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-- Update camera if it changes
workspace.Changed:connect(function (p) if p == "CurrentCamera" then camera = workspace.CurrentCamera end end) coroutine.resume(coroutine.create(function() game:GetService("RunService").Stepped:connect(function() Indicator:updateAll() game:GetService("RunService").RenderStepped:wait() end) end))
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTransMode = Enum.KeyCode.M , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.B , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
-- / Settings / --
local Settings = { OnCD = false }
---////==========================================\\\--- --Controller for: Korean Arrow Display
SignalLeft = script.InvertDirection.Value and script.Parent.Parent.Parent.ControlBox.IsOnRight or script.Parent.Parent.Parent.ControlBox.IsOnLeft SignalRight = script.InvertDirection.Value and script.Parent.Parent.Parent.ControlBox.IsOnLeft or script.Parent.Parent.Parent.ControlBox.IsOnRight
-- FIXME: Capture this as a local variable before returning, else a luau bug -- prevents __call from being understood: https://jira.rbx.com/browse/CLI-40294
local interface = setmetatable(RegExp, { __call = new, }) return interface
---////==========================================\\\--- --Controller for: 2-Way Railroad Crossing Lights
Signal = script.Parent.Parent.Parent.ControlBox.CrossingValues.CrossingSignals
--//Variables--
local player = game:GetService("Players").LocalPlayer local character = player.Character or player.CharacterAdded:Wait()
-- Initialization
for _, child in ipairs(Storage:GetChildren()) do table.insert(Buffer, child) end
-- ================================================================================ -- VARIABLES -- ================================================================================ -- Services
local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local GuiService = game:GetService("GuiService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local IS_CONSOLE = GuiService:IsTenFootInterface() local IS_MOBILE = UserInputService.TouchEnabled and not UserInputService.MouseEnabled and not IS_CONSOLE local GAMEPAD_DEADZONE = 0.1
--[[Transmission]]
Tune.TransModes = {"Auto"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.60 -- [TRANSMISSION CALCULATIONS FOR NERDS] Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier) --[[Reverse]] 3.484 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier --[[Neutral]] 0 , --[[ 1 ]] 3.587 , --[[ 2 ]] 2.022 , --[[ 3 ]] 1.384 , --[[ 4 ]] 1.000 , --[[ 5 ]] 0.861 , --[[ 6 ]] 0.621 , } Tune.FDMult = 1.7 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Configuration
local maxCharacters = 500 local defaultText = "Type your feedback here"
--[=[ Convert percentVisible observable to transparency @function toTransparency @param source Observable<number> @return Observable<number> @within BasicPaneUtils ]=]
BasicPaneUtils.toTransparency = Rx.map(function(value) return 1 - value end)
--[[Transmission]]
Tune.TransModes = {"Auto","Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -3200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 2400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev) Tune.ShiftTime = .05 -- The time delay in which you initiate a shift and the car changes gear --Gear Ratios Tune.FinalDrive = 2.9 Tune.Ratios = { --[[Reverse]] 4.29 , --[[Neutral]] 0 , --[[ 1 ]] 4.71 , --[[ 2 ]] 3.14 , --[[ 3 ]] 2.10 , --[[ 4 ]] 1.67 , --[[ 5 ]] 1.29 , --[[ 6 ]] 1.00 , --[[ 7 ]] 0.84 , } Tune.FDMult = 1.00 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end script.Parent.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end)
-- NOTE: there is some value-specific code that involves VARARG_NEEDSARG
luaY.VARARG_NEEDSARG = 4 luaY.LUA_MULTRET = -1 -- (lua.h)
-- if GetHitPlayers() >= 3 then -- AwardBadge:Invoke(FiredPlayer,"Explosive Results") -- end
local FiredPlayer = ReflectedPlayer or FiredPlayer local DoDamage = PlayerDamager:CanDamageHumanoid(FiredPlayer,HitHumanoid) if DoDamage then local DamageFraction = 0 if RadiusFromBlast < BLAST_RADIUS/2 then DamageFraction = 1 elseif RadiusFromBlast < BLAST_RADIUS then DamageFraction = 1 - (RadiusFromBlast - BLAST_RADIUS/2)/(BLAST_RADIUS/2) end if HitPlayer == FiredPlayer and DamageFraction == 1 then HitHumanoid.Health = 0 else PlayerDamager:DamageHumanoid(FiredPlayer,HitHumanoid,50 + (DamageFraction * 50),DamageName) end end end end --Break joints if it isn't a character. if BreakJoints then ExplosionTouchPart:BreakJoints() end --If the part is able to fade with explosions, signal it to fade.
--[[ This is a simple signal implementation that has a dead-simple API. local signal = createSignal() local disconnect = signal:subscribe(function(foo) print("Cool foo:", foo) end) signal:fire("something") disconnect() ]]
local function addToMap(map, addKey, addValue) local new = {} for key, value in pairs(map) do new[key] = value end new[addKey] = addValue return new end local function removeFromMap(map, removeKey) local new = {} for key, value in pairs(map) do if key ~= removeKey then new[key] = value end end return new end local function createSignal() local connections = {} local function subscribe(_, callback) assert(typeof(callback) == "function", "Can only subscribe to signals with a function.") local connection = { callback = callback, } connections = addToMap(connections, callback, connection) local function disconnect() assert(not connection.disconnected, "Listeners can only be disconnected once.") connection.disconnected = true connections = removeFromMap(connections, callback) end return disconnect end local function fire(_, ...) for callback, connection in pairs(connections) do if not connection.disconnected then callback(...) end end end return { subscribe = subscribe, fire = fire, } end return createSignal
-- MODULES --
local ragdollBuilder = require(script.RagdollBuilder)
-- Update the effect on every single frame.
RunService.RenderStepped:Connect(updateBobbleEffect)
--brownUI = Color3.fromRGB(230, 191, 157),
essenceYellow = Color3.fromRGB(255, 255, 111), badRed = Color3.fromRGB(255, 0, 0), fadedBadRed = Color3.fromRGB(129, 0, 0), uncooked = Color3.fromRGB(195, 116, 116), goodGreen = Color3.fromRGB(170, 255, 0), fadedGoodGreen = Color3.fromRGB(106, 129, 58), grey200 = Color3.fromRGB(200,200,200), ironGrey = Color3.fromRGB(200, 190, 181), steel = Color3.fromRGB(106, 97, 84), mojoPurp = Color3.fromRGB(222, 147, 223) } return module
-- It's important we update all icons when a players language changes to account for changes in the width of text, etc
task.spawn(function() local LocalizationService = game:GetService("LocalizationService") local success, translator = pcall(function() return LocalizationService:GetTranslatorForPlayerAsync(localPlayer) end) local function updateAllIcons() local icons = IconController.getIcons() for _, icon in pairs(icons) do icon:_updateAll() end end if success then translator:GetPropertyChangedSignal("LocaleId"):Connect(updateAllIcons) task.delay(1, updateAllIcons) task.delay(10, updateAllIcons) end end) return IconController
--Check moderation data
game.Players.PlayerAdded:Connect(function(plr) --Kick new players if game is shutting down if shuttingDown then plr:Kick("This server has shut down.") end --Kick banned players, or remove ban data if ban time is over local banSuccess, banData = pcall(function() local data = ds:GetAsync(plr.UserId .. "Banned") return data end) if banSuccess and banData then local banEnd = banData[1] if os.time() >= banEnd then pcall(function() ds:RemoveAsync(plr.UserId .. "Banned") end) else local banReason = banData[2] local dateInfo = os.date("!*t", banEnd) local dateFormatted = dateInfo["day"] .. "/" .. dateInfo["month"] .. "/" .. dateInfo["year"] .. " " .. dateInfo["hour"] .. ":" .. dateInfo["min"] .. ":" .. dateInfo["sec"] local banMessage = "Banned for: " .. banReason .. " | Ends: " .. dateFormatted plr:Kick(banMessage) end end --Mute players or unmute them if mute time is over local muteSuccess, muteData = pcall(function() local data = ds:GetAsync(plr.UserId .. "Muted") return data end) if muteSuccess and muteData then local muteEnd = muteData[1] if os.time() >= muteEnd then pcall(function() ds:RemoveAsync(plr.UserId .. "Muted") end) else channel:MuteSpeaker(plr.Name) local timeToUnmute = muteEnd - os.time() task.wait(timeToUnmute) if plr then channel:UnmuteSpeaker(plr.Name) end end end end)
----- hot tap handler -----
hotTap.Interactive.ClickDetector.MouseClick:Connect(function() if hotOn.Value == false then hotOn.Value = true faucet.ParticleEmitter.Enabled = true waterSound:Play() hotTap:SetPrimaryPartCFrame(hotTap.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(45), 0)) else hotOn.Value = false if coldOn.Value == false then faucet.ParticleEmitter.Enabled = false waterSound:Stop() end hotTap:SetPrimaryPartCFrame(hotTap.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(-45), 0)) end end)
--[[ ETC ]]
local random = Random.new() local EventData = ReplicatedStorage.Events.EventData EventData.OnServerEvent:Connect(function(player, cmd, ...) if cmd == "SpectatePlayer" then local playerToSpectate = ... if not Util.playerIsAlive(player) and Util.playerIsAlive(playerToSpectate) then player.ReplicationFocus = playerToSpectate.Character.Head end end end) local RespawnEvent = ReplicatedStorage.Events.RespawnEvent RespawnEvent.Event:Connect(function(player) if gameStageHandler.currentStageClassName == "Gameplay" and player and player.Character then wait(Conf.respawnTime) if not Util.playerIsAlive(player) then -- Save all player's weapon names to give them new instances of them when they respawn local toolNamesBeforeDeath = {} for _, instance in pairs(player.Backpack:GetChildren()) do if instance:IsA("Tool") and ReplicatedStorage.Assets.Weapons:FindFirstChild(instance.Name) then table.insert(toolNamesBeforeDeath, instance.Name) end end local characterAddedConn = nil characterAddedConn = player.CharacterAdded:Connect(function(character) characterAddedConn:Disconnect() -- Wait a frame for the character to initialize/spawn RunService.Heartbeat:Wait() -- Add weapons the player had before dying to their backpack for _, weaponName in ipairs(toolNamesBeforeDeath) do local weaponTemplate = ReplicatedStorage.Assets.Weapons:FindFirstChild(weaponName) if weaponTemplate ~= nil then weaponTemplate:Clone().Parent = player.Backpack end end -- Set up the player's character when they respawn local head = character:WaitForChild("Head") -- Calculate where to spawn player based on storm's current target position/radius local targetPos, targetRadius = ShrinkingBarrier.getNextPositionAndRadius() local randomRadius = targetRadius * random:NextNumber(Conf.respawn_radius_lowest_fraction, Conf.respawn_radius_highest_fraction) local randomRadians = random:NextNumber(0, 2 * math.pi) if Conf.num_teams == 2 then -- In team mode, make players spawn only on their team's half of the map local dividingAngle = ShrinkingBarrier.getDividingAngle() if PlayerMatchInfo.GetField(player, "teamNumber") == 1 then randomRadians = random:NextNumber(dividingAngle - math.pi, dividingAngle) else randomRadians = random:NextNumber(dividingAngle, dividingAngle + math.pi) end end local xSpawn = targetPos.X + randomRadius * math.cos(randomRadians) local ySpawn = targetPos.Y + Conf.respawn_height_fraction * Conf.delivery_vehicle_spawn_height local zSpawn = targetPos.Z + randomRadius * math.sin(randomRadians) head.CFrame = CFrame.new(xSpawn, ySpawn, zSpawn) player.ReplicationFocus = head end) Util.loadCharacter(player) end end end) if not PingHandler.doingSetup and not PingHandler.didSetup then PingHandler.setup() end
-- connect events
Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFallingDown) Humanoid.Seated:connect(onSeated) Humanoid.PlatformStanding:connect(onPlatformStanding) Humanoid.Swimming:connect(onSwimming)
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position spawnPos = spawnPos + (direction * 5) Tool.Handle.Transparency = 1 local Object = Tool.Handle:Clone() Object.Parent = workspace Object.Transparency = 0 Object.CanCollide = true Object.Server.Disabled = false Object.Stabilize.Disabled = false Object.Interface.Enabled = true Object.CFrame = Tool.Handle.CFrame Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0) local rand = 11.25 Object.RotVelocity = Vector3.new(math.random(-rand,rand),math.random(-rand,rand),math.random(-rand,rand)) Object:SetNetworkOwner(getPlayer()) local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "creator" tag.Parent = Object Tool:Destroy() end script.Parent.Power.OnServerEvent:Connect(function(player, Power) AttackVelocity = Power end) Remote.OnServerEvent:Connect(function(player, mousePosition) if not AttackAble then return end AttackAble = false if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then Remote:FireClient(getPlayer(), "PlayAnimation", "Animation") end local targetPos = mousePosition.p local lookAt = (targetPos - Character.Head.Position).unit Toss(lookAt) LeftDown = true end) function onLeftUp() LeftDown = false end Tool.Equipped:Connect(function() Character = Tool.Parent Humanoid = Character:FindFirstChildOfClass("Humanoid") end) Tool.Unequipped:Connect(function() Character = nil Humanoid = nil end)
-- The core 'ProcessReceipt' callback function
local function processReceipt(receiptInfo) -- Determine if the product was already granted by checking the data store local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId local purchased = false local success, errorMessage = pcall(function() purchased = purchaseHistoryStore:GetAsync(playerProductKey) end) -- If purchase was recorded, the product was already granted if success and purchased then return Enum.ProductPurchaseDecision.PurchaseGranted end -- Find the player who made the purchase in the server local player = Players:GetPlayerByUserId(receiptInfo.PlayerId) if not player then -- The player probably left the game -- If they come back, the callback will be called again return Enum.ProductPurchaseDecision.NotProcessedYet end -- Look up handler function from 'productFunctions' table above local handler =_G.HandlePurchase -- Call the handler function and catch any errors local success, result = pcall(handler, receiptInfo, receiptInfo.PlayerId) if not success or not result then warn("Error occurred while processing a product purchase") print("\nProductId:", receiptInfo.ProductId) print("\nPlayer:", player) _G.FinishedPurchase(receiptInfo.PlayerId,0,false) return Enum.ProductPurchaseDecision.NotProcessedYet end -- Record transaction in data store so it isn't granted again local success, errorMessage = pcall(function() purchaseHistoryStore:SetAsync(playerProductKey, true) end) if not success then error("Cannot save purchase data: " .. errorMessage) end -- IMPORTANT: Tell Roblox that the game successfully handled the purchase return Enum.ProductPurchaseDecision.PurchaseGranted end
--for i, model in pairs(GameFolder) do
--ContentProvider:PreloadAsync({model}) --Loaded += 1 --Gui.Frame.TextLabel.Text = Loaded.."/"..toLoad.. " asset loaded"
--- RUNTIME ---
while true do -- Get closest character head ClosestHead = nil ClosestDistance = MaxDistance CharacterHeads = {} for _, Character in pairs(workspace.Characters:GetChildren()) do if Character:IsA("Model") and Character:FindFirstChild("Head") then table.insert(CharacterHeads, Character.Head) end end for _, Head in pairs(CharacterHeads) do Distance = (Head.Position - NPCHead.Position).Magnitude if Distance < ClosestDistance then ClosestDistance = Distance ClosestHead = Head end end -- Look at closest character head or reset to original position if none found if ClosestHead ~= nil then -- Look at TweenService:Create(NPCHead, TweenInfo.new(0.5), {CFrame=lookAt(NPCHead.Position, ClosestHead.Position)}):Play() else TweenService:Create(NPCHead, TweenInfo.new(0.5), {CFrame=OriginalHeadCF}):Play() end wait() end
-- Connect the toggle function to the button's clicked event
textButton.MouseButton1Click:Connect(toggleFrames)
--script.Parent.Parent.Mover2.part.Anchored = true
script.Parent.Parent.Mover2.part.PrismaticConstraint.Speed = 0 script.Parent.Parent.Mover2.part.PrismaticConstraint.TargetPosition = script.Parent.Parent.Mover1.part.PrismaticConstraint.CurrentPosition script.Parent.Parent.Right.BrickColor = BrickColor.new("Black") script.Parent.Parent.Plays.Time.Disabled = true script.Parent.Parent.Plays.SurfaceGui.TextLabel.Text = "00" script.Parent.Parent.Configuration.Drop.Value = true wait(1) script.Parent.Parent.Grabber.Claw.Drop.Disabled = false script.Disabled = true end end end script.Parent.ClickDetector.MouseClick:Connect(onClicked)
--[[** ensures value is a number and non-NaN @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
function t.number(value) local valueType = typeof(value) if valueType == "number" then if value == value then return true else return false end else return false end end
--//Setup//--
local Chunks = game.Workspace.Chunks local Seed = math.random(1, 10e6)
--[[Engine]]
-- [TORQUE CURVE VISUAL] -- Gas Engine: https://www.desmos.com/calculator/nap6stpjqf -- Electric Engine: https://www.desmos.com/calculator/ion9q7zp9t -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Engine = true -- Enables or disables gas engine -- TORQUE CURVE: https://www.desmos.com/calculator/nap6stpjqf Tune.Horsepower = 325 Tune.IdleRPM = 700 Tune.PeakRPM = 6000 Tune.Redline = 6500 Tune.EqPoint = 5252 Tune.PeakSharpness = 20 Tune.CurveMult = 0.2 Tune.Electric = false -- Enables or disables electric engine -- TORQUE CURVE: https://www.desmos.com/calculator/ion9q7zp9t Tune.ElecHorsepower = 223 Tune.ElecMaxTorque = 173 Tune.ElecTransition1 = 4000 Tune.ElecHpFrontMult = 0.15 Tune.ElecTransition2 = 9000 Tune.ElecHpEndMult = 2.9 Tune.ElecHpEndPercent = 10 Tune.ElecTqEndMult = 1.5 Tune.ElecTqEndPercent = 27 Tune.ElecRedline = 16000 Tune.InclineComp = 1.2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Turbo Settings Tune.Aspiration = "Single" --[[ [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 = 6 -- 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 = 250 -- 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.Flywheel = 500 -- Flywheel weight (higher = faster response, lower = more stable RPM)
-- Save next to a local variable for better performance
local next = next local isServer = RunService:IsServer() local ADDED_OBJECT = "ADDED_OBJECT_CHANGE_TYPE" local REMOVED_OBJECT = "REMOVED_OBJECT_CHANGE_TYPE" local DEBUG = false local ContentsManager = {} ContentsManager.__index = ContentsManager function ContentsManager.new(grid, folder, masterContentsManager) local newContentsManager = {} newContentsManager.contents = {} newContentsManager.grid = grid newContentsManager.masterContentsManager = masterContentsManager newContentsManager.connections = {} newContentsManager.contentsListenerCount = 0 newContentsManager.contentsListeners = {} setmetatable(newContentsManager, ContentsManager) if type(folder) == "string" then newContentsManager.folder = Instance.new("Folder") newContentsManager.folder.Name = folder newContentsManager.folder.Parent = game.Workspace else newContentsManager.folder = folder for _, child in ipairs(newContentsManager.folder:GetChildren()) do newContentsManager:_onChildAddedToContentsFolder(child) end newContentsManager.connections.objectAddedToContentsFolder = newContentsManager.folder.ChildAdded:Connect(function(childAdded) newContentsManager:_onChildAddedToContentsFolder(childAdded) end) end if masterContentsManager then masterContentsManager:addContentsListener(function(change) newContentsManager:_onMasterContentsChanged(change) end) end return newContentsManager end local function Vector3FromString(str) local vector3Values = {} for num in str:gmatch("[^,]+") do table.insert(vector3Values, tonumber(num)) end return Vector3.new(vector3Values[1], vector3Values[2], vector3Values[3]) end function ContentsManager:_onChildAddedToContentsFolder(child) local childName = child.Name local objectTypeName = string.sub(childName, 1, string.find(childName, "|") - 1) local objectType = self.grid.objectTypes[objectTypeName] if objectType then local _, _, _, cellName = objectType.fromString(childName) self:add(objectType, self:_allocateCell(Vector3FromString(cellName)).id, child, true) else warn("Child with improper name " .. child.Name .. " added to contents folder") end end function ContentsManager:addContentsListener(func) if not self.contentsListeners[func] then self.contentsListeners[func] = true self.contentsListenerCount = self.contentsListenerCount + 1 end end function ContentsManager:removeContentsListener(func) if self.contentsListener[func] then self.contentsListener[func] = nil self.contentsListenerCount = self.contentsListenerCount - 1 end end function ContentsManager:_onMasterContentsChanged(change) -- TODO: Remove conflicting temp objects and -- temp objects that are no longer connected to the rest of the structure if change.type == ADDED_OBJECT then self:remove(change.objectType, tostring(change.cellId)) elseif change.type == REMOVED_OBJECT then self:remove(change.objectType, tostring(change.cellId), true, change.doNotDestroy) else error("Received master contents change with invalid type") end end function ContentsManager:canPlace(objectType, cellId) return self:_spaceAvailable(objectType, cellId) and self:_connected(objectType, cellId) end function ContentsManager:_spaceAvailable(objectType, cellId) local masterSpaceAvailable = true if self.masterContentsManager then masterSpaceAvailable = self.masterContentsManager:_spaceAvailable(objectType, cellId) end local spaceAvailable = not bit32.btest(objectType.occupancy, self:getCell(cellId).occupancy) return masterSpaceAvailable and spaceAvailable end function ContentsManager:getCell(cellId) local cell = self.contents[tostring(cellId)] if cell then return cell end return Cell.new(self.grid, cellId) end function ContentsManager:_connected(objectType, cellId) local cell = self:getCell(cellId) if self.masterContentsManager and self.masterContentsManager:_connected(objectType, cellId) then return true end local connections = bit32.band(objectType.connectivity, cell.connectivity) if BitOps.numOfSetBits(connections) >= 2 then -- Check that at least two connections are to the same adjacent grid object local setOfConnectedObjects = {} for i = 0, 23 do local key = tostring(i) if bit32.extract(objectType.connectivity, i) == 1 and cell.connectivityMap[key] ~= nil then for object in pairs(cell.connectivityMap[key]) do if setOfConnectedObjects[object] then return true else setOfConnectedObjects[object] = true end end end end end local touchingScenery = self:_getTouchingScenery(cellId, objectType) local touchingScenerySize = 0 for _ in pairs(touchingScenery) do touchingScenerySize = touchingScenerySize + 1 end if touchingScenerySize > 0 then return true end return false end
-- shut the front door -- create door welds if we don't have them yet
weld1 = doorPart1:FindFirstChild("DoorWeld") weld2 = doorPart2:FindFirstChild("DoorWeld") if not weld1 or not weld2 then if weld1 then weld1:Remove() end if weld2 then weld2:Remove() end newDoorWeld = Instance.new("ManualWeld") newDoorWeld.Part0 = doorPart1 newDoorWeld.Part1 = outerEdge newDoorWeld.C1 = weld1RelativePosition newDoorWeld.Name = "DoorWeld" newDoorWeld.Parent = doorPart1 newDoorWeld = Instance.new("ManualWeld") newDoorWeld.Part0 = doorPart2 newDoorWeld.Part1 = outerEdge newDoorWeld.C1 = weld2RelativePosition newDoorWeld.Name = "DoorWeld" newDoorWeld.Parent = doorPart2 else weld1.C1 = weld1RelativePosition weld2.C1 = weld2RelativePosition end isOpen = false doorTouch1.Touched:connect(touchEvent) doorTouch2.Touched:connect(touchEvent) print("REACHED END")
-- end of object table data
function GetBaseSize() local Size = Vector3.new(0,0,0) local mySize = Self.Size local Mesh = Self:findFirstChild("Mesh") if(Mesh ~= nil) then Size = Vector3.new((mySize.X*Mesh.Scale.X), (mySize.Y*Mesh.Scale.Y), (mySize.Z*Mesh.Scale.Z)) else Size = mySize end return Size end function GetBasePosition() local Pos = Vector3.new(0,0,0) local myPos = Self.Position local Mesh = Self:findFirstChild("Mesh") if(Mesh ~= nil) then Pos = Vector3.new((myPos.X+Mesh.Offset.X), (myPos.Y+Mesh.Offset.Y), (myPos.Z+Mesh.Offset.Z)) else Pos = myPos end return Pos end local AreaOfEffect = GetBaseSize() local MyBasePos = GetBasePosition() function CheckMats(part) local isBoyant = false for i=1,#FloatMats do if(part.Material == Enum.Material[FloatMats[i]]) then isBoyant = true end end return isBoyant end function isinArea(part) --main function to check if parts are within an area isIT = false if(part~= nil) then local Area = AreaOfEffect local PartSize = part.Size local MyPos = MyBasePos local PartPos = part.Position if((PartPos.Y+(PartSize.Y/2) > MyPos.Y-(Area.Y/2)) and(PartPos.Y-(PartSize.Y/2) < MyPos.Y+(Area.Y/2))) then if((PartPos.X+(PartSize.X/2) > MyPos.X-(Area.X/2)) and(PartPos.X-(PartSize.X/2) < MyPos.X+(Area.X/2))) then if((PartPos.Z+(PartSize.Z/2) > MyPos.Z-(Area.Z/2)) and(PartPos.Z-(PartSize.Z/2) < MyPos.Z+(Area.Z/2))) then -- should be in the volume isIT = true end end end end return isIT end while true do for i =1,#WorkSpaceObjects do if(WorkSpaceObjects[i] ~= nil)then if(WorkSpaceObjects[i].Parent ~= nil) then if(CheckMats(WorkSpaceObjects[i]) == true) then if(WorkSpaceObjects[i]:findFirstChild("BoyancyTimes")~= nil) then Mass = WorkSpaceObjects[i]:GetMass()*(230*WorkSpaceObjects[i].BoyancyTimes.Value) else Mass = WorkSpaceObjects[i]:GetMass()*230 end else Mass = WorkSpaceObjects[i]:GetMass()*150 end inArea = isinArea(WorkSpaceObjects[i]) BoyantPos_Y = MyBasePos.Y + ((AreaOfEffect.Y/2)) if(inArea == true) then if(WorkSpaceObjects[i]:findFirstChild("WaterForce") == nil) then BP = Instance.new("BodyPosition") BP.Parent = WorkSpaceObjects[i] BP.Name = "WaterForce" if(WorkSpaceObjects[i].Parent:findFirstChild("Humanoid") ~= nil) then BP.D = 1.25e+004 BP.P = 1e+005 BP.position=Vector3.new(0,BoyantPos_Y+25,0) BP.maxForce = Vector3.new(0,Mass*1.5,0) else BP.D = 1.25e+003 BP.P = 1e+004 BP.position=Vector3.new(0,BoyantPos_Y,0) BP.maxForce = Vector3.new(0,Mass,0) end end if(WorkSpaceObjects[i]:findFirstChild("WaterForce") ~= nil) then if(WorkSpaceObjects[i].Parent:findFirstChild("Humanoid") ~= nil) then BP = WorkSpaceObjects[i].WaterForce if(WorkSpaceObjects[i].Parent.Humanoid.Jump == true) then BP.position=Vector3.new(0,BoyantPos_Y+50,0) BP.maxForce = Vector3.new(0,Mass*4,0) tick = tick +1 if(tick >= resetTick) then tick = 0 WorkSpaceObjects[i].Parent.Humanoid.Jump = false end else BP.position=Vector3.new(0,BoyantPos_Y+1,0) BP.maxForce = Vector3.new(0,Mass*2,0) end end end else if(WorkSpaceObjects[i] ~= nil)then if(WorkSpaceObjects[i]:findFirstChild("WaterForce") ~= nil) then WorkSpaceObjects[i].WaterForce:remove() end end end end end end --print(#WorkSpaceObjects) wait() end
--[[ Api.Classes Api.Enums Api.GetProperties(className) Api.IsEnum(valueType) --]]
-- Function to calculate fall damage based on fall distance
local function calculateFallDamage(fallDistance) local baseDamage = 10 local damageScale = 1 local extraFallDistance = fallDistance - MAX_FALL_DISTANCE local damage = baseDamage + (extraFallDistance * damageScale) return damage end
--------| Variables |--------
local selectionBlacklist = {} local blacklistSet = false
-- ROBLOX services
local Teams = game:GetService("Teams") local Players = game:GetService("Players") local ServerStorage = game:GetService("ServerStorage")
-- firing
GUI.MobileButtons.FireButton.MouseButton1Down:connect(function() Down = true local IsChargedShot = false if Equipped and Enabled and Down and not Reloading and not HoldDown and Mag > 0 and Humanoid.Health > 0 then Enabled = false if Module.ChargedShotEnabled then if HandleToFire:FindFirstChild("ChargeSound") then HandleToFire.ChargeSound:Play() end wait(Module.ChargingTime) IsChargedShot = true end if Module.MinigunEnabled then if HandleToFire:FindFirstChild("WindUp") then HandleToFire.WindUp:Play() end wait(Module.DelayBeforeFiring) end while Equipped and not Reloading and not HoldDown and (Down or IsChargedShot) and Mag > 0 and Humanoid.Health > 0 do IsChargedShot = false Player.PlayerScripts.BulletVisualizerScript.VisualizeM:Fire(nil,HandleToFire, Module.MuzzleFlashEnabled, {Module.MuzzleLightEnabled,Module.LightBrightness,Module.LightColor,Module.LightRange,Module.LightShadows,Module.VisibleTime}, script:WaitForChild("MuzzleEffect")) VisualizeMuzzle:FireServer(HandleToFire, Module.MuzzleFlashEnabled, {Module.MuzzleLightEnabled,Module.LightBrightness,Module.LightColor,Module.LightRange,Module.LightShadows,Module.VisibleTime}, script:WaitForChild("MuzzleEffect")) for i = 1,(Module.BurstFireEnabled and Module.BulletPerBurst or 1) do spawn(RecoilCamera) EjectShell(HandleToFire) CrosshairModule.crossspring:accelerate(Module.CrossExpansion) for x = 1,(Module.ShotgunEnabled and Module.BulletPerShot or 1) do Fire(HandleToFire, GUI.Crosshair.AbsolutePosition) end Mag = Mag - 1 ChangeMagAndAmmo:FireServer(Mag,Ammo) UpdateGUI() if Module.BurstFireEnabled then wait(Module.BurstRate) end if Mag <= 0 then break end end HandleToFire = (HandleToFire == Handle and Module.DualEnabled) and Handle2 or Handle wait(Module.FireRate) if not Module.Auto then break end end if HandleToFire.FireSound.Playing and HandleToFire.FireSound.Looped then HandleToFire.FireSound:Stop() end if Module.MinigunEnabled then if HandleToFire:FindFirstChild("WindDown") then HandleToFire.WindDown:Play() end wait(Module.DelayAfterFiring) end Enabled = true if Mag <= 0 then Reload() end end end)
--[[ @under MarketPlaceManager Handles all product managing including badges. .AwardBadge: @arg func return true: AwardsBadge ]]
local module = {}
-- Attacher la fonction à l'événement d'entrée de l'Utilisateur
UIS.InputBegan:Connect(function(input, gameProcessed) if not gameProcessed and input.KeyCode == Enum.KeyCode.F then toggleMouseVisibilityAndMovement() end end)
--Public developer facing functions
function ClickToMove:SetShowPath(value) ShowPath = value end function ClickToMove:GetShowPath() return ShowPath end function ClickToMove:SetWaypointTexture(texture) ClickToMoveDisplay.SetWaypointTexture(texture) end function ClickToMove:GetWaypointTexture() return ClickToMoveDisplay.GetWaypointTexture() end function ClickToMove:SetWaypointRadius(radius) ClickToMoveDisplay.SetWaypointRadius(radius) end function ClickToMove:GetWaypointRadius() return ClickToMoveDisplay.GetWaypointRadius() end function ClickToMove:SetEndWaypointTexture(texture) ClickToMoveDisplay.SetEndWaypointTexture(texture) end function ClickToMove:GetEndWaypointTexture() return ClickToMoveDisplay.GetEndWaypointTexture() end function ClickToMove:SetWaypointsAlwaysOnTop(alwaysOnTop) ClickToMoveDisplay.SetWaypointsAlwaysOnTop(alwaysOnTop) end function ClickToMove:GetWaypointsAlwaysOnTop() return ClickToMoveDisplay.GetWaypointsAlwaysOnTop() end function ClickToMove:SetFailureAnimationEnabled(enabled) PlayFailureAnimation = enabled end function ClickToMove:GetFailureAnimationEnabled() return PlayFailureAnimation end function ClickToMove:SetIgnoredPartsTag(tag) UpdateIgnoreTag(tag) end function ClickToMove:GetIgnoredPartsTag() return CurrentIgnoreTag end function ClickToMove:SetUseDirectPath(directPath) UseDirectPath = directPath end function ClickToMove:GetUseDirectPath() return UseDirectPath end function ClickToMove:SetAgentSizeIncreaseFactor(increaseFactorPercent: number) AgentSizeIncreaseFactor = 1.0 + (increaseFactorPercent / 100.0) end function ClickToMove:GetAgentSizeIncreaseFactor() return (AgentSizeIncreaseFactor - 1.0) * 100.0 end function ClickToMove:SetUnreachableWaypointTimeout(timeoutInSec) UnreachableWaypointTimeout = timeoutInSec end function ClickToMove:GetUnreachableWaypointTimeout() return UnreachableWaypointTimeout end function ClickToMove:SetUserJumpEnabled(jumpEnabled) self.jumpEnabled = jumpEnabled if self.touchJumpController then self.touchJumpController:Enable(jumpEnabled) end end function ClickToMove:GetUserJumpEnabled() return self.jumpEnabled end function ClickToMove:MoveTo(position, showPath, useDirectPath) local character = Player.Character if character == nil then return false end local thisPather = Pather(position, Vector3.new(0, 1, 0), useDirectPath) if thisPather and thisPather:IsValidPath() then HandleMoveTo(thisPather, position, nil, character, showPath) return true end return false end return ClickToMove
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.BrakeForce = 2500 -- Total brake force (LuaInt) Tune.BrakeBias = .57 -- Brake bias towards the front, percentage (1 = Front, 0 = Rear, .5 = 50/50) Tune.PBrakeForce = 5000 -- Handbrake force Tune.EBrakeForce = 250 -- Engine braking force at redline
--// Input Connections
L_107_.InputBegan:connect(function(L_314_arg1, L_315_arg2) if not L_315_arg2 and L_15_ then if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then if not L_64_ then if not L_65_ then if L_24_.TacticalModeEnabled then L_154_ = 0.015 L_155_ = 7 L_3_:WaitForChild("Humanoid").WalkSpeed = 7 else L_155_ = 10 L_154_ = 0.008 L_3_:WaitForChild("Humanoid").WalkSpeed = 10 end end if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then L_97_ = L_50_ end L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p L_115_:FireServer(true) L_64_ = true end end; if L_314_arg1.KeyCode == Enum.KeyCode.A and L_15_ then L_134_ = CFrame.Angles(0, 0, 0.1) end; if L_314_arg1.KeyCode == Enum.KeyCode.D and L_15_ then L_134_ = CFrame.Angles(0, 0, -0.1) end; if L_314_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then L_80_ = true L_82_ = false L_81_ = true LeanRight() end if L_314_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then L_80_ = true L_81_ = false L_82_ = true LeanLeft() end if L_314_arg1.KeyCode == L_24_.AlternateAimKey and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then if not L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed = 10 L_155_ = 10 L_154_ = 0.008 end L_97_ = L_50_ L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p L_115_:FireServer(true) L_64_ = true end end; if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_79_ and not L_77_ and L_69_ and L_15_ and not L_66_ and not L_67_ and not L_74_ then L_68_ = true if not Shooting and L_15_ and not L_83_ then if L_103_ > 0 then Shoot() end elseif not Shooting and L_15_ and L_83_ then if L_105_ > 0 then Shoot() end end end; if L_314_arg1.KeyCode == (L_24_.LaserKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then local L_316_ = L_1_:FindFirstChild("LaserLight") L_122_.KeyDown[1].Plugin() end; if L_314_arg1.KeyCode == (L_24_.LightKey or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then local L_317_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light') local L_318_ = false L_317_.Enabled = not L_317_.Enabled end; if L_15_ and L_314_arg1.KeyCode == (L_24_.FireSelectKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_79_ and not L_70_ and not L_78_ then L_70_ = true if L_92_ == 1 then if Shooting then Shooting = false end if L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 2 then if Shooting then Shooting = false end if L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 3 then if Shooting then Shooting = false end if L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 4 then if Shooting then Shooting = false end if L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then L_92_ = 4 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 6 then if Shooting then Shooting = false end L_85_ = L_69_ if L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ end end UpdateAmmo() FireModeAnim() IdleAnim() L_70_ = false end; if L_314_arg1.KeyCode == (Enum.KeyCode.F or L_314_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_79_ and not L_77_ and not L_78_ and not L_67_ and not L_70_ and not L_64_ and not L_66_ and not Shooting and not L_76_ then if not L_73_ and not L_74_ then L_74_ = true Shooting = false L_69_ = false L_135_ = time() delay(0.6, function() if L_103_ ~= L_24_.Ammo and L_103_ > 0 then CreateShell() end end) BoltBackAnim() L_73_ = true elseif L_73_ and L_74_ then BoltForwardAnim() Shooting = false L_69_ = true if L_103_ ~= L_24_.Ammo and L_103_ > 0 then L_103_ = L_103_ - 1 elseif L_103_ >= L_24_.Ammo then L_69_ = true end L_73_ = false L_74_ = false IdleAnim() L_75_ = false end UpdateAmmo() end; if L_314_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_78_ and not L_77_ and L_146_ then L_71_ = true if L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then Shooting = false L_64_ = false L_67_ = true delay(0, function() if L_67_ and not L_66_ then L_64_ = false L_72_ = true end end) L_97_ = 80 if L_24_.TacticalModeEnabled then L_154_ = 0.4 L_155_ = 16 else L_155_ = L_24_.SprintSpeed L_154_ = 0.4 end L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed end end; if L_314_arg1.KeyCode == (Enum.KeyCode.R or L_314_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_79_ and not L_78_ and not L_77_ and L_15_ and not L_66_ and not L_64_ and not Shooting and not L_67_ and not L_74_ then if not L_83_ then if L_104_ > 0 and L_103_ < L_24_.Ammo then Shooting = false L_66_ = true for L_319_forvar1, L_320_forvar2 in pairs(game.Players:GetChildren()) do if L_320_forvar2 and L_320_forvar2:IsA('Player') and L_320_forvar2 ~= L_2_ and L_320_forvar2.TeamColor == L_2_.TeamColor then if (L_320_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then L_119_:FireServer(L_7_.AHH, L_100_[math.random(0, 23)]) end end end end ReloadAnim() if L_103_ <= 0 then if L_24_.CanSlideLock then BoltBackAnim() BoltForwardAnim() end end IdleAnim() L_69_ = true if L_103_ <= 0 then if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then L_103_ = L_103_ + L_104_ L_104_ = 0 else L_104_ = L_104_ - (L_24_.Ammo - L_103_) L_103_ = L_24_.Ammo end elseif L_103_ > 0 then if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then L_103_ = L_103_ + L_104_ + 0 L_104_ = 0 else L_104_ = L_104_ - (L_24_.Ammo - L_103_) L_103_ = L_24_.Ammo + 0 end end L_66_ = false if not L_75_ then L_69_ = true end end; elseif L_83_ then if L_105_ > 0 then Shooting = false L_66_ = true nadeReload() IdleAnim() L_66_ = false L_69_ = true end end; UpdateAmmo() end; if L_314_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then if (L_51_ < 1) then L_51_ = L_51_ + L_24_.SensitivityIncrement end end if L_314_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then if (L_51_ > 0.1) then L_51_ = L_51_ - L_24_.SensitivityIncrement end end if L_314_arg1.KeyCode == (Enum.KeyCode.T or L_314_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then if not L_86_ then L_56_ = L_1_:WaitForChild("AimPart2") L_50_ = L_24_.CycleAimZoom if L_64_ then L_97_ = L_24_.CycleAimZoom end L_86_ = true else L_56_ = L_1_:FindFirstChild("AimPart") L_50_ = L_24_.AimZoom if L_64_ then L_97_ = L_24_.AimZoom end L_86_ = false end; end; if L_314_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then if not L_77_ then L_77_ = true InspectAnim() IdleAnim() L_77_ = false end end; if L_314_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then if L_15_ then if not L_78_ then L_67_ = false L_64_ = false L_69_ = false L_78_ = true AttachAnim() elseif L_78_ then L_67_ = false L_64_ = false L_69_ = true L_78_ = false IdleAnim() end end end; if L_314_arg1.KeyCode == Enum.KeyCode.P and not L_77_ and not L_78_ and not L_64_ and not L_67_ and not L_65_ and not L_66_ and not Recoiling and not L_67_ then if not L_79_ then L_79_ = true L_14_:Create(L_45_, TweenInfo.new(0.2), { C1 = L_24_.SprintPos }):Play() wait(0.2) L_112_:FireServer("Patrol", L_24_.SprintPos) else L_79_ = false L_14_:Create(L_45_, TweenInfo.new(0.2), { C1 = CFrame.new() }):Play() wait(0.2) L_112_:FireServer("Unpatrol") end end; end end) L_107_.InputEnded:connect(function(L_321_arg1, L_322_arg2) if not L_322_arg2 and L_15_ then if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_77_ and L_24_.CanAim and not L_78_ then if L_64_ then if not L_65_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 16 if L_24_.TacticalModeEnabled then L_154_ = 0.09 L_155_ = 11 else L_154_ = .2 L_155_ = 17 end end L_97_ = 70 L_133_.target = Vector3.new() L_115_:FireServer(false) L_64_ = false end end; if L_321_arg1.KeyCode == Enum.KeyCode.A and L_15_ then L_134_ = CFrame.Angles(0, 0, 0) end; if L_321_arg1.KeyCode == Enum.KeyCode.D and L_15_ then L_134_ = CFrame.Angles(0, 0, 0) end; if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then Unlean() L_80_ = false L_82_ = false L_81_ = false end if L_321_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then Unlean() L_80_ = false L_82_ = false L_81_ = false end if L_321_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then if L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed = 16 L_155_ = 17 L_154_ = .25 end L_97_ = 70 L_133_.target = Vector3.new() L_115_:FireServer(false) L_64_ = false end end; if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then L_68_ = false if Shooting then Shooting = false end end; if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ then local L_323_ = L_42_:WaitForChild('GameGui') if L_16_ then L_323_:WaitForChild('AmmoFrame').Visible = false L_16_ = false end end; if L_321_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_77_ and not L_70_ and not L_65_ then -- SPRINT L_71_ = false if L_67_ and not L_64_ and not Shooting and not L_71_ then L_67_ = false L_72_ = false L_97_ = 70 L_3_.Humanoid.WalkSpeed = 16 if L_24_.TacticalModeEnabled then L_154_ = 0.09 L_155_ = 11 else L_154_ = .2 L_155_ = 17 end end end; end end) L_107_.InputChanged:connect(function(L_324_arg1, L_325_arg2) if not L_325_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then if L_324_arg1.UserInputType == Enum.UserInputType.MouseWheel then if L_324_arg1.Position.Z == 1 and (L_51_ < 1) then L_51_ = L_51_ + L_24_.SensitivityIncrement elseif L_324_arg1.Position.Z == -1 and (L_51_ > 0.1) then L_51_ = L_51_ - L_24_.SensitivityIncrement end end end end) L_107_.InputChanged:connect(function(L_326_arg1, L_327_arg2) if not L_327_arg2 and L_15_ then local L_328_, L_329_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList); if L_328_ then local L_330_ = (L_329_ - L_6_.Position).magnitude L_33_.Text = math.ceil(L_330_) .. ' m' end end end)
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.86 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[Steering]]
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 10000 -- Steering Force Tune.SteerP = 30000 -- Steering Aggressiveness
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent._Index local Package = require(PackageIndex["mock"]["mock"]) return Package
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false} math.randomseed(tick()) function configureAnimationSet(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {} local allowCustomAnimations = true local AllowDisableCustomAnimsUserFlag = true local success, msg = pcall(function() AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims") end) if (AllowDisableCustomAnimsUserFlag) then local ps = game:GetService("StarterPlayer"):FindFirstChild("PlayerSettings") if (ps ~= nil) then allowCustomAnimations = not require(ps).UseDefaultAnimations end end -- check for config values local config = script:FindFirstChild(name) if (allowCustomAnimations and config ~= nil) then table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
--- AS OF NOW THIS ONLY WORKS ON THUNDERBOLTS
local hingePos = script.Parent.Hinge.Position local handle = script.Parent.Handle local off = false local setname = "On" local c1 = script.Parent.Handle.CFrame local c2 = script.Parent.HandleOff.CFrame local c3 = script.Parent.HandleOn.CFrame local dd = false local ud = false function down() dd = true for i = 0.1,1, 0.01 do script.Parent.Handle.CFrame = c1:Lerp(c2,i) wait() end dd = false end function up() ud = true for i = 0.1,1, 0.01 do script.Parent.Handle.CFrame = script.Parent.Handle.CFrame:Lerp(c3,i) wait() end ud = false end handle.ClickDetector.MouseClick:Connect(function() if off == false then off = true if dd == true then else down() end local n = script.Parent.Parent:FindFirstChild(setname) assert(n,"Error Finding Name!") n.Value = false n.Name = "(Disabled)" setname = "(Disabled)" else off = false if ud == true then else up() end local n = script.Parent.Parent:FindFirstChild(setname) assert(n,"Error Finding Name!") n.Name = "On" setname = "On" end end)
-- Initialize the state of the textBox
textBox.Text = ""
-- Foots
character.LeftFoot.Material = Material character.RightFoot.Material = Material
--[=[ :::warning This caches the last value seen, and may memory leak. ::: @param parent Instance @param className string @param name string @return Observable<any> ::: ]=] -- TODO: Handle default value/nothing there, instead of memory leaking!
function RxValueBaseUtils.observe(parent, className, name) warn("[RxValueBaseUtils.observe] - Deprecated since 4.0.0. Use RxValueBaseUtils.observeBrio") return RxInstanceUtils.observeLastNamedChildBrio(parent, className, name) :Pipe({ RxBrioUtils.switchMap(function(valueObject) return RxValueBaseUtils.observeValue(valueObject) end) }) end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "KMH" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 220 , spInc = 40 , -- Increment between labelled notches }, { units = "KMH" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 220 , spInc = 40 , -- Increment between labelled notches }, { units = "KMH" , scaling = (10/12) * 1.09728 , -- Roblox standard maxSpeed = 220 , spInc = 40 , -- Increment between labelled notches } }
-- Function
botao.ProximityPrompt.Triggered:Connect(function(plr) -- if plr.PlayerInfo.Patente.Value >= 3 then -- if aberto == false then create1:Play() som:Play() script.Parent.Parent.Collider.CanCollide = false wait(3) aberto = true else create2:Play() som:Play() script.Parent.Parent.Collider.CanCollide = true wait(3) aberto = false end -- else local Clone = script.NotificationScript:Clone() Clone.Disabled = false Clone.Parent = plr.PlayerGui end end)
--[[ --local scale = hit.Parent.Hair.Handle.Belly.Mesh.Scale.Vector3.x IN.Belly.Mesh.Scale = Vector3.new(0,0,0) IN.Belly2.Mesh.Scale = Vector3.new(0,0,0) IN.Front1.Mesh.Scale = Vector3.new(0,0,0) IN.Back1.Mesh.Scale = Vector3.new(0,0,0) IN.Front2.Mesh.Scale = Vector3.new(0,0,0) IN.Back2.Mesh.Scale = Vector3.new(0,0,0) wait (1) ]]
-- local Inf = 1 for i = 1, (Inf*1) do --From front: Vector3(+,-(Right,Left)(Up,Down)(Forward,Back)) --Belly rate local bel = .1 IN.Belly.Mesh.Scale = IN.Belly.Mesh.Scale + Vector3.new(bel,bel,bel) IN.Belly2.Mesh.Scale = IN.Belly2.Mesh.Scale + Vector3.new(bel,bel,bel) IN.Belly.Mesh.Offset = IN.Belly.Mesh.Offset + Vector3.new(0, 0,bel/2) IN.Belly2.Mesh.Offset = IN.Belly2.Mesh.Offset + Vector3.new(0, 0,bel/2) --Front rate local boo = .1 IN.Front1.Mesh.Scale = IN.Front1.Mesh.Scale + Vector3.new(boo, boo, boo) IN.Front11.Mesh.Scale = IN.Front11.Mesh.Scale + Vector3.new(boo, boo, boo) IN.Front2.Mesh.Scale = IN.Front2.Mesh.Scale + Vector3.new(boo, boo, boo) IN.Front21.Mesh.Scale = IN.Front21.Mesh.Scale + Vector3.new(boo, boo, boo) IN.Front1.Mesh.Offset = IN.Front1.Mesh.Offset + Vector3.new(-boo/5, 0, boo/2.5) IN.Front11.Mesh.Offset = IN.Front11.Mesh.Offset + Vector3.new(-boo/5, 0, boo/2.5) IN.Front2.Mesh.Offset = IN.Front2.Mesh.Offset + Vector3.new(boo/5, 0, boo/2.5) IN.Front21.Mesh.Offset = IN.Front21.Mesh.Offset + Vector3.new(boo/5, 0, boo/2.5) --Back rate local back = .1 IN.Back1.Mesh.Scale = IN.Back1.Mesh.Scale + Vector3.new(back, back, back) IN.Back2.Mesh.Scale = IN.Back2.Mesh.Scale + Vector3.new(back, back, back) IN.Back1.Mesh.Offset = IN.Back1.Mesh.Offset + Vector3.new(-back/5, 0, -back/4) IN.Back2.Mesh.Offset = IN.Back2.Mesh.Offset + Vector3.new(back/5, 0, -back/4) --Speed local spe = .004 hit.Parent.Humanoid.WalkSpeed = (hit.Parent.Humanoid.WalkSpeed - spe) end
--[[Weight and CG]]
Tune.Weight = 1120 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 9 } 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 = 1.0 -- Front Wheel Density Tune.RWheelDensity = 1.0 -- 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
--Uberubert --This script is free to use for anyone
local ting = 0 --debouncer function onTouched(hit) if ting == 0 then --debounce check ting = 1 --activate debounce check = hit.Parent:FindFirstChild("Humanoid") --Find the human that touched the button if check ~= nil then --If a human is found, then local user = game.Players:GetPlayerFromCharacter(hit.Parent) --get player from touching human local stats = user:findFirstChild("leaderstats") --Find moneyholder if stats ~= nil then --If moneyholder exists then local cash = stats:findFirstChild("SOULS") --Money type cash.Value = cash.Value +1000 --increase amount of money by the number displayed here (500) wait(3) --wait-time before button works again end end ting = 0 --remove debounce end end script.Parent.Touched:connect(onTouched)
--local Player --local Character --local Humanoid
local Module = require(Tool:WaitForChild("Setting")) local ChangeMagAndAmmo = script:WaitForChild("ChangeMagAndAmmo") local Grip2 local Handle2 if Module.DualEnabled then Handle2 = Tool:WaitForChild("Handle2",1) if Handle2 == nil and Module.DualEnabled then error("\"Dual\" setting is enabled but \"Handle2\" is missing!") end end local MagValue = script:FindFirstChild("Mag") or Instance.new("NumberValue",script) MagValue.Name = "Mag" MagValue.Value = Module.AmmoPerMag local AmmoValue = script:FindFirstChild("Ammo") or Instance.new("NumberValue",script) AmmoValue.Name = "Ammo" AmmoValue.Value = Module.LimitedAmmoEnabled and Module.Ammo or 0 if Module.IdleAnimationID ~= nil or Module.DualEnabled then local IdleAnim = Instance.new("Animation",Tool) IdleAnim.Name = "IdleAnim" IdleAnim.AnimationId = "rbxassetid://"..(Module.DualEnabled and 53610688 or Module.IdleAnimationID) end if Module.FireAnimationID ~= nil then local FireAnim = Instance.new("Animation",Tool) FireAnim.Name = "FireAnim" FireAnim.AnimationId = "rbxassetid://"..Module.FireAnimationID end if Module.ReloadAnimationID ~= nil then local ReloadAnim = Instance.new("Animation",Tool) ReloadAnim.Name = "ReloadAnim" ReloadAnim.AnimationId = "rbxassetid://"..Module.ReloadAnimationID end if Module.ShotgunClipinAnimationID ~= nil then local ShotgunClipinAnim = Instance.new("Animation",Tool) ShotgunClipinAnim.Name = "ShotgunClipinAnim" ShotgunClipinAnim.AnimationId = "rbxassetid://"..Module.ShotgunClipinAnimationID end if Module.ShotgunPumpinAnimationID ~= nil then local ShotgunPumpinAnim = Instance.new("Animation",Tool) ShotgunPumpinAnim.Name = "ShotgunPumpinAnim" ShotgunPumpinAnim.AnimationId = "rbxassetid://"..Module.ShotgunPumpinAnimationID end if Module.HoldDownAnimationID ~= nil then local HoldDownAnim = Instance.new("Animation",Tool) HoldDownAnim.Name = "HoldDownAnim" HoldDownAnim.AnimationId = "rbxassetid://"..Module.HoldDownAnimationID end if Module.EquippedAnimationID ~= nil then local EquippedAnim = Instance.new("Animation",Tool) EquippedAnim.Name = "EquippedAnim" EquippedAnim.AnimationId = "rbxassetid://"..Module.EquippedAnimationID end if Module.SecondaryFireAnimationEnabled and Module.SecondaryFireAnimationID ~= nil then local SecondaryFireAnim = Instance.new("Animation",Tool) SecondaryFireAnim.Name = "SecondaryFireAnim" SecondaryFireAnim.AnimationId = "rbxassetid://"..Module.SecondaryFireAnimationID end if Module.SecondaryShotgunPump and Module.SecondaryShotgunPumpinAnimationID ~= nil then local SecondaryShotgunPumpinAnim = Instance.new("Animation",Tool) SecondaryShotgunPumpinAnim.Name = "SecondaryShotgunPumpinAnim" SecondaryShotgunPumpinAnim.AnimationId = "rbxassetid://"..Module.SecondaryShotgunPumpinAnimationID end if Module.AimAnimationsEnabled and Module.AimIdleAnimationID ~= nil then local AimIdleAnim = Instance.new("Animation",Tool) AimIdleAnim.Name = "AimIdleAnim" AimIdleAnim.AnimationId = "rbxassetid://"..Module.AimIdleAnimationID end if Module.AimAnimationsEnabled and Module.AimFireAnimationID ~= nil then local AimFireAnim = Instance.new("Animation",Tool) AimFireAnim.Name = "AimFireAnim" AimFireAnim.AnimationId = "rbxassetid://"..Module.AimFireAnimationID end if Module.AimAnimationsEnabled and Module.AimSecondaryFireAnimationID ~= nil then local AimSecondaryFireAnim = Instance.new("Animation",Tool) AimSecondaryFireAnim.Name = "AimSecondaryFireAnim" AimSecondaryFireAnim.AnimationId = "rbxassetid://"..Module.AimSecondaryFireAnimationID end if Module.TacticalReloadAnimationEnabled and Module.TacticalReloadAnimationID ~= nil then local TacticalReloadAnim = Instance.new("Animation",Tool) TacticalReloadAnim.Name = "TacticalReloadAnim" TacticalReloadAnim.AnimationId = "rbxassetid://"..Module.TacticalReloadAnimationID end if Module.InspectAnimationEnabled and Module.InspectAnimationID ~= nil then local InspectAnim = Instance.new("Animation",Tool) InspectAnim.Name = "InspectAnim" InspectAnim.AnimationId = "rbxassetid://"..Module.InspectAnimationID end
--[[ OrbitalCamera - Spherical coordinates control camera for top-down games 2018 Camera Update - AllYourBlox --]]
--[[ Converts a yielding function into a Promise-returning one. ]]
function Promise.promisify(callback, selfValue) return function(...) local length, values = pack(...) return Promise.async(function(resolve) if selfValue == nil then resolve(callback(unpack(values, 1, length))) else resolve(callback(selfValue, unpack(values, 1, length))) end end) end end function Promise.prototype:getStatus() return self._status end
--[=[ @class KnitServer @server Knit server-side lets developers create services and expose methods and signals to the clients. ```lua local Knit = require(somewhere.Knit) -- Load service modules within some folder: Knit.AddServices(somewhere.Services) -- Start Knit: Knit.Start():andThen(function() print("Knit started") end):catch(warn) ``` ]=]
local KnitServer = {}
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build "..ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Power Engine() --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity end) --Bertox part local UNITS = {{units = "MPH" ,scaling = (10/12) * (60/88) ,maxSpeed = 230,spInc = 20,}} local busyPart = nil local busyPart2 = nil local SpeedDistance = 0 local AEBActive = false local BSMLeft = false local BSMRight = false local AEBBrake = 0 local AEBFull = false local ACCEnabled = false local ACCOriginalSpeed = 75 local ACCSpeed = ACCOriginalSpeed local ACCStop = false local bsmbusyPart = nil script.Parent.CruiseControl.Set.MouseButton1Down:Connect(function() if UNITS[1].scaling*car.DriveSeat.Velocity.Magnitude > 2 then ACCOriginalSpeed = UNITS[1].scaling*car.DriveSeat.Velocity.Magnitude ACCEnabled = true script.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255, 85, 0) script.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255, 85, 0) car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = true car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = true script.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed) end end) script.Parent.CruiseControl.Res.MouseButton1Down:Connect(function() ACCEnabled = true script.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed) script.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255, 85, 0) script.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255, 85, 0) car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = true car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = true end) script.Parent.CruiseControl.Up.MouseButton1Down:Connect(function() ACCOriginalSpeed = ACCOriginalSpeed + 1 script.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed) end) script.Parent.CruiseControl.Return.MouseButton1Down:Connect(function() if ACCEnabled == true then ACCEnabled = false _GThrot = 0 script.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed) if (ACCStop == true or ACCEasyBrake == true) then ACCStop = false ACCEasyBrake = false _GBrake = 0 end script.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255,255,255) script.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255,255,255) car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = false car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = false else ACCEnabled = true script.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed) script.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255, 85, 0) script.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255, 85, 0) car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = true car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = true end end) script.Parent.CruiseControl.Down.MouseButton1Down:Connect(function() ACCOriginalSpeed = ACCOriginalSpeed - 1 script.Parent.CruiseControl.CruiseSpeed.Text = math.floor(ACCOriginalSpeed) if ACCOriginalSpeed <= 2 then ACCEnabled = false _GThrot = 0 if (ACCStop == true or ACCEasyBrake == true) then ACCStop = false ACCEasyBrake = false _GBrake = 0 end script.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255,255,255) script.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255,255,255) car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = false car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = false end end) --Bertox part end -- ~15 c/s while wait(.0667) do --Flip if _Tune.AutoFlip then Flip() end --[[Bertox'Scripts begins here]] --AEB if _GBrake > 0 and AEBBrake == 0 and ACCStop == false and ACCEasyBrake == false and AEBFull == false and AEBActive == false then ACCEnabled = false _GThrot = 0 if ACCStop == true then ACCStop = false _GBrake = 0 end car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl.Visible = false car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.CruiseControl2.Visible = false script.Parent.CruiseControl.CruiseSpeed.TextColor3 = Color3.fromRGB(255,255,255) script.Parent.CruiseControl.Return.ImageColor3 = Color3.fromRGB(255,255,255) end busyPart = nil busyPart2 = nil bsmbusyPart = nil speed = UNITS[1].scaling*car.DriveSeat.Velocity.Magnitude for i,v in pairs(car.Body.Rays:GetChildren()) do if speed > 40 then ray = Ray.new(v.Position, v.CFrame.lookVector*(speed*speed+speed)/50) elseif speed <= 40 then ray = Ray.new(v.Position, v.CFrame.lookVector*(speed*speed+speed )/50) end local part, endPoint = workspace:FindPartOnRayWithIgnoreList(ray,{car.Body,car.Wheels,car.Misc}) if part then if part.Anchored == false then busyPart = part end end end if busyPart and speed > 3 and (speed < 60 or ACCEnabled == true) and _GSteerT == 0 and _CGear > 0 and car.DriveSeat.Values.AEBisOn.Value == true and car.Electrics.Value == true then --print("BLOCKING PART: " ,busyPart.Name, " DISTANCE: " , math.floor((busyPart.Position - car.DriveSeat.Position).Magnitude), " CAR SPEED: ", math.floor(speed), " - ", math.floor((busyPart.Position - car.DriveSeat.Position).Magnitude-speed)) _GBrake = 1 car.SafetySystems:FireServer("AEB",true) _GThrot = 0 AEBActive = true if ACCEnabled == false then if AEBBrake == 0 then script.AssistantAlarm:Play() car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.BRAKE.Visible = true script.Parent.AC6_Stock_Gauges.EBrake.Visible = true end end AEBBrake = 1 if busyPart.Velocity.Magnitude <= 3 then AEBFull = true elseif ACCEnabled == true then TargetSpeed = UNITS[1].scaling*busyPart.Velocity.Magnitude ACCSpeed = TargetSpeed end elseif AEBActive == true then AEBActive = false elseif AEBActive == false and AEBBrake == 1 then AEBBrake = 2 elseif AEBActive == false and AEBBrake == 2 and AEBFull == false then AEBBrake = 0 car.SafetySystems:FireServer("AEB",false) script.Parent.AC6_Stock_Gauges.EBrake.Visible = false car.Body.Display.GaugeDisplay.BMWGauges.BMWSystem.SymbolLights.BRAKE.Visible = false _GBrake = 0 elseif AEBFull == true and speed <= 0.1 then AEBFull = false _GBrake = 0 elseif ACCEnabled == true then if speed < ACCSpeed-5 and ACCStop == false and AEBBrake == 0 then _GThrot = 1 _GBrake = 0 ACCEasyBrake = false elseif speed < ACCSpeed and ACCStop == false and AEBBrake == 0 then _GThrot = 0.3 _GBrake = 0 ACCEasyBrake = false elseif speed > ACCSpeed+5 and ACCStop == false and AEBBrake == 0 then _GThrot = 0 _GBrake = 1 ACCEasyBrake = true elseif speed > ACCSpeed+3 and ACCStop == false and AEBBrake == 0 then _GThrot = 0 _GBrake = 0.4 ACCEasyBrake = true elseif speed > ACCSpeed+2 and ACCStop == false and AEBBrake == 0 then _GThrot = 0 _GBrake = 0.1 ACCEasyBrake = true elseif ACCStop == false and AEBBrake == 0 then _GThrot = 0.08 _GBrake = 0 ACCEasyBrake = false end if AEBBrake == 0 then if ACCStop == false then for i,v in pairs(car.Body.Rays:GetChildren()) do if speed > 40 then ray = Ray.new(v.Position, v.CFrame.lookVector*(speed*speed+speed)/25) elseif speed <= 40 then ray = Ray.new(v.Position, v.CFrame.lookVector*(speed*speed+speed )/10) end local part, endPoint = workspace:FindPartOnRayWithIgnoreList(ray,{car.Body,car.Wheels,car.Misc}) if part then if part.Anchored == false then busyPart2 = part end end end else for i,v in pairs(car.Body.Rays:GetChildren()) do ray = Ray.new(v.Position, v.CFrame.lookVector*20) local part, endPoint = workspace:FindPartOnRayWithIgnoreList(ray,{car.Body,car.Wheels,car.Misc}) if part then if part.Anchored == false then busyPart2 = part end end end end if busyPart2 == nil then ACCSpeed = ACCOriginalSpeed if ACCEasyBrake == false then _GBrake = 0 end ACCStop = false elseif busyPart2.Velocity.Magnitude < 3 then ACCStop = true _GThrot = 0 _GBrake = 1 ACCSpeed = UNITS[1].scaling*busyPart2.Velocity.Magnitude else ACCStop = false ACCSpeed = UNITS[1].scaling*busyPart2.Velocity.Magnitude end end end BSMLeft = false BSMRight = false for i,v in pairs(car.Body.BSM:GetChildren()) do ray = Ray.new(v.Position, v.CFrame.lookVector*25) local part, endPoint = workspace:FindPartOnRayWithIgnoreList(ray,{car.Body,car.Wheels,car.Misc}) if part then if part.Anchored == false then bsmbusyPart = part if v.Name:sub(1,1) == "L" then BSMLeft = true else BSMRight = true end end end end car.SafetySystems:FireServer("BSM",BSMLeft,BSMRight) --[[Bertox'Scripts ends here]] end
-- Decompiled with the Synapse X Luau decompiler.
local v1, v2 = pcall(function() return UserSettings():IsUserFeatureEnabled("UserRemoveMessageOnTextFilterFailures"); end); local v3 = { ScrollBarThickness = 4 }; local l__Parent__4 = script.Parent; local v5 = {}; v5.__index = v5; local u1 = require(game:GetService("Chat"):WaitForChild("ClientChatModules"):WaitForChild("ChatSettings")); function v5.Destroy(p1) p1.GuiObject:Destroy(); p1.Destroyed = true; end; function v5.SetActive(p2, p3) p2.GuiObject.Visible = p3; end; local u2 = v1 or v2; function v5.UpdateMessageFiltered(p4, p5) local v6 = nil; local v7 = 1; local l__MessageObjectLog__8 = p4.MessageObjectLog; while v7 <= #l__MessageObjectLog__8 do local v9 = l__MessageObjectLog__8[v7]; if v9.ID == p5.ID then v6 = v9; break; end; v7 = v7 + 1; end; if v6 then if not u2 then v6.UpdateTextFunction(p5); p4:PositionMessageLabelInWindow(v6, v7); return; end; else return; end; if p5.Message == "" then p4:RemoveMessageAtIndex(v7); return; end; v6.UpdateTextFunction(p5); p4:PositionMessageLabelInWindow(v6, v7); end; local u3 = require(l__Parent__4:WaitForChild("MessageLabelCreator")).new(); function v5.AddMessage(p6, p7) p6:WaitUntilParentedCorrectly(); local v10 = u3:CreateMessageLabel(p7, p6.CurrentChannelName); if v10 == nil then return; end; table.insert(p6.MessageObjectLog, v10); p6:PositionMessageLabelInWindow(v10, #p6.MessageObjectLog); end; function v5.RemoveMessageAtIndex(p8, p9) p8:WaitUntilParentedCorrectly(); local v11 = p8.MessageObjectLog[p9]; if v11 then v11:Destroy(); table.remove(p8.MessageObjectLog, p9); end; end; function v5.AddMessageAtIndex(p10, p11, p12) local v12 = u3:CreateMessageLabel(p11, p10.CurrentChannelName); if v12 == nil then return; end; table.insert(p10.MessageObjectLog, p12, v12); p10:PositionMessageLabelInWindow(v12, p12); end; function v5.RemoveLastMessage(p13) p13:WaitUntilParentedCorrectly(); p13.MessageObjectLog[1]:Destroy(); table.remove(p13.MessageObjectLog, 1); end; function v5.IsScrolledDown(p14) local l__Offset__13 = p14.Scroller.CanvasSize.Y.Offset; local l__Y__14 = p14.Scroller.AbsoluteWindowSize.Y; local v15 = true; if not (l__Offset__13 < l__Y__14) then v15 = l__Offset__13 - p14.Scroller.CanvasPosition.Y <= l__Y__14 + 5; end; return v15; end; function v5.UpdateMessageTextHeight(p15, p16) local l__BaseFrame__16 = p16.BaseFrame; for v17 = 1, 10 do if p16.BaseMessage.TextFits then break; end; l__BaseFrame__16.Size = UDim2.new(1, 0, 0, p16.GetHeightFunction(p15.Scroller.AbsoluteSize.X - v17)); end; end; function v5.PositionMessageLabelInWindow(p17, p18, p19) p17:WaitUntilParentedCorrectly(); local l__BaseFrame__18 = p18.BaseFrame; local v19 = 1; if p17.MessageObjectLog[p19 - 1] then if p19 == #p17.MessageObjectLog then v19 = p17.MessageObjectLog[p19 - 1].BaseFrame.LayoutOrder + 1; else v19 = p17.MessageObjectLog[p19 - 1].BaseFrame.LayoutOrder; end; end; l__BaseFrame__18.LayoutOrder = v19; l__BaseFrame__18.Size = UDim2.new(1, 0, 0, p18.GetHeightFunction(p17.Scroller.AbsoluteSize.X)); l__BaseFrame__18.Parent = p17.Scroller; if p18.BaseMessage then p17:UpdateMessageTextHeight(p18); end; if p17:IsScrolledDown() then p17.Scroller.CanvasPosition = Vector2.new(0, math.max(0, p17.Scroller.CanvasSize.Y.Offset - p17.Scroller.AbsoluteSize.Y)); end; end; function v5.ReorderAllMessages(p20) p20:WaitUntilParentedCorrectly(); if p20.GuiObject.AbsoluteSize.Y < 1 then return; end; for v20, v21 in pairs(p20.MessageObjectLog) do p20:UpdateMessageTextHeight(v21); end; if not p20:IsScrolledDown() then p20.Scroller.CanvasPosition = p20.Scroller.CanvasPosition; return; end; p20.Scroller.CanvasPosition = Vector2.new(0, math.max(0, p20.Scroller.CanvasSize.Y.Offset - p20.Scroller.AbsoluteSize.Y)); end; function v5.Clear(p21) for v22, v23 in pairs(p21.MessageObjectLog) do v23:Destroy(); end; p21.MessageObjectLog = {}; end; function v5.SetCurrentChannelName(p22, p23) p22.CurrentChannelName = p23; end; function v5.FadeOutBackground(p24, p25) end; function v5.FadeInBackground(p26, p27) end; local u4 = require(l__Parent__4:WaitForChild("CurveUtil")); function v5.FadeOutText(p28, p29) for v24 = 1, #p28.MessageObjectLog do if p28.MessageObjectLog[v24].FadeOutFunction then p28.MessageObjectLog[v24].FadeOutFunction(p29, u4); end; end; end; function v5.FadeInText(p30, p31) for v25 = 1, #p30.MessageObjectLog do if p30.MessageObjectLog[v25].FadeInFunction then p30.MessageObjectLog[v25].FadeInFunction(p31, u4); end; end; end; function v5.Update(p32, p33) for v26 = 1, #p32.MessageObjectLog do if p32.MessageObjectLog[v26].UpdateAnimFunction then p32.MessageObjectLog[v26].UpdateAnimFunction(p33, u4); end; end; end; function v5.WaitUntilParentedCorrectly(p34) while not p34.GuiObject:IsDescendantOf(game:GetService("Players").LocalPlayer) do p34.GuiObject.AncestryChanged:wait(); end; end; local function u5() local v27 = Instance.new("Frame"); v27.Selectable = false; v27.Size = UDim2.new(1, 0, 1, 0); v27.BackgroundTransparency = 1; local v28 = Instance.new("ScrollingFrame"); v28.Selectable = u1.GamepadNavigationEnabled; v28.Name = "Scroller"; v28.BackgroundTransparency = 1; v28.BorderSizePixel = 0; v28.Position = UDim2.new(0, 0, 0, 3); v28.Size = UDim2.new(1, -4, 1, -6); v28.CanvasSize = UDim2.new(0, 0, 0, 0); v28.ScrollBarThickness = v3.ScrollBarThickness; v28.Active = true; v28.Parent = v27; local v29 = Instance.new("UIListLayout"); v29.SortOrder = Enum.SortOrder.LayoutOrder; v29.Parent = v28; return v27, v28, v29; end; function v3.new() local v30 = setmetatable({}, v5); v30.Destroyed = false; local v31, v32, v33 = u5(); v30.GuiObject = v31; v30.Scroller = v32; v30.Layout = v33; v30.MessageObjectLog = {}; v30.Name = "MessageLogDisplay"; v30.GuiObject.Name = "Frame_" .. v30.Name; v30.CurrentChannelName = ""; v30.GuiObject:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() spawn(function() v30:ReorderAllMessages(); end); end); local u6 = true; v30.Layout:GetPropertyChangedSignal("AbsoluteContentSize"):Connect(function() local l__AbsoluteContentSize__34 = v30.Layout.AbsoluteContentSize; v30.Scroller.CanvasSize = UDim2.new(0, 0, 0, l__AbsoluteContentSize__34.Y); if u6 then v30.Scroller.CanvasPosition = Vector2.new(0, l__AbsoluteContentSize__34.Y - v30.Scroller.AbsoluteWindowSize.Y); end; end); v30.Scroller:GetPropertyChangedSignal("CanvasPosition"):Connect(function() u6 = v30:IsScrolledDown(); end); return v30; end; return v3;
------ Script: ------
Button.MouseEnter:Connect(function() GuiSounds.Mouse_Hover:Play() end) Button.MouseButton1Down:Connect(function() GuiSounds.Mouse_ClickedIn:Play() end) Button.MouseButton1Up:Connect(function() GuiSounds.Mouse_ClickedOut:Play() end)
--Functions--
UIS.InputBegan:Connect(function(input, isTyping) if isTyping then return end if input.KeyCode == Enum.KeyCode.X and Debounce == 1 and Enabled == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then ButtonDown = true Debounce = 2 local properties = {FieldOfView = 50} local info1 = TweenInfo.new(0.2,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0.1) local tween = ts:Create(game.Workspace.CurrentCamera,info1,properties) tween:Play() local ChargeEffect = script.Charge.Particles.Charge1:Clone() local Character = Player.Character ChargeEffect.Parent = Character.HumanoidRootPart ChargeEffect:Emit(25) game.Debris:AddItem(ChargeEffect,2) local StartSfx = game.ReplicatedStorage["Water Wheel"].Sounds.SwordSFX:Clone() -- Sound Effect StartSfx.Parent = Player.Character.HumanoidRootPart StartSfx.MaxDistance = 150 StartSfx.TimePosition = 0 StartSfx:Play() Player.Character.Humanoid.WalkSpeed = 5 Player.Character.Humanoid.JumpPower = 0 local CameraShaker = require(game.ReplicatedStorage["Water Wheel"].Modules.CameraShaker) local camshake = CameraShaker.new(Enum.RenderPriority.Camera.Value,function(shakeCFrame) camera.CFrame = camera.CFrame * shakeCFrame end) camshake:Start() camshake:Shake(CameraShaker.Presets.OldBump) script.Wheel:FireServer("Water Wheel", mouse.Hit.Position) ButtonDown = true local properties = {FieldOfView = 85} local info2 = TweenInfo.new(0.25,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0.1) local tween2 = ts:Create(game.Workspace.CurrentCamera,info2,properties) tween2:Play() Player.Character.Humanoid.WalkSpeed = 0 Player.Character.Humanoid.JumpPower = 0 task.wait(0.5) local BV = Instance.new("BodyVelocity") BV.MaxForce = Vector3.new(300000,0,300000) BV.Parent = c.HumanoidRootPart while ButtonDown == true and Player.Character.HumanoidRootPart.Anchored ~= true do c.HumanoidRootPart.CFrame = CFrame.new(c.HumanoidRootPart.Position, Vector3.new(mouse.Hit.Position.X,c.HumanoidRootPart.Position.Y,mouse.Hit.Position.Z)) BV.Velocity = c.HumanoidRootPart.CFrame.lookVector * 80 RS.Heartbeat:Wait() end Enabled = true BV:Destroy() end end) UIS.InputEnded:Connect(function(input, IsTyping) if IsTyping then return end if input.KeyCode == Enum.KeyCode.X and Tool.Equip.Value == true and Tool.Active.Value == "None" and Debounce == 2 and ButtonDown == true then Debounce = 3 script.Wheel:FireServer("Stop", mouse.Hit.Position) local properties = {FieldOfView = 70} local info3 = TweenInfo.new(0.25,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0.1) local tween3 = ts:Create(game.Workspace.CurrentCamera,info3,properties) tween3:Play() local CameraShaker = require(game.ReplicatedStorage["Water Wheel"].Modules.CameraShaker) local camshake = CameraShaker.new(Enum.RenderPriority.Camera.Value,function(shakeCFrame) camera.CFrame = camera.CFrame * shakeCFrame end) camshake:Start() camshake:Shake(CameraShaker.Presets.OldBump) ButtonDown = false Key = nil wait(0.7) Tool.Active.Value = "None" Player.Character.Humanoid.WalkSpeed = 16 Player.Character.Humanoid.JumpPower = 50 wait(cooldown) Debounce = 1 end end)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Salmon",Paint) end)
---------------------------------------------------------------------
local RoundTitle = {} RoundTitle.__index = RoundTitle function RoundTitle.new( holder: TextLabel ): ( {} ) local self = setmetatable( {}, RoundTitle ) self._janitor = Janitor.new() local function OnModeChanged(): () holder.Text = workspace:GetAttribute("Mode") end workspace:GetAttributeChangedSignal("Mode"):Connect( OnModeChanged ) OnModeChanged() return self end function RoundTitle:Destroy(): () self._janitor:Destroy() end return RoundTitle
--Weld stuff here
MakeWeld(car.Misc.Wheel.A,car.DriveSeat,"Motor",.2).Name="W" ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.A) MakeWeld(car.DriveSeat,misc:WaitForChild('Downforce')) misc:WaitForChild("Spoiler") MakeWeld(car.DriveSeat,misc.Spoiler:WaitForChild("A1")).Name="W" MakeWeld(misc.Spoiler.A1,misc.Spoiler:WaitForChild("A2"),"Motor",.01).Name="W" MakeWeld(misc.Spoiler.A2,misc.Spoiler:WaitForChild("A3"),"Motor",.02).Name="W" MakeWeld(misc.Spoiler.A3,misc.Spoiler:WaitForChild("A"),"Motor",.01).Name="W" MakeWeld(misc.Spoiler.A3,misc.Spoiler:WaitForChild("A4"),"Motor",.01).Name="P" MakeWeld(misc.Spoiler.A4,misc.Spoiler:WaitForChild("Sp"),"Motor",.01).Name="W" MakeWeld(misc.Spoiler.Sp,misc.Spoiler:WaitForChild("B1")) MakeWeld(misc.Spoiler.B1,misc.Spoiler:WaitForChild("B"),"Motor",.01).Name="W" 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)*CFrame.Angles(math.rad(13),0,0) end end)
-- Thanks for SonicUnleashedXY & Manofthelol for this script. -- To remove the orginial script just go into shooter & right at the bottem you will see something like this: -- script.Parent.Tool.Name = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value.."" -- Remove only that & add this to the tool. -- Remember this was designed for Manofthelol weapons so any other weapons might not work. -- You have no permission to repubish this in you model even if it edited. -- If your found then you will be ban from my place.
local Tool = script.Parent local Ammo = Tool.Ammo local MaxAmmo = Ammo.Value local vPlayer local Gui local Text function onChanged(value) if value == "Value" or value == Ammo.Value then if Gui ~= nil and Text ~= nil then if Ammo.Value >= 1 then Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value.."" elseif math.floor(Ammo.Value) == 0 then Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value.."" elseif Ammo.Value < 0 then for i = 0, 1, 0.03 / 2 do local Num = math.floor(i * MaxAmmo + 0.5) Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value.."" wait() end end end end end function on2Changed() if Gui ~= nil and Text ~= nil then Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value.."" wait() end end function setUpGui() if vPlayer == nil or vPlayer:findFirstChild("PlayerGui") == nil then return end Gui = Instance.new("ScreenGui") Text = Instance.new("TextLabel") Gui.Name = "DEDisplay" Gui.Parent = vPlayer.PlayerGui Text.BackgroundColor3 = BrickColor.Black().Color Text.BackgroundTransparency = 1 Text.BorderColor3 = BrickColor.White().Color Text.BorderSizePixel = 0 Text.Name = "Ammo" Text.Parent = Gui Text.Position = UDim2.new(0.85, 0, 0.825, 0) Text.Size = UDim2.new(0, 128, 0, 64) Text.FontSize = "Size18" Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value.."" Text.TextColor3 = BrickColor.White().Color end function onEquippedLocal(mouse) vPlayer = game.Players.LocalPlayer setUpGui() end function onUnequippedLocal(mouse) if Gui then Gui:remove() end Gui = nil Text = nil vPlayer = nil end Tool.Equipped:connect(onEquippedLocal) Tool.Unequipped:connect(onUnequippedLocal) Ammo.Changed:connect(onChanged) Tool.StoredAmmo.Changed:connect(on2Changed)
--[[ A helper function to define a Rodux action creator with an associated name. Normally when creating a Rodux action, you can just create a function: return function(value) return { type = "MyAction", value = value, } end And then when you check for it in your reducer, you either use a constant, or type out the string name: if action.type == "MyAction" then -- change some state end Typos here are a remarkably common bug. We also have the issue that there's no link between reducers and the actions that they respond to! `Action` (this helper) provides a utility that makes this a bit cleaner. Instead, define your Rodux action like this: return Action("MyAction", function(value) return { value = value, } end) We no longer need to add the `type` field manually. Additionally, the returned action creator now has a 'name' property that can be checked by your reducer: local MyAction = require(Reducers.MyAction) ... if action.type == MyAction.name then -- change some state! end Now we have a clear link between our reducers and the actions they use, and if we ever typo a name, we'll get a warning in LuaCheck as well as an error at runtime! ]]
return function(name, fn) assert(type(name) == "string", "A name must be provided to create an Action") assert(type(fn) == "function", "A function must be provided to create an Action") return setmetatable({ name = name, }, { __call = function(self, ...) local result = fn(...) assert(type(result) == "table", "An action must return a table") result.type = name return result end }) end
--[[ Create a new test node. A pointer to the test plan, a phrase to describe it and the type of node it is are required. The modifier is optional and will be None if left blank. ]]
function TestNode.new(plan, phrase, nodeType, nodeModifier) nodeModifier = nodeModifier or TestEnum.NodeModifier.None local node = { plan = plan, phrase = phrase, type = nodeType, modifier = nodeModifier, children = {}, callback = nil, parent = nil, } node.environment = newEnvironment(node, plan.extraEnvironment) return setmetatable(node, TestNode) end local function getModifier(name, pattern, modifier) if pattern and (modifier == nil or modifier == TestEnum.NodeModifier.None) then if name:match(pattern) then return TestEnum.NodeModifier.Focus else return TestEnum.NodeModifier.Skip end end return modifier end function TestNode:addChild(phrase, nodeType, nodeModifier) if nodeType == TestEnum.NodeType.It then for _, child in pairs(self.children) do if child.phrase == phrase then error("Duplicate it block found: " .. child:getFullName()) end end end local childName = self:getFullName() .. " " .. phrase nodeModifier = getModifier(childName, self.plan.testNamePattern, nodeModifier) local child = TestNode.new(self.plan, phrase, nodeType, nodeModifier) child.parent = self table.insert(self.children, child) return child end
--------------- -- Variables -- ---------------
local RunService = game:GetService('RunService') local PlayersService = game:GetService('Players') local Player = PlayersService.LocalPlayer local Camera = nil local Character = nil local HumanoidRootPart = nil local TorsoPart = nil local HeadPart = nil local Mode = nil local BehaviorFunction = nil local childAddedConn = nil local childRemovedConn = nil local Behaviors = {} -- Map of modes to behavior fns local SavedHits = {} -- Objects currently being faded in/out local TrackedLimbs = {} -- Used in limb-tracking casting modes
-- This is basically a function that finds all unanchored parts and adds them to childList. -- Note: This should only be run once for each object
function checkObject(obj) if (obj ~= hole) and (obj.className == "Part") then if (obj.Anchored == false) then table.insert(childList, 1, obj) end elseif (obj.className == "Model") or (obj.className == "Hat") or (obj.className == "Tool") or (obj == workspace) then local child = obj:GetChildren() for x = 1, #child do checkObject(child[x]) end obj.ChildAdded:connect(checkObject) end end checkObject(workspace) print("Black Hole script loaded.") local n = 0 while true do if n < #childList then n = n + 1 if n % 800 == 0 then wait() end else n = 1 wait() end local child = childList[n] if (child ~= hole) and (child ~= script.Parent.Parent.Tornado) and (child.className == "Part") and (child.Anchored == false) then local relPos = hole.Position - child.Position local motivator = child:FindFirstChild("BlackHole Influence") if relPos.magnitude * 500 * massConstant < mass then child:BreakJoints() if (relPos.magnitude * 320 * massConstant < mass) and (child.Size.z + hole.Size.x > relPos.magnitude * 2 - 4) then mass = mass + child:GetMass() table.remove(childList, n) n = n - 1 -- This is the reason I need a counter of my own design else child.CanCollide = false -- I Can assume that things won't escape the black hole. if motivator == nil then cleanupScript:clone().Parent = child motivator = Instance.new("BodyPosition") motivator.Parent = child motivator.Name = "BlackHole Influence" end motivator.position = hole.Position motivator.maxForce = Vector3.new(1, 1, 1) * mass * child:GetMass() / (relPos.magnitude * massConstant) end elseif motivator ~= nil then motivator:Remove() end end end
-- Constructor.
function FastCast.new() return setmetatable({ LengthChanged = Signal.new("LengthChanged"), RayHit = Signal.new("RayHit"), RayPierced = Signal.new("RayPierced"), CastTerminating = Signal.new("CastTerminating"), WorldRoot = workspace }, FastCast) end
-- Methods and events to expose from the Dev Module.
local module = { -- Functions configure = config.configure, setTriggerWordsForChatAnimation = ChatEmotes.setTriggerWordsForChatAnimation, -- Events onChatAnimationPlayed = events.onChatAnimationPlayed.Event, } return module
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways) -- Next, if userCameraCreator is passed in, that is used as the cameraCreator
function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType: Enum.CameraType?) local newCameraCreator = nil if legacyCameraType~=nil then --[[ This function has been passed a CameraType enum value. Some of these map to the use of the LegacyCamera module, the value "Custom" will be translated to a movementMode enum value based on Dev and User settings, and "Scriptable" will disable the camera controller. --]] if legacyCameraType == Enum.CameraType.Scriptable then if self.activeCameraController then self.activeCameraController:Enable(false) self.activeCameraController = nil end return elseif legacyCameraType == Enum.CameraType.Custom then cameraMovementMode = self:GetCameraMovementModeFromSettings() elseif legacyCameraType == Enum.CameraType.Track then -- Note: The TrackCamera module was basically an older, less fully-featured -- version of ClassicCamera, no longer actively maintained, but it is re-implemented in -- case a game was dependent on its lack of ClassicCamera's extra functionality. cameraMovementMode = Enum.ComputerCameraMovementMode.Classic elseif legacyCameraType == Enum.CameraType.Follow then cameraMovementMode = Enum.ComputerCameraMovementMode.Follow elseif legacyCameraType == Enum.CameraType.Orbital then cameraMovementMode = Enum.ComputerCameraMovementMode.Orbital elseif legacyCameraType == Enum.CameraType.Attach or legacyCameraType == Enum.CameraType.Watch or legacyCameraType == Enum.CameraType.Fixed then newCameraCreator = LegacyCamera else warn("CameraScript encountered an unhandled Camera.CameraType value: ",legacyCameraType) end end if not newCameraCreator then if FFlagUserFlagEnableNewVRSystem and VRService.VREnabled then newCameraCreator = VRCamera elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Classic or cameraMovementMode == Enum.ComputerCameraMovementMode.Follow or cameraMovementMode == Enum.ComputerCameraMovementMode.Default or cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle then newCameraCreator = ClassicCamera elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Orbital then newCameraCreator = OrbitalCamera else warn("ActivateCameraController did not select a module.") return end end local isVehicleCamera = self:ShouldUseVehicleCamera() if isVehicleCamera then if FFlagUserFlagEnableNewVRSystem and VRService.VREnabled then newCameraCreator = VRVehicleCamera else newCameraCreator = VehicleCamera end end -- Create the camera control module we need if it does not already exist in instantiatedCameraControllers local newCameraController if not instantiatedCameraControllers[newCameraCreator] then newCameraController = newCameraCreator.new() instantiatedCameraControllers[newCameraCreator] = newCameraController else newCameraController = instantiatedCameraControllers[newCameraCreator] if newCameraController.Reset then newCameraController:Reset() end end if self.activeCameraController then -- deactivate the old controller and activate the new one if self.activeCameraController ~= newCameraController then self.activeCameraController:Enable(false) self.activeCameraController = newCameraController self.activeCameraController:Enable(true) elseif not self.activeCameraController:GetEnabled() then self.activeCameraController:Enable(true) end elseif newCameraController ~= nil then -- only activate the new controller self.activeCameraController = newCameraController self.activeCameraController:Enable(true) end if self.activeCameraController then if cameraMovementMode~=nil then self.activeCameraController:SetCameraMovementMode(cameraMovementMode) elseif legacyCameraType~=nil then -- Note that this is only called when legacyCameraType is not a type that -- was convertible to a ComputerCameraMovementMode value, i.e. really only applies to LegacyCamera self.activeCameraController:SetCameraType(legacyCameraType) end end end
------------------------------------------------------------------------------ --------------------[ MAIN PROGRAM ]------------------------------------------ ------------------------------------------------------------------------------
local Touched = false Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Touched then return end Touched = true local W = Instance.new("Weld") W.Name = "Sticky" W.Part0 = Main W.Part1 = Obj W.C0 = Main.CFrame:toObjectSpace(Obj.CFrame) W.Parent = Main Main.ChildRemoved:connect(function(C) if C.Name == "Sticky" then local W = Instance.new("Weld") W.Name = "Sticky" W.Part0 = Main W.Part1 = Obj W.C0 = Main.CFrame:toObjectSpace(Obj.CFrame) W.Parent = Main end end) if Obj then if Obj.Parent.ClassName == "Hat" then local HitHumanoid = FindFirstClass(Obj.Parent.Parent, "Humanoid") if HitHumanoid and IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Name = "creator" CreatorTag.Value = Plyr CreatorTag.Parent = HitHumanoid HitHumanoid:TakeDamage(HitHumanoid.MaxHealth) MarkHit() end else local HitHumanoid = FindFirstClass(Obj.Parent, "Humanoid") if HitHumanoid and IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Name = "creator" CreatorTag.Value = Plyr CreatorTag.Parent = HitHumanoid HitHumanoid:TakeDamage(HitHumanoid.MaxHealth) MarkHit() end end end wait(3) Main.Parent:Destroy() end)
--[[ Utility function to log a Fusion-specific error, without halting execution. ]]
local Package = script.Parent.Parent local Types = require(Package.Types) local messages = require(Package.Logging.messages) local function logErrorNonFatal(messageID: string, errObj: Types.Error?, ...) local formatString: string if messages[messageID] then formatString = messages[messageID] else messageID = "unknownMessage" formatString = "Unknown error: ERROR_MESSAGE" end local errorString if errObj == nil then errorString = string.format("[Fusion] " .. formatString .. "\n(ID: " .. messageID .. ")", ...) else formatString = formatString:gsub("ERROR_MESSAGE", errObj.message) errorString = string.format("[Fusion] " .. formatString .. "\n(ID: " .. messageID .. ")\n---- Stack trace ----\n" .. errObj.trace, ...) end task.spawn(function(...) error(errorString:gsub("\n", "\n "), 0) end, ...) end return logErrorNonFatal
-- counts how many sets are currently stored in `initialisedStack`, whether -- they're currently in use or not
local initialisedStackCapacity = 0 local function captureDependencies(saveToSet: Types.Set<Types.Dependency<any>>, callback: (any) -> any, ...): (boolean, any) -- store whichever set was being saved to previously, and replace it with -- the new set which was passed in local prevDependencySet = sharedState.dependencySet sharedState.dependencySet = saveToSet -- Add a new 'initialised' set to the stack of initialised sets. -- If a dependency is created inside the callback (even if indirectly inside -- a different `captureDependencies` call), it'll be added to this set. -- This can be used to ignore dependencies that were created inside of the -- callback. sharedState.initialisedStackSize += 1 local initialisedStackSize = sharedState.initialisedStackSize local initialisedSet -- instead of constructing new sets all of the time, we can simply leave old -- sets in the stack and keep track of the 'real' number of sets ourselves. -- this means we don't have to keep creating and throwing away tables, which -- is great for performance at the expense of slightly more memory usage. if initialisedStackSize > initialisedStackCapacity then -- the stack has grown beyond any previous size, so we need to create -- a new table initialisedSet = {} initialisedStack[initialisedStackSize] = initialisedSet initialisedStackCapacity = initialisedStackSize else -- the stack is smaller or equal to some previous size, so we just need -- to clear whatever set was here before initialisedSet = initialisedStack[initialisedStackSize] table.clear(initialisedSet) end -- now that the shared state has been set up, call the callback in a pcall. -- using a pcall means the shared state can be reset afterwards, even if an -- error occurs. local ok, value = xpcall(callback, parseError, ...) -- restore the previous set being saved to sharedState.dependencySet = prevDependencySet -- shrink the stack of initialised sets (essentially removing this set) sharedState.initialisedStackSize -= 1 return ok, value end return captureDependencies
--------
SYNC_RATE:Connect(function() for Index, Object in ipairs(ActiveHitboxes) do if Object.deleted then Handler:remove(Object.object) else for _, Point in ipairs(Object.points) do if not Object.active then Point.LastPosition = nil else local rayStart, rayDir, RelativePointToWorld = Point.solver:solve(Point, game:GetService("ReplicatedStorage"):WaitForChild("ClientSettings").Debug.Value) local raycastResult = workspace:Raycast(rayStart, rayDir, Object.raycastParams) Point.solver:lastPosition(Point, RelativePointToWorld) if raycastResult then local hitPart = raycastResult.Instance local findModel = not Object.partMode and hitPart:FindFirstAncestorOfClass("Model") local humanoid = findModel and findModel:FindFirstChildOfClass("Humanoid") local target = humanoid or (Object.partMode and hitPart) if target and not Object.targetsHit[target] then Object.targetsHit[target] = true Object.OnHit:Fire(hitPart, humanoid, raycastResult, Point.group) end end if Object.endTime > 0 then if Object.endTime <= clock() then Object.endTime = 0 Object:HitStop() end end Object.OnUpdate:Fire(Point.LastPosition) end end end end end) return Handler
-- Robase?
return function(centiseconds) local minutes = string.format("%02.f", math.floor(centiseconds / 6000)) local seconds = string.format("%02.f", math.floor((centiseconds - (minutes * 6000)) / 100)) centiseconds = string.format("%02.f", math.floor(centiseconds - (minutes * 6000) - (seconds * 100))) return minutes .. ":" .. seconds .. "." .. centiseconds end
--[[ Put this inside a LocalScript in a TextButton - For closing --]]
script.Parent.MouseButton1Click:Connect(function() script.Parent.Parent.Visible = false script.Parent.Parent.Parent.Buttons.Visible = false end)
--[[Weight and CG]]
Tune.Weight = 100000 -- 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 = 5 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = 1 -- Density of structural members
--[[** ensure value is an Instance and it's ClassName matches the given ClassName @param className The class name to check for @returns A function that will return true iff the condition is passed **--]]
function t.instanceOf(className, childTable) assert(t.string(className)) local childrenCheck if childTable ~= nil then childrenCheck = t.children(childTable) end return function(value) local instanceSuccess = t.Instance(value) if not instanceSuccess then return false end if value.ClassName ~= className then return false end if childrenCheck then local childrenSuccess = childrenCheck(value) if not childrenSuccess then return false end end return true end end t.instance = t.instanceOf
-- Mouse -- Stephen Leitnick -- November 07, 2020
local Trove = require(script.Parent.Parent.Trove) local Signal = require(script.Parent.Parent.Signal) local UserInputService = game:GetService("UserInputService") local RAY_DISTANCE = 1000
-- Setup Items
local Button = WaitForItem(StealthLava.Parent, "ClickDetector") local Head = WaitForItem(StealthLava.Parent, "Head")
-- connect events
Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFallingDown) Humanoid.Seated:connect(onSeated) Humanoid.PlatformStanding:connect(onPlatformStanding) Humanoid.Swimming:connect(onSwimming) playAnimation("idle", 0.1, Humanoid) pose = "Standing" while Character.Parent ~= nil do local _, currentGameTime = wait(0.1) stepAnimate(currentGameTime) end
-- Set up portals
for _,portal in pairs(workspace.Portals:GetChildren()) do local label = script.PortalLabel:Clone() label.RankLabel.Text = portal.RequiredRank.Value label.Parent = portal.Portal portal.Portal.Touched:Connect(function(part) local player = players:GetPlayerFromCharacter(part.Parent) if player and player.Stats.Rank.Value >= portal.RequiredRank.Value and not portal:FindFirstChild(player.Name .. "Cooldown") then replicatedStorage.ClientRemotes.TeleportToArea:FireClient(player, portal.AreaToTeleportTo.Value.Name) player.Stats.CurrentArea.Value = portal.AreaToTeleportTo.Value player.RespawnLocation = portal.AreaToTeleportTo.Value.Spawn local tag = Instance.new("Model") tag.Name = player.Name .. "Cooldown" tag.Parent = portal game:GetService("Debris"):AddItem(tag, 3) end end) end
-------------------------
function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end end end function onClicked() DoorClose() Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) --Change 10 to change the speed. end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors:FindFirstChild(script.Parent.Name) then StopE() DoorOpen() end end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors:FindFirstChild(script.Parent.Name).Position clicker = true end function DoorOpen() while Shaft00.MetalDoor.Transparency < 1.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency + .1 wait(0.000001) end Shaft00.MetalDoor.CanCollide = false end DoorOpen()
--[=[ @within TableUtil @function Reduce @param tbl table @param predicate (accumulator: any, value: any, index: any, tbl: table) -> result: any @return table Performs a reduce operation against the given table, which can be used to reduce the table into a single value. This could be used to sum up a table or transform all the values into a compound value of any kind. For example: ```lua local t = {10, 20, 30, 40} local result = TableUtil.Reduce(t, function(accum, value) return accum + value end) print(result) --> 100 ``` ]=]
local function Reduce<T, R>(t: { T }, predicate: (R, T, any, { T }) -> R, init: R): R assert(type(t) == "table", "First argument must be a table") assert(type(predicate) == "function", "Second argument must be a function") local result = init :: R if #t > 0 then local start = 1 if init == nil then result = (t[1] :: any) :: R start = 2 end for i = start, #t do result = predicate(result, t[i], i, t) end else local start = nil if init == nil then result = (next(t) :: any) :: R start = result end for k, v in next, t, start :: any? do result = predicate(result, v, k, t) end end return result end
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") ClientControl.OnClientInvoke = (function(Mode, Value) if Mode == "PlaySound" and Value then Value:Play() end end) function InvokeServer(Mode, Value, arg) pcall(function() ServerControl:InvokeServer(Mode, Value, arg) end) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end Mouse.Button1Down:connect(function() InvokeServer("Click", true, Mouse.Hit.p) end) end local function Unequipped() end script.Parent:GetPropertyChangedSignal("Parent"):Connect(function() if script.Parent.Parent == game.Players.LocalPlayer.Character then Equipped(game.Players.LocalPlayer:GetMouse()) else Unequipped() end end)
--// Admin
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local server = Vargs.Server; local service = Vargs.Service; local cloneTable = service.CloneTable; local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings, Commands local AddLog, TrackTask, Defaults local CreatorId = game.CreatorType == Enum.CreatorType.User and game.CreatorId or service.GetGroupCreatorId(game.CreatorId) local function Init() Functions = server.Functions; Admin = server.Admin; Anti = server.Anti; Core = server.Core; HTTP = server.HTTP; Logs = server.Logs; Remote = server.Remote; Process = server.Process; Variables = server.Variables; Settings = server.Settings; Commands = server.Commands; Defaults = server.Defaults TrackTask = service.TrackTask AddLog = Logs.AddLog; TrackTask("Thread: ChatServiceHandler", function() --// Support for modern TextChatService if service.TextChatService and service.TextChatService.ChatVersion == Enum.ChatVersion.TextChatService and Settings.OverrideChatCallbacks then local function onNewTextchannel(textchannel) AddLog("Script", "Connected to textchannel: "..textchannel.Name) textchannel.ShouldDeliverCallback = function(chatMessage, textSource) if chatMessage.Status == Enum.TextChatMessageStatus.Success or chatMessage.Status == Enum.TextChatMessageStatus.Sending then local player = service.Players:GetPlayerByUserId(textSource.UserId) local slowCache = Admin.SlowCache if not player then return true elseif Admin.DoHideChatCmd(player, chatMessage.Text) then -- // Hide chat commands? return false elseif Admin.IsMuted(player) then -- // Mute handler Remote.MakeGui(player, "Notification", { Title = "You are muted!"; Message = "You are muted and cannot talk in the chat right now."; Time = 10; }) return false elseif Admin.SlowMode and not Admin.CheckAdmin(player) and slowCache[player] and os.time() - slowCache[player] < Admin.SlowMode then Remote.MakeGui(player, "Notification", { Title = "You are chatting too fast!"; Message = string.format("[Adonis] :: Slow mode enabled! (%g second(s) remaining)", Admin.SlowMode - (os.time() - slowCache[player])); Time = 10; }) return false end if Variables.DisguiseBindings[textSource.UserId] then -- // Disguise command handler chatMessage.PrefixText = Variables.DisguiseBindings[textSource.UserId].TargetUsername..":" end if Admin.SlowMode then slowCache[player] = os.time() end end return true end end local function onTextChannelsAdded(textChannels) for _, v in textChannels:GetChildren() do if v:IsA("TextChannel") then task.spawn(onNewTextchannel, v) end end textChannels.ChildAdded:Connect(function(child) if child:IsA("TextChannel") then task.spawn(onNewTextchannel, child) end end) end if service.TextChatService:FindFirstChild("TextChannels") then task.spawn(pcall, onTextChannelsAdded, service.TextChatService:FindFirstChild("TextChannels")) end service.TextChatService.ChildAdded:Connect(function(child) if child.Name == "TextChannels" then task.spawn(onTextChannelsAdded, child) end end) AddLog("Script", "TextChatService Handler Loaded") end --// Support for legacy Lua chat system --// ChatService mute handler (credit to Coasterteam) local chatService = Functions.GetChatService() if chatService then chatService:RegisterProcessCommandsFunction("ADONIS_CMD", function(speakerName, message) local speaker = chatService:GetSpeaker(speakerName) local speakerPlayer = speaker and speaker:GetPlayer() if not speakerPlayer then return false end if Admin.DoHideChatCmd(speakerPlayer, message) then return true end return false end) chatService:RegisterProcessCommandsFunction("ADONIS_MUTE_SERVER", function(speakerName, _, channelName) local slowCache = Admin.SlowCache local speaker = chatService:GetSpeaker(speakerName) local speakerPlayer = speaker and speaker:GetPlayer() if not speakerPlayer then return false end if speakerPlayer and Admin.IsMuted(speakerPlayer) then speaker:SendSystemMessage("[Adonis] :: You are muted!", channelName) return true elseif speakerPlayer and Admin.SlowMode and not Admin.CheckAdmin(speakerPlayer) and slowCache[speakerPlayer] and os.time() - slowCache[speakerPlayer] < Admin.SlowMode then speaker:SendSystemMessage(string.format("[Adonis] :: Slow mode enabled! (%g second(s) remaining)", Admin.SlowMode - (os.time() - slowCache[speakerPlayer])), channelName) return true end if Admin.SlowMode then slowCache[speakerPlayer] = os.time() end return false end) AddLog("Script", "ChatService Handler Loaded") else warn("Place is missing ChatService; Vanilla Roblox chat related features may not work") AddLog("Script", "ChatService Handler Not Found") end end) --// Make sure the default ranks are always present for compatability with existing commands local Ranks = Settings.Ranks for rank, data in Defaults.Settings.Ranks do if not Ranks[rank] then for r, d in Ranks do if d.Level == data.Level then data.Hidden = true break end end Ranks[rank] = data end end --// Old settings/plugins backwards compatibility for _, rank in {"Owners", "HeadAdmins", "Admins", "Moderators", "Creators"} do if Settings[rank] then Settings.Ranks[if rank == "Owners" then "HeadAdmins" else rank].Users = Settings[rank] end end --[[Settings.HeadAdmins = Settings.Ranks.HeadAdmins.Users; Settings.Admins = Settings.Ranks.Admins.Users; Settings.Moderators = Settings.Ranks.Moderators.Users;--]] if Settings.CustomRanks then local Ranks = Settings.Ranks for name, users in Settings.CustomRanks do if not Ranks[name] then Ranks[name] = { Level = 1; Users = users; }; end end end if Settings.CommandCooldowns then for cmdName, cooldownData in Settings.CommandCooldowns do local realCmd = Admin.GetCommand(cmdName) if realCmd then if cooldownData.Player then realCmd.PlayerCooldown = cooldownData.Player end if cooldownData.Server then realCmd.ServerCooldown = cooldownData.Server end if cooldownData.Cross then realCmd.CrossCooldown = cooldownData.Cross end end end end if Settings.CommandCooldowns then for cmdName, cooldownData in Settings.CommandCooldowns do local realCmd = Admin.GetCommand(cmdName) if realCmd then if cooldownData.Player then realCmd.PlayerCooldown = cooldownData.Player end if cooldownData.Server then realCmd.ServerCooldown = cooldownData.Server end if cooldownData.Cross then realCmd.CrossCooldown = cooldownData.Cross end end end end if Settings.CommandCooldowns then for cmdName, cooldownData in pairs(Settings.CommandCooldowns) do local realCmd = Admin.GetCommand(cmdName) if realCmd then if cooldownData.Player then realCmd.PlayerCooldown = cooldownData.Player end if cooldownData.Server then realCmd.ServerCooldown = cooldownData.Server end if cooldownData.Cross then realCmd.CrossCooldown = cooldownData.Cross end end end end Admin.Init = nil; AddLog("Script", "Admin Module Initialized") end; local function RunAfterPlugins(data) --// Backup Map if Settings.AutoBackup then TrackTask("Thread: Initial Map Backup", Admin.RunCommand, `{Settings.Prefix}backupmap`) end --// Run OnStartup Commands for i,v in Settings.OnStartup do warn(`Running startup command {v}`) TrackTask(`Thread: Startup_Cmd: {v}`, Admin.RunCommand, v) AddLog("Script", { Text = `Startup: Executed {v}`; Desc = `Executed startup command; {v}`; }) end --// Check if Shutdownlogs is set and if not then set it if Core.DataStore and not Core.GetData("ShutdownLogs") then Core.SetData("ShutdownLogs", {}) end Admin.RunAfterPlugins = nil; AddLog("Script", "Admin Module RunAfterPlugins Finished") end service.MarketplaceService.PromptGamePassPurchaseFinished:Connect(function(player, id, purchased) if Variables and player.Parent and id == 1348327 and purchased then Variables.CachedDonors[tostring(player.UserId)] = os.time() end end) local function stripArgPlaceholders(alias) return service.Trim(string.gsub(alias, "<%S+>", "")) end local function FormatAliasArgs(alias, aliasCmd, msg) local uniqueArgs = {} local argTab = {} local numArgs = 0 --// First try to extract args info from the alias for arg in string.gmatch(alias, "<(%S+)>") do if arg ~= "" and arg ~= " " then local arg = `<{arg}>` if not uniqueArgs[arg] then numArgs += 1 uniqueArgs[arg] = true table.insert(argTab, arg) end end end --// If no args in alias string, check the command string instead and try to guess args based on order of appearance if numArgs == 0 then for arg in string.gmatch(aliasCmd, "<(%S+)>") do if arg ~= "" and arg ~= " " then local arg = `<{arg}>` if not uniqueArgs[arg] then --// Get only unique placeholder args, repeats will be matched to the same arg pos numArgs += 1 uniqueArgs[arg] = true --// :cmd <arg1> <arg2> table.insert(argTab, arg) end end end end local suppliedArgs = Admin.GetArgs(msg, numArgs) -- User supplied args (when running :alias arg) local out = aliasCmd local EscapeSpecialCharacters = service.EscapeSpecialCharacters for i,argType in argTab do local replaceWith = suppliedArgs[i] if replaceWith then out = string.gsub(out, EscapeSpecialCharacters(argType), replaceWith) end end return out end server.Admin = { Init = Init; RunAfterPlugins = RunAfterPlugins; SpecialLevels = {}; TempAdmins = {}; PrefixCache = {}; CommandCache = {}; SlowCache = {}; UserIdCache = {}; GroupsCache = {}; BlankPrefix = false; --// How long admin levels will be cached (unless forcibly updated via something like :admin user) AdminLevelCacheTimeout = 30; DoHideChatCmd = function(p: Player, message: string, data: {[string]: any}?) local pData = data or Core.GetPlayer(p) if pData.Client.HideChatCommands then if Variables.BlankPrefix and (string.sub(message,1,1) ~= Settings.Prefix or string.sub(message,1,1) ~= Settings.PlayerPrefix) then local isCMD = Admin.GetCommand(message) if isCMD then return true else return false end elseif (string.sub(message,1,1) == Settings.Prefix or string.sub(message,1,1) == Settings.PlayerPrefix) and string.sub(message,2,2) ~= string.sub(message,1,1) then return true; end end end; GetPlayerGroups = function(p: Player) if not p or p.Parent ~= service.Players then return {} end return Admin.GetGroups(p.UserId) end; GetPlayerGroup = function(p, group) local groups = Admin.GetPlayerGroups(p) local isId = type(group) == "number" if groups and #groups > 0 then for _, g in groups do if (isId and g.Id == group) or (not isId and g.Name == group) then return g end end end end; GetGroups = function(uid, updateCache) uid = tonumber(uid) if type(uid) == "number" then local existCache = Admin.GroupsCache[uid] local canUpdate = false if not updateCache then --> Feel free to adjust the time to update over or less than 300 seconds (5 minutes). --> 300 seconds is recommended in the event of unexpected server breakdowns with Roblox and faster performance. if existCache and (os.time()-existCache.LastUpdated > 300) then canUpdate = true elseif not existCache then canUpdate = true end else canUpdate = true end if canUpdate then local cacheTab = { Groups = (existCache and existCache.Groups) or {}; LastUpdated = os.time(); } Admin.GroupsCache[uid] = cacheTab local suc,groups = pcall(function() return service.GroupService:GetGroupsAsync(uid) or {} end) if suc and type(groups) == "table" then cacheTab.Groups = groups return cacheTab.Groups end Admin.GroupsCache[uid] = cacheTab return cloneTable(cacheTab.Groups) else return cloneTable((existCache and existCache.Groups) or {}) end end end; GetGroupLevel = function(uid, groupId) groupId = tonumber(groupId) if groupId then local groups = Admin.GetGroups(uid) or {} for _, group in groups do if group.Id == groupId then return group.Rank end end end return 0 end; CheckInGroup = function(uid, groupId) local groups = Admin.GetGroups(uid) or {} groupId = tonumber(groupId) if groupId then for i,group in groups do if group.Id == groupId then return true end end end return false end, IsLax = function(str) for _, v in {"plr", "user", "player", "brickcolor"} do if string.match(string.lower(str), v) then return true end end return false end, IsMuted = function(player) local DoCheck = Admin.DoCheck for _, v in Settings.Muted do if DoCheck(player, v) then return true end end for _, v in HTTP.Trello.Mutes do if DoCheck(player, v) then return true end end if HTTP.WebPanel.Mutes then for _, v in HTTP.WebPanel.Mutes do if DoCheck(player, v) then return true end end end end; DoCheck = function(pObj, check, banCheck) local pType = typeof(pObj) local cType = typeof(check) local pUnWrapped = service.UnWrap(pObj) local plr: Player = if pType == "userdata" and pObj:IsA("Player") then pObj elseif pType == "number" then service.Players:GetPlayerByUserId(pObj) elseif pType == "string" then service.Players:FindFirstChild(pObj) elseif typeof(pUnWrapped) == "Instance" and pUnWrapped:IsA("Player") then pUnWrapped elseif pType == "userdata" then service.Players:GetPlayerByUserId(pObj.UserId) else nil if not plr then return false end if cType == "number" then return plr.UserId == check elseif cType == "string" then if plr.Name == check then return true end local filterName, filterData = string.match(check, "^(.-):(.+)$") if filterName then filterName = string.lower(filterName) else return false end if filterName == "group" then local groupId = tonumber((string.match(filterData, "^%d+"))) if groupId then local plrRank = Admin.GetGroupLevel(plr.UserId, groupId) local requiredRank = tonumber((string.match(filterData, "^%d+:(.+)$"))) if requiredRank then return plrRank == requiredRank or (requiredRank < 0 and plrRank >= math.abs(requiredRank)) end return plrRank > 0 end return false elseif filterName == "item" then local itemId = tonumber((string.match(filterData, "^%d+"))) return itemId and service.CheckAssetOwnership(plr, itemId) elseif filterName == "gamepass" then local gamepassId = tonumber((string.match(filterData, "^%d+"))) return gamepassId and service.CheckPassOwnership(plr, gamepassId) else local username, userId = string.match(check, "^(.*):(.*)") if username and userId and (plr.UserId == tonumber(userId) or string.lower(plr.Name) == string.lower(username)) then return true end if not banCheck and type(check) == "string" and not string.find(check, ":") then local cache = Functions.GetUserIdFromNameAsync(check) if cache and plr.UserId == cache then return true end end end elseif cType == "table" then local groupId, rank = check.Group, check.Rank if groupId and rank then local plrGroupInfo = Admin.GetPlayerGroup(plr, groupId) if plrGroupInfo then local plrRank = plrGroupInfo.Rank return plrRank == rank or (rank < 0 and plrRank >= math.abs(rank)) end end end return check == plr end; LevelToList = function(lvl) local lvl = tonumber(lvl) if not lvl then return nil end local listName = Admin.LevelToListName(lvl) if listName then local list = Settings.Ranks[listName]; if list then return list.Users, listName, list; end end end; LevelToListName = function(lvl) if lvl > 999 then return "Place Owner" elseif lvl == 0 then return "Players" end --// Check if this is a default rank and if the level matches the default (so stuff like [Trello] Admins doesn't appear in the command list) for i,v in server.Defaults.Settings.Ranks do local tRank = Settings.Ranks[i]; if tRank and tRank.Level == v.Level and v.Level == lvl then return i end end for i,v in Settings.Ranks do if v.Level == lvl then return i end end end; UpdateCachedLevel = function(p, data) local data = data or Core.GetPlayer(p) local oLevel, oRank = data.AdminLevel, data.AdminRank local level, rank = Admin.GetUpdatedLevel(p, data) data.AdminLevel = level data.AdminRank = rank data.LastLevelUpdate = os.time() AddLog("Script", { Text = `Updating cached level for {p.Name}`; Desc = `Updating the cached admin level for {p.Name}`; Player = p; }) if Settings.Console and (oLevel ~= level or oRank ~= rank) then if not Settings.Console_AdminsOnly or (Settings.Console_AdminsOnly and level > 0) then task.defer(Remote.RefreshGui, p, "Console") else task.defer(Remote.RemoveGui, p, "Console") end end return level, rank end; GetLevel = function(p) local data = Core.GetPlayer(p) local level = data.AdminLevel local rank = data.AdminRank local lastUpdate = data.LastLevelUpdate or 0 local clients = Remote.Clients local key = tostring(p.UserId) local currentTime = os.time() if (not level or not lastUpdate or currentTime - lastUpdate > Admin.AdminLevelCacheTimeout) or lastUpdate > currentTime then local newLevel, newRank = Admin.UpdateCachedLevel(p, data) if clients[key] and level and newLevel and type(p) == "userdata" and p:IsA("Player") then if newLevel < level then Functions.Hint(`Your admin level has been reduced to {newLevel} [{newRank or "Unknown"}]`, {p}) elseif newLevel > level then Functions.Hint(`Your admin level has been increased to {newLevel} [{newRank or "Unknown"}]`, {p}) end end return newLevel, newRank end return level or 0, rank; end; GetUpdatedLevel = function(p, data) local checkTable = Admin.CheckTable local doCheck = Admin.DoCheck --[[if data and data.AdminLevelOverride then return data.AdminLevelOverride end--]] for _, admin in Admin.SpecialLevels do if doCheck(p, admin.Player) then return admin.Level, admin.Rank end end local sortedRanks = {} for rank, data in Settings.Ranks do table.insert(sortedRanks, { Rank = rank; Users = data.Users; Level = data.Level; }); end table.sort(sortedRanks, function(t1, t2) return t1.Level > t2.Level end) local highestLevel = 0 local highestRank = nil for _, data in sortedRanks do local level = data.Level if level > highestLevel then for _, v in data.Users do if doCheck(p, v) then highestLevel, highestRank = level, data.Rank break end end end end if Admin.IsPlaceOwner(p) and highestLevel < 1000 then return 1000, "Place Owner" end return highestLevel, highestRank end; IsPlaceOwner = function(p) if type(p) == "userdata" and p:IsA("Player") then --// These are my accounts; Lately I've been using my game dev account(698712377) more so I'm adding it so I can debug without having to sign out and back in (it's really a pain) --// Disable CreatorPowers in settings if you don't trust me. It's not like I lose or gain anything either way. Just re-enable it BEFORE telling me there's an issue with the script so I can go to your place and test it. if Settings.CreatorPowers and table.find({1237666, 76328606, 698712377}, p.UserId) then return true end if tonumber(CreatorId) and p.UserId == CreatorId then return true end if p.UserId == -1 and Variables.IsStudio then --// To account for player emulators in multi-client Studio tests return true end end end; CheckAdmin = function(p) return Admin.GetLevel(p) > 0 end; SetLevel = function(p, level, doSave, rankName) local current, rank = Admin.GetLevel(p) if tonumber(level) then if current >= 1000 then return false else Admin.SpecialLevels[tostring(p.UserId)] = { Player = p.UserId, Level = level, Rank = rankName } --[[if doSave then local data = Core.GetPlayer(p) if data then data.AdminLevelOverride = level; end end--]] end elseif level == "Reset" then Admin.SpecialLevels[tostring(p.UserId)] = nil end Admin.UpdateCachedLevel(p) end; IsTempAdmin = function(p) local DoCheck = Admin.DoCheck for i,v in Admin.TempAdmins do if DoCheck(p,v) then return true, i end end end; RemoveAdmin = function(p, temp, override) local current, rank = Admin.GetLevel(p) local listData = rank and Settings.Ranks[rank] local listName = listData and rank local list = listData and listData.Users local isTemp,tempInd = Admin.IsTempAdmin(p) if isTemp then temp = true table.remove(Admin.TempAdmins, tempInd) end if override then temp = false end if type(p) == "userdata" then Admin.SetLevel(p, 0) end if list then local DoCheck = Admin.DoCheck for ind,check in list do if DoCheck(p, check) and not (type(check) == "string" and (string.match(check,"^Group:") or string.match(check,"^Item:"))) then table.remove(list, ind) if not temp and Settings.SaveAdmins then TrackTask("Thread: RemoveAdmin", Core.DoSave, { Type = "TableRemove"; Table = {"Settings", "Ranks", listName, "Users"}; Value = check; }) end end end end Admin.UpdateCachedLevel(p) end; AddAdmin = function(p, level, temp) local current, rank = Admin.GetLevel(p) local list = rank and Settings.Ranks[rank] local levelName, newRank, newList if type(level) == "string" then local newRank = Settings.Ranks[level] levelName = newRank and level newList = newRank and newRank.Users level = (newRank and newRank.Level) or Admin.StringToComLevel(levelName) or level else local nL, nLN = Admin.LevelToList(level) levelName = nLN newRank = nLN newList = nL end Admin.RemoveAdmin(p, temp) Admin.SetLevel(p, level, nil, levelName) if temp then table.insert(Admin.TempAdmins, p) end if list and type(list) == "table" then local index,value for ind,ent in list do if (type(ent)=="number" or type(ent)=="string") and (ent==p.UserId or string.lower(ent)==string.lower(p.Name) or string.lower(ent)==string.lower(`{p.Name}:{p.UserId}`)) then index = ind value = ent end end if index and value then table.remove(list, index) end end local value = `{p.Name}:{p.UserId}` if newList then table.insert(newList, value) if Settings.SaveAdmins and levelName and not temp then TrackTask("Thread: SaveAdmin", Core.DoSave, { Type = "TableAdd"; Table = {"Settings", "Ranks", levelName, "Users"}; Value = value }) end end Admin.UpdateCachedLevel(p) end; CheckDonor = function(p) --if not Settings.DonorPerks then return false end local key = tostring(p.UserId) if Variables.CachedDonors[key] then return true else --if p.UserId<0 or (tonumber(p.AccountAge) and tonumber(p.AccountAge)<0) then return false end local pGroup = Admin.GetPlayerGroup(p, 886423) for _, pass in Variables.DonorPass do if p.Parent ~= service.Players then return false end local ran, ret if type(pass) == "number" then ran, ret = pcall(service.MarketPlace.UserOwnsGamePassAsync, service.MarketPlace, p.UserId, pass) elseif type(pass) == "string" and tonumber(pass) then ran, ret = pcall(service.MarketPlace.PlayerOwnsAsset, service.MarketPlace, p, tonumber(pass)) end if (ran and ret) or (pGroup and pGroup.Rank >= 10) then --// Complimentary donor access is given to Adonis contributors & developers. Variables.CachedDonors[key] = os.time() return true end end end end; CheckBan = function(p) local doCheck = Admin.DoCheck local banCheck = Admin.DoBanCheck for ind, admin in Settings.Banned do if (type(admin) == "table" and ((admin.UserId and doCheck(p, admin.UserId, true)) or (admin.Name and not admin.UserId and doCheck(p, admin.Name, true)))) or doCheck(p, admin, true) then return true, (type(admin) == "table" and admin.Reason) end end for ind, ban in Core.Variables.TimeBans do if p.UserId == ban.UserId then if ban.EndTime-os.time() <= 0 then table.remove(Core.Variables.TimeBans, ind) else return true, `\n Reason: {ban.Reason or "(No reason provided.)"}\n Banned until {service.FormatTime(ban.EndTime, {WithWrittenDate = true})}` end end end for ind, admin in HTTP.Trello.Bans do local name = type(admin) == "table" and admin.Name or admin if doCheck(p, name) or banCheck(p, name) then return true, (type(admin) == "table" and admin.Reason and service.Filter(admin.Reason, p, p)) end end if HTTP.WebPanel.Bans then for ind, admin in HTTP.WebPanel.Bans do if doCheck(p, admin) or banCheck(p, admin) then return true, (type(admin) == "table" and admin.Reason) end end end end; AddBan = function(p, reason, doSave, moderator) local value = { Name = p.Name; UserId = p.UserId; Reason = reason; Moderator = if moderator then service.FormatPlayer(moderator) else "%SYSTEM%"; } table.insert(Settings.Banned, value)--`{p.Name}:{p.UserId}` if doSave then Core.DoSave({ Type = "TableAdd"; Table = "Banned"; Value = value; }) Core.CrossServer("RemovePlayer", p.Name, Variables.BanMessage, value.Reason or "No reason provided") end if type(p) ~= "table" then if not service.Players:FindFirstChild(p.Name) then Remote.Send(p,'Function','KillClient') else if p then pcall(function() p:Kick(`{Variables.BanMessage} | Reason: {value.Reason or "No reason provided"}`) end) end end end service.Events.PlayerBanned:Fire(p, reason, doSave, moderator) end; AddTimeBan = function(p : Player | {[string]: any}, duration: number, reason: string, moderator: Player?) local value = { Name = p.Name; UserId = p.UserId; EndTime = os.time() + tonumber(duration); Reason = reason; Moderator = if moderator then service.FormatPlayer(moderator) else "%SYSTEM%"; } table.insert(Core.Variables.TimeBans, value) Core.DoSave({ Type = "TableAdd"; Table = {"Core", "Variables", "TimeBans"}; Value = value; }) Core.CrossServer("RemovePlayer", p.Name, Variables.BanMessage, value.Reason or "No reason provided") if type(p) ~= "table" then if not service.Players:FindFirstChild(p.Name) then Remote.Send(p, "Function", "KillClient") else if p then pcall(function() p:Kick(`{Variables.BanMessage} | Reason: {value.Reason or "No reason provided"}`) end) end end end service.Events.PlayerBanned:Fire(p, reason, true, moderator) end, DoBanCheck = function(name: string | number | Instance, check: string | {[string]: any}) local id = type(name) == "number" and name if type(name) == "userdata" and name:IsA("Player") then id = name.UserId name = name.Name end if type(check) == "table" then if type(name) == "string" and check.Name and string.lower(check.Name) == string.lower(name) then return true elseif id and check.UserId and check.UserId == id then return true end elseif type(check) == "string" then local cName, cId = string.match(check, "(.*):(.*)") if not cName and cId then cName = check end if cName then if string.lower(cName) == string.lower(name) then return true elseif id and cId and id == tonumber(cId) then return true end else return string.lower(tostring(check)) == string.lower(tostring(name)) end end return false end; RemoveBan = function(name, doSave) local ret for i,v in Settings.Banned do if Admin.DoBanCheck(name, v) then ret = table.remove(Settings.Banned, i) if doSave then Core.DoSave({ Type = "TableRemove"; Table = "Banned"; Value = ret; LaxCheck = true; }) end end end return ret end; RemoveTimeBan = function(name : string | number | Instance) local ret for i,v in Core.Variables.TimeBans do if Admin.DoBanCheck(name, v) then table.remove(Core.Variables.TimeBans, i) ret = v Core.DoSave({ Type = "TableRemove"; Table = {"Core", "Variables", "TimeBans"}; Value = v; LaxCheck = true; }) end end return ret end, RunCommand = function(coma: string, ...) local _, com = Admin.GetCommand(coma) if com then local cmdArgs = com.Args or com.Arguments local args = Admin.GetArgs(coma, #cmdArgs, ...) --local task,ran,error = service.Threads.TimeoutRunTask(`SERVER_COMMAND: {coma}`,com.Function,60*5,false,args) --[[local ran, error = TrackTask(`Command: {coma}`, com.Function, false, args) if error then --logError("SERVER","Command",error) end]] TrackTask(`Command: {coma}`, com.Function, false, args) end end; RunCommandAsPlayer = function(coma, plr, ...) local ind, com = Admin.GetCommand(coma) if com then local adminLvl = Admin.GetLevel(plr) local cmdArgs = com.Args or com.Arguments local args = Admin.GetArgs(coma, #cmdArgs, ...) local ran, error = TrackTask(`{plr.Name}: {coma}`, com.Function, plr, args, { PlayerData = { Player = plr; Level = adminLvl; isDonor = ((Settings.DonorCommands or com.AllowDonors) and Admin.CheckDonor(plr)) or false; } }) --local task,ran,error = service.Threads.TimeoutRunTask(`COMMAND:{plr.Name}: {coma}`,com.Function,60*5,plr,args) if error then --logError(plr,"Command",error) error = string.match(error, ":(.+)$") or "Unknown error" Remote.MakeGui(plr, "Output", { Title = ''; Message = error; Color = Color3.new(1, 0, 0) }) return; end end end; RunCommandAsNonAdmin = function(coma, plr, ...) local ind, com = Admin.GetCommand(coma) if com and com.AdminLevel == 0 then local cmdArgs = com.Args or com.Arguments local args = Admin.GetArgs(coma,#cmdArgs,...) local _, error = TrackTask(`{plr.Name}: {coma}`, com.Function, plr, args, {PlayerData = { Player = plr; Level = 0; isDonor = false; }}) if error then error = string.match(error, ":(.+)$") or "Unknown error" Remote.MakeGui(plr, "Output", { Title = ""; Message = error; Color = Color3.new(1, 0, 0) }) end end end; CacheCommands = function() local tempTable = {} local tempPrefix = {} for ind, data in Commands do if type(data) == "table" then for i,cmd in data.Commands do if data.Prefix == "" then Variables.BlankPrefix = true end tempPrefix[data.Prefix] = true tempTable[string.lower(data.Prefix..cmd)] = ind end end end Admin.PrefixCache = tempPrefix Admin.CommandCache = tempTable end; GetCommand = function(Command) if Admin.PrefixCache[string.sub(Command, 1, 1)] or Variables.BlankPrefix then local matched matched = if string.find(Command, Settings.SplitKey) then string.match(Command, `^(%S+){Settings.SplitKey}`) else string.match(Command, "^(%S+)") if matched then local found = Admin.CommandCache[string.lower(matched)] if found then local real = Commands[found] if real then return found,real,matched end end end end end; FindCommands = function(Command) local prefixChar = string.sub(Command, 1, 1) local checkPrefix = Admin.PrefixCache[prefixChar] and prefixChar local matched if checkPrefix then Command = string.sub(Command, 2) end if string.find(Command, Settings.SplitKey) then matched = string.match(Command, `^(%S+){Settings.SplitKey}`) else matched = string.match(Command, "^(%S+)") end if matched then local foundCmds = {} matched = string.lower(matched) for ind,cmd in Commands do if type(cmd) == "table" and ((checkPrefix and prefixChar == cmd.Prefix) or not checkPrefix) then for _, alias in cmd.Commands do if string.lower(alias) == matched then foundCmds[ind] = cmd break end end end end return foundCmds end end; SetPermission = function(comString, newLevel) local cmds = Admin.FindCommands(comString) if cmds then for ind, cmd in cmds do cmd.AdminLevel = newLevel end end end; FormatCommandArguments = function(command) local text = "" for i, arg in command.Args do text ..= `<{arg}>` if i < #command.Args then text ..= Settings.SplitKey end end return text end; FormatCommand = function(command, cmdn) local text = (command.Prefix or "")..tostring(command.Commands[cmdn or 1]) if #command.Args > 0 then text ..= Settings.SplitKey .. Admin.FormatCommandArguments(command) end return text end; FormatCommandAdminLevel = function(command) local levels = if type(command.AdminLevel) == "table" then table.clone(command.AdminLevel) else {command.AdminLevel} local permissionDesc = "" for i, lvl in levels do if type(lvl) == "number" then local list, name, data = Admin.LevelToList(lvl) permissionDesc ..= `{name or "No Rank"}; Level {lvl}` elseif type(lvl) == "string" then local numLvl = Admin.StringToComLevel(lvl) permissionDesc ..= `{lvl}; Level {numLvl or "Unknown"}` end if i < #levels then permissionDesc ..= ", " end end return permissionDesc end; CheckTable = function(p, tab) local doCheck = Admin.DoCheck for i,v in tab do if doCheck(p, v) then return true end end end; --// Make it so you can't accidentally overwrite certain existing commands... resulting in being unable to add/edit/remove aliases (and other stuff) CheckAliasBlacklist = function(alias) local playerPrefix = Settings.PlayerPrefix; local prefix = Settings.Prefix; local blacklist = { [`{playerPrefix}alias`] = true; [`{playerPrefix}newalias`] = true; [`{playerPrefix}removealias`] = true; [`{playerPrefix}client`] = true; [`{playerPrefix}userpanel`] = true; [":adonissettings"] = true; } --return Admin.CommandCache[alias:lower()] --// Alternatively, we could make it so you can't overwrite ANY existing commands... return blacklist[alias]; end; GetArgs = function(msg, num, ...) local args = Functions.Split((string.match(msg, `^.-{Settings.SplitKey}(.+)`) or ''),Settings.SplitKey,num) or {} for _, v in {...} do table.insert(args, v) end return args end; AliasFormat = function(aliases, msg) local foundPlayerAlias = false --// Check if there's a player-defined alias first then otherwise check settings aliases local CheckAliasBlacklist, EscapeSpecialCharacters = Admin.CheckAliasBlacklist, service.EscapeSpecialCharacters if aliases then for alias, cmd in aliases do local tAlias = stripArgPlaceholders(alias) if not Admin.CheckAliasBlacklist(tAlias) then local escAlias = EscapeSpecialCharacters(tAlias) if string.match(msg, `^{escAlias}`) or string.match(msg, `%s{escAlias}`) then msg = FormatAliasArgs(alias, cmd, msg) end end end end --if not foundPlayerAlias then for alias, cmd in Settings.Aliases do local tAlias = stripArgPlaceholders(alias) if not CheckAliasBlacklist(tAlias) then local escAlias = EscapeSpecialCharacters(tAlias) if string.match(msg, `^{escAlias}`) or string.match(msg, `%s{escAlias}`) then msg = FormatAliasArgs(alias, cmd, msg) end end end --end return msg end; StringToComLevel = function(str) local strType = type(str) if strType == "string" and string.lower(str) == "players" then return 0 end if strType == "number" then return str end local lvl = Settings.Ranks[str] return (lvl and lvl.Level) or tonumber(str) end; CheckComLevel = function(plrAdminLevel, comLevel) if type(comLevel) == "string" then comLevel = Admin.StringToComLevel(comLevel) elseif type(comLevel) == "table" then for _, level in comLevel do if Admin.CheckComLevel(plrAdminLevel, level) then return true end end return false end return type(comLevel) == "number" and plrAdminLevel >= comLevel end; IsBlacklisted = function(p) local CheckTable = Admin.CheckTable for _, list in Variables.Blacklist.Lists do if CheckTable(p, list) then return true end end end; CheckPermission = function(pDat, cmd, ignoreCooldown, opts) opts = opts or {} local adminLevel = pDat.Level local comLevel = cmd.AdminLevel if cmd.Disabled then return false, "This command has been disabled." end if Variables.IsStudio and cmd.NoStudio then return false, "This command cannot be used in Roblox Studio." end if opts.CrossServer and cmd.CrossServerDenied then return false, "This command may not be run across servers (cross-server-blacklisted)." end if Admin.IsPlaceOwner(pDat.Player) or adminLevel >= Settings.Ranks.Creators.Level then return true, nil end if Admin.IsBlacklisted(pDat.Player) then return false, "You are blacklisted from running commands." end if (comLevel == 0 or comLevel == "Players") and adminLevel <= 0 and not Settings.PlayerCommands then return false, "Player commands are disabled in this game." end if cmd.Fun and not Settings.FunCommands then return false, "Fun commands are disabled in this game." end if opts.Chat and cmd.Chattable == false then return false, "This command is not permitted as chat message (non-chattable command)." end local permAllowed = (cmd.Donors and (pDat.isDonor and (Settings.DonorCommands or cmd.AllowDonors))) or Admin.CheckComLevel(adminLevel, comLevel) if permAllowed and not ignoreCooldown and type(pDat.Player) == "userdata" then local playerCooldown = tonumber(cmd.PlayerCooldown) local serverCooldown = tonumber(cmd.ServerCooldown) local crossCooldown = tonumber(cmd.CrossCooldown) local cmdFullName = cmd._fullName or (function() local aliases = cmd.Aliases or cmd.Commands or {} cmd._fullName = `{cmd.Prefix}{aliases[1] or `{service.getRandom()}-RANDOM_COMMAND`}` return cmd._fullName end)() local pCooldown_Cache = cmd._playerCooldownCache or (function() local tab = {} cmd._playerCooldownCache = tab return tab end)() local sCooldown_Cache = cmd._serverCooldownCache or (function() local tab = {} cmd._serverCooldownCache = tab return tab end)() local crossCooldown_Cache = cmd._crossCooldownCache or (function() local tab = {} cmd._crossCooldownCache = tab return tab end)() local cooldownIndex = tostring(pDat.Player.UserId) local pCooldown_playerCache = pCooldown_Cache[cooldownIndex] local sCooldown_playerCache = sCooldown_Cache[cooldownIndex] if playerCooldown and pCooldown_playerCache then local secsTillPass = os.clock() - pCooldown_playerCache if secsTillPass < playerCooldown then return false, string.format("[PlayerCooldown] You must wait %.0f seconds to run the command.", playerCooldown - secsTillPass) end end if serverCooldown and sCooldown_playerCache then local secsTillPass = os.clock() - sCooldown_playerCache if secsTillPass < serverCooldown then return false, string.format("[ServerCooldown] You must wait %.0f seconds to run the command.", serverCooldown - secsTillPass) end end if crossCooldown then local playerData = Core.GetPlayer(pDat.Player) or {} local crossCooldown_Cache = playerData._crossCooldownCache or (function() local tab = {} playerData._crossCooldownCache = tab return tab end)() local crossCooldown_playerCache = crossCooldown_Cache[cmdFullName] if crossCooldown_playerCache then local secsTillPass = os.clock() - crossCooldown_playerCache if secsTillPass < crossCooldown then return false, string.format("[CrossServerCooldown] You must wait %.0f seconds to run the command.", crossCooldown - secsTillPass) end end end end return permAllowed, nil end; UpdateCooldown = function(pDat, cmd) if pDat.Player == "SYSTEM" then return end local playerCooldown = tonumber(cmd.PlayerCooldown) local serverCooldown = tonumber(cmd.ServerCooldown) local crossCooldown = tonumber(cmd.CrossCooldown) local cmdFullName = cmd._fullName or (function() local aliases = cmd.Aliases or cmd.Commands or {} cmd._fullName = `{cmd.Prefix}{aliases[1] or `{service.getRandom()}-RANDOM_COMMAND`}` return cmd._fullName end)() local pCooldown_Cache = cmd._playerCooldownCache or (function() local tab = {} cmd._playerCooldownCache = tab return tab end)() local sCooldown_Cache = cmd._serverCooldownCache or (function() local tab = {} cmd._serverCooldownCache = tab return tab end)() local crossCooldown_Cache = cmd._crossCooldownCache or (function() local tab = {} cmd._crossCooldownCache = tab return tab end)() local cooldownIndex = tostring(pDat.Player.UserId) local pCooldown_playerCache = pCooldown_Cache[cooldownIndex] local sCooldown_playerCache = sCooldown_Cache[cooldownIndex] local lastUsed = os.clock() if playerCooldown then pCooldown_Cache[cooldownIndex] = lastUsed end if serverCooldown then sCooldown_Cache[cooldownIndex] = lastUsed end --// Cross cooldown do local playerData = Core.GetPlayer(pDat.Player) local crossCooldown_Cache = playerData._crossCooldownCache or {} local crossCooldown_playerCache = crossCooldown_Cache[cmdFullName] if not crossCooldown and crossCooldown_playerCache then crossCooldown_playerCache[cmdFullName] = nil elseif crossCooldown then crossCooldown_Cache[cmdFullName] = lastUsed end end end; SearchCommands = function(p, search) local checkPerm = Admin.CheckPermission local tab = {} local pDat = { Player = p; Level = Admin.GetLevel(p); isDonor = Admin.CheckDonor(p); } for ind, cmd in Commands do if checkPerm(pDat, cmd, true) then tab[ind] = cmd end end return tab end; CheckAuthority = function(p, target, actionName, allowSelf) if p == target then if allowSelf == false then Functions.Hint(`You cannot {actionName} yourself`, {p}) return false end return allowSelf or Remote.GetGui(p, "YesNoPrompt", { Question = `Are you sure you want to {actionName} yourself?`; }) == "Yes" elseif Admin.GetLevel(p) > Admin.GetLevel(target) then return true end Functions.Hint(`You don't have permission to {actionName} {service.FormatPlayer(target)}`, {p}) return false end; } end
--------LEFT DOOR --------
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
-- when R is held down begin pause when released unpause
UIS.InputBegan:Connect(function(i, g) if i.KeyCode ~= Enum.KeyCode.R then return end game.ReplicatedStorage.pause:FireServer() end) UIS.InputEnded:Connect(function(i, g) if i.KeyCode~=Enum.KeyCode.R then return end game.ReplicatedStorage.unpause:FireServer() end)
--// Logging
local clientLog = {} local dumplog = function() warn(":: Adonis :: Dumping client log...") for _, v in clientLog do warn(":: Adonis ::", v) end end local log = function(...) table.insert(clientLog, table.concat({ ... }, " ")) end
-- Animate the Background
local function imageTween(whenTweenCompleted) clonedLoadingScreen.Frame.Pattern:TweenPosition(UDim2.new(1, 0, 0.5, 0), "Out", "Linear", 20, false, whenTweenCompleted) end local function whenTweenCompleted(state) if state == Enum.TweenStatus.Completed then clonedLoadingScreen.Frame.Pattern.Position = UDim2.new(0, 0, 0.5, 0) imageTween(whenTweenCompleted) end end imageTween(whenTweenCompleted) skipButton.MouseButton1Down:Connect(function() hideLoadingScreen() end) frame.Visible = true local Assets = game:GetDescendants() local startTime = os.clock() for i = 1, #Assets do local asset = Assets[i] ContentProvider:PreloadAsync({asset}) loadingPercentage.Text = "Loading experience - " ..i.. "/" ..#Assets ResizeBar(i/#Assets) end hideLoadingScreen() local deltaTime = os.clock() - startTime print(("Loading complete, time: %.2f"):format(deltaTime))
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(106) game.Workspace.doorright.l12.BrickColor = BrickColor.new(21) game.Workspace.doorright.l13.BrickColor = BrickColor.new(106) game.Workspace.doorright.l41.BrickColor = BrickColor.new(21) game.Workspace.doorright.l42.BrickColor = BrickColor.new(106) game.Workspace.doorright.l43.BrickColor = BrickColor.new(21) game.Workspace.doorright.l71.BrickColor = BrickColor.new(106) game.Workspace.doorright.l72.BrickColor = BrickColor.new(21) game.Workspace.doorright.l73.BrickColor = BrickColor.new(106) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(106)