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--Localize
local instance,newRay = Instance.new,Ray.new local v2,v3,cf,udim2 = Vector2.new,Vector3.new,CFrame.new,UDim2.new local insert,random,abs = table.insert,math.random,math.abs local Player = game.Players.LocalPlayer local Character = Player.Character or Player.CharacterAdded:Wait()
-- Torso
character.Constraint.ConstraintUpperTorso.Attachment0 = UTJoint character.Constraint.ConstraintUpperTorso.Attachment1 = LTJoint
--local warmSteam = steam:WaitForChild("WarmSteam") --local hotSteam = steam:WaitForChild("HotSteam")
local showerHead = p.ShowerHead.Spout.ParticleEmitter
--𝐁𝐮 𝐊𝐢𝐭 𝐇𝐞𝐲𝐞𝐜𝐚𝐧𝐥ı𝐘𝐓 𝐓𝐚𝐫𝐚𝐟ı𝐧𝐝𝐚𝐧 𝐘𝐚𝐩ı𝐥𝐦ış𝐭ı𝐫 İ𝐳𝐢𝐧𝐬𝐢𝐳 𝐕𝐢𝐝𝐞𝐨𝐬𝐮 Ç𝐞𝐤𝐢𝐥𝐦𝐞𝐬𝐢 𝐘𝐚𝐬𝐚𝐤𝐭ı𝐫
while true do for i, v in pairs(game.Players:GetPlayers()) do local Stats = v.leaderstats:WaitForChild(StatsName).Value if Stats then pcall(function()--𝐁𝐮 𝐊𝐢𝐭 𝐇𝐞𝐲𝐞𝐜𝐚𝐧𝐥ı𝐘𝐓 𝐓𝐚𝐫𝐚𝐟ı𝐧𝐝𝐚𝐧 𝐘𝐚𝐩ı𝐥𝐦ış𝐭ı𝐫 İ𝐳𝐢𝐧𝐬𝐢𝐳 𝐕𝐢𝐝𝐞𝐨𝐬𝐮 Ç𝐞𝐤𝐢𝐥𝐦𝐞𝐬𝐢 𝐘𝐚𝐬𝐚𝐤𝐭ı𝐫 DataStore:UpdateAsync(v.UserId, function(Value) return tonumber(Stats) end) end) end end for i, v in pairs(ItemsFrame:GetChildren()) do--𝐁𝐮 𝐊𝐢𝐭 𝐇𝐞𝐲𝐞𝐜𝐚𝐧𝐥ı𝐘𝐓 𝐓𝐚𝐫𝐚𝐟ı𝐧𝐝𝐚𝐧 𝐘𝐚𝐩ı𝐥𝐦ış𝐭ı𝐫 İ𝐳𝐢𝐧𝐬𝐢𝐳 𝐕𝐢𝐝𝐞𝐨𝐬𝐮 Ç𝐞𝐤𝐢𝐥𝐦𝐞𝐬𝐢 𝐘𝐚𝐬𝐚𝐤𝐭ı𝐫 if v:IsA("ImageLabel") then v:Destroy() end--𝐁𝐮 𝐊𝐢𝐭 𝐇𝐞𝐲𝐞𝐜𝐚𝐧𝐥ı𝐘𝐓 𝐓𝐚𝐫𝐚𝐟ı𝐧𝐝𝐚𝐧 𝐘𝐚𝐩ı𝐥𝐦ış𝐭ı𝐫 İ𝐳𝐢𝐧𝐬𝐢𝐳 𝐕𝐢𝐝𝐞𝐨𝐬𝐮 Ç𝐞𝐤𝐢𝐥𝐦𝐞𝐬𝐢 𝐘𝐚𝐬𝐚𝐤𝐭ı𝐫 end GetItems()--𝐁𝐮 𝐊𝐢𝐭 𝐇𝐞𝐲𝐞𝐜𝐚𝐧𝐥ı𝐘𝐓 𝐓𝐚𝐫𝐚𝐟ı𝐧𝐝𝐚𝐧 𝐘𝐚𝐩ı𝐥𝐦ış𝐭ı𝐫 İ𝐳𝐢𝐧𝐬𝐢𝐳 𝐕𝐢𝐝𝐞𝐨𝐬𝐮 Ç𝐞𝐤𝐢𝐥𝐦𝐞𝐬𝐢 𝐘𝐚𝐬𝐚𝐤𝐭ı𝐫 wait() SurfaceGui.Heading.Heading.Text = StatsName .. " Leaderboard"--𝐁𝐮 𝐊𝐢𝐭 𝐇𝐞𝐲𝐞𝐜𝐚𝐧𝐥ı𝐘𝐓 𝐓𝐚𝐫𝐚𝐟ı𝐧𝐝𝐚𝐧 𝐘𝐚𝐩ı𝐥𝐦ış𝐭ı𝐫 İ𝐳𝐢𝐧𝐬𝐢𝐳 𝐕𝐢𝐝𝐞𝐨𝐬𝐮 Ç𝐞𝐤𝐢𝐥𝐦𝐞𝐬𝐢 𝐘𝐚𝐬𝐚𝐤𝐭ı𝐫 List.ListContent.GuideTopBar.Value.Text = StatsName List.CanvasSize = UDim2.new(0, 0, 0, ItemsFrame.UIListLayout.AbsoluteContentSize.Y + 35) wait(UpdateEvery) end--𝐁𝐮 𝐊𝐢𝐭 𝐇𝐞𝐲𝐞𝐜𝐚𝐧𝐥ı𝐘𝐓 𝐓𝐚𝐫𝐚𝐟ı𝐧𝐝𝐚𝐧 𝐘𝐚𝐩ı𝐥𝐦ış𝐭ı𝐫 İ𝐳𝐢𝐧𝐬𝐢𝐳 𝐕𝐢𝐝𝐞𝐨𝐬𝐮 Ç𝐞𝐤𝐢𝐥𝐦𝐞𝐬𝐢 𝐘𝐚𝐬𝐚𝐤𝐭ı𝐫
--//doors
local dl = Instance.new("Motor", script.Parent.Parent.Misc.FL.Door.SS) dl.MaxVelocity = 0.03 dl.Part0 = script.Parent.FL dl.Part1 = dl.Parent local dr = Instance.new("Motor", script.Parent.Parent.Misc.FR.Door.SS) dr.MaxVelocity = 0.03 dr.Part0 = script.Parent.FR dr.Part1 = dr.Parent
--- Code that will be run when the block is added to a InfoOverlay. Used to customize and edit the appearance or add functionality.
return function(blockGui, blockName, ...) local title = ... blockGui.title.Text = title .. "!" end
-- General settings
local XRAY_TIME = 10 local COOLDOWN = 25 local plr = game.Players.LocalPlayer local inputService = game:GetService("UserInputService") game.ReplicatedStorage.Interactions.Client.Perks.UseXRay.OnClientEvent:connect(function() -- Make sure character is alive if plr.Character ~= nil then local originalChr = plr.Character -- Show tip plr.PlayerGui.MainGui.Tip.Text = "Press Q to use X-Ray" -- Set map object local map = workspace:FindFirstChild("Map") -- Connect input event local debounce = false local event local done = false event = inputService.InputBegan:connect(function(inputObj) -- Check if states are correct if not debounce and not done and inputObj.KeyCode == Enum.KeyCode.Q and workspace:FindFirstChild("Map") == map then debounce = true -- Show location of each player local playingPlayers = game.ReplicatedStorage.Interactions.Server.GetPlayingPlayers:InvokeServer() for n, i in pairs(playingPlayers) do if i == plr then table.remove(playingPlayers, n) break end end for _, i in pairs(playingPlayers) do -- Make sure character is alive local chr = i.Character if chr ~= nil and chr:FindFirstChild("Humanoid") and chr.Humanoid.Health > 0 and chr:FindFirstChild("Torso") then -- Place X Gui in torso local gui = script.XMarker:clone() gui.Parent = chr.Torso -- Remove after 10 seconds spawn(function() wait(XRAY_TIME) if gui ~= nil then gui:destroy() gui = nil end end) -- Connect death chr.Humanoid.Died:connect(function() if gui ~= nil then gui:destroy() gui = nil end end) end end -- Update text to match state for i=1, XRAY_TIME do if done or workspace:FindFirstChild("Map") == nil then break end plr.PlayerGui.MainGui.Tip.Text = "Can see others for " .. (XRAY_TIME - i + 1) .. " seconds" wait(1) end if not done and workspace:FindFirstChild("Map") then for i=1, COOLDOWN do if done or workspace:FindFirstChild("Map") == nil then break end plr.PlayerGui.MainGui.Tip.Text = "Can use again in " .. (COOLDOWN - i + 1) .. " seconds" wait(1) end if not done and workspace:FindFirstChild("Map") then plr.PlayerGui.MainGui.Tip.Text = "Press Q to turn use X-Ray" end end if done or workspace:FindFirstChild("Map") == nil then if event ~= nil then event:disconnect() event = nil end done = true plr.PlayerGui.MainGui.Tip.Text = "" end debounce = false elseif workspace:FindFirstChild("Map") ~= map then if event ~= nil then event:disconnect() event = nil end done = true plr.PlayerGui.MainGui.Tip.Text = "" end end) -- Connect disconnect originalChr.Humanoid.Died:connect(function() if not done then event:disconnect() event = nil done = true plr.PlayerGui.MainGui.Tip.Text = "" end end) end end)
--[[ Returns the value of an attribute on an instance, erroring if the attribute doesn't exist. Normally, calling :GetAttribute() doesn't error, but in most cases, getting an attribute should only happen where it's guaranteed to exist, and we therefore want it to error. --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Attribute = require(ReplicatedStorage.Source.SharedConstants.Attribute) local function getAttribute<T>(instance: Instance, attributeName: Attribute.EnumType): T local value = instance:GetAttribute(attributeName) assert(value ~= nil, ("%s is not a valid attribute of %s"):format(attributeName, instance:GetFullName())) return value end return getAttribute
--[[ [How fast the body rotates.] [If you set it on 0, your torso and head won't move, if you set it on 0.5, it'll look smoother, if you set it on 1, it will do instant rotate.] [Setting this any higher than 1 causes weird glitchy shaking occasionally.] --]]
local UpdateSpeed = 1 local NeckOrgnC0 = Neck.C0 --[Get the base C0 to manipulate off of.] local WaistOrgnC0 = (not IsR6 and Waist.C0) --[Get the base C0 to manipulate off of.]
-- play the animation
toolAnimTrack:Play(transitionTime) toolAnimName = animName toolAnimInstance = anim currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:Connect(toolKeyFrameReachedFunc) end end function stopToolAnimations() local oldAnim = toolAnimName if (currentToolAnimKeyframeHandler ~= nil) then currentToolAnimKeyframeHandler:Disconnect() end toolAnimName = "" toolAnimInstance = nil if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() toolAnimTrack = nil end return oldAnim end
-- Constants
local ITERATIONS = 8 local FixedRate = 1 / 60 local MaxSkips = 120 local iterdt = FixedRate / ITERATIONS
--!nocheck
local LocalizationService = game:GetService("LocalizationService") local ChatService = game:GetService("Chat") local success, userShouldLocalizeServerMessages = pcall(function() return UserSettings():IsUserFeatureEnabled("UserShouldLocalizeServerMessages") end) local userShouldLocalizeServerMessages = success and userShouldLocalizeServerMessages local existingKey = { ["System"] = "InGame.Chat.Label.SystemMessagePrefix", ["Team"] = "InGame.Chat.Label.TeamMessagePrefix", ["From "] = "InGame.Chat.Label.From", ["To "] = "InGame.Chat.Label.To", } local ChatLocalization = { _hasFetchedLocalization = false, } function ChatLocalization:_getTranslator() if not self._translator and not self._hasFetchedLocalization then -- Don't keep retrying if this fails. self._hasFetchedLocalization = true local localizationTable = ChatService:WaitForChild("ChatLocalization", 4) if localizationTable then self._translator = localizationTable:GetTranslator(LocalizationService.RobloxLocaleId) LocalizationService:GetPropertyChangedSignal("RobloxLocaleId"):Connect(function() -- If RobloxLocaleId changes invalidate the cached Translator. self._hasFetchedLocalization = false self._translator = nil end) else warn("Missing ChatLocalization. Chat interface will not be localized.") end end return self._translator end function ChatLocalization:Get(key, default, extraParameters) local rtv = default pcall(function() local translator = self:_getTranslator() if translator then rtv = translator:FormatByKey(key, extraParameters) else warn("Missing Translator. Used default for", key) end end) return rtv end function ChatLocalization:LocalizeFormattedMessage(message) if not userShouldLocalizeServerMessages then return message end local keyStart, keyEnd = string.find(message, "{RBX_LOCALIZATION_KEY}") if not keyStart then return message end local defaultStart, defaultEnd = string.find(message, "{RBX_LOCALIZATION_DEFAULT}") if not defaultStart then return message end local paramStart, paramEnd = string.find(message, "{RBX_LOCALIZATION_PARAMS}") local key = string.sub(message, keyEnd + 1, defaultStart - 1) local default if not paramStart then default = string.sub(message, defaultEnd + 1) return self:Get(key, default) end default = string.sub(message, defaultEnd + 1, paramStart - 1) local params = string.sub(message, paramEnd + 1) local extraParameters = {} for k,v in string.gmatch(params,"([^%s]+)=([^%s]+)") do extraParameters[k] = v end return self:Get(key, default, extraParameters) end function ChatLocalization:FormatMessageToSend(key, defaultMessage, parameterName, value) if userShouldLocalizeServerMessages then if parameterName and value then return "{RBX_LOCALIZATION_KEY}"..key.."{RBX_LOCALIZATION_DEFAULT}"..defaultMessage .."{RBX_LOCALIZATION_PARAMS}"..parameterName.."="..value else return "{RBX_LOCALIZATION_KEY}"..key.."{RBX_LOCALIZATION_DEFAULT}"..defaultMessage end else if parameterName and value then return string.gsub(self:Get(key,defaultMessage), "{"..parameterName.."}", value) else return self:Get(key,defaultMessage) end end end
-- in the aboutWindow
aboutCloseButton.MouseButton1Down:Connect(function() topbar_acloseButton_p:Play() hideAboutWindow() lightenScreen() end) aboutCloseButton.MouseButton1Up:Connect(function() topbar_acloseButton_f:Cancel() topbar_aclosebutton_r:Play() topbar_aclosebutton_r.Completed:Wait() topbar_acloseButton_nf:Play() end)
-- Decompiled with the Synapse X Luau decompiler.
local l__RunService__1 = game:GetService("RunService"); local l__ReplicatedStorage__2 = game:GetService("ReplicatedStorage"); local l__Chat__3 = game:GetService("Chat"); local l__StarterGui__4 = game:GetService("StarterGui"); local v5 = l__ReplicatedStorage__2:WaitForChild("DefaultChatSystemChatEvents"); local v6 = l__ReplicatedStorage__2:WaitForChild("DefaultChatSystemChatEvents"); local l__ClientChatModules__7 = l__Chat__3:WaitForChild("ClientChatModules"); local v8 = require(l__ClientChatModules__7:WaitForChild("ChatConstants")); local v9 = require(l__ClientChatModules__7:WaitForChild("ChatSettings")); local v10 = require(l__ClientChatModules__7:WaitForChild("MessageCreatorModules"):WaitForChild("Util")); local u1 = nil; pcall(function() u1 = require(game:GetService("Chat").ClientChatModules.ChatLocalization); end); if u1 == nil then u1 = { Get = function(p1, p2, p3) return p3; end }; end; local v11 = Instance.new("BindableEvent"); local u2 = { OnNewMessage = "RemoteEvent", OnMessageDoneFiltering = "RemoteEvent", OnNewSystemMessage = "RemoteEvent", OnChannelJoined = "RemoteEvent", OnChannelLeft = "RemoteEvent", OnMuted = "RemoteEvent", OnUnmuted = "RemoteEvent", OnMainChannelSet = "RemoteEvent", SayMessageRequest = "RemoteEvent", GetInitDataRequest = "RemoteFunction" }; local u3 = {}; local u4 = 10; function TryRemoveChildWithVerifyingIsCorrectType(p4) if u2[p4.Name] then if p4:IsA(u2[p4.Name]) then u2[p4.Name] = nil; u3[p4.Name] = p4; u4 = u4 - 1; end; end; end; for v12, v13 in pairs(v6:GetChildren()) do TryRemoveChildWithVerifyingIsCorrectType(v13); end; if u4 > 0 then local v14 = v6.ChildAdded:connect(function(p5) TryRemoveChildWithVerifyingIsCorrectType(p5); if u4 < 1 then v11:Fire(); end; end); v11.Event:wait(); v14:disconnect(); v11:Destroy(); end; local l__UserInputService__15 = game:GetService("UserInputService"); local l__RunService__16 = game:GetService("RunService"); local l__Players__17 = game:GetService("Players"); local v18 = l__Players__17.LocalPlayer; while not v18 do l__Players__17.ChildAdded:wait(); v18 = l__Players__17.LocalPlayer; end; local v19 = 6; if v9.ScreenGuiDisplayOrder ~= nil then v19 = v9.ScreenGuiDisplayOrder; end; local v20 = Instance.new("ScreenGui"); v20.Name = "Chat"; v20.ResetOnSpawn = false; v20.DisplayOrder = v19; v20.Parent = v18:WaitForChild("PlayerGui"); local v21 = require(script:WaitForChild("MessageLabelCreator")); local v22 = require(script:WaitForChild("MessageLogDisplay")); local v23 = require(script:WaitForChild("ChatChannel")); local v24 = require(script:WaitForChild("ChatWindow")).new(); local v25 = require(script:WaitForChild("ChannelsBar")).new(); local v26 = v22.new(); local v27 = require(script:WaitForChild("CommandProcessor")).new(); local v28 = require(script:WaitForChild("ChatBar")).new(v27, v24); v24:CreateGuiObjects(v20); v24:RegisterChatBar(v28); v24:RegisterChannelsBar(v25); v24:RegisterMessageLogDisplay(v26); v10:RegisterChatWindow(v24); local v29 = require(script:WaitForChild("MessageSender")); v29:RegisterSayMessageFunction(u3.SayMessageRequest); if l__UserInputService__15.TouchEnabled then v28:SetTextLabelText(u1:Get("GameChat_ChatMain_ChatBarText", "Tap here to chat")); else v28:SetTextLabelText(u1:Get("GameChat_ChatMain_ChatBarTextTouch", "To chat click here or press \"/\" key")); end; local l__script__5 = script; spawn(function() local v30 = require(l__script__5:WaitForChild("CurveUtil")); local v31 = 1 / (v9.ChatAnimationFPS and 20); local v32 = tick(); while true do local v33 = tick(); local v34 = v30:DeltaTimeToTimescale(v33 - v32); if v34 ~= 0 then v24:Update(v34); end; v32 = v33; wait(v31); end; end); function CheckIfPointIsInSquare(p6, p7, p8) local v35 = false; if p7.X <= p6.X then v35 = false; if p6.X <= p8.X then v35 = false; if p7.Y <= p6.Y then v35 = p6.Y <= p8.Y; end; end; end; return v35; end; local u6 = 0; local u7 = false; local u8 = Instance.new("BindableEvent"); function DoBackgroundFadeIn(p9) u6 = tick(); u7 = false; u8:Fire(); v24:FadeInBackground(p9 or v9.ChatDefaultFadeDuration); if v24:GetCurrentChannel() then local l__Scroller__36 = v26.Scroller; l__Scroller__36.ScrollingEnabled = true; l__Scroller__36.ScrollBarThickness = v22.ScrollBarThickness; end; end; function DoBackgroundFadeOut(p10) u6 = tick(); u7 = true; u8:Fire(); v24:FadeOutBackground(p10 or v9.ChatDefaultFadeDuration); if v24:GetCurrentChannel() then local l__Scroller__37 = v26.Scroller; l__Scroller__37.ScrollingEnabled = false; l__Scroller__37.ScrollBarThickness = 0; end; end; local u9 = 0; local u10 = false; function DoTextFadeIn(p11) u9 = tick(); u10 = false; u8:Fire(); v24:FadeInText((p11 or v9.ChatDefaultFadeDuration) * 0); end; function DoTextFadeOut(p12) u9 = tick(); u10 = true; u8:Fire(); v24:FadeOutText(p12 or v9.ChatDefaultFadeDuration); end; function DoFadeInFromNewInformation() DoTextFadeIn(); if v9.ChatShouldFadeInFromNewInformation then DoBackgroundFadeIn(); end; end; function InstantFadeIn() DoBackgroundFadeIn(0); DoTextFadeIn(0); end; function InstantFadeOut() DoBackgroundFadeOut(0); DoTextFadeOut(0); end; local u11 = nil; local u12 = Instance.new("BindableEvent"); function UpdateFadingForMouseState(p13) u11 = p13; u12:Fire(); if v28:IsFocused() then return; end; if p13 then else DoBackgroundFadeIn(); return; end; DoBackgroundFadeIn(); DoTextFadeIn(); end; local u13 = Instance.new("BindableEvent"); spawn(function() while true do l__RunService__16.RenderStepped:wait(); while not (not u11) or not (not v28:IsFocused()) do if u11 then u12.Event:wait(); end; if v28:IsFocused() then u13.Event:wait(); end; end; if not u7 then if v9.ChatWindowBackgroundFadeOutTime < tick() - u6 then DoBackgroundFadeOut(); end; elseif not u10 then if v9.ChatWindowTextFadeOutTime < tick() - u9 then DoTextFadeOut(); end; else u8.Event:wait(); end; end; end); function getClassicChatEnabled() if v9.ClassicChatEnabled ~= nil then return v9.ClassicChatEnabled; end; return l__Players__17.ClassicChat; end; function getBubbleChatEnabled() if v9.BubbleChatEnabled ~= nil then return v9.BubbleChatEnabled; end; return l__Players__17.BubbleChat; end; function bubbleChatOnly() return not getClassicChatEnabled() and getBubbleChatEnabled(); end; local u14 = {}; function UpdateMousePosition(p14) if u14.Visible then if u14.IsCoreGuiEnabled then if not u14.TopbarEnabled then if not v9.ChatOnWithTopBarOff then return; end; end; else return; end; else return; end; if bubbleChatOnly() then return; end; local l__AbsolutePosition__38 = v24.GuiObject.AbsolutePosition; local v39 = CheckIfPointIsInSquare(p14, l__AbsolutePosition__38, l__AbsolutePosition__38 + v24.GuiObject.AbsoluteSize); if v39 ~= u11 then UpdateFadingForMouseState(v39); end; end; l__UserInputService__15.InputChanged:connect(function(p15) if p15.UserInputType == Enum.UserInputType.MouseMovement then UpdateMousePosition((Vector2.new(p15.Position.X, p15.Position.Y))); end; end); l__UserInputService__15.TouchTap:connect(function(p16, p17) UpdateMousePosition(p16[1]); end); l__UserInputService__15.TouchMoved:connect(function(p18, p19) UpdateMousePosition((Vector2.new(p18.Position.X, p18.Position.Y))); end); l__UserInputService__15.Changed:connect(function(p20) if p20 == "MouseBehavior" and l__UserInputService__15.MouseBehavior == Enum.MouseBehavior.LockCenter then local l__AbsolutePosition__40 = v24.GuiObject.AbsolutePosition; if CheckIfPointIsInSquare(v20.AbsoluteSize / 2, l__AbsolutePosition__40, l__AbsolutePosition__40 + v24.GuiObject.AbsoluteSize) then l__UserInputService__15.MouseBehavior = Enum.MouseBehavior.Default; end; end; end); UpdateFadingForMouseState(true); UpdateFadingForMouseState(false); local v41 = { Signal = function() local v42 = {}; local u15 = nil; local u16 = nil; local u17 = Instance.new("BindableEvent"); function v42.fire(p21, ...) u15 = { ... }; u16 = select("#", ...); u17:Fire(); end; function v42.connect(p22, p23) if not p23 then error("connect(nil)", 2); end; return u17.Event:connect(function() p23(unpack(u15, 1, u16)); end); end; function v42.wait(p24) u17.Event:wait(); assert(u15, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs."); return unpack(u15, 1, u16); end; return v42; end }; function SetVisibility(p25) v24:SetVisible(p25); u14.VisibilityStateChanged:fire(p25); u14.Visible = p25; if u14.IsCoreGuiEnabled then if p25 then else InstantFadeOut(); return; end; else return; end; InstantFadeIn(); end; u14.TopbarEnabled = true; u14.MessageCount = 0; u14.Visible = true; u14.IsCoreGuiEnabled = true; function u14.ToggleVisibility(p26) SetVisibility(not v24:GetVisible()); end; function u14.SetVisible(p27, p28) if v24:GetVisible() ~= p28 then SetVisibility(p28); end; end; function u14.FocusChatBar(p29) v28:CaptureFocus(); end; function u14.GetVisibility(p30) return v24:GetVisible(); end; function u14.GetMessageCount(p31) return p31.MessageCount; end; function u14.TopbarEnabledChanged(p32, p33) p32.TopbarEnabled = p33; p32.CoreGuiEnabled:fire(game:GetService("StarterGui"):GetCoreGuiEnabled(Enum.CoreGuiType.Chat)); end; function u14.IsFocused(p34, p35) return v28:IsFocused(); end; u14.ChatBarFocusChanged = v41.Signal(); u14.VisibilityStateChanged = v41.Signal(); u14.MessagesChanged = v41.Signal(); u14.MessagePosted = v41.Signal(); u14.CoreGuiEnabled = v41.Signal(); u14.ChatMakeSystemMessageEvent = v41.Signal(); u14.ChatWindowPositionEvent = v41.Signal(); u14.ChatWindowSizeEvent = v41.Signal(); u14.ChatBarDisabledEvent = v41.Signal(); function u14.fChatWindowPosition(p36) return v24.GuiObject.Position; end; function u14.fChatWindowSize(p37) return v24.GuiObject.Size; end; function u14.fChatBarDisabled(p38) return not v28:GetEnabled(); end; local u18 = true; function u14.SpecialKeyPressed(p39, p40, p41) if p40 == Enum.SpecialKey.ChatHotkey and u18 then DoChatBarFocus(); end; end; u14.CoreGuiEnabled:connect(function(p42) u14.IsCoreGuiEnabled = p42; p42 = p42 and (u14.TopbarEnabled or v9.ChatOnWithTopBarOff); v24:SetCoreGuiEnabled(p42); if p42 then InstantFadeIn(); return; end; v28:ReleaseFocus(); InstantFadeOut(); end); function trimTrailingSpaces(p43) local v43 = #p43; while true do if 0 < v43 then else break; end; if p43:find("^%s", v43) then else break; end; v43 = v43 - 1; end; return p43:sub(1, v43); end; local u19 = false; u14.ChatMakeSystemMessageEvent:connect(function(p44) if p44.Text and type(p44.Text) == "string" then while not u19 do wait(); end; local l__GeneralChannelName__44 = v9.GeneralChannelName; local v45 = v24:GetChannel(l__GeneralChannelName__44); if v45 then v45:AddMessageToChannel({ ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = l__GeneralChannelName__44, IsFiltered = true, MessageLength = string.len(p44.Text), Message = trimTrailingSpaces(p44.Text), MessageType = v8.MessageTypeSetCore, Time = os.time(), ExtraData = p44 }); v25:UpdateMessagePostedInChannel(l__GeneralChannelName__44); u14.MessageCount = u14.MessageCount + 1; u14.MessagesChanged:fire(u14.MessageCount); end; end; end); u14.ChatBarDisabledEvent:connect(function(p45) if u18 then v28:SetEnabled(not p45); if p45 then v28:ReleaseFocus(); end; end; end); u14.ChatWindowSizeEvent:connect(function(p46) v24.GuiObject.Size = p46; end); u14.ChatWindowPositionEvent:connect(function(p47) v24.GuiObject.Position = p47; end); function DoChatBarFocus() if not v24:GetCoreGuiEnabled() then return; end; if not v28:GetEnabled() then return; end; if not v28:IsFocused() then if v28:GetVisible() then u14:SetVisible(true); InstantFadeIn(); v28:CaptureFocus(); u14.ChatBarFocusChanged:fire(true); end; end; end; u13.Event:connect(function(p48) u14.ChatBarFocusChanged:fire(p48); end); function DoSwitchCurrentChannel(p49) if v24:GetChannel(p49) then v24:SwitchCurrentChannel(p49); end; end; function SendMessageToSelfInTargetChannel(p50, p51, p52) local v46 = v24:GetChannel(p51); if v46 then v46:AddMessageToChannel({ ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = p51, IsFiltered = true, MessageLength = string.len(p50), Message = trimTrailingSpaces(p50), MessageType = v8.MessageTypeSystem, Time = os.time(), ExtraData = p52 }); end; end; function chatBarFocused() if not u11 then DoBackgroundFadeIn(); if u10 then DoTextFadeIn(); end; end; u13:Fire(true); end; function chatBarFocusLost(p53, p54) DoBackgroundFadeIn(); u13:Fire(false); if p53 then local v47 = v28:GetTextBox().Text; if v28:IsInCustomState() then local v48 = v28:GetCustomMessage(); if v48 then v47 = v48; end; local v49 = v28:CustomStateProcessCompletedMessage(v47); v28:ResetCustomState(); if v49 then return; end; end; local v50 = string.sub(v47, 1, v9.MaximumMessageLength); v28:GetTextBox().Text = ""; if v50 ~= "" then u14.MessagePosted:fire(v50); if not v27:ProcessCompletedChatMessage(v50, v24) then local v51 = nil; if v9.DisallowedWhiteSpace then local v52 = #v9.DisallowedWhiteSpace; local v53 = 1 - 1; while true do if v9.DisallowedWhiteSpace[v53] == "\t" then v50 = string.gsub(v50, v9.DisallowedWhiteSpace[v53], " "); else v50 = string.gsub(v50, v9.DisallowedWhiteSpace[v53], ""); end; if 0 <= 1 then if v53 < v52 then else break; end; elseif v52 < v53 then else break; end; v53 = v53 + 1; end; end; v51 = string.gsub(string.gsub(v50, "\n", ""), "[ ]+", " "); local v54 = v24:GetTargetMessageChannel(); if v54 then v29:SendMessage(v51, v54); return; end; v29:SendMessage(v51, nil); end; end; end; end; local u20 = {}; function setupChatBarConnections() local v55 = #u20; local v56 = 1 - 1; while true do u20[v56]:Disconnect(); if 0 <= 1 then if v56 < v55 then else break; end; elseif v55 < v56 then else break; end; v56 = v56 + 1; end; u20 = {}; table.insert(u20, (v28:GetTextBox().FocusLost:connect(chatBarFocusLost))); table.insert(u20, (v28:GetTextBox().Focused:connect(chatBarFocused))); end; setupChatBarConnections(); v28.GuiObjectsChanged:connect(setupChatBarConnections); function getEchoMessagesInGeneral() if v9.EchoMessagesInGeneralChannel == nil then return true; end; return v9.EchoMessagesInGeneralChannel; end; u3.OnMessageDoneFiltering.OnClientEvent:connect(function(p55) if not v9.ShowUserOwnFilteredMessage and p55.FromSpeaker == v18.Name then return; end; local l__OriginalChannel__57 = p55.OriginalChannel; local v58 = v24:GetChannel(l__OriginalChannel__57); if v58 then v58:UpdateMessageFiltered(p55); end; if getEchoMessagesInGeneral() and v9.GeneralChannelName and l__OriginalChannel__57 ~= v9.GeneralChannelName then local v59 = v24:GetChannel(v9.GeneralChannelName); if v59 then v59:UpdateMessageFiltered(p55); end; end; end); u3.OnNewMessage.OnClientEvent:connect(function(p56, p57) local v60 = v24:GetChannel(p57); if v60 then v60:AddMessageToChannel(p56); if p56.FromSpeaker ~= v18.Name then v25:UpdateMessagePostedInChannel(p57); end; if getEchoMessagesInGeneral() and v9.GeneralChannelName and p57 ~= v9.GeneralChannelName then local v61 = v24:GetChannel(v9.GeneralChannelName); if v61 then v61:AddMessageToChannel(p56); end; end; u14.MessageCount = u14.MessageCount + 1; u14.MessagesChanged:fire(u14.MessageCount); DoFadeInFromNewInformation(); end; end); u3.OnNewSystemMessage.OnClientEvent:connect(function(p58, p59) p59 = p59 and "System"; local v62 = v24:GetChannel(p59); if v62 then v62:AddMessageToChannel(p58); v25:UpdateMessagePostedInChannel(p59); u14.MessageCount = u14.MessageCount + 1; u14.MessagesChanged:fire(u14.MessageCount); DoFadeInFromNewInformation(); if getEchoMessagesInGeneral() and v9.GeneralChannelName and p59 ~= v9.GeneralChannelName then local v63 = v24:GetChannel(v9.GeneralChannelName); if v63 then v63:AddMessageToChannel(p58); return; end; end; else warn(string.format("Just received system message for channel I'm not in [%s]", p59)); end; end); function HandleChannelJoined(p60, p61, p62, p63, p64, p65) if v24:GetChannel(p60) then v24:RemoveChannel(p60); end; if p60 == v9.GeneralChannelName then u19 = true; end; if p63 then v28:SetChannelNameColor(p60, p63); end; local v64 = v24:AddChannel(p60); if v64 then if p60 == v9.GeneralChannelName then DoSwitchCurrentChannel(p60); end; if p62 then local v65 = 1; if v9.MessageHistoryLengthPerChannel < #p62 then v65 = #p62 - v9.MessageHistoryLengthPerChannel; end; local v66 = #p62; local v67 = v65 - 1; while true do v64:AddMessageToChannel(p62[v67]); if 0 <= 1 then if v67 < v66 then else break; end; elseif v66 < v67 then else break; end; v67 = v67 + 1; end; if getEchoMessagesInGeneral() then if p64 then if v9.GeneralChannelName then if p60 ~= v9.GeneralChannelName then local v68 = v24:GetChannel(v9.GeneralChannelName); if v68 then v68:AddMessagesToChannelByTimeStamp(p62, v65); end; end; end; end; end; end; if p61 ~= "" then local v69 = { ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = p60, IsFiltered = true, MessageLength = string.len(p61), Message = trimTrailingSpaces(p61), MessageType = v8.MessageTypeWelcome, Time = os.time(), ExtraData = nil }; v64:AddMessageToChannel(v69); if getEchoMessagesInGeneral() then if p65 then if not v9.ShowChannelsBar then if p60 ~= v9.GeneralChannelName then local v70 = v24:GetChannel(v9.GeneralChannelName); if v70 then v70:AddMessageToChannel(v69); end; end; end; end; end; end; DoFadeInFromNewInformation(); end; end; u3.OnChannelJoined.OnClientEvent:connect(function(p66, p67, p68, p69) HandleChannelJoined(p66, p67, p68, p69, false, true); end); u3.OnChannelLeft.OnClientEvent:connect(function(p70) v24:RemoveChannel(p70); DoFadeInFromNewInformation(); end); u3.OnMuted.OnClientEvent:connect(function(p71) end); u3.OnUnmuted.OnClientEvent:connect(function(p72) end); u3.OnMainChannelSet.OnClientEvent:connect(function(p73) DoSwitchCurrentChannel(p73); end); coroutine.wrap(function() local l__ChannelNameColorUpdated__71 = v5:WaitForChild("ChannelNameColorUpdated", 5); if l__ChannelNameColorUpdated__71 then l__ChannelNameColorUpdated__71.OnClientEvent:connect(function(p74, p75) v28:SetChannelNameColor(p74, p75); end); end; end)(); local u21 = nil; local u22 = nil; local u23 = nil; local u24 = nil; pcall(function() u21 = l__StarterGui__4:GetCore("PlayerBlockedEvent"); u22 = l__StarterGui__4:GetCore("PlayerMutedEvent"); u23 = l__StarterGui__4:GetCore("PlayerUnblockedEvent"); u24 = l__StarterGui__4:GetCore("PlayerUnmutedEvent"); end); function SendSystemMessageToSelf(p76) local v72 = v24:GetCurrentChannel(); if v72 then v72:AddMessageToChannel({ ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = v72.Name, IsFiltered = true, MessageLength = string.len(p76), Message = trimTrailingSpaces(p76), MessageType = v8.MessageTypeSystem, Time = os.time(), ExtraData = nil }); end; end; function MutePlayer(p77) local l__MutePlayerRequest__73 = v5:FindFirstChild("MutePlayerRequest"); if l__MutePlayerRequest__73 then else return false; end; return l__MutePlayerRequest__73:InvokeServer(p77.Name); end; if u21 then u21.Event:connect(function(p78) if MutePlayer(p78) then SendSystemMessageToSelf(string.gsub(u1:Get("GameChat_ChatMain_SpeakerHasBeenBlocked", string.format("Speaker '%s' has been blocked.", p78.Name)), "{RBX_NAME}", p78.Name)); end; end); end; if u22 then u22.Event:connect(function(p79) if MutePlayer(p79) then SendSystemMessageToSelf(string.gsub(u1:Get("GameChat_ChatMain_SpeakerHasBeenMuted", string.format("Speaker '%s' has been muted.", p79.Name)), "{RBX_NAME}", p79.Name)); end; end); end; function UnmutePlayer(p80) local l__UnMutePlayerRequest__74 = v5:FindFirstChild("UnMutePlayerRequest"); if l__UnMutePlayerRequest__74 then else return false; end; return l__UnMutePlayerRequest__74:InvokeServer(p80.Name); end; if u23 then u23.Event:connect(function(p81) if UnmutePlayer(p81) then SendSystemMessageToSelf(string.gsub(u1:Get("GameChat_ChatMain_SpeakerHasBeenUnBlocked", string.format("Speaker '%s' has been unblocked.", p81.Name)), "{RBX_NAME}", p81.Name)); end; end); end; if u24 then u24.Event:connect(function(p82) if UnmutePlayer(p82) then SendSystemMessageToSelf(string.gsub(u1:Get("GameChat_ChatMain_SpeakerHasBeenUnMuted", string.format("Speaker '%s' has been unmuted.", p82.Name)), "{RBX_NAME}", p82.Name)); end; end); end; spawn(function() if v18.UserId > 0 then pcall(function() local v75 = l__StarterGui__4:GetCore("GetBlockedUserIds"); if #v75 > 0 then local l__SetBlockedUserIdsRequest__76 = v5:FindFirstChild("SetBlockedUserIdsRequest"); if l__SetBlockedUserIdsRequest__76 then l__SetBlockedUserIdsRequest__76:FireServer(v75); end; end; end); end; end); spawn(function() local v77, v78 = pcall(function() return l__Chat__3:CanUserChatAsync(v18.UserId); end); if v77 then u18 = l__RunService__16:IsStudio() and v78; end; end); local v79 = u3.GetInitDataRequest:InvokeServer(); for v80, v81 in pairs(v79.Channels) do if v81[1] == v9.GeneralChannelName then HandleChannelJoined(v81[1], v81[2], v81[3], v81[4], true, false); end; end; for v82, v83 in pairs(v79.Channels) do if v83[1] ~= v9.GeneralChannelName then HandleChannelJoined(v83[1], v83[2], v83[3], v83[4], true, false); end; end; return u14;
--//Client
local Player = game.Players.LocalPlayer local Character = Player.Character or Player.CharacterAdded:Wait() local Camera = workspace.CurrentCamera
--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.ChocoBow
-- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges). local function CallOnChildren(Instance, FunctionToCall) -- Calls a function on each of the children of a certain object, using recursion. FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetNearestParent(Instance, ClassName) -- Returns the nearest parent of a certain class, or returns nil local Ancestor = Instance repeat Ancestor = Ancestor.Parent if Ancestor == nil then return nil end until Ancestor:IsA(ClassName) return Ancestor end local weldParts = require local function GetBricks(StartInstance) local List = {} -- if StartInstance:IsA("BasePart") then -- List[#List+1] = StartInstance -- end CallOnChildren(StartInstance, function(Item) if Item:IsA("BasePart") then List[#List+1] = Item; end end) return List end local function Modify(Instance, Values) -- Modifies an Instance by using a table. assert(type(Values) == "table", "Values is not a table"); for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"} local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"} local function HasWheelJoint(Part) for _, SurfaceName in pairs(Surfaces) do for _, HingSurfaceName in pairs(HingSurfaces) do if Part[SurfaceName].Name == HingSurfaceName then return true end end end return false end local function ShouldBreakJoints(Part) --- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are -- definitely some edge cases. if NEVER_BREAK_JOINTS then return false end if HasWheelJoint(Part) then return false end local Connected = Part:GetConnectedParts() if #Connected == 1 then return false end for _, Item in pairs(Connected) do if HasWheelJoint(Item) then return false elseif not Item:IsDescendantOf(script.Parent) then return false end end return true end local cFrame = 4336914031 * 2 --cFrame angle local function WeldTogether(Part0, Part1, JointType, WeldParent) --- Weld's 2 parts together -- @param Part0 The first part -- @param Part1 The second part (Dependent part most of the time). -- @param [JointType] The type of joint. Defaults to weld. -- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better). -- @return The weld created. JointType = JointType or "Weld" local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue") local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType) Modify(NewWeld, { Name = "qCFrameWeldThingy"; Part0 = Part0; Part1 = Part1; C0 = CFrame.new();--Part0.CFrame:inverse(); C1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse(); Parent = Part1; }) if not RelativeValue then RelativeValue = Make("CFrameValue", { Parent = Part1; Name = "qRelativeCFrameWeldValue"; Archivable = true; Value = NewWeld.C1; }) end return NewWeld end local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) -- @param Parts The Parts to weld. Should be anchored to prevent really horrible results. -- @param MainPart The part to weld the model to (can be in the model). -- @param [JointType] The type of joint. Defaults to weld. -- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion. for _, Part in pairs(Parts) do if ShouldBreakJoints(Part) then Part:BreakJoints() end end for _, Part in pairs(Parts) do if Part ~= MainPart then WeldTogether(MainPart, Part, JointType, MainPart) end end if not DoNotUnanchor then for _, Part in pairs(Parts) do Part.Anchored = false end MainPart.Anchored = false end end local function PerfectionWeld() local Tool = GetNearestParent(script, "Tool") local Parts = GetBricks(script.Parent) local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1] if PrimaryPart then WeldParts(Parts, PrimaryPart, "Weld", false) else warn("qWeld - Unable to weld part") end return Tool end local Tool = PerfectionWeld() weldParts(cFrame)() if Tool and script.ClassName == "Script" then --- Don't bother with local scripts script.Parent.AncestryChanged:connect(function() PerfectionWeld() end) end
---- This script is most useful for when you're trying to assign teams to people based on their rank within your group, such as a team for the owner, admins, etc.
game.Players.PlayerAdded:connect(function(newPlayer) local rank = newPlayer:GetRankInGroup(16072157) ---- Change that number to the ID of your group local teamName = "" if rank == 253 then ---- Change this number to that of the desired rank, find it on the admin page teamName = "Owners" ---- Change this to the name of the team you want this person on elseif rank >= 252 and rank ~= 8 then teamName = "Hostiles" elseif rank == 250 then ---- Change this number to that of the desired rank, find it on the admin page teamName = "High Command" ---- Change this to the name of the team you want this person on elseif rank >= 1 and rank ~= 5 then ---- This one accounts for all members not in the previous ranks, but excludes the prison rank, adjust for your purposes teamName = "Visitor" elseif rank == 0 then ---- Change this number to that of the desired rank, find it on the admin page teamName = "Guest" ---- Change this to the name of the team you want this person on end newPlayer.TeamColor = game.Teams[teamName].TeamColor end)
--// Bullet Physics
BulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop BulletSpeed = 2500; -- Bullet Speed BulletSpread = 1; -- How much spread the bullet has ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds ExploSpeed = 600; -- Speed for explosive rounds BulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)
-- Variables
local inputBeganHandle = nil local function OnCharacterAdded(character) local humanoid = character:WaitForChild("Humanoid") -- Listen for inputs from the local player inputBeganHandle = UserInputService.InputBegan:Connect(function(inputObject) local humanoidState = humanoid:GetState() -- Can't do any equipment management if you're dead. if humanoidState == Enum.HumanoidStateType.Dead then return end -- [Q] to swap weapons if inputObject.KeyCode == Enum.KeyCode.Q then -- Inform the server that we want to swap our weapons APIEquipment.SwapWeapons() elseif inputObject.KeyCode == Enum.KeyCode.G then local currentlyEquippedTool = APIEquipment.GetEquippedToolFromPlayer(Local_Player) local throwableTool = APIEquipment.GetThrowableFromPlayer(Local_Player) -- Don't swap to the grenade if we're already holding the grenade if throwableTool == currentlyEquippedTool then return end local throwableDefinition = APIEquipment.GetWeaponDefinitionFromTool(throwableTool) local throwableRuntime = APIEquipment.GetLocalCurrentWeaponRuntimeData(throwableDefinition) -- Don't allow throwing of grenades if they're out. if throwableRuntime:IsEmpty() then return end APIEquipment.SwapToThrowable() end end) -- Don't allow weapon switching when the player has died. humanoid.Died:Connect(function() if inputBeganHandle then inputBeganHandle:Disconnect() end end) end local function OnCharacterRemoved() -- Clear input handle when the character is not existing if inputBeganHandle then inputBeganHandle:Disconnect() end end if Local_Player.Character then OnCharacterAdded(Local_Player.Character) end Local_Player.CharacterAdded:Connect(OnCharacterAdded) Local_Player.CharacterRemoving:Connect(OnCharacterRemoved)
--[[blowUp() wait(.1) script.Parent:remove() --]]
-- Roblox Services
local Players = game:GetService("Players") local RunService = game:GetService("RunService")
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 5000 -- Front brake force Tune.RBrakeForce = 5000 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--[[ Restricts the reading of missing members for a table. ]]
local Package = script.Parent.Parent local logError = require(Package.Logging.logError) local function restrictRead(tableName: string, strictTable: table): table local metatable = getmetatable(strictTable) if metatable == nil then metatable = {} setmetatable(strictTable, metatable) end function metatable:__index(memberName) logError("strictReadError", nil, tostring(memberName), tableName) end return strictTable end return restrictRead
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 160 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 270 , spInc = 40 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 400 , spInc = 40 , -- Increment between labelled notches } }
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "bow" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
------------------------- --| Exposed Functions |-- -------------------------
function PopperCam:Update() if PopperEnabled then -- First, prep some intermediate vars local focusPoint = Camera.Focus.p local cameraCFrame = Camera.CoordinateFrame local cameraFrontPoint = cameraCFrame.p + (cameraCFrame.lookVector * NEAR_CLIP_PLANE_OFFSET) local screenSize = Camera.ViewportSize local ignoreList = {} for _, character in pairs(PlayerCharacters) do table.insert(ignoreList, character) end for _, basePart in pairs(VehicleParts) do table.insert(ignoreList, basePart) end -- Cast rays at the near clip plane, from corresponding points near the focus point, -- and find the direct line that is the most cut off local largest = 0 for _, screenScale in pairs(CAST_SCREEN_SCALES) do local clipWorldPoint = ScreenToWorld(screenSize * screenScale, screenSize, NEAR_CLIP_PLANE_OFFSET) local rayStartPoint = focusPoint + (clipWorldPoint - cameraFrontPoint) local _, hitPoint = PiercingCast(rayStartPoint, clipWorldPoint, ignoreList) local cutoffAmount = (hitPoint - clipWorldPoint).Magnitude if cutoffAmount > largest then largest = cutoffAmount end end -- Then check if the player zoomed since the last frame, -- and if so, reset our pop history so we stop tweening local zoomLevel = (cameraCFrame.p - focusPoint).Magnitude if math.abs(zoomLevel - LastZoomLevel) > 0.001 then LastPopAmount = 0 end -- Finally, zoom the camera in (pop) by that most-cut-off amount, or the last pop amount if that's more local popAmount = math.max(largest, LastPopAmount) if popAmount > 0 then Camera.CoordinateFrame = cameraCFrame + (cameraCFrame.lookVector * popAmount) LastPopAmount = math.max(0, popAmount - POP_RESTORE_RATE) -- Shrink it for the next frame end LastZoomLevel = zoomLevel end end
-- Controller script
local PlayerScripts = player.PlayerScripts local Controller = PlayerScripts.Controller local PlayerGui = script.Parent
-- ================================================================================ -- CONNECTIONS -- ================================================================================
ExitButton.Activated:Connect(exit) InfoButton.Activated:Connect(openInfoGui) InfoExitButton.Activated:Connect(exitInfoGui) SelectButton.Activated:Connect(makeSelection) humanoid.Died:Connect(exitInfoGui)
--Tune--
local StockHP = 240 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve) local TurboCount = 1 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos) local TurboSize = 80 --bigger the turbo, the more lag it has local WasteGatePressure = 11 --Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo) local CompressionRatio = 11.5/1 --Compression of your car (look up the compression of the engine you are running) local AntiLag = true --if true basically keeps the turbo spooled up so less lag local BOV_Loudness = 2 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 0.9 --max pitch of the BOV (not exact so might have to mess with it) local TurboLoudness = 1 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)
--Dimensions
t_Dim = Vector3.new(2,2,1) rADim = Vector3.new(1,2,1) lADim = Vector3.new(1,2,1) rLDim = Vector3.new(1,2,1) lLDim = Vector3.new(1,2,1) h_Dim = Vector3.new(2,1,1)
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
runService.RenderStepped:connect(function() if running then updatechar() CamPos = CamPos + (TargetCamPos - CamPos) *0.28 AngleX = AngleX + (TargetAngleX - AngleX) *0.35 local dist = TargetAngleY - AngleY dist = math.abs(dist) > 180 and dist - (dist / math.abs(dist)) * 360 or dist AngleY = (AngleY + dist *0.35) %360 cam.CameraType = Enum.CameraType.Scriptable cam.CoordinateFrame = CFrame.new(head.Position) * CFrame.Angles(0,math.rad(AngleY),0) * CFrame.Angles(math.rad(AngleX),0,0) * CFrame.new(0,0.5,0) -- offset humanoidpart.CFrame=CFrame.new(humanoidpart.Position)*CFrame.Angles(0,math.rad(AngleY),0) else game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.Default end if (cam.Focus.p-cam.CoordinateFrame.p).magnitude < 1 then running = false else running = true if freemouse == true then game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.Default else game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.LockCenter end end if not CanToggleMouse.allowed then freemouse = false end cam.FieldOfView = FieldOfView end)
--[[ Handles the PurchasingPot stage during the First Time User Experience, which waits for the player to purchase a pot --]]
local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") local FarmManagerServer = require(ServerStorage.Source.Farm.FarmManagerServer) local Market = require(ServerStorage.Source.Market) local FtueStage = require(ReplicatedStorage.Source.SharedConstants.FtueStage) local ItemCategory = require(ReplicatedStorage.Source.SharedConstants.ItemCategory) local PurchasingPotFtueStage = {} function PurchasingPotFtueStage.handleAsync(player: Player): FtueStage.EnumType? local farm = FarmManagerServer.getFarmForPlayer(player) farm:openDoor() repeat local playerWhoBought, _, itemCategory = Market.itemsPurchased:Wait() until playerWhoBought == player and itemCategory == ItemCategory.Pots return FtueStage.ReturningToFarm end return PurchasingPotFtueStage
-- ROBLOX deviation: saves a valid Roblox ModuleScript
local function saveSnapshotFile(snapshotData: SnapshotData, snapshotPath: ConfigPath) local snapshots = { writeSnapshotVersion(), "local exports = {}", } for _, key in ipairs(alphanumsort(Object.keys(snapshotData))) do table.insert( snapshots, "exports[ [=[" -- ROBLOX deviation: we don't call printBacktickString here since we inline the -- multiline literal .. escapeBacktickString(key) .. "]=] ] = " .. printBacktickString(normalizeNewLines(snapshotData[key])) ) -- ROBLOX deviation: we don't append a semicolon end table.insert(snapshots, "return exports") if FileSystemService == nil then FileSystemService = getFileSystemService() or false end -- ROBLOX deviation: error when FileSystemService doesn't exist if not FileSystemService then error(Error("Attempting to save snapshots in an environment where FileSystemService is inaccessible.")) end ensureDirectoryExists(snapshotPath) FileSystemService:WriteFile(snapshotPath, table.concat(snapshots, "\n\n")) end local function deepMergeArray(target: Array<any>, source: Array<any>) local mergedOutput = Array.from(target) for index, sourceElement in ipairs(source) do local targetElement = mergedOutput[index] if Array.isArray(target[index]) then mergedOutput[index] = deepMergeArray(target[index], sourceElement) elseif isObject(targetElement) then mergedOutput[index] = deepMerge(target[index], sourceElement) else -- Source does not exist in target or target is primitive and cannot be deep merged mergedOutput[index] = sourceElement end end return mergedOutput end function deepMerge(target: any, source: any): any if isObject(target) and isObject(source) then local mergedOutput = {} for key, value in pairs(target) do mergedOutput[key] = value end for key, value in pairs(source) do if isObject(source[key]) and not source[key]["$$typeof"] then if not target[key] then Object.assign(mergedOutput, { [key] = source[key] }) else mergedOutput[key] = deepMerge(target[key], source[key]) end elseif Array.isArray(source[key]) then mergedOutput[key] = deepMergeArray(target[key], source[key]) else Object.assign(mergedOutput, { [key] = source[key] }) end end return mergedOutput elseif Array.isArray(target) and Array.isArray(source) then return deepMergeArray(target, source) end return target end
--------RIGHT DOOR 10--------
game.Workspace.doorright.l73.BrickColor = BrickColor.new(102) game.Workspace.doorright.l72.BrickColor = BrickColor.new(102) game.Workspace.doorright.l71.BrickColor = BrickColor.new(102) game.Workspace.doorright.l63.BrickColor = BrickColor.new(102) game.Workspace.doorright.l62.BrickColor = BrickColor.new(102) game.Workspace.doorright.l61.BrickColor = BrickColor.new(102) game.Workspace.doorright.l53.BrickColor = BrickColor.new(102) game.Workspace.doorright.l52.BrickColor = BrickColor.new(102) game.Workspace.doorright.l51.BrickColor = BrickColor.new(102) game.Workspace.doorright.l43.BrickColor = BrickColor.new(102) game.Workspace.doorright.l42.BrickColor = BrickColor.new(102) game.Workspace.doorright.l41.BrickColor = BrickColor.new(102) game.Workspace.doorright.l33.BrickColor = BrickColor.new(102) game.Workspace.doorright.l32.BrickColor = BrickColor.new(102) game.Workspace.doorright.l31.BrickColor = BrickColor.new(102) game.Workspace.doorright.l23.BrickColor = BrickColor.new(102) game.Workspace.doorright.l22.BrickColor = BrickColor.new(102) game.Workspace.doorright.l21.BrickColor = BrickColor.new(102) game.Workspace.doorright.l13.BrickColor = BrickColor.new(102) game.Workspace.doorright.l12.BrickColor = BrickColor.new(102) game.Workspace.doorright.l11.BrickColor = BrickColor.new(102)
--// All global vars will be wiped/replaced except script --// All guis are autonamed using client.Functions.GetRandom()
return function(data, env) if env then setfenv(1, env) end local gui = service.New("ScreenGui") local mode = data.Mode local gTable = client.UI.Register(gui, {Name = "Effect"}) local BindEvent = gTable.BindEvent client.UI.Remove("Effect", gui) gTable:Ready() if mode == "Off" or not mode then gTable:Destroy() elseif mode == "Pixelize" then local frame = Instance.new("Frame") frame.Parent = gui local camera = workspace.CurrentCamera local pixels = {} local resY = data.Resolution or 20 local resX = data.Resolution or 20 local depth = 0 local distance = data.Distance or 80 local function renderScreen() for i,pixel in pairs(pixels) do local ray = camera:ScreenPointToRay(pixel.X,pixel.Y,depth) local result = workspace:Raycast(ray.Origin, ray.Direction * distance) local part, endPoint = result.Instance, result.Position if part and part.Transparency < 1 then pixel.Pixel.BackgroundColor3 = part.BrickColor.Color else pixel.Pixel.BackgroundColor3 = Color3.fromRGB(105, 170, 255) end end end frame.Size = UDim2.new(1,0,1,40) frame.Position = UDim2.new(0,0,0,-35) for y = 0,gui.AbsoluteSize.Y+50,resY do for x = 0,gui.AbsoluteSize.X+30,resX do local pixel = Instance.new("TextLabel") pixel.Text = "" pixel.BorderSizePixel = 0 pixel.Size = UDim2.new(0,resX,0,resY) pixel.Position = UDim2.new(0,x-(resX/2),0,y-(resY/2)) pixel.BackgroundColor3 = Color3.fromRGB(105, 170, 255) pixel.Parent = frame table.insert(pixels,{Pixel = pixel,X = x, Y = y}) end end while wait() and not gTable.Destroyed and gui.Parent do if not gTable.Destroyed and not gTable.Active then wait(5) else renderScreen() end end gTable:Destroy() elseif mode == "FadeOut" then service.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false) service.UserInputService.MouseIconEnabled = false for i,v in pairs(service.PlayerGui:GetChildren()) do pcall(function() if v~=gui then v:Destroy() end end) end local blur = service.New("BlurEffect", { Name = "Adonis_FadeOut_Blur"; Parent = service.Lighting; Size = 0; }) local bg = service.New("Frame", { Parent = gui; BackgroundTransparency = 1; BackgroundColor3 = Color3.new(0,0,0); Size = UDim2.new(2,0,2,0); Position = UDim2.new(-0.5,0,-0.5,0); }) for i = 1,0,-0.01 do bg.BackgroundTransparency = i blur.Size = 56 * (1 - i); wait(0.1) end bg.BackgroundTransparency = 0 elseif mode == "Trippy" then local v = service.Player local bg = Instance.new("Frame") bg.BackgroundColor3 = Color3.new(0,0,0) bg.BackgroundTransparency = 0 bg.Size = UDim2.new(10,0,10,0) bg.Position = UDim2.new(-5,0,-5,0) bg.ZIndex = 10 bg.Parent = gui while gui and gui.Parent do wait(1/44) bg.BackgroundColor3 = Color3.new(math.random(255)/255,math.random(255)/255,math.random(255)/255) end if gui then gui:Destroy() end elseif mode == "Spooky" then local frame = Instance.new("Frame") frame.BackgroundColor3=Color3.new(0,0,0) frame.Size=UDim2.new(1,0,1,50) frame.Position=UDim2.new(0,0,0,-50) frame.Parent = gui local img = Instance.new("ImageLabel") img.Position = UDim2.new(0,0,0,0) img.Size = UDim2.new(1,0,1,0) img.BorderSizePixel = 0 img.BackgroundColor3 = Color3.new(0,0,0) img.Parent = frame local textures = { 299735022; 299735054; 299735082; 299735103; 299735133; 299735156; 299735177; 299735198; 299735219; 299735245; 299735269; 299735289; 299735304; 299735320; 299735332; 299735361; 299735379; } local sound = Instance.new("Sound") sound.SoundId = "rbxassetid://174270407" sound.Looped = true sound.Parent = gui sound:Play() while gui and gui.Parent do for i=1,#textures do img.Image = "rbxassetid://"..textures[i] wait(0.1) end end sound:Stop() elseif mode == "lifeoftheparty" then local frame = Instance.new("Frame") frame.BackgroundColor3 = Color3.new(0,0,0) frame.Size = UDim2.new(1,0,1,50) frame.Position = UDim2.new(0,0,0,-50) frame.Parent = gui local img = Instance.new("ImageLabel") img.Position = UDim2.new(0,0,0,0) img.Size = UDim2.new(1,0,1,0) img.BorderSizePixel = 0 img.BackgroundColor3 = Color3.new(0,0,0) img.Parent = frame local textures = { 299733203; 299733248; 299733284; 299733309; 299733355; 299733386; 299733404; 299733425; 299733472; 299733489; 299733501; 299733523; 299733544; 299733551; 299733564; 299733570; 299733581; 299733597; 299733609; 299733621; 299733632; 299733640; 299733648; 299733663; 299733674; 299733694; } local sound = Instance.new("Sound") sound.SoundId = "rbxassetid://172906410" sound.Looped = true sound.Parent = gui sound:Play() while gui and gui.Parent do for i=1,#textures do img.Image = "rbxassetid://"..textures[i] wait(0.1) end end sound:Stop() elseif mode == "trolling" then local frame = Instance.new("Frame") frame.BackgroundColor3 = Color3.new(0,0,0) frame.Size = UDim2.new(1,0,1,50) frame.Position = UDim2.new(0,0,0,-50) frame.Parent = gui local img = Instance.new("ImageLabel") img.Position = UDim2.new(0,0,0,0) img.Size = UDim2.new(1,0,1,0) img.BorderSizePixel = 0 img.BackgroundColor3 = Color3.new(0,0,0) img.Parent = frame local textures = { "6172043688"; "6172044478"; "6172045193"; "6172045797"; "6172046490"; "6172047172"; "6172047947"; "6172048674"; "6172050195"; "6172050892"; "6172051669"; "6172053085"; "6172054752"; "6172054752"; "6172053085"; "6172051669"; "6172050892"; "6172050195"; "6172048674"; "6172047947"; "6172047172"; "6172046490"; "6172045797"; "6172045193"; "6172044478"; "6172043688"; } local sound = Instance.new("Sound") sound.SoundId = "rbxassetid://229681899" sound.Looped = true sound.Parent = gui sound:Play() while gui and gui.Parent do for i=1,#textures do img.Image = "rbxassetid://"..textures[i] wait(0.13) end end sound:Stop() elseif mode == "Strobe" then local bg = Instance.new("Frame") bg.BackgroundColor3 = Color3.new(0,0,0) bg.BackgroundTransparency = 0 bg.Size = UDim2.new(10,0,10,0) bg.Position = UDim2.new(-5,0,-5,0) bg.ZIndex = 10 bg.Parent = gui while gui and gui.Parent do wait(1/44) bg.BackgroundColor3 = Color3.new(1,1,1) wait(1/44) bg.BackgroundColor3 = Color3.new(0,0,0) end if gui then gui:Destroy() end elseif mode == "Blind" then local bg = Instance.new("Frame") bg.BackgroundColor3 = Color3.new(0,0,0) bg.BackgroundTransparency = 0 bg.Size = UDim2.new(10,0,10,0) bg.Position = UDim2.new(-5,0,-5,0) bg.ZIndex = 10 bg.Parent = gui elseif mode == "ScreenImage" then local bg = Instance.new("ImageLabel") bg.Image="rbxassetid://"..data.Image bg.BackgroundColor3 = Color3.new(0,0,0) bg.BackgroundTransparency = 0 bg.Size = UDim2.new(1,0,1,0) bg.Position = UDim2.new(0,0,0,0) bg.ZIndex = 10 bg.Parent = gui elseif mode == "ScreenVideo" then local bg = Instance.new("VideoFrame") bg.Video="rbxassetid://"..data.Video bg.BackgroundColor3 = Color3.new(0,0,0) bg.BackgroundTransparency = 0 bg.Size = UDim2.new(1,0,1,0) bg.Position = UDim2.new(0,0,0,0) bg.ZIndex = 10 bg.Parent = gui bg:Play() end end
--local Screen = carSeat.Parent.AudioPlayerScreen.SurfaceGui <-- soon
local Song = script.Parent.AudioPlayerGui.Song local Audio = carSeat.Audio local Audio1 = carSeat.Audio1 local Audio2 = carSeat.Audio2 local Audio3 = carSeat.Audio3 local Audio4 = carSeat.Audio4 vol = 100000.0 function playSong() local id = player.PlayerGui.AudioPlayer.AudioPlayerGui.TextBox.Text Audio:Stop() Audio1:Stop() Audio2:Stop() Audio3:Stop() Audio4:Stop() Audio.SoundId = "http://www.roblox.com/asset/?id="..id Audio1.SoundId = "http://www.roblox.com/asset/?id="..id Audio2.SoundId = "http://www.roblox.com/asset/?id="..id Audio3.SoundId = "http://www.roblox.com/asset/?id="..id Audio4.SoundId = "http://www.roblox.com/asset/?id="..id Audio:Play() Audio1:Play() Audio2:Play() Audio3:Play() Audio4:Play() --Screen.Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name --Screen.ID.Text = id end function stopSong() Audio:Stop() Audio1:Stop() Audio2:Stop() Audio3:Stop() Audio4:Stop() end function volUp() if vol + 0.1 <= 1 then vol = vol + 0.1 Audio.Volume = vol Audio1.Volume = vol Audio2.Volume = vol Audio3.Volume = vol Audio4.Volume = vol player.PlayerGui.AudioPlayer.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%" --Screen.Vol.Text = tostring(vol*100) .. "%" end end function volDown() if vol - 0.1 >= 0 then vol = vol - 0.1 Audio.Volume = vol Audio1.Volume = vol Audio2.Volume = vol Audio3.Volume = vol Audio4.Volume = vol player.PlayerGui.AudioPlayer.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%" --Screen.Vol.Text = tostring(vol*100) .. "%" end end VolUpButton.MouseButton1Click:connect(function() volUp() end) VolDownButton.MouseButton1Click:connect(function() volDown() end) PlayButton.MouseButton1Click:connect(function() playSong() end) PauseButton.MouseButton1Click:connect(function() stopSong() end)
-- bg.CFrame = bg.CFrame * CFrame.Angles(0,0,0)
IfOnLand() bv.Velocity = Vector3.new(0,0,0) seat.Anchored = true seat.Velocity = Vector3.new(0,0,0) wait() seat.Anchored = false end end) seat.Changed:connect(function(property) if property == "Occupant" then if seat.Occupant then local p = game.Players:GetPlayerFromCharacter(seat.Occupant.Parent) if p then DriveEnabled = true StartEngine() end else DriveEnabled = false lastLodged = tick() wait(0.3) Speed = 0 bv.Velocity = Vector3.new(0,0,0) IfOnLand() end end end) local DespawnCoroutine = coroutine.wrap(function() while wait(1) do if tick()-breakTime >= 0 then sp:Destroy() end end end) DespawnCoroutine()
-- Fun fact: This System contains 1100+ lines of code.
return README
--[[** ensures value is a number where value <= max @param max The maximum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberMax(max) return function(value) local success, errMsg = t.number(value) if not success then return false, errMsg end if value <= max then return true else return false, string.format("number <= %s expected, got %s", max, value) end end end
--------------- --| Utility |-- ---------------
local function AssertTypes(param, ...) local allowedTypes = {} local typeString = '' for _, typeName in pairs({...}) do allowedTypes[typeName] = true typeString = typeString .. (typeString == '' and '' or ' or ') .. typeName end local theType = type(param) assert(allowedTypes[theType], typeString .. " type expected, got: " .. theType) end local function CameraCast(worldPoint, ignoreList) local cameraPoint = Camera.CoordinateFrame.p local vector = worldPoint - cameraPoint local ray = Ray.new(cameraPoint, vector.Unit * math.min(vector.Magnitude, 999)) return workspace:FindPartOnRayWithIgnoreList(ray, ignoreList) end
--[[ Returns true if the window is currently not breached ]]
function Window:isNormal() return self._state == Constants.State.Window.Normal end
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 1800 -- Front brake force Tune.RBrakeForce = 1700 -- Rear brake force Tune.PBrakeForce = 15000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
-- DEPRECATED
local module = {} function module:init_instance_dynamically(ad) local PublicAPI = require(script.Parent.PublicAPI) PublicAPI.dynamicLoadBillboardAd(ad) end function module:init_3d_instance_dynamically(ad) local PublicAPI = require(script.Parent.PublicAPI) PublicAPI.dynamicLoadBoxAd(ad) end return module
-- Local Functions
local function isInTutorial() return TutorialPanels.Visible end local function makeShoeParticle() local particle = ShoeParticle:Clone() local randomX = (math.random() - .5)/10 particle.Position = UDim2.fromScale(.5 + randomX, .9) particle.Parent = GameplayUi TweenService:Create(particle, TweenInfo.new(.75), { Position = UDim2.fromScale(particle.Position.X.Scale, .85), Rotation = math.random(-50, 50), Size = UDim2.fromScale(1, .065), ImageTransparency = 1, }, function() particle:Destroy() end):Play() end local function registerMovement() cooldown = true clickButton.Image = "rbxassetid://5301573887" makeShoeParticle() -- Have the player move to the next waypoint and tell the waypoint tracker to be -- active in checking if they've reached the waypoint. controller:TrackPlayer() end
-- T A B C mode opcode
opmode(0, 1, "OpArgK", "OpArgN", "iABx"), -- OP_LOADK opmode(0, 1, "OpArgU", "OpArgU", "iABC"), -- OP_LOADBOOL opmode(0, 1, "OpArgR", "OpArgN", "iABC"), -- OP_LOADNIL opmode(0, 1, "OpArgU", "OpArgN", "iABC"), -- OP_GETUPVAL opmode(0, 1, "OpArgK", "OpArgN", "iABx"), -- OP_GETGLOBAL opmode(0, 1, "OpArgR", "OpArgK", "iABC"), -- OP_GETTABLE opmode(0, 0, "OpArgK", "OpArgN", "iABx"), -- OP_SETGLOBAL opmode(0, 0, "OpArgU", "OpArgN", "iABC"), -- OP_SETUPVAL opmode(0, 0, "OpArgK", "OpArgK", "iABC"), -- OP_SETTABLE opmode(0, 1, "OpArgU", "OpArgU", "iABC"), -- OP_NEWTABLE opmode(0, 1, "OpArgR", "OpArgK", "iABC"), -- OP_SELF opmode(0, 1, "OpArgK", "OpArgK", "iABC"), -- OP_ADD opmode(0, 1, "OpArgK", "OpArgK", "iABC"), -- OP_SUB opmode(0, 1, "OpArgK", "OpArgK", "iABC"), -- OP_MUL opmode(0, 1, "OpArgK", "OpArgK", "iABC"), -- OP_DIV opmode(0, 1, "OpArgK", "OpArgK", "iABC"), -- OP_MOD opmode(0, 1, "OpArgK", "OpArgK", "iABC"), -- OP_POW opmode(0, 1, "OpArgR", "OpArgN", "iABC"), -- OP_UNM opmode(0, 1, "OpArgR", "OpArgN", "iABC"), -- OP_NOT opmode(0, 1, "OpArgR", "OpArgN", "iABC"), -- OP_LEN opmode(0, 1, "OpArgR", "OpArgR", "iABC"), -- OP_CONCAT opmode(0, 0, "OpArgR", "OpArgN", "iAsBx"), -- OP_JMP opmode(1, 0, "OpArgK", "OpArgK", "iABC"), -- OP_EQ opmode(1, 0, "OpArgK", "OpArgK", "iABC"), -- OP_LT opmode(1, 0, "OpArgK", "OpArgK", "iABC"), -- OP_LE opmode(1, 1, "OpArgR", "OpArgU", "iABC"), -- OP_TEST opmode(1, 1, "OpArgR", "OpArgU", "iABC"), -- OP_TESTSET opmode(0, 1, "OpArgU", "OpArgU", "iABC"), -- OP_CALL opmode(0, 1, "OpArgU", "OpArgU", "iABC"), -- OP_TAILCALL opmode(0, 0, "OpArgU", "OpArgN", "iABC"), -- OP_RETURN opmode(0, 1, "OpArgR", "OpArgN", "iAsBx"), -- OP_FORLOOP opmode(0, 1, "OpArgR", "OpArgN", "iAsBx"), -- OP_FORPREP opmode(1, 0, "OpArgN", "OpArgU", "iABC"), -- OP_TFORLOOP opmode(0, 0, "OpArgU", "OpArgU", "iABC"), -- OP_SETLIST opmode(0, 0, "OpArgN", "OpArgN", "iABC"), -- OP_CLOSE opmode(0, 1, "OpArgU", "OpArgN", "iABx"), -- OP_CLOSURE opmode(0, 1, "OpArgU", "OpArgN", "iABC"), -- OP_VARARG }
--//////////////////////////////////////////////////////////////////////////////////////////// --////////////////////////////////////////////////////////////// Code to do chat window fading --////////////////////////////////////////////////////////////////////////////////////////////
function CheckIfPointIsInSquare(checkPos, topLeft, bottomRight) return (topLeft.X <= checkPos.X and checkPos.X <= bottomRight.X and topLeft.Y <= checkPos.Y and checkPos.Y <= bottomRight.Y) end local backgroundIsFaded = false local textIsFaded = false local lastTextFadeTime = 0 local lastBackgroundFadeTime = 0 local fadedChanged = Instance.new("BindableEvent") local mouseStateChanged = Instance.new("BindableEvent") local chatBarFocusChanged = Instance.new("BindableEvent") function DoBackgroundFadeIn(setFadingTime) lastBackgroundFadeTime = tick() backgroundIsFaded = false fadedChanged:Fire() ChatWindow:FadeInBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration)) local currentChannelObject = ChatWindow:GetCurrentChannel() if (currentChannelObject) then local Scroller = MessageLogDisplay.Scroller Scroller.ScrollingEnabled = true Scroller.ScrollBarThickness = moduleMessageLogDisplay.ScrollBarThickness end end function DoBackgroundFadeOut(setFadingTime) lastBackgroundFadeTime = tick() backgroundIsFaded = true fadedChanged:Fire() ChatWindow:FadeOutBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration)) local currentChannelObject = ChatWindow:GetCurrentChannel() if (currentChannelObject) then local Scroller = MessageLogDisplay.Scroller Scroller.ScrollingEnabled = false Scroller.ScrollBarThickness = 0 end end function DoTextFadeIn(setFadingTime) lastTextFadeTime = tick() textIsFaded = false fadedChanged:Fire() ChatWindow:FadeInText((setFadingTime or ChatSettings.ChatDefaultFadeDuration) * 0) end function DoTextFadeOut(setFadingTime) lastTextFadeTime = tick() textIsFaded = true fadedChanged:Fire() ChatWindow:FadeOutText((setFadingTime or ChatSettings.ChatDefaultFadeDuration)) end function DoFadeInFromNewInformation() DoTextFadeIn() if ChatSettings.ChatShouldFadeInFromNewInformation then DoBackgroundFadeIn() end end function InstantFadeIn() DoBackgroundFadeIn(0) DoTextFadeIn(0) end function InstantFadeOut() DoBackgroundFadeOut(0) DoTextFadeOut(0) end local mouseIsInWindow = nil function UpdateFadingForMouseState(mouseState) mouseIsInWindow = mouseState mouseStateChanged:Fire() if (ChatBar:IsFocused()) then return end if (mouseState) then DoBackgroundFadeIn() DoTextFadeIn() else DoBackgroundFadeIn() end end spawn(function() while true do RunService.RenderStepped:wait() while (mouseIsInWindow or ChatBar:IsFocused()) do if (mouseIsInWindow) then mouseStateChanged.Event:wait() end if (ChatBar:IsFocused()) then chatBarFocusChanged.Event:wait() end end if (not backgroundIsFaded) then local timeDiff = tick() - lastBackgroundFadeTime if (timeDiff > ChatSettings.ChatWindowBackgroundFadeOutTime) then DoBackgroundFadeOut() end elseif (not textIsFaded) then local timeDiff = tick() - lastTextFadeTime if (timeDiff > ChatSettings.ChatWindowTextFadeOutTime) then DoTextFadeOut() end else fadedChanged.Event:wait() end end end) function getClassicChatEnabled() if ChatSettings.ClassicChatEnabled ~= nil then return ChatSettings.ClassicChatEnabled end return Players.ClassicChat end function getBubbleChatEnabled() if ChatSettings.BubbleChatEnabled ~= nil then return ChatSettings.BubbleChatEnabled end return Players.BubbleChat end function bubbleChatOnly() return not getClassicChatEnabled() and getBubbleChatEnabled() end function UpdateMousePosition(mousePos) if not (moduleApiTable.Visible and moduleApiTable.IsCoreGuiEnabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff)) then return end if bubbleChatOnly() then return end local windowPos = ChatWindow.GuiObject.AbsolutePosition local windowSize = ChatWindow.GuiObject.AbsoluteSize local newMouseState = CheckIfPointIsInSquare(mousePos, windowPos, windowPos + windowSize) if (newMouseState ~= mouseIsInWindow) then UpdateFadingForMouseState(newMouseState) end end UserInputService.InputChanged:connect(function(inputObject, gameProcessedEvent) if (inputObject.UserInputType == Enum.UserInputType.MouseMovement) then local mousePos = Vector2.new(inputObject.Position.X, inputObject.Position.Y) UpdateMousePosition(mousePos) end end) UserInputService.TouchTap:connect(function(tapPos, gameProcessedEvent) UpdateMousePosition(tapPos[1]) end) UserInputService.TouchMoved:connect(function(inputObject, gameProcessedEvent) local tapPos = Vector2.new(inputObject.Position.X, inputObject.Position.Y) UpdateMousePosition(tapPos) end) UserInputService.Changed:connect(function(prop) if prop == "MouseBehavior" then if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then local windowPos = ChatWindow.GuiObject.AbsolutePosition local windowSize = ChatWindow.GuiObject.AbsoluteSize local screenSize = GuiParent.AbsoluteSize local centerScreenIsInWindow = CheckIfPointIsInSquare(screenSize/2, windowPos, windowPos + windowSize) if centerScreenIsInWindow then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end end)
--put on startercharacterscripts --made this from a tutorial --i'll take this as not mine cause i dont know how to script and this was from a tutorial
local humanoid = script.Parent:WaitForChild("Humanoid") humanoid.BreakJointsOnDeath = false humanoid.Died:Connect(function() for index,joint in pairs(script.Parent:GetDescendants()) do if joint:IsA("Motor6D") then local socket = Instance.new("BallSocketConstraint") local a1 = Instance.new("Attachment") local a2 = Instance.new("Attachment") a1.Parent = joint.Part0 a2.Parent = joint.Part1 socket.Parent = joint.Parent socket.Attachment0 = a1 socket.Attachment1 = a2 a1.CFrame = joint.C0 a2.CFrame = joint.C1 socket.LimitsEnabled = true socket.TwistLimitsEnabled = true joint:Destroy() end end end)
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 50 settings.KeyAesthetics = true settings.SoundSource = Piano.Keys.KeyBox settings.CameraCFrame = CFrame.new( (Box.CFrame * CFrame.new(0, 0, 1)).p, -- +z is towards player (Box.CFrame * CFrame.new(0, 0, 0)).p ) settings.Length = 5
--[[ Similar to finally, except rejections are propagated through it. ]]
function Promise.prototype:done(finallyHandler) assert( finallyHandler == nil or type(finallyHandler) == "function", string.format(ERROR_NON_FUNCTION, "Promise:done") ) return self:_finally(debug.traceback(nil, 2), finallyHandler, true) end Promise.prototype.Done = Promise.prototype.done
--[[** Decodes a string from Base64. @param [string] Input The input string to decode. @returns [string] The newly decoded string. **--]]
function Base64:Decode(Input) local Output = {} local Length = 0 for Index = 1, #Input, 4 do local C1, C2, C3, C4 = string.byte(Input, Index, Index + 3) local I1 = Indexes[C1] - 1 local I2 = Indexes[C2] - 1 local I3 = (Indexes[C3] or 1) - 1 local I4 = (Indexes[C4] or 1) - 1 local A = bit32_lshift(I1, 2) + bit32_rshift(I2, 4) local B = bit32_lshift(bit32_band(I2, 15), 4) + bit32_rshift(I3, 2) local C = bit32_lshift(bit32_band(I3, 3), 6) + I4 Length = Length + 1 Output[Length] = A if C3 ~= 61 then Length = Length + 1 Output[Length] = B end if C4 ~= 61 then Length = Length + 1 Output[Length] = C end end local NewOutput = {} local NewLength = 0 for Index = 1, Length, 4096 do NewLength = NewLength + 1 NewOutput[NewLength] = string.char(table.unpack(Output, Index, math.min(Index + 4096 - 1, Length))) end return table.concat(NewOutput) end return Base64
----- MAGIC NUMBERS ABOUT THE TOOL ----- -- How much damage a bullet does
local Damage = 50
--[[ By: Brutez, 2/28/2015, 1:34 AM, (UTC-08:00) Pacific Time (US & Canada) ]]
-- local PlayerSpawning=false; --[[ Change this to true if you want the NPC to spawn like a player, and change this to false if you want the NPC to spawn at it's current position. ]]-- local AdvancedRespawnScript=script; repeat Wait(0)until script and script.Parent and script.Parent.ClassName=="Model"; local JaneTheKiller=AdvancedRespawnScript.Parent; if AdvancedRespawnScript and JaneTheKiller and JaneTheKiller:FindFirstChild("Thumbnail")then JaneTheKiller:FindFirstChild("Thumbnail"):Destroy(); end; local GameDerbis=Game:GetService("Debris"); local JaneTheKillerHumanoid; for _,Child in pairs(JaneTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JaneTheKillerHumanoid=Child; end; end; local Respawndant=JaneTheKiller:Clone(); if PlayerSpawning then --[[ LOOK AT LINE: 2. ]]-- coroutine.resume(coroutine.create(function() if JaneTheKiller and JaneTheKillerHumanoid and JaneTheKillerHumanoid:FindFirstChild("Status")and not JaneTheKillerHumanoid:FindFirstChild("Status"):FindFirstChild("AvalibleSpawns")then SpawnModel=Instance.new("Model"); SpawnModel.Parent=JaneTheKillerHumanoid.Status; SpawnModel.Name="AvalibleSpawns"; else SpawnModel=JaneTheKillerHumanoid:FindFirstChild("Status"):FindFirstChild("AvalibleSpawns"); end; function FindSpawn(SearchValue) local PartsArchivable=SearchValue:GetChildren(); for AreaSearch=1,#PartsArchivable do if PartsArchivable[AreaSearch].className=="SpawnLocation"then local PositionValue=Instance.new("Vector3Value",SpawnModel); PositionValue.Value=PartsArchivable[AreaSearch].Position; PositionValue.Name=PartsArchivable[AreaSearch].Duration; end; FindSpawn(PartsArchivable[AreaSearch]); end; end; FindSpawn(Game:GetService("Workspace")); local SpawnChilden=SpawnModel:GetChildren(); if#SpawnChilden>0 then local SpawnItself=SpawnChilden[math.random(1,#SpawnChilden)]; local RespawningForceField=Instance.new("ForceField"); RespawningForceField.Parent=JaneTheKiller; RespawningForceField.Name="SpawnForceField"; GameDerbis:AddItem(RespawningForceField,SpawnItself.Name); JaneTheKiller:MoveTo(SpawnItself.Value+Vector3.new(0,3.5,0)); else if JaneTheKiller:FindFirstChild("SpawnForceField")then JaneTheKiller:FindFirstChild("SpawnForceField"):Destroy(); end; JaneTheKiller:MoveTo(Vector3.new(0,115,0)); end; end)); end; function Respawn() Wait(5); Respawndant.Parent=JaneTheKiller.Parent; Respawndant:makeJoints(); Respawndant:FindFirstChild("Head"):MakeJoints(); Respawndant:FindFirstChild("Torso"):MakeJoints(); JaneTheKiller:remove(); end; if AdvancedRespawnScript and JaneTheKiller and JaneTheKillerHumanoid then JaneTheKillerHumanoid.Died:connect(Respawn); end;
-- Create component
local ColorPicker = Roact.PureComponent:extend(script.Name) function ColorPicker:init() self.Maid = Maid.new() local InitialHue, InitialSaturation, InitialBrightness = (self.props.InitialColor or Color3.fromHSV(0, 0.5, 1)):ToHSV() self.HSV, self._SetHSV = Roact.createBinding({ H = InitialHue; S = InitialSaturation; V = InitialBrightness; }) end function ColorPicker:didUpdate(previousProps) if previousProps.InitialColor ~= self.props.InitialColor then local InitialHue, InitialSaturation, InitialBrightness = (self.props.InitialColor or Color3.fromHSV(0, 0.5, 1)):ToHSV() self._SetHSV({ H = InitialHue; S = InitialSaturation; V = InitialBrightness; }) end end function ColorPicker:SetHSV(HSV) self._SetHSV(HSV) if self.props.SetPreviewColor then fastSpawn(function () self.props.SetPreviewColor(Color3.fromHSV(HSV.H, HSV.S, HSV.V)) end) end end function ColorPicker:Finish() if self.props.SetPreviewColor then fastSpawn(function () self.props.SetPreviewColor(nil) end) end if self.props.OnConfirm then local HSV = self.HSV:getValue() local Color = Color3.fromHSV(HSV.H, HSV.S, HSV.V) fastSpawn(function () self.props.OnConfirm(Color) end) end end function ColorPicker:Cancel() if self.props.SetPreviewColor then fastSpawn(function () self.props.SetPreviewColor(nil) end) end if self.props.OnCancel then fastSpawn(function () self.props.OnCancel() end) end end function ColorPicker:render() return new('ScreenGui', { DisplayOrder = 1; }, { Dialog = new('Frame', { Active = true; Draggable = true; ZIndex = 0; AnchorPoint = Vector2.new(1, 0.5); Position = self.DefaultPosition or UDim2.new(1, -110, 0.5, 0); BackgroundTransparency = 1; Size = UDim2.fromOffset(240, 0); [Roact.Change.Position] = function (rbx) ColorPicker.DefaultPosition = rbx.Position end; }, { Layout = new('UIListLayout', { FillDirection = Enum.FillDirection.Vertical; SortOrder = Enum.SortOrder.LayoutOrder; [Roact.Change.AbsoluteContentSize] = function (rbx) rbx.Parent.Size = UDim2.fromOffset(240, rbx.AbsoluteContentSize.Y) end; }); Picker = new('Frame', { BackgroundTransparency = 1; BorderSizePixel = 0; Size = UDim2.new(1, 0, 0, 0); LayoutOrder = 0; }, { Layout = new('UIListLayout', { Padding = UDim.new(0, 10); FillDirection = Enum.FillDirection.Horizontal; SortOrder = Enum.SortOrder.LayoutOrder; [Roact.Change.AbsoluteContentSize] = function (rbx) rbx.Parent.Size = UDim2.new(1, 0, 0, rbx.AbsoluteContentSize.Y) end; }); Color = new('Frame', { BorderSizePixel = 0; Size = UDim2.new(0.25, 0, 1, 0); BackgroundColor3 = self.HSV:map(function (HSV) return Color3.fromHSV(HSV.H, HSV.S, HSV.V) end); }, { Corners = new('UICorner', { CornerRadius = UDim.new(0, 4); }); AspectRatio = new('UIAspectRatioConstraint', { AspectRatio = 1; }); }); Sliders = new('Frame', { Position = UDim2.new(0.25, 5, 0, 0); Size = UDim2.new(0.75, 0, 0, 0); BackgroundTransparency = 1; }, { Layout = new('UIListLayout', { Padding = UDim.new(0, 10); FillDirection = Enum.FillDirection.Vertical; HorizontalAlignment = Enum.HorizontalAlignment.Left; VerticalAlignment = Enum.VerticalAlignment.Top; SortOrder = Enum.SortOrder.LayoutOrder; [Roact.Change.AbsoluteContentSize] = function (rbx) rbx.Parent.Size = UDim2.new(0.75, 0, 0, rbx.AbsoluteContentSize.Y) end; }); HueSlider = new(Slider, { Size = UDim2.new(1, 0, 0, 10); BackgroundColor3 = Color3.fromRGB(255, 255, 255); LayoutOrder = 0; Value = self.HSV:map(function (HSV) return HSV.H end); OnValueChanged = function (Value) local HSV = self.HSV:getValue() self:SetHSV({ H = Value; S = HSV.S; V = HSV.V; }) end; }, { Gradient = new('UIGradient', { Color = self.HSV:map(function (HSV) return ColorSequence.new({ ColorSequenceKeypoint.new(0/6, Color3.fromHSV(0/6, HSV.S, HSV.V)); ColorSequenceKeypoint.new(1/6, Color3.fromHSV(1/6, HSV.S, HSV.V)); ColorSequenceKeypoint.new(2/6, Color3.fromHSV(2/6, HSV.S, HSV.V)); ColorSequenceKeypoint.new(3/6, Color3.fromHSV(3/6, HSV.S, HSV.V)); ColorSequenceKeypoint.new(4/6, Color3.fromHSV(4/6, HSV.S, HSV.V)); ColorSequenceKeypoint.new(5/6, Color3.fromHSV(5/6, HSV.S, HSV.V)); ColorSequenceKeypoint.new(6/6, Color3.fromHSV(6/6, HSV.S, HSV.V)); }) end); }); }); SaturationSlider = new(Slider, { Size = UDim2.new(1, 0, 0, 10); BackgroundColor3 = Color3.fromRGB(255, 255, 255); LayoutOrder = 1; Value = self.HSV:map(function (HSV) return HSV.S end); OnValueChanged = function (Value) local HSV = self.HSV:getValue() self:SetHSV({ H = HSV.H; S = Value; V = HSV.V; }) end; }, { Gradient = new('UIGradient', { Color = self.HSV:map(function (HSV) return ColorSequence.new( Color3.fromHSV(HSV.H, 0, HSV.V), Color3.fromHSV(HSV.H, 1, HSV.V) ) end); }); }); BrightnessSlider = new(Slider, { Size = UDim2.new(1, 0, 0, 10); BackgroundColor3 = Color3.fromRGB(255, 255, 255); LayoutOrder = 2; Value = self.HSV:map(function (HSV) return HSV.V end); OnValueChanged = function (Value) local HSV = self.HSV:getValue() self:SetHSV({ H = HSV.H; S = HSV.S; V = Value; }) end; }, { Gradient = new('UIGradient', { Color = self.HSV:map(function (HSV) return ColorSequence.new( Color3.fromHSV(HSV.H, HSV.S, 0), Color3.fromHSV(HSV.H, HSV.S, 1) ) end); }); }); }); }); Bottom = new('Frame', { BackgroundTransparency = 1; BorderSizePixel = 0; Size = UDim2.new(1, 0, 0, 34); LayoutOrder = 1; }, { HSVLabel = new('TextLabel', { BackgroundTransparency = 1; Position = UDim2.new(0, 0, 0, 7); Font = Enum.Font.GothamBlack; Text = 'HSV: '; TextSize = 11; TextColor3 = Color3.fromRGB(255, 255, 255); TextStrokeTransparency = 0.95; [Roact.Change.TextBounds] = function (rbx) rbx.Size = UDim2.fromOffset(rbx.TextBounds.X, rbx.TextBounds.Y) end; }, { HSVInput = new('TextBox', { BackgroundTransparency = 1; Position = UDim2.new(1, 0, 0, 0); ClearTextOnFocus = false; Font = Enum.Font.Gotham; Text = self.HSV:map(function (HSV) local Hue = tostring(math.floor(HSV.H * 360)) .. '°' local Saturation = tostring(math.floor(HSV.S * 100)) .. '%' local Brightness = tostring(math.floor(HSV.V * 100)) .. '%' return Hue .. ', ' .. Saturation .. ', ' .. Brightness end); TextSize = 11; TextColor3 = Color3.fromRGB(255, 255, 255); TextStrokeTransparency = 0.95; TextXAlignment = Enum.TextXAlignment.Left; [Roact.Change.TextBounds] = function (rbx) rbx.Size = UDim2.fromOffset(rbx.TextBounds.X, rbx.TextBounds.Y) end; [Roact.Event.FocusLost] = function (rbx) local HueInput, SaturationInput, BrightnessInput = rbx.Text:match('([0-9]+)[^0-9]+([0-9]+)[^0-9]+([0-9]+)') if HueInput and SaturationInput and BrightnessInput then self:SetHSV({ H = math.clamp(tonumber(HueInput) / 360, 0, 1); S = math.clamp(tonumber(SaturationInput) / 100, 0, 1); V = math.clamp(tonumber(BrightnessInput) / 100, 0, 1); }) end end; }); }); RGBLabel = new('TextLabel', { BackgroundTransparency = 1; Position = UDim2.new(0, 0, 0, 7 + 11 + 4); Font = Enum.Font.GothamBlack; Text = 'RGB: '; TextSize = 11; TextColor3 = Color3.fromRGB(255, 255, 255); TextStrokeTransparency = 0.95; [Roact.Change.TextBounds] = function (rbx) rbx.Size = UDim2.fromOffset(rbx.TextBounds.X, rbx.TextBounds.Y) end; }, { RGBInput = new('TextBox', { BackgroundTransparency = 1; Position = UDim2.new(1, 0, 0, 0); ClearTextOnFocus = false; Font = Enum.Font.Gotham; Text = self.HSV:map(function (HSV) local Color = Color3.fromHSV(HSV.H, HSV.S, HSV.V) local R = tostring(math.round(Color.R * 255)) local G = tostring(math.round(Color.G * 255)) local B = tostring(math.round(Color.B * 255)) return R .. ', ' .. G .. ', ' .. B end); TextSize = 11; TextColor3 = Color3.fromRGB(255, 255, 255); TextStrokeTransparency = 0.95; TextXAlignment = Enum.TextXAlignment.Left; [Roact.Change.TextBounds] = function (rbx) rbx.Size = UDim2.fromOffset(rbx.TextBounds.X, rbx.TextBounds.Y) end; [Roact.Event.FocusLost] = function (rbx) local RInput, GInput, BInput = rbx.Text:match('([0-9]+)[^0-9]+([0-9]+)[^0-9]+([0-9]+)') if RInput and GInput and BInput then local Color = Color3.fromRGB( math.clamp(tonumber(RInput), 0, 255), math.clamp(tonumber(GInput), 0, 255), math.clamp(tonumber(BInput), 0, 255) ) local H, S, V = Color:ToHSV() self:SetHSV({ H = H; S = S; V = V; }) end end; }); }); ConfirmButton = new('ImageButton', { BackgroundTransparency = 1; Size = UDim2.new(0, 23, 0, 23); Position = UDim2.new(1, 0, 1, 0); AnchorPoint = Vector2.new(1, 1); Image = 'rbxassetid://2132729935'; ScaleType = Enum.ScaleType.Slice; SliceCenter = Rect.new(8, 8, 34, 34); SliceScale = 0.5; [Roact.Event.Activated] = function (rbx) self:Finish() end; }, { Label = new('TextLabel', { BackgroundTransparency = 1; Size = UDim2.new(1, 0, 1, 0); Text = '✔'; Font = Enum.Font.GothamSemibold; TextSize = 12; TextColor3 = Color3.fromRGB(0, 0, 0); }); }); CancelButton = new('ImageButton', { BackgroundTransparency = 1; Size = UDim2.new(0, 25, 0, 23); Position = UDim2.new(1, -30, 1, 0); AnchorPoint = Vector2.new(1, 1); Image = 'rbxassetid://2218340938'; ScaleType = Enum.ScaleType.Slice; SliceCenter = Rect.new(8, 8, 34, 34); SliceScale = 0.5; [Roact.Event.Activated] = function (rbx) self:Cancel() end; }, { Label = new('TextLabel', { BackgroundTransparency = 1; Size = UDim2.new(1, 0, 1, 0); Text = 'Cancel'; Font = Enum.Font.GothamSemibold; TextColor3 = Color3.fromRGB(255, 255, 255); TextSize = 12; TextStrokeTransparency = 0.95; [Roact.Change.TextBounds] = function (rbx) rbx.Parent.Size = UDim2.new(0, rbx.TextBounds.X + 10, 0, 23); end; }); }); }); }) }) end return ColorPicker
-- Set up the Local Player
if RunService:IsClient() then if LocalPlayer.Character then onCharacterAdded(LocalPlayer.Character) end LocalPlayer.CharacterAdded:Connect(onCharacterAdded) LocalPlayer.CharacterRemoving:Connect(onCharacterRemoving) end local ShoulderCamera = {} ShoulderCamera.__index = ShoulderCamera ShoulderCamera.SpringService = nil function ShoulderCamera.new(weaponsSystem) local self = setmetatable({}, ShoulderCamera) self.weaponsSystem = weaponsSystem -- Configuration parameters (constants) self.fieldOfView = 70 self.minPitch = math.rad(-75) -- min degrees camera can angle down self.maxPitch = math.rad(75) -- max degrees camera can cangle up self.normalOffset = Vector3.new(2.25, 2.25, 10.5) -- this is the camera's offset from the player self.zoomedOffsetDistance = 8 -- number of studs to zoom in from default offset when zooming self.normalCrosshairScale = 1 self.zoomedCrosshairScale = 0.75 self.defaultZoomFactor = 1 self.canZoom = true self.zoomInputs = { Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2 } self.sprintInputs = { Enum.KeyCode.LeftShift } self.mouseRadsPerPixel = Vector2.new(1 / 480, 1 / 480) self.zoomedMouseRadsPerPixel = Vector2.new(1 / 1200, 1 / 1200) self.touchSensitivity = Vector2.new(1 / 100, 1 / 100) self.zoomedTouchSensitivity = Vector2.new(1 / 200, 1 / 200) self.touchDelayTime = 0.25 -- max time for a touch to count as a tap (to shoot the weapon instead of control camera), -- also the amount of time players have to start a second touch after releasing the first time to trigger automatic fire self.recoilDecay = 2 -- higher number means faster recoil decay rate self.rotateCharacterWithCamera = true self.gamepadSensitivityModifier = Vector2.new(0.85, 0.65) -- Walk speeds self.zoomWalkSpeed = 8 self.normalWalkSpeed = 16 self.sprintingWalkSpeed = 24 -- Current state self.enabled = false self.yaw = 0 self.pitch = 0 self.currentCFrame = CFrame.new() self.currentOffset = self.normalOffset self.currentRecoil = Vector2.new(0, 0) self.currentMouseRadsPerPixel = self.mouseRadsPerPixel self.currentTouchSensitivity = self.touchSensitivity self.mouseLocked = true self.touchPanAccumulator = Vector2.new(0, 0) -- used for touch devices, represents amount the player has dragged their finger since starting a touch self.currentTool = nil self.sprintingInputActivated = false self.desiredWalkSpeed = self.normalWalkSpeed self.sprintEnabled = false -- true means player will move faster while doing sprint inputs self.slowZoomWalkEnabled = false -- true means player will move slower while doing zoom inputs self.desiredFieldOfView = self.fieldOfView -- Zoom variables self.zoomedFromInput = false -- true if player has performed input to zoom self.forcedZoomed = false -- ignores zoomedFromInput and canZoom self.zoomState = false -- true if player is currently zoomed in self.zoomAlpha = 0 self.hasScope = false self.hideToolWhileZoomed = false self.currentZoomFactor = self.defaultZoomFactor self.zoomedFOV = self.fieldOfView -- Gamepad variables self.gamepadPan = Vector2.new(0, 0) -- essentially the amount the gamepad has moved from resting position self.movementPan = Vector2.new(0, 0) -- this is for movement (gamepadPan is for camera) self.lastThumbstickPos = Vector2.new(0, 0) self.lastThumbstickTime = nil self.currentGamepadSpeed = 0 self.lastGamepadVelocity = Vector2.new(0, 0) -- Occlusion self.lastOcclusionDistance = 0 self.lastOcclusionReachedTime = 0 -- marks the last time camera was at the true occlusion distance self.defaultTimeUntilZoomOut = 0 self.timeUntilZoomOut = self.defaultTimeUntilZoomOut -- time after lastOcclusionReachedTime that camera will zoom out self.timeLastPoppedWayIn = 0 -- this holds the last time camera popped nearly into first person self.isZoomingOut = false self.tweenOutTime = 0.2 self.curOcclusionTween = nil self.occlusionTweenObject = nil -- Side correction (when player is against a wall) self.sideCorrectionGoalVector = nil self.lastSideCorrectionMagnitude = 0 self.lastSideCorrectionReachedTime = 0 -- marks the last time the camera was at the true correction distance self.revertSideCorrectionSpeedMultiplier = 2 -- speed at which camera reverts the side correction (towards 0 correction) self.defaultTimeUntilRevertSideCorrection = 0.75 self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection -- time after lastSideCorrectionReachedTime that camera will revert the correction self.isRevertingSideCorrection = false -- Datamodel references self.eventConnections = {} self.raycastIgnoreList = {} self.currentCamera = nil self.currentCharacter = nil self.currentHumanoid = nil self.currentRootPart = nil self.controlModule = nil -- used to get player's touch input for moving character self.random = Random.new() return self end function ShoulderCamera:setEnabled(enabled) if self.enabled == enabled then return end self.enabled = enabled if self.enabled then RunService:BindToRenderStep(CAMERA_RENDERSTEP_NAME, Enum.RenderPriority.Camera.Value - 1, function(dt) self:onRenderStep(dt) end) ContextActionService:BindAction(ZOOM_ACTION_NAME, function(...) self:onZoomAction(...) end, false, unpack(self.zoomInputs)) ContextActionService:BindAction(SPRINT_ACTION_NAME, function(...) self:onSprintAction(...) end, false, unpack(self.sprintInputs)) table.insert(self.eventConnections, LocalPlayer.CharacterAdded:Connect(function(character) self:onCurrentCharacterChanged(character) end)) table.insert(self.eventConnections, LocalPlayer.CharacterRemoving:Connect(function() self:onCurrentCharacterChanged(nil) end)) table.insert(self.eventConnections, workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:onCurrentCameraChanged(workspace.CurrentCamera) end)) table.insert(self.eventConnections, UserInputService.InputBegan:Connect(function(inputObj, wasProcessed) self:onInputBegan(inputObj, wasProcessed) end)) table.insert(self.eventConnections, UserInputService.InputChanged:Connect(function(inputObj, wasProcessed) self:onInputChanged(inputObj, wasProcessed) end)) table.insert(self.eventConnections, UserInputService.InputEnded:Connect(function(inputObj, wasProcessed) self:onInputEnded(inputObj, wasProcessed) end)) self:onCurrentCharacterChanged(LocalPlayer.Character) self:onCurrentCameraChanged(workspace.CurrentCamera) -- Make transition to shouldercamera smooth by facing in same direction as previous camera local cameraLook = self.currentCamera.CFrame.lookVector self.yaw = math.atan2(-cameraLook.X, -cameraLook.Z) self.pitch = math.asin(cameraLook.Y) self.currentCamera.CameraType = Enum.CameraType.Scriptable self:setZoomFactor(self.currentZoomFactor) -- this ensures that zoomedFOV reflecs currentZoomFactor workspace.CurrentCamera.CameraSubject = self.currentRootPart self.occlusionTweenObject = Instance.new("NumberValue") self.occlusionTweenObject.Name = "OcclusionTweenObject" self.occlusionTweenObject.Parent = script self.occlusionTweenObject.Changed:Connect(function(value) self.lastOcclusionDistance = value end) -- Sets up weapon system to use camera for raycast direction instead of gun look vector self.weaponsSystem.aimRayCallback = function() local cameraCFrame = self.currentCFrame return Ray.new(cameraCFrame.p, cameraCFrame.LookVector * 500) end else RunService:UnbindFromRenderStep(CAMERA_RENDERSTEP_NAME) ContextActionService:UnbindAction(ZOOM_ACTION_NAME) ContextActionService:UnbindAction(SPRINT_ACTION_NAME) if self.currentHumanoid then self.currentHumanoid.AutoRotate = true end if self.currentCamera then self.currentCamera.CameraSubject = self.currentHumanoid self.currentCamera.CameraType = Enum.CameraType.Custom end self:updateZoomState() self.yaw = 0 self.pitch = 0 for _, conn in pairs(self.eventConnections) do conn:Disconnect() end self.eventConnections = {} UserInputService.MouseBehavior = Enum.MouseBehavior.Default UserInputService.MouseIconEnabled = true end end function ShoulderCamera:onRenderStep(dt) if not self.enabled or not self.currentCamera or not self.currentCharacter or not self.currentHumanoid or not self.currentRootPart then return end -- Hide mouse and lock to center if applicable if self.mouseLocked and not GuiService:GetEmotesMenuOpen() then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter UserInputService.MouseIconEnabled = false else UserInputService.MouseBehavior = Enum.MouseBehavior.Default UserInputService.MouseIconEnabled = true end -- Handle gamepad input self:processGamepadInput(dt) -- Smoothly zoom to desired values if self.hasScope then ShoulderCamera.SpringService:Target(self, 0.8, 8, { zoomAlpha = self.zoomState and 1 or 0 }) ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 8, { FieldOfView = self.desiredFieldOfView }) else ShoulderCamera.SpringService:Target(self, 0.8, 3, { zoomAlpha = self.zoomState and 1 or 0 }) ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 3, { FieldOfView = self.desiredFieldOfView }) end -- Handle walk speed changes if self.sprintEnabled or self.slowZoomWalkEnabled then self.desiredWalkSpeed = self.normalWalkSpeed if self.sprintEnabled and (self.sprintingInputActivated or self:sprintFromTouchInput() or self:sprintFromGamepadInput()) and not self.zoomState then self.desiredWalkSpeed = self.sprintingWalkSpeed end if self.slowZoomWalkEnabled and self.zoomAlpha > 0.1 then self.desiredWalkSpeed = self.zoomWalkSpeed end ShoulderCamera.SpringService:Target(self.currentHumanoid, 0.95, 4, { WalkSpeed = self.desiredWalkSpeed }) end -- Initialize variables used for side correction, occlusion, and calculating camera focus/rotation local rootPartPos = self.currentRootPart.CFrame.Position local rootPartUnrotatedCFrame = CFrame.new(rootPartPos) local yawRotation = CFrame.Angles(0, self.yaw, 0) local pitchRotation = CFrame.Angles(self.pitch + self.currentRecoil.Y, 0, 0) local xOffset = CFrame.new(self.normalOffset.X, 0, 0) local yOffset = CFrame.new(0, self.normalOffset.Y, 0) local zOffset = CFrame.new(0, 0, self.normalOffset.Z) local collisionRadius = self:getCollisionRadius() local cameraYawRotationAndXOffset = yawRotation * -- First rotate around the Y axis (look left/right) xOffset -- Then perform the desired offset (so camera is centered to side of player instead of directly on player) local cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset -- Handle/Calculate side correction when player is adjacent to a wall (so camera doesn't go in the wall) local vecToFocus = cameraFocus.p - rootPartPos local rayToFocus = Ray.new(rootPartPos, vecToFocus + (vecToFocus.Unit * collisionRadius)) local hitPart, hitPoint, hitNormal = self:penetrateCast(rayToFocus, self.raycastIgnoreList) local currentTime = tick() local sideCorrectionGoalVector = Vector3.new() -- if nothing is adjacent to player, goal vector is (0, 0, 0) if hitPart then hitPoint = hitPoint + (hitNormal * collisionRadius) sideCorrectionGoalVector = hitPoint - cameraFocus.p if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then -- make it easy for camera to pop closer to player (move left) if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection and self.lastSideCorrectionMagnitude ~= 0 then self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection * 2 -- double time until revert if popping in repeatedly elseif self.lastSideCorrectionMagnitude == 0 and self.timeUntilRevertSideCorrection ~= self.defaultTimeUntilRevertSideCorrection then self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection end self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude self.lastSideCorrectionReachedTime = currentTime self.isRevertingSideCorrection = false else self.isRevertingSideCorrection = true end elseif self.lastSideCorrectionMagnitude ~= 0 then self.isRevertingSideCorrection = true end if self.isRevertingSideCorrection then -- make it hard/slow for camera to revert side correction (move right) if sideCorrectionGoalVector.Magnitude > self.lastSideCorrectionMagnitude - 1 and sideCorrectionGoalVector.Magnitude ~= 0 then self.lastSideCorrectionReachedTime = currentTime -- reset timer if occlusion significantly increased since last frame end if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection then local sideCorrectionChangeAmount = dt * (vecToFocus.Magnitude) * self.revertSideCorrectionSpeedMultiplier self.lastSideCorrectionMagnitude = self.lastSideCorrectionMagnitude - sideCorrectionChangeAmount if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude self.lastSideCorrectionReachedTime = currentTime self.isRevertingSideCorrection = false end end end -- Update cameraFocus to reflect side correction cameraYawRotationAndXOffset = cameraYawRotationAndXOffset + (-vecToFocus.Unit * self.lastSideCorrectionMagnitude) cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset self.currentCamera.Focus = cameraFocus -- Calculate and apply CFrame for camera local cameraCFrameInSubjectSpace = cameraYawRotationAndXOffset * pitchRotation * -- rotate around the X axis (look up/down) yOffset * -- move camera up/vertically zOffset -- move camera back self.currentCFrame = rootPartUnrotatedCFrame * cameraCFrameInSubjectSpace -- Move camera forward if zoomed in if self.zoomAlpha > 0 then local trueZoomedOffset = math.max(self.zoomedOffsetDistance - self.lastOcclusionDistance, 0) -- don't zoom too far in if already occluded self.currentCFrame = self.currentCFrame:lerp(self.currentCFrame + trueZoomedOffset * self.currentCFrame.LookVector.Unit, self.zoomAlpha) end self.currentCamera.CFrame = self.currentCFrame -- Handle occlusion local occlusionDistance = self.currentCamera:GetLargestCutoffDistance(self.raycastIgnoreList) if occlusionDistance > 1e-5 then occlusionDistance = occlusionDistance + collisionRadius end if occlusionDistance >= self.lastOcclusionDistance then -- make it easy for the camera to pop in towards the player if self.curOcclusionTween ~= nil then self.curOcclusionTween:Cancel() self.curOcclusionTween = nil end if currentTime > self.lastOcclusionReachedTime + self.timeUntilZoomOut and self.lastOcclusionDistance ~= 0 then self.timeUntilZoomOut = self.defaultTimeUntilZoomOut * 2 -- double time until zoom out if popping in repeatedly elseif self.lastOcclusionDistance == 0 and self.timeUntilZoomOut ~= self.defaultTimeUntilZoomOut then self.timeUntilZoomOut = self.defaultTimeUntilZoomOut end if occlusionDistance / self.normalOffset.Z > 0.8 and self.timeLastPoppedWayIn == 0 then self.timeLastPoppedWayIn = currentTime end self.lastOcclusionDistance = occlusionDistance self.lastOcclusionReachedTime = currentTime self.isZoomingOut = false else -- make it hard/slow for camera to zoom out self.isZoomingOut = true if occlusionDistance > self.lastOcclusionDistance - 2 and occlusionDistance ~= 0 then -- reset timer if occlusion significantly increased since last frame self.lastOcclusionReachedTime = currentTime end -- If occlusion pops camera in to almost first person for a short time, pop out instantly if currentTime < self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.lastOcclusionDistance / self.normalOffset.Z > 0.8 then self.lastOcclusionDistance = occlusionDistance self.lastOcclusionReachedTime = currentTime self.isZoomingOut = false elseif currentTime >= self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.timeLastPoppedWayIn ~= 0 then self.timeLastPoppedWayIn = 0 end end -- Update occlusion amount if timeout time has passed if currentTime >= self.lastOcclusionReachedTime + self.timeUntilZoomOut and not self.zoomState then if self.curOcclusionTween == nil then self.occlusionTweenObject.Value = self.lastOcclusionDistance local tweenInfo = TweenInfo.new(self.tweenOutTime) local goal = {} goal.Value = self.lastOcclusionDistance - self.normalOffset.Z self.curOcclusionTween = TweenService:Create(self.occlusionTweenObject, tweenInfo, goal) self.curOcclusionTween:Play() end end -- Apply occlusion to camera CFrame local currentOffsetDir = self.currentCFrame.LookVector.Unit self.currentCFrame = self.currentCFrame + (currentOffsetDir * self.lastOcclusionDistance) self.currentCamera.CFrame = self.currentCFrame -- Apply recoil decay self.currentRecoil = self.currentRecoil - (self.currentRecoil * self.recoilDecay * dt) if self:isHumanoidControllable() and self.rotateCharacterWithCamera then self.currentHumanoid.AutoRotate = false self.currentRootPart.CFrame = CFrame.Angles(0, self.yaw, 0) + self.currentRootPart.Position -- rotate character to be upright and facing the same direction as camera self:applyRootJointFix() else self.currentHumanoid.AutoRotate = true end self:handlePartTransparencies() self:handleTouchToolFiring() end
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Fire = Handle:WaitForChild("Fire") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create DeathEffect = script:WaitForChild("DeathEffect") DamageValues = { BaseDamage = 44, SlashDamage = 50, LungeDamage = 56, } Damage = DamageValues.BaseDamage BaseUrl = "http://www.roblox.com/asset/?id=" BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false Special = { Active = false, Enabled = true, Duration = 15, CoolDown = 10, } Animations = { Equip = {Animation = Tool:WaitForChild("Equip"), FadeTime = nil, Weight = nil, Speed = 0.7, Duration = 1}, LeftSlash = {Animation = Tool:WaitForChild("LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.75}, RightSlash = {Animation = Tool:WaitForChild("RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.75}, SideSwipe = {Animation = Tool:WaitForChild("SideSwipe"), FadeTime = nil, Weight = nil, Speed = 0.8, Duration = 0.75}, Explode = {Animation = Tool:WaitForChild("Explode"), FadeTime = 0.25, Weight = nil, Speed = 2, Duration = 0.75}, } Sounds = { Unsheath = Handle:WaitForChild("Unsheath"), Slash = Handle:WaitForChild("Slash"), Lunge = Handle:WaitForChild("Lunge"), } Grips = { Up = CFrame.new(0, -1.85, 0.05, 1, 0, -0, 0, 1, 0, 0, 0, 1), Out = CFrame.new(0, -1.85, 0.05, 1, 0, 0, 0, 0, -1, -0, 1, 0), } LastAttack = 0 ToolEquipped = false ServerControl = (Tool:FindFirstChild("ServerControl") or Create("RemoteFunction"){ Name = "ServerControl", Parent = Tool, }) ClientControl = (Tool:FindFirstChild("ClientControl") or Create("RemoteFunction"){ Name = "ClientControl", Parent = Tool, }) Handle.Transparency = 0 Fire.Enabled = false Tool.Grip = Grips.Up Tool.Enabled = true function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Create("ObjectValue"){ Name = "creator", Value = player, } Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function 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 CheckTableForInstance(Table, Instance) for i, v in pairs(Table) do if v == Instance then return true end end return false 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 GetParts(Region, MaxParts, Ignore) local Parts = {} local RerunFailed = false while #Parts < MaxParts and not RerunFailed do local Region = Region local PossibleParts = GetTotalParts(MaxParts, 3000, #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 function ApplyDeathEffect(character, Direction, Force) local Direction = (Direction or Vector3.new(0, 0, 0)) local Force = (Force or Vector3.new(0, 0, 0)) local humanoid = character:FindFirstChild("Humanoid") if not humanoid then return end local DeathEffectCopy = character:FindFirstChild(DeathEffect.Name) if DeathEffectCopy then return end DeathEffectCopy = DeathEffect:Clone() DeathEffectCopy.WindDirection.Value = Direction DeathEffectCopy.Force.Value = Force DeathEffectCopy.Disabled = false DeathEffectCopy.Parent = character end function DealDamage(character, damage) if not CheckIfAlive() or not character then return end local damage = (damage or 0) local humanoid = character:FindFirstChild("Humanoid") local rootpart = character:FindFirstChild("HumanoidRootPart") if not rootpart then rootpart = character:FindFirstChild("Torso") end if not humanoid or humanoid.Health == 0 or not rootpart then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(damage) if humanoid.Health <= 0 then local WindDir = (CFrame.new(RootPart.Position, Vector3.new(rootpart.Position.X, RootPart.Position.Y, rootpart.Position.Z)) * CFrame.Angles(0, math.pi, 0)).lookVector ApplyDeathEffect(character, Vector3.new(WindDir.X, 1, WindDir.Z), ((WindDir * 6.5) + Vector3.new(0, 15, 0))) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Blow(Part) local PartTouched local HitDelay = false PartTouched = Part.Touched:connect(function(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped or HitDelay then return end local RightArm = Character:FindFirstChild("Right Arm") if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then return end local character = Hit.Parent if character == Character or (Special.Active and RandomNearby and character ~= RandomNearby.Character) then return end local humanoid = character:FindFirstChild("Humanoid") local rootpart = character:FindFirstChild("HumanoidRootPart") if not rootpart then rootpart = character:FindFirstChild("Torso") end if not humanoid or humanoid.Health == 0 or not rootpart then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end HitDelay = true local TotalDamage = (Damage * ((Special.Active and math.huge) or 1)) DealDamage(character, TotalDamage) wait(0.05) HitDelay = false end) end function PossessedAttack() Fire.Enabled = true local CurrentlyEquipped = true if ToolUnequipped then ToolUnequipped:disconnect() end ToolUnequipped = Tool.Unequipped:connect(function() CurrentlyEquipped = false end) local SpecialStart = tick() while ToolEquipped and CurrentlyEquipped and CheckIfAlive() and (tick() - SpecialStart) < Special.Duration do local UserPlayer = Player local UserCharacter = Character local IgnoreObjects = {UserCharacter, Tool} local Radius = 35 local Objects = {} local Humanoids = {} local PlayersNearby = {} local NegativeRadius = (RootPart.Position - Vector3.new(Radius, (RootPart.Size.Y * 1.25), Radius)) local PositiveRadius = (RootPart.Position + Vector3.new(Radius, (Radius / 6), Radius)) for i, v in pairs(Players:GetChildren()) do if v:IsA("Player") and v ~= UserPlayer then local character = v.Character if character and character.Parent then table.insert(IgnoreObjects, v) if not IsTeamMate(v, UserPlayer) then local humanoid = character:FindFirstChild("Humanoid") local rootpart = character:FindFirstChild("HumanoidRootPart") if not rootpart then rootpart = character:FindFirstChild("Torso") end if humanoid and humanoid.Health > 0 and (RootPart.Position - rootpart.Position).magnitude <= Radius then table.insert(Humanoids, humanoid) end end end end end if #Humanoids == 0 then local Parts = GetParts(Region3.new(NegativeRadius, PositiveRadius), 500, IgnoreObjects) for i, v in pairs(Parts) do if v and v.Parent and not CheckTableForInstance(Objects, v) then local character = v.Parent if character:IsA("Hat") or character:IsA("Tool") then character = character.Parent end local humanoid = character:FindFirstChild("Humanoid") local player = Players:GetPlayerFromCharacter(character) if not CheckTableForInstance(Humanoids, humanoid) and not CheckTableForInstance(PlayersNearby, character) then if humanoid and humanoid.Health > 0 and not CheckTableForInstance(Humanoids, humanoid) then table.insert(Humanoids, humanoid) if player and not CheckTableForInstance(PlayersNearby, player) then table.insert(PlayersNearby, player) end elseif (RootPart.Position - v.Position).magnitude <= Radius then table.insert(Objects, v) end end end end end local NearPlayers = {} for i, v in pairs(Humanoids) do local character = v.Parent local player = Players:GetPlayerFromCharacter(character) local rootpart = character:FindFirstChild("HumanoidRootPart") if not rootpart then rootpart = character:FindFirstChild("Torso") end if rootpart then table.insert(NearPlayers, {Character = character, Humanoid = v, RootPart = rootpart, Distance = (RootPart.Position - rootpart.Position).Magnitude}) end end table.sort(NearPlayers, (function(a, b) return a.Distance < b.Distance end)) if #NearPlayers > 0 then local MaxNearbyCount = 3 local MaxNearby = ((#NearPlayers <= MaxNearbyCount and #NearPlayers) or MaxNearbyCount) RandomNearby = NearPlayers[math.random(1, MaxNearby)] local OrigPos = RootPart.CFrame local NewPos = (RandomNearby.RootPart.CFrame * CFrame.new(0, ((RootPart.Size.Z / 2) + (RandomNearby.RootPart.Size.Z / 2) + (RootPart.Size.Y / 2)), ((RootPart.Size.Z / 2) + (RandomNearby.RootPart.Size.Z / 2) + 0.75))) RootPart.CFrame = CFrame.new(NewPos.p, RandomNearby.RootPart.CFrame.p) RootPart.Anchored = true Attack() wait(1) RootPart.CFrame = OrigPos RootPart.Anchored = false wait(1.5) end wait() end Fire.Enabled = false end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() --[[local Anim = Create("StringValue"){ Name = "toolanim", Value = "Slash", } Debris:AddItem(Anim, 2) Anim.Parent = Tool]] local SwingAnimations = {Animations.LeftSlash, Animations.RightSlash, Animations.SideSwipe, Animations.Swing} local Animation = SwingAnimations[math.random(1, #SwingAnimations)] Spawn(function() InvokeClient("PlayAnimation", Animation) end) end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() for i, v in pairs(Animations) do Spawn(function() InvokeClient("StopAnimation", v) end) end local Anim = Create("StringValue"){ Name = "toolanim", Value = "Lunge", } Debris:AddItem(Anim, 2) Anim.Parent = Tool wait(0.2) Tool.Grip = Grips.Out wait(0.75) Tool.Grip = Grips.Up Damage = DamageValues.SlashDamage end function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() or Special.Active then return end Tool.Enabled = false local Tick = RunService.Stepped:wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Damage = DamageValues.BaseDamage Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and RootPart and RootPart.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") RootPart = Character:FindFirstChild("HumanoidRootPart") if not CheckIfAlive() then return end Sounds.Unsheath:Play() Spawn(function() if ToolUnequipped then ToolUnequipped:disconnect() end local CurrentlyEquipped = true ToolUnequipped = Tool.Unequipped:connect(function() CurrentlyEquipped = false end) local Animation = Animations.Equip Spawn(function() InvokeClient("PlayAnimation", Animation) end) wait(Animation.Duration) if ToolUnequipped then ToolUnequipped:disconnect() end if not CurrentlyEquipped then return end ToolEquipped = true Humanoid.WalkSpeed = (16 * 1.5) end) end function Unequipped() Humanoid.WalkSpeed = 16 ToolEquipped = false end function OnServerInvoke(player, mode, value) if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then return end if mode == "KeyPressed" then local Key = string.lower(value.Key) local Down = value.Down if Key == "q" and Down then if not Special.Enabled or Special.Active then return end Special.Enabled = false Special.Active = true PossessedAttack() Special.Active = false wait(Special.CoolDown) Special.Enabled = true end end end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) Blow(Handle)
---------------------------------------------
local HoldAnim, ThrowAnim; Tool.Equipped:connect(function(mouse) Character = Tool.Parent Player = game.Players:GetPlayerFromCharacter(Character) local HoldAnimSrc = WaitFor(Tool).HoldAnim() HoldAnimSrc.AnimationId = 'http://www.roblox.com/asset/?id=88743592' local ThrowAnimSrc = WaitFor(Tool).ThrowAnim() ThrowAnimSrc.AnimationId = 'http://www.roblox.com/asset/?id=88743566' HoldAnim = Character.Humanoid:LoadAnimation(HoldAnimSrc) ThrowAnim = Character.Humanoid:LoadAnimation(ThrowAnimSrc) --setup first anim / cursor cycle if Now() > NextFireAt.Value then Handle.Transparency = 0 mouse.Icon = 'rbxasset://textures\\GunCursor.png' HoldAnim:Play() else Handle.Transparency = 1 Delay(NextFireAt.Value - Now(), function() mouse.Icon = 'rbxasset://textures\\GunWaitCursor.png' Handle.Transparency = 0 HoldAnim:Play() end) end mouse.Button1Down:connect(function() --we track the reload time like this so that the player can't fire faster with --rapid dis / re-equipping, which will actually be common usage with this gear. if Now() > NextFireAt.Value then NextFireAt.Value = Now() + RELOAD_TIME -- local gr = Handle:Clone() gr.CanCollide = false local sc = GrenadeScript:Clone() sc.Parent = gr sc.Disabled = false WaitFor(sc).creator().Value = Player --calc velocity local toTarget = mouse.Hit.p - gr.Position local dy = toTarget.y toTarget = Vector3.new(toTarget.x, 0, toTarget.z) local dx = toTarget.magnitude toTarget = toTarget.unit Velocity = math.min(120, 40 + dx) local theta = computeLaunchAngle(dx, dy, 196.2) local vY = math.sin(theta)*Velocity local vX = toTarget.x * math.cos(theta) * Velocity local vZ = toTarget.z * math.cos(theta) * Velocity gr.CanCollide = false Delay(0.1, function() gr.CanCollide = true end) gr.Velocity = Vector3.new(vX, vY, vZ) gr.Parent = game.Workspace --play sound / anim ThrowSound:Play() HoldAnim:Stop(0) ThrowAnim:Play(0,1,1) --reload Handle.Transparency = 1 mouse.Icon = 'rbxasset://textures\\GunWaitCursor.png' wait(RELOAD_TIME) HoldAnim:Play() Handle.Transparency = 0 mouse.Icon = 'rbxasset://textures\\GunCursor.png' end end) end) Tool.Unequipped:connect(function() if ThrowSound then ThrowSound:Stop() end if ThrowAnim then ThrowAnim:Stop() end if HoldAnim then HoldAnim:Stop() end end)
--important stuff to register what is what. you need these if you want to do stuff with the tool itself.
Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) for i,D in pairs(script.Parent:GetChildren()) do if D.Name == "DP" then if b == false then if dmg == true then b = true D.Touched:connect(Blow) wait(1) b = false end end end end
--Services
local PathfindingService = game:GetService("PathfindingService")
--//Controller//--
Spawners:Activate() RunService.RenderStepped:Connect(function() if not DBOn then if Camera.CameraType ~= Enum.CameraType.Scriptable then Camera.CameraType = Enum.CameraType.Scriptable end Camera.CFrame = CamPart.CFrame end end)
-- scr.Disabled= false
-- запускаем его в направлении пушки (смещаем в неправлении взгляда)
-- Properties
local OptimalEffects = true local RenderDistance = 400 local ScreenCullingEnabled = true local ScreenCullingRadius = 16 FastCast.DebugLogging = false FastCast.VisualizeCasts = false FastCast.RayExit = true -- Only applies for Wall Penetration. local Beam = Instance.new("Beam") Beam.TextureSpeed = 0 Beam.LightEmission = 0 Beam.LightInfluence = 1 Beam.Transparency = NumberSequence.new(0) local Caster = FastCast.new() local function MakeImpactFX(Hit, Position, Normal, Material, ParentToPart, HitEffectData, BulletHoleData, ClientData) if Hit ~= nil and Position ~= nil and Normal ~= nil then local SurfaceCF = CFrame.new(Position, Position + Normal) if HitEffectData[1] then local Attachment = Instance.new("Attachment") Attachment.CFrame = SurfaceCF Attachment.Parent = Workspace.Terrain local Sound local function Spawner(material) if HitEffectData[6][material.Name]:FindFirstChild("MaterialSounds") then local tracks = HitEffectData[6][material.Name].MaterialSounds:GetChildren() local rn = math.random(1, #tracks) local track = tracks[rn] if track ~= nil then Sound = track:Clone() if track:FindFirstChild("Pitch") then Sound.PlaybackSpeed = Random.new():NextNumber(track.Pitch.Min.Value, track.Pitch.Max.Value) else Sound.PlaybackSpeed = Random.new():NextNumber(HitEffectData[3], HitEffectData[4]) end if track:FindFirstChild("Volume") then Sound.Volume = Random.new():NextNumber(track.Volume.Min.Value, track.Volume.Max.Value) else Sound.Volume = HitEffectData[5] end Sound.Parent = Attachment end else Sound = Instance.new("Sound",Attachment) Sound.SoundId = "rbxassetid://"..HitEffectData[2][math.random(1, #HitEffectData[2])] Sound.PlaybackSpeed = Random.new():NextNumber(HitEffectData[3], HitEffectData[4]) Sound.Volume = HitEffectData[5] end for i, v in pairs(HitEffectData[6][material.Name]:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end if Particle.PartColor.Value then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end Particle.Color = ColorSequence.new(HitPartColor, HitPartColor) end Thread:Delay(0.01, function() if OptimalEffects then local QualityLevel = UserSettings().GameSettings.SavedQualityLevel if QualityLevel == Enum.SavedQualitySetting.Automatic then local Compressor = 1 / 2 Particle:Emit(Count * Compressor) else local Compressor = QualityLevel.Value / 21 Particle:Emit(Count * Compressor) end else Particle:Emit(Count) end Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Sound:Play() if BulletHoleData[1] then local Hole = Instance.new("Attachment") Hole.Parent = ParentToPart and Hit or Workspace.Terrain Hole.WorldCFrame = SurfaceCF * CFrame.Angles(math.rad(90), math.rad(180), 0) if ParentToPart then local Scale = BulletHoleData[2] if HitEffectData[6][material.Name]:FindFirstChild("MaterialHoleSize") then Scale = HitEffectData[6][material.Name].MaterialHoleSize.Value end local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") local BeamClone = Beam:Clone() BeamClone.Width0 = Scale BeamClone.Width1 = Scale if HitEffectData[6][material.Name]:FindFirstChild("MaterialDecals") then local Decals = HitEffectData[6][material.Name].MaterialDecals:GetChildren() local Chosen = math.random(1, #Decals) local Decal = Decals[Chosen] if Decal ~= nil then BeamClone.Texture = "rbxassetid://"..Decal.Value if Decal.PartColor.Value then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end end else BeamClone.Texture = "rbxassetid://"..BulletHoleData[3][math.random(1, #BulletHoleData[3])] if BulletHoleData[4] then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end end BeamClone.Attachment0 = A0 BeamClone.Attachment1 = A1 A0.Parent = Hit A1.Parent = Hit A0.WorldCFrame = Hole.WorldCFrame * CFrame.new(Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), 0, 0) A1.WorldCFrame = Hole.WorldCFrame * CFrame.new(-Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), math.rad(180), 0) BeamClone.Parent = Workspace.Terrain Thread:Delay(BulletHoleData[5], function() if BulletHoleData[5] > 0 then if OptimalEffects then if ClientData then local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / BulletHoleData[6], 1) if BeamClone then BeamClone.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end else local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / BulletHoleData[6], 1) if BeamClone then BeamClone.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end end) else Debris:AddItem(Hole, 5) end end end if not HitEffectData[7] then if HitEffectData[6]:FindFirstChild(Hit.Material) then Spawner(Hit.Material) else Spawner(HitEffectData[6].Custom) end else Spawner(HitEffectData[6].Custom) end Debris:AddItem(Attachment, 10) end end end local function MakeBloodFX(Hit, Position, Normal, Material, ParentToPart, BloodEffectData, ClientData) if Hit ~= nil and Position ~= nil and Normal ~= nil then local SurfaceCF = CFrame.new(Position, Position + Normal) if BloodEffectData[1] then local Attachment = Instance.new("Attachment") Attachment.CFrame = SurfaceCF Attachment.Parent = Workspace.Terrain local Sound = Instance.new("Sound",Attachment) Sound.SoundId = "rbxassetid://"..BloodEffectData[2][math.random(1, #BloodEffectData[2])] Sound.PlaybackSpeed = Random.new():NextNumber(BloodEffectData[3], BloodEffectData[4]) Sound.Volume = BloodEffectData[5] local function Spawner() local C = BloodEffectData[6]:GetChildren() for i, v in pairs(BloodEffectData[6]:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = C[i]:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end Thread:Delay(0.01, function() if OptimalEffects then local QualityLevel = UserSettings().GameSettings.SavedQualityLevel if QualityLevel == Enum.SavedQualitySetting.Automatic then local Compressor = 1 / 2 Particle:Emit(Count * Compressor) else local Compressor = QualityLevel.Value / 21 Particle:Emit(Count * Compressor) end else Particle:Emit(Count) end Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Sound:Play() end Thread:Spawn(Spawner) Debris:AddItem(Attachment, 10) end if BloodEffectData[7][1] then local Hole = Instance.new("Attachment") Hole.Parent = ParentToPart and Hit or Workspace.Terrain Hole.WorldCFrame = SurfaceCF * CFrame.Angles(math.rad(90), math.rad(180), 0) if ParentToPart then local Scale = BloodEffectData[7][2] local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") local BeamClone = Beam:Clone() BeamClone.Width0 = Scale BeamClone.Width1 = Scale BeamClone.Texture = "rbxassetid://"..BloodEffectData[7][3][math.random(1, #BloodEffectData[7][3])] BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, BloodEffectData[7][4]), ColorSequenceKeypoint.new(1, BloodEffectData[7][4])}) if BloodEffectData[7][7] then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end BeamClone.Attachment0 = A0 BeamClone.Attachment1 = A1 A0.Parent = Hit A1.Parent = Hit A0.WorldCFrame = Hole.WorldCFrame * CFrame.new(Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), 0, 0) A1.WorldCFrame = Hole.WorldCFrame * CFrame.new(-Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), math.rad(180), 0) BeamClone.Parent = Workspace.Terrain Thread:Delay(BloodEffectData[7][5], function() if BloodEffectData[7][5] > 0 then if OptimalEffects then if ClientData then local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / BloodEffectData[7][6], 1) if BeamClone then BeamClone.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end else local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / BloodEffectData[7][6], 1) if BeamClone then BeamClone.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end end) else Debris:AddItem(Hole, 5) end end end end local function OnRayHit(origin, direction, hitPart, hitPoint, normal, material, segmentVelocity, cosmeticBulletObject, hitData) local ShowEffects = ScreenCullingEnabled and (ScreenCulling(hitPoint, ScreenCullingRadius) and (hitPoint - Camera.CFrame.p).Magnitude <= RenderDistance) or (hitPoint - Camera.CFrame.p).Magnitude <= RenderDistance cosmeticBulletObject.Transparency = 1 for i, v in pairs(cosmeticBulletObject:GetDescendants()) do if (v:IsA("BasePart") or v:IsA("Decal") or v:IsA("Texture")) then v.Transparency = 1 elseif v:IsA("ParticleEmitter") then v.Enabled = false elseif v:IsA("Sound") then v:Stop() elseif v:IsA("PointLight") then v.Enabled = false --[[elseif v:IsA("Trail") then -- There is a case that trail is barely visible when projectile hits (especially at high speed). So I marked it as comment. v.Enabled = false]] elseif v:IsA("Beam") then v.Enabled = false end end Debris:AddItem(cosmeticBulletObject, 5) -- 10 if not hitData[1][1] then if hitPart ~= nil and hitPart.Parent ~= nil then if hitData[6] ~= nil and hitPart.Name == "_glass" then ShatterGlass:FireServer(hitPart, hitPoint, direction) else local Distance = (hitPoint - origin).Magnitude local Target = hitPart:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) local Tagger = Players:GetPlayerFromCharacter(hitData[5].Parent) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if ShowEffects then MakeBloodFX(hitPart, hitPoint, normal, material, true, hitData[4], hitData[6]) end if hitData[6] ~= nil then if TargetHumanoid.Health > 0 then Thread:Spawn(function() InflictTarget:InvokeServer(hitData[7], hitData[5], Tagger, TargetHumanoid, TargetTorso, {hitData[6][1][1], hitData[6][1][2], hitData[6][1][3],Distance, hitData[6][1][4], hitData[6][1][5], hitData[6][1][6], hitData[6][1][7]}, {hitData[6][2][1], hitData[6][2][2], hitData[6][2][3], hitData[6][2][4], hitData[6][2][5]}, {hitData[6][3][1], hitData[6][3][2], hitData[6][3][3]}, hitPart, {hitData[6][4][1], hitData[6][4][2], hitData[6][4][3], hitData[6][4][4], hitData[6][4][5], hitData[6][4][6], hitData[6][4][7]}) end) if hitData[5].GunScript_Local:FindFirstChild("MarkerEvent") then hitData[5].GunScript_Local.MarkerEvent:Fire(hitPart.Name == "Head" and hitData[6][1][3]) end end end else if ShowEffects then MakeImpactFX(hitPart, hitPoint, normal, material, true, hitData[2], hitData[3], hitData[6]) end end end end else if hitData[1][3] then local Attachment = Instance.new("Attachment") Attachment.CFrame = CFrame.new(hitPoint) Attachment.Parent = Workspace.Terrain local Sound = Instance.new("Sound") Sound.SoundId = "rbxassetid://"..hitData[1][4][math.random(1, #hitData[1][4])] Sound.PlaybackSpeed = Random.new():NextNumber(hitData[1][5], hitData[1][6]) Sound.Volume = hitData[1][7] Sound.Parent = Attachment Sound:Play() Debris:AddItem(Attachment, 10) end local Explosion = Instance.new("Explosion") Explosion.BlastRadius = hitData[1][2] Explosion.BlastPressure = 0 Explosion.ExplosionType = Enum.ExplosionType.NoCraters Explosion.Position = hitPoint ~= nil and hitPoint or cosmeticBulletObject.Position Explosion.Parent = Camera local SurfaceCF = hitPart ~= nil and hitPoint ~= nil and normal ~= nil and CFrame.new(hitPoint, hitPoint + normal) or cosmeticBulletObject.CFrame if ShowEffects and hitPart ~= nil and hitPoint ~= nil and normal ~= nil then if hitData[1][11] then local Target = hitPart:FindFirstAncestorOfClass("Model") if hitPart and not hitPart.Parent or not (Target and Target:FindFirstChildOfClass("Humanoid")) then local ParentToPart = true local Hole = Instance.new("Attachment") Hole.Parent = ParentToPart and hitPart or Workspace.Terrain Hole.WorldCFrame = SurfaceCF * CFrame.Angles(math.rad(90), math.rad(180), 0) if ParentToPart then local Scale = hitData[1][12] local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") local BeamClone = Beam:Clone() BeamClone.Width0 = Scale BeamClone.Width1 = Scale BeamClone.Texture = "rbxassetid://"..hitData[1][13][math.random(1, #hitData[1][13])] if hitData[1][14] then local HitPartColor = hitPart and hitPart.Color or Color3.fromRGB(255, 255, 255) if hitPart and hitPart:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end BeamClone.Attachment0 = A0 BeamClone.Attachment1 = A1 A0.Parent = hitPart A1.Parent = hitPart A0.WorldCFrame = Hole.WorldCFrame * CFrame.new(Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), 0, 0) A1.WorldCFrame = Hole.WorldCFrame * CFrame.new(-Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), math.rad(180), 0) BeamClone.Parent = workspace.Terrain Thread:Delay(hitData[1][15], function() if hitData[1][15] > 0 then if OptimalEffects then if hitData[6] then local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / hitData[1][16], 1) if BeamClone then BeamClone.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end else local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / hitData[1][16], 1) if BeamClone then BeamClone.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end end) else Debris:AddItem(Hole, 5) end end end end if hitData[1][8] then Explosion.Visible = false if ShowEffects then local Attachment = Instance.new("Attachment") Attachment.CFrame = SurfaceCF Attachment.Parent = Workspace.Terrain local function Spawner() for i, v in pairs(hitData[1][9]:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end Thread:Delay(0.01, function() if OptimalEffects then local QualityLevel = UserSettings().GameSettings.SavedQualityLevel if QualityLevel == Enum.SavedQualitySetting.Automatic then local Compressor = 1 / 2 Particle:Emit(Count * Compressor) else local Compressor = QualityLevel.Value / 21 Particle:Emit(Count * Compressor) end else Particle:Emit(Count) end Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end end Thread:Spawn(Spawner) Debris:AddItem(Attachment, 10) end end local HitHumanoids = {} Explosion.Hit:Connect(function(HitPart, HitDist) if HitPart and hitData[6] ~= nil then if HitPart.Parent and HitPart.Name == "HumanoidRootPart" or HitPart.Name == "Head" then local Distance = (hitPoint - origin).Magnitude local Target = HitPart:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) local Tagger = Players:GetPlayerFromCharacter(hitData[5].Parent) if TargetHumanoid then if TargetHumanoid.Health > 0 then if not HitHumanoids[TargetHumanoid] then if hitData[1][17] then local Multipler = hitData[1][20] local DistanceFactor = HitDist / hitData[1][2] DistanceFactor = 1 - DistanceFactor local VelocityMod = (TargetTorso.Position - Explosion.Position).Unit * hitData[1][18] --* DistanceFactor local AirVelocity = TargetTorso.Velocity - Vector3.new(0, TargetTorso.Velocity.y, 0) + Vector3.new(VelocityMod.X, 0, VelocityMod.Z) if DamageModule.CanDamage(Target, hitData[5].Parent, hitData[6][1][7]) then local TorsoFly = Instance.new("BodyVelocity") TorsoFly.MaxForce = Vector3.new(math.huge, 0, math.huge) TorsoFly.Velocity = AirVelocity TorsoFly.Parent = TargetTorso TargetTorso.Velocity = TargetTorso.Velocity + Vector3.new(0, VelocityMod.Y * Multipler, 0) Debris:AddItem(TorsoFly, 0.25) else if TargetHumanoid.Parent.Name == Tagger.Name then Multipler = hitData[1][19] local TorsoFly = Instance.new("BodyVelocity") TorsoFly.MaxForce = Vector3.new(math.huge, 0, math.huge) TorsoFly.Velocity = AirVelocity TorsoFly.Parent = TargetTorso TargetTorso.Velocity = TargetTorso.Velocity + Vector3.new(0, VelocityMod.Y * Multipler, 0) Debris:AddItem(TorsoFly, 0.25) end end end Thread:Spawn(function() InflictTarget:InvokeServer(hitData[7], hitData[5], Tagger, TargetHumanoid, TargetTorso, {hitData[6][1][1], hitData[6][1][2], hitData[6][1][3], Distance, hitData[6][1][4], hitData[6][1][5], hitData[6][1][6], hitData[6][1][7]}, {hitData[6][2][1], hitData[6][2][2], hitData[6][2][3], hitData[6][2][4], hitData[6][2][5]}, {hitData[6][3][1], hitData[6][3][2], hitData[6][3][3]}, HitPart, {hitData[6][4][1], hitData[6][4][2], hitData[6][4][3], hitData[6][4][4], hitData[6][4][5], hitData[6][4][6], hitData[6][4][7]}, {hitData[1][1], hitData[1][2], HitDist, hitData[1][10], hitData[1][21], hitData[1][22], hitData[1][23]}) end) if hitData[5].GunScript_Local:FindFirstChild("MarkerEvent") then hitData[5].GunScript_Local.MarkerEvent:Fire(HitPart.Name == "Head" and hitData[6][1][3]) end HitHumanoids[TargetHumanoid] = true end end end elseif HitPart.Name == "_glass" then ShatterGlass:FireServer(HitPart, HitPart.Position, direction) end end end) end end local function CanRayPenetrate(origin, direction, hitPart, hitPoint, normal, material, segmentVelocity, hitData) -- This function shows off the penetrating feature. Pass this function as the last argument (after bulletAcceleration) and it will run this every time the ray runs into an object local ShowEffects = ScreenCullingEnabled and (ScreenCulling(hitPoint, ScreenCullingRadius) and (hitPoint - Camera.CFrame.p).Magnitude <= RenderDistance) or (hitPoint - Camera.CFrame.p).Magnitude <= RenderDistance if hitPart ~= nil and hitPart.Parent ~= nil then if hitData[6] ~= nil and hitPart.Name == "_glass" then ShatterGlass:FireServer(hitPart, hitPoint, direction) return "penetratedObject" -- Penetrate Object else local Distance = (hitPoint - origin).Magnitude local Target = hitPart:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) local Tagger = Players:GetPlayerFromCharacter(hitData[5].Parent) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if ShowEffects then MakeBloodFX(hitPart, hitPoint, normal, material, true, hitData[4], hitData[6]) end if hitData[6] ~= nil then if TargetHumanoid.Health > 0 then Thread:Spawn(function() InflictTarget:InvokeServer(hitData[7], hitData[5], Tagger, TargetHumanoid, TargetTorso, {hitData[6][1][1], hitData[6][1][2], hitData[6][1][3], Distance, hitData[6][1][4], hitData[6][1][5], hitData[6][1][6], hitData[6][1][7]}, {hitData[6][2][1], hitData[6][2][2], hitData[6][2][3], hitData[6][2][4], hitData[6][2][5]}, {hitData[6][3][1], hitData[6][3][2], hitData[6][3][3]}, hitPart, {hitData[6][4][1], hitData[6][4][2], hitData[6][4][3], hitData[6][4][4], hitData[6][4][5], hitData[6][4][6], hitData[6][4][7]}) end) if hitData[5].GunScript_Local:FindFirstChild("MarkerEvent") then hitData[5].GunScript_Local.MarkerEvent:Fire(hitPart.Name == "Head" and hitData[6][1][3]) end end end return "penetratedHumanoid" -- Penetrate Humanoid else if ShowEffects then MakeImpactFX(hitPart, hitPoint, normal, material, true, hitData[2], hitData[3], hitData[6]) end return "penetratedObject" -- Penetrate Object end end end end local function CanRayPenetrateHumanoid(origin, direction, hitPart, hitPoint, normal, material, segmentVelocity, penetrationAmount, hitData) -- This function shows off the penetrating feature. Pass this function as the last argument (after bulletAcceleration) and it will run this every time the ray runs into an object local ShowEffects = ScreenCullingEnabled and (ScreenCulling(hitPoint, ScreenCullingRadius) and (hitPoint - Camera.CFrame.p).Magnitude <= RenderDistance) or (hitPoint - Camera.CFrame.p).Magnitude <= RenderDistance if hitPart ~= nil and hitPart.Parent ~= nil then if (hitPart.Transparency > 0.75 or hitPart.Name == "Handle" or hitPart.Name == "Effect" or hitPart.Name == "Bullet" or hitPart.Name == "Laser" or string.lower(hitPart.Name) == "water" or hitPart.Name == "Rail" or hitPart.Name == "Arrow" or (hitPart.Parent:FindFirstChild("Humanoid") and hitPart.Parent.Humanoid.Health == 0)) then return true -- Penetrate Blacklisted Object else local Distance = (hitPoint - origin).Magnitude local Target = hitPart:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) local Tagger = Players:GetPlayerFromCharacter(hitData[5].Parent) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if penetrationAmount > 0 then if ShowEffects then MakeBloodFX(hitPart, hitPoint, normal, material, true, hitData[4], hitData[6]) end if hitData[6] ~= nil then if TargetHumanoid.Health > 0 then Thread:Spawn(function() InflictTarget:InvokeServer(hitData[7], hitData[5], Tagger, TargetHumanoid, TargetTorso, {hitData[6][1][1], hitData[6][1][2], hitData[6][1][3], Distance, hitData[6][1][4], hitData[6][1][5], hitData[6][1][6], hitData[6][1][7]}, {hitData[6][2][1], hitData[6][2][2], hitData[6][2][3], hitData[6][2][4], hitData[6][2][5]}, {hitData[6][3][1], hitData[6][3][2], hitData[6][3][3]}, hitPart, {hitData[6][4][1], hitData[6][4][2], hitData[6][4][3], hitData[6][4][4], hitData[6][4][5], hitData[6][4][6], hitData[6][4][7]}) end) if hitData[5].GunScript_Local:FindFirstChild("MarkerEvent") then hitData[5].GunScript_Local.MarkerEvent:Fire(hitPart.Name == "Head" and hitData[6][1][3]) end end end end return true -- Penetrate Humanoid --[[else -- We must check if penetrationAmount reachs 0 if penetrationAmount <= 0 then MakeImpactFX(hitPart, hitPoint, normal, material, true, hitData[2], hitData[3], hitData[6]) end]] end end end return false -- Can't penetrate end local function OnRayExited(origin, direction, hitPart, hitPoint, normal, material, segmentVelocity, hitData) local ShowEffects = ScreenCullingEnabled and (ScreenCulling(hitPoint, ScreenCullingRadius) and (hitPoint - Camera.CFrame.p).Magnitude <= RenderDistance) or (hitPoint - Camera.CFrame.p).Magnitude <= RenderDistance if hitPart.Name == "_glass" then return else local Target = hitPart:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if ShowEffects then MakeBloodFX(hitPart, hitPoint, normal, material, true, hitData[4], hitData[6]) end else if ShowEffects then MakeImpactFX(hitPart, hitPoint, normal, material, true, hitData[2], hitData[3], hitData[6]) end end end end local function OnRayUpdated(castOrigin, segmentOrigin, segmentDirection, length, segmentVelocity, cosmeticBulletObject, bulletData, whizData, hitData) -- Whenever the caster steps forward by one unit, this function is called -- The bullet argument is the same object passed into the fire function local bulletLength = cosmeticBulletObject.Size.Z / 2 -- This is used to move the bullet to the right spot based on a CFrame offset local baseCFrame = CFrame.new(segmentOrigin, segmentOrigin + segmentDirection) if bulletData[1] then cosmeticBulletObject.CFrame = baseCFrame * CFrame.new(0, 0, -(length - bulletLength)) * CFrame.Angles(math.rad(-360 * (os.clock() * bulletData[2] - math.floor(os.clock() * bulletData[2]))), math.rad(-360 * (os.clock() * bulletData[3] - math.floor(os.clock() * bulletData[3]))), math.rad(-360 * (os.clock() * bulletData[4] - math.floor(os.clock() * bulletData[4])))) else cosmeticBulletObject.CFrame = baseCFrame * CFrame.new(0, 0, -(length - bulletLength)) end if hitData[6] == nil and whizData[1] and cosmeticBulletObject.Parent and cosmeticBulletObject:FindFirstChild("Whizzed") then local Whizzed = cosmeticBulletObject:FindFirstChild("Whizzed") if not Whizzed.Value then local Mag = (Camera.CFrame.p - cosmeticBulletObject.Position).Magnitude if Mag < whizData[5] then --local Loudness = 1 - (mag / whizData[5]) local WhizSound = Instance.new("Sound") WhizSound.SoundId = "rbxassetid://"..whizData[2][math.random(1, #whizData[2])] WhizSound.Volume = whizData[6] --Loudness WhizSound.PlaybackSpeed = Random.new():NextNumber(whizData[3], whizData[4]) WhizSound.Name = "WhizSound" WhizSound.Parent = SoundService WhizSound:Play() Debris:AddItem(WhizSound, WhizSound.TimeLength / WhizSound.PlaybackSpeed) Whizzed.Value = true end end end end function ProjectileHandler:VisualizeHitEffect(Type, Replicate, Hit, Position, Normal, Material, ...) if Replicate then VisualizeHitEffect:FireServer(Type, nil, Hit, Position, Normal, Material, ...) end local ShowEffects = ScreenCullingEnabled and (ScreenCulling(Position, ScreenCullingRadius) and (Position - Camera.CFrame.p).Magnitude <= RenderDistance) or (Position - Camera.CFrame.p).Magnitude <= RenderDistance if ShowEffects then if Type == "Normal" then MakeImpactFX(Hit, Position, Normal, Material, ...) elseif Type == "Blood" then MakeBloodFX(Hit, Position, Normal, Material, ...) end end end function ProjectileHandler:SimulateProjectile(Module, Tool, Handle, Directions, FirePointObject, HitEffectData, BloodEffectData, BulletHoleData, ExplosiveData, BulletData, WhizData, ClientData) if Module and Tool and Handle then if ClientData ~= nil then VisualizeBullet:FireServer(Module, Tool, Handle, Directions, FirePointObject, HitEffectData, BloodEffectData, BulletHoleData, ExplosiveData, BulletData, WhizData, nil) end for _, Direction in pairs(Directions) do local Origin, Dir = FirePointObject.WorldPosition, Direction if FirePointObject ~= nil then local TipCFrame = FirePointObject.WorldCFrame local TipPos = TipCFrame.Position local TipDir = TipCFrame.LookVector local AmountToCheatBack = math.abs((Tool.Parent:FindFirstChild("HumanoidRootPart").Position - TipPos):Dot(TipDir)) + 1 local gunRay = Ray.new(TipPos - TipDir.Unit * AmountToCheatBack, TipDir.Unit * AmountToCheatBack) local HitPart, HitPoint = Workspace:FindPartOnRayWithIgnoreList(gunRay, {Handle, Tool.Parent, Camera}, false, true) if HitPart and math.abs((TipPos - HitPoint).Magnitude) > 0 then Origin = HitPoint - TipDir.Unit * 0.1 --Dir = TipDir.Unit end end local HumanoidRootPart = Tool.Parent:WaitForChild("HumanoidRootPart", 1) local MyMovementSpeed = HumanoidRootPart.Velocity local ModifiedBulletSpeed = (Dir * BulletData[2]) -- + MyMovementSpeed local Bullet = Projectiles[BulletData[1]]:Clone() Bullet.CFrame = CFrame.new(Origin, Origin + Dir) Bullet.Parent = Camera local Whizzed = Instance.new("BoolValue") Whizzed.Name = "Whizzed" Whizzed.Value = false Whizzed.Parent = Bullet for _, v in pairs(Bullet:GetDescendants()) do if v:IsA("ParticleEmitter") then v.Enabled = true elseif v:IsA("Sound") then v:Play() elseif v:IsA("PointLight") then v.Enabled = true elseif v:IsA("Trail") then v.Enabled = true elseif v:IsA("Beam") then v.Enabled = true end end if ClientData ~= nil then if (BulletData[10] > 0 or BulletData[11] > 0) and not ExplosiveData[1] then Caster:FireWithBlacklist(Origin, Dir * BulletData[4], ModifiedBulletSpeed, {Handle, Tool.Parent, Camera}, Bullet, true, BulletData[3], {BulletData[6], BulletData[7], BulletData[8], BulletData[9]}, WhizData, {{ExplosiveData[1], ExplosiveData[2], ExplosiveData[3], ExplosiveData[4], ExplosiveData[5], ExplosiveData[6], ExplosiveData[7], ExplosiveData[8], ExplosiveData[9], ExplosiveData[10], ExplosiveData[11], ExplosiveData[12], ExplosiveData[13], ExplosiveData[14], ExplosiveData[15], ExplosiveData[16], ExplosiveData[17], ExplosiveData[18], ExplosiveData[19], ExplosiveData[20], ExplosiveData[21], ExplosiveData[22], ExplosiveData[23]}, {HitEffectData[1], HitEffectData[2], HitEffectData[3], HitEffectData[4], HitEffectData[5], HitEffectData[6], HitEffectData[7], HitEffectData[8]}, {BulletHoleData[1], BulletHoleData[2], BulletHoleData[3], BulletHoleData[4], BulletHoleData[5], BulletHoleData[6]}, {BloodEffectData[1], BloodEffectData[2], BloodEffectData[3], BloodEffectData[4], BloodEffectData[5], BloodEffectData[6], BloodEffectData[7]}, Tool, {{ClientData[1][1], ClientData[1][2], ClientData[1][3], ClientData[1][4], ClientData[1][5], ClientData[1][6], ClientData[1][7]}, {ClientData[2][1], ClientData[2][2], ClientData[2][3], ClientData[2][4], ClientData[2][5], ClientData[2][6], ClientData[2][7], ClientData[2][8]}, {ClientData[3][1], ClientData[3][2], ClientData[3][3]}, {ClientData[4][1], ClientData[4][2], ClientData[4][3], ClientData[4][4], ClientData[4][5], ClientData[4][6], ClientData[4][7]}}, Module}, {penetrationType = BulletData[5], penetrationDepth = BulletData[10], canPenetrateFunction = CanRayPenetrate, penetrationAmount = BulletData[11], canPenetrateHumanoidFunction = CanRayPenetrateHumanoid}) else Caster:FireWithBlacklist(Origin, Dir * BulletData[4], ModifiedBulletSpeed, {Handle, Tool.Parent, Camera}, Bullet, true, BulletData[3], {BulletData[6], BulletData[7], BulletData[8], BulletData[9]}, WhizData, {{ExplosiveData[1], ExplosiveData[2], ExplosiveData[3], ExplosiveData[4], ExplosiveData[5], ExplosiveData[6], ExplosiveData[7], ExplosiveData[8], ExplosiveData[9], ExplosiveData[10], ExplosiveData[11], ExplosiveData[12], ExplosiveData[13], ExplosiveData[14], ExplosiveData[15], ExplosiveData[16], ExplosiveData[17], ExplosiveData[18], ExplosiveData[19], ExplosiveData[20], ExplosiveData[21], ExplosiveData[22], ExplosiveData[23]}, {HitEffectData[1], HitEffectData[2], HitEffectData[3], HitEffectData[4], HitEffectData[5], HitEffectData[6], HitEffectData[7], HitEffectData[8]}, {BulletHoleData[1], BulletHoleData[2], BulletHoleData[3], BulletHoleData[4], BulletHoleData[5], BulletHoleData[6]}, {BloodEffectData[1], BloodEffectData[2], BloodEffectData[3], BloodEffectData[4], BloodEffectData[5], BloodEffectData[6], BloodEffectData[7]}, Tool, {{ClientData[1][1], ClientData[1][2], ClientData[1][3], ClientData[1][4], ClientData[1][5], ClientData[1][6], ClientData[1][7]}, {ClientData[2][1], ClientData[2][2], ClientData[2][3], ClientData[2][4], ClientData[2][5], ClientData[2][6], ClientData[2][7], ClientData[2][8]}, {ClientData[3][1], ClientData[3][2], ClientData[3][3]}, {ClientData[4][1], ClientData[4][2], ClientData[4][3], ClientData[4][4], ClientData[4][5], ClientData[4][6], ClientData[4][7]}}, Module}, nil) end else if (BulletData[10] > 0 or BulletData[11] > 0) and not ExplosiveData[1] then Caster:FireWithBlacklist(Origin, Dir * BulletData[4], ModifiedBulletSpeed, {Handle, Tool.Parent, Camera}, Bullet, true, BulletData[3], {BulletData[6], BulletData[7], BulletData[8], BulletData[9]}, WhizData, {{ExplosiveData[1], ExplosiveData[2], ExplosiveData[3], ExplosiveData[4], ExplosiveData[5], ExplosiveData[6], ExplosiveData[7], ExplosiveData[8], ExplosiveData[9], ExplosiveData[10], ExplosiveData[11], ExplosiveData[12], ExplosiveData[13], ExplosiveData[14], ExplosiveData[15], ExplosiveData[16], ExplosiveData[17], ExplosiveData[18], ExplosiveData[19], ExplosiveData[20], ExplosiveData[21], ExplosiveData[22], ExplosiveData[23]}, {HitEffectData[1], HitEffectData[2], HitEffectData[3], HitEffectData[4], HitEffectData[5], HitEffectData[6], HitEffectData[7], HitEffectData[8]}, {BulletHoleData[1], BulletHoleData[2], BulletHoleData[3], BulletHoleData[4], BulletHoleData[5], BulletHoleData[6]}, {BloodEffectData[1], BloodEffectData[2], BloodEffectData[3], BloodEffectData[4], BloodEffectData[5], BloodEffectData[6], BloodEffectData[7]}, Tool, nil, Module}, {penetrationType = BulletData[5], penetrationDepth = BulletData[10], canPenetrateFunction = CanRayPenetrate, penetrationAmount = BulletData[11], canPenetrateHumanoidFunction = CanRayPenetrateHumanoid}) else Caster:FireWithBlacklist(Origin, Dir * BulletData[4], ModifiedBulletSpeed, {Handle, Tool.Parent, Camera}, Bullet, true, BulletData[3], {BulletData[6], BulletData[7], BulletData[8], BulletData[9]}, WhizData, {{ExplosiveData[1], ExplosiveData[2], ExplosiveData[3], ExplosiveData[4], ExplosiveData[5], ExplosiveData[6], ExplosiveData[7], ExplosiveData[8], ExplosiveData[9], ExplosiveData[10], ExplosiveData[11], ExplosiveData[12], ExplosiveData[13], ExplosiveData[14], ExplosiveData[15], ExplosiveData[16], ExplosiveData[17], ExplosiveData[18], ExplosiveData[19], ExplosiveData[20], ExplosiveData[21], ExplosiveData[22], ExplosiveData[23]}, {HitEffectData[1], HitEffectData[2], HitEffectData[3], HitEffectData[4], HitEffectData[5], HitEffectData[6], HitEffectData[7], HitEffectData[8]}, {BulletHoleData[1], BulletHoleData[2], BulletHoleData[3], BulletHoleData[4], BulletHoleData[5], BulletHoleData[6]}, {BloodEffectData[1], BloodEffectData[2], BloodEffectData[3], BloodEffectData[4], BloodEffectData[5], BloodEffectData[6], BloodEffectData[7]}, Tool, nil, Module}, nil) end end end end end Caster.LengthChanged:Connect(OnRayUpdated) Caster.RayHit:Connect(OnRayHit) Caster.RayExited:Connect(OnRayExited) return ProjectileHandler
-- Roblox services
local PhysicsService = game:GetService("PhysicsService") local Players = game:GetService("Players") local npcModel = script.Parent
--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.Slingshot
-- if Plr.Backpack:FindFirstChild("Reactor Startup Key") then
key=true keyset:Fire()
--[=[ Returns whether or not a value is an observable. @param item any @return boolean ]=]
function Observable.isObservable(item) return type(item) == "table" and item.ClassName == "Observable" end
-- Mimic the enabling of the topbar when StarterGui:SetCore("TopbarEnabled", state) is called
coroutine.wrap(function() local chatScript = players.LocalPlayer.PlayerScripts:WaitForChild("ChatScript", 4) or game:GetService("Chat"):WaitForChild("ChatScript", 4) if not chatScript then return end local chatMain = chatScript:FindFirstChild("ChatMain") if not chatMain then return end local ChatMain = require(chatMain) ChatMain.CoreGuiEnabled:connect(function() local topbarEnabled = checkTopbarEnabled() if topbarEnabled == IconController.previousTopbarEnabled then IconController.updateTopbar() return "SetCoreGuiEnabled was called instead of SetCore" end IconController.previousTopbarEnabled = topbarEnabled if IconController.controllerModeEnabled then IconController.setTopbarEnabled(false,false) else IconController.setTopbarEnabled(topbarEnabled,false) end IconController.updateTopbar() end) IconController.setTopbarEnabled(checkTopbarEnabled(),false) end)()
-- Map storing Player -> Blocked user Ids.
local BlockedUserIdsMap = {} PlayersService.PlayerAdded:connect(function(newPlayer) for player, blockedUsers in pairs(BlockedUserIdsMap) do local speaker = ChatService:GetSpeaker(player.Name) if speaker then for i = 1, #blockedUsers do local blockedUserId = blockedUsers[i] if blockedUserId == newPlayer.UserId then speaker:AddMutedSpeaker(newPlayer.Name) end end end end end) PlayersService.PlayerRemoving:connect(function(removingPlayer) BlockedUserIdsMap[removingPlayer] = nil end) EventFolder.SetBlockedUserIdsRequest.OnServerEvent:connect(function(player, blockedUserIdsList) if type(blockedUserIdsList) ~= "table" then return end BlockedUserIdsMap[player] = blockedUserIdsList local speaker = ChatService:GetSpeaker(player.Name) if speaker then for i = 1, #blockedUserIdsList do if type(blockedUserIdsList[i]) == "number" then local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i]) if blockedPlayer then speaker:AddMutedSpeaker(blockedPlayer.Name) end end end end end) EventFolder.GetInitDataRequest.OnServerInvoke = (function(playerObj) local speaker = ChatService:GetSpeaker(playerObj.Name) if not (speaker and speaker:GetPlayer()) then CreatePlayerSpeakerObject(playerObj) speaker = ChatService:GetSpeaker(playerObj.Name) end local data = {} data.Channels = {} data.SpeakerExtraData = {} for _, channelName in pairs(speaker:GetChannelList()) do local channelObj = ChatService:GetChannel(channelName) if (channelObj) then local channelData = { channelName, channelObj:GetWelcomeMessageForSpeaker(speaker), channelObj:GetHistoryLogForSpeaker(speaker), channelObj.ChannelNameColor, } table.insert(data.Channels, channelData) end end for _, oSpeakerName in pairs(ChatService:GetSpeakerList()) do local oSpeaker = ChatService:GetSpeaker(oSpeakerName) data.SpeakerExtraData[oSpeakerName] = oSpeaker.ExtraData end return data end) local function DoJoinCommand(speakerName, channelName, fromChannelName) local speaker = ChatService:GetSpeaker(speakerName) local channel = ChatService:GetChannel(channelName) if (speaker) then if (channel) then if (channel.Joinable) then if (not speaker:IsInChannel(channel.Name)) then speaker:JoinChannel(channel.Name) else speaker:SetMainChannel(channel.Name) local msg = ChatLocalization:FormatMessageToSend( "GameChat_SwitchChannel_NowInChannel", string.format("You are now chatting in channel: '%s'", channel.Name), "RBX_NAME", channel.Name) speaker:SendSystemMessage(msg, channel.Name) end else local msg = ChatLocalization:FormatMessageToSend( "GameChat_ChatServiceRunner_YouCannotJoinChannel", "You cannot join channel '" .. channelName .. "'.", "RBX_NAME", channelName) speaker:SendSystemMessage(msg, fromChannelName) end else local msg = ChatLocalization:FormatMessageToSend( "GameChat_ChatServiceRunner_ChannelDoesNotExist", "Channel '" .. channelName .. "' does not exist.", "RBX_NAME", channelName) speaker:SendSystemMessage(msg, fromChannelName) end end end local function DoLeaveCommand(speakerName, channelName, fromChannelName) local speaker = ChatService:GetSpeaker(speakerName) local channel = ChatService:GetChannel(channelName) if (speaker) then if (speaker:IsInChannel(channelName)) then if (channel.Leavable) then speaker:LeaveChannel(channel.Name) local msg = ChatLocalization:FormatMessageToSend( "GameChat_ChatService_YouHaveLeftChannel", string.format("You have left channel '%s'", channelName), "RBX_NAME", channel.Name) speaker:SendSystemMessage(msg, "System") else local msg = ChatLocalization:FormatMessageToSend( "GameChat_ChatServiceRunner_YouCannotLeaveChannel", ("You cannot leave channel '" .. channelName .. "'."), "RBX_NAME", channelName) speaker:SendSystemMessage(msg, fromChannelName) end else local msg = ChatLocalization:FormatMessageToSend( "GameChat_ChatServiceRunner_YouAreNotInChannel", ("You are not in channel '" .. channelName .. "'."), "RBX_NAME", channelName) speaker:SendSystemMessage(msg, fromChannelName) end end end ChatService:RegisterProcessCommandsFunction("default_commands", function(fromSpeaker, message, channel) if (string.sub(message, 1, 6):lower() == "/join ") then DoJoinCommand(fromSpeaker, string.sub(message, 7), channel) return true elseif (string.sub(message, 1, 3):lower() == "/j ") then DoJoinCommand(fromSpeaker, string.sub(message, 4), channel) return true elseif (string.sub(message, 1, 7):lower() == "/leave ") then DoLeaveCommand(fromSpeaker, string.sub(message, 8), channel) return true elseif (string.sub(message, 1, 3):lower() == "/l ") then DoLeaveCommand(fromSpeaker, string.sub(message, 4), channel) return true end return false end) if ChatSettings.GeneralChannelName and ChatSettings.GeneralChannelName ~= "" then local allChannel = ChatService:AddChannel(ChatSettings.GeneralChannelName) allChannel.Leavable = false allChannel.AutoJoin = true allChannel:RegisterGetWelcomeMessageFunction(function(speaker) if RunService:IsStudio() then return nil end local player = speaker:GetPlayer() if player then local success, canChat = pcall(function() return Chat:CanUserChatAsync(player.UserId) end) if success and not canChat then return "" end end end) end local systemChannel = ChatService:AddChannel("System") systemChannel.Leavable = false systemChannel.AutoJoin = true systemChannel.WelcomeMessage = ChatLocalization:FormatMessageToSend( "GameChat_ChatServiceRunner_SystemChannelWelcomeMessage", "This channel is for system and game notifications." ) systemChannel.SpeakerJoined:connect(function(speakerName) systemChannel:MuteSpeaker(speakerName) end) local function TryRunModule(module) if module:IsA("ModuleScript") then local ret = require(module) if (type(ret) == "function") then ret(ChatService) end end end local modules = Chat:WaitForChild("ChatModules") modules.ChildAdded:connect(function(child) local success, returnval = pcall(TryRunModule, child) if not success and returnval then print("Error running module " ..child.Name.. ": " ..returnval) end end) for _, module in pairs(modules:GetChildren()) do local success, returnval = pcall(TryRunModule, module) if not success and returnval then print("Error running module " ..module.Name.. ": " ..returnval) end end PlayersService.PlayerRemoving:connect(function(playerObj) if (ChatService:GetSpeaker(playerObj.Name)) then ChatService:RemoveSpeaker(playerObj.Name) end end)
-- Critically damped spring class for fluid motion effects
local Spring = {} do Spring.__index = Spring -- Initialize to a given undamped frequency and default position function Spring.new(freq, pos) return setmetatable({ freq = freq, goal = pos, pos = pos, vel = 0, }, Spring) end -- Advance the spring simulation by `dt` seconds function Spring:step(dt) local f = self.freq*2*math.pi local g = self.goal local p0 = self.pos local v0 = self.vel local offset = p0 - g local decay = math.exp(-f*dt) local p1 = (offset*(1 + f*dt) + v0*dt)*decay + g local v1 = (v0*(1 - f*dt) - offset*(f*f*dt))*decay self.pos = p1 self.vel = v1 return p1 end end CameraUtils.Spring = Spring
--local GameFolder = Workspace.Game:GetDescendants()
local Gui = PlayerGui:WaitForChild("LoadingScreen") Gui.Enabled = true local erase = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut) StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false) local Loaded = 0 local toLoad = #petModelFolder --+ #GameFolder
---------------------------------------------------------------------------------- -- Adonis Loader -- -- By Epix Incorporated -- ---------------------------------------------------------------------------------- -- Edit settings using the Settings module in the Config folder -- ---------------------------------------------------------------------------------- -- This script loads the Adonis source (MainModule) into the game. -- -- Only edit this script if you know what you're doing! -- ----------------------------------------------------------------------------------
local warn = function(...) warn(":: Adonis ::", ...) end warn("Loading...") local ServerScriptService = game:GetService("ServerScriptService") local RunService = game:GetService("RunService") local mutex = RunService:FindFirstChild("__Adonis_MUTEX") if mutex then if mutex:IsA("StringValue") then warn("Adonis is already running! Aborting...; Running Location:", mutex.Value, "This Location:", script:GetFullName()) else warn("Adonis mutex detected but is not a StringValue! Aborting anyway...; This Location:", script:GetFullName()) end else mutex = Instance.new("StringValue") mutex.Name = "__Adonis_MUTEX" mutex.Archivable = false mutex.Value = script:GetFullName() mutex.Parent = RunService local model = script.Parent.Parent local configFolder = model.Config local loaderFolder = model.Loader local dropper = loaderFolder.Dropper local loader = loaderFolder.Loader local runner = script local settingsModule = configFolder.Settings local pluginsFolder = configFolder.Plugins local themesFolder = configFolder.Themes local backup = model:Clone() local data = { Settings = {} :: {[string]: any}; Descriptions = {} :: {[string]: string}; Messages = {} :: {string|{[string]: any}}; ServerPlugins = {} :: {ModuleScript}; ClientPlugins = {} :: {ModuleScript}; Packages = {} :: {Folder}; Themes = {} :: {Instance}; ModelParent = model.Parent; Model = model; Config = configFolder; Core = loaderFolder; Loader = loader; Dopper = dropper; Runner = runner; ModuleID = 7510592873; --// https://www.roblox.com/library/7510592873/Adonis-MainModule LoaderID = 7510622625; --// https://www.roblox.com/library/7510622625/Adonis-Loader-Sceleratis-Davey-Bones-Epix --// Note: The nightly module is updated frequently with ever commit merged to the master branch on the Adonis repo. --// It is prone to breaking, unstable, untested, and should not be used for anything other than testing/feature preview. NightlyMode = false; --// If true, uses the nightly module instead of the current release module. NightlyModuleID = 8612978896; --// https://www.roblox.com/library/8612978896/Nightlies-Adonis-MainModule DebugMode = false; } --// Init -- selene: allow(incorrect_standard_library_use) script.Parent = nil --script:Destroy() model.Name = math.random() local moduleId = if data.NightlyMode then data.NightlyModuleID else data.ModuleID if data.DebugMode then for _, v in model.Parent:GetChildren() do if v.Name == "MainModule" and v:IsA("ModuleScript") then moduleId = v break end end if not moduleId then error(`Adonis DebugMode is enabled but no ModuleScript named 'MainModule' is found in {model.Parent:GetFullName()}`) end end local success, setTab = pcall(require, settingsModule) if success then data.Messages = setTab.Settings.Messages else warn("[DEVELOPER ERROR] Settings module errored while loading; Using defaults; Error Message: ", setTab) table.insert(data.Messages, { Title = "Warning!"; Icon = "rbxassetid://7495468117"; Message = "Settings module error detected; using default settings."; Time = 15; }) setTab = {} end data.Settings = setTab.Settings data.Descriptions = setTab.Description data.Order = setTab.Order for _, module in pluginsFolder:GetChildren() do local name = string.lower(module.Name) if module:IsA("Folder") then table.insert(data.Packages, module) elseif string.match(name, "^client[%-:]") then table.insert(data.ClientPlugins, module) elseif string.match(name, "^server[%-:]") then table.insert(data.ServerPlugins, module) else warn(`[DEVELOPER ERROR] Unknown Plugin Type for {module}; Plugin name should either start with 'Server:', 'Server-', 'Client:', or 'Client-'`) end end for _, theme in themesFolder:GetChildren() do table.insert(data.Themes, theme) end if tonumber(moduleId) then warn(`Requiring Adonis MainModule; Model URL: https://www.roblox.com/library/{moduleId}`) end local module = require(moduleId) local response = module(data) if response == "SUCCESS" then if (data.Settings and data.Settings.HideScript) and not data.DebugMode and not RunService:IsStudio() then model.Parent = nil game:BindToClose(function() model.Parent = ServerScriptService model.Name = "Adonis_Loader" end) end model.Name = "Adonis_Loader" else error(" !! Adonis MainModule failed to load !! ") end end --[[ --___________________________________________________________________________________________-- --___________________________________________________________________________________________-- --___________________________________________________________________________________________-- --___________________________________________________________________________________________-- ___________ .__ .___ \_ _____/_____ |__|__ ___ | | ____ ____ | __)_\____ \| \ \/ / | |/ \_/ ___\ | \ |_> > |> < | | | \ \___ /_______ / __/|__/__/\_ \ |___|___| /\___ > /\ \/|__| \/ \/ \/ \/ -------------------------------------------------------- Epix Incorporated. Not Everything is so Black and White. -------------------------------------------------------- --___________________________________________________________________________________________-- --___________________________________________________________________________________________-- --___________________________________________________________________________________________-- --___________________________________________________________________________________________-- --]]
--- Same as indexing, but uses an incremented number as a key. -- @param task An item to clean -- @treturn number taskId
function Maid:giveTask(task) if not task then error("Task cannot be false or nil", 2) end local taskId = #self._tasks+1 self[taskId] = task if type(task) == "table" and (not (task.Destroy or task.destroy)) then warn("[Maid.GiveTask] - Gave table task without .Destroy\n\n" .. debug.traceback()) end return taskId end
-- functions
function onRunning(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder:SetDesiredAngle(3.14) LeftShoulder:SetDesiredAngle(-3.14) RightHip:SetDesiredAngle(0) LeftHip:SetDesiredAngle(0) end
-- Example: Connect buttons to the castVote function
local button1 = script.Parent.MapFrame.VoteButton local button2 = script.Parent.MapFrame1.VoteButton button1.MouseButton1Click:Connect(function() castVote("Dead Town") end) button2.MouseButton1Click:Connect(function() castVote("Test Map") end)
--Globals
local AI = script.Parent local AIName = AI.Name local AItorso = AI.Torso if true then -- if your torso doesn't have a Humanoid; flip this to false local HumanoidType = nil -- find-a-HumanoidObject -- make sure local list = AI:GetChildren() -- temp var. for x = 1, #list do local temp = list[x] if (temp.className == "Humanoid") then HumanoidType = temp.Name end -- found Humanoid end -- AI Parts if HumanoidType then number = math.floor(number*100) -- serial# of AI hum = AI[HumanoidType] BRAINWave = 7/hum.WalkSpeed -- For extreme speeds, this may have to be adjusted. print (script, ": Humanoid = ", hum, AI:GetFullName(), number, "- Think Speed = ", BRAINWave) end end -- set speed
--The main script, this regulates basic values of the local elements
local Steamer = script.Parent.Parent.Content.Steam local Eaten = script.Parent.Parent.Content local SoundA = script.Parent.Slurp local WarmSoup = script.Parent.TastySoup local Clickable = script.Parent.ClickDetector function SoupEaten() Clickable.MaxActivationDistance = 0 -- Fake debounce, but better than normal - less laggy SoundA:Play() Steamer.Enabled = false Eaten.Transparency = 1 WarmSoup.Disabled = true wait(50) Eaten.Transparency = 0 WarmSoup.Disabled = false Clickable.MaxActivationDistance = 15 Steamer.Enabled = true end script.Parent.ClickDetector.MouseClick:connect(SoupEaten)
--<DON'T TOUCH THE SCRIPT UNLESS YOU KNOW WHAT YOU ARE DOING!
local RS = game:GetService('ReplicatedStorage') local TS = game:GetService('TweenService') local Tool = script.Parent local TextureArray = {} local Activated = false local Debounce = false local Cooldown = 1 local Prop = nil local LaughAnim = nil Tool.Activated:Connect(function() if not Debounce then Debounce = true task.delay(Cooldown, function() Debounce = false end) local Character = Tool.Parent if not Activated then Activated = true LaughAnim = Character.Humanoid:LoadAnimation(RS.GhoulV4.Laugh) LaughAnim:Play() Character.HumanoidRootPart.Anchored = true Prop = RS.GhoulV4.Props.Wings:Clone() Prop.Parent = Character local Attachment = Instance.new('Attachment') Attachment.Parent = Character.HumanoidRootPart Attachment.Position = Vector3.new(0,-2.5,0) local Wave = RS.GhoulV4.Effects.Wave:Clone() Wave.Parent = Attachment local Smoke = RS.GhoulV4.Effects.Smoke:Clone() Smoke.Parent = Character.HumanoidRootPart local Pixel = RS.GhoulV4.Effects.Pixel:Clone() Pixel.Parent = Character.HumanoidRootPart local Laugh = RS.GhoulV4.Sound.Laugh:Clone() Laugh.Parent = Character.HumanoidRootPart local SmokeSound = RS.GhoulV4.Sound.Smoke:Clone() SmokeSound.Parent = Character.HumanoidRootPart Laugh:Play() task.delay(1.6,function() Laugh:Destroy() task.wait(0.25) Character.HumanoidRootPart.Anchored = false LaughAnim:Stop() end) SmokeSound:Play() local Tween = TS:Create(SmokeSound, TweenInfo.new(1.5), {Volume = 0}) Tween:Play() Tween.Completed:Connect(function() SmokeSound:Destroy() end) Wave:Emit(2) Smoke:Emit(100) Pixel:Emit(50) for _, Item in ipairs(Character.Humanoid:GetAccessories()) do local Hair = Item.Handle:FindFirstChild("HairAttachment") ~= nil if Hair then TextureArray[Item] = {TextureID = Item.Handle.TextureID, Color = Item.Handle.Color, Material = Item.Handle.Material} Item.Handle.Color = Color3.fromRGB(255, 0, 0) Item.Handle.TextureID = '' Item.Handle.Material = Enum.Material.Neon end end elseif Activated then Activated = false local Tween = TS:Create(Prop.Handle, TweenInfo.new(0.5), {Transparency = 1}) Tween:Play() Tween.Completed:Connect(function() Prop:Destroy() end) for _, Item in ipairs(Character.Humanoid:GetAccessories()) do local Hair = Item.Handle:FindFirstChild("HairAttachment") ~= nil if Hair then Item.Handle.Color = TextureArray[Item].Color Item.Handle.Material = TextureArray[Item].Material Item.Handle.TextureID = TextureArray[Item].TextureID TextureArray[Item] = nil end end end end end)
--[[ Cleans up the tasks passed in as the arguments. A task can be any of the following: - an Instance - will be destroyed - an RBXScriptConnection - will be disconnected - a function - will be run - a table with a `Destroy` or `destroy` function - will be called - an array - `cleanup` will be called on each item ]]
local function cleanupOne(task: any) local taskType = typeof(task) -- case 1: Instance if taskType == "Instance" then task:Destroy() -- case 2: RBXScriptConnection elseif taskType == "RBXScriptConnection" then task:Disconnect() -- case 3: callback elseif taskType == "function" then task() elseif taskType == "table" then -- case 4: destroy() function if typeof(task.destroy) == "function" then task:destroy() -- case 5: Destroy() function elseif typeof(task.Destroy) == "function" then task:Destroy() -- case 6: array of tasks elseif task[1] ~= nil then for _, subtask in ipairs(task) do cleanupOne(subtask) end end end end local function cleanup(...: any) for index = 1, select("#", ...) do cleanupOne(select(index, ...)) end end return cleanup
-- upstream: https://github.com/facebook/react/blob/75955bf1d7ff6c2c1f4052f4a84dd2ce6944c62e/packages/shared/formatProdErrorMessage.js --!strict --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * ]]
--Zombie artificial stupidity script
sp=script.Parent lastattack=0 nextrandom=0 nextsound=0 nextjump=0 chasing=false variance=4 damage=10 attackrange=4.5 sightrange=999--60 runspeed=16 wonderspeed=8 healthregen=false colors={"Sand red","Dusty Rose","Medium blue","Sand blue","Lavender","Earth green","Brown","Medium stone grey","Brick yellow"} function raycast(spos,vec,currentdist) local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*currentdist),script.Parent) if hit2~=nil and pos2 then if hit2.Parent==script.Parent and hit2.Transparency>=.8 or hit2.Name=="Handle" or string.sub(hit2.Name,1,6)=="Effect" or hit2.Parent:IsA("Hat") or hit2.Parent:IsA("Tool") or (hit2.Parent:FindFirstChild("Humanoid") and hit2.Parent:FindFirstChild("TEAM") and hit2.Parent:FindFirstChild("TEAM").Value == script.Parent.TEAM.Value) or (not hit2.Parent:FindFirstChild("Humanoid") and hit2.CanCollide==false) then local currentdist=currentdist-(pos2-spos).magnitude return raycast(pos2,vec,currentdist) end end return hit2,pos2 end function waitForChild(parent,childName) local child=parent:findFirstChild(childName) if child then return child end while true do child=parent.ChildAdded:wait() if child.Name==childName then return child end end end
--Adding additional ignorePurchases because of the unlockPurchases setting that each button --has dependancies
local unlock = {} local allButtons = tycoons[1].Buttons:GetChildren() local unlockPurchases = RebirthSettings.unlockPurchases function addDependencies(ignoreInner,obj) local queue = {} for t = 1,#allButtons,1 do local object = allButtons[t]:FindFirstChild("Object") local dependency = allButtons[t]:FindFirstChild("Dependency") if object ~= nil and dependency ~= nil then if dependency.Value == obj then table.insert(ignoreInner,object.Value) table.insert(queue,object.Value) end end end for d = 1,#queue,1 do addDependencies(ignoreInner,queue[d]) end end for u = 1,#unlockPurchases,1 do unlock[u] = {rebirthCount = unlockPurchases[u].rebirthCount} table.insert(unlock[u],unlockPurchases[u].unlock) addDependencies(unlock[u],unlockPurchases[u].unlock) end function hideBillboadAndText(billboardGui, textLabel) if billboardGui then billboardGui.Enabled = false if textLabel then textLabel.TextTransparency = 1 end end end function showBillboadAndText(billboardGui, textLabel) if billboardGui then billboardGui.Enabled = true if textLabel then textLabel.TextTransparency = 0 end end end function hideButton(name,buttons) local allButtons = buttons:GetChildren() local item = nil for i = 1,#allButtons,1 do local hasObject = allButtons[i]:FindFirstChild("Object") if hasObject and hasObject:IsA("StringValue") and allButtons[i].Object.Value == name then item = allButtons[i] break end end if item ~= nil then local head = item:FindFirstChild("Head") if head ~= nil then local billboardGui = head:FindFirstChild("BillboardGui") local textLabel if billboardGui then textLabel = billboardGui:FindFirstChild("TextLabel") end if TycoonSettings['ButtonsFadeOut'] then head.CanCollide = false coroutine.resume(coroutine.create(function() for i=1,20 do wait(TycoonSettings['FadeOutTime']/20) head.Transparency = head.Transparency + 0.05 if textLabel then textLabel.TextTransparency = textLabel.TextTransparency + 0.05 end end hideBillboadAndText(billboardGui, textLabel) end)) else head.CanCollide = false head.Transparency = 1 hideBillboadAndText(billboardGui, textLabel) end end end end local function getTouchToClaimAndDeleteGateControl(nextTycoon) local gate = nextTycoon.Entrance:GetChildren() local touchToClaim = nil for i = 1,#gate, 1 do local gateControl = gate[i]:FindFirstChild("GateControl") if gateControl ~= nil then touchToClaim = gate[i] gateControl:Destroy() break end end if touchToClaim == nil then error("Zed's tycoon Save scripts make sure you have a script called 'GateControl' in each tycoons Entrance/Touch to claim!") end return touchToClaim end function loadPurchedObjectFromDatabaseIfPlayerTouchToClaim(touchToClaimHead, purchasedObjects, PurchaseHandlerNew, tycoon) --TODO all purhcases must have a button local purchases = tycoon:WaitForChild("Purchases") while true do wait(0.1) if #purchases:GetChildren() < 10 then break end end local debounce = true touchToClaimHead.Touched:Connect(function(hit) local humanoid = hit.Parent:FindFirstChild("Humanoid") if humanoid ~= nil and humanoid.Health > 0 and debounce then local success,err = pcall(function() local playerInPlayerMoney = playerMoney:FindFirstChild(humanoid.Parent.Name) local ownsTycoon = nil if playerInPlayerMoney ~= nil then ownsTycoon = playerInPlayerMoney:FindFirstChild("OwnsTycoon") end if ownsTycoon ~= nil and ownsTycoon.Value == nil and not tycoon.Owner.Value then local player = game.Players:FindFirstChild(humanoid.Parent.Name) print("Before loading objects in tycoon for player ",player.Name) print("------------------------------") if player ~= nil then debounce = false tycoon.CurrencyToCollect.Value = 0 touchToClaimHead.Transparency = 1 tycoon.Owner.Value = player ownsTycoon.Value = tycoon touchToClaimHead.Parent.Name = player.Name.."'s Tycoon" touchToClaimHead.Transparency = 0.6 touchToClaimHead.CanCollide = false player.TeamColor = tycoon.TeamColor.Value local data = PlayerStatManager:getPlayerData(player)["TycoonPurchases"] for key,value in pairs(PurchaseHandlerNew) do print("Adding ",key) if data[key] == true then value.Parent = purchasedObjects end end wait(2.5) for k,v in pairs(PurchaseHandlerNew) do if data[k] == true then local buttonName = k local buttons = tycoon.Buttons hideButton(buttonName,buttons) end end if RebirthSettings.enabled == true then giveRebirthGuiIfTycoonFinished(PurchaseHandlerNew,player) end else print(" loadPurchedObjectFromDatabaseIfPlayerTouchToClaim Player == nil") end else print("ownsTycoon.Value ~= nil or ownsTycoon == nil ") end end) if success == false then print(err) end end end) end function isTycoonFinished(PurchaseHandlerNew,player) local purchases = PlayerStatManager:getPlayerData(player)["TycoonPurchases"] local rebirthCountStat = PlayerStatManager:getStat(player,"RebirthCount") local playerHasTycoonObject = false --Checking what object should be ignored for key1,value1 in pairs(PurchaseHandlerNew) do local ignorePurchases = RebirthSettings.ignorePurchases local canContinue = true for i = 1,#ignorePurchases,1 do if ignorePurchases[i] == key1 then canContinue = false break end end --Check if it should ignore unlock purchases for u = 1,#unlock,1 do if rebirthCountStat < unlock[u].rebirthCount then for a = 1,#unlock[u],1 do if unlock[u][a] == key1 then canContinue = false break end end end if canContinue == false then break end end if canContinue then playerHasTycoonObject = false for key2,value2 in pairs(purchases) do if value2 == true and key1 == key2 then playerHasTycoonObject = true break end end if playerHasTycoonObject == false then return false end end end return true end function giveRebirthGuiIfTycoonFinished(PurchaseHandlerNew,player) local hasFinishedTycoon = isTycoonFinished(PurchaseHandlerNew,player) if hasFinishedTycoon == true then local canRebirth = player:FindFirstChild("CanRebirth") if canRebirth ~= nil then canRebirth.Value = true end giveRebirthGui(player) end end function giveRebirthGui(player) local success,err = pcall(function() local rebirthGuiClone = rebirthGui:Clone() local playerGui = player:FindFirstChild("PlayerGui") if playerGui ~= nil then --Added wait because after player died and their character is added --the gui does not get cloned only after I add wait wait(3) local hasRebirthGui = playerGui:FindFirstChild("RebirthGui (Don't Move)") if hasRebirthGui == nil then rebirthGuiClone.Parent = playerGui end else print("playerGui == nil") end end) if success == false then print(err) end end function savePurchasesObjectsInDatabase(owner,instance,PurchaseHandlerNew) local status,err = pcall(function() local player = owner.Value if player ~= nil then --local stat = PlayerStatManager:getStat(player,instance.Name) local stat = PlayerStatManager:getStatInTycoonPurchases(player,instance.Name) local statMoney = PlayerStatManager:getStat(player,"Money") if player ~= nil and not stat then PlayerStatManager:ChangeStatInTycoonPurchases(player, instance.Name, true) if RebirthSettings.enabled == true then giveRebirthGuiIfTycoonFinished(PurchaseHandlerNew,player) end end end end) if status == false then print(err) end end function playerJoinedCallFunction(player) local rebirthCountStat = PlayerStatManager:getStat(player,"RebirthCount") local plrJoinedOrDied = RebirthSettings.playerRespawned for i = 1,#plrJoinedOrDied,1 do if rebirthCountStat and rebirthCountStat >= plrJoinedOrDied[i].rebirthCount then plrJoinedOrDied[i][1](player) end end end game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) if RebirthSettings.enabled == true then local canRebirth = player:FindFirstChild("CanRebirth") if canRebirth and canRebirth.Value == true then giveRebirthGui(player) end playerJoinedCallFunction(player) end end) end) for i = 1,#tycoons,1 do --getTouchToClaimAndDeleteGateControl also destroys the gate local touchToClaim = getTouchToClaimAndDeleteGateControl(tycoons[i]) purchaseHandlerNew:Clone().Parent = tycoons[i] local purchasedObjects = tycoons[i]:FindFirstChild("PurchasedObjects") local owner = tycoons[i]:FindFirstChild("Owner") local entrance = tycoons[i].Entrance local touchToClaimHead = touchToClaim.Head --Is PurchaseHandlerNew allObjects[i] = require(tycoons[i].PurchaseHandlerNew) --Load data --Check old code below long load data loadPurchedObjectFromDatabaseIfPlayerTouchToClaim(touchToClaimHead, purchasedObjects, allObjects[i], tycoons[i]) --Save data if purchasedObjects ~= nil and owner ~= nil then purchasedObjects.ChildAdded:Connect(function(instance) --Check old code below long save data savePurchasesObjectsInDatabase(owner,instance,allObjects[i]) end) else error("SaveTrigger script won't save data because either purchasedObjects or owner is NIL") end end tycoonsFolder.ChildAdded:Connect(function(tycoon) purchaseHandlerNew:Clone().Parent = tycoon local purchasedObjects = tycoon:FindFirstChild("PurchasedObjects") local owner = tycoon:FindFirstChild("Owner") local touchToClaim = getTouchToClaimAndDeleteGateControl(tycoon) local touchToClaimHead = touchToClaim.Head local PurchaseHandlerNew = require(tycoon.PurchaseHandlerNew) --Load data --Check old code below long load data loadPurchedObjectFromDatabaseIfPlayerTouchToClaim(touchToClaimHead, purchasedObjects, PurchaseHandlerNew, tycoon) --Save data if purchasedObjects ~= nil and owner ~= nil then purchasedObjects.ChildAdded:Connect(function(instance) --Check old code below long save data savePurchasesObjectsInDatabase(owner,instance,PurchaseHandlerNew) end) else error("SaveTrigger script won't save data because either purchasedObjects or owner is NIL") end end) function getTycoonByPlayerName(playerName) local allTycoons = tycoonsFolder:GetChildren() for i = 1,#allTycoons,1 do local owner = allTycoons[i]:FindFirstChild("Owner") if owner ~= nil and allTycoons[i]:IsA("Model") then if owner.Value ~= nil and owner.Value.Name == playerName then return allTycoons[i] end else print("MAKE SURE EACH TYCOON HAS OWNER VALUE") end end return nil end function removeTycoonAndAddOriginal(tycoon,playerName) local plrStats = game.ServerStorage.PlayerMoney:FindFirstChild(playerName) if plrStats ~= nil then plrStats.OwnsTycoon.Value = nil end if tycoon then --Holds the original tycoons local backup = AllTycoons[tycoon.Name]:Clone() tycoon:Destroy() wait() local currencyToCollect = backup:FindFirstChild("CurrencyToCollect") if currencyToCollect ~= nil then currencyToCollect.Value = 0 else print("currencyToCollect == nil ----------------------->") end backup.Parent=script.Parent.Tycoons end end function teleportCharacterToSuppliedPart(player,tycoon) local partName = RebirthSettings.teleportToo local part = tycoon:FindFirstChild(partName) if part and part:IsA("BasePart") then local character = player.Character if character then character:SetPrimaryPartCFrame(part.CFrame) end end end function callFunctionsIfRebirthIsReached(rebirthCountStat,player) local playerReachedRebirthCount = RebirthSettings.playerReachedRebirthCount for i = 1,#playerReachedRebirthCount do if playerReachedRebirthCount[i].rebirthCount == rebirthCountStat then playerReachedRebirthCount[i][1](player) break end end end local function getCashAmountByRebirthCount(array,rebirthCount) for key,value in pairs(array) do if value.rebirthCount == rebirthCount then return value.cashAmount end end end rebirthEvent.OnServerEvent:Connect(function(player) local rebirthCountStat = PlayerStatManager:getStat(player,"RebirthCount") --TODO real investigate if rebirth count can be nil if rebirthCountStat == nil then return end local array = RebirthSettings.cashNeededForRebirth local cashNeeded = getCashAmountByRebirthCount(array,rebirthCountStat+1) local playerStats = game.ServerStorage.PlayerMoney:FindFirstChild(player.Name) if not cashNeeded then cashNeeded = RebirthSettings.defaultCashNeededForRebirth end if RebirthSettings.enabled == true then if (playerStats.Value >= cashNeeded) == false then rebirthEvent:FireClient(player,cashNeeded) return end local success,err = pcall(function() local ownsTycoon = playerStats:FindFirstChild("OwnsTycoon") if ownsTycoon ~= nil and ownsTycoon.Value ~= nil then local tycoon = getTycoonByPlayerName(player.Name); if tycoon ~= nil then local PurchaseHandlerNew = require(tycoon.PurchaseHandlerNew) local hasFinishedTycoon = isTycoonFinished(PurchaseHandlerNew,player) if hasFinishedTycoon == true then PlayerStatManager:setAllTycoonPurchasesToNil(player) if rebirthCountStat == nil then PlayerStatManager:saveStat(player,"RebirthCount",0) end if RebirthSettings.resetCash then PlayerStatManager:saveStat(player,"Money",0) end PlayerStatManager:IncrementStat(player,"RebirthCount",1) rebirthCountStat = PlayerStatManager:getStat(player,"RebirthCount") for u = 1,#unlockPurchases,1 do if rebirthCountStat >= unlockPurchases[u].rebirthCount then --TODO check if there is bugs PlayerStatManager:ChangeStatInTycoonPurchases(player, unlockPurchases[u].unlock, true) end end callFunctionsIfRebirthIsReached(rebirthCountStat,player) local leaderstats = player:FindFirstChild("leaderstats") if leaderstats ~= nil then local rebirths = leaderstats:FindFirstChild("Rebirths") local moneyStat = leaderstats:FindFirstChild("Money") if rebirths ~= nil and rebirthCountStat ~= nil then rebirths.Value = rebirthCountStat end if moneyStat ~= nil and RebirthSettings.resetCash then moneyStat.Value = 0 end end local playerStats = game.ServerStorage.PlayerMoney:FindFirstChild(player.Name) if RebirthSettings.resetCash then playerStats.Value = 0 end teleportCharacterToSuppliedPart(player,tycoon) removeTycoonAndAddOriginal(tycoon,player.Name) local canRebirth = player:FindFirstChild("CanRebirth") if canRebirth ~= nil then canRebirth.Value = false end local playerGui = player:FindFirstChild("PlayerGui") if playerGui ~= nil then local rebirthGui = playerGui:FindFirstChild("RebirthGui (Don't Move)") if rebirthGui ~= nil then rebirthGui:Destroy() end end end else print("Tycoon is nil getTycoonByPlayerName("..player.Name..")") end end end) if success == false then print(err) end end end) if runService:IsStudio() or TestSettings.showTouchTycoonButtonsGuiOutsideStudio then local canContinueTouchingButtons = false touchAllTycoonButtons.OnServerEvent:Connect(function(player,start) canContinueTouchingButtons = start if canContinueTouchingButtons then local character = player.Character local tycoon = getTycoonByPlayerName(player.Name); if not tycoon then return end while canContinueTouchingButtons do local allTheButtons = tycoon.Buttons:GetChildren(); local notOpen = false for i = 1,#allTheButtons,1 do local head = allTheButtons[i]:FindFirstChild("Head") if not canContinueTouchingButtons then return end if head and head.Transparency == 0 then local headPos = head.Position local newPos = Vector3.new(headPos.X,headPos.Y+1.2,headPos.Z) character:MoveTo(newPos) wait(0.5) notOpen = true end end if notOpen == false then break end end end end) giveCashEvent.OnServerEvent:Connect(function(player,cashAmount) local plrCash = playerMoney:FindFirstChild(player.Name) if plrCash then plrCash.Value = plrCash.Value + cashAmount end end) end
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, laugh = false, cheer = false}
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods local function CreateGuiObjects() local BaseFrame = Instance.new("Frame") BaseFrame.Selectable = false BaseFrame.Size = UDim2.new(1, 0, 1, 0) BaseFrame.BackgroundTransparency = 1 local Scroller = Instance.new("ScrollingFrame") Scroller.Selectable = ChatSettings.GamepadNavigationEnabled Scroller.Name = "Scroller" Scroller.BackgroundTransparency = 1 Scroller.BorderSizePixel = 0 Scroller.Position = UDim2.new(0, 0, 0, 3) Scroller.Size = UDim2.new(1, -4, 1, -6) Scroller.CanvasSize = UDim2.new(0, 0, 0, 0) Scroller.ScrollBarThickness = module.ScrollBarThickness Scroller.Active = FFlagUserChatHistorySinksInput Scroller.Parent = BaseFrame local Layout = Instance.new("UIListLayout") Layout.SortOrder = Enum.SortOrder.LayoutOrder Layout.Parent = Scroller return BaseFrame, Scroller, Layout end function methods:Destroy() self.GuiObject:Destroy() self.Destroyed = true end function methods:SetActive(active) self.GuiObject.Visible = active end function methods:UpdateMessageFiltered(messageData) local messageObject = nil local searchIndex = 1 local searchTable = self.MessageObjectLog while (#searchTable >= searchIndex) do local obj = searchTable[searchIndex] if obj.ID == messageData.ID then messageObject = obj break end searchIndex = searchIndex + 1 end if messageObject then messageObject.UpdateTextFunction(messageData) self:PositionMessageLabelInWindow(messageObject, searchIndex) end end function methods:AddMessage(messageData) self:WaitUntilParentedCorrectly() local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName) if messageObject == nil then return end table.insert(self.MessageObjectLog, messageObject) self:PositionMessageLabelInWindow(messageObject, #self.MessageObjectLog) end function methods:AddMessageAtIndex(messageData, index) local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName) if messageObject == nil then return end table.insert(self.MessageObjectLog, index, messageObject) self:PositionMessageLabelInWindow(messageObject, index) end function methods:RemoveLastMessage() self:WaitUntilParentedCorrectly() local lastMessage = self.MessageObjectLog[1] lastMessage:Destroy() table.remove(self.MessageObjectLog, 1) end function methods:IsScrolledDown() local yCanvasSize = self.Scroller.CanvasSize.Y.Offset local yContainerSize = self.Scroller.AbsoluteWindowSize.Y local yScrolledPosition = self.Scroller.CanvasPosition.Y return (yCanvasSize < yContainerSize or yCanvasSize - yScrolledPosition <= yContainerSize + 5) end function methods:UpdateMessageTextHeight(messageObject) local baseFrame = messageObject.BaseFrame for i = 1, 10 do if messageObject.BaseMessage.TextFits then break end local trySize = self.Scroller.AbsoluteSize.X - i baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(trySize)) end end function methods:PositionMessageLabelInWindow(messageObject, index) self:WaitUntilParentedCorrectly() local wasScrolledDown = self:IsScrolledDown() local baseFrame = messageObject.BaseFrame local layoutOrder = 1 if self.MessageObjectLog[index - 1] then if index == #self.MessageObjectLog then layoutOrder = self.MessageObjectLog[index - 1].BaseFrame.LayoutOrder + 1 else layoutOrder = self.MessageObjectLog[index - 1].BaseFrame.LayoutOrder end end baseFrame.LayoutOrder = layoutOrder baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(self.Scroller.AbsoluteSize.X)) baseFrame.Parent = self.Scroller if messageObject.BaseMessage then self:UpdateMessageTextHeight(messageObject) end if wasScrolledDown then self.Scroller.CanvasPosition = Vector2.new( 0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y)) end end function methods:ReorderAllMessages() self:WaitUntilParentedCorrectly() --// Reordering / reparenting with a size less than 1 causes weird glitches to happen -- with scrolling as repositioning happens. if self.GuiObject.AbsoluteSize.Y < 1 then return end local oldCanvasPositon = self.Scroller.CanvasPosition local wasScrolledDown = self:IsScrolledDown() for _, messageObject in pairs(self.MessageObjectLog) do self:UpdateMessageTextHeight(messageObject) end if not wasScrolledDown then self.Scroller.CanvasPosition = oldCanvasPositon else self.Scroller.CanvasPosition = Vector2.new( 0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y)) end end function methods:Clear() for _, v in pairs(self.MessageObjectLog) do v:Destroy() end self.MessageObjectLog = {} end function methods:SetCurrentChannelName(name) self.CurrentChannelName = name end function methods:FadeOutBackground(duration) --// Do nothing end function methods:FadeInBackground(duration) --// Do nothing end function methods:FadeOutText(duration) for i = 1, #self.MessageObjectLog do if self.MessageObjectLog[i].FadeOutFunction then self.MessageObjectLog[i].FadeOutFunction(duration, CurveUtil) end end end function methods:FadeInText(duration) for i = 1, #self.MessageObjectLog do if self.MessageObjectLog[i].FadeInFunction then self.MessageObjectLog[i].FadeInFunction(duration, CurveUtil) end end end function methods:Update(dtScale) for i = 1, #self.MessageObjectLog do if self.MessageObjectLog[i].UpdateAnimFunction then self.MessageObjectLog[i].UpdateAnimFunction(dtScale, CurveUtil) end end end
-- This is for the buttons effects. -- Edit if you know what you are doing.
local button = script.Parent local leftarrow = script.Parent.LeftArrow local rightarrow = script.Parent.RightArrow local TweenService = game:GetService("TweenService") local TweenSpeed = 0.1 local Info = TweenInfo.new(TweenSpeed, Enum.EasingStyle.Quad, Enum.EasingDirection.In, 0)
--[[ Teleports all players to within the specified part ]]
local Players = game:GetService("Players") local ServerStorage = game:GetService("ServerStorage") local PlayerManager = require(ServerStorage.Source.Managers.PlayerManager) return function(spawnPart) for _, player in pairs(Players:GetPlayers()) do if player.Character and player.Character.PrimaryPart then local primaryPart = player.Character.PrimaryPart if primaryPart:CanSetNetworkOwnership() then primaryPart:SetNetworkOwner(nil) end local cFrame = spawnPart.CFrame * CFrame.new( math.random(-spawnPart.Size.X * 0.5 * 100, spawnPart.Size.X * 0.5 * 100) / 100, 3, math.random(-spawnPart.Size.Z * 0.5 * 100, spawnPart.Size.Z * 0.5 * 100) / 100 ) primaryPart.CFrame = cFrame if primaryPart:CanSetNetworkOwnership() then primaryPart:SetNetworkOwner(player) end else local serverPlayerComponent = PlayerManager.getFromPlayer(player) if serverPlayerComponent and serverPlayerComponent.status.currentState == "game" then serverPlayerComponent.stateMachine:get():startSpectating() end end end end
--Makes sure the part is scaled properly----------
local function Confirm(Grid, Plot) if X % Grid ~= 0 then X = math.clamp(X - 1, 1, 78) Confirm(Grid, Plot) end if Z % Grid ~= 0 then Z = math.clamp(Z - 1, 1, 78) Confirm(Grid, Plot) end end
--== OK DEVON MAKE THIS ==--
local RunService = game:GetService("RunService") local Players = game:GetService("Players") local TS = game:GetService("TweenService") local Player = Players.LocalPlayer local Character = script.Parent local Humanoid = Character:FindFirstChildOfClass("Humanoid") local camera = workspace.Camera repeat wait() until Humanoid local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart") local Torso = Character:WaitForChild("Torso") local RootJoint = HumanoidRootPart:WaitForChild("RootJoint") local function Lerp(a, b, c) return a + (b - a) * c end local Force = nil local Direction = nil local Value1 = 0 local Value2 = 0 local RootJointC0 = RootJoint.C0 RunService.RenderStepped:Connect(function() Force = HumanoidRootPart.Velocity * Vector3.new(0.2, 0, 0.2) if Force.Magnitude > 2 then Direction = Force.Unit Value1 = HumanoidRootPart.CFrame.RightVector:Dot(Direction) Value2 = HumanoidRootPart.CFrame.LookVector:Dot(Direction) else Value1 = 0 Value2 = 0 end RootJoint.C0 = RootJoint.C0:Lerp(RootJointC0 * CFrame.Angles(math.rad(Value2 * 8), math.rad(-Value1 * 7), 0), 0.2) end)
--
wait(1) powerlmp.Value = true function Alert() script.Parent.Assembly.Sound.Click:Play() script.AttackScript.Disabled = true script.Parent.Parent.On.Value = true end function Test() script.Parent.Assembly.Sound.Click:Play() script.AttackScript.Disabled = true script.Parent.Parent.On.Value = true end function Fire() script.Parent.Assembly.Sound.Click:Play() script.AttackScript.Disabled = true script.Parent.Parent.On.Value = true script.Parent.Parent.Parent.FederalSignalRC6.Modulate.Value = true end function Attack() script.AttackScript.Disabled = false end function Cancel() script.Parent.Assembly.Sound.Click:Play() script.AttackScript.Disabled = true script.Parent.Values.Mode.Value = 4 signallmp.Value = false script.Parent.Parent.On.Value = false script.Parent.Parent.Parent.FederalSignalRC6.Modulate.Value = false script.Parent.Values.TimerOn.Value = false end function Timer() script.Timer.Disabled = false signallmp.Value = true end script.Parent.Values.TimerOn.Changed:connect(function() if script.Parent.Values.TimerOn.Value == true then if script.Parent.Values.Mode.Value == 2 then Alert() Timer() elseif script.Parent.Values.Mode.Value == 3 then Attack() Timer() elseif script.Parent.Values.Mode.Value == 5 then Fire() Timer() elseif script.Parent.Values.Mode.Value == 1 then Test() elseif script.Parent.Values.Mode.Value == 4 then script.AttackScript.Disabled = true Cancel() end end end) script.Parent.Values.Mode.Changed:connect(function() if script.Parent.Values.Mode.Value == 4 then Cancel() end end)
-- ==================== -- BASIC -- A basic settings for the gun -- ====================
Auto = false; MuzzleOffset = Vector3.new(0, 0.625, 1.25); BaseDamage = 25; FireRate = 0.05; --In second ReloadTime = 2.7; --In second AmmoPerClip = 5; --Put "math.huge" to make this gun has infinite ammo and never reload Spread = 1.25; --In degree HeadshotEnabled = true; --Enable the gun to do extra damage on headshot HeadshotDamageMultiplier = 3; MouseIconID = "316279304"; HitSoundIDs = {186809061,186809249,186809250,186809252}; IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate IdleAnimationSpeed = 1; FireAnimationID = 94332152; --Set to "nil" if you don't want to animate FireAnimationSpeed = 6; ReloadAnimationID = nil; --Set to "nil" if you don't want to animate ReloadAnimationSpeed = 1;
--RAIN PHYSICS / GENERATION
local RainFallSpeed = 150 --Studs the rain falls per second local RainGroupsPerSecond = 400 --Amount of rain drops per second local RainRadius = 200 --Radius from the camera in studs where rain drops will spawn local StartY = 100 --Start height of the rain local DefaultEndY = -10 --Default end height of the rain. Can be overriden for certain zones local WindSpeedX = 0 --Wind speed in studs on X axis local WindSpeedZ = 0 --Wind speed in studs on Z axis
-- Testing AC FE support
local event = script.Parent local car=script.Parent.Parent local LichtNum = 0 event.OnServerEvent:connect(function(player,data) if data['ToggleLight'] then if car.Body.Light.on.Value==true then car.Body.Light.on.Value=false else car.Body.Light.on.Value=true end elseif data['EnableBrakes'] then car.Body.Lights.Brake.Value=true elseif data['DisableBrakes'] then car.Body.Lights.Brake.Value=false elseif data['ToggleLeftBlink'] then if car.Body.Lights.Left.Value==true then car.Body.Lights.Left.Value=false else car.Body.Lights.Left.Value=true car.Body.Lights.Right.Value=false end elseif data['ToggleRightBlink'] then if car.Body.Lights.Right.Value==true then car.Body.Lights.Right.Value=false else car.Body.Lights.Right.Value=true car.Body.Lights.Left.Value=false end elseif data['ReverseOn'] then car.Body.Lights.Reverse.Value=true elseif data['ReverseOff'] then car.Body.Lights.Reverse.Value=false elseif data['ToggleStandlicht'] then if LichtNum == 0 then LichtNum = 2 car.Body.Lights.Headlights.Value = true elseif LichtNum == 1 then LichtNum = 2 car.Body.Lights.Headlights.Value = true elseif LichtNum == 2 then LichtNum = 3 car.Body.Lights.HiBeams.Value = true elseif LichtNum == 3 then LichtNum = 1 car.Body.Lights.Headlights.Value = false car.Body.Lights.HiBeams.Value = false end elseif data["ToggleHazards"] then if car.Body.Lights.Hazards == false then car.Body.Lights.Right.Value=false car.Body.Lights.Left.Value=false elseif car.Body.Lights.Hazards == true then car.Body.Lights.Right.Value=true car.Body.Lights.Left.Value=true end end end)
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {13,17} --- Vertical Recoil ,HRecoil = {6,8} --- Horizontal Recoil ,AimRecover = .75 ---- Between 0 & 1 ,RecoilPunch = .15 ,VPunchBase = 2.75 --- Vertical Punch ,HPunchBase = 1.35 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.2 ,MinRecoilPower = .5 ,MaxRecoilPower = 3.5 ,RecoilPowerStepAmount = .25 ,MinSpread = 1.25 --- Min bullet spread value | Studs ,MaxSpread = 40 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 0.75 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 1.5 --- Max sway value based on player stamina | Studs
-- A state object whose value can be set at any time by the user.
export type Value<T> = StateObject<T> & { -- kind: "State" (add this when Luau supports singleton types) set: (Value<T>, newValue: any, force: boolean?) -> () }
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Negative zone" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--- Mouse lock (prevents from being unable to zoom in first person because scrollframes
GUI.ToggleMouseLock = function(newState) newState = (newState ~= nil and newState or false) -- if not lockMouse then local lockMouseScreen = Instance.new("ScreenGui") lockMouseScreen.Name = "LockMouse" lockMouseScreen.Parent = playerGui -- lockMouse = Instance.new("TextButton") lockMouse.Visible = false lockMouse.BackgroundTransparency = 1 lockMouse.Text = "" lockMouse.BorderSizePixel = 0 lockMouse.Size = UDim2.new(0, 1, 0, 1) lockMouse.Parent = lockMouseScreen end -- lockMouse.Modal = newState lockMouse.Visible = newState end GUI.ToggleCursor = function(newState) newState = (newState ~= nil and newState or false) -- _L.Services.UserInputService.MouseIconEnabled = newState end
--dont change any thing beside the these numbers-- --to change explosion force go to CannonBall script-- ----------------------------------------------------------------------------------------------------------------------------------------------------
local missile = Instance.new("Part") local barrel if gunOne == true then barrel = gunBarrelOne gunOne = true end local spawnPos = barrel.CFrame * Vector3.new(5, 0, 0) local dx = math.random(50-cannonAcc,50+cannonAcc) local dy = math.random(targetRange-5,targetRange+5) local dz = math.random(0-cannonAcc,0+cannonAcc) local mag = math.random(power,power) local v = barrel.CFrame:vectorToWorldSpace(Vector3.new(mag + dx,dy,dz)) local missile = cannonBall:clone() missile.Position = spawnPos missile.Velocity = v local new_script = script.Parent.CannonBall:clone() new_script.Disabled = false new_script.Parent = missile local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace local effect=script.Parent.Parent.Effect local fire = effect.Fire local smoke1 = effect.Smoke local smoke2 = effect.Smoke1 fire.Enabled = true smoke1.Enabled = true smoke2.Enabled = true wait(0.3) fire.Enabled = false wait(0.5) smoke1.Enabled =false smoke2.Enabled = false end function onClicked() local reloadTime = 10-- +1 if debounce == false then debounce = true switch.BrickColor = BrickColor.new(21) fire(player) wait(reloadTime) debounce = false switch.BrickColor = BrickColor.new(37) end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = script:FindFirstAncestor("MainUI"); local l__Bricks__2 = game:GetService("ReplicatedStorage"):WaitForChild("Bricks"); local l__TweenService__1 = game:GetService("TweenService"); return function(p1) local l__FigureCamPos__3 = workspace:FindFirstChild("FigureCamPos", true); p1.stopcam = true; p1.freemouse = true; p1.hideplayers = 2; p1.update(); local l__WorldCFrame__4 = l__FigureCamPos__3.CamPos1.WorldCFrame; local l__WorldCFrame__5 = l__FigureCamPos__3.CamPos2.WorldCFrame; local l__CFrame__6 = p1.cam.CFrame; local v7 = tick() + 3; local l__FieldOfView__8 = p1.cam.FieldOfView; l__TweenService__1:Create(p1.cam, TweenInfo.new(3, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), { FieldOfView = 60 }):Play(); for v9 = 1, 100000 do task.wait(); if not (tick() <= v7) then break; end; p1.cam.CFrame = l__CFrame__6:Lerp(l__WorldCFrame__4, (l__TweenService__1:GetValue((3 - math.abs(tick() - v7)) / 3, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut))) * p1.csgo; end; local v10 = tick() + 5.5; l__TweenService__1:Create(p1.cam, TweenInfo.new(7.8, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), { FieldOfView = 70 }):Play(); for v11 = 1, 100000 do task.wait(); if not (tick() <= v10) then break; end; p1.cam.CFrame = l__WorldCFrame__4:Lerp(l__WorldCFrame__5, (l__TweenService__1:GetValue((5.5 - math.abs(tick() - v10)) / 5.5, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut))) * p1.csgo; end; local l__CFrame__12 = p1.cam.CFrame; local v13 = tick() + 0.5; local l__FieldOfView__14 = p1.cam.FieldOfView; for v15 = 1, 100000 do task.wait(); local v16 = l__TweenService__1:GetValue((0.5 - math.abs(tick() - v13)) / 0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut); if not (tick() <= v13) then break; end; p1.cam.CFrame = l__CFrame__12:Lerp(p1.basecamcf, v16) * p1.csgo; p1.cam.FieldOfView = l__FieldOfView__14 + (p1.fovspring - l__FieldOfView__14) * v16; end; p1.stopcam = false; p1.freemouse = false; p1.hideplayers = 0; p1.update(); end;
--lonely function
local function getParts(parent) local parts = {} local descendants = parent:GetDescendants() for i = 1, #descendants do local part = descendants[i] if part:IsA("BasePart") then parts[#parts + 1] = part end end return parts end
-- Initialize texture tool
local TextureTool = require(CoreTools:WaitForChild 'Texture') Core.AssignHotkey('G', Core.Support.Call(Core.EquipTool, TextureTool)); Core.AddToolButton(Core.Assets.TextureIcon, 'G', TextureTool)
-- originalEndWaypoint is optional, causes the waypoint to tween from that position.
function ClickToMoveDisplay.CreatePathDisplay(wayPoints, originalEndWaypoint) createPathCount = createPathCount + 1 local trailDots = createTrailDots(wayPoints, originalEndWaypoint) local function removePathBeforePoint(wayPointNumber) -- kill all trailDots before and at wayPointNumber for i = #trailDots, 1, -1 do local trailDot = trailDots[i] if trailDot.ClosestWayPoint <= wayPointNumber then trailDot:Destroy() trailDots[i] = nil else break end end end local reiszeTrailDotsUpdateName = "ClickToMoveResizeTrail" ..createPathCount local function resizeTrailDots() if #trailDots == 0 then RunService:UnbindFromRenderStep(reiszeTrailDotsUpdateName) return end local cameraPos = Workspace.CurrentCamera.CFrame.p for i = 1, #trailDots do local trailDotImage: ImageHandleAdornment = trailDots[i].DisplayModel:FindFirstChild("TrailDotImage") if trailDotImage then local distanceToCamera = (trailDots[i].DisplayModel.Position - cameraPos).magnitude trailDotImage.Size = getTrailDotScale(distanceToCamera, TrailDotSize) end end end RunService:BindToRenderStep(reiszeTrailDotsUpdateName, Enum.RenderPriority.Camera.Value - 1, resizeTrailDots) local function removePath() removePathBeforePoint(#wayPoints) end return removePath, removePathBeforePoint end local lastFailureWaypoint = nil function ClickToMoveDisplay.DisplayFailureWaypoint(position) if lastFailureWaypoint then lastFailureWaypoint:Hide() end local failureWaypoint = FailureWaypoint.new(position) lastFailureWaypoint = failureWaypoint coroutine.wrap(function() failureWaypoint:RunFailureTween() failureWaypoint:Destroy() failureWaypoint = nil end)() end function ClickToMoveDisplay.CreateEndWaypoint(position) return EndWaypoint.new(position) end function ClickToMoveDisplay.PlayFailureAnimation() local myHumanoid = findPlayerHumanoid() if myHumanoid then local animationTrack = getFailureAnimationTrack(myHumanoid) animationTrack:Play() end end function ClickToMoveDisplay.CancelFailureAnimation() if lastFailureAnimationTrack ~= nil and lastFailureAnimationTrack.IsPlaying then lastFailureAnimationTrack:Stop() end end function ClickToMoveDisplay.SetWaypointTexture(texture) TrailDotIcon = texture TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() end function ClickToMoveDisplay.GetWaypointTexture() return TrailDotIcon end function ClickToMoveDisplay.SetWaypointRadius(radius) TrailDotSize = Vector2.new(radius, radius) TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() end function ClickToMoveDisplay.GetWaypointRadius() return TrailDotSize.X end function ClickToMoveDisplay.SetEndWaypointTexture(texture) EndWaypointIcon = texture TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() end function ClickToMoveDisplay.GetEndWaypointTexture() return EndWaypointIcon end function ClickToMoveDisplay.SetWaypointsAlwaysOnTop(alwaysOnTop) WaypointsAlwaysOnTop = alwaysOnTop TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() end function ClickToMoveDisplay.GetWaypointsAlwaysOnTop() return WaypointsAlwaysOnTop end return ClickToMoveDisplay