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-- same as jump for now
function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder:SetDesiredAngle(3.14) LeftShoulder:SetDesiredAngle(-3.14) RightHip:SetDesiredAngle(0) LeftHip:SetDesiredAngle(0) end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder:SetDesiredAngle(1.57) return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder:SetDesiredAngle(0) return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder:SetDesiredAngle(1.57) LeftShoulder:SetDesiredAngle(1.0) RightHip:SetDesiredAngle(1.57) LeftHip:SetDesiredAngle(1.0) return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Seated") then moveSit() return end local climbFudge = 0 if (pose == "Running") then RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 amplitude = 1 frequency = 9 elseif (pose == "Climbing") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 amplitude = 1 frequency = 9 climbFudge = 3.14 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) RightShoulder:SetDesiredAngle(desiredAngle + climbFudge) LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) local tool = getTool() if tool then animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it.
local dayLength = 12 local cycleTime = dayLength*60 local minutesInADay = 24*60 local lighting = game:GetService("Lighting") local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay)*cycleTime local endTime = startTime + cycleTime local timeRatio = minutesInADay / cycleTime if dayLength == 0 then dayLength = 1 end repeat local currentTime = tick() if currentTime > endTime then startTime = endTime endTime = startTime + cycleTime end lighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio) wait(1/15) until false
--// Core
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local server = Vargs.Server; local service = Vargs.Service; local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings, Deps; local AddLog, Queue, TrackTask local logError = env.logError local function Init(data) Functions = server.Functions; Admin = server.Admin; Anti = server.Anti; Core = server.Core; HTTP = server.HTTP; Logs = server.Logs; Remote = server.Remote; Process = server.Process; Variables = server.Variables; Settings = server.Settings; Deps = server.Deps; AddLog = Logs.AddLog; Queue = service.Queue; TrackTask = service.TrackTask; logError = logError or env.logError; --// Core variables Core.Themes = data.Themes or {} Core.Plugins = data.Plugins or {} Core.ModuleID = data.ModuleID or 7510592873 Core.LoaderID = data.LoaderID or 7510622625 Core.DebugMode = data.DebugMode or false Core.Name = Functions:GetRandom() Core.LoadstringObj = Core.GetLoadstring() Core.Loadstring = require(Core.LoadstringObj) service.DataStoreService = require(Deps.MockDataStoreService)(Settings.LocalDatastore) local function disableAllGuis(folder: Folder) for _, v in folder:GetChildren() do if v:IsA("ScreenGui") then v.Enabled = false elseif v:IsA("Folder") or v:IsA("Model") then disableAllGuis(v) end end end disableAllGuis(server.Client.UI) Core.Init = nil; AddLog("Script", "Core Module Initialized") end; local function RunAfterPlugins(data) --// RemoteEvent Handling Core.MakeEvent() --// Prepare the client loader --local existingPlayers = service.Players:GetPlayers(); --Core.MakeClient() local remoteParent = service.ReplicatedStorage; remoteParent.ChildRemoved:Connect(function(c) task.wait(1/60) if server.Core.RemoteEvent and not Core.FixingEvent and (function() for i,v in Core.RemoteEvent do if c == v then return true end end end)() then Core.MakeEvent() end end) --// Load data Core.DataStore = Core.GetDataStore() if Core.DataStore then TrackTask("Thread: DSLoadAndHook", function() --// Catch any errors and print it to the console; allow for debugging. task.defer(env.Pcall, Core.LoadData) end) end --// Save all data on server shutdown & set GAME_CLOSING game:BindToClose(function() Core.GAME_CLOSING = true; task.defer(Core.SaveAllPlayerData); end); --// Start API if service.NetworkServer then --service.Threads.RunTask("_G API Manager",server.Core.StartAPI) TrackTask("Thread: API Manager", Core.StartAPI) end --// Occasionally save all player data to the datastore to prevent data loss if the server abruptly crashes service.StartLoop("SaveAllPlayerData", Core.DS_AllPlayerDataSaveInterval, Core.SaveAllPlayerData, true) Core.RunAfterPlugins = nil; AddLog("Script", "Core Module RunAfterPlugins Finished"); end server.Core = { Init = Init; RunAfterPlugins = RunAfterPlugins; DataQueue = {}; DataCache = {}; PlayerData = {}; CrossServerCommands = {}; CrossServer = function(...) return false end; ExecuteScripts = {}; LastDataSave = 0; FixingEvent = false; ScriptCache = {}; Connections = {}; BytecodeCache = {}; LastEventValue = 1; Variables = { TimeBans = {}; }; --// Datastore update/queue timers/delays DS_WriteQueueDelay = 1; DS_ReadQueueDelay = 0.5; DS_AllPlayerDataSaveInterval = 30; DS_AllPlayerDataSaveQueueDelay = 0.5; --// Used to change/"reset" specific datastore keys DS_RESET_SALTS = { SavedSettings = "32K5j4"; SavedTables = "32K5j4"; }; DS_BLACKLIST = { Trello_Enabled = true; Trello_Primary = true; Trello_Secondary = true; Trello_Token = true; Trello_AppKey = true; DataStore = true; DataStoreKey = true; DataStoreEnabled = true; LocalDatastore = true; Creators = true; Permissions = true; G_API = true; G_Access = true; G_Access_Key = true; G_Access_Perms = true; Allowed_API_Calls = true; LoadAdminsFromDS = true; WebPanel_ApiKey = true; WebPanel_Enabled = true; ["Settings.Ranks.Creators.Users"] = true; ["Admin.SpecialLevels"] = true; OnStartup = true; OnSpawn = true; OnJoin = true; CustomRanks = true; Ranks = true; Commands = true; --// Not gonna let malicious stuff set DS_Blacklist to {} or anything! DS_BLACKLIST = true; }; --// Prevent certain keys from loading from the DataStore PlayerDataKeyBlacklist = { AdminRank = true; AdminLevel = true; LastLevelUpdate = true; }; UpdatePlayerConnection = function(p) for i, cli in next,service.NetworkServer:GetChildren() do if cli:GetPlayer() == p then Core.Connections[cli] = p end end end; DisconnectEvent = function() if Core.RemoteEvent and not Core.FixingEvent then Core.FixingEvent = true for name,event in Core.RemoteEvent.Events do event:Disconnect() end pcall(function() service.Delete(Core.RemoteEvent.Object) end) pcall(function() service.Delete(Core.RemoteEvent.Function) end) Core.FixingEvent = false Core.RemoteEvent = nil end end; MakeEvent = function() local remoteParent = service.ReplicatedStorage local ran, err = pcall(function() if server.Running then local rTable = {}; local event = service.New("RemoteEvent", {Name = Core.Name, Archivable = false}, true, true) local func = service.New("RemoteFunction", {Name = "__FUNCTION", Parent = event}, true, true) local secureTriggered = true local tripDet = math.random() local function secure(ev, name, parent) return ev.Changed:Connect(function() if Core.RemoteEvent == rTable and not secureTriggered then if ev == func then func.OnServerInvoke = Process.Remote end if ev.Name ~= name then ev.Name = name elseif ev.Parent ~= parent then secureTriggered = true; Core.DisconnectEvent(); Core.MakeEvent() end end end) end Core.DisconnectEvent() Core.TripDet = tripDet rTable.Events = {} rTable.Object = event rTable.Function = func rTable.Events.Security = secure(event, event.Name, remoteParent) rTable.Events.FuncSec = secure(func, func.Name, event) func.OnServerInvoke = Process.Remote; rTable.Events.ProcessEvent = service.RbxEvent(event.OnServerEvent, Process.Remote) Core.RemoteEvent = rTable event.Parent = remoteParent secureTriggered = false AddLog(Logs.Script, { Text = "Created RemoteEvent"; Desc = "RemoteEvent was successfully created"; }) end end) if err then warn(err) end end; UpdateConnections = function() if service.NetworkServer then for _, cli in service.NetworkServer:GetChildren() do if cli:IsA("NetworkReplicator") then Core.Connections[cli] = cli:GetPlayer() end end end end; UpdateConnection = function(p) if service.NetworkServer then for _, cli in service.NetworkServer:GetChildren() do if cli:IsA("NetworkReplicator") and cli:GetPlayer() == p then Core.Connections[cli] = p end end end end; GetNetworkClient = function(p) if service.NetworkServer then for _, cli in service.NetworkServer:GetChildren() do if cli:IsA("NetworkReplicator") and cli:GetPlayer() == p then return cli end end end end; MakeClient = function(parent) if not parent and Core.ClientLoader then local loader = Core.ClientLoader loader.Removing = true for _, v in loader.Events do v:Disconnect() end loader.Object:Destroy() end; local depsName = Functions:GetRandom() local folder = server.Client:Clone() local acli = Deps.ClientMover:Clone(); local client = folder.Client local parentObj = parent or service.StarterPlayer:FindFirstChildOfClass("StarterPlayerScripts"); local clientLoader = { Removing = false; }; Core.MockClientKeys = Core.MockClientKeys or { Special = depsName; Module = client; } local depsName = Core.MockClientKeys.Special; local specialVal = service.New("StringValue") specialVal.Value = Core.Name.."\\"..depsName specialVal.Name = "Special" specialVal.Parent = folder acli.Parent = folder; acli.Disabled = false; folder.Archivable = false; folder.Name = depsName; --"Adonis_Client" folder.Parent = parentObj; if not parent then local oName = folder.Name clientLoader.Object = folder clientLoader.Events = {} clientLoader.Events[folder] = folder.Changed:Connect(function() if Core.ClientLoader == clientLoader and not clientLoader.Removing then if folder.Name ~= oName then folder.Name = oName; elseif folder.Parent ~= parentObj then clientLoader.Removing = true Core.MakeClient() end end end) for _, child in folder:GetDescendants() do local oParent = child.Parent local oName = child.Name clientLoader.Events[child.Changed] = child.Changed:Connect(function(c) if Core.ClientLoader == clientLoader and not clientLoader.Removing then if child.Parent ~= oParent or child == specialVal then Core.MakeClient() end end end) local nameEvent = child:GetPropertyChangedSignal("Name"):Connect(function() if Core.ClientLoader == clientLoader and not clientLoader.Removing then child.Name = oName end end) clientLoader.Events[nameEvent] = nameEvent clientLoader.Events[child.AncestryChanged] = child.AncestryChanged:Connect(function() if Core.ClientLoader == clientLoader and not clientLoader.Removing then Core.MakeClient() end end) end folder.DescendantAdded:Connect(function(d) if Core.ClientLoader == clientLoader and not clientLoader.Removing then Core.MakeClient() end end) folder.DescendantRemoving:Connect(function(d) if Core.ClientLoader == clientLoader and not clientLoader.Removing then Core.MakeClient() end end) Core.ClientLoader = clientLoader end local ok,err = pcall(function() folder.Parent = parentObj end) clientLoader.Removing = false; AddLog("Script", "Created client") end; HookClient = function(p) local key = tostring(p.UserId) local keys = Remote.Clients[key] if keys then local depsName = Functions:GetRandom() local eventName = Functions:GetRandom() local folder = server.Client:Clone() local acli = Deps.ClientMover:Clone(); local client = folder.Client local parentTo = "PlayerGui" --// Roblox, seriously, please give the server access to PlayerScripts already so I don't need to do this. local parentObj = p:FindFirstChildOfClass(parentTo) or p:WaitForChild(parentTo, 600); if not p.Parent then return false elseif not parentObj then p:Kick("\n[CLI-102495] Loading Error \nPlayerGui Missing (Waited 10 Minutes)") return false end local container = service.New("ScreenGui"); container.ResetOnSpawn = false; container.Enabled = false; container.Name = "\0"; local specialVal = service.New("StringValue") specialVal.Value = Core.Name.."\\"..depsName specialVal.Name = "Special" specialVal.Parent = folder keys.Special = depsName keys.EventName = eventName keys.Module = client acli.Parent = folder; acli.Disabled = false; folder.Name = "Adonis_Client" folder.Parent = container; --// Event only fires AFTER the client is alive and well local event; event = service.Events.ClientLoaded:Connect(function(plr) if p == plr and container.Parent == parentObj then --container:Destroy(); -- Destroy update causes an issue with this pretty sure container.Parent = nil local leaveEvent; leaveEvent = p.AncestryChanged:Connect(function() -- after/on remove, not on removing... task.wait() if p.Parent == nil then -- Prevent potential memory leak and ensure this gets properly murdered when they leave and it's no longer needed pcall(function() container:Destroy() end) end end) leaveEvent:Disconnect() leaveEvent = nil event:Disconnect(); event = nil end end) local ok, err = pcall(function() container.Parent = parentObj end) if not ok then p:Kick("\n[CLI-192385] Loading Error \n[HookClient Error: "..tostring(err).."]") return false else return true end else if p and p.Parent then p:Kick("\n[CLI-5691283] Loading Error \n[HookClient: Keys Missing]") end end end; LoadClientLoader = function(p) local loader = Deps.ClientLoader:Clone() loader.Name = Functions.GetRandom() loader.Parent = p:WaitForChild("PlayerGui", 60) or p:WaitForChild("Backpack") loader.Disabled = false end; LoadExistingPlayer = function(p) warn("Loading existing player: ".. tostring(p)) TrackTask("Thread: Setup Existing Player: ".. tostring(p), function() Process.PlayerAdded(p) --Core.MakeClient(p:FindFirstChildOfClass("PlayerGui") or p:WaitForChild("PlayerGui", 120)) end) end; ExecutePermission = function(scr, code, isLocal) local fixscr = service.UnWrap(scr) for _, val in Core.ExecuteScripts do if not isLocal or (isLocal and val.Type == "LocalScript") then if (service.UnWrap(val.Script) == fixscr or code == val.Code) and (not val.runLimit or (val.runLimit ~= nil and val.Executions <= val.runLimit)) then val.Executions += 1 return { Source = val.Source; noCache = val.noCache; runLimit = val.runLimit; Executions = val.Executions; } end end end end; GetScript = function(scr, code) for i, val in Core.ExecuteScripts do if val.Script == scr or code == val.Code then return val, i end end end; UnRegisterScript = function(scr) for i, dat in Core.ExecuteScripts do if dat.Script == scr or dat == scr then table.remove(Core.ExecuteScripts, i) return dat end end end; RegisterScript = function(data) data.Executions = 0 data.Time = os.time() data.Type = data.Script.ClassName data.Wrapped = service.Wrap(data.Script) data.Wrapped:SetSpecial("Clone",function() return Core.RegisterScript({ Script = service.UnWrap(data.Script):Clone(); Code = data.Code; Source = data.Source; noCache = data.noCache; runLimit = data.runLimit; }) end) for ind,scr in Core.ExecuteScripts do if scr.Script == data.Script then return scr.Wrapped or scr.Script end end if not data.Code then data.Code = Functions.GetRandom() end table.insert(Core.ExecuteScripts, data) return data.Wrapped end; GetLoadstring = function() local newLoad = Deps.Loadstring:Clone() local lbi = server.Shared.FiOne:Clone() lbi.Parent = newLoad return newLoad end; Bytecode = function(str: string) if Core.BytecodeCache[str] then return Core.BytecodeCache[str] end local f, buff = Core.Loadstring(str) Core.BytecodeCache[str] = buff return buff end; NewScript = function(scriptType: string, source: string, allowCodes: boolean?, noCache: boolean?, runLimit: number?) local scr = assert( if scriptType == "Script" then Deps.ScriptBase:Clone() elseif scriptType == "LocalScript" then Deps.LocalScriptBase:Clone() else nil, "Invalid script type '"..tostring(scriptType).."'" ) local execCode = Functions.GetRandom() scr.Name = "[Adonis] "..scriptType if allowCodes then service.New("StringValue", { Name = "Execute", Value = execCode, Parent = scr, }) end local wrapped = Core.RegisterScript({ Script = scr; Code = execCode; Source = Core.Bytecode(source); noCache = noCache; runLimit = runLimit; }) return wrapped or scr, scr, execCode end; SavePlayer = function(p, data) local key = tostring(p.UserId) Core.PlayerData[key] = data end; DefaultPlayerData = function(p) return { Donor = { Cape = { Image = "0"; Color = "White"; Material = "Neon"; }; Enabled = false; }; Banned = false; TimeBan = false; AdminNotes = {}; Keybinds = {}; Aliases = {}; Client = {}; Warnings = {}; } end; GetPlayer = function(p) local key = tostring(p.UserId) if not Core.PlayerData[key] then local PlayerData = Core.DefaultPlayerData(p) Core.PlayerData[key] = PlayerData if Core.DataStore then local data = Core.GetData(key) if type(data) == "table" then data.AdminNotes = if data.AdminNotes then Functions.DSKeyNormalize(data.AdminNotes, true) else {} data.Warnings = if data.Warnings then Functions.DSKeyNormalize(data.Warnings, true) else {} local BLOCKED_SETTINGS = Core.PlayerDataKeyBlacklist for i, v in data do if not BLOCKED_SETTINGS[i] then PlayerData[i] = v end end end end return PlayerData else return Core.PlayerData[key] end end; ClearPlayer = function(p) Core.PlayerData[tostring(p.UserId)] = Core.DefaultData(p) end; SavePlayerData = function(p, customData) local key = tostring(p.UserId) local pData = customData or Core.PlayerData[key] if Core.DataStore then if pData then local data = service.CloneTable(pData) data.LastChat = nil data.AdminRank = nil data.AdminLevel = nil data.LastLevelUpdate = nil data.LastDataSave = nil data.AdminNotes = Functions.DSKeyNormalize(data.AdminNotes) data.Warnings = Functions.DSKeyNormalize(data.Warnings) Core.SetData(key, data) AddLog(Logs.Script, { Text = "Saved data for ".. p.Name; Desc = "Player data was saved to the datastore"; }) pData.LastDataSave = os.time() end end end; SaveAllPlayerData = function(queueWaitTime) local TrackTask = service.TrackTask for key,pdata in Core.PlayerData do local id = tonumber(key); local player = id and service.Players:GetPlayerByUserId(id); if player and (not pdata.LastDataSave or os.time() - pdata.LastDataSave >= Core.DS_AllPlayerDataSaveInterval) then TrackTask(string.format("Save data for %s", player.Name), Core.SavePlayerData, player); end end --[[ --// OLD METHOD (Kept in case this messes anything up) for i,p in next,service.Players:GetPlayers() do local pdata = Core.PlayerData[tostring(p.UserId)]; --// Only save player's data if it has not been saved within the last INTERVAL (default 30s) if pdata and (not pdata.LastDataSave or os.time() - pdata.LastDataSave >= Core.DS_AllPlayerDataSaveInterval) then service.Queue("SavePlayerData", function() Core.SavePlayerData(p) wait(queueWaitTime or Core.DS_AllPlayerDataSaveQueueDelay) end) end end--]] end; GetDataStore = function() local ran,store = pcall(function() return service.DataStoreService:GetDataStore(string.sub(Settings.DataStore, 1, 50),"Adonis") end) -- DataStore studio check. if ran and store and service.RunService:IsStudio() then local success, res = pcall(store.GetAsync, store, math.random()) if not success and string.find(res, "502", 1, true) then warn("Unable to load data because Studio access to API services is disabled.") return; end end return ran and store end; DataStoreEncode = function(key) if Core.DS_RESET_SALTS[key] then key = Core.DS_RESET_SALTS[key] .. key end return Functions.Base64Encode(Remote.Encrypt(tostring(key), Settings.DataStoreKey)) end; SaveData = function(...) return Core.SetData(...) end; DS_GetRequestDelay = function(reqTypeName: string) local reqType = assert( if reqTypeName == "Write" then Enum.DataStoreRequestType.SetIncrementAsync elseif reqTypeName == "Read" then Enum.DataStoreRequestType.GetAsync elseif reqTypeName == "Update" then Enum.DataStoreRequestType.UpdateAsync else nil, "Invalid request type name '"..tostring(reqTypeName).."'" ) local reqPerMin = 60 + #service.Players:GetPlayers() * 10 local reqDelay = 60 / reqPerMin local budget repeat budget = service.DataStoreService:GetRequestBudgetForRequestType(reqType); until budget > 0 and task.wait(1) return reqDelay + 0.5 end; DS_WriteLimiter = function(reqTypeName: string, func, ...) local vararg = table.pack(...) return Queue("DataStoreWriteData_"..tostring(reqTypeName), function() local gotDelay = Core.DS_GetRequestDelay(reqTypeName); --// Wait for budget; also return how long we should wait before the next request is allowed to go func(unpack(vararg, 1, vararg.n)) task.wait(gotDelay) end, 120, true) end; RemoveData = function(key) local DataStore = Core.DataStore if DataStore then local ran2, err2 = Queue("DataStoreWriteData"..tostring(key), function() local ran, ret = Core.DS_WriteLimiter("Write", DataStore.RemoveAsync, DataStore, Core.DataStoreEncode(key)) if ran then Core.DataCache[key] = nil else logError("DataStore RemoveAsync Failed: ".. tostring(ret)) end task.wait(6) end, 120, true) if not ran2 then warn("DataStore RemoveData Failed: ".. tostring(err2)) end end end; SetData = function(key: string, value: any?, repeatCount: number?) if repeatCount then warn("Retrying SetData request for ".. key); end local DataStore = Core.DataStore if DataStore then if value == nil then return Core.RemoveData(key) else local ran2, err2 = Queue("DataStoreWriteData"..tostring(key), function() local ran, ret = Core.DS_WriteLimiter("Write", DataStore.SetAsync, DataStore, Core.DataStoreEncode(key), value) if ran then Core.DataCache[key] = value else logError("DataStore SetAsync Failed: ".. tostring(ret)); end task.wait(6) end, 120, true) if not ran2 then logError("DataStore SetData Failed: ".. tostring(err2)) --// Attempt 3 times, with slight delay between if failed task.wait(1) if not repeatCount then return Core.SetData(key, value, 3); elseif repeatCount > 0 then return Core.SetData(key, value, repeatCount - 1); end end end end end; UpdateData = function(key: string, callback: (currentData: any?)->any?, repeatCount: number?) if repeatCount then warn("Retrying UpdateData request for ".. key) end local DataStore = Core.DataStore if DataStore then local err = false local ran2, err2 = Queue("DataStoreWriteData"..tostring(key), function() local ran, ret = Core.DS_WriteLimiter("Update", DataStore.UpdateAsync, DataStore, Core.DataStoreEncode(key), callback) if not ran then err = ret logError("DataStore UpdateAsync Failed: ".. tostring(ret)) return error(ret) end wait(6) end, 120, true) --// 120 timeout, yield until this queued function runs and completes if not ran2 then logError("DataStore UpdateData Failed: ".. tostring(err2)) --// Attempt 3 times, with slight delay between if failed wait(1) if not repeatCount then return Core.UpdateData(key, callback, 3) elseif repeatCount > 0 then return Core.UpdateData(key, callback, repeatCount - 1) end end return err end end; GetData = function(key: string, repeatCount: number?) if repeatCount then warn("Retrying GetData request for ".. key) end local DataStore = Core.DataStore if DataStore then local ran2, err2 = Queue("DataStoreReadData", function() --wait(Core.DS_GetRequestDelay("Read")) -- TODO: re-implement this effectively and without an unnecessary delay local ran, ret = pcall(DataStore.GetAsync, DataStore, Core.DataStoreEncode(key)) if ran then Core.DataCache[key] = ret return ret else logError("DataStore GetAsync Failed: ".. tostring(ret)) if Core.DataCache[key] then return Core.DataCache[key] else error(ret) end end end, 120, true) if not ran2 then logError("DataStore GetData Failed: ".. tostring(err2)) --// Attempt 3 times, with slight delay between if failed wait(1) if not repeatCount then return Core.GetData(key, 3) elseif repeatCount > 0 then return Core.GetData(key, repeatCount - 1) end else return err2 end end end; IndexPathToTable = function(tableAncestry) local ds_blacklist = Core.DS_BLACKLIST if type(tableAncestry) == "string" and not ds_blacklist[tableAncestry] then return Settings[tableAncestry], tableAncestry elseif type(tableAncestry) == "table" then local curTable = server local curName = "Server" for index, ind in tableAncestry do --// Prevent stuff like {t1 = "Settings", t2 = ...} from bypassing datastore blocks if type(index) ~= 'number' then return nil end curTable = curTable[ind] curName = ind if type(curName) == "string" then --// Admins do NOT load from the DataStore with this setting if curName == "Ranks" and Settings.LoadAdminsFromDS == false then return nil end end if not curTable then --warn(tostring(ind) .." could not be found"); --// Not allowed or table is not found return nil end end if type(curName) == "string" and ds_blacklist[curName] then return nil end return curTable, curName end return nil end; ClearAllData = function() local tabs = Core.GetData("SavedTables") or {} for _, v in tabs do if v.TableKey then Core.RemoveData(v.TableKey) end end Core.SetData("SavedSettings", {}) Core.SetData("SavedTables", {}) Core.CrossServer("LoadData") end; GetTableKey = function(indList: {string}) local tabs = Core.GetData("SavedTables") or {} local realTable, tableName = Core.IndexPathToTable(indList) local foundTable = nil for _, v in tabs do if type(v) == "table" and v.TableName and v.TableName == tableName then foundTable = v break end end if not foundTable then foundTable = { TableName = tableName; TableKey = "SAVEDTABLE_" .. tableName; } table.insert(tabs, foundTable) Core.SetData("SavedTables", tabs) end if not Core.GetData(foundTable.TableKey) then Core.SetData(foundTable.TableKey, {}) end return foundTable.TableKey; end; DoSave = function(data: TableData) if data.Type == "ClearSettings" then Core.ClearAllData() elseif data.Type == "SetSetting" then local setting = data.Setting local val = data.Value Core.UpdateData("SavedSettings", function(savedSettings) savedSettings[setting] = val return savedSettings end) Core.CrossServer("LoadData", "SavedSettings", {[setting] = val}) elseif data.Type == "TableRemove" then local tab = data.Table local val = data.Value local key = Core.GetTableKey(tab) --// Storing an old reference of data.Table as we may override it later on. local originalTable = tab if type(tab) == "string" then tab = {"Settings", tab} elseif type(tab) == "table" and tab[1] == "Settings" then originalTable = tab[2] end data.Action = "Remove" data.Time = os.time() local CheckMatch = if type(data) == "table" and data.LaxCheck then Functions.LaxCheckMatch else Functions.CheckMatch Core.UpdateData(key, function(sets: {TableData}) sets = sets or {} local index = 1 for i, v in sets do if type(i) ~= "number" then sets[i] = nil elseif (CheckMatch(tab, v.Table) or CheckMatch(originalTable, v.Table)) and CheckMatch(v.Value, val) then table.remove(sets, index) else index += 1 end end --// Check that the real table actually has the item to remove; do not create if it does not have it --// (prevents snowballing) local continueOperation = false if tab[1] == "Settings" or tab[2] == "Settings" then local indClone = table.clone(tab) indClone[1] = "OriginalSettings" for _, v in Core.IndexPathToTable(indClone) or {} do if CheckMatch(v, val) then continueOperation = true break end end else continueOperation = true end if continueOperation then table.insert(sets, data) end return sets end) Core.CrossServer("LoadData", "TableUpdate", data) elseif data.Type == "TableAdd" then local tab = data.Table local originalTable = tab local val = data.Value local key = Core.GetTableKey(tab) if type(tab) == "string" then tab = {"Settings", tab} end data.Action = "Add" data.Time = os.time() local CheckMatch = if type(data) == "table" and data.LaxCheck then Functions.LaxCheckMatch else Functions.CheckMatch Core.UpdateData(key, function(sets: {TableData}) sets = sets or {} local index = 1 for i, v in sets do if type(i) ~= "number" then sets[i] = nil elseif (CheckMatch(tab, v.Table) or CheckMatch(originalTable, v.Table)) and CheckMatch(v.Value, val) then table.remove(sets, index) else index += 1 end end --// Check that the real table does not already have the item to add; do not create if it has it --// (prevents snowballing) local continueOperation = true if tab[1] == "Settings" or tab[2] == "Settings" then local indClone = table.clone(tab) indClone[1] = "OriginalSettings" for _, v in Core.IndexPathToTable(indClone) or {} do if CheckMatch(v, val) then continueOperation = false break end end end if continueOperation then table.insert(sets, data) end return sets end) Core.CrossServer("LoadData", "TableUpdate", data) else error("Invalid data action type '"..tostring(data.Type).."'", 2) end AddLog(Logs.Script, { Text = "Saved setting change to datastore"; Desc = "A setting change was issued and saved ("..data.Type..")"; }) end; LoadData = function(key: string, data: TableData, serverId: string?) if serverId and serverId == game.JobId then return end data = data or {} local CheckMatch = if data.LaxCheck then Functions.LaxCheckMatch else Functions.CheckMatch local ds_blacklist = Core.DS_BLACKLIST if key == "TableUpdate" then local indList = data.Table local nameRankComp = { --// Old settings backwards compatability Owners = { "Settings", "Ranks", "HeadAdmins", "Users" }, Creators = { "Settings", "Ranks", "Creators", "Users" }, HeadAdmins = { "Settings", "Ranks", "HeadAdmins", "Users" }, Admins = { "Settings", "Ranks", "Admins", "Users" }, Moderators = { "Settings", "Ranks", "Moderators", "Users" }, } if type(indList) == "string" and nameRankComp[indList] then indList = nameRankComp[indList] end local realTable, tableName = Core.IndexPathToTable(indList) local displayName = type(indList) == "table" and table.concat(indList, ".") or tableName if type(displayName) == "string" then if ds_blacklist[displayName] then return end if type(indList) == "table" and indList[1] == "Settings" and indList[2] == "Ranks" then if not Settings.SaveAdmins and not Core.WarnedAboutAdminsLoadingWhenSaveAdminsIsOff and not Settings.SaveAdminsWarning and Settings.LoadAdminsFromDS then warn( 'Admins are loading from the Adonis DataStore when Settings.SaveAdmins is FALSE!\nDisable this warning by adding the setting "SaveAdminsWarning" in Settings (and set it to true!) or set Settings.LoadAdminsFromDS to false' ) Core.WarnedAboutAdminsLoadingWhenSaveAdminsIsOff = true end --// No adding to Trello or WebPanel rank users list via Datastore if type(indList[3]) == 'string' and (indList[3]:match("Trello") or indList[3]:match("WebPanel")) then return end end end if realTable and data.Action == "Add" then for i, v in realTable do if CheckMatch(v, data.Value) then table.remove(realTable, i) end end AddLog("Script", { Text = "Added value to " .. displayName, Desc = "Added " .. tostring(data.Value) .. " to " .. displayName .. " from datastore", }) table.insert(realTable, data.Value) service.Events["DataStoreAdd_" .. displayName]:Fire(data.Value) elseif realTable and data.Action == "Remove" then for i, v in realTable do if CheckMatch(v, data.Value) then AddLog("Script", { Text = "Removed value from " .. displayName, Desc = "Removed " .. tostring(data.Value) .. " from " .. displayName .. " from datastore", }) table.remove(realTable, i) end end end else local SavedSettings local SavedTables if Core.DataStore and Settings.DataStoreEnabled then local GetData, LoadData, SaveData, DoSave = Core.GetData, Core.LoadData, Core.SaveData, Core.DoSave if not key then SavedSettings = GetData("SavedSettings") SavedTables = GetData("SavedTables") elseif key and not data then if key == "SavedSettings" then SavedSettings = GetData("SavedSettings") elseif key == "SavedTables" then SavedTables = GetData("SavedTables") end elseif key and data then if key == "SavedSettings" then SavedSettings = data elseif key == "SavedTables" then SavedTables = data end end if not key and not data then if not SavedSettings then SavedSettings = {} SaveData("SavedSettings", {}) end if not SavedTables then SavedTables = {} SaveData("SavedTables", {}) end end if SavedSettings then for setting, value in SavedSettings do if not ds_blacklist[setting] then if setting == "Prefix" or setting == "AnyPrefix" or setting == "SpecialPrefix" then local orig = Settings[setting] for _, cmd in server.Commands do if cmd.Prefix == orig then cmd.Prefix = value end end end Settings[setting] = value end end end if SavedTables then for _, tData in SavedTables do if tData.TableName and tData.TableKey and not ds_blacklist[tData.TableName] then local data = GetData(tData.TableKey) if data then for _, v in data do LoadData("TableUpdate", v) end end elseif tData.Table and tData.Action then LoadData("TableUpdate", tData) end end if Core.Variables.TimeBans then for i, v in Core.Variables.TimeBans do if v.EndTime - os.time() <= 0 then table.remove(Core.Variables.TimeBans, i) DoSave({ Type = "TableRemove", Table = { "Core", "Variables", "TimeBans" }, Value = v, LaxCheck = true, }) end end end end AddLog(Logs.Script, { Text = "Loaded saved data", Desc = "Data was retrieved from the datastore and loaded successfully", }) end end end, StartAPI = function() local _G = _G local setmetatable = setmetatable local rawset = rawset local rawget = rawget local type = type local error = error local print = print local warn = warn local pairs = pairs local next = next local table = table local getfenv = getfenv local setfenv = setfenv local require = require local tostring = tostring local server = server local service = service local Routine = env.Routine local cPcall = env.cPcall local MetaFunc = service.MetaFunc local StartLoop = service.StartLoop local API_Special = { AddAdmin = Settings.Allowed_API_Calls.DataStore; RemoveAdmin = Settings.Allowed_API_Calls.DataStore; RunCommand = Settings.Allowed_API_Calls.Core; SaveTableAdd = Settings.Allowed_API_Calls.DataStore and Settings.Allowed_API_Calls.Settings; SaveTableRemove = Settings.Allowed_API_Calls.DataStore and Settings.Allowed_API_Calls.Settings; SaveSetSetting = Settings.Allowed_API_Calls.DataStore and Settings.Allowed_API_Calls.Settings; ClearSavedSettings = Settings.Allowed_API_Calls.DataStore and Settings.Allowed_API_Calls.Settings; SetSetting = Settings.Allowed_API_Calls.Settings; } setfenv(1,setmetatable({}, {__metatable = getmetatable(getfenv())})) local API_Specific = { API_Specific = { Test = function() print("We ran the api specific stuff") end }; Settings = Settings; Service = service; } local API = { Access = MetaFunc(function(...) local args = {...} local key = args[1] local ind = args[2] local targ if API_Specific[ind] then targ = API_Specific[ind] elseif server[ind] and Settings.Allowed_API_Calls[ind] then targ = server[ind] end if Settings.G_Access and key == Settings.G_Access_Key and targ and Settings.Allowed_API_Calls[ind] == true then if type(targ) == "table" then return service.NewProxy { __index = function(tab,inde) if targ[inde] ~= nil and API_Special[inde] == nil or API_Special[inde] == true then AddLog(Logs.Script, { Text = "Access to "..tostring(inde).." was granted"; Desc = "A server script was granted access to "..tostring(inde); }) if targ[inde]~=nil and type(targ[inde]) == "table" and Settings.G_Access_Perms == "Read" then return service.ReadOnly(targ[inde]) else return targ[inde] end elseif API_Special[inde] == false then AddLog(Logs.Script, { Text = "Access to "..tostring(inde).." was denied"; Desc = "A server script attempted to access "..tostring(inde).." via _G.Adonis.Access"; }) error("Access Denied: "..tostring(inde)) else error("Could not find "..tostring(inde)) end end; __newindex = function(tabl, inde, valu) if Settings.G_Access_Perms == "Read" then error("Read-only") elseif Settings.G_Access_Perms == "Write" then tabl[inde] = valu end end; __metatable = true; } end else error("Incorrect key or G_Access is disabled") end end); Scripts = service.ReadOnly({ ExecutePermission = MetaFunc(function(srcScript, code) local exists; for _, v in Core.ScriptCache do if v.Script == srcScript then exists = v end end if exists and exists.noCache ~= true and (not exists.runLimit or (exists.runLimit and exists.Executions <= exists.runLimit)) then exists.Executions += 1 return exists.Source, exists.Loadstring end local data = Core.ExecutePermission(srcScript, code) if data and data.Source then local module; if not exists then module = require(server.Shared.FiOne:Clone()) table.insert(Core.ScriptCache, { Script = srcScript; Source = data.Source; Loadstring = module; noCache = data.noCache; runLimit = data.runLimit; Executions = data.Executions; }) else module = exists.Loadstring exists.Source = data.Source end return data.Source, module end end); }, nil, nil, true); CheckAdmin = MetaFunc(Admin.CheckAdmin); IsAdmin = MetaFunc(Admin.CheckAdmin); IsBanned = MetaFunc(Admin.CheckBan); IsMuted = MetaFunc(Admin.IsMuted); CheckDonor = MetaFunc(Admin.CheckDonor); GetLevel = MetaFunc(Admin.GetLevel); SetLighting = MetaFunc(Functions.SetLighting); SetPlayerLighting = MetaFunc(Remote.SetLighting); NewParticle = MetaFunc(Functions.NewParticle); RemoveParticle = MetaFunc(Functions.RemoveParticle); NewLocal = MetaFunc(Remote.NewLocal); MakeLocal = MetaFunc(Remote.MakeLocal); MoveLocal = MetaFunc(Remote.MoveLocal); RemoveLocal = MetaFunc(Remote.RemoveLocal); Hint = MetaFunc(Functions.Hint); Message = MetaFunc(Functions.Message); RunCommandAsNonAdmin = MetaFunc(Admin.RunCommandAsNonAdmin); } local AdonisGTable = service.NewProxy({ __index = function(tab,ind) if Settings.G_API then return API[ind] elseif ind == "Scripts" then return API.Scripts else error("_G API is disabled") end end; __newindex = function() error("Read-only") end; __metatable = true; }) if not rawget(_G, "Adonis") then if table.isfrozen and not table.isfrozen(_G) or not table.isfrozen then rawset(_G, "Adonis", AdonisGTable) StartLoop("APICheck", 1, function() if rawget(_G, "Adonis") ~= AdonisGTable then if table.isfrozen and not table.isfrozen(_G) or not table.isfrozen then rawset(_G, "Adonis", AdonisGTable) else warn("⚠️ ADONIS CRITICAL WARNING! MALICIOUS CODE IS TRYING TO CHANGE THE ADONIS _G API AND IT CAN'T BE SET BACK! PLEASE SHUTDOWN THE SERVER AND REMOVE THE MALICIOUS CODE IF POSSIBLE!") end end end, true) else warn("The _G table was locked and the Adonis _G API could not be loaded") end end AddLog(Logs.Script, { Text = "Started _G API"; Desc = "The Adonis _G API was initialized and is ready to use"; }) end; }; end
-- This will assume whether or not the object is a Promise or a regular object.
function Janitor.__index:AddObject(Object) local Id = newproxy(false) --[[ if Promise.is(Object) then if Object:getStatus() == Promise.Status.Started then local NewPromise = self:Add(Promise.resolve(Object), "cancel", Id) NewPromise:finallyCall(self.Remove, self, Id) return NewPromise, Id else return Object end else return self:Add(Object, false, Id), Id end---]] return self:Add(Object, false, Id), Id end Janitor.__index.GiveObject = Janitor.__index.AddObject
-- (VR) Screen effects --------------
function VRBaseCamera:StartFadeFromBlack() local VRFade = Lighting:FindFirstChild("VRFade") if not VRFade then VRFade = Instance.new("ColorCorrectionEffect") VRFade.Name = "VRFade" VRFade.Parent = Lighting end VRFade.Brightness = -1 self.VRFadeResetTimer = 0.1 end function VRBaseCamera:UpdateFadeFromBlack(timeDelta: number) local VRFade = Lighting:FindFirstChild("VRFade") if self.VRFadeResetTimer > 0 then self.VRFadeResetTimer = math.max(self.VRFadeResetTimer - timeDelta, 0) local VRFade = Lighting:FindFirstChild("VRFade") if VRFade and VRFade.Brightness < 0 then VRFade.Brightness = math.min(VRFade.Brightness + timeDelta * VR_FADE_SPEED, 0) end else if VRFade then -- sanity check, VRFade off VRFade.Brightness = 0 end end end function VRBaseCamera:StartVREdgeBlur(player) local VRScreen = player.PlayerGui:FindFirstChild("VRBlurScreen") local VRBlur = nil if VRScreen then VRBlur = VRScreen:FindFirstChild("VRBlur") end if not VRBlur then if not VRScreen then VRScreen = Instance.new("ScreenGui") end VRScreen.Name = "VRBlurScreen" VRScreen.Parent = player.PlayerGui VRBlur = Instance.new("ImageLabel") VRBlur.Name = "VRBlur" VRBlur.Parent = VRScreen VRBlur.Image = "rbxasset://textures/ui/VR/edgeBlur.png" VRBlur.AnchorPoint = Vector2.new(0.5, 0.5) VRBlur.Position = UDim2.new(0.5, 0, 0.5, 0) -- this computes the ratio between the GUI 3D panel and the VR viewport -- adding 15% overshoot for edges on 2 screen headsets local ratioX = workspace.CurrentCamera.ViewportSize.X * 2.3 / VR_PANEL_SIZE local ratioY = workspace.CurrentCamera.ViewportSize.Y * 2.3 / VR_PANEL_SIZE VRBlur.Size = UDim2.fromScale(ratioX, ratioY) VRBlur.BackgroundTransparency = 1 VRBlur.Active = true VRBlur.ScaleType = Enum.ScaleType.Stretch end VRBlur.Visible = true VRBlur.ImageTransparency = 0 self.VREdgeBlurTimer = VR_SCREEN_EGDE_BLEND_TIME end function VRBaseCamera:UpdateEdgeBlur(player, timeDelta) local VRScreen = player.PlayerGui:FindFirstChild("VRBlurScreen") local VRBlur = nil if VRScreen then VRBlur = VRScreen:FindFirstChild("VRBlur") end if VRBlur then if self.VREdgeBlurTimer > 0 then self.VREdgeBlurTimer = self.VREdgeBlurTimer - timeDelta local VRScreen = player.PlayerGui:FindFirstChild("VRBlurScreen") if VRScreen then local VRBlur = VRScreen:FindFirstChild("VRBlur") if VRBlur then VRBlur.ImageTransparency = 1.0 - math.clamp(self.VREdgeBlurTimer, 0.01, VR_SCREEN_EGDE_BLEND_TIME) * (1/VR_SCREEN_EGDE_BLEND_TIME) end end else VRBlur.Visible = false end end end function VRBaseCamera:GetCameraHeight() if not self.inFirstPerson then return math.sin(VR_ANGLE) * self.currentSubjectDistance end return 0 end function VRBaseCamera:GetSubjectCFrame(): CFrame local result = BaseCamera.GetSubjectCFrame(self) local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if not cameraSubject then return result end -- new VR system overrides if cameraSubject:IsA("Humanoid") then local humanoid = cameraSubject local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead if humanoidIsDead and humanoid == self.lastSubject then result = self.lastSubjectCFrame end end if result then self.lastSubjectCFrame = result end return result end function VRBaseCamera:GetSubjectPosition(): Vector3 local result = BaseCamera.GetSubjectPosition(self) -- new VR system overrides local camera = game.Workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA("Humanoid") then local humanoid = cameraSubject local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead if humanoidIsDead and humanoid == self.lastSubject then result = self.lastSubjectPosition end elseif cameraSubject:IsA("VehicleSeat") then local offset = VR_SEAT_OFFSET result = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset) end else return end self.lastSubjectPosition = result return result end
-- these should not be undefined
export type DoneTakingTestFn = (this: TestContext | nil, done: DoneFn) -> ValidTestReturnValues export type PromiseReturningTestFn = (this: TestContext | nil) -> TestReturnValue export type GeneratorReturningTestFn = (this: TestContext | nil) -> TestReturnValueGenerator export type TestName = string export type TestFn = PromiseReturningTestFn | GeneratorReturningTestFn | DoneTakingTestFn export type ConcurrentTestFn = () -> TestReturnValuePromise export type BlockFn = () -> () export type BlockName = string export type HookFn = TestFn export type Col = any export type Row = Array<Col> export type Table = Array<Row> export type ArrayTable = Table | Row export type TemplateTable = TemplateStringsArray export type TemplateData = Array<any>
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:Disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:Connect(keyFrameReachedFunc) end end
--[[ INSTRUCTIONS: Place both teleporter1a and teleporter1b in the same directory (e.g. both in workspace directly, or both directly in the same group or model) Otherwise it wont work. Once youve done that, jump on the teleporter to teleport to the other. If you want more than one set of teleporters I will be adding more types in the future. Send me requests and ideas - Demotico. --]]
--[[ LawlR fix ]]
-- local ds = game:GetService("Debris") local ps = game:GetService("Players") local rng = Random.new() local potato = script.Parent local potatoOwner = potato:WaitForChild("Owner").Value local ownerName = potatoOwner.Name local dmg = 49 local lifetime = 500 local function tagHum(hum) local tag = Instance.new("ObjectValue") tag.Name = "creator" tag.Value = potatoOwner tag.Parent = hum ds:AddItem(tag, 2) end local function isTeamMate(hitPlr) return (hitPlr and potatoOwner and not hitPlr.Neutral and not potatoOwner.Neutral and hitPlr.TeamColor == potatoOwner.TeamColor) end potato.Touched:Connect(function(hit) local hitHum = hit.Parent:FindFirstChildWhichIsA("Humanoid") or hit.Parent.Parent:FindFirstChildWhichIsA("Humanoid") if hitHum and hitHum.Health > 0 then local hitChr = hitHum.Parent if hitChr then if hitChr.Name ~= ownerName then local hitPlr = ps:GetPlayerFromCharacter(hitChr) if hitPlr and isTeamMate(hitPlr) then return end tagHum(hitHum) hitHum:TakeDamage(dmg) hitHum.WalkSpeed = 0 wait(3) hitHum.WalkSpeed = 16 end end end end) ds:AddItem(potato, lifetime)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Nougat",Paint) end)
--[[ Better don't change anything. This script is WIP v.0.4 This thing still glitchy and still needs an improvement Don't edit pass this line you may break the whole script ]] -----------------------------------------------------------------------------------------------------------------------------------------------------------------
function StartSound() NightTheme:Pause() Found:Play() FlashEffect.BackgroundTransparency = 0.6 wait(0.4) ScreenShake.Disabled = false FlashEffect.BackgroundTransparency = 1 RakeTheme:Play() end function StopSound() ScreenShake.Disabled = true FlashEffect.BackgroundTransparency = 1 RakeTheme:Stop() NightTheme:Play() Camera.FieldOfView = 70 end function UpdateNightThemeID() local RandomNTIDS = math.random(1,#NightThemeIDS) local ChosenNTID = NightThemeIDS[RandomNTIDS]
--[[ Reference renderer intended for use in tests as well as for documenting the minimum required interface for a Roact renderer. ]]
local NoopRenderer = {} function NoopRenderer.isHostObject(target) -- Attempting to use NoopRenderer to target a Roblox instance is almost -- certainly a mistake. return target == nil end function NoopRenderer.mountHostNode(_reconciler, _node) end function NoopRenderer.unmountHostNode(_reconciler, _node) end function NoopRenderer.updateHostNode(_reconciler, node, _newElement) return node end return NoopRenderer
--//Services//--
local Chat = game:GetService("Chat")
--Leave script alone!
game.Players.PlayerAdded:Connect(function(plr) wait() local SunFX = script.LensFlareGui:Clone() SunFX.Parent = plr.PlayerGui end) print('Voxel: SEGI LIGHTING loaded..') wait(2) script.Beep:Play() Lighting = game:GetService("Lighting") wait(0.1) Lighting.Brightness = 3 Lighting.ExposureCompensation = 1.2 Lighting.ShadowSoftness = 0.2 Lighting.OutdoorAmbient = Color3.new(139/255, 139/255, 139/255) Lighting.Ambient = Color3.new(2/255, 2/255, 2/255) SunFlare = Instance.new("SunRaysEffect", Lighting) SunFlare.Intensity = 0.059 SunFlare.Spread = 0.356 ColorCorrection = Instance.new("ColorCorrectionEffect", Lighting) ColorCorrection.TintColor = Color3.new(229/255, 231/255, 255/255) ColorCorrection.Contrast = 0.1 ColorCorrection.Brightness = 0 ColorCorrection.Saturation = 0.1 Lighting.FogEnd = 2500 Lighting.FogStart = 0 Lighting.FogColor = Color3.new(160/255, 214/255, 255/255)
--[[ Script Variables ]]
-- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local JumpButton = nil local OnInputEnded = nil -- defined in Create()
-- Public Functions
function UpgradeManager:AddUpgrade(player) local stats = player:WaitForChild("stats") local points = stats:WaitForChild(GameSettings.pointsName) local upgrades = stats:WaitForChild(GameSettings.upgradeName) upgrades.Value = upgrades.Value + 1 self:SetWalkspeedToCurrentUpgrade(player) ParticleController:CreateUpgradeParticle(player) DataStore:SetPoints(player, points.Value) DataStore:SetUpgrades(player, upgrades.Value) end function UpgradeManager:BuyUpgrade(player) local stats = player:WaitForChild("stats") local points = stats:WaitForChild(GameSettings.pointsName) local upgrades = stats:WaitForChild(GameSettings.upgradeName) local cost = GameSettings.upgradeCost(upgrades.Value) -- Check if the player can make the purchase and if so, allow them if points.Value >= cost then points.Value = points.Value - cost upgrades.Value = upgrades.Value + 1 self:SetWalkspeedToCurrentUpgrade(player) DataStore:SetPoints(player, points.Value) DataStore:SetUpgrades(player, upgrades.Value) ParticleController:CreateUpgradeParticle(player) else -- Not enough points end end return UpgradeManager
-- goro7
local plr = game.Players.LocalPlayer script.Parent.ItemIcon.MouseButton1Click:connect(function() -- Play sound plr.PlayerGui.GUIClick:Play() -- Open display plr.PlayerGui.MainGui.Shop.MainFrame.Display.Container.ShowItems:Fire("Toy") end)
-- The amount of RotVelocity.Magnitude the anticheat will stay cool -- with. Exploit scripts usually create ludicrous velocities, so they -- often trigger even generous limits.
config.RotVelocityTolerance = 360 * 4
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local OriginalWalkSpeed = Humanoid.WalkSpeed OriginalWalkSpeed = OriginalWalkSpeed Humanoid.WalkSpeed = 0 local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position spawnPos = spawnPos + (direction * 5) Tool.Handle.Transparency = 1 Object.Parent = workspace Object.Transparency = 1 Object.Swing.Pitch = math.random(90, 110)/100 Object.Swing:Play() Object.CanCollide = true Object.CFrame = Tool.Handle.CFrame Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0) Object.Fuse:Play() Object.Sparks.Enabled = true local rand = 11.25 Object.RotVelocity = Vector3.new(math.random(-rand,rand),math.random(-rand,rand),math.random(-rand,rand)) Object:SetNetworkOwner(getPlayer()) local ScriptClone = DamageScript:Clone() ScriptClone.FriendlyFire.Value = FriendlyFire ScriptClone.Damage.Value = AttackDamage ScriptClone.Parent = Object ScriptClone.Disabled = false local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "creator" tag.Parent = Object Humanoid.WalkSpeed = OriginalWalkSpeed Tool:Destroy() end Remote.OnServerEvent:Connect(function(player, mousePosition) if not AttackAble then return end AttackAble = false if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then Remote:FireClient(getPlayer(), "PlayAnimation", "Animation") end local targetPos = mousePosition.p local lookAt = (targetPos - Character.Head.Position).unit Toss(lookAt) LeftDown = true end) function onLeftUp() LeftDown = false end Tool.Equipped:Connect(function() Character = Tool.Parent Humanoid = Character:FindFirstChildOfClass("Humanoid") end) Tool.Unequipped:Connect(function() Character = nil Humanoid = nil end)
-- initiate
repeat local success = pcall(function() StarterGui:SetCore("TopbarEnabled", false) end) wait() until success
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 3 -- cooldown for use of the tool again ZoneModelName = "Supernova" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- External services
local contentProvider = game:GetService("ContentProvider")
--[=[ Construct a new Promise that will be resolved or rejected with the given callbacks. If you `resolve` with a Promise, it will be chained onto. You can safely yield within the executor function and it will not block the creating thread. ```lua local myFunction() return Promise.new(function(resolve, reject, onCancel) wait(1) resolve("Hello world!") end) end myFunction():andThen(print) ``` You do not need to use `pcall` within a Promise. Errors that occur during execution will be caught and turned into a rejection automatically. If `error()` is called with a table, that table will be the rejection value. Otherwise, string errors will be converted into `Promise.Error(Promise.Error.Kind.ExecutionError)` objects for tracking debug information. You may register an optional cancellation hook by using the `onCancel` argument: * This should be used to abort any ongoing operations leading up to the promise being settled. * Call the `onCancel` function with a function callback as its only argument to set a hook which will in turn be called when/if the promise is cancelled. * `onCancel` returns `true` if the Promise was already cancelled when you called `onCancel`. * Calling `onCancel` with no argument will not override a previously set cancellation hook, but it will still return `true` if the Promise is currently cancelled. * You can set the cancellation hook at any time before resolving. * When a promise is cancelled, calls to `resolve` or `reject` will be ignored, regardless of if you set a cancellation hook or not. @param executor (resolve: (...: any) -> (), reject: (...: any) -> (), onCancel: (abortHandler: () -> boolean)) -> () @return Promise ]=]
function Promise.new(executor) return Promise._new(debug.traceback(nil, 2), executor) end function Promise:__tostring() return string.format("Promise(%s)", self._status) end
--[[ Dax, See the MeleeScript. ]]
local canmelee = true; local tool = script.Parent; function onKeyDown(key) key:lower(); if key == "f" then if canmelee == false then return; end tool.Melee:play() canmelee = false; local rgrip = tool.Parent["Right Arm"].RightGrip; script.melee.Value = true; for i = 1,6 do rgrip.C1 = rgrip.C1 * CFrame.fromEulerAnglesXYZ(-0.55,0,0); wait(); end wait(0.25); for i = 1, 6 do rgrip.C1 = rgrip.C1 * CFrame.fromEulerAnglesXYZ(0.55,0,0); wait(); end script.melee.Value = false; wait(0.5); canmelee = true; end end function onSelect(mouse) mouse.KeyDown:connect(onKeyDown); end function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") if not humanoid then return end local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid ~= hum and hum ~= nil and game.Players:playerFromCharacter(humanoid.Parent) and game.Players:playerFromCharacter(humanoid.Parent).TeamColor~=cc then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(300) wait(1) untagHumanoid(humanoid) end end tool.Equipped:connect(onSelect);
-- Make sure all music "Loop" properties are true
for _,song in pairs(music:GetChildren()) do song.Looped = true end
---[[ Window Settings ]]
module.MinimumWindowSize = UDim2.new(0.3, 0, 0.25, 0) module.MaximumWindowSize = UDim2.new(1, 0, 1, 0) -- Should always be less than the full screen size. module.DefaultWindowPosition = UDim2.new(0, 0, 0, 0) local extraOffset = (7 * 2) + (5 * 2) -- Extra chatbar vertical offset module.DefaultWindowSizePhone = UDim2.new(0.5, 0, 0.5, extraOffset) module.DefaultWindowSizeTablet = UDim2.new(0.4, 0, 0.3, extraOffset) module.DefaultWindowSizeDesktop = UDim2.new(0.23, 0, 0.2, extraOffset)
--Button size
local ButtonSX = Button.Size.X.Scale local ButtonSY = Button.Size.Y.Scale Button.MouseEnter:Connect(function(x,y) --HolaMousee Button:TweenSize( UDim2.new(ButtonSX + 0.027 , 0,ButtonSY + 0.024, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.2, true ) end) Button.MouseLeave:Connect(function(x,y) --AdiosMousee Button:TweenSize( UDim2.new(ButtonSX, 0,ButtonSY, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.2, true ) end) Button.MouseButton1Down:Connect(function(x,y) --Holding mouse Button:TweenSize( UDim2.new(ButtonSX - 0.027 , 0,ButtonSY - 0.024 , 0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.15, true ) end) Button.MouseButton1Up:Connect(function(x,y) --Holding mouse Button:TweenSize( UDim2.new(ButtonSX + 0.027,0, ButtonSY + 0.024,0), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 0.15, true ) end)
-- NOTE: Specifically listens for Gamepad1 controls only!!!
-- Welcome to the variable museum:
local player = script.Parent.Parent.Parent local plane,mainParts,animationParts,info,main,move,gryo,seat,landingGear,accel,canCrash,crashForce,crashSpin,crashVisual,maxBank,maxSpeed,speedVary,stallSpeed,throttleInc,altRestrict,altMin,altMax,altSet local desiredSpeed,currentSpeed,realSpeed = 0,0,0 local mouseSave local gearParts = {} local selected,flying,on,dead,gear,throttle,feThrottle,cruising = false,false,false,false,true,0,0,false local gui = script.Parent local panel = gui.Panel local camtype = 1 local lowestPoint = 0 local A = math.abs -- Creating a shortcut for the function local keys = { engine={key}; landing = {key}; spdup={byte=0;down=false}; spddwn={byte=0;down=false}; } function waitFor(parent,array) -- Backup system to wait for objects to 'load' if (array) then for _,name in pairs(array) do while (not parent:findFirstChild(name)) do wait() end -- If the object is found right away, no time will be spent waiting. That's why 'while' loops work better than 'repeat' in this case end elseif (parent:IsA("ObjectValue")) then while (not parent.Value) do wait() end end end function fixVars() -- Correct your mistakes to make sure the plane still flies correctly! maxBank = (maxBank < -90 and -90 or maxBank > 90 and 90 or maxBank) throttleInc = (throttleInc < 0.01 and 0.01 or throttleInc > 1 and 1 or throttleInc) stallSpeed = (stallSpeed > maxSpeed and maxSpeed or stallSpeed) accel = (accel < 0.01 and 0.01 or accel > maxSpeed and maxSpeed or accel) altMax = ((altMax-100) < altMin and (altMin+100) or altMax) altMax = (altSet and (altMax+main.Position.y) or altMax) altMin = (altSet and (altMin+main.Position.y) or altMin) keys.engine.key = (keys.engine.key == "" and "e" or keys.engine.key) keys.spdup.byte = (keys.spdup.byte == 0 and 17 or keys.spdup.byte) keys.spddwn.byte = (keys.spddwn.byte == 0 and 18 or keys.spddwn.byte) keys.landing.key = (keys.landing.key == "" and "g" or keys.landing.key) end function getVars() -- Since this plane kit is supposed to make you avoid scripting altogether, I have to go the extra mile and write a messy function to account for all those object variables plane = script.Parent.Plane.Value waitFor(plane,{"MainParts","OtherParts","EDIT_THESE","Dead"}) mainParts,info = plane.MainParts,plane.EDIT_THESE waitFor(plane.Parent,{"AnimationParts"}) animationParts = plane.Parent.AnimationParts waitFor(mainParts,{"Main","MainSeat","LandingGear"}) main,seat,landingGear = mainParts.Main,mainParts.MainSeat,mainParts.LandingGear waitFor(main,{"Move","Gyro"}) move,gyro = main.Move,main.Gyro accel,canCrash,crashForce,crashSpin,crashVisual,maxBank,maxSpeed,speedVary,stallSpeed,throttleInc,altRestrict,altMin,altMax,altSet = -- Quickest way to assign tons of variables A(info.Acceleration.Value),info.CanCrash.Value,A(info.CanCrash.Force.Value),info.CanCrash.SpinSpeed.Value,info.CanCrash.VisualFX.Value, info.MaxBank.Value,A(info.MaxSpeed.Value),A(info.SpeedDifferential.Value),A(info.StallSpeed.Value),A(info.ThrottleIncrease.Value), info.AltitudeRestrictions.Value,info.AltitudeRestrictions.MinAltitude.Value,info.AltitudeRestrictions.MaxAltitude.Value,info.AltitudeRestrictions.SetByOrigin.Value keys.engine.key = info.Hotkeys.Engine.Value:gmatch("%a")():lower() keys.landing.key = info.Hotkeys.Gear.Value:gmatch("%a")():lower() local sU,sD = info.Hotkeys.SpeedUp.Value:lower(),info.Hotkeys.SpeedDown.Value:lower() keys.spdup.byte = (sU == "arrowkeyup" and 17 or sU == "arrowkeydown" and 18 or sU:gmatch("%a")():byte()) -- Ternary operations use logical figures to avoid 'if' statements keys.spddwn.byte = (sD == "arrowkeyup" and 17 or sD == "arrowkeydown" and 18 or sD:gmatch("%a")():byte()) fixVars() plane.Dead.Changed:connect(function() if ((plane.Dead.Value) and (not dead)) then -- DIE! dead,flying,on = true,false,false main.Fire.Enabled,main.Smoke.Enabled = info.CanCrash.VisualFX.Value,info.CanCrash.VisualFX.Value move.maxForce = Vector3.new(0,0,0) gyro.D = 1e3 while ((selected) and (not plane.Dead.Stop.Value)) do gyro.cframe = (gyro.cframe*CFrame.Angles(0,0,math.rad(crashSpin))) wait() end end end) end function getGear(parent) -- Very common way to scan through every descendant of a model: for _,v in pairs(parent:GetChildren()) do if (v:IsA("BasePart")) then local t,r,c = Instance.new("NumberValue",v),Instance.new("NumberValue",v),Instance.new("BoolValue",v) -- Saving original properties t.Name,r.Name,c.Name = "Trans","Ref","Collide" t.Value,r.Value,c.Value = v.Transparency,v.Reflectance,v.CanCollide table.insert(gearParts,v) end getGear(v) end end function getLowestPoint() -- Plane will use LowestPoint to determine where to look to make sure the plane is either flying or on the ground if (#gearParts == 0) then lowestPoint = (main.Position.y+5+(main.Size.y/2)) return end for _,v in pairs(gearParts) do -- Not very efficient, but it basically does what I designed it to do: local _0 = (main.Position.y-(v.CFrame*CFrame.new((v.Size.x/2),0,0)).y) local _1 = (main.Position.y-(v.CFrame*CFrame.new(-(v.Size.x/2),0,0)).y) local _2 = (main.Position.y-(v.CFrame*CFrame.new(0,(v.Size.y/2),0)).y) local _3 = (main.Position.y-(v.CFrame*CFrame.new(0,-(v.Size.y/2),0)).y) local _4 = (main.Position.y-(v.CFrame*CFrame.new(0,0,(v.Size.z/2))).y) local _5 = (main.Position.y-(v.CFrame*CFrame.new(0,0,-(v.Size.z/2))).y) local n = (math.max(_0,_1,_2,_3,_4,_5)+5) lowestPoint = (n > lowestPoint and n or lowestPoint) end end function guiSetup() -- Setting up the GUI buttons and such local cur = 0 panel.Controls.Position = UDim2.new(0,0,0,-(panel.Controls.AbsolutePosition.y+panel.Controls.AbsoluteSize.y)) panel.ControlsButton.MouseButton1Click:connect(function() cur = (cur == 0 and 1 or 0) if (cur == 0) then panel.Controls:TweenPosition(UDim2.new(0,0,0,-(panel.Controls.AbsolutePosition.y+panel.Controls.AbsoluteSize.y)),"In","Sine",0.35) else panel.Controls.Visible = true panel.Controls:TweenPosition(UDim2.new(0,0,1.5,0),"Out","Back",0.5) end end) panel.Controls.C1.Text = (keys.engine.key:upper() .. " Key") panel.Controls.C2.Text = (keys.spdup.byte == 17 and "UP Arrow Key" or keys.spdup.byte == 18 and "DOWN Arrow Key" or (string.char(keys.spdup.byte):upper() .. " Key")) panel.Controls.C3.Text = (keys.spddwn.byte == 17 and "UP Arrow Key" or keys.spddwn.byte == 18 and "DOWN Arrow Key" or (string.char(keys.spddwn.byte):upper() .. " Key")) panel.Controls.C4.Text = (keys.landing.key:upper() .. " Key") end waitFor(script.Parent,{"Plane","Deselect0","Deselect1","CurrentSelect"}) waitFor(script.Parent.Plane) getVars() getGear(landingGear) getLowestPoint() guiSetup()
--[[ Returns a new list, ordered with the given sort callback. If no callback is given, the default table.sort will be used. ]]
local function sort(list, callback) local new = {} for i = 1, #list do new[i] = list[i] end table.sort(new, callback) return new end return sort
-- the Tool, reffered to here as "Block." Do not change it!
Block = script.Parent.Parent.Bell2 -- You CAN change the name in the quotes "Example Tool"
-- tweens a given object in the path made by the Bezier (cframe version) -- works for any object that has the properties given by the property table
function Bezier:CreateCFrameTween(object: Instance | {[any]: any}, propertyTable: {any}, bezierTweenInfo: TweenInfo, RelativeToLength: boolean?): Tween -- check if there are enough points to calculate a cframe within the Bezier if #self.Points <= 1 then error("Bezier:CreateVector3Tween() only works if there are at least 2 BezierPoints in the Bezier!") end -- check if the object given is a valid object if typeof(object) ~= "Instance" and typeof(object) ~= "table" then error("Bezier:CreateCFrameTween() requires an Instance or a table as the first argument!") end -- check if the bezierTweenInfo given is a TweenInfo object if not (typeof(bezierTweenInfo) == "TweenInfo") then error("Bezier:CreateCFrameTween() requires a TweenInfo object as the third argument!") end -- check if the object given has the CFrame properties given local success, foundProperties = pcall(function() local foundProperties = true for _, propertyName in pairs(propertyTable) do if typeof(object[propertyName]) ~= "CFrame" and typeof(object[propertyName]) ~= "nil" then foundProperties = false break end end return foundProperties end) -- check if the properties were found if success and foundProperties then local tweenService = game:GetService("TweenService") local numValue = Instance.new("NumberValue") local tween = tweenService:Create(numValue, bezierTweenInfo, {Value = 1}) local numValueChangedConnection tween.Changed:Connect(function(prop) if prop == "PlaybackState" then local playbackState = tween.PlaybackState if playbackState == Enum.PlaybackState.Playing then numValueChangedConnection = numValue.Changed:Connect(function(t) for _, propName in pairs(propertyTable) do local position = RelativeToLength and self:CalculatePositionRelativeToLength(t) or self:CalculatePositionAt(t) local derivative = RelativeToLength and self:CalculateDerivativeRelativeToLength(t) or self:CalculateDerivativeAt(t) object[propName] = CFrame.new(position, position + derivative) end end) else if numValueChangedConnection then numValueChangedConnection:Disconnect() numValueChangedConnection = nil end end end end) return tween else error("Bezier:CreateCFrameTween() requires a matching property table with CFrame or nil property names for the object as the second argument!") end end
---------------------------------------------------------------------- --------------------[ GET WELD CFRAMES ]------------------------------ ----------------------------------------------------------------------
for _, v in pairs(Gun:GetChildren()) do if v:IsA("BasePart") and v ~= Handle then if v:FindFirstChild("mainWeld") then v.mainWeld:Destroy() end if (not v:FindFirstChild("weldCF")) then local weldCF = Instance.new("CFrameValue") weldCF.Name = "weldCF" weldCF.Value = Handle.CFrame:toObjectSpace(v.CFrame) weldCF.Parent = v end if string.sub(v.Name, 1, 3) == "Mag" then if (not v:FindFirstChild("magTrans")) then local magTrans = Instance.new("NumberValue") magTrans.Name = "magTrans" magTrans.Value = v.Transparency magTrans.Parent = v end end v.Anchored = true v.CanCollide = false end end Handle.Anchored = false Handle.CanCollide = true
------------------------------------------------------------------------------------------------------------
function configureAnimationSetOld(name, fileList) if (animTable[name] ~= nil) then for _, Connection in pairs(animTable[name].Connections) do Connection:Disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].Connections = {} local allowCustomAnimations = true local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end) if not success then allowCustomAnimations = true end -- check for config values local config = script:FindFirstChild(name) if (allowCustomAnimations and config ~= nil) then table.insert(animTable[name].Connections, config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].Connections, config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].Connections, childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight idx = idx + 1 end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight -- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")") end end -- preload anims for i, animType in pairs(animTable) do for idx = 1, animType.count, 1 do Humanoid:LoadAnimation(animType[idx].anim) end end end
--RbxApi
local function PropertyIsHidden(propertyData) local tags = propertyData["tags"] for _,name in pairs(tags) do if name == "deprecated" or name == "hidden" or name == "writeonly" then return true end end return false end function Set(object, propertyData, value) local propertyName = propertyData["Name"] local propertyType = propertyData["ValueType"] if value == nil then return end for i,v in pairs(GetSelection()) do if CanEditProperty(v,propertyData) then pcall(function() --print("Setting " .. propertyName .. " to " .. tostring(value)) v[propertyName] = value end) end end end function CreateRow(object, propertyData, isAlternateRow) local propertyName = propertyData["Name"] local propertyType = propertyData["ValueType"] local propertyValue = object[propertyName] --rowValue, rowValueType, isAlternate local backColor = Row.BackgroundColor; if (isAlternateRow) then backColor = Row.BackgroundColorAlternate end local readOnly = not CanEditProperty(object, propertyData) if propertyType == "Instance" or propertyName == "Parent" then readOnly = true end local rowFrame = Instance.new("Frame") rowFrame.Size = UDim2.new(1,0,0,Row.Height) rowFrame.BackgroundTransparency = 1 rowFrame.Name = 'Row' local propertyLabelFrame = CreateCell() propertyLabelFrame.Parent = rowFrame propertyLabelFrame.ClipsDescendants = true local propertyLabel = CreateLabel(readOnly) propertyLabel.Text = propertyName propertyLabel.Size = UDim2.new(1, -1 * Row.TitleMarginLeft, 1, 0) propertyLabel.Position = UDim2.new(0, Row.TitleMarginLeft, 0, 0) propertyLabel.Parent = propertyLabelFrame local propertyValueFrame = CreateCell() propertyValueFrame.Size = UDim2.new(0.5, -1, 1, 0) propertyValueFrame.Position = UDim2.new(0.5, 0, 0, 0) propertyValueFrame.Parent = rowFrame local control = GetControl(object, propertyData, readOnly) control.Parent = propertyValueFrame rowFrame.MouseEnter:connect(function() propertyLabelFrame.BackgroundColor3 = Row.BackgroundColorMouseover propertyValueFrame.BackgroundColor3 = Row.BackgroundColorMouseover end) rowFrame.MouseLeave:connect(function() propertyLabelFrame.BackgroundColor3 = backColor propertyValueFrame.BackgroundColor3 = backColor end) propertyLabelFrame.BackgroundColor3 = backColor propertyValueFrame.BackgroundColor3 = backColor return rowFrame end function ClearPropertiesList() for _,instance in pairs(ContentFrame:GetChildren()) do instance:Destroy() end end local selection = Gui:FindFirstChild("Selection", 1) print(selection) function displayProperties(props) for i,v in pairs(props) do pcall(function() local a = CreateRow(v.object, v.propertyData, ((numRows % 2) == 0)) a.Position = UDim2.new(0,0,0,numRows*Row.Height) a.Parent = ContentFrame numRows = numRows + 1 end) end end function checkForDupe(prop,props) for i,v in pairs(props) do if v.propertyData.Name == prop.Name and v.propertyData.ValueType == prop.ValueType then return true end end return false end function sortProps(t) table.sort(t, function(x,y) return x.propertyData.Name < y.propertyData.Name end) end function showProperties(obj) ClearPropertiesList() if obj == nil then return end local propHolder = {} local foundProps = {} numRows = 0 for _,nextObj in pairs(obj) do if not foundProps[nextObj.className] then foundProps[nextObj.className] = true for i,v in pairs(RbxApi.GetProperties(nextObj.className)) do local suc, err = pcall(function() if not (PropertyIsHidden(v)) and not checkForDupe(v,propHolder) then if string.find(string.lower(v.Name),string.lower(propertiesSearch.Text)) or not searchingProperties() then table.insert(propHolder,{propertyData = v, object = nextObj}) end end end) --[[if not suc then warn("Problem getting the value of property " .. v.Name .. " | " .. err) end --]] end end end sortProps(propHolder) displayProperties(propHolder) ContentFrame.Size = UDim2.new(1, 0, 0, numRows * Row.Height) scrollBar.ScrollIndex = 0 scrollBar.TotalSpace = numRows * Row.Height scrollBar.Update() end
--[=[ Represents a value that can operate in linear space @class LinearValue ]=]
local LinearValue = {} LinearValue.ClassName = "LinearValue" LinearValue.__index = LinearValue
-- Events
local Events = ReplicatedStorage:FindFirstChild("Events") local CheckpointEvent = Events:FindFirstChild("CheckpointEvent")
--[[ A utility used to create a function spy that can be used to robustly test that functions are invoked the correct number of times and with the correct number of arguments. This should only be used in tests. ]]
local assertDeepEqual = require(script.Parent.assertDeepEqual) local function createSpy(inner) local self = { callCount = 0, values = {}, valuesLength = 0, } self.value = function(...) self.callCount = self.callCount + 1 self.values = {...} self.valuesLength = select("#", ...) if inner ~= nil then return inner(...) end end self.assertCalledWith = function(_, ...) local len = select("#", ...) if self.valuesLength ~= len then error(("Expected %d arguments, but was called with %d arguments"):format( self.valuesLength, len ), 2) end for i = 1, len do local expected = select(i, ...) assert(self.values[i] == expected, "value differs") end end self.assertCalledWithDeepEqual = function(_, ...) local len = select("#", ...) if self.valuesLength ~= len then error(("Expected %d arguments, but was called with %d arguments"):format( self.valuesLength, len ), 2) end for i = 1, len do local expected = select(i, ...) assertDeepEqual(self.values[i], expected) end end self.captureValues = function(_, ...) local len = select("#", ...) local result = {} assert(self.valuesLength == len, "length of expected values differs from stored values") for i = 1, len do local key = select(i, ...) result[key] = self.values[i] end return result end setmetatable(self, { __index = function(_, key) error(("%q is not a valid member of spy"):format(key)) end, }) return self end return createSpy
--Prompts the player to purchase the GearItem
script.Parent.ClickDetector.MouseClick:connect(function(player) Game:GetService("MarketplaceService"):PromptPurchase(player, shirtId) end)
--------------------------- --[[ --Main anchor point is the DriveSeat <car.DriveSeat> Usage: MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only ModelWeld(Model,MainPart) Example: MakeWeld(car.DriveSeat,misc.PassengerSeat) MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2) ModelWeld(car.DriveSeat,misc.Door) ]] --Weld stuff here
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(-1.2,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end)
-- DefaultValue for spare ammo
local SpareAmmo = 250
--adjustspeedLoop
function module.adjustSpeedLoop(wai, anim, hum ,speed) local animation = hum.Animator:LoadAnimation(anim) animation:AdjustSpeed(speed) animation:Play() task.delay(wai, function() animation:Stop() end) end
--- Manages the cleaning of events and other things. -- Useful for encapsulating state and make deconstructors easy -- @classmod Maid -- @see Signal
local Maid = {} Maid.ClassName = "Maid" Maid.Replicated = true
--[[local EnableBackpack = script:WaitForChild("EnableBackpack") if Services.Players:GetPlayerFromCharacter(Character) and Services.Players:GetPlayerFromCharacter(Character):FindFirstChild("PlayerGui") then EnableBackpack.Parent = Services.Players:GetPlayerFromCharacter(Character):FindFirstChild("PlayerGui") EnableBackpack.Disabled = false Services.Debris:AddItem(EnableBackpack,1) end]]
if UnequipLoop then UnequipLoop:Disconnect();UnequipLoop = nil end if Humanoid then Humanoid.Health = Humanoid.Health + 15 end Character:SetPrimaryPartCFrame(CFrame.new(TargetLocation)*(Center.CFrame-Center.CFrame.p)) for i=1,#AffectedParts do for property, value in pairs(AffectedParts[i]) do if property ~= "Part" then AffectedParts[i].Part[property] = value end end end if ForceField then ForceField:Destroy() end if HeldTool then Humanoid:EquipTool(HeldTool) end if Services.Players:GetPlayerFromCharacter(Character) and Services.Players:GetPlayerFromCharacter(Character):FindFirstChild("PlayerGui") then FixCam.Parent = Services.Players:GetPlayerFromCharacter(Character):FindFirstChild("PlayerGui") FixCam.Disabled = false 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.HeartThrower -- 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)
-- Projection UI for Vulpix
local PUI = {}; -- Yes, it's pronounced pooy, it stands for Projection User Interface [service]. local TS = game.TweenService; local HB = game["Run Service"].Heartbeat; function PUI:UpdateUI(UI, Object, Character, CameraCF, Data) -- UI Object, NPC / Object, Player.Character, Data local Time = 0.08; -- was 0.16 local Info = TweenInfo.new( Time, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut ); local CharPos = Character.HumanoidRootPart.CFrame.p; local ObjectPos = Object.CFrame.p; local Look = CFrame.new(ObjectPos, CharPos) - ObjectPos; local LV = CameraCF.p; -- ^ or CharPos / CameraCF.p local Distance = 1; -- 4 local Projected = Object.CFrame; local ProjectLook = CFrame.new(Object.Position, CameraCF.p) - ObjectPos; Projected = CFrame.new(ObjectPos) * CFrame.new( ProjectLook.lookVector * Distance ); Projected = CFrame.new(Projected.p, LV); local Goals = { CFrame = Projected; }; TS:Create(UI, Info, Goals):Play(); --wait(Time); end return PUI
--//Setup//--
local DBOn = false local World = game.Workspace.World local Start = World.Start local End = World.End local CamPart = World.CamPart local Camera = game.Workspace.CurrentCamera
--local function handleAction(actionName, inputState, inputObject) -- if inputState == Enum.UserInputState.Begin then
--// Variables
local L_1_ = PlayersService.LocalPlayer
-- setup emote chat hook --[[ game.Players.LocalPlayer.Chatted:connect(function(msg) local emote = "" if msg == "/e dance" then emote = dances[math.random(1, #dances)] elseif (string.sub(msg, 1, 3) == "/e ") then emote = string.sub(msg, 4) elseif (string.sub(msg, 1, 7) == "/emote ") then emote = string.sub(msg, 8) end if (pose == "Standing" and emoteNames[emote] ~= nil) then playAnimation(emote, 0.1, Humanoid) end end) ]]
--
--!strict
local function run(LightChanger, reverse) local lights = LightChanger:GetLights("Numbered") for groupNumber, lightGroup in lights do local angle = if groupNumber % 2 == 0 then 30 else -30 if reverse then angle *= -1 end LightChanger:Pan(angle, lightGroup) end end return function(LightChangerA, LightChangerB, reverse: boolean) run(LightChangerA, reverse) run(LightChangerB, reverse) end
-- ROBLOX deviation START: Bindings are unique to Roact
export type ReactBinding<T> = { getValue: (self: ReactBinding<T>) -> T, -- FIXME Luau: can't create recursive type with different parameters, so we -- approximate for now map: <U>(self: ReactBinding<T>, (T) -> U) -> any, _source: string?, } export type ReactBindingUpdater<T> = (T) -> ()
--[=[ Repeatedly calls a Promise-returning function up to `times` number of times, until the returned Promise resolves. If the amount of retries is exceeded, the function will return the latest rejected Promise. ```lua local function canFail(a, b, c) return Promise.new(function(resolve, reject) -- do something that can fail local failed, thing = doSomethingThatCanFail(a, b, c) if failed then reject("it failed") else resolve(thing) end end) end local MAX_RETRIES = 10 local value = Promise.retry(canFail, MAX_RETRIES, "foo", "bar", "baz") -- args to send to canFail ``` @since 3.0.0 @param callback (...: P) -> Promise<T> @param times number @param ...? P @return Promise<T> ]=]
function Promise.retry(callback, times, ...) assert(isCallable(callback), "Parameter #1 to Promise.retry must be a function") assert(type(times) == "number", "Parameter #2 to Promise.retry must be a number") local args, length = { ... }, select("#", ...) return Promise.resolve(callback(...)):catch(function(...) if times > 0 then return Promise.retry(callback, times - 1, unpack(args, 1, length)) else return Promise.reject(...) end end) end
--[[Engine]]
--Torque Curve Tune.Horsepower = 250 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 8000 -- Use sliders to manipulate values Tune.Redline = 8500 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6800 Tune.PeakSharpness = 3.8 Tune.CurveMult = 0.07 --Incline Compensation Tune.InclineComp = .5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 250 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 470 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 150 -- Clutch engagement threshold (higher = faster response)
--[colorbin contents] NOT NUMBERED IN ORDER I WAS JUST KEEPING TRACK OF HOW MANY THERE ARE! --red 1 --yellow 2 --orange 3 --viridian 4 --green 5 --magenta 6 --violet 7 --white 8 --silver 9 --navyblue 10 --blue 11 --black 12 --cyan 13
if k == "z" and ibo.Value==true then
--("no gui found - wierd...")
end end end end end end)
-- a-z
for Index = 97, 122 do table.insert(Alphabet, Index) end
---------------------------------------
ba=Instance.new("Part") ba.CastShadow = false ba.TopSurface=0 ba.BottomSurface=0 ba.Anchored=false ba.CanCollide=false ba.formFactor="Custom" ba.Size=Vector3.new(1,0.1,1) ba.CFrame=CFrame.new(script.Parent.CFrame.p)*CFrame.fromEulerAnglesXYZ(math.pi/2,0,0) ba.Name="Effect" ba.BrickColor=BrickColor.new "White" ao=script.RingMesh:clone() ao.Parent = ba local fade = script.RingFade:Clone() fade.Parent = ba fade.Disabled = false ba.Parent=script.Parent fo=Instance.new("BodyPosition") fo.maxForce= Vector3.new (99999999999999999,99999999999999999,99999999999999999) fo.position = ba.Position fo.Parent = ba aa=Instance.new("BodyAngularVelocity") aa.P=3000 aa.maxTorque=aa.maxTorque*30 aa.angularvelocity=Vector3.new(math.random(-70,70)/3,math.random(-70,70)/3,math.random(-70,70)/5)*100 aa.Parent=ba
--Launches a rocket.
local function LaunchRocket(Rocket,TargetPos) local Character = game.Players.LocalPlayer.Character local SpawnPosition = Handle.Position + (Handle.CFrame.lookVector * (Handle.Size.Z/2)) local BodyVelocity = Rocket:FindFirstChild("BodyVelocity") local BodyGyro = Rocket:FindFirstChild("BodyGyro") local ExplodeEvent = Rocket:FindFirstChild("Explode") Rocket.Velocity = Vector3.new(0,0,0) Rocket.CFrame = CFrame.new(SpawnPosition,TargetPos) --Set the velocity and direction. if BodyVelocity and BodyGyro then local Direction = (TargetPos - SpawnPosition).unit BodyVelocity.Velocity = Direction * ROCKET_LAUNCH_SPEED BodyGyro.CFrame = CFrame.new(Vector3.new(0,0,0),Direction) end --Fire the event when touched. if ExplodeEvent then Rocket.Touched:Connect(function(TouchPart) if not IGNORE_LIST[string.lower(TouchPart.Name)] and not TouchPart:IsDescendantOf(Character) then ExplodeEvent:FireServer(Rocket.Position) end end) end end
--------------------------------------------------------------------------------
while true do while Humanoid.Health < Humanoid.MaxHealth do local dt = wait(REGEN_STEP) local dh = dt*REGEN_RATE*Humanoid.MaxHealth if Character:FindFirstChild("Status").Value >=0 then Humanoid.Health = math.min(Humanoid.Health + dh, Humanoid.MaxHealth) end end Humanoid.HealthChanged:Wait() end
--[[ Calls any :finally handlers. We need this to be a separate method and queue because we must call all of the finally callbacks upon a success, failure, *and* cancellation. ]]
function Promise.prototype:_finalize() for _, callback in ipairs(self._queuedFinally) do -- Purposefully not passing values to callbacks here, as it could be the -- resolved values, or rejected errors. If the developer needs the values, -- they should use :andThen or :catch explicitly. coroutine.wrap(callback)(self._status) end self._queuedFinally = nil self._queuedReject = nil self._queuedResolve = nil -- Clear references to other Promises to allow gc if not Promise.TEST then self._parent = nil self._consumers = nil end task.defer(coroutine.close, self._thread) end
--///////////////// Internal-Use Methods --////////////////////////////////////// --DO NOT REMOVE THIS. Chat must be filtered or your game will face --moderation.
function methods:InternalApplyRobloxFilter(speakerName, message, toSpeakerName) --// USES FFLAG local runFilter = false if (runFilter) then local fromSpeaker = self:GetSpeaker(speakerName) local toSpeaker = toSpeakerName and self:GetSpeaker(toSpeakerName) if fromSpeaker == nil then return nil end local fromPlayerObj = fromSpeaker:GetPlayer() local toPlayerObj = toSpeaker and toSpeaker:GetPlayer() if fromPlayerObj == nil then return message end if allSpaces(message) then return message end local filterStartTime = tick() local filterRetries = 0 while true do local success, message = pcall(function() if toPlayerObj then return Chat:FilterStringAsync(message, fromPlayerObj, toPlayerObj) else return Chat:FilterStringForBroadcast(message, fromPlayerObj) end end) if success then return message else warn("Error filtering message:", message) end filterRetries = filterRetries + 1 if filterRetries > MAX_FILTER_RETRIES or (tick() - filterStartTime) > MAX_FILTER_DURATION then self:InternalNotifyFilterIssue() return nil end local backoffInterval = FILTER_BACKOFF_INTERVALS[math.min(#FILTER_BACKOFF_INTERVALS, filterRetries)] -- backoffWait = backoffInterval +/- (0 -> backoffInterval) local backoffWait = backoffInterval + ((math.random()*2 - 1) * backoffInterval) wait(backoffWait) end else --// Simulate filtering latency. --// There is only latency the first time the message is filtered, all following calls will be instant. if not StudioMessageFilteredCache[message] then StudioMessageFilteredCache[message] = true wait() end return message end return nil end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "void" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[Weight and CG]]
Tune.Weight = 2900 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 15 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--[[ 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
--[[ Returns the wagon model in workspace belonging to a player with a user ID matching the given ownerId. This is based on the OwnerId attribute of farm models, which gets set by the server when the farm is loaded for a player. The Wagon is identified by the Wagon CollectionService tag. --]]
local CollectionService = game:GetService("CollectionService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local WagonTag = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.WagonTag) local Sift = require(ReplicatedStorage.Dependencies.Sift) local getFarmModelFromOwnerId = require(ReplicatedStorage.Source.Utility.Farm.getFarmModelFromOwnerId) local function getWagonModelFromOwnerId(ownerId: number): Model? local maybeFarm = getFarmModelFromOwnerId(ownerId) if not maybeFarm then return nil end local farm = maybeFarm :: Model local wagons = Sift.Array.filter(farm:GetChildren(), function(instance: Instance) return CollectionService:HasTag(instance, WagonTag.Wagon) end) -- At most, only one wagon will exist matching in a farm, so it's safe to grab the first list item return wagons[1] :: Model end return getWagonModelFromOwnerId
-- не забыть бы убрать!!! --local Debris = game:GetService("Debris") -- это сервисная команда --local TimeForDestroy = 10*60 -- минимальное время жизни (10 минут = 10*60)
local turret = require(game.ServerScriptService.GAVturret) local V1 = 10 -- скорострельность local SPEED = 400 -- скорость снарядов local MAX_DIST = 70 -- дистанция срабатывания local DAMAGE = 10 -- наносимые повреждения local TYPE = "Single" -- AOE, SINGLE wait() me=script.Parent pos = me.PrimaryPart while true do local target = turret.findNearestHead(pos,MAX_DIST) --findNearestHead() if target ~= nil then if target ~= nil and target.Parent ~= nil and target.Parent.Humanoid.Health>0 then alt=turret.lookAt(target.Position,pos.Position) -- пушка только по горизотали! me:SetPrimaryPartCFrame(alt) -- направляем туда пушку -- вычисляем направление выстрела alt=turret.lookAtY(target.Position,me.Rocket.Position)-- ракета (пусковой механизм) полностью ориентируется me.Rocket.CFrame= alt -- в снаряд суём чья турель if me.Rocket:FindFirstChild("Owner") == nil then tmp=me.Owner:Clone() tmp.Parent = me.Rocket end turret.Fire(me.Rocket,DAMAGE,SPEED, TYPE) -- стреляем (место снаряда, повреждение) -- добавить создателя пушки wait() end end wait(V1/10) end
--[=[ Returns `true` if the shake instance is currently running, otherwise returns `false`. ]=]
function Shake:IsShaking(): boolean return self._running end
-- << LOCAL FUNCTIONS >>
local defaultSettingsToAdd = {"NoticeSoundId", "NoticeVolume", "NoticePitch", "ErrorSoundId", "ErrorVolume", "ErrorPitch", "AlertSoundId", "AlertVolume", "AlertPitch", "Prefix", "SplitKey"} local defaultSettings = {} coroutine.wrap(function() if not main.initialized then main.client.Signals.Initialized.Event:Wait() end for i,v in pairs(defaultSettingsToAdd) do defaultSettings[v] = settings[v] end end)() local function getDataTemplate() if not main.initialized then main.client.Signals.Initialized.Event:Wait() end return{ DataKey = 0; DataToUpdate = true; Theme = settings.Theme; NoticeSoundId = settings.NoticeSoundId; NoticeVolume = settings.NoticeVolume; NoticePitch = settings.NoticePitch; ErrorSoundId = settings.ErrorSoundId; ErrorVolume = settings.ErrorVolume; ErrorPitch = settings.ErrorPitch; AlertSoundId = settings.AlertSoundId; AlertVolume = settings.AlertVolume; AlertPitch = settings.AlertPitch; Prefix = settings.Prefix; SplitKey = settings.SplitKey; MusicList = settings.MusicList; MuteLocalSound = false; PreviousServer = game.JobId; Rank = 0; SaveRank = true; PermRankedBy = 3682; Donor = false; Gamepasses = {}; Assets = {}; DefaultSettings = defaultSettings; --If the owner changes these Settings, then update everyones data to the new setting. Groups = {}; Friends = {}; CommandsActive = {}; LaserColor = Color3.fromRGB(255,0,0); PromptedDonor = false; AutomaticRank = false; Items = {}; SetupData = false; } end local function dataNotToSave() return{ "Groups"; "Friend"; "CommandsActive"; "LaserColor"; "PromptedDonor"; "AutomaticRank"; "Items"; "SetupData" } end
-- Decompiled with the Synapse X Luau decompiler.
local u1 = require(game:GetService("Chat"):WaitForChild("ClientChatModules"):WaitForChild("ChatSettings")); local l__StarterGui__2 = game:GetService("StarterGui"); function SetCoreGuiChatConnections(p1) local v1 = 0; while true do if v1 < 10 then else break; end; v1 = v1 + 1; local v2, v3 = pcall(function() l__StarterGui__2:SetCore("CoreGuiChatConnections", p1); end); if not v2 then else break; end; if not v2 then if v1 == 10 then error("Error calling SetCore CoreGuiChatConnections: " .. v3); end; end; wait(); end; end; function checkBothChatTypesDisabled() if u1.BubbleChatEnabled ~= nil then if u1.ClassicChatEnabled ~= nil then else return false; end; else return false; end; return not (u1.BubbleChatEnabled or u1.ClassicChatEnabled); end; if not game:GetService("GuiService"):IsTenFootInterface() and not game:GetService("UserInputService").VREnabled then if checkBothChatTypesDisabled() then local v4 = { ChatWindow = {} }; v4.ChatWindow.ChatTypes = {}; v4.ChatWindow.ChatTypes.BubbleChatEnabled = false; v4.ChatWindow.ChatTypes.ClassicChatEnabled = false; SetCoreGuiChatConnections(v4); return; end; else return; end; (function() local v5 = { ChatWindow = {}, SetCore = {}, GetCore = {} }; v5.ChatWindow.ChatTypes = {}; v5.ChatWindow.ChatTypes.BubbleChatEnabled = u1.BubbleChatEnabled; v5.ChatWindow.ChatTypes.ClassicChatEnabled = u1.ClassicChatEnabled; local u3 = require(script:WaitForChild("ChatMain")); local v6 = Instance.new("BindableEvent"); v6.Name = "ToggleVisibility"; v5.ChatWindow.ToggleVisibility = v6; local u4 = "ToggleVisibility"; v6.Event:connect(function(...) u3[u4](u3, ...); end); local v7 = Instance.new("BindableEvent"); v7.Name = "SetVisible"; v5.ChatWindow.SetVisible = v7; u4 = "SetVisible"; v7.Event:connect(function(...) u3[u4](u3, ...); end); local v8 = Instance.new("BindableEvent"); v8.Name = "FocusChatBar"; v5.ChatWindow.FocusChatBar = v8; u4 = "FocusChatBar"; v8.Event:connect(function(...) u3[u4](u3, ...); end); local v9 = Instance.new("BindableFunction"); v9.Name = "GetVisibility"; v5.ChatWindow.GetVisibility = v9; local u5 = "GetVisibility"; function v9.OnInvoke(...) return u3[u5](u3, ...); end; local v10 = Instance.new("BindableFunction"); v10.Name = "GetMessageCount"; v5.ChatWindow.GetMessageCount = v10; u5 = "GetMessageCount"; function v10.OnInvoke(...) return u3[u5](u3, ...); end; local v11 = Instance.new("BindableEvent"); v11.Name = "TopbarEnabledChanged"; v5.ChatWindow.TopbarEnabledChanged = v11; local l__Event__12 = v11.Event; u4 = "TopbarEnabledChanged"; u5 = l__Event__12; l__Event__12.connect(u5, function(...) u3[u4](u3, ...); end); local v13 = Instance.new("BindableFunction"); v13.Name = "IsFocused"; v5.ChatWindow.IsFocused = v13; u5 = "IsFocused"; function v13.OnInvoke(...) return u3[u5](u3, ...); end; local v14 = Instance.new("BindableEvent"); v14.Name = "ChatBarFocusChanged"; v5.ChatWindow.ChatBarFocusChanged = v14; local l__ChatBarFocusChanged__15 = u3.ChatBarFocusChanged; local u6 = v14; u5 = l__ChatBarFocusChanged__15; l__ChatBarFocusChanged__15.connect(u5, function(...) u6:Fire(...); end); u6 = Instance.new; u6 = u6("BindableEvent"); u6.Name = "VisibilityStateChanged"; v5.ChatWindow.VisibilityStateChanged = u6; local l__VisibilityStateChanged__16 = u3.VisibilityStateChanged; u5 = l__VisibilityStateChanged__16; l__VisibilityStateChanged__16.connect(u5, function(...) u6:Fire(...); end); u6 = Instance.new; u6 = u6("BindableEvent"); u6.Name = "MessagesChanged"; v5.ChatWindow.MessagesChanged = u6; local l__MessagesChanged__17 = u3.MessagesChanged; u5 = l__MessagesChanged__17; l__MessagesChanged__17.connect(u5, function(...) u6:Fire(...); end); u6 = Instance.new; u6 = u6("BindableEvent"); u6.Name = "MessagePosted"; v5.ChatWindow.MessagePosted = u6; local l__MessagePosted__18 = u3.MessagePosted; u5 = l__MessagePosted__18; l__MessagePosted__18.connect(u5, function(...) u6:Fire(...); end); u6 = Instance.new; u6 = u6("BindableEvent"); u6.Name = "CoreGuiEnabled"; v5.ChatWindow.CoreGuiEnabled = u6; local l__Event__19 = u6.Event; u4 = "CoreGuiEnabled"; u5 = l__Event__19; l__Event__19.connect(u5, function(...) u3[u4]:fire(...); end); u6 = Instance.new; u6 = u6("BindableEvent"); u6.Name = "ChatMakeSystemMessage"; v5.SetCore.ChatMakeSystemMessage = u6; local l__Event__20 = u6.Event; u4 = "ChatMakeSystemMessage"; u5 = l__Event__20; l__Event__20.connect(u5, function(...) u3[u4 .. "Event"]:fire(...); end); u6 = Instance.new; u6 = u6("BindableEvent"); u6.Name = "ChatWindowPosition"; v5.SetCore.ChatWindowPosition = u6; local l__Event__21 = u6.Event; u4 = "ChatWindowPosition"; u5 = l__Event__21; l__Event__21.connect(u5, function(...) u3[u4 .. "Event"]:fire(...); end); u6 = Instance.new; u6 = u6("BindableEvent"); u6.Name = "ChatWindowSize"; v5.SetCore.ChatWindowSize = u6; local l__Event__22 = u6.Event; u4 = "ChatWindowSize"; u5 = l__Event__22; l__Event__22.connect(u5, function(...) u3[u4 .. "Event"]:fire(...); end); u6 = Instance.new; u6 = u6("BindableFunction"); u6.Name = "ChatWindowPosition"; v5.GetCore.ChatWindowPosition = u6; u5 = "ChatWindowPosition"; function u6.OnInvoke(...) return u3["f" .. u5](...); end; u6 = Instance.new; u6 = u6("BindableFunction"); u6.Name = "ChatWindowSize"; v5.GetCore.ChatWindowSize = u6; u5 = "ChatWindowSize"; function u6.OnInvoke(...) return u3["f" .. u5](...); end; u6 = Instance.new; u6 = u6("BindableEvent"); u6.Name = "ChatBarDisabled"; v5.SetCore.ChatBarDisabled = u6; local l__Event__23 = u6.Event; u4 = "ChatBarDisabled"; u5 = l__Event__23; l__Event__23.connect(u5, function(...) u3[u4 .. "Event"]:fire(...); end); u6 = Instance.new; u6 = u6("BindableFunction"); u6.Name = "ChatBarDisabled"; v5.GetCore.ChatBarDisabled = u6; u5 = "ChatBarDisabled"; function u6.OnInvoke(...) return u3["f" .. u5](...); end; u6 = Instance.new; u6 = u6("BindableEvent"); u6.Name = "SpecialKeyPressed"; v5.ChatWindow.SpecialKeyPressed = u6; local l__Event__24 = u6.Event; u4 = "SpecialKeyPressed"; u5 = l__Event__24; l__Event__24.connect(u5, function(...) u3[u4](u3, ...); end); u6 = SetCoreGuiChatConnections; u6(v5); end)();
-- ================================================================================ -- PUBLIC FUNCTIONS -- ================================================================================
function Damping.new() local damping = setmetatable({ P = 5; D = 0.1; Position = V3(); Velocity = V3(); Goal = V3(); Last = tick(); }, Damping) return damping end -- Damping.new() function Damping:CheckNAN() self.Velocity = V3(CheckNAN(self.Velocity.X, 0), CheckNAN(self.Velocity.Y, 0), CheckNAN(self.Velocity.Z, 0)) self.Position = V3(CheckNAN(self.Position.X, self.Goal.X), CheckNAN(self.Position.Y, self.Goal.Y), CheckNAN(self.Position.Z, self.Goal.Z)) end -- Damping:CheckNAN() function Damping:Update() local t = tick() local dt = (t - self.Last) self.Last = t self.Velocity = (self.Velocity + (self.P * ((self.Goal - self.Position) + (-self.Velocity * self.D)))) self.Position = (self.Position + (self.Velocity * dt)) self:CheckNAN() return self.Position end -- Damping:Update() function Damping:UpdateAngle() self.Goal = (self.Position + DeltaAngleV3(self.Position, self.Goal)) return self:Update() end -- Damping:UpdateAngle()
-- Constants
local Current_Camera = workspace:WaitForChild("Camera") local Local_Player = PlayersService.LocalPlayer
--[[ enumList = EnumList.new(name: string, enums: string[]) enumList:Is(item) Example: direction = EnumList.new("Direction", {"Up", "Down", "Left", "Right"}) leftDir = direction.Left print("IsDirection", direction:Is(leftDir)) --]]
type EnumNames = {string} local Symbol = require(script.Parent.Symbol) local EnumList = {} function EnumList.new(name: string, enums: EnumNames) local scope = Symbol.new(name, nil) local enumItems: {[string]: Symbol.Symbol} = {} for _,enumName in ipairs(enums) do enumItems[enumName] = Symbol.new(enumName, scope) end local self = setmetatable({ _scope = scope; }, { __index = function(_t, k) if (enumItems[k]) then return enumItems[k] elseif (EnumList[k]) then return EnumList[k] else error("Unknown " .. name .. ": " .. tostring(k), 2) end end; __newindex = function() error("Cannot add new " .. name, 2) end; }) return self end function EnumList:Is(obj: any): boolean return Symbol.IsInScope(obj, self._scope) end export type EnumList = typeof(EnumList.new("", {""})) return EnumList
--[[ Singleton, holds the current minigame, and constructs new minigames ]]
local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") local BaseMinigame = require(ServerStorage.Source.BaseMinigame) local Flags = require(ReplicatedStorage.Source.Common.Flags) local minigameModules = { require(ServerStorage.Source.Minigames.Platform), require(ServerStorage.Source.Minigames.Bombs), require(ServerStorage.Source.Minigames.Volcano) } local nextRoundIndex = Flags.FirstRound and (Flags.FirstRound - 1) or math.random(1, #minigameModules) local RoundController = {} local currentMinigame function RoundController.selectNextMinigame() nextRoundIndex = nextRoundIndex + 1 if nextRoundIndex > #minigameModules then nextRoundIndex = 1 end end function RoundController.getNextMinigame() return minigameModules[nextRoundIndex] end function RoundController.initialiseMinigame() local minigameClass = minigameModules[nextRoundIndex] currentMinigame = BaseMinigame.new(minigameClass) end
--[=[ Constructs a new DataStoreWriter. In general, you will not use this API directly. @return DataStoreWriter ]=]
function DataStoreWriter.new() local self = setmetatable({}, DataStoreWriter) self._rawSetData = {} self._writers = {} return self end
--[=[ Subscriptions are used in the callback for an [Observable](/api/Observable). Standard usage is as follows. ```lua -- Constucts an observable which will emit a, b, c via a subscription Observable.new(function(sub) sub:Fire("a") sub:Fire("b") sub:Fire("c") sub:Complete() -- ends stream end) ``` @class Subscription ]=]
local require = require(script.Parent.loader).load(script) local MaidTaskUtils = require("MaidTaskUtils") local ENABLE_STACK_TRACING = false local Subscription = {} Subscription.ClassName = "Subscription" Subscription.__index = Subscription local stateTypes = { PENDING = "pending"; FAILED = "failed"; COMPLETE = "complete"; CANCELLED = "cancelled"; }
--//Configure//--
local EngineSound = "http://www.roblox.com/asset/?id=426479434" local enginevolume = 3 local enginePitchAdjust = 1 local IdleSound = "http://www.roblox.com/asset/?id=426479434" --{If you dont have a separate sound, use engine sound ID} local idlePitchAdjust = 0.9 local TurboSound = "http://www.roblox.com/asset/?id=286070281" local turbovolume = 10 local SuperchargerSound = "http://www.roblox.com/asset/?id=404779487" local superchargervolume = 10 local HornSound = "http://www.roblox.com/asset/?id=143133249" local hornvolume = 4 local StartupSound = "http://www.roblox.com/asset/?id=169394147" local startupvolume = 3 local startuplength = 0 --{adjust this for a longer startup duration} local WHEELS_VISIBLE = false --If your wheels transparency is a problem, change this value to false local BRAKES_VISIBLE = false --This is to hide the realistic brakes, you can set this to false if you'd like to see how the brakes work local AUTO_FLIP = true --If false, your car will not flip itself back over in the event of a turnover local SpeedoReading = "KPH" --{KPH, MPH} local RevDecay = 150 --{The higher this value, the faster it will decay} --//INSPARE//-- --//SS6//-- --//Build 1.0//-- --and i'll write your name. script.Parent.Name = "VehicleSeat" wait(0.1) checker = Instance.new("Model") checker.Name = "PGSCH" checker.Parent = game.Workspace checkertb = Instance.new("Part") checkertb.Name = "Test" checkertb.Parent = checker checkertb.CanCollide = false checkertb.TopSurface = Enum.SurfaceType.SmoothNoOutlines checkertb.BottomSurface = Enum.SurfaceType.SmoothNoOutlines checkertb.Transparency = 0.8 checkertop = Instance.new("Part") checkertop.Name = "Top" checkertop.Parent = checker checkertop.Anchored = true checkertop.CanCollide = false checkertop.TopSurface = Enum.SurfaceType.SmoothNoOutlines checkertop.BottomSurface = Enum.SurfaceType.SmoothNoOutlines checkertop.Transparency = 0.8 checker1 = Instance.new("Attachment", checkertb) checker2 = Instance.new("Attachment", checkertop) checkerrope = Instance.new("RopeConstraint", checkertb) checkerrope.Attachment0 = checker1 checkerrope.Attachment1 = checker2 checkerbf = Instance.new("BodyForce", checkertb) checkerbf.Force = Vector3.new(0, -1000000, 0) alertbbg = Instance.new("BillboardGui", script.Parent) alertbbg.Size = UDim2.new(0, 500, 0, 100) alertbbg.StudsOffset = Vector3.new(0,8,0) alertbbg.AlwaysOnTop = true alertbbg.Enabled = false alerttext = Instance.new("TextLabel", alertbbg) alerttext.BackgroundColor3 = Color3.new(97/255, 255/255, 176/255) alerttext.BackgroundTransparency = 0.5 alerttext.TextSize = 24 alerttext.TextStrokeTransparency = 0.8 alerttext.Size = UDim2.new(1,0,1,0) alerttext.BorderSizePixel = 0 alerttext.TextColor3 = Color3.new(1,1,1) alerttext.TextWrapped = true alerttext.Font = "SourceSans" alerttext.Text = "PGSPhysicsSolver must be enabled to use this chassis! Enable this feature in the Workspace." finesse = true vr = 0 checker.ChildRemoved:connect(function(instance) if finesse == true then alertbbg.Enabled = true vr = 1 end end) wait(0.35) if vr == 0 then finesse = false checker:remove() local PreS = script.Assets.PreSet:Clone() PreS.Parent = script.Parent PreS.Disabled = false script.Parent:WaitForChild("PreSet") script.Parent.CFrame = script.Parent.CFrame * CFrame.Angles(math.rad(0.59), math.rad(0), math.rad(0)) if BRAKES_VISIBLE == true then bv = 0 else bv = 1 end
--[[ Functions like a hypothetical 'Instance.Destroyed' event - when the instance is destroyed, cleans up the given task using the default `cleanup` function. Returns a function which can be called to stop listening for destruction. Relying on this function is dangerous - this should only ever be used when no more suitable solution exists. In particular, it's almost certainly the wrong solution if you're not dealing with instances passed in by the user. NOTE: yes, this uses polling. I've been working on making this function work better with events for months, and even then I can't avoid polling. I just want something that works in all edge cases, even it if might not be the theoretically best solution. This is the best choice for the short term. You can find the 'better' version with less polling in the `cleanupOnDestroy_smart` file if you're interested in helping out :) ]]
local RunService = game:GetService("RunService") local Package = script.Parent.Parent local cleanup = require(Package.Utility.cleanup) type TaskData = { connection: RBXScriptConnection, task: cleanup.Task, cleaned: boolean } local function noOp() -- intentionally blank - no operation! end local tasks: {TaskData} = {} local numTasks = 0 local currentIndex = 1
--//Setup//--
local Button = script.Parent local ID = Button.EmoteID local EmotesHolder = Button.Parent local CurrentAnimation = EmotesHolder.CurrentAnimation local Action
--MasterControl needs access to ControlState in order to be able to fully enable and disable control
MasterControl.ControlState = ControlState local DynamicThumbstickModule = require(script.MasterControl:WaitForChild('DynamicThumbstick')) local ThumbstickModule = require(script.MasterControl:WaitForChild('Thumbstick')) local ThumbpadModule = require(script.MasterControl:WaitForChild('Thumbpad')) local DPadModule = require(script.MasterControl:WaitForChild('DPad')) local DefaultModule = ControlModules.Thumbstick local TouchJumpModule = require(script.MasterControl:WaitForChild('TouchJump')) local ClickToMoveModule = FFlagUserNoCameraClickToMove and require(script.MasterControl:WaitForChild('ClickToMoveController')) or nil MasterControl.TouchJumpModule = TouchJumpModule local VRNavigationModule = require(script.MasterControl:WaitForChild('VRNavigation')) local keyboardModule = require(script.MasterControl:WaitForChild('KeyboardMovement')) ControlModules.Gamepad = require(script.MasterControl:WaitForChild('Gamepad')) function getTouchModule() local module = nil if not IsUserChoice then if DynamicThumbstickAvailable and DevMovementMode == Enum.DevTouchMovementMode.DynamicThumbstick then module = DynamicThumbstickModule isJumpEnabled = false elseif DevMovementMode == Enum.DevTouchMovementMode.Thumbstick then module = ThumbstickModule isJumpEnabled = true elseif DevMovementMode == Enum.DevTouchMovementMode.Thumbpad then module = ThumbpadModule isJumpEnabled = true elseif DevMovementMode == Enum.DevTouchMovementMode.DPad then module = DPadModule isJumpEnabled = false elseif DevMovementMode == Enum.DevTouchMovementMode.ClickToMove then if FFlagUserNoCameraClickToMove then module = ClickToMoveModule isJumpEnabled = false -- TODO: What should this be, true or false? else module = nil end elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then module = nil end else if DynamicThumbstickAvailable and UserMovementMode == Enum.TouchMovementMode.DynamicThumbstick then module = DynamicThumbstickModule isJumpEnabled = false elseif UserMovementMode == Enum.TouchMovementMode.Default or UserMovementMode == Enum.TouchMovementMode.Thumbstick then module = ThumbstickModule isJumpEnabled = true elseif UserMovementMode == Enum.TouchMovementMode.Thumbpad then module = ThumbpadModule isJumpEnabled = true elseif UserMovementMode == Enum.TouchMovementMode.DPad then module = DPadModule isJumpEnabled = false elseif UserMovementMode == Enum.TouchMovementMode.ClickToMove then if FFlagUserNoCameraClickToMove then module = ClickToMoveModule isJumpEnabled = false -- TODO: What should this be, true or false? else module = nil end end end return module end function setJumpModule(isEnabled) if not isEnabled then TouchJumpModule:Disable() elseif ControlState.Current == ControlModules.Touch then TouchJumpModule:Enable() end end function setClickToMove() if DevMovementMode == Enum.DevTouchMovementMode.ClickToMove or DevMovementMode == Enum.DevComputerMovementMode.ClickToMove or UserMovementMode == Enum.ComputerMovementMode.ClickToMove or UserMovementMode == Enum.TouchMovementMode.ClickToMove then if lastInputType == Enum.UserInputType.Touch then ClickToMoveTouchControls = ControlState.Current end elseif ClickToMoveTouchControls then ClickToMoveTouchControls:Disable() ClickToMoveTouchControls = nil end end ControlModules.Touch = {} ControlModules.Touch.Current = nil ControlModules.Touch.LocalPlayerChangedCon = nil ControlModules.Touch.GameSettingsChangedCon = nil function ControlModules.Touch:RefreshControlStyle() if ControlModules.Touch.Current then ControlModules.Touch.Current:Disable() end setJumpModule(false) TouchJumpModule:Disable() ControlModules.Touch:Enable() end function ControlModules.Touch:DisconnectEvents() if ControlModules.Touch.LocalPlayerChangedCon then ControlModules.Touch.LocalPlayerChangedCon:disconnect() ControlModules.Touch.LocalPlayerChangedCon = nil end if ControlModules.Touch.GameSettingsChangedCon then ControlModules.Touch.GameSettingsChangedCon:disconnect() ControlModules.Touch.GameSettingsChangedCon = nil end end function ControlModules.Touch:Enable() DevMovementMode = LocalPlayer.DevTouchMovementMode IsUserChoice = DevMovementMode == Enum.DevTouchMovementMode.UserChoice if IsUserChoice then UserMovementMode = GameSettings.TouchMovementMode end local newModuleToEnable = getTouchModule() if newModuleToEnable then setClickToMove() setJumpModule(isJumpEnabled) newModuleToEnable:Enable() ControlModules.Touch.Current = newModuleToEnable if isJumpEnabled then TouchJumpModule:Enable() end end -- This being within the above if statement was causing issues with ClickToMove, which isn't a module within this script. ControlModules.Touch:DisconnectEvents() ControlModules.Touch.LocalPlayerChangedCon = LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):connect(function() ControlModules.Touch:RefreshControlStyle() end) ControlModules.Touch.GameSettingsChangedCon = GameSettings:GetPropertyChangedSignal("TouchMovementMode"):connect(function() ControlModules.Touch:RefreshControlStyle() end) end function ControlModules.Touch:Disable() ControlModules.Touch:DisconnectEvents() local newModuleToDisable = getTouchModule() if newModuleToDisable == ThumbstickModule or newModuleToDisable == DPadModule or newModuleToDisable == ThumbpadModule or newModuleToDisable == DynamicThumbstickModule then newModuleToDisable:Disable() setJumpModule(false) TouchJumpModule:Disable() end -- UserMovementMode will still have the previous value at this point if FFlagUserNoCameraClickToMove and UserMovementMode == Enum.ComputerMovementMode.ClickToMove then ClickToMoveModule:Disable() end end local function getKeyboardModule() -- NOTE: Click to move still uses keyboard. Leaving cases in case this ever changes. local whichModule = nil if not IsUserChoice then if DevMovementMode == Enum.DevComputerMovementMode.KeyboardMouse then whichModule = keyboardModule elseif DevMovementMode == Enum.DevComputerMovementMode.ClickToMove then whichModule = keyboardModule end else if UserMovementMode == Enum.ComputerMovementMode.KeyboardMouse or UserMovementMode == Enum.ComputerMovementMode.Default then whichModule = keyboardModule elseif UserMovementMode == Enum.ComputerMovementMode.ClickToMove then whichModule = keyboardModule end end return whichModule end ControlModules.Keyboard = {} function ControlModules.Keyboard:RefreshControlStyle() ControlModules.Keyboard:Disable() ControlModules.Keyboard:Enable() end function ControlModules.Keyboard:Enable() DevMovementMode = LocalPlayer.DevComputerMovementMode IsUserChoice = DevMovementMode == Enum.DevComputerMovementMode.UserChoice if IsUserChoice then UserMovementMode = GameSettings.ComputerMovementMode end local newModuleToEnable = getKeyboardModule() if newModuleToEnable then newModuleToEnable:Enable() end if FFlagUserNoCameraClickToMove and UserMovementMode == Enum.ComputerMovementMode.ClickToMove then ClickToMoveModule:Enable() end ControlModules.Keyboard:DisconnectEvents() ControlModules.Keyboard.LocalPlayerChangedCon = LocalPlayer.Changed:connect(function(property) if property == 'DevComputerMovementMode' then ControlModules.Keyboard:RefreshControlStyle() end end) ControlModules.Keyboard.GameSettingsChangedCon = GameSettings.Changed:connect(function(property) if property == 'ComputerMovementMode' then ControlModules.Keyboard:RefreshControlStyle() end end) end function ControlModules.Keyboard:DisconnectEvents() if ControlModules.Keyboard.LocalPlayerChangedCon then ControlModules.Keyboard.LocalPlayerChangedCon:disconnect() ControlModules.Keyboard.LocalPlayerChangedCon = nil end if ControlModules.Keyboard.GameSettingsChangedCon then ControlModules.Keyboard.GameSettingsChangedCon:disconnect() ControlModules.Keyboard.GameSettingsChangedCon = nil end end function ControlModules.Keyboard:Disable() ControlModules.Keyboard:DisconnectEvents() local newModuleToDisable = getKeyboardModule() if newModuleToDisable then newModuleToDisable:Disable() end -- UserMovementMode will still be set to previous movement type if FFlagUserNoCameraClickToMove and UserMovementMode == Enum.ComputerMovementMode.ClickToMove then ClickToMoveModule:Disable() end end ControlModules.VRNavigation = {} function ControlModules.VRNavigation:Enable() VRNavigationModule:Enable() end function ControlModules.VRNavigation:Disable() VRNavigationModule:Disable() end if not FFlagUserNoCameraClickToMove and IsTouchDevice then BindableEvent_OnFailStateChanged = script.Parent:WaitForChild("OnClickToMoveFailStateChange") end
--bp.Position = shelly.PrimaryPart.Position
if not shellyGood then bp.Parent,bg.Parent= nil,nil return end bp.Parent = nil wait(math.random(3,8)) end local soundBank = game.ReplicatedStorage.Sounds.NPC.Shelly:GetChildren() shelly.Health.Changed:connect(function() if shellyGood then bp.Parent,bg.Parent= nil,nil shelly.PrimaryPart.Transparency =1 shelly.PrimaryPart.CanCollide = false shelly.Shell.Transparency = 1 shelly.HitShell.Transparency = 0 shelly.HitShell.CanCollide = true shellyGood = false ostrich = tick() shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0)) local hitSound = soundBank[math.random(1,#soundBank)]:Clone() hitSound.PlayOnRemove = true hitSound.Parent = shelly.PrimaryPart wait() hitSound:Destroy() repeat task.wait() until tick()-ostrich > 20 shelly.PrimaryPart.Transparency = 0 shelly.PrimaryPart.CanCollide = true shelly.Shell.Transparency = 0 shelly.HitShell.Transparency = 1 shelly.HitShell.CanCollide = false bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart shellyGood = true end end) while true do if shellyGood then MoveShelly() else task.wait(1) end end
--s.Pitch = 0 --[[for x = 1, 50 do s.Pitch = s.Pitch + 0.10 1.900 s:play() wait(0.001) end]] --[[Chopper level 5=1.2, Chopper level 4=1.04]]
while s.Pitch<1 do s.Pitch=s.Pitch+1 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(-9) end while true do for x = 1, 500 do s:play() wait(-9) end end
--- me.Size=UDim2.new(0,me.AbsoluteSize.X,0,UDim2.new(0,0,0,ui.AbsoluteContentSize.Y))
sizeY=ui.AbsoluteContentSize.Y sizeX=me.AbsoluteSize.X me.Size=UDim2.new(0,sizeX,0,sizeY)
--Tune
OverheatSpeed = .35 --How fast the car will overheat CoolingEfficiency = .075 --How fast the car will cool down RunningTemp = 85 --In degrees Fan = true --Cooling fan FanTemp = 105 --At what temperature the cooling fan will activate FanSpeed = .15 FanVolume = .25 BlowupTemp = 130 --At what temperature the engine will blow up
--Updated 7/6/2019 --Not made by me, i just fixed some things and added a sound.
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); return function(p1, p2) p2 = p2 or 1; local v1 = u1.GFX.CacheProperty(p1, "TextColor3"); if v1 == Color3.new(1, 1, 1) then p1.TextColor3 = Color3.new(v1.r / 2, v1.g / 2, v1.b / 2); else p1.TextColor3 = Color3.new(v1.r * 2, v1.g * 2, v1.b * 2); end; return u1.Functions.Tween(p1, { p2, 5, 1 }, { TextColor3 = v1 }); end;
-- ================================================================================ -- VARIABLES -- ================================================================================ -- Services
local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerScriptService = game:GetService("ServerScriptService") local PhysicsService = game:GetService("PhysicsService")
--CHANGE THIS TO FALSE IF YOU DO NOT WANT TO SUPPORT THE CREATOR WITH ADVERTISEMENTS.
local doModelAdvertisement = false
-- 5.) Put this in MiscWeld under Weld stuff here:
MakeWeld(car.Misc.Tach.M,car.DriveSeat,"Motor").Name="M" ModelWeld(misc.Tach.Parts,misc.Tach.M)
-- << SERVICES/VARIABLES >>
local players = game:GetService("Players") local tweenService = game:GetService("TweenService") local debris = game:GetService("Debris") local hdMain = require(game:GetService("ReplicatedStorage"):WaitForChild("HDAdminSetup")):GetMain() local hd = hdMain:GetModule("API") local rankId = tonumber(rankAndBelowToRemove) or hd:GetRankId(rankAndBelowToRemove)
--[[ Main Script ]]
-- local Seat = script.Parent Seat.ChildAdded:connect(function(Child) if Child.Name == "SeatWeld" then script.Parent.Parent.Union.Transparency = 1 script.Parent.Parent.open.Transparency = 0 end end) Seat.ChildRemoved:connect(function(child) if child.Name == "SeatWeld" then script.Parent.Parent.Union.Transparency = 0 script.Parent.Parent.open.Transparency = 01 end end)
--Combat Variables--
local munition = combat.resetMunition() local lastAttack = tick() local target = nil if not _G.ApachePathing then pathing.init() end function takeOff() startEngine() criticalAction = true while flight.checkHeight(desiredHeight) == 1 do wait(0.2) end criticalAction = false end function startEngine() bp.Position = body.Position bp.MaxForce = Vector3.new(math.huge,math.huge,math.huge) bg.CFrame = myRoot.CFrame bg.MaxTorque = bgTorque body.BackBladeHinge.AngularVelocity = 1000 body.FrontBladeHinge.AngularVelocity = 1000 local soundTween = game:GetService("TweenService"):Create(body.Sound,TweenInfo.new(5),{Volume = 1}) soundTween:Play() wait(5) engineRunning = true end function killEngine() engineRunning = false bp.MaxForce = Vector3.new() body.BackBladeHinge.AngularVelocity = 0 body.FrontBladeHinge.AngularVelocity = 0 body.FrontBladeHinge.AngularSpeed = 0 game:GetService("TweenService"):Create(script.Parent["Main Propeller"],TweenInfo.new(5),{AssemblyAngularVelocity = Vector3.new()}):Play() local soundTween = game:GetService("TweenService"):Create(body.Sound,TweenInfo.new(5),{Volume = 0}) soundTween:Play() wait(5) bg.MaxTorque = Vector3.new() end function findTurns(waypoints) local importantWaypoints = {} table.insert(importantWaypoints,waypoints[1]) local index = 0 local canseeIndex = 1 local currentWaypoint = importantWaypoints[1] while true do if canseeIndex ~= #waypoints then local lookCFrame = CFrame.lookAt(currentWaypoint.Position,waypoints[canseeIndex].Position) for offset = -15, 15, 5 do local params = RaycastParams.new() params.FilterDescendantsInstances = {script.Parent} local tempCFrame = lookCFrame * CFrame.new(offset,0,0) local dist = core.checkDist(tempCFrame.Position,waypoints[canseeIndex]) local result = workspace:Raycast(tempCFrame.Position,tempCFrame.LookVector*dist,params) if result then currentWaypoint = waypoints[canseeIndex] table.insert(importantWaypoints,waypoints[canseeIndex-1]) break end end canseeIndex = canseeIndex + 1 else table.insert(importantWaypoints,waypoints[canseeIndex]) break end end return importantWaypoints end function flyPath(pos) local waypoints = pathing.findPath(myRoot.Position,pos) if not waypoints then warn("No valid path to target") wait(30) return false end waypoints = findTurns(waypoints) local timeout = core.checkDist(myRoot,pos) local killPath = false if waypoints then for _,waypoint in ipairs(waypoints) do local currentTarget = target --While flying to next point while not flight.flyToPos(waypoint.Position) and not dodgingObstacles.Value do if currentTarget ~= target or (target and not combat.getMunition(munition)) then killPath = true break end timeout = timeout - 1 if timeout < 0 then killPath = true break end wait() end if killPath then break end end end end function combatFlight() if core.checkSight(target) then local turnAngle = core.findAngle(myRoot.Position,target.Position,myRoot) if core.checkDistXZ(myRoot,target) > 25 then --Angles the helicopter to fly towards the target flight.flyTowards(-35,-turnAngle) else flight.flyTowards(0,-turnAngle) end else flyPath(target.Position) end --When too close to target fly forward to gain some distance if target and core.checkDistXZ(target,myRoot) < 50 then for i = 1, 20 do wait() flight.flyTowards(-25,0) if dodgingObstacles.Value then break end end end end function flyHome() local params = RaycastParams.new() params.FilterDescendantsInstances = {script.Parent} local dist = (myRoot.Position-home.Position).Magnitude local result = workspace:Raycast(myRoot.Position,(home.Position - myRoot.Position).Unit * dist, params) if not result then if flight.flyToPos(home.Position) then criticalAction = true engineRunning = false flight.land(home) --Once we completely land we are available for other missions if core.checkDist(home.Position,myRoot) < 30 then criticalAction = false munition = combat.resetMunition() killEngine() end end else flyPath(home.Position) end end function crash() body.BladeAttach.Smoke.Enabled = true body.RearBladeAttach.Smoke.Enabled = true flight.flyTowards(math.random(-80,80),nil,math.random(-80,80)) for i = 1, math.random(4,10) do local posX = math.random(-body.Size.X,body.Size.X) local posY = math.random(-body.Size.Y,body.Size.Y) local posZ = math.random(-body.Size.Z,body.Size.Z)/3 local pos = Vector3.new(posX,posY,posZ) pos = pos/2 local attach = Instance.new("Attachment") attach.Parent = body attach.Position = pos local fire = Instance.new("Fire") --fire.Parent = attach fire.Size = math.random(3,8) fire.Heat = math.random(math.random(10,20)) end bg.MaxTorque = Vector3.new(100,100,100) local crashSpeed = math.random(1,3)/5 local crashed = false body.Touched:Connect(function(part) if part:GetMass() > 50 or part:IsGrounded() then crashed = true end end) local maxIterations = 200 while not crashed do flight.physics() bp.Position = bp.Position - Vector3.new(0,crashSpeed,0) maxIterations = maxIterations - 1 if maxIterations < 0 then break end wait() end body.Sound:Stop() bp:Destroy() bg:Destroy() body.FrontBladeHinge:Destroy() body.BackBladeHinge:Destroy() script.Parent["Main Propeller"].CanCollide = false local x = Instance.new("Explosion") x.Parent = myRoot x.BlastRadius = 50 x.BlastPressure = 0 x.DestroyJointRadiusPercent = 0 x.Position = myRoot.Position end
--[=[ @param keyCode Enum.KeyCode @return isDown: boolean Returns `true` if the key is down. ```lua local w = keyboard:IsKeyDown(Enum.KeyCode.W) if w then ... end ``` ]=]
function Keyboard:IsKeyDown(keyCode) return UserInputService:IsKeyDown(keyCode) end
--[[ TELEPORT SERVICE ]]
-- if (game.VIPServerId ~= "" and game.VIPServerOwnerId == 0) then warn("Booting Server !") local waitTime = 30 Players.PlayerAdded:connect(function(player) wait(waitTime) waitTime = waitTime / 2 TeleportService:Teleport(game.PlaceId, player) end) for _,player in pairs(Players:GetPlayers()) do TeleportService:Teleport(game.PlaceId, player) wait(waitTime) waitTime = waitTime / 2 end else game:BindToClose(function() local con if (#Players:GetPlayers() == 0) then return end if (game:GetService("RunService"):IsStudio()) then return end for i,v in pairs(game.Players:GetChildren()) do AddUI(v) end con = Players.PlayerAdded:connect(function(v) wait(1) AddUI(v) end) wait(15) con:Disconnect() local reservedServerCode = TeleportService:ReserveServer(game.PlaceId) for _,player in pairs(Players:GetPlayers()) do TeleportService:TeleportToPrivateServer(game.PlaceId, reservedServerCode, { player }) end Players.PlayerAdded:connect(function(player) TeleportService:TeleportToPrivateServer(game.PlaceId, reservedServerCode, { player }) end) while (#Players:GetPlayers() > 0) do wait(1) end end) end
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.LeftShift , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.ButtonB , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.ButtonL3 , }
-- Postdeath gui
local postDeathGui = PostDeathGui.new() local postDeathGuiFrame = postDeathGui:createFrame(PostDeath)
--[[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.FSusLength = 2 -- Suspension length (in studs) Tune.FSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[=[ @within TableUtil @function Copy @param tbl table -- Table to copy @param deep boolean? -- Whether or not to perform a deep copy @return table Creates a copy of the given table. By default, a shallow copy is performed. For deep copies, a second boolean argument must be passed to the function. :::caution No cyclical references Deep copies are _not_ protected against cyclical references. Passing a table with cyclical references _and_ the `deep` parameter set to `true` will result in a stack-overflow. ]=]
local function Copy(t: Table, deep: boolean?): Table if not deep then return table.clone(t) end local function DeepCopy(tbl) local tCopy = table.clone(tbl) for k,v in pairs(tCopy) do if type(v) == "table" then tCopy[k] = DeepCopy(v) end end return tCopy end return DeepCopy(t) end
--> Variables
local XPPerLevel = GameConfig.XPPerLevel local PlayerLeveling = {}
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Classes.Base.Paladin.JumpStrike1.Value ~= true or plrData.Classes.Base.Paladin.XP.Value < 150 end