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-- создание клона
local target = targets.Zombie:Clone()
-- PRIVATE FUNCTIONS
function ZoneController._registerZone(zone) registeredZones[zone] = true local registeredMaid = zone._maid:give(Maid.new()) zone._registeredMaid = registeredMaid registeredMaid:give(zone.updated:Connect(function() ZoneController._updateZoneDetails() end)) ZoneController._updateZoneDetails() end function ZoneController._deregisterZone(zone) registeredZones[zone] = nil zone._registeredMaid:clean() zone._registeredMaid = nil ZoneController._updateZoneDetails() end function ZoneController._registerConnection(registeredZone, registeredTriggerType) local originalItems = dictLength(registeredZone.activeTriggers) activeConnections += 1 if originalItems == 0 then activeZones[registeredZone] = true ZoneController._updateZoneDetails() end local currentTriggerCount = activeTriggers[registeredTriggerType] activeTriggers[registeredTriggerType] = (currentTriggerCount and currentTriggerCount+1) or 1 registeredZone.activeTriggers[registeredTriggerType] = true if registeredZone.touchedConnectionActions[registeredTriggerType] then registeredZone:_formTouchedConnection(registeredTriggerType) end if heartbeatActions[registeredTriggerType] then ZoneController._formHeartbeat(registeredTriggerType) end end
--[[ Create a ClientAvatarComponent for the given model ]]
function ClientAvatarComponent.new(model, userId) local component = { model = model } setmetatable(component, {__index = ClientAvatarComponent}) local avatar = model:FindFirstChild(ReplicatedConstants.AVATAR_MODEL_NAME) component.avatar = avatar component:setupJoints() return component end
--activate
script.Parent.Activated:Connect(function() end)
-- same as jump for now
function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = (3.14) LeftShoulder.DesiredAngle = (-3.14) RightHip.DesiredAngle = (0) LeftHip.DesiredAngle = (0) end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = (3.14 /2) LeftShoulder.DesiredAngle = (-3.14 /2) RightHip.DesiredAngle = (3.14 /2) LeftHip.DesiredAngle = (-3.14 /2) end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = (1.57) return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = (0) return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = (1.57) LeftShoulder.DesiredAngle = (1.0) RightHip.DesiredAngle = (1.57) LeftHip.DesiredAngle = (1.0) return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Seated") then moveSit() return end local climbFudge = 0 if (pose == "Running") then RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 amplitude = 1 frequency = 9 elseif (pose == "Climbing") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 amplitude = 1 frequency = 9 climbFudge = 3.14 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) RightShoulder.DesiredAngle = (desiredAngle + climbFudge) LeftShoulder.DesiredAngle = (desiredAngle - climbFudge) RightHip.DesiredAngle = (-desiredAngle) LeftHip.DesiredAngle = (-desiredAngle) local tool = getTool() if tool then animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
--Institutional white --Electric blue
function SetDigit(Value) if Value == "0" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really black") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really red") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Really red") SP.D7.BrickColor = BrickColor.new("Really red") return end if Value == "1" then SP.D1.BrickColor = BrickColor.new("Electric blue") SP.D2.BrickColor = BrickColor.new("Electric blue") SP.D3.BrickColor = BrickColor.new("Electric blue") SP.D4.BrickColor = BrickColor.new("Electric blue") SP.D5.BrickColor = BrickColor.new("Institutional white") SP.D6.BrickColor = BrickColor.new("Electric blue") SP.D7.BrickColor = BrickColor.new("Institutional white") return end if Value == "2" then SP.D1.BrickColor = BrickColor.new("Institutional white") SP.D2.BrickColor = BrickColor.new("Institutional white") SP.D3.BrickColor = BrickColor.new("Institutional white") SP.D4.BrickColor = BrickColor.new("Electric blue") SP.D5.BrickColor = BrickColor.new("Institutional white") SP.D6.BrickColor = BrickColor.new("Institutional white") SP.D7.BrickColor = BrickColor.new("Electric blue") return end if Value == "3" then SP.D1.BrickColor = BrickColor.new("Institutional white") SP.D2.BrickColor = BrickColor.new("Institutional white") SP.D3.BrickColor = BrickColor.new("Institutional white") SP.D4.BrickColor = BrickColor.new("Electric blue") SP.D5.BrickColor = BrickColor.new("Institutional white") SP.D6.BrickColor = BrickColor.new("Electric blue") SP.D7.BrickColor = BrickColor.new("Institutional white") return end if Value == "4" then SP.D1.BrickColor = BrickColor.new("Electric blue") SP.D2.BrickColor = BrickColor.new("Institutional white") SP.D3.BrickColor = BrickColor.new("Electric blue") SP.D4.BrickColor = BrickColor.new("Institutional white") SP.D5.BrickColor = BrickColor.new("Institutional white") SP.D6.BrickColor = BrickColor.new("Electric blue") SP.D7.BrickColor = BrickColor.new("Institutional white") return end if Value == "5" then SP.D1.BrickColor = BrickColor.new("Institutional white") SP.D2.BrickColor = BrickColor.new("Institutional white") SP.D3.BrickColor = BrickColor.new("Institutional white") SP.D4.BrickColor = BrickColor.new("Institutional white") SP.D5.BrickColor = BrickColor.new("Electric blue") SP.D6.BrickColor = BrickColor.new("Electric blue") SP.D7.BrickColor = BrickColor.new("Institutional white") return end if Value == "6" then SP.D1.BrickColor = BrickColor.new("Institutional white") SP.D2.BrickColor = BrickColor.new("Institutional white") SP.D3.BrickColor = BrickColor.new("Institutional white") SP.D4.BrickColor = BrickColor.new("Institutional white") SP.D5.BrickColor = BrickColor.new("Electric blue") SP.D6.BrickColor = BrickColor.new("Institutional white") SP.D7.BrickColor = BrickColor.new("Institutional white") return end if Value == "7" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really black") SP.D3.BrickColor = BrickColor.new("Really black") SP.D4.BrickColor = BrickColor.new("Really black") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really red") return end if Value == "8" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really red") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really red") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Really red") SP.D7.BrickColor = BrickColor.new("Really red") return end if Value == "9" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really red") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really red") SP.D5.BrickColor = BrickColor.new("Really red") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really red") return end if Value == "L" then SP.D1.BrickColor = BrickColor.new("Really black") SP.D2.BrickColor = BrickColor.new("Really black") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really red") SP.D5.BrickColor = BrickColor.new("Really black") SP.D6.BrickColor = BrickColor.new("Really red") SP.D7.BrickColor = BrickColor.new("Really black") return end if Value == "E" then SP.D1.BrickColor = BrickColor.new("Really red") SP.D2.BrickColor = BrickColor.new("Really red") SP.D3.BrickColor = BrickColor.new("Really red") SP.D4.BrickColor = BrickColor.new("Really red") SP.D5.BrickColor = BrickColor.new("Really black") SP.D6.BrickColor = BrickColor.new("Really red") SP.D7.BrickColor = BrickColor.new("Really black") return end if Value == "" then SP.D1.BrickColor = BrickColor.new("Really black") SP.D2.BrickColor = BrickColor.new("Really black") SP.D3.BrickColor = BrickColor.new("Really black") SP.D4.BrickColor = BrickColor.new("Really black") SP.D5.BrickColor = BrickColor.new("Really black") SP.D6.BrickColor = BrickColor.new("Really black") SP.D7.BrickColor = BrickColor.new("Really black") return end end SP.Value.Changed:connect(function() SetDigit(SP.Value.Value) end)
-- Number of lines used to draw axis circles
ArcHandles.CircleSlices = 60 function ArcHandles.new(Options) local self = setmetatable({}, ArcHandles) -- Create maid for cleanup on destroyal self.Maid = Maid.new() -- Create UI container local Gui = Instance.new('ScreenGui') self.Gui = Gui Gui.Name = 'BTArcHandles' Gui.IgnoreGuiInset = true self.Maid.Gui = Gui -- Create interface self.IsMouseAvailable = UserInputService.MouseEnabled self:CreateCircles() self:CreateHandles(Options) -- Get camera and viewport information self.Camera = Workspace.CurrentCamera self.GuiInset = GuiService:GetGuiInset() -- Get list of ignorable handle obstacles self.ObstacleBlacklistIndex = Support.FlipTable(Options.ObstacleBlacklist or {}) self.ObstacleBlacklist = Support.Keys(self.ObstacleBlacklistIndex) -- Enable handles self:SetAdornee(Options.Adornee) self.Gui.Parent = Options.Parent -- Return new handles return self end function ArcHandles:CreateCircles() -- Create folder to contain circles local CircleFolder = Instance.new('Folder') CircleFolder.Name = 'AxisCircles' CircleFolder.Parent = self.Gui local Circles = {} self.AxisCircles = Circles -- Determine angle for each circle slice local CircleSliceAngle = 2 * math.pi / self.CircleSlices -- Set up each axis for _, Axis in ipairs(Enum.Axis:GetEnumItems()) do local AxisColor = self.AxisColors[Axis.Name] -- Create container for circle local Circle = Instance.new('Folder', CircleFolder) Circle.Name = Axis.Name local Lines = {} Circles[Axis.Name] = Lines -- Create lines for circle for i = 1, self.CircleSlices do local Line = Instance.new 'CylinderHandleAdornment' Line.Transparency = 0.4 Line.Color3 = AxisColor Line.Radius = 0 Line.Height = 0 Line.Parent = Circle Lines[i] = Line end end end function ArcHandles:CreateHandles(Options) -- Create folder to contain handles local HandlesFolder = Instance.new('Folder') HandlesFolder.Name = 'Handles' HandlesFolder.Parent = self.Gui self.Handles = {} self.HandleStates = {} -- Generate a handle for each side for _, Side in ipairs(Enum.NormalId:GetEnumItems()) do -- Get axis information local Axis = self.SideToAxis[Side.Name] local AxisColor = self.AxisColors[Axis] -- Create handle local Handle = Instance.new('ImageButton') Handle.Name = Side.Name Handle.Image = 'rbxassetid://2347145012' Handle.ImageColor3 = AxisColor Handle.ImageTransparency = 0.33 Handle.AnchorPoint = Vector2.new(0.5, 0.5) Handle.BackgroundTransparency = 1 Handle.BorderSizePixel = 0 Handle.ZIndex = 1 Handle.Visible = false -- Create handle dot local HandleDot = Handle:Clone() HandleDot.Active = false HandleDot.Size = UDim2.new(0, 4, 0, 4) HandleDot.Position = UDim2.new(0.5, 0, 0.5, 0) HandleDot.Visible = true HandleDot.Parent = Handle HandleDot.ZIndex = 0 -- Create maid for handle cleanup local HandleMaid = Maid.new() self.Maid[Side.Name] = HandleMaid -- Add handle hover effect HandleMaid.HoverStart = Handle.MouseEnter:Connect(function () Handle.ImageTransparency = 0 self:SetCircleTransparency(Axis, 0) end) HandleMaid.HoverEnd = Handle.MouseLeave:Connect(function () Handle.ImageTransparency = 0.33 self:SetCircleTransparency(Axis, 0.4) end) -- Listen for handle interactions on click HandleMaid.DragStart = Handle.MouseButton1Down:Connect(function (X, Y) local InitialHandlePlane = self.HandleStates[Handle].PlaneNormal local InitialHandleCFrame = self.HandleStates[Handle].HandleCFrame local InitialAdorneeCFrame = self.HandleStates[Handle].AdorneeCFrame -- Calculate aim offset local AimRay = self.Camera:ViewportPointToRay(X, Y) local AimDistance = (InitialHandleCFrame.p - AimRay.Origin):Dot(InitialHandlePlane) / AimRay.Direction:Dot(InitialHandlePlane) local AimWorldPoint = (AimDistance * AimRay.Direction) + AimRay.Origin local InitialDragOffset = InitialAdorneeCFrame:PointToObjectSpace(AimWorldPoint) -- Run callback if Options.OnDragStart then Options.OnDragStart() end local function ProcessDragChange(AimScreenPoint) -- Calculate current aim local AimRay = self.Camera:ScreenPointToRay(AimScreenPoint.X, AimScreenPoint.Y) local AimDistance = (InitialHandleCFrame.p - AimRay.Origin):Dot(InitialHandlePlane) / AimRay.Direction:Dot(InitialHandlePlane) local AimWorldPoint = (AimDistance * AimRay.Direction) + AimRay.Origin local CurrentDragOffset = InitialAdorneeCFrame:PointToObjectSpace(AimWorldPoint) -- Calculate angle on dragged axis local DragAngle if Axis == 'X' then local InitialAngle = math.atan2(InitialDragOffset.Y, -InitialDragOffset.Z) DragAngle = math.atan2(CurrentDragOffset.Y, -CurrentDragOffset.Z) - InitialAngle elseif Axis == 'Y' then local InitialAngle = math.atan2(InitialDragOffset.X, InitialDragOffset.Z) DragAngle = math.atan2(CurrentDragOffset.X, CurrentDragOffset.Z) - InitialAngle elseif Axis == 'Z' then local InitialAngle = math.atan2(InitialDragOffset.X, InitialDragOffset.Y) DragAngle = math.atan2(-CurrentDragOffset.X, CurrentDragOffset.Y) - InitialAngle end -- Run drag callback if Options.OnDrag then Options.OnDrag(Axis, DragAngle) end end -- Create maid for dragging cleanup local DragMaid = Maid.new() HandleMaid.Dragging = DragMaid -- Perform dragging when aiming anywhere (except handle) DragMaid.Drag = Support.AddUserInputListener('Changed', {'MouseMovement', 'Touch'}, true, function (Input) ProcessDragChange(Input.Position) end) -- Perform dragging while aiming at handle DragMaid.InHandleDrag = Handle.MouseMoved:Connect(function (X, Y) local AimScreenPoint = Vector2.new(X, Y) - self.GuiInset ProcessDragChange(AimScreenPoint) end) -- Finish dragging when input ends DragMaid.DragEnd = Support.AddUserInputListener('Ended', {'MouseButton1', 'Touch'}, true, function (Input) HandleMaid.Dragging = nil end) -- Fire callback when dragging ends DragMaid.Callback = function () coroutine.wrap(Options.OnDragEnd)() end end) -- Finish dragging when input ends while aiming at handle HandleMaid.InHandleDragEnd = Handle.MouseButton1Up:Connect(function () HandleMaid.Dragging = nil end) -- Save handle Handle.Parent = HandlesFolder self.Handles[Side.Name] = Handle end end function ArcHandles:Hide() -- Make sure handles are enabled if not self.Running then return self end -- Pause updating self:Pause() -- Hide UI self.Gui.Enabled = false end function ArcHandles:Pause() self.Running = false end local function IsFirstPerson(Camera) return (Camera.CFrame.p - Camera.Focus.p).magnitude <= 0.6 end function ArcHandles:Resume() -- Make sure handles are disabled if self.Running then return self end -- Allow handles to run self.Running = true -- Update each handle for Side, Handle in pairs(self.Handles) do coroutine.wrap(function () while self.Running do self:UpdateHandle(Side, Handle) RunService.RenderStepped:Wait() end end)() end -- Update each axis circle for Axis, Lines in pairs(self.AxisCircles) do coroutine.wrap(function () while self.Running do self:UpdateCircle(Axis, Lines) RunService.RenderStepped:Wait() end end)() end -- Ignore character whenever character enters first person if Players.LocalPlayer then coroutine.wrap(function () while self.Running do local FirstPerson = IsFirstPerson(self.Camera) local Character = Players.LocalPlayer.Character if Character then self.ObstacleBlacklistIndex[Character] = FirstPerson and true or nil self.ObstacleBlacklist = Support.Keys(self.ObstacleBlacklistIndex) end wait(0.2) end end)() end -- Show UI self.Gui.Enabled = true end function ArcHandles:SetAdornee(Item) -- Return self for chaining -- Save new adornee self.Adornee = Item self.IsAdorneeModel = Item and (Item:IsA 'Model') or nil -- Attach axis circles to adornee for Axis, Lines in pairs(self.AxisCircles) do for _, Line in ipairs(Lines) do Line.Adornee = Item end end -- Resume handles if Item then self:Resume() else self:Hide() end -- Return handles for chaining return self end function ArcHandles:SetCircleTransparency(Axis, Transparency) for _, Line in ipairs(self.AxisCircles[Axis]) do Line.Transparency = Transparency end end local function WorldToViewportPoint(Camera, Position) -- Get viewport position for point local ViewportPoint, Visible = Camera:WorldToViewportPoint(Position) local CameraDepth = ViewportPoint.Z ViewportPoint = Vector2.new(ViewportPoint.X, ViewportPoint.Y) -- Adjust position if point is behind camera if CameraDepth < 0 then ViewportPoint = Camera.ViewportSize - ViewportPoint end -- Return point and visibility return ViewportPoint, CameraDepth, Visible end function ArcHandles:BlacklistObstacle(Obstacle) if Obstacle then self.ObstacleBlacklistIndex[Obstacle] = true self.ObstacleBlacklist = Support.Keys(self.ObstacleBlacklistIndex) end end function ArcHandles:UpdateHandle(Side, Handle) local Camera = self.Camera -- Hide handles if not attached to an adornee if not self.Adornee then Handle.Visible = false return end -- Get adornee CFrame and size local AdorneeCFrame = self.IsAdorneeModel and self.Adornee:GetModelCFrame() or self.Adornee.CFrame local AdorneeSize = self.IsAdorneeModel and self.Adornee:GetModelSize() or self.Adornee.Size -- Calculate radius of adornee extents local ViewportPoint, CameraDepth, Visible = WorldToViewportPoint(Camera, AdorneeCFrame.p) local StudWidth = 2 * math.tan(math.rad(Camera.FieldOfView) / 2) * CameraDepth local StudsPerPixel = StudWidth / Camera.ViewportSize.X local HandlePadding = math.max(1, StudsPerPixel * 14) * (self.IsMouseAvailable and 1 or 1.6) local AdorneeRadius = AdorneeSize.magnitude / 2 local Radius = AdorneeRadius + 2 * HandlePadding -- Calculate CFrame of the handle's side local SideUnitVector = Vector3.FromNormalId(Side) local HandleCFrame = AdorneeCFrame * CFrame.new(Radius * SideUnitVector) local AxisCFrame = AdorneeCFrame * Vector3.FromAxis(self.SideToAxis[Side]) local HandleNormal = (AxisCFrame - AdorneeCFrame.p).unit -- Get viewport position of adornee and the side the handle will be on local HandleViewportPoint, HandleCameraDepth, HandleVisible = WorldToViewportPoint(Camera, HandleCFrame.p) -- Display handle if side is visible to the camera Handle.Visible = HandleVisible -- Calculate handle size (12 px, or at least 0.5 studs) local StudWidth = 2 * math.tan(math.rad(Camera.FieldOfView) / 2) * HandleCameraDepth local PixelsPerStud = Camera.ViewportSize.X / StudWidth local HandleSize = math.max(12, 0.5 * PixelsPerStud) * (self.IsMouseAvailable and 1 or 1.6) Handle.Size = UDim2.new(0, HandleSize, 0, HandleSize) -- Calculate where handles will appear on the screen Handle.Position = UDim2.new( 0, HandleViewportPoint.X, 0, HandleViewportPoint.Y ) -- Save handle position local HandleState = self.HandleStates[Handle] or {} self.HandleStates[Handle] = HandleState HandleState.HandleCFrame = HandleCFrame HandleState.PlaneNormal = HandleNormal HandleState.AdorneeCFrame = AdorneeCFrame -- Hide handles if obscured by a non-blacklisted part local HandleRay = Camera:ViewportPointToRay(HandleViewportPoint.X, HandleViewportPoint.Y) local TargetRay = Ray.new(HandleRay.Origin, HandleRay.Direction * (HandleCameraDepth - 0.25)) local Target, TargetPoint = Workspace:FindPartOnRayWithIgnoreList(TargetRay, self.ObstacleBlacklist) if Target then Handle.ImageTransparency = 1 elseif Handle.ImageTransparency == 1 then Handle.ImageTransparency = 0.33 end end function ArcHandles:UpdateCircle(Axis, Lines) local Camera = self.Camera -- Get adornee CFrame and size local AdorneeCFrame = self.IsAdorneeModel and self.Adornee:GetModelCFrame() or self.Adornee.CFrame local AdorneeSize = self.IsAdorneeModel and self.Adornee:GetModelSize() or self.Adornee.Size -- Get circle information local AxisVector = Vector3.FromAxis(Axis) local CircleVector = Vector3.FromNormalId(self.AxisToSide[Axis]) -- Determine circle radius local ViewportPoint, CameraDepth, Visible = WorldToViewportPoint(Camera, AdorneeCFrame.p) local StudWidth = 2 * math.tan(math.rad(Camera.FieldOfView) / 2) * CameraDepth local StudsPerPixel = StudWidth / Camera.ViewportSize.X local HandlePadding = math.max(1, StudsPerPixel * 14) * (self.IsMouseAvailable and 1 or 1.6) local AdorneeRadius = AdorneeSize.magnitude / 2 local Radius = AdorneeRadius + 2 * HandlePadding -- Determine angle of each circle slice local Angle = 2 * math.pi / #Lines -- Circle thickness (px) local Thickness = 1.5 -- Redraw lines for circle for i, Line in ipairs(Lines) do -- Calculate arc's endpoints local From = CFrame.fromAxisAngle(AxisVector, Angle * (i - 1)) * (CircleVector * Radius) local To = CFrame.fromAxisAngle(AxisVector, Angle * i) * (CircleVector * Radius) local Center = From:Lerp(To, 0.5) -- Determine thickness of line (in studs) local ViewportPoint, CameraDepth, Visible = WorldToViewportPoint(Camera, AdorneeCFrame * Center) local StudWidth = 2 * math.tan(math.rad(Camera.FieldOfView) / 2) * CameraDepth local StudsPerPixel = StudWidth / Camera.ViewportSize.X Line.Radius = Thickness * StudsPerPixel / 2 -- Position line between the endpoints Line.CFrame = CFrame.new(Center, To) * CFrame.new(0, 0, Line.Radius / 2) -- Make line span between endpoints Line.Height = (To - From).magnitude end end function ArcHandles:Destroy() -- Pause updating self.Running = nil -- Clean up resources self.Maid:Destroy() end return ArcHandles
--- Alternative to WaitForChild which doesn't error and has custom wait time
local function WaitFor(parent, index) --- funny if not parent then return print("Failed to grab " .. index .. " (" .. parent.Name .. " is nil)", true) end local _t = tick() while (tick() - _t) <= waitTimeout do local child = parent:FindFirstChild(index) if child then return child end _L.RunService.Heartbeat:Wait() end return print("Failed to grab " .. index, true) end Player.Get = function(instance, player) if isClient then player = player or game.Players.LocalPlayer end player = (type(player) == "string" and game.Players:FindFirstChild(player) or player) instance = instance or "Player" instance = string.lower(instance) --- Wait for player + character to EXIST! local _t = tick() while (player and (not player.Character) and (tick() - _t < waitTimeout)) do _L.RunService.Stepped:Wait() end if (not player) or (tick() - _t) >= waitTimeout then return end --- Get humanoid & rigtype local humanoid = player.Character:FindFirstChild("Humanoid") local rigType = defaultRigType --- this will be default if humanoid cannot be read if humanoid then rigType = humanoid.RigType end --- R6 Compatibility if rigType == Enum.HumanoidRigType.R6 then if instance == "torso" then return WaitFor(player.Character, "Torso") elseif instance == "leftarm" then return WaitFor(player.Character, "LeftArm") elseif instance == "leftleg" then return WaitFor(player.Character, "LeftLeg") elseif instance == "rightarm" then return WaitFor(player.Character, "RightArm") elseif instance == "rightleg" then return WaitFor(player.Character, "RightLeg") end end --- R15 + everything else if instance == "player" or (not instance) then return player elseif instance == "character" then return player.Character elseif instance == "head" then return WaitFor(player.Character, "Head") elseif instance == "torso" or instance == "uppertorso" then return WaitFor(player.Character, "UpperTorso") elseif instance == "rootpart" or instance == "humanoidrootpart" then return WaitFor(player.Character, "HumanoidRootPart") elseif instance == "humanoid" then return WaitFor(player.Character, "Humanoid") elseif instance == "lowertorso" then return WaitFor(player.Character, "LowerTorso") elseif instance == "leftfoot" then return WaitFor(player.Character, "LeftFoot") elseif instance == "lefthand" then return WaitFor(player.Character, "LeftHand") elseif instance == "leftlowerarm" then return WaitFor(player.Character, "LeftLowerArm") elseif instance == "leftlowerleg" then return WaitFor(player.Character, "LeftLowerLeg") elseif instance == "leftupperarm" then return WaitFor(player.Character, "LeftUpperArm") elseif instance == "leftupperleg" then return WaitFor(player.Character, "LeftUpperLeg") elseif instance == "rightfoot" then return WaitFor(player.Character, "RightFoot") elseif instance == "righthand" then return WaitFor(player.Character, "RightHand") elseif instance == "rightlowerarm" then return WaitFor(player.Character, "RightLowerArm") elseif instance == "rightlowerleg" then return WaitFor(player.Character, "RightLowerLeg") elseif instance == "rightupperarm" then return WaitFor(player.Character, "RightUpperArm") elseif instance == "rightupperleg" then return WaitFor(player.Character, "RightUpperLeg") elseif instance == "root" then return WaitFor(WaitFor(player.Character, "LowerTorso"), "Root") elseif instance == "waist" then return WaitFor(WaitFor(player.Character, "UpperTorso"), "Waist") elseif instance == "neck" then return WaitFor(WaitFor(player.Character, "Head"), "Neck") elseif instance == "leftankle" then return WaitFor(WaitFor(player.Character, "LeftFoot"), "LeftAnkle") elseif instance == "leftwrist" then return WaitFor(WaitFor(player.Character, "LeftHand"), "LeftWrist") elseif instance == "leftelbow" then return WaitFor(WaitFor(player.Character, "LeftLowerArm"), "LeftElbow") elseif instance == "leftknee" then return WaitFor(WaitFor(player.Character, "LeftLowerLeg"), "LeftKnee") elseif instance == "leftshoulder" then return WaitFor(WaitFor(player.Character, "LeftUpperArm"), "LeftShoulder") elseif instance == "lefthip" then return WaitFor(WaitFor(player.Character, "LeftUpperLeg"), "LeftHip") elseif instance == "rightankle" then return WaitFor(WaitFor(player.Character, "RightFoot"), "RightAnkle") elseif instance == "rightwrist" then return WaitFor(WaitFor(player.Character, "RightHand"), "RightWrist") elseif instance == "rightelbow" then return WaitFor(WaitFor(player.Character, "RightLowerArm"), "RightElbow") elseif instance == "rightknee" then return WaitFor(WaitFor(player.Character, "RightLowerLeg"), "RightKnee") elseif instance == "rightshoulder" then return WaitFor(WaitFor(player.Character, "RightUpperArm"), "RightShoulder") elseif instance == "righthip" then return WaitFor(WaitFor(player.Character, "RightUpperLeg"), "RightHip") elseif instance == "playergui" then return player:WaitForChild("PlayerGui") elseif instance == "starterplayer" then return player:WaitForChild("StarterPlayer") elseif instance == "mouse" then return player:GetMouse() elseif instance == "camera" then return game.Workspace.CurrentCamera elseif instance == "name" then return player.Name end end
-- Test Module -- Username -- August 29, 2020
local TestModule = {} function TestModule:Start() print("Test Module loaded.") self.Controllers.HelloController:SayHello() while (not TestModule.ABC) do wait() end end function TestModule:Init() end return TestModule
----------------------This is just an example-----------------------------
script.Parent.Parent.Ammo.Visible = true script.Parent.Parent.Ammo.Text = ammo.value
--script.Parent.CCC.Velocity = script.Parent.CCC.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.CCCC.Velocity = script.Parent.CCCC.CFrame.lookVector *script.Parent.Speed.Value script.Parent.D.Velocity = script.Parent.D.CFrame.lookVector *script.Parent.Speed.Value script.Parent.DD.Velocity = script.Parent.DD.CFrame.lookVector *script.Parent.Speed.Value script.Parent.DDD.Velocity = script.Parent.DDD.CFrame.lookVector *script.Parent.Speed.Value script.Parent.DDDD.Velocity = script.Parent.DDDD.CFrame.lookVector *script.Parent.Speed.Value script.Parent.E.Velocity = script.Parent.E.CFrame.lookVector *script.Parent.Speed.Value
-- Battery1 --
Battery.Interaction.Touched:Connect(function(hit) if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired then Battery.Battery1.Transparency = 0 if game.ReplicatedStorage.ItemSwitching.Value == true then hit.Parent:Destroy() end Battery.Parent.SoundPart.Insert:Play() Battery.Parent.Light2.Color = Color3.fromRGB(0,255,0) LocksLeft.Value = LocksLeft.Value - 1 Battery.Battery1Script.Disabled = true end end) Battery.Interaction.ClickDetector.MouseClick:Connect(function(plr) if plr.Backpack:FindFirstChild(Battery.ToolRequired.Value) then Battery.Battery1.Transparency = 0 if game.ReplicatedStorage.ItemSwitching.Value == true then plr.Backpack:FindFirstChild(ToolRequired):Destroy() end Battery.Parent.SoundPart.Insert:Play() Battery.Parent.Light2.Color = Color3.fromRGB(0,255,0) LocksLeft.Value = LocksLeft.Value - 1 Battery.Battery1Script.Disabled = true end end)
--[[Running Logic]]
-- local equipped = false local rayparts = {} local ColorChoices = {BrickColor.new('Really red'),BrickColor.new('Lime green'),BrickColor.new('Toothpaste')} local StartOffset = {Vector3.new(-.45,0,0),Vector3.new(0,0,0),Vector3.new(.45,0,0)} local oldC0 =nil local nweld local EffectFunctions = { function(hum,dir) hum:TakeDamage(1) end, function(hum,dir) hum:TakeDamage(-1) end, function(hum,dir) if hum.Torso then local nforce = Instance.new('BodyForce') nforce.force = dir*100 nforce.Parent = hum.Torso hum.Sit = true game.Debris:AddItem(nforce,.2) Delay(.2,function() hum.Sit = false end) end end } Tool.Equipped:connect(function(mouse) --game.Players.LocalPlayer:GetMouse() Spawn(function() local colorChoice = 1 if not Tool.Parent:FindFirstChild('Torso') or not Tool.Parent.Torso:FindFirstChild('Right Shoulder') or not Tool.Parent:FindFirstChild('Humanoid') then return end LazerSound:Play() nweld = Tool.Parent.Torso['Right Shoulder'] oldC0 = nweld.C0 nweld.CurrentAngle = 0 nweld.DesiredAngle = 0 nweld.MaxVelocity = 0 mouse.Button1Down:connect(function() colorChoice=colorChoice+1 if colorChoice>#ColorChoices then colorChoice =1 end LazerSound.Pitch = .75+((colorChoice*.25)*3) end) equipped = true while equipped and Tool.Parent:FindFirstChild('Torso') do local tframe = Tool.Parent.Torso.CFrame tframe = tframe + tframe:vectorToWorldSpace(Vector3.new(1, 0.5, 0)) local taim = mouse.Hit.p -( tframe.p ) nweld.C0 = (CFrame.new(Vector3.new(),tframe:vectorToObjectSpace(taim))*CFrame.Angles(0,math.pi/2,0))+Vector3.new( 1, 0.5, 0 ) rayparts = CastLightRay(Handle.CFrame.p+Handle.CFrame:vectorToWorldSpace(StartOffset[colorChoice]),mouse.Hit.p,ColorChoices[colorChoice], 5, .2,rayparts, EffectFunctions[colorChoice]) LazerSound.Volume = ((math.sin(tick()*3)+1)*.25)+.25 wait() end nweld.C0 =oldC0 LazerSound:Stop() end) end) Tool.Unequipped:connect(function(mouse) equipped= false LazerSound:Stop() for i=1,50,1 do if rayparts[i] then rayparts[i]:Destroy() rayparts[i]=nil end end if nweld then nweld.MaxVelocity =.15 nweld.C0 =oldC0 end end)
--
Edit = { U = {{CFrame.new(0,0.03*(3.5/TimeOpen),0),TimeOpen*SL}}, D = {{CFrame.new(0,-0.03*(3.5/TimeOpen),0),TimeOpen*SL}}, R = {{CFrame.new(-0.03*(3.5/TimeOpen),0,0),TimeOpen*SL,TimeOpen}}, L = {{CFrame.new(0.03*(3.5/TimeOpen),0,0),TimeOpen*SL,TimeOpen}}, } WaitTime = 7.5
--Kinglime
while true do script.Parent.Velocity = script.Parent.CFrame.lookVector *script.Parent.Speed.Value wait(0.1) end
-- Adds numParts more parts to the cache.
function PartCacheStatic:Expand(numParts: number): () assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("Expand", "PartCache.new")) if numParts == nil then numParts = self.ExpansionSize end for i = 1, numParts do table.insert(self.Open, MakeFromTemplate(self.Template, self.CurrentCacheParent)) end end
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.SuperSpeedRibbon -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--This will change all player's characters into R6 1.0. --You can either modify this script or use another script to change the player's 'package'.
script:WaitForChild("R6 Camera").Parent = game.StarterPlayer.StarterPlayerScripts script:WaitForChild("R6").Parent = game:GetService("ReplicatedStorage") game.Players.PlayerAdded:connect(function(p) p.CharacterAdded:connect(function(c) if not p.Character:FindFirstChild("R6") then game.Workspace:WaitForChild(p.Name) local r = game:GetService("ReplicatedStorage"):WaitForChild("R6"):Clone() r.Name = p.Name r.Parent = game.Workspace r.HumanoidRootPart.CFrame = CFrame.new(c.HumanoidRootPart.Position) r:WaitForChild("Body Colors") c:WaitForChild("Body Colors") local b1 = r["Body Colors"] local b2 = c["Body Colors"] b1.HeadColor = b2.HeadColor b1.LeftArmColor = b2.LeftArmColor b1.LeftLegColor = b2.LeftLegColor b1.RightArmColor = b2.RightArmColor b1.RightLegColor = b2.RightLegColor b1.TorsoColor = b2.TorsoColor r:WaitForChild("Head"):WaitForChild("face").Texture = c.Head.face.Texture for _,h in pairs(c:GetChildren()) do if h.ClassName == "Accessory" or h.ClassName == "Hat" or h.ClassName == "Shirt" or h.ClassName == "Pants" or h.ClassName == "Shirt Graphic" then h.Parent = game.Workspace h.Parent = r end end c:Destroy() p.Character = r wait() p.Character:WaitForChild("Animate").Disabled = false end end) end)
----------------- --| Constants |-- -----------------
local GRAVITY_ACCELERATION = workspace.Gravity local RELOAD_TIME = 3 -- Seconds until tool can be used again local ROCKET_SPEED = 80 -- Speed of the projectile local MISSILE_MESH_ID = 'http://www.roblox.com/asset/?id=2251534' local MISSILE_MESH_SCALE = Vector3.new(0.35, 0.35, 0.25) local ROCKET_PART_SIZE = Vector3.new(1.2, 1.2, 3.27)
--!strict --[=[ @function merge @within Set @param ... ...any -- The sets to merge. @return { [T]: boolean } -- The merged set. Combines one or more sets into a single set. Aliases: `join`, `union` ```lua local set1 = { hello = true, world = true } local set2 = { cat = true, dog = true, hello = true } local merge = Merge(set1, set2) -- { hello = true, world = true, cat = true, dog = true } ``` ]=]
local function merge<T>(...: any): { [T]: boolean } local result = {} for setIndex = 1, select("#", ...) do local set = select(setIndex, ...) if type(set) ~= "table" then continue end for key, _ in pairs(set) do result[key] = true end end return result end return merge
--[[ Returns the currentMinigame object ]]
function RoundController.getCurrentMinigame() return currentMinigame end return RoundController
--[=[ Retrieves the full path of this datastore stage for diagnostic purposes. @return string ]=]
function DataStoreStage:GetFullPath() if self._loadParent then return self._loadParent:GetFullPath() .. "." .. tostring(self._loadName) else return tostring(self._loadName) end end
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Classes.Base.Smasher.Obtained.Value == false end
-- Unlock the camera:
function CamLock.Unlock() cam.CameraType = Enum.CameraType.Custom plane = nil end return CamLock
-- ROBLOX deviation: ansi-styles not ported
local CurrentModule = script local Packages = CurrentModule.Parent local LuauPolyfill = require(Packages.LuauPolyfill) local Error = LuauPolyfill.Error local Object = LuauPolyfill.Object local extends = LuauPolyfill.extends local isNaN = LuauPolyfill.Number.isNaN local Collections = require(CurrentModule.Collections) local printTableEntries = Collections.printTableEntries local printListItems = Collections.printListItems local AsymmetricMatcher = require(CurrentModule.plugins.AsymmetricMatcher) local ConvertAnsi = require(CurrentModule.plugins.ConvertAnsi) local RobloxInstance = require(CurrentModule.plugins.RobloxInstance) local ReactElement = require(CurrentModule.plugins.ReactElement) local ReactTestComponent = require(CurrentModule.plugins.ReactTestComponent) local JestGetType = require(Packages.JestGetType) local getType = JestGetType.getType local isRobloxBuiltin = JestGetType.isRobloxBuiltin local Types = require(CurrentModule.Types) export type Colors = Types.Colors export type CompareKeys = Types.CompareKeys export type Config = Types.Config export type Options = Types.Options export type OptionsReceived = Types.OptionsReceived export type OldPlugin = Types.OldPlugin export type NewPlugin = Types.NewPlugin export type Plugin = Types.Plugin export type Plugins = Types.Plugins export type PrettyFormatOptions = Types.PrettyFormatOptions export type Printer = Types.Printer export type Refs = Types.Refs export type Theme = Types.Theme local PrettyFormatPluginError = extends(Error, "PrettyFormatPluginError", function(self, message) self.name = "PrettyFormatPluginError" self.message = message end)
-- Given a part, will return return the character from the given part.
function PartUtility.GetCharacterFromInstance_R(part) local model = part:FindFirstAncestorOfClass("Model") if model and model:FindFirstChild("Humanoid") then return model elseif model then PartUtility.GetCharacterFromInstance_R(model) end end function PartUtility.MakeInvisible(model) for _, child in pairs(model:GetDescendants()) do if child:IsA("BasePart") then child:SetAttribute("InitialTransparency",child.Transparency) child.Transparency = 1 end end end function PartUtility.RestoreVisibility(model) for _, child in pairs(model:GetDescendants()) do if child:IsA("BasePart") then child.Transparency = child:GetAttribute("InitialTransparency") and child:GetAttribute("InitialTransparency") or 0 end end end function PartUtility.MakeVisible(model) for _, child in pairs(model:GetDescendants()) do if child:IsA("BasePart") then child.Transparency = 0 end end end return PartUtility
----- Connections -----
Players.PlayerAdded:Connect(function(player) PlayerReference[player] = true end) Players.PlayerRemoving:Connect(function(player) PlayerReference[player] = nil -- Automatic player reference cleanup: for rate_limiter in pairs(RateLimiters) do rate_limiter._sources[player] = nil end end) return RateLimiter
-- Copied from GenericButton. TODO: factor it out
return function(contentMap, controlState, style) local contentThemeClass = contentMap[controlState] or contentMap[ControlState.Default] local contentStyle = { Color = style.Theme[contentThemeClass].Color, Transparency = style.Theme[contentThemeClass].Transparency, } --Based on the design specs, the disabled and pressed state is 0.5 * alpha value if controlState == ControlState.Disabled or controlState == ControlState.Pressed then contentStyle.Transparency = 0.5 * contentStyle.Transparency + 0.5 end return contentStyle end
--------STAGE--------
game.Workspace.back1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.back2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.crewbig1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.crewsmall1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.djstand.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.djtv.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.side1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.side2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.side3.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.side4.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.side11.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.side12.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.sidebig1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" if game.Workspace.CurrentStageTV.Value == "1" then game.Workspace.main1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" end
-- Services
local Teams = game:GetService("Teams") local Workspace = game:GetService("Workspace") local Debris = game:GetService("Debris") local ContentProvider = game:GetService("ContentProvider") local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage")
--[=[ Pops an entry from the left of the queue @return T ]=]
function Queue:PopLeft() if self._first > self._last then error("Queue is empty") end local value = self[self._first] self[self._first] = nil self._first = self._first + 1 return value end
--create tables:
for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "a" then table.insert(a, 1, part) end end for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "b" then table.insert(b, 1, part) end end for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "c" then table.insert(c, 1, part) end end for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "d" then table.insert(d, 1, part) end end for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "e" then table.insert(e, 1, part) end end for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "f" then table.insert(f, 1, part) end end function on(T) for i, part in pairs (T) do if part:FindFirstChild("SurfaceLight") then part.SurfaceLight.Enabled = true end if part:FindFirstChild("SpotLight") then part.SpotLight.Enabled = true end end end function off(T) for i, part in pairs (T) do if part:FindFirstChild("SurfaceLight") then part.SurfaceLight.Enabled = false end if part:FindFirstChild("SpotLight") then part.SpotLight.Enabled = false end end end function run() --mian off(a)--turns all lights off off(b) off(c) off(d) off(e) off(f) if pattern == "Flash" then repeat local w = 0.45 off(c) off(d) on(a) on(b) on(e) on(f) wait(w) off(a) off(b) off(e) off(f) on(c) on(d) wait(w) until pattern ~= "Flash" return end if pattern == "Left" then repeat local w = 0.15 on(f) wait(w) on(e) wait(w) on(d) wait(w) on(c) wait(w) on(b) wait(w) on(a) wait(w) off(f) wait(w) off(e) wait(w) off(d) wait(w) off(c) wait(w) off(b) wait(w) off(a) wait(w) until pattern ~= "Left" return end if pattern == "Right" then repeat local w = 0.15 on(a) wait(w) on(b) wait(w) on(c) wait(w) on(d) wait(w) on(e) wait(w) on(f) wait(w) off(a) wait(w) off(b) wait(w) off(c) wait(w) off(d) wait(w) off(e) wait(w) off(f) wait(w) until pattern ~= "Right" return end if pattern == "Split" then repeat local w = 0.2 on(c) on(d) wait(w) on(b) on(e) wait(w) on(a) on(f) wait(w) off(c) off(d) wait(w) off(b) off(e) wait(w) off(a) off(f) wait(w) until pattern ~= "Split" return end end--run end
--[[ ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local AvatarEditor = ReplicatedStorage.AvatarEditor local Maid = require(AvatarEditor.Shared.Util.Maid) local Promise = require(AvatarEditor.Shared.Util.Promise) local GuiLib = require(AvatarEditor.Client.GuiLib.LazyLoader) local Theme = require(AvatarEditor.Client.Theme) local player = Players.LocalPlayer local Class = {} Class.__index = Class function Class.new(frame) local self = setmetatable({}, Class) self.Frame = frame self.ScrollingFrame = self.Frame.ScrollingFrame self.Maid = Maid.new() self.Maid:GiveTask(Theme:Bind(self.ScrollingFrame, "ScrollBarImageColor3", "Scrollbar")) self.Maid:GiveTask(Theme:Bind(self.ScrollingFrame.Theme.DropdownButton, "BackgroundColor3", "Tertiary")) self.Maid:GiveTask(Theme:Bind(self.ScrollingFrame.Theme.DropdownButton.ListFrame, "BackgroundColor3", "Tertiary")) self.Maid:GiveTask(Theme:Bind(self.ScrollingFrame.Theme.DropdownButton.Arrow, "ImageColor3", "Deselected")) self.Maid:GiveTask(Theme:Bind(self.ScrollingFrame.Theme.DropdownButton.Option, "TextColor3", "Text")) self.Maid:GiveTask(Theme:Bind(self.ScrollingFrame.Theme.TextLabel, "TextColor3", "Text")) local dropdownButton = self.ScrollingFrame.Theme.DropdownButton for i, v in ipairs(Theme:GetAll()) do local button = AvatarEditor.DropdownTemplate:Clone() button.LayoutOrder = i button.Text = v button.Name = v self.Maid:GiveTask(Theme:Bind(button, "BackgroundColor3", "Tertiary")) self.Maid:GiveTask(Theme:Bind(button, "TextColor3", "Text")) self.Maid:GiveTask(button) button.Parent = dropdownButton.ListFrame.ScrollFrame end self.Maid:GiveTask(Theme:Bind(dropdownButton.ListFrame.ScrollFrame, "ScrollBarImageColor3", "Scrollbar")) -- for some reason AutomaticCanvasSize doesnt want to work here... dropdownButton.ListFrame.ScrollFrame.CanvasSize = UDim2.new(0, 0, 0, dropdownButton.ListFrame.ScrollFrame.UIListLayout.AbsoluteContentSize.Y) local themeDropdown = GuiLib.Classes.Dropdown.new(dropdownButton, dropdownButton.ListFrame) self.Maid:GiveTask(themeDropdown) self.Maid:GiveTask(themeDropdown.Changed:Connect(function(button) local theme = button.Name Theme:Set(theme) end)) Promise.new(function(resolve, reject) local folder = player:WaitForChild("AE_Settings") resolve(folder) end) :andThen(function(folder) self.Folder = folder themeDropdown:Set(dropdownButton.ListFrame.ScrollFrame[self.Folder:GetAttribute("Theme")]) Theme:Set(themeDropdown:Get().Name) end) :catch(warn) return self end function Class:Destroy() self.Maid:DoCleaning() self.Maid = nil setmetatable(self, nil) end return Class
--[[ Instantiates object fields ]]
function VehicleSoundComponent:setup() local idle = CarSoundsFolder:FindFirstChild("Idle") local engine = CarSoundsFolder:FindFirstChild("Engine") local skid = CarSoundsFolder:FindFirstChild("Skid") local boost = CarSoundsFolder:FindFirstChild("Boost") self.idle = idle:Clone() self.engine = engine:Clone() self.skid = skid:Clone() self.boost = boost:Clone() self.idle.Parent = self.model.PrimaryPart self.engine.Parent = self.model.PrimaryPart self.skid.Parent = self.model.PrimaryPart self.boost.Parent = self.model.PrimaryPart self.idle.Volume = 0 self.engine.Volume = 0 self.skid.Volume = 0 self.boost.Volume = 0 self.idle:Play() self.engine:Play() self.skid:Play() self.boost:Play() coroutine.wrap( function() while self.model and self.model.Parent do self:updateSounds() wait(0.5) end end )() end
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) return ClassInformationTable:GetClassFolder(player,"Warlock").Firespread.Value and ClassInformationTable:GetClassFolder(player,"Warlock").FastCasting.Value ~= true end
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
-- Important parts --
local faucet = p.Faucet local faucetParticles = p.Tap.ParticleEmitter local showerHead = p.ShowerHead.Spout.ParticleEmitter local bathPlug = p.Plug local showerPlug = p.ShowerPlug
-- Local variables
local PlayersCanSpawn = false local GameRunning = false
-- Libraries
local Roact = require(Vendor:WaitForChild 'Roact') local Maid = require(Libraries:WaitForChild 'Maid')
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("Novena: AC6T Loaded - Build "..ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --Power Engine() --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Boost.Value = (_Boost/2)*_TPsi script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.HpNatural.Value = _NH script.Parent.Values.HpBoosted.Value = _BH*(_Boost/2) script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TqNatural.Value = _NT script.Parent.Values.TqBoosted.Value = _BT*(_Boost/2) script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot*_GThrotShift script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.TCSAmt.Value = 1-_TCSAmt script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity end) --15 c/s while wait(.0667) do --Automatic Transmission if _TMode == "Auto" then Auto() end --Flip if _Tune.AutoFlip then Flip() end end
--Toggle Lights 1 or 0
function Chassis.ToggleLights() local lightR = Chassis.Body.lightR local lightL = Chassis.Body.lightL local lightValue = lightR.SurfaceLight.Enabled lightR.SurfaceLight.Enabled = not lightValue lightL.SurfaceLight.Enabled = not lightValue end
--[=[ Concats `target` with `source`. @param target table -- Table to append to @param source table -- Table read from @return table -- parameter table ]=]
function Table.append(target, source) for _, value in pairs(source) do target[#target+1] = value end return target end
----------------------------------------------------##
script.Parent.ClickDetector.MouseClick:Connect(function() if isopen == false then isopen = true script.Parent.DoorOpen:Play() doormotor.Motor.DesiredAngle = -0.8 else isopen = false script.Parent.DoorClose:Play() doormotor.Motor.DesiredAngle = 0 end end)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Explode Zone" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[ !Reminder! Format to calculate hour's rotation: 90 * DateTimeTable.hour / 3 (1 to 12) or (90 * DateTimeTable.hour / 3) / 3) (12 to 24) Every 3 hours the needle will rotate 90 degrees. Format to calculate second's rotation: 90 * DateTimeTable.min / 15 (1 to 30) or (90 * DateTimeTable.min / 15) / 15) (30 to 60) Every 15 minutes the needle will rotate 90 degrees. Format to calculate second's rotation: 90 * DateTimeTable.sec / 15 (1 to 30) or (90 * DateTimeTable.sec / 15) / 15) (30 to 60) Every 15 seconds the needle will rotate 90 degrees. ]]
--
--[[ Returns the enums.Device of the DeviceInputTypePattern that matches the `inputType`. This function is called when the LocalPlayer's LastInputType has changed, thus possibly requiring an update to the enums.Device ]]
local ExperienceComponents = script:FindFirstAncestor("ExperienceComponents") local constants = require(ExperienceComponents.constants) local enums = require(ExperienceComponents.enums)
-- ROBLOX deviation END
local exports = {} exports.DiscreteEvent = 0 exports.UserBlockingEvent = 1 exports.ContinuousEvent = 2 export type ReactFundamentalComponentInstance<C, H> = { currentFiber: Object, instance: any, prevProps: Object?, props: Object, impl: ReactFundamentalImpl<C, H>, state: Object, } export type ReactFundamentalImpl<C, H> = { displayName: string, reconcileChildren: boolean, getInitialState: nil | (Object) -> (Object), getInstance: (C, Object, Object) -> (H), getServerSideString: nil | (C, Object) -> (string), getServerSideStringClose: nil | (C, Object) -> (string), onMount: (C, any, Object, Object) -> (), shouldUpdate: nil | (C, Object?, Object, Object) -> (boolean), onUpdate: nil | (C, any, Object?, Object, Object) -> (), onUnmount: nil | (C, any, Object, Object) -> (), onHydrate: nil | (C, Object, Object) -> boolean, onFocus: nil | (C, Object, Object) -> boolean, } export type ReactFundamentalComponent<C, H> = { ["$$typeof"]: number, impl: ReactFundamentalImpl<C, H>, } export type ReactScope = { ["$$typeof"]: number, } export type ReactScopeQuery = ( type: string, -- ROBLOX deviation START: leave closed to extension unless necessary props: { [string]: any? }, -- ROBLOX deviation END instance: any ) -> boolean export type ReactScopeInstance = { DO_NOT_USE_queryAllNodes: (ReactScopeQuery) -> nil | Array<Object>, DO_NOT_USE_queryFirstNode: (ReactScopeQuery) -> nil | Object, containsNode: (Object) -> boolean, getChildContextValues: <T>(context: ReactContext<T>) -> Array<T>, }
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer local Track1 : Animation = script:WaitForChild("Anim01") Track1 = Player.Character:WaitForChild("Humanoid"):LoadAnimation(script.Anim01) local PrevWalkSpeed = nil local Tween = game:GetService("TweenService") local Gui = Player.PlayerGui:WaitForChild("Mochi_Skill_List".. Player.Name):WaitForChild("Frame") local Mouse = Player:GetMouse() local Cooldown = 15 UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.V and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then Tool.Active.Value = "4DoughBarrage" PrevWalkSpeed = Player.Character:WaitForChild("Humanoid").WalkSpeed Gui:FindFirstChild(Tool.Active.Value).Frame.Size = UDim2.new(1, 0, 1, 0) Player.Character:WaitForChild("Humanoid").WalkSpeed = 5 Track1:Play() Track1:AdjustSpeed(0) wait(0.15) script.Fire:FireServer("hold") end end) UIS.InputEnded:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.V and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "4DoughBarrage" then Debounce = false Tool.Active.Value = "4DoughBarrage" Player.Character:WaitForChild("Humanoid").WalkSpeed = 2 Track1:AdjustSpeed(1) script.Fire:FireServer("release", Mouse.Hit.p) local hum = Player.Character.Humanoid wait(1) Tween:Create(Gui:FindFirstChild(Tool.Active.Value).Frame, TweenInfo.new(Cooldown), {Size = UDim2.new(0, 0, 1, 0)}):Play() Tool.Active.Value = "None" Player.Character:WaitForChild("Humanoid").WalkSpeed = PrevWalkSpeed wait(Cooldown) Debounce = true end end)
-- Initialize the tool
local LightingTool = { Name = 'Lighting Tool'; Color = BrickColor.new 'Really black'; -- Signals OnSideChanged = Signal.new(); } LightingTool.ManualText = [[<font face="GothamBlack" size="16">Lighting Tool 🛠</font> Lets you add point lights, surface lights, and spotlights to parts.<font size="6"><br /></font> <b>TIP:</b> Click on the surface of any part to change a light's side quickly.]]
---Controls UI
script.Parent.Parent:WaitForChild("Controls") script.Parent.Parent:WaitForChild("ControlsOpen") script.Parent:WaitForChild("Window") script.Parent:WaitForChild("Toggle") local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local UserInputService = game:GetService("UserInputService") local cPanel = script.Parent local Controls = script.Parent.Parent.Controls local ver = require(car["A-Chassis Tune"].README) cPanel.Window["//INSPARE"].Text = "A-Chassis "..ver.." by //INSPARE" local controlsOpen = false local cInputB = nil local cInputT = nil local cInput = false for i,v in pairs(_Tune.Controls) do script.Parent.Parent.Controls:WaitForChild(i) local button = cPanel.Window.Content[i] button.Text = v.Name button.MouseButton1Click:connect(function() script.Parent.Parent.ControlsOpen.Value = true cPanel.Window.Overlay.Visible = true cInput = true repeat wait() until cInputB~=nil if cInputB == Enum.KeyCode.Return or cInputB == Enum.KeyCode.KeypadEnter then --do nothing elseif string.find(i,"Contlr")~=nil then if cInputT.Name:find("Gamepad") then Controls[i].Value = cInputB.Name button.Text = cInputB.Name else cPanel.Window.Error.Visible = true end elseif i=="MouseThrottle" or i=="MouseBrake" then if cInputT == Enum.UserInputType.MouseButton1 or cInputT == Enum.UserInputType.MouseButton2 then Controls[i].Value = cInputT.Name button.Text = cInputT.Name else cPanel.Window.Error.Visible = true end else if cInputT == Enum.UserInputType.Keyboard then Controls[i].Value = cInputB.Name button.Text = cInputB.Name else cPanel.Window.Error.Visible = true end end cInputB = nil cInputT = nil cInput = false wait(.2) cPanel.Window.Overlay.Visible = false script.Parent.Parent.ControlsOpen.Value = false end) end cPanel.Window.Error.Changed:connect(function(property) if property == "Visible" then wait(3) cPanel.Window.Error.Visible = false end end) UserInputService.InputBegan:connect(function(input) if cInput then cInputB = input.KeyCode cInputT = input.UserInputType end end) UserInputService.InputChanged:connect(function(input) if cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then cInputB = input.KeyCode cInputT = input.UserInputType end end) cPanel.Toggle.MouseButton1Click:connect(function() controlsOpen = not controlsOpen if controlsOpen then cPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5) cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true) else cPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0) cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true) end end) cPanel.Window.Tabs.Keyboard.MouseButton1Click:connect(function() cPanel.Window.Content:TweenPosition(UDim2.new(0, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) end) cPanel.Window.Tabs.Mouse.MouseButton1Click:connect(function() cPanel.Window.Content:TweenPosition(UDim2.new(-1, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) end) cPanel.Window.Tabs.Controller.MouseButton1Click:connect(function() cPanel.Window.Content:TweenPosition(UDim2.new(-2, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) end) wait(.5) cPanel.Toggle:TweenPosition(UDim2.new(0, 50, 1, -30),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false) for i=1,6 do cPanel.Toggle.BackgroundColor3 = Color3.new(100/255,100/255,100/255) wait(.2) if controlsOpen then cPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5) else cPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0) end wait(.2) end
--[[Weight and CG]]
Tune.Weight = 4000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 2.5 , --[[Length]] 10 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = 1 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--[[Weight and CG]]
Tune.Weight = 3042 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2.2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--me.ImageLabel.ScaleType = Enum.ScaleType.Slice -- обрезание --me.ImageLabel.SliceCenter = Rect.new(38, 38, 42, 42) -- отступ от лево верх --me.ImageLabel.SliceScale=1 -- размер
--[[ function this:SwordSkill() -- fired when the sword skill is activated print("Special sword skill") end ]]
return this
-- Modules
local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts") local RaceManager = require(ReplicatedModuleScripts:FindFirstChild("RaceManager")) local displayValues = ReplicatedStorage:WaitForChild("DisplayValues") local GameStatus = script.Parent local StatusBar = GameStatus.Parent local TimerAndStatus = StatusBar.Parent local TopBar = TimerAndStatus.Parent
-- if _Tune.Config == "RWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.insert(Drive,v) end end end
--Determine Wheel Size local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end --Pre-Toggled PBrake for i,v in pairs(car.Wheels:GetChildren()) do if math.abs(v["#AV"].maxTorque.Magnitude-PBrakeForce)<1 then _PBrake.Value=true end end
-- Roughly how far the script looks for valid nearby objects.
config.CheckRadius = 6
-- Clear orientable body event listeners for a given player
local function onPlayerRemoving(player) if orientableBodies[player] then orientableBodies[player]:destroy() orientableBodies[player] = nil end if characterAddedConnections[player] then characterAddedConnections[player]:Disconnect() characterAddedConnections[player] = nil end if characterRemovingConnections[player] then characterRemovingConnections[player]:Disconnect() characterRemovingConnections[player] = nil end end
--Tell if a seat is flipped
local function isFlipped(Seat) local UpVector = Seat.CFrame.upVector local Angle = math.deg(math.acos(UpVector:Dot(Vector3.new(0, 1, 0)))) return Angle >= MIN_FLIP_ANGLE end local function Raycast(startPos, direction, range, ignore, inceptNumber) if inceptNumber == nil then inceptNumber = 0 end inceptNumber = inceptNumber + 1 local ray = Ray.new(startPos, direction * range) local part, position = Workspace:FindPartOnRayWithIgnoreList(ray, ignore) if part then if part.CanCollide == false and inceptNumber <= 5 then --raycast again if we hit a cancollide false brick, put a limit on to prevent an infinite loop local rangeLeft = range - (startPos - position).magnitude part, position = Raycast(position, direction, rangeLeft, ignore, inceptNumber) --Raycast remaining distance. end end return part, position end local function ExitSeat(player, character, seat, weld) local hrp = character:FindFirstChild("HumanoidRootPart") if hrp then weld:Destroy() if seat:FindFirstChild("DoorHinge") then seat.DoorLatchWeld.Enabled = false seat.DoorHinge.TargetAngle = DOOR_OPEN_ANGLE playDoorSound(seat, "OpenClose") end --Record the interaction SeatInteractionCount[seat] = SeatInteractionCount[seat] and SeatInteractionCount[seat] + 1 or 1 seat:SetAttribute('LastExit', tick()) wait() if seat:FindFirstChild("ExitPosition") then --Check if we can move the character to the designated pos. --Find vehicle model local model local newParent = seat repeat model = newParent newParent = model.Parent until newParent.ClassName ~= "Model" local targetPos = seat.ExitPosition.WorldPosition local delta = targetPos - seat.Position local dist = delta.magnitude local dir = delta.unit local part, _ = Raycast(seat.Position, dir, dist, {character, model}) if not part then --Prevent people being CFramed into walls and stuff hrp.CFrame = CFrame.new(targetPos) else hrp.CFrame = CFrame.new(seat.Position) --The CFrame element orients the character up-right, the MoveTo stops the character from clipping into objects character:MoveTo(seat.Position+Vector3.new(0,8,0)) end else hrp.CFrame = CFrame.new(seat.Position) character:MoveTo(seat.Position+Vector3.new(0,8,0)) end if player then RemotesFolder.ExitSeat:FireClient(player, true) --Fire this to trigger the client-side anti-trip function end wait(DOOR_OPEN_TIME) SeatInteractionCount[seat] = SeatInteractionCount[seat] > 1 and SeatInteractionCount[seat] - 1 or nil if seat:FindFirstChild("DoorHinge") then --If nobody else has interactied in this time, close the door. if SeatInteractionCount[seat] == nil then seat.DoorHinge.TargetAngle = 0 -- Weld door shut when closed while math.abs(seat.DoorHinge.CurrentAngle) > 0.01 do wait() end seat.DoorLatchWeld.Enabled = true end end end end local function FlipSeat(Player, Seat) if Seat then if Seat.Parent then if not Seat.Parent.Parent:FindFirstChild("Scripts") then warn("Flip Error: Scripts file not found. Please parent seats to the chassis model") return end if not Seat.Parent.Parent.Scripts:FindFirstChild("Chassis") then warn("Flip Error: Chassis module not found.") return end local Chassis = require(Seat.Parent.Parent.Scripts.Chassis) Chassis.Redress() end end end function VehicleSeating.EjectCharacter(character) if character and character.HumanoidRootPart then for _, weld in pairs(character.HumanoidRootPart:GetJoints()) do if weld.Name == "SeatWeld" then ExitSeat(Players:GetPlayerFromCharacter(character), character, weld.Part0, weld) break end end end end function VehicleSeating.SetRemotesFolder(remotes) RemotesFolder = remotes --Detect exit seat requests RemotesFolder:FindFirstChild("ExitSeat").OnServerEvent:Connect(function(player) if player.Character then local character = player.Character VehicleSeating.EjectCharacter(character) end end) --Detect force exit seat requests RemotesFolder:FindFirstChild("ForceExitSeat").OnServerEvent:Connect(function(seatName) local chassis = PackagedVehicle:FindFirstChild("Chassis") if chassis then local seat = chassis:FindFirstChild(seatName) if seat and seat.Occupant then local occupantCharacter = seat.Occupant.Parent VehicleSeating.EjectCharacter(occupantCharacter) end end end) end function VehicleSeating.SetBindableEventsFolder(bindables) local BindableEventsFolder = bindables --Detect force exit seat requests BindableEventsFolder:FindFirstChild("ForceExitSeat").Event:Connect(function(seatName) local chassis = PackagedVehicle:FindFirstChild("Chassis") if chassis then local seat = chassis:FindFirstChild(seatName) if seat and seat.Occupant then local occupantCharacter = seat.Occupant.Parent VehicleSeating.EjectCharacter(occupantCharacter) end end end) end function VehicleSeating.AddSeat(seat, enterCallback, exitCallback) local promptLocation = seat:FindFirstChild("PromptLocation") if promptLocation then local proximityPrompt = promptLocation:FindFirstChildWhichIsA("ProximityPrompt") if proximityPrompt then local vehicleObj = getVehicleObject() local function setCarjackPrompt() if seat.Occupant and not carjackingEnabled(vehicleObj) then proximityPrompt.Enabled = false else proximityPrompt.Enabled = true end end seat:GetPropertyChangedSignal("Occupant"):connect(setCarjackPrompt) vehicleObj:GetAttributeChangedSignal("AllowCarjacking"):Connect(setCarjackPrompt) proximityPrompt.Triggered:connect(function(Player) if seat then if isFlipped(seat) then FlipSeat(Player, seat) elseif not seat:FindFirstChild("SeatWeld") or carjackingEnabled(vehicleObj) then if Player.Character ~= nil then local HRP = Player.Character:FindFirstChild("HumanoidRootPart") local humanoid = Player.Character:FindFirstChild("Humanoid") if HRP then local Dist = (HRP.Position - seat.Position).magnitude if Dist <= MAX_SEATING_DISTANCE then if seat.Occupant then local occupantCharacter = seat.Occupant.Parent for _, weld in pairs(occupantCharacter.HumanoidRootPart:GetJoints()) do if weld.Name == "SeatWeld" then ExitSeat(Players:GetPlayerFromCharacter(occupantCharacter), occupantCharacter, weld.Part0, weld) break end end end seat:Sit(humanoid) if seat:FindFirstChild("DoorHinge") then if seat.DoorHinge.ClassName ~= "HingeConstraint" then warn("Warning, door hinge is not actually a hinge!") end --Record that a player is trying to get in the seat SeatInteractionCount[seat] = SeatInteractionCount[seat] and SeatInteractionCount[seat] + 1 or 1 --Activate the hinge seat.DoorLatchWeld.Enabled = false seat.DoorHinge.TargetAngle = DOOR_OPEN_ANGLE seat.DoorHinge.AngularSpeed = DOOR_OPEN_SPEED playDoorSound(seat, "OpenClose") wait(DOOR_OPEN_TIME) --Check if anyone has interacted with the door within this time. If not, close it. SeatInteractionCount[seat] = SeatInteractionCount[seat] > 1 and SeatInteractionCount[seat] - 1 or nil if SeatInteractionCount[seat] == nil then seat.DoorHinge.TargetAngle = 0 -- Weld door shut when closed while math.abs(seat.DoorHinge.CurrentAngle) > 0.01 do wait() end seat.DoorLatchWeld.Enabled = true end end end end end end end end) end end local effectsFolder = getEffectsFolderFromSeat(seat) if effectsFolder then -- set open/close Sound local openclose = effectsFolder:FindFirstChild("OpenCloseDoor") if openclose then openclose:Clone().Parent = seat end end local currentOccupant = nil local occupantChangedConn = seat:GetPropertyChangedSignal("Occupant"):Connect(function() if seat.Occupant then if enterCallback then currentOccupant = seat.Occupant currentOccupant = Players:GetPlayerFromCharacter(currentOccupant.Parent) or currentOccupant enterCallback(currentOccupant, seat) end elseif exitCallback then exitCallback(currentOccupant, seat) currentOccupant = nil end end) --Clean up after the seat is destroyed seat.AncestryChanged:connect(function() if not seat:IsDescendantOf(game) then occupantChangedConn:Disconnect() end end) end return VehicleSeating
--- VARIABLES
Remote = ReplicatedStorage.DataCommunicator
---------------------------------------
local Handling = false Grenade.Touched:connect(function(part) --ignore collisions with firer's stuff if Character and part:IsDescendantOf(Character) then return end if Handling then return end Handling = true --wait a second, this is a grenade so it won't explode on contact wait(0.1) --end grenade Grenade.Anchored = true Grenade.CanCollide = false Grenade.Transparency = 1 --play soud ExplodeSound:Play() --do explode
-- Set Pet Canvas Size --
function PetSrollingFrame:SetTradingPlayerListCanvasSize(searchOn) TradingPlayerListUI.Size = UDim2.new(0.35, 0, 0.6, 0) local PADDING, SIZE, MaxCells = getSizes() local AbsoluteSize = ScrollingFrame.AbsoluteSize local NewPadding = PADDING * AbsoluteSize NewPadding = UDim2.new(0, NewPadding.X, 0, NewPadding.Y) local NewSize = SIZE * AbsoluteSize NewSize = UDim2.new(0, NewSize.X, 0, NewSize.Y) UIGridLayout.CellPadding = NewPadding UIGridLayout.CellSize = NewSize local children = ScrollingFrame:GetChildren() local items = 0 if searchOn == true then for _, v in pairs(ScrollingFrame:GetChildren()) do if v:IsA("ImageLabel") and v:FindFirstChild("Data") then if v.Visible == true then items = items + 1 end end end else items = (#children) - 1 end local frameSizeY = ScrollingFrame.AbsoluteSize.Y local ySize = UIGridLayout.CellSize.Y.Offset local yPadding = UIGridLayout.CellPadding.Y.Offset UIGridLayout.FillDirectionMaxCells = MaxCells local rows = math.ceil(items / UIGridLayout.FillDirectionMaxCells) local pixels = rows * ySize + (rows - 1) * yPadding ScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, (pixels + 5)) if TradingPlayerListUI.Visible == false then TradingPlayerListUI.Size = UDim2.new(0, 0, 0, 0) end end
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function Encode(text) --- Init (if haven't already) if not inited then Init() end --- Main local dictionary = Copy(dictionary) local key, sequence, size = "", {}, #dictionary local width, spans, span = 1, {}, 0 local function listkey(key) local value = ToBase93(dictionary[key]) if #value > width then width, span, spans[width] = #value, 0, span end sequence[#sequence+1] = (" "):rep(width - #value)..value span = span + 1 end text = Escape(text) for i = 1, #text do local c = text:sub(i, i) local new = key..c if dictionary[new] then key = new else listkey(key) key, size = c, size+1 dictionary[new], dictionary[size] = size, new end end listkey(key) spans[width] = span -- return table.concat(spans, ",").."|"..table.concat(sequence) end function Decode(text) --- Init (if haven't already) if not inited then Init() end --- Main local dictionary = Copy(dictionary) local sequence, spans, content = {}, text:match("(.-)|(.*)") local groups, start = {}, 1 for span in spans:gmatch("%d+") do local width = #groups+1 groups[width] = content:sub(start, start + span*width - 1) start = start + span*width end local previous; for width = 1, #groups do for value in groups[width]:gmatch(('.'):rep(width)) do local entry = dictionary[ToBase10(value)] if previous then if entry then sequence[#sequence+1] = entry dictionary[#dictionary+1] = previous..entry:sub(1, 1) else entry = previous..previous:sub(1, 1) sequence[#sequence+1] = entry dictionary[#dictionary+1] = entry end else sequence[1] = entry end previous = entry end end -- return Unescape(table.concat(sequence)) end function Escape(s) return (s:gsub("[%c\"\\]", function(c) return "\127"..escapemap[c] end)) end function Unescape(s) return (s:gsub("\127(.)", function(c) return escapemap[c] end)) end function Copy(t) local new = {} for k, v in pairs(t) do new[k] = v end return new end function ToBase93(n) local value = "" repeat local remainder = n%93 value = dictionary[remainder]..value n = (n - remainder)/93 until n == 0 return value end function ToBase10(value) local n = 0 for i = 1, #value do n = n + 93^(i-1)*dictionary[value:sub(-i, -i)] end return n end function Init() for i = 32, 127 do if i ~= 34 and i ~= 92 then local c = string.char(i) dictionary[c], dictionary[length] = length, c length = length + 1 end end for i = 1, 34 do i = ({34, 92, 127})[i-31] or i local c, e = string.char(i), string.char(i + 31) escapemap[c], escapemap[e] = e, c end -- inited = true end
-- Local Functions
local function CreateRocket() local rocketCopy = RocketTemplate:Clone() rocketCopy.PrimaryPart.CFrame = CFrame.new(Configurations.StoragePosition.Value) rocketCopy.Parent = Storage rocketCopy.PrimaryPart:SetNetworkOwner(Owner) if(Owner) then rocketCopy.PrimaryPart.BrickColor = Owner.TeamColor end table.insert(Buffer, rocketCopy) end local function IntializeBuffer() for i = 1, Configurations.BufferSize.Value do CreateRocket() end end local function RemoveFromBuffer(rocket) for i = 1, #Buffer do if Buffer[i] == rocket then table.remove(Buffer, i) return end end end local function ResetRocketOwner() for _, rocket in ipairs(Buffer) do rocket.PrimaryPart:SetNetworkOwner(Owner) if(Owner) then rocket.PrimaryPart.BrickColor = Owner.TeamColor end end end local function OnExplosionHit(part, distance) local player = Players:GetPlayerFromCharacter(part.Parent) or Players:GetPlayerFromCharacter(part.Parent.Parent) if not player then if part.Parent.Name ~= 'RocketLauncher' and part.Parent.Name ~= 'Flag' and not part.Anchored then local volume = part.Size.X * part.Size.Y * part.Size.Z if volume <= Configurations.MaxDestroyVolume.Value then if distance < Configurations.BlastRadius.Value * Configurations.DestroyJointRadiusPercent.Value then part:BreakJoints() end if part.Parent.Name == "Rocket" then RemoveFromBuffer(part.Parent) end if #part:GetChildren() == 0 then wait(2 * volume) part:Destroy() end end end end end local function OnRocketHit(player, rocket, position) local explosion = Instance.new('Explosion', game.Workspace) explosion.ExplosionType = Enum.ExplosionType.NoCraters explosion.DestroyJointRadiusPercent = 0 explosion.BlastRadius = Configurations.BlastRadius.Value explosion.BlastPressure = Configurations.BlastPressure.Value explosion.Position = position explosion.Hit:connect(function(part, distance) OnExplosionHit(part, distance, rocket) end) rocket.Part.Fire.Enabled = false wait(1) rocket:Destroy() end local function OnChanged(property) if property == 'Parent' then if Tool.Parent.Name == 'Backpack' then local backpack = Tool.Parent Owner = backpack.Parent elseif Players:GetPlayerFromCharacter(Tool.Parent) then Owner = Players:GetPlayerFromCharacter(Tool.Parent) else Owner = nil end ResetRocketOwner() end end local function OnFireRocket(player, rocket) rocket.Rocket.Transparency = 0 rocket.Part.Fire.Enabled = true CreateRocket() end local function DamagePlayer(hitPlayerId, player, damage) local hitPlayer = Players:GetPlayerByUserId(tonumber(hitPlayerId)) if (hitPlayer.TeamColor == player.TeamColor and Configurations.FriendlyFire.Value) or hitPlayer.TeamColor ~= player.TeamColor then local humanoid = hitPlayer.Character:FindFirstChild('Humanoid') if humanoid then humanoid:TakeDamage(damage) end end end local function OnHitPlayers(player, hitPlayers) for hitPlayerId, _ in pairs(hitPlayers) do DamagePlayer(hitPlayerId, player, Configurations.SplashDamage.Value) end end local function OnDirectHitPlayer(player, hitPlayerId) DamagePlayer(hitPlayerId, player, Configurations.Damage.Value) end
-- Buttons
local sparklerButton = prizeGUI:WaitForChild("SparklerGeneric") local exitButton = prizeGUI:WaitForChild("ExitButton") local function exit() prizeGUI.Visible = false end local function openPrizeGUI() prizeGUI.Visible = true end local function openRedeem() prizeGUI.Visible = false end local function awardPrize(whichPrize) -- Check if backpack already has that sparkler local cloneObject = sparklerPrize:Clone() cloneObject.Parent = backpack -- MAybe equip it? local character = player.Character or player.CharacterAdded:Wait() local humanoid = character:FindFirstChild("Humanoid") or character:WaitForChild("Humanoid") humanoid:EquipTool(cloneObject) end exitButton.MouseButton1Click:Connect(exit) sparklerButton.MouseButton1Click:Connect(function() awardPrize() end) proximityPrize.Triggered:Connect(openPrizeGUI)
-- print("mouseleave", object,self.current)
if (self.current == object) then --Maybe we drop down onto another object now? --We left, do we hover a different object? for key,rec in pairs(self.list) do if (key==self.current) then continue --skip us end if (rec.screen ~= screen) then continue end if (rec.hovering == true) then --They're hovering but were not current, meaning they were waiting self.current = rec.object rec.enterMethod() rec.down = true return end end self.current = nil end end) end function module:EnterHover(object) if (self.current == object) then module:LetUpAllOthers(object) return true end if (self.current == nil) then module:LetUpAllOthers(object) self.current = object return true end if (object.ZIndex > self.current.ZIndex) then module:LetUpAllOthers(object) self.current = object return true end return false end function module:LetUpAllOthers(object) local screen = object:FindFirstAncestorWhichIsA("ScreenGui") for key,rec in pairs(self.list) do if (rec.screen ~= screen) then continue end if (rec.hovering and rec.object ~= object) then if (rec.down == true) then if (rec.exitMethod) then rec.exitMethod() end rec.down = false end end end end return module
------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------Signal class begin------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ --[[ A 'Signal' object identical to the internal RBXScriptSignal object in it's public API and semantics. This function can be used to create "custom events" for user-made code. API: Method :Connect( function handler ) Arguments: The function to connect to. Returns: A new connection object which can be used to disconnect the connection Description: Connects this signal to the function specified by |handler|. That is, when |fire( ... )| is called for the signal the |handler| will be called with the arguments given to |fire( ... )|. Note, the functions connected to a signal are called in NO PARTICULAR ORDER, so connecting one function after another does NOT mean that the first will be called before the second as a result of a call to |fire|. Method :disconnect() Arguments: None Returns: None Description: Disconnects all of the functions connected to this signal. Method :fire( ... ) Arguments: Any arguments are accepted Returns: None Description: Calls all of the currently connected functions with the given arguments. Method :wait() Arguments: None Returns: The arguments given to fire Description: This call blocks until ]]
function t.CreateSignal() local this = {} local mBindableEvent = Instance.new('BindableEvent') local mAllCns = {} --all connection objects returned by mBindableEvent::connect --main functions function this:Connect(func) if self ~= this then error("connect must be called with `:`, not `.`", 2) end if type(func) ~= 'function' then error("Argument #1 of connect must be a function, got a "..type(func), 2) end local cn = mBindableEvent.Event:Connect(func) mAllCns[cn] = true local pubCn = {} function pubCn:disconnect() cn:Disconnect() mAllCns[cn] = nil end pubCn.Disconnect = pubCn.disconnect return pubCn end function this:disconnect() if self ~= this then error("disconnect must be called with `:`, not `.`", 2) end for cn, _ in pairs(mAllCns) do cn:Disconnect() mAllCns[cn] = nil end end function this:wait() if self ~= this then error("wait must be called with `:`, not `.`", 2) end return mBindableEvent.Event:Wait() end function this:fire(...) if self ~= this then error("fire must be called with `:`, not `.`", 2) end mBindableEvent:Fire(...) end this.Connect = this.connect this.Disconnect = this.disconnect this.Wait = this.wait this.Fire = this.fire return this end
--// Use the power of the stars and hit as many people as you can to perform a chain attack!
local Properties = { DamageMode = "Normal", --What mode to reference the damage tables listed below Special = true,--The internal logical indicator to determine if we can use our special. Special_Reload = 10, --The Cooldown time until the ability is ready to be used. SpeedCap = 30, --This is the wielder's walkspeed when equipped DamageValues = { Normal = { Min = 2, Max = 5, }, Lunge = { Min = 7, Max = 10 } } } local FindFirstChild, FindFirstChildOfClass, WaitForChild = script.FindFirstChild, script.FindFirstChildOfClass, script.WaitForChild local Clone, Destroy = script.Clone, script.Destroy local GetChildren = script.GetChildren local IsA = script.IsA local Tool = script.Parent Tool.Enabled = true local DefaultGrip = FindFirstChild(Tool, "DefaultGrip") if not DefaultGrip then -- Create a new grip reference DefaultGrip = Instance.new("CFrameValue") DefaultGrip.Name = "DefaultGrip" DefaultGrip.Value = Tool.Grip DefaultGrip.Parent = Tool end Tool.Grip = DefaultGrip.Value --Reset the Tool's grip values to the DefaultGrip Value local Handle = WaitForChild(Tool, "Handle") pcall(function() Handle["Sparkle_Large_Blue"].Enabled = true --We're gonna use this as our visual indicator for our special. end) local Sounds = { Equip = WaitForChild(Handle, "Equip"), Slash = WaitForChild(Handle, "Slash"), Lunge = WaitForChild(Handle, "Lunge") } local Players = (game:FindService("Players") or game:GetService("Players")) local Debris = (game:FindService("Debris") or game:GetService("Debris")) local RunService = (game:FindService("RunService") or game:GetService("RunService")) local ServerScriptService = (game:FindService("ServerScriptService") or game:GetService("ServerScriptService")) local NewRay = Ray.new
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 15 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function isTurbo(character) return character:FindFirstChild("PirateHat") ~= nil 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 * 1.5) else humanoid:TakeDamage(damage) end wait(1) untagHumanoid(humanoid) 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 end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end 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(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
-- Inverse Kinematics will require profecient knowledge of trig and potentially calculus to understand completely.
local pi =math.pi -- We are using radian-based angles (rather than degree), so we use pi! pi radians = 180 degrees local hpi =pi/2 -- pi/2 radians = 90 degrees local tau =2*pi -- 2pi radians = 360 degrees local CF =CFrame.new -- We don't want to type CFrame.new over and over local V3 =Vector3.new -- We don't want to type Vector3.new over and over local ANGLES =CFrame.Angles -- Again, so we don't have to repeat it local fromAxisAngle =CFrame.fromAxisAngle -- Lol again local NC =CF() -- Get a blank cframe, same as Cframe.new(0,0,0) local NV =V3() -- Get a blank vector3, same as Vector3.new(0,0,0) local forwardV3 =V3(0,0,-1) -- Get a forward-directional Vector3 local x_and_y =V3(1,0,1) -- This will be used later; Vector3*x_and_y will remove the middle value, or the y-value. local rhipcf =CFrame.new(0.5, -0.4, 0) -- The right-hip reference CFrame, relative to the RightUpperLeg position local lhipcf =CFrame.new(-0.5, -0.4, 0) -- The left-hip reference CFrame, relative to the LeftUpperLeg position local rhipcf2 =CFrame.new(0.5,-2.5,0) local lhipcf2 =CFrame.new(-0.5,-2.5,0) local rIdle =CFrame.new(0.25,-1.9,0) -- Idle CFrame of Motor6D joint local lIdle =CFrame.new(-0.25,-1.9,0) -- Idle CFrame of Motor6D joint
-- Set green edge if nothing toy
if script.Parent.ItemType.Value == "Toy" and itemName == "" then -- Check if equipped anywhere local equipped = false for _, o in pairs(settingVals) do if o.Value ~= "" then equipped = true break end end -- Only turn on border if nothing equipped if equipped then script.Parent.GreenEdge.Visible = false else script.Parent.GreenEdge.Visible = true end end
-- Dont touch
while wait() do script.Parent.Rotation = script.Parent.Rotation + 5 if script.Parent.Rotation == 360 then script.Parent.Rotation = 0 end end
-- Extends one table with another. -- Similar to the spread operator in JavaScript.
function Util.Extend(original: AnyTable, extension: AnyTable): AnyTable local t = Util.DeepCopy(original) for k, v in pairs(extension) do if type(v) == "table" then if type(original[k]) == "table" then t[k] = Util.Extend(original[k], v) else t[k] = Util.DeepCopy(v) end elseif v == Util.None then t[k] = nil else t[k] = v end end return t end return Util
-- unit.TextTransparency = -0.25 + 1.25*cosRot2 -- unit.BackgroundTransparency = 0.00 + 1.50*cosRot2
else unit.Visible = false end end end)
-- Signal class
local Signal = {} Signal.__index = Signal export type ClassType = typeof(setmetatable({} :: { _handlerListHead: SignalConnection?, }, Signal)) function Signal.new(): ClassType return setmetatable({ _handlerListHead = nil, }, Signal) end function Signal.Connect(self: ClassType, fn: Callback): SignalConnection local connection = Connection.new(self, fn) if self._handlerListHead then connection._next = self._handlerListHead :: SignalConnection self._handlerListHead = connection else self._handlerListHead = connection end return connection end
-- print("Wha " .. Pose)
Amplitude = 0.1 Frequency = 1 SetAngles = true end if SetAngles then DesiredAngle = (Amplitude * math.sin(Time * Frequency)) --RightShoulder:SetDesiredAngle(DesiredAngle + ClimbFudge) --LeftShoulder:SetDesiredAngle(DesiredAngle - ClimbFudge) RightHip:SetDesiredAngle(-DesiredAngle) LeftHip:SetDesiredAngle(-DesiredAngle) end -- Tool Animation handling local Tool = GetTool() if Tool then AnimStringValueObject = GetToolAnim(Tool) if AnimStringValueObject then ToolAnim = AnimStringValueObject.Value -- message recieved, delete StringValue AnimStringValueObject.Parent = nil ToolAnimTime = (Time + 0.3) end if Time > ToolAnimTime then ToolAnimTime = 0 ToolAnim = "None" end AnimateTool() else StopToolAnimations() ToolAnim = "None" ToolAnimTime = 0 end end
--[[Engine]]
--Torque Curve Tune.Horsepower = 1604 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 2000 -- Use sliders to manipulate values Tune.Redline = 12000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--Made by Luckymaxer
Players = game:GetService("Players") Debris = game:GetService("Debris") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create Functions = {} function Functions.GetAngle(Direction) local Angle = math.acos(Direction:Dot(Vector3.new(1, 0, 0))) local Modifier = math.acos(Direction:Dot(Vector3.new(0, 0, -1))) return (Angle * (Modifier > (math.pi / 2) and -1 or 1)) end function Functions.Clamp(Number, Min, Max) return math.max(math.min(Max, Number), Min) end function Functions.GetPercentage(Start, End, Number) return (((Number - Start) / (End - Start)) * 100) end function Functions.Round(Number, RoundDecimal) local WholeNumber, Decimal = math.modf(Number) return ((Decimal >= RoundDecimal and math.ceil(Number)) or (Decimal < RoundDecimal and math.floor(Number))) end function Functions.IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function Functions.TagHumanoid(humanoid, player) local Creator_Tag = Create("ObjectValue"){ Name = "creator", Value = player, } Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function Functions.UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Functions.CheckTableForString(Table, String) for i, v in pairs(Table) do if string.find(string.lower(String), string.lower(v)) then return true end end return false end function Functions.CheckIntangible(Hit) local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Bullet"} if Hit and Hit.Parent then if ((not Hit.CanCollide or Hit.Parent:IsA("Hat") or Functions.CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then return true end end return false end function Functions.CastRay(StartPos, Vec, Length, Ignore, DelayIfHit) local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore) if RayHit and Functions.CheckIntangible(RayHit) then if DelayIfHit then wait() end RayHit, RayPos, RayNormal = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit) end return RayHit, RayPos, RayNormal end function Functions.CheckTableForInstance(Table, Instance) for i, v in pairs(Table) do if v == Instance then return true end end return false end function Functions.GetAllConnectedParts(Object) local Parts = {} local function GetConnectedParts(Object) for i, v in pairs(Object:GetConnectedParts()) do local Ignore = false if not Functions.CheckTableForInstance(Parts, v) then table.insert(Parts, v) GetConnectedParts(v) end end end GetConnectedParts(Object) return Parts end function GetTotalParts(MaxParts, PossibleParts, Parts) if MaxParts < PossibleParts then return MaxParts elseif Parts >= MaxParts then return 0 elseif MaxParts >= PossibleParts then local PartCount = (MaxParts - PossibleParts) if Parts <= MaxParts then PartCount = (MaxParts - Parts) if PartCount > PossibleParts then return PossibleParts else return PartCount end elseif PartCount >= PossibleParts then return PossibleParts else return PartCount end end end function Functions.GetParts(Region, MaxParts, Ignore) local Parts = {} local RerunFailed = false while #Parts < MaxParts and not RerunFailed do local Region = Region local PossibleParts = GetTotalParts(MaxParts, 100, #Parts) local PartsNearby = game:GetService("Workspace"):FindPartsInRegion3WithIgnoreList(Region, Ignore, PossibleParts) if #PartsNearby == 0 then RerunFailed = true else for i, v in pairs(PartsNearby) do table.insert(Parts, v) table.insert(Ignore, v) end end end return Parts end return Functions
-- TODO: Get rid of this at some point
type Jasmine = { _DEFAULT_TIMEOUT_INTERVAL: number?, addMatchers: (matchers: Record<string, any>) -> () }
-- PUBLIC
local ZoneController = {} local trackers = {} trackers.player = Tracker.new("player") trackers.item = Tracker.new("item") ZoneController.trackers = trackers
-- by Ganondude
ring1 = script.Parent.Parent.Rings.Ring1 lifts1 = ring1.Lifts:getChildren() parts1 = ring1.Parts:getChildren() ring2 = script.Parent.Parent.Rings.Ring2 lifts2 = ring2.Lifts:getChildren() parts2 = ring2.Parts:getChildren() ring3 = script.Parent.Parent.Rings.Ring3 lifts3 = ring3.Lifts:getChildren() parts3 = ring3.Parts:getChildren() ring4 = script.Parent.Parent.Rings.Ring4 lifts4 = ring4.Lifts:getChildren() parts4 = ring4.Parts:getChildren() ring5 = script.Parent.Parent.Rings.Ring5 lifts5 = ring5.Lifts:getChildren() parts5 = ring5.Parts:getChildren() localdeb = script.Parent.Debounce foreigndeb = script.Parent.Parent.Parent:findFirstChild(script.Parent.Parent.Destination.Value).Button.Debounce function onTouched(hit) if (localdeb.Value~=true) and (foreigndeb.Value~=true) then localdeb.Value = true foreigndeb.Value = true
-- Arceusinator's Easing Functions
local function RevBack(t, b, c, d) t = 1 - t / d return c * (1 - (sin(t * 1.5707963267948965579989817342720925807952880859375) + (sin(t * 3.14159265358979311599796346854418516159057617187) * (cos(t * 3.14159265358979311599796346854418516159057617187) + 1) * 0.5))) + b end local function RidiculousWiggle(t, b, c, d) t = t / d return c * sin(sin(t * 3.14159265358979311599796346854418516159057617187) * 1.5707963267948965579989817342720925807952880859375) + b end
--[[ Creates & returns a value instance from 1st argument. Functions.QuickValue( ..., <-- |REQ| Anything ) --]]
return function(value, parent) --- Var local valueType --- Grab type of userdata if type(value) == "boolean" then --- Booleans valueType = "BoolValue" elseif type(value) == "number" then --- Numbers/integers valueType = "NumberValue" elseif type(value) == "string" then --- Strings valueType = "StringValue" elseif typeof(value) == "BrickColor" then --- BrickColors valueType = "BrickColorValue" elseif typeof(value) == "CFrame" then --- CFrames valueType = "CFrameValue" elseif typeof(value) == "Color3" then --- Color3s valueType = "Color3Value" elseif typeof(value) == "Ray" then --- Rays valueType = "RayValue" elseif typeof(value) == "Vector3" then --- Vector3s valueType = "Vector3Value" elseif typeof(value) == "Instance" then --- Instances valueType = "ObjectValue" end --- Successfully grabbed type? if valueType then --- Create value instance local valueObj = Instance.new(valueType) valueObj.Value = value --- Parent if argument provided if parent then valueObj.Parent = parent end -- return valueObj else --- Value not supported (or nil) _L.Print("Value type not supported", true) end end
--Locals
local uis = game:GetService("UserInputService") local player = game.Players.LocalPlayer local char = player.Character local bp = player.Backpack local hum = char:WaitForChild("Humanoid") local frame = script.Parent.Frame local template = frame.Template local equipped = 0 local unequipped = 0.3 local iconSize = template.Size local iconBorder = {x = 5, y = 15} local inputKeys = { --To add more keys just copy and paste and add more slots ["One"] = {txt = "1"}, ["Two"] = {txt = "2"}, ["Three"] = {txt = "3"}, } local inputOrder = { inputKeys["One"],inputKeys["Two"],inputKeys["Three"],inputKeys["Four"],inputKeys["Five"], }
--------------------------------------------------------------------------------------------------------------- -- Do not edit past here or you will be risking breaking the script!!!! -- ---------------------------------------------------------------------------------------------------------------
-- VERY UGLY HACK -- Will this leak threads? -- Is the problem even what I think it is (player arrived before character)? while true do if newPlayer.Character ~= nil then break end wait(5) end local humanoid = newPlayer.Character.Humanoid humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end ) -- start to listen for new humanoid newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end ) stats.Parent = newPlayer end function Send_DB_Event_Died(victim, killer) -- killer may be nil local killername = "unknown" if killer ~= nil then killername = killer.Name end print(victim.Name, " was killed by ", killername) if shared["deaths"] ~= nil then shared["deaths"](victim, killer) print("Death event sent.") end end function Send_DB_Event_Kill(killer, victim) print(killer.Name, " killed ", victim.Name) if shared["kills"] ~= nil then shared["kills"](killer, victim) print("Kill event sent.") end end function onHumanoidDied(humanoid, player) local stats = player:findFirstChild("leaderstats") if stats ~= nil then local deaths = stats:findFirstChild("Deaths") deaths.Value = deaths.Value + 1 -- do short dance to try and find the killer local killer = getKillerOfHumanoidIfStillInGame(humanoid) Send_DB_Event_Died(player, killer) handleKillCount(humanoid, player) end end function onPlayerRespawn(property, player) -- need to connect to new humanoid if property == "Character" and player.Character ~= nil then local humanoid = player.Character.Humanoid local p = player local h = humanoid humanoid.Died:connect(function() onHumanoidDied(h, p) end ) end end function getKillerOfHumanoidIfStillInGame(humanoid) -- returns the player object that killed this humanoid -- returns nil if the killer is no longer in the game -- check for kill tag on humanoid - may be more than one - todo: deal with this local tag = humanoid:findFirstChild("creator") -- find player with name on tag if tag ~= nil then local killer = tag.Value if killer.Parent ~= nil then -- killer still in game return killer end end return nil end function handleKillCount(humanoid, player) local killer = getKillerOfHumanoidIfStillInGame(humanoid) if killer ~= nil then local stats = killer:findFirstChild("leaderstats") if stats ~= nil then local kills = stats:findFirstChild("Kills") local cash = stats:findFirstChild("Cash") local xp = stats:findFirstChild("XP") if killer ~= player then kills.Value = kills.Value + 1 cash.Value = cash.Value + 50 xp.Value = xp.Value + 3 else kills.Value = kills.Value - 0 end Send_DB_Event_Kill(killer, player) end end end game.Players.ChildAdded:connect(onPlayerEntered)
----- Creator By: Kaario Studios ----- ----- Don't Forget To Join Group! -----
local Delay = 7 --- Waiting time when clicked local player = game.Players.LocalPlayer local enabled = true script.Parent.MouseButton1Click:Connect(function() local char = player.Character if enabled == true then enabled = false if char:FindFirstChild('Humanoid')then char.Head.CFrame = CFrame.new(game.Workspace.Position.Position)--- Workspace.(Position) <-- Name Of Block (Teleport) wait (Delay) enabled = true end end end)
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["Promise"]["Promise"]) return Package
--// Animations
-- Idle Anim IdleAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.0318467021, -0.0621779114, -1.67288721, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- FireMode Anim FireModeAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.17) objs[4]:WaitForChild("Click"):Play() end; -- Reload Anim ReloadAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.5) TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621779114, -1.63076854, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.5) wait(0.2) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame) objs[4].Transparency = 1 objs[6]:WaitForChild("MagOut"):Play() TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621778965, -2.69811869, 0.787567914, -0.220087856, 0.575584888, -0.51537323, 0.276813388, 0.811026871, -0.337826759, -0.935379863, 0.104581922), function(X) return math.sin(math.rad(X)) end, 0.3) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.29060709, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.1) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.1) objs[6]:WaitForChild('MagIn'):Play() TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621779114, -1.63076854, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.2) MagC:Destroy() objs[4].Transparency = 0 end; -- Bolt Anim BoltBackAnim = function(char, speed, objs) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.518400908, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.492658436, -1.55705214, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.4) objs[5]:WaitForChild("BoltBack"):Play() TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.609481037, -1.02827215, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.230707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.175939053, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.3) end; BoltForwardAnim = function(char, speed, objs) objs[5]:WaitForChild("BoltForward"):Play() TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[2], nil , CFrame.new(-0.84623456, -0.900531948, -0.749261618, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.617181182, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.2) end; -- Bolting Back BoltingBackAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.230707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.03) end; BoltingForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) end; InspectAnim = function(char, speed, objs) ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play() ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play() wait(1) end } nadeReload = function(char, speed, objs) ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play() ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play() wait(0.6) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play() wait(0.6) end; AttachAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- Patrol Anim PatrolAnim = function(char, speed, objs) TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; return Settings
-- Shovel @ JDLENL 3/22/20 -- If you use this in your game, consider mentioning me in the description! I'd appreciate it.
local MouseData = Instance.new("RemoteFunction",script.Parent) local KeyEvent = Instance.new("RemoteEvent",script.Parent) local Tool = script.Parent local Gui = script.SoilGUI local Handle = Tool.Handle local Settings = require(script.Parent.Settings) local Hitting = false function Swing() local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Slash" Anim.Parent = Tool end function CreateDust(Pos) local Attach = Instance.new("Attachment",workspace.Terrain) Attach.Position = Pos local Dust = script.DigSmoke:Clone() Dust.Parent = Attach Dust.Enabled = true game.Debris:AddItem(Attach,2) end script.Parent.Equipped:Connect(function() Handle.AllowPlacement.Value = Settings.AllowPlacement if Settings.GuiEnabled then local Player = game.Players:GetPlayerFromCharacter(Tool.Parent) Gui.Parent = Player.PlayerGui KeyEvent:FireClient(Player,Gui,Settings.Soil) end Tool.ToolTip = "Dig out terrain! " .. (Settings.AllowPlacement and "Press E to place soil." or "") Hitting = false end) script.Parent.Unequipped:Connect(function() if Settings.GuiEnabled then Gui.Parent = script end Hitting = false end) script.Parent.Activated:Connect(function() if not Tool.Enabled then return end Swing() local Player = game.Players:GetPlayerFromCharacter(Tool.Parent) if Player.Character.Humanoid.Health <= 0 then return end if Player then local Target,HitPos = MouseData:InvokeClient(Player) if Target and (HitPos - Handle.Position).Magnitude <= Settings.ReachDistance then if Target == workspace.Terrain then Tool.Enabled = false CreateDust(HitPos) workspace.Terrain:FillBall(HitPos,Settings.DigSize,Enum.Material.Air) Handle.Dig:Play() if Settings.ConsumeSoil then Settings.Soil = Settings.Soil + 1 end if Settings.GuiEnabled then KeyEvent:FireClient(Player,Gui,Settings.Soil) end if Settings.Hunger then Player.Hunger.Value = math.clamp(Player.Hunger.Value - Settings.DigHunger,0,100) end wait(Settings.Cooldown) Tool.Enabled = true end end end end) KeyEvent.OnServerEvent:Connect(function(Player,Target,HitPos) if not Tool.Enabled then return end if Player.Character.Humanoid.Health <= 0 then return end if Settings.AllowPlacement and Target and (HitPos - Handle.Position).Magnitude <= Settings.ReachDistance then if (not Settings.ConsumeSoil) or (Settings.ConsumeSoil and Settings.Soil > 0) then Tool.Enabled = false Settings.Soil = Settings.Soil - 1 Handle.Dig:Play() Swing() workspace.Terrain:FillBall(HitPos,Settings.PlaceSize,Settings.SoilMaterial) if Settings.GuiEnabled then KeyEvent:FireClient(Player,Gui,Settings.Soil) end if Settings.Hunger then Player.Hunger.Value = math.clamp(Player.Hunger.Value - Settings.PlaceHunger,0,100) end wait(Settings.PlacementCooldown) Tool.Enabled = true end end end) Handle.Touched:Connect(function(Part) if Settings.AllowDamage then if Part.Parent and Part.Parent:FindFirstChild"Humanoid" then if Hitting then return end if Part.Parent.Humanoid.Health > 0 then Part.Parent.Humanoid:TakeDamage(Settings.Damage) Handle.Bonk:Play() Hitting = true if Settings.DeathMessagesEnabled then local flag = Instance.new("ObjectValue",Part.Parent.Humanoid) flag.Name = Settings.DeathMessageFlag flag.Value = game.Players:GetPlayerFromCharacter(Tool.Parent) game.Debris:AddItem(flag,Settings.HitCooldown) end delay(Settings.HitCooldown,function() Hitting = false end) end end end end)
-- made by Bertox -- lul -- Edited by Yukinoshida
script.Parent.Parent.Parent.Parent.Electrics.Changed:connect(function() if script.Parent.Parent.Parent.Parent.Electrics.Value == true then script.Parent.Material = Enum.Material.Neon script.Parent.BrickColor = BrickColor.new("Medium blue") else script.Parent.Material = Enum.Material.SmoothPlastic script.Parent.BrickColor = BrickColor.new("Institutional white") end end)
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") Animations = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") Rate = (1 / 60) ToolEquipped = false function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop(value.FadeTime) table.remove(Animations, i) end end end end function KeyPressed(Key, Down) InvokeServer("KeyPressed", {Key = Key, Down = Down}) end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") ToolEquipped = true if not CheckIfAlive() then return end PlayerMouse = Mouse PlayerMouse.KeyDown:connect(function(Key) KeyPressed(Key, true) end) PlayerMouse.KeyUp:connect(function(Key) KeyPressed(Key, false) end) end function Unequipped() for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end Animations = {} ToolEquipped = false end function InvokeServer(mode, value) local ServerReturn pcall(function() ServerReturn = ServerControl:InvokeServer(mode, value) end) return ServerReturn end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MouseData" then return ((PlayerMouse and {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}) or nil) end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[ local gui = game.StarterGui.HDAdminGUIs for a,b in pairs(gui:GetDescendants()) do if b:IsA("GuiObject") and b.BackgroundColor3 == Color3.fromRGB(0, 100, 150) and b:FindFirstChild("Theme") == nil then local bool = Instance.new("BoolValue") bool.Name = "Theme" bool.Parent = b end end --]]
--[[Tires]]
-- -- Tire Curve Profiler: https://www.desmos.com/calculator/og4x1gyzng Tune.TireCylinders = 8 -- How many cylinders are used for the tires. More means a smoother curve but way more parts meaning lag. (Default = 4) Tune.TiresVisible = false -- Makes the tires visible (Debug)
--Put this and HoverSoundScript in script in your TextButton
local sp = script.Parent local SS = game:GetService("SoundService") local sound = SS.ClickSound sp.MouseButton1Click:Connect(function() sound:Play() end)
--fetching effectlib
local common_modules = game.ReplicatedStorage.CommonModules EFFECT_LIB = require(common_modules.EffectLib) local GenColor = function(t, rate) local get_t = (t - math.floor(t / rate) * rate) / rate * math.pi * 2 local red = math.sin(get_t + 0) * 0.5 + 0.5 local green = math.sin(get_t + math.pi / 2) * 0.5 + 0.5 local blue = math.sin(get_t + math.pi) * 0.5 + 0.5 return Color3.new(red, green, blue) end
--Make the gamepad hint frame
local gamepadHintsFrame = Utility:Create'Frame' { Name = "GamepadHintsFrame", Size = UDim2.new(0, HotbarFrame.Size.X.Offset, 0, (IsTenFootInterface and 95 or 60)), BackgroundTransparency = 1, Visible = false, Parent = MainFrame } local function addGamepadHint(hintImage, hintImageLarge, hintText) local hintFrame = Utility:Create'Frame' { Name = "HintFrame", Size = UDim2.new(1, 0, 1, -5), Position = UDim2.new(0, 0, 0, 0), BackgroundTransparency = 1, Parent = gamepadHintsFrame } local hintImage = Utility:Create'ImageLabel' { Name = "HintImage", Size = (IsTenFootInterface and UDim2.new(0,90,0,90) or UDim2.new(0,60,0,60)), BackgroundTransparency = 1, Image = (IsTenFootInterface and hintImageLarge or hintImage), Parent = hintFrame } local hintText = Utility:Create'TextLabel' { Name = "HintText", Position = UDim2.new(0, (IsTenFootInterface and 100 or 70), 0, 0), Size = UDim2.new(1, -(IsTenFootInterface and 100 or 70), 1, 0), Font = Enum.Font.SourceSansBold, FontSize = (IsTenFootInterface and Enum.FontSize.Size36 or Enum.FontSize.Size24), BackgroundTransparency = 1, Text = hintText, TextColor3 = Color3.new(1,1,1), TextXAlignment = Enum.TextXAlignment.Left, TextWrapped = true, Parent = hintFrame } local textSizeConstraint = Instance.new("UITextSizeConstraint", hintText) textSizeConstraint.MaxTextSize = hintText.TextSize end local function resizeGamepadHintsFrame() gamepadHintsFrame.Size = UDim2.new(HotbarFrame.Size.X.Scale, HotbarFrame.Size.X.Offset, 0, (IsTenFootInterface and 95 or 60)) gamepadHintsFrame.Position = UDim2.new(HotbarFrame.Position.X.Scale, HotbarFrame.Position.X.Offset, InventoryFrame.Position.Y.Scale, InventoryFrame.Position.Y.Offset - gamepadHintsFrame.Size.Y.Offset) local spaceTaken = 0 local gamepadHints = gamepadHintsFrame:GetChildren() --First get the total space taken by all the hints for i = 1, #gamepadHints do gamepadHints[i].Size = UDim2.new(1, 0, 1, -5) gamepadHints[i].Position = UDim2.new(0, 0, 0, 0) spaceTaken = spaceTaken + (gamepadHints[i].HintText.Position.X.Offset + gamepadHints[i].HintText.TextBounds.X) end --The space between all the frames should be equal local spaceBetweenElements = (gamepadHintsFrame.AbsoluteSize.X - spaceTaken)/(#gamepadHints - 1) for i = 1, #gamepadHints do gamepadHints[i].Position = (i == 1 and UDim2.new(0, 0, 0, 0) or UDim2.new(0, gamepadHints[i-1].Position.X.Offset + gamepadHints[i-1].Size.X.Offset + spaceBetweenElements, 0, 0)) gamepadHints[i].Size = UDim2.new(0, (gamepadHints[i].HintText.Position.X.Offset + gamepadHints[i].HintText.TextBounds.X), 1, -5) end end addGamepadHint("rbxasset://textures/ui/Settings/Help/XButtonDark.png", "rbxasset://textures/ui/Settings/Help/[email protected]", "Remove From Hotbar") addGamepadHint("rbxasset://textures/ui/Settings/Help/AButtonDark.png", "rbxasset://textures/ui/Settings/Help/[email protected]", "Select/Swap") addGamepadHint("rbxasset://textures/ui/Settings/Help/BButtonDark.png", "rbxasset://textures/ui/Settings/Help/[email protected]", "Close Backpack") do -- Search stuff local searchFrame = NewGui('Frame', 'Search') searchFrame.BackgroundColor3 = SEARCH_BACKGROUND_COLOR searchFrame.BackgroundTransparency = SEARCH_BACKGROUND_FADE searchFrame.Size = UDim2.new(0, SEARCH_WIDTH - (SEARCH_BUFFER * 2), 0, INVENTORY_HEADER_SIZE - (SEARCH_BUFFER * 2)) searchFrame.Position = UDim2.new(1, -searchFrame.Size.X.Offset - SEARCH_BUFFER, 0, SEARCH_BUFFER) local searchFrameUIC = Instance.new("UICorner") searchFrameUIC.CornerRadius = UDim.new(1,0) searchFrameUIC.Parent = searchFrame searchFrame.Parent = InventoryFrame local searchBox = NewGui('TextBox', 'TextBox') searchBox.PlaceholderText = SEARCH_TEXT searchBox.TextScaled = true searchBox.ClearTextOnFocus = false searchBox.Font = Enum.Font.JosefinSans searchBox.FontSize = Enum.FontSize.Size14 searchBox.TextXAlignment = Enum.TextXAlignment.Center searchBox.Size = UDim2.new(0.87, 0, 1, 0) searchBox.AnchorPoint = Vector2.new(0.5,0.5) searchBox.Position = UDim2.new(0.5, SEARCH_TEXT_OFFSET_FROMLEFT, 0.5, 0) local searchBoxUIC = Instance.new("UICorner") searchBoxUIC.CornerRadius = UDim.new(1,0) searchBoxUIC.Parent = searchBox searchBox.Parent = searchFrame local xButton = NewGui('TextButton', 'X') xButton.Text = 'x' xButton.Font = Enum.Font.Oswald xButton.ZIndex = 10 xButton.TextColor3 = SLOT_EQUIP_COLOR xButton.FontSize = Enum.FontSize.Size24 xButton.TextYAlignment = Enum.TextYAlignment.Bottom xButton.BackgroundColor3 = SEARCH_BACKGROUND_COLOR xButton.BackgroundTransparency = 1 xButton.AnchorPoint = Vector2.new(1,0.5) xButton.Size = UDim2.new(0.15, 0, 0.5, 0) xButton.Position = UDim2.new(0.98, 0, 0.5, 0) xButton.Visible = false xButton.ZIndex = 0 xButton.BorderSizePixel = 0 xButton.Parent = searchFrame local function search() local terms = {} for word in searchBox.Text:gmatch('%S+') do terms[word:lower()] = true end local hitTable = {} for i = NumberOfHotbarSlots + 1, #Slots do -- Only search inventory slots local slot = Slots[i] local hits = slot:CheckTerms(terms) table.insert(hitTable, {slot, hits}) slot.Frame.Visible = false slot.Frame.Parent = InventoryFrame end table.sort(hitTable, function(left, right) return left[2] > right[2] end) ViewingSearchResults = true local hitCount = 0 for i, data in ipairs(hitTable) do local slot, hits = data[1], data[2] if hits > 0 then slot.Frame.Visible = true slot.Frame.Parent = UIGridFrame slot.Frame.LayoutOrder = NumberOfHotbarSlots + hitCount hitCount = hitCount + 1 end end ScrollingFrame.CanvasPosition = Vector2.new(0, 0) UpdateScrollingFrameCanvasSize() xButton.ZIndex = 3 end local function clearResults() if xButton.ZIndex > 0 then ViewingSearchResults = false for i = NumberOfHotbarSlots + 1, #Slots do local slot = Slots[i] slot.Frame.LayoutOrder = slot.Index slot.Frame.Parent = UIGridFrame slot.Frame.Visible = true end xButton.ZIndex = 0 end UpdateScrollingFrameCanvasSize() end local function reset() clearResults() searchBox.Text = '' end local function onChanged(property) if property == 'Text' then local text = searchBox.Text if text == '' then clearResults() elseif text ~= SEARCH_TEXT then search() end xButton.Visible = text ~= '' and text ~= SEARCH_TEXT end end local function focusLost(enterPressed) if enterPressed then --TODO: Could optimize search() end end xButton.MouseButton1Click:Connect(reset) searchBox.Changed:Connect(onChanged) searchBox.FocusLost:Connect(focusLost) BackpackScript.StateChanged.Event:Connect(function(isNowOpen) InventoryIcon:getInstance("iconButton").Modal = isNowOpen -- Allows free mouse movement even in first person if not isNowOpen then reset() end end) HotkeyFns[Enum.KeyCode.Escape.Value] = function(isProcessed) if isProcessed then -- Pressed from within a TextBox reset() elseif InventoryFrame.Visible then InventoryIcon:deselect() end end local function detectGamepad(lastInputType) if lastInputType == Enum.UserInputType.Gamepad1 and not UserInputService.VREnabled then searchFrame.Visible = false else searchFrame.Visible = true end end UserInputService.LastInputTypeChanged:Connect(detectGamepad) end GuiService.MenuOpened:Connect(function() if InventoryFrame.Visible then InventoryIcon:deselect() end end) do -- Make the Inventory expand/collapse arrow (unless TopBar) local removeHotBarSlot = function(name, state, input) if state ~= Enum.UserInputState.Begin then return end if not GuiService.SelectedObject then return end for i = 1, NumberOfHotbarSlots do if Slots[i].Frame == GuiService.SelectedObject and Slots[i].Tool then Slots[i]:MoveToInventory() return end end end local function openClose() if not next(Dragging) then -- Only continue if nothing is being dragged InventoryFrame.Visible = not InventoryFrame.Visible local nowOpen = InventoryFrame.Visible AdjustHotbarFrames() HotbarFrame.Active = not HotbarFrame.Active for i = 1, NumberOfHotbarSlots do Slots[i]:SetClickability(not nowOpen) end end if InventoryFrame.Visible then if GamepadEnabled then if GAMEPAD_INPUT_TYPES[UserInputService:GetLastInputType()] then resizeGamepadHintsFrame() gamepadHintsFrame.Visible = not UserInputService.VREnabled end enableGamepadInventoryControl() end if BackpackPanel and VRService.VREnabled then BackpackPanel:SetVisible(true) BackpackPanel:RequestPositionUpdate() end else if GamepadEnabled then gamepadHintsFrame.Visible = false end disableGamepadInventoryControl() end if InventoryFrame.Visible then ContextActionService:BindAction("RBXRemoveSlot", removeHotBarSlot, false, Enum.KeyCode.ButtonX) else ContextActionService:UnbindAction("RBXRemoveSlot") end BackpackScript.IsOpen = InventoryFrame.Visible BackpackScript.StateChanged:Fire(InventoryFrame.Visible) end StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) BackpackScript.OpenClose = openClose -- Exposed end
--[[ ALL WORKSPACE FUNCTIONS ]]
-- local Workspace = workspace local Camera = Workspace.Camera local Terrain = Workspace.Terrain
-- Ensures that 'actual' is of type 'number'
local function ensureActualIsNumber(actual: any, matcherName: string, options: MatcherHintOptions?): () -- ROBLOX deviation: we do not support a "bigint" type if typeof(actual) ~= "number" then -- Prepend maybe not only for backward compatibility local matcherString = matcherName if not options then matcherString = "[.never]" .. matcherString end error( Error( matcherErrorMessage( matcherHint(matcherString, nil, nil, options), RECEIVED_COLOR("received") .. " value must be a number", printWithType("Received", actual, printReceived) ) ) ) end end
--[[ CameraShaker.CameraShakeInstance cameraShaker = CameraShaker.new(renderPriority, callbackFunction) CameraShaker:Start() CameraShaker:Stop() CameraShaker:Shake(shakeInstance) CameraShaker:ShakeSustain(shakeInstance) CameraShaker:ShakeOnce(magnitude, roughness [, fadeInTime, fadeOutTime, posInfluence, rotInfluence]) CameraShaker:StartShake(magnitude, roughness [, fadeInTime, posInfluence, rotInfluence]) EXAMPLE: local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCFrame) camera.CFrame = playerCFrame * shakeCFrame end) camShake:Start() -- Explosion shake: camShake:Shake(CameraShaker.Presets.Explosion) wait(1) -- Custom shake: camShake:ShakeOnce(3, 1, 0.2, 1.5) NOTE: This was based entirely on the EZ Camera Shake asset for Unity3D. I was given written permission by the developer, Road Turtle Games, to port this to Roblox. Original asset link: https://assetstore.unity.com/packages/tools/camera/ez-camera-shake-33148 --]]
local CameraShaker = {} CameraShaker.__index = CameraShaker local profileBegin = debug.profilebegin local profileEnd = debug.profileend local profileTag = "CameraShakerUpdate" local V3 = Vector3.new local CF = CFrame.new local ANG = CFrame.Angles local RAD = math.rad local v3Zero = V3() local CameraShakeInstance = require(script.CameraShakeInstance) local CameraShakeState = CameraShakeInstance.CameraShakeState local defaultPosInfluence = V3(0, 0, 0) local defaultRotInfluence = V3(1, 1, 1) CameraShaker.CameraShakeInstance = CameraShakeInstance CameraShaker.Presets = require(script.CameraShakePresets) function CameraShaker.new(renderPriority, callback) assert(type(renderPriority) == "number", "RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)") assert(type(callback) == "function", "Callback must be a function") local self = setmetatable({ _running = false; _renderName = "CameraShaker"; _renderPriority = renderPriority; _posAddShake = v3Zero; _rotAddShake = v3Zero; _camShakeInstances = {}; _removeInstances = {}; _callback = callback; }, CameraShaker) return self end function CameraShaker:Start() if (self._running) then return end self._running = true local callback = self._callback game:GetService("RunService"):BindToRenderStep(self._renderName, self._renderPriority, function(dt) profileBegin(profileTag) local cf = self:Update(dt) profileEnd() callback(cf) end) end function CameraShaker:Stop() if (not self._running) then return end game:GetService("RunService"):UnbindFromRenderStep(self._renderName) self._running = false end function CameraShaker:Update(dt) local posAddShake = v3Zero local rotAddShake = v3Zero local instances = self._camShakeInstances -- Update all instances: for i = 1,#instances do local c = instances[i] local state = c:GetState() if (state == CameraShakeState.Inactive and c.DeleteOnInactive) then self._removeInstances[#self._removeInstances + 1] = i elseif (state ~= CameraShakeState.Inactive) then posAddShake = posAddShake + (c:UpdateShake(dt) * c.PositionInfluence) rotAddShake = rotAddShake + (c:UpdateShake(dt) * c.RotationInfluence) end end -- Remove dead instances: for i = #self._removeInstances,1,-1 do local instIndex = self._removeInstances[i] table.remove(instances, instIndex) self._removeInstances[i] = nil end return CF(posAddShake) * ANG(0, RAD(rotAddShake.Y), 0) * ANG(RAD(rotAddShake.X), 0, RAD(rotAddShake.Z)) end function CameraShaker:Shake(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:ShakeSustain(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance shakeInstance:StartFadeIn(shakeInstance.fadeInDuration) return shakeInstance end function CameraShaker:ShakeOnce(magnitude, roughness, fadeInTime, fadeOutTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:StartShake(magnitude, roughness, fadeInTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) shakeInstance:StartFadeIn(fadeInTime) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end return CameraShaker
-- +3 PETS EQUIPPED
PetsEquippedButton.MouseEnter:Connect(function() PetsEquippedButton.Text = "149 R$" PetsEquippedButton.TextColor3 = Color3.fromRGB(0, 255, 0) end) PetsEquippedButton.MouseLeave:Connect(function() PetsEquippedButton.Text = "BUY" PetsEquippedButton.TextColor3 = Color3.fromRGB(255, 255, 255) end)