstChild("IceHelm") ~= nil end function allThatIce(pos, isTurbo) local count = 5 if (isTurbo == true) then count = 10 end for i=1,count do local p = Instance.new("Part") p.BrickColor = BrickColor.new(blues[math.random(#blues)]) p.formFactor = 2 p.Size = Vector3.new(1,.4,1) p.Material = Enum.Material.Ice p.TopSurface = 0 p.BottomSurface = 0 local a = math.random() * 6.28 local d = Vector3.new(math.cos(a), 0, math.sin(a)).unit p.Velocity = d * 25 p.RotVelocity = d p.Position = pos + Vector3.new(0, math.random() * 3, 0) + (d * 2) p.Parent = game.Workspace debris:AddItem(p, 60) end end function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) if (isTurbo(vCharacter) == true) then humanoid:TakeDamage(damage * 1.2) else humanoid:TakeDamage(damage) end end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid debris:AddItem(creator_tag, 1) end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end attack() wait(.2) allThatIce(character.Torso.Position + (character.Torso.CFrame.lookVector * 3), isTurbo(character)) wait(1) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
-- Class
local CheckboxLabelClass = {} CheckboxLabelClass.__index = CheckboxLabelClass CheckboxLabelClass.__type = "CheckboxLabel" function CheckboxLabelClass:__tostring() return CheckboxLabelClass.__type end
-- Events
local events = ReplicatedStorage.Events local roundEnd = events.RoundEnd local displayRoundResult = events.DisplayRoundResult
--Initialize --* called by the client immediately after it is initialized. --* used to pass communication functions into the interface. --* the current list of functions is as follows: --********************************************************-- --*--UserEnded --*--* Call this function when the user manually ends --*--* any dialogue, so that the server can respond --*--* accordingly and not send false timeout signals --********************************************************--
function Interface.Initialize(clientFunctions) Interface.ClientFunctions = clientFunctions end
--Reset Colour
script.Parent.Configuration.Colour.Value = Color3.new(255, 255, 255) --ResetScript Ends script.Parent.Configuration.Reset.Value = false; end end)
--
local Class = require(script.Class) local Equipment = require(script.Equipment) local LoadoutStates = require(game.ReplicatedStorage.Shared.LoadoutStates) local Menu = New "Frame" { Size = UDim2.fromScale(1, 1), Transparency = 1, Visible = Computed(function() return LoadoutStates.Visible:get() end), [Children] = { New "UIAspectRatioConstraint" { AspectRatio = 1920/1080 }, Class {}, Equipment {}, }, } return Menu
--brake.Value = TCount
else brake.Value = 1 end if carSeat.Throttle == -1 and speed < 50 then script.FL.OVERRIDE.Value = true script.FR.OVERRIDE.Value = true script.RL.OVERRIDE.Value = true script.RR.OVERRIDE.Value = true else script.FL.OVERRIDE.Value = false script.FR.OVERRIDE.Value = false script.RL.OVERRIDE.Value = false script.RR.OVERRIDE.Value = false end
-- Decompiled with the Synapse X Luau decompiler.
for v1, v2 in ipairs(script.Parent:GetChildren()) do if v2:IsA("ImageButton") then v2.MouseEnter:Connect(function() v2.Rotation = 5; end); v2.MouseLeave:Connect(function() v2.Rotation = 0; end); end; end;
-- Decompiled with Visenya | https://targaryentech.com
local MiscWeld = {} function MakeWeld(x, y, type, s) if type == nil then type = "Weld" end local W = Instance.new(type) W.Part0 = x W.Part1 = y W.C0 = x.CFrame:inverse() * x.CFrame W.C1 = y.CFrame:inverse() * x.CFrame W.Parent = x if type == "Motor" and s ~= nil then W.MaxVelocity = s end return W end function ModelWeld(a, b) if a:IsA("BasePart") then MakeWeld(b, a, "Weld") elseif a:IsA("Model") then for i, v in pairs(a:GetDescendants()) do ModelWeld(v, b) end end end car = script.Parent.Parent.Parent misc = car:WaitForChild("Misc") car.DriveSeat.ChildAdded:connect(function(child) if child.Name == "SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil then child.C0 = CFrame.new(0, -0.5, 0) * CFrame.fromEulerAnglesXYZ(-(math.pi / 2), 0, 0) end end) return MiscWeld
-- Compiled with roblox-ts v2.1.0
local TS = require(game:GetService("ReplicatedStorage"):WaitForChild("rbxts_include"):WaitForChild("RuntimeLib")) local Players = TS.import(script, game:GetService("ReplicatedStorage"), "rbxts_include", "node_modules", "@rbxts", "services").Players local Client = TS.import(script, game:GetService("ReplicatedStorage"), "TS", "components").Client local player = Players.LocalPlayer local function client(world, state) for id, client in world:queryChanged(Client) do if not client.old and (client.new and client.new.player.UserId == player.UserId) then state.playerId = id return nil end end end return client
----- cold tap handler -----
coldTap.Interactive.ClickDetector.MouseClick:Connect(function() if coldOn.Value == false then coldOn.Value = true faucet.ParticleEmitter.Enabled = true waterSound:Play() hotTap.Interactive.ClickDetector.MaxActivationDistance = 0 coldTap.Interactive.ClickDetector.MaxActivationDistance = 32 hotTap.Handle.Transparency = 1 coldTap.Handle.Transparency = 0 handle.HandleOff.Transparency = 1 else coldOn.Value = false if hotOn.Value == false then faucet.ParticleEmitter.Enabled = false waterSound:Stop() end hotTap.Interactive.ClickDetector.MaxActivationDistance = 32 coldTap.Interactive.ClickDetector.MaxActivationDistance = 32 hotTap.Handle.Transparency = 1 coldTap.Handle.Transparency = 1 handle.HandleOff.Transparency = 0 end end)
-----------------------------------------------------------------------------------------------
script.Parent:WaitForChild("Gear") script.Parent:WaitForChild("Speed") script.Parent:WaitForChild("Needle") local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Car.Value car.DriveSeat.HeadsUpDisplay = false local _Tune = require(car["A-Chassis Tune"]) local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "<i> <b>" .. "N" .. "</b> </i>" elseif gearText == -1 then gearText = "<i> <b>" .. "R" .. "</b> </i>" end script.Parent.Gear.Text = "<i> <b>" .. gearText .. "</b> </i>" script.Parent.Gear.Font = Enum.Font.Oswald end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Needle.Rotation = 240 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speed.Text = "<i>" .. math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. "</i>" end) wait(.1) local RPMOFF = RedlineRPM - 100 script.Parent.Parent.Values.RPM.Changed:connect(function() local Roundspeed = script.Parent.Parent.Values.RPM.Value if Roundspeed <= RedlineRPM then script.Parent.Gear.TextColor3 = Color3.fromRGB(24, 255, 145) script.Parent.Center.ImageColor3 = Color3.fromRGB(24, 255, 145) elseif Roundspeed >= RPMOFF then script.Parent.Gear.TextColor3 = Color3.fromRGB(234, 31, 84) script.Parent.Center.ImageColor3 = Color3.fromRGB(234, 31, 84) end end) local values = script.Parent.Parent.Values local gauges = script.Parent values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if values.TCS.Value then gauges.TCS.ImageColor3 = Color3.fromRGB(234, 31, 84) if values.TCSActive.Value then wait() --gauges.TCS.Visible = not gauges.TCS.Visible else wait() gauges.TCS.ImageColor3 = Color3.fromRGB(78, 78, 78) end else gauges.TCS.Visible = true gauges.TCS.ImageColor3 = Color3.fromRGB(234, 31, 84) end else gauges.TCS.ImageColor3 = Color3.fromRGB(78, 78, 78) end end) values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if values.TCSActive.Value and values.TCS.Value then wait() elseif not values.TCS.Value then wait() gauges.TCS.Visible = true else wait() gauges.TCS.ImageColor3 = Color3.fromRGB(78, 78, 78) end else gauges.TCS.ImageColor3 = Color3.fromRGB(78, 78, 78) end end) gauges.TCS.Changed:connect(function() if _Tune.TCSEnabled then if values.TCSActive.Value and values.TCS.Value then wait() elseif not values.TCS.Value then wait() gauges.TCS.Visible = true end else if gauges.TCS.Visible then gauges.TCS.ImageColor3 = Color3.fromRGB(78, 78, 78) end end end) values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if values.ABS.Value then gauges.ABS.ImageColor3 = Color3.fromRGB(234, 31, 84) if values.ABSActive.Value then wait() gauges.ABS.Visible = not gauges.ABS.Visible else wait() gauges.ABS.ImageColor3 = Color3.fromRGB(78, 78, 78) end else gauges.ABS.Visible = true gauges.ABS.ImageColor3 = Color3.fromRGB(234, 31, 84) end else gauges.ABS.ImageColor3 = Color3.fromRGB(78, 78, 78) end end) values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if values.ABSActive.Value and values.ABS.Value then wait() elseif not values.ABS.Value then wait() gauges.ABS.Visible = true else wait() gauges.ABS.ImageColor3 = Color3.fromRGB(78, 78, 78) end else gauges.ABS.ImageColor3 = Color3.fromRGB(78, 78, 78) end end) gauges.ABS.Changed:connect(function() if _Tune.ABSEnabled then if values.ABSActive.Value and values.ABS.Value then wait() elseif not values.ABS.Value then wait() gauges.ABS.Visible = true end else if gauges.ABS.Visible then gauges.ABS.ImageColor3 = Color3.fromRGB(78, 78, 78) end end end) gauges.PBrake.Visible = values.PBrake.Value function PBrake() gauges.PBrake.Visible = values.PBrake.Value end values.PBrake.Changed:connect(PBrake)
--[[for some reason, ROBLOX has decided that it is imperative that scripts DO NOT KNOW what physics solver the place is using (same with part destroy height, but that is less annoying). Fortunately, there's a simple hack that will tell us: surface motors. In PGS, surface motors are "braked" which means that they always try to go to a certain speed, even when stopped. In Spring Physics, surface motors "coast" which means that when they are stopped they are free to turn when stopped. We can use this to determine the PGSness of the server. Three parts are created: an anchored part, an unanchored part with a motor, and a brick on one side of the motor so it turns. If the motor turns, the server is running spring physics.]]
local Value = game.ServerScriptService:FindFirstChild("PGSPhysicsSolverEnabled") local Temporary = game.ServerScriptService:FindFirstChild("PGSPhysicsSolverEnabled TEMP") if Value and not Temporary then--we want to be as lazy as possible. If another script already figured return Value.Value--out if the server is PGS or not, then lets just use their discovery elseif Temporary then repeat--because it takes a second for the script to run, we want to make sure that we don't flood local inserted = game.ServerScriptService.ChildAdded:wait()--the thing with extra values. if inserted.Name == "PGSPhysicsSolverEnabled" then--but, we want to get back with the answer ASAP return inserted.Value end until false else--well, it looks like this one will have to do the heavy lifting and run the test. local PGSTemp = Instance.new("BoolValue")--prevent a flood of values PGSTemp.Name = "PGSPhysicsSolverEnabled TEMP" PGSTemp.Parent = game.ServerScriptService local p1 = Instance.new("Part",workspace) p2 = Instance.new("Part",workspace) p3 = Instance.new("Part", workspace) p1.Anchored = true p1.CanCollide = false--having each property changed next to the others looks pretty p2.CanCollide = false p3.CanCollide = false p1.FormFactor = "Symmetric" p2.FormFactor = "Symmetric" p3.FormFactor = "Symmetric" p1.Transparency = 1 p2.Transparency = 1 p3.Transparency = 1 p1.CFrame = CFrame.Angles(0,1,0)--this is to prevent things from accidentally welding to it p2.CFrame = p1.CFrame*CFrame.new(0,0,-2) p3.CFrame = p2.CFrame*CFrame.new(3,1,0) p2.BackSurface = "Motor" p2:MakeJoints()--makes sure that the unanchored parts don't fall apart p3:MakeJoints() local StartPos = p3.Position p2:SetNetworkOwner(nil)--make sure a pesky client doesn't get it! wait(1)--run the test local EndPos = p3.Position--test is over! local Magnitude = (EndPos-StartPos).magnitude--how much did the brick move? local PGSPhysicsSolverEnabledValue = Instance.new("BoolValue") PGSPhysicsSolverEnabledValue.Name = "PGSPhysicsSolverEnabled" PGSPhysicsSolverEnabledValue.Value = (Magnitude < 0.2) and true or false--if the brick moved a lot, then it's in Spring Physics PGSPhysicsSolverEnabledValue.Parent = game.ServerScriptService--let everyone else who was waiting know the outcome PGSTemp:Destroy()--this would cause major problems if it wasn't destroyed p1:Destroy()--clean up the test p2:Destroy() p3:Destroy() return Magnitude < 0.2--tell our script what the answer is end
--[[ Add a dummy child node to the current node to hold the given error. This allows an otherwise empty describe node to report an error in a more natural way. ]]
function TestSession:addDummyError(phrase, message) self:pushNode({ type = TestEnum.NodeType.It, phrase = phrase }) self:setError(message) self:popNode() self.nodeStack[#self.nodeStack].status = TestEnum.TestStatus.Failure end
--[[Driver Handling]]
--Driver Sit car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then --Distribute Client Interface local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent) car.DriveSeat:SetNetworkOwner(p) local g=script.Parent["A-Chassis Interface"]:Clone() g.Parent=p.PlayerGui script.Parent.Parent.Body.Raycaster.Script.Values.Value = g end end) --Driver Leave car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then --Remove Flip Force if car.DriveSeat:FindFirstChild("Flip")~=nil then car.DriveSeat.Flip.MaxTorque = Vector3.new() end --Remove Wheel Force for i,v in pairs(car.Wheels:GetChildren()) do if v:FindFirstChild("#AV")~=nil then if v["#AV"]:IsA("BodyAngularVelocity") then if v["#AV"].AngularVelocity.Magnitude>0 then v["#AV"].AngularVelocity = Vector3.new() v["#AV"].MaxTorque = Vector3.new() end else if v["#AV"].AngularVelocity>0 then v["#AV"].AngularVelocity = 0 v["#AV"].MotorMaxTorque = 0 end end end end end end)
-- ScriptSignal object:
local ScriptSignal = { --[[ _head = nil, _listener_count = 0, --]] } ScriptSignal.__index = ScriptSignal function ScriptSignal:Connect(listener, disconnect_listener, disconnect_param) --> [ScriptConnection] local script_connection = { _listener = listener, _script_signal = self, _disconnect_listener = disconnect_listener, _disconnect_param = disconnect_param, _next = self._head, _is_connected = true, } setmetatable(script_connection, ScriptConnection) self._head = script_connection self._listener_count += 1 return script_connection end function ScriptSignal:GetListenerCount() --> [number] return self._listener_count end function ScriptSignal:Fire(...) local item = self._head while item ~= nil do if item._is_connected == true then if not FreeRunnerThread then FreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread) end task.spawn(FreeRunnerThread, item._listener, ...) end item = item._next end end function ScriptSignal:FireUntil(continue_callback, ...) local item = self._head while item ~= nil do if item._is_connected == true then item._listener(...) if continue_callback() ~= true then return end end item = item._next end end function MadworkScriptSignal.NewScriptSignal() --> [ScriptSignal] return { _head = nil, _listener_count = 0, Connect = ScriptSignal.Connect, GetListenerCount = ScriptSignal.GetListenerCount, Fire = ScriptSignal.Fire, FireUntil = ScriptSignal.FireUntil, } end return MadworkScriptSignal
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end local UI = client.UI local gui = service.New("ScreenGui", {ResetOnSpawn = false}) local gTable = UI.Register(gui) if UI.Get("HelpButton", gui, true) then gui:Destroy() gTable:Destroy() return nil end gTable.Name = "HelpButton" gTable.CanKeepAlive = true local toggle = service.New("ImageButton", { Parent = gui; Name = "Toggle"; BackgroundTransparency = 1; Position = UDim2.new(1, -45, 1, -45); Size = UDim2.fromOffset(40, 40); Image = client.HelpButtonImage; ImageTransparency = 0.5; }) --if UI.Get("Chat") then -- toggle.Position = UDim2.new(1, -(45+40),1, -45) --end toggle.MouseButton1Down:Connect(function() local found = UI.Get("UserPanel", nil, true) if found then found.Object:Destroy() else UI.Make("UserPanel") end end) gTable:Ready() end
-- SERVICES --
local RS = game:GetService("ReplicatedStorage")
----- Frames -----
local GiftFrame = ScreenGui.ClaimGift.GiftFrame local DailyRewardFrame = ScreenGui.DailyReward.DailyRewardFrame local RebirthFrame = ScreenGui.Rebirth.RebirthFrame local StoreFrame = ScreenGui.Store.StoreFrame local VipFrame = ScreenGui.VIP.VipFrame local InventoryFrame = ScreenGui.Inventory.InventoryFrame local CaseStoreFrame = ScreenGui.CaseShop.CaseShopFrame
--m3.Volume = 0
m2.Looped = false m2.Playing = false script.Parent.Parent:WaitForChild("Drive").Locotrol.Event:connect(function(data) if data["Horn"] == true then m2.Volume = 0 m2.Looped = false m2:Stop() m2.Playing = false --m3.Volume = 0 --m3.Stop() m1.Volume = 7.5 m1:Play() --wait(m1.TimeLength) --disabled because it makes looping part stuck playing if stopped too soon. if m1.TimePosition < m1.TimeLength then m2.Looped = true m2.Volume = 7.5 m2:Play() else m1.Volume = 0 m1:Stop() end elseif data["Horn"] == false then m1.Volume = 0 m1:Stop() --[[ --For 3 part option m2.Volume = 0 m2:Stop() m2.Looped = false m2.Playing = false m3.Volume = 1 m3:Play() --]] ----[[ -- For 2 part option if m2.IsPlaying == true then for i=2, 0, -.2 do m2.Volume = i*1 wait(.1) end end m2.Volume = 0 m2.Looped = false m2.Playing = false m2:Stop() ----]] end end)