prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
-- print("Wha " .. pose)
stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end if (setAngles) then desiredAngle = amplitude * math.sin(time * frequency) RightShoulder:SetDesiredAngle(desiredAngle + climbFudge) LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) end -- Tool Animation handling local tool = getTool() if tool and tool:FindFirstChild("Handle") then animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
-- Define the function to open or close the window with gene-alike effect
local function toggleWindow() if window.Visible then window.Visible = false -- Close the window by tweening back to the button position and size window:TweenSizeAndPosition( UDim2.new(0, 0, 0, 0), UDim2.new(0, aFinderButton.AbsolutePosition.X, 0, aFinderButton.AbsolutePosition.Y), 'Out', 'Quad', 0.5, false, function() window.Visible = false end ) end end
-- Finalize changes to parts when the handle is let go
Support.AddUserInputListener('Ended', 'MouseButton1', true, function (Input) -- Ensure handle dragging is ongoing if not HandleDragging then return; end; -- Disable dragging HandleDragging = false; -- Clear this connection to prevent it from firing again ClearConnection 'HandleRelease'; -- Make joints, restore original anchor and collision states for Part, State in pairs(InitialState) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); -- Resume normal bounding box updating BoundingBox.RecalculateStaticExtents(); BoundingBox.ResumeMonitoring(); end); function HideHandles() -- Hides the resizing handles -- Make sure handles exist and are visible if not Handles or not Handles.Visible then return; end; -- Hide the handles Handles.Visible = false; Handles.Parent = nil; -- Disable handle autofocus ClearConnection 'AutofocusHandle'; end; function MovePartsAlongAxesByFace(Face, Distance, Axes, BasePart, InitialStates) -- Moves the given parts in `InitialStates`, along the given axis mode, in the given face direction, by the given distance -- Get the axis multiplier for this face local AxisMultiplier = AxisMultipliers[Face]; -- Get starting state for `BasePart` local InitialBasePartState = InitialStates[BasePart]; -- Move each part for Part, InitialState in pairs(InitialStates) do -- Move along standard axes if Axes == 'Global' then Part.CFrame = InitialState.CFrame + (Distance * AxisMultiplier); -- Move along item's axes elseif Axes == 'Local' then Part.CFrame = InitialState.CFrame * CFrame.new(Distance * AxisMultiplier); -- Move along focused part's axes elseif Axes == 'Last' then -- Calculate the focused part's position local RelativeTo = InitialBasePartState.CFrame * CFrame.new(Distance * AxisMultiplier); -- Calculate how far apart we should be from the focused part local Offset = InitialBasePartState.CFrame:toObjectSpace(InitialState.CFrame); -- Move relative to the focused part by this part's offset from it Part.CFrame = RelativeTo * Offset; end; end; end; function BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped table.insert(Connections, UserInputService.InputBegan:connect(function (InputInfo, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this input is a key press if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Check if the enter key was pressed if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then -- Toggle the current axis mode if MoveTool.Axes == 'Global' then SetAxes('Local'); elseif MoveTool.Axes == 'Local' then SetAxes('Last'); elseif MoveTool.Axes == 'Last' then SetAxes('Global'); end; -- Check if the - key was pressed elseif InputInfo.KeyCode == Enum.KeyCode.Minus or InputInfo.KeyCode == Enum.KeyCode.KeypadMinus then -- Focus on the increment input if MoveTool.UI then MoveTool.UI.IncrementOption.Increment.TextBox:CaptureFocus(); end; -- Check if the R key was pressed down, and it's not the selection clearing hotkey elseif InputInfo.KeyCode == Enum.KeyCode.R and not Selection.Multiselecting then -- Start tracking snap points nearest to the mouse StartSnapping(); -- Nudge up if the 8 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadEight then NudgeSelectionByFace(Enum.NormalId.Top); -- Nudge down if the 2 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadTwo then NudgeSelectionByFace(Enum.NormalId.Bottom); -- Nudge forward if the 9 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadNine then NudgeSelectionByFace(Enum.NormalId.Front); -- Nudge backward if the 1 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadOne then NudgeSelectionByFace(Enum.NormalId.Back); -- Nudge left if the 4 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadFour then NudgeSelectionByFace(Enum.NormalId.Left); -- Nudge right if the 6 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadSix then NudgeSelectionByFace(Enum.NormalId.Right); -- Align the selection to the current target surface if T is pressed elseif InputInfo.KeyCode == Enum.KeyCode.T then AlignSelectionToTarget(); end; end)); -- Track ending user input while this tool is equipped table.insert(Connections, UserInputService.InputEnded:connect(function (InputInfo, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this is input from the keyboard if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Check if the R key was let go if InputInfo.KeyCode == Enum.KeyCode.R then -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Reset handles if not dragging if not Dragging then SetAxes(MoveTool.Axes); end; -- Stop snapping point tracking if it was enabled SnapTracking.StopTracking(); end; end)); end;
--[=[ An object to represent runtime errors that occur during execution. Promises that experience an error like this will be rejected with an instance of this object. @class Error ]=]
local Error do Error = { Kind = makeEnum("Promise.Error.Kind", { "ExecutionError", "AlreadyCancelled", "NotResolvedInTime", "TimedOut", }), } Error.__index = Error function Error.new(options, parent) options = options or {} return setmetatable({ error = tostring(options.error) or "[This error has no error text.]", trace = options.trace, context = options.context, kind = options.kind, parent = parent, createdTick = os.clock(), createdTrace = debug.traceback(), }, Error) end function Error.is(anything) if type(anything) == "table" then local metatable = getmetatable(anything) if type(metatable) == "table" then return rawget(anything, "error") ~= nil and type(rawget(metatable, "extend")) == "function" end end return false end function Error.isKind(anything, kind) assert(kind ~= nil, "Argument #2 to Promise.Error.isKind must not be nil") return Error.is(anything) and anything.kind == kind end function Error:extend(options) options = options or {} options.kind = options.kind or self.kind return Error.new(options, self) end function Error:getErrorChain() local runtimeErrors = { self } while runtimeErrors[#runtimeErrors].parent do table.insert(runtimeErrors, runtimeErrors[#runtimeErrors].parent) end return runtimeErrors end function Error:__tostring() local errorStrings = { string.format("-- Promise.Error(%s) --", self.kind or "?"), } for _, runtimeError in ipairs(self:getErrorChain()) do table.insert( errorStrings, table.concat({ runtimeError.trace or runtimeError.error, runtimeError.context, }, "\n") ) end return table.concat(errorStrings, "\n") end end
-- TYPE DEFINITION: Part Cache Instance
export type PartCache = { Open: {[number]: BasePart}, InUse: {[number]: BasePart}, CurrentCacheParent: Instance, Template: BasePart, ExpansionSize: number }
--Rear--
local RRAtt1 = Instance.new("Attachment", RRDisk) RRAtt1.Position = Vector3.new(0,1,0) local RRAtt2 = Instance.new("Attachment", RRDisk) RRAtt2.Position = Vector3.new(0,-1,0) local RLAtt1 = Instance.new("Attachment", RLDisk) RLAtt1.Position = Vector3.new(0,1,0) local RLAtt2 = Instance.new("Attachment", RLDisk) RLAtt2.Position = Vector3.new(0,-1,0) local RDIFF1 = Instance.new("SpringConstraint", diff) RDIFF1.Name = "ControlX" RDIFF1.Attachment0 = RRAtt1 RDIFF1.Attachment1 = RLAtt1 local RDIFF2 = Instance.new("SpringConstraint", diff) RDIFF2.Name = "ControlY" RDIFF2.Attachment0 = RRAtt2 RDIFF2.Attachment1 = RLAtt2
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Character.Purity.Value <=- 50 end
-- This is an overload function for TransparencyController:IsValidPartToModify(part) -- You may call it directly if you'd like, as it does not have any external dependencies.
function FpsCamera:IsValidPartToModify(part) if part:FindFirstAncestorOfClass("Tool") then return false end if part:IsA("Decal") then part = part.Parent end if part and part:IsA("BasePart") then local accessory = part:FindFirstAncestorWhichIsA("Accoutrement") if accessory then if part.Name ~= "Handle" then local handle = accessory:FindFirstChild("Handle", true) if handle and handle:IsA("BasePart") then part = handle end end for _,child in pairs(part:GetChildren()) do if child:IsA("Attachment") then if self.HeadAttachments[child.Name] then return true end end end elseif part.Name == "Head" then local model = part.Parent local camera = workspace.CurrentCamera local humanoid = model and model:FindFirstChildOfClass("Humanoid") if humanoid and camera.CameraSubject == humanoid then return true end end end return false end
-- Variables for Roblox services
local ServerStorage = game:GetService("ServerStorage")
--[=[ @tag Component Class @return Component? Gets an instance of a component class from the given Roblox instance. Returns `nil` if not found. ```lua local MyComponent = require(somewhere.MyComponent) local myComponentInstance = MyComponent:FromInstance(workspace.SomeInstance) ``` ]=]
function Component:FromInstance(instance: Instance) return self[KEY_INST_TO_COMPONENTS][instance] end
---Removing old core handler with new one
local coreHandler = script.Parent:WaitForChild("Core_Handler") coreHandler:Destroy() local coreHandlerNew = content:WaitForChild("Core_Handler_New") local coreHandlerNewClone = coreHandlerNew:Clone() coreHandlerNewClone.Parent = script.Parent coreHandlerNewClone.Disabled = false
--Switch between brush and eraser using the B and E hotkeys
uis.InputBegan:Connect(function(inp, p) if not p and cursor.Visible == true then if inp.KeyCode == Enum.KeyCode.B then erasing = false brushSettings.BrushButton.BackgroundColor3 = Color3.fromRGB(200, 200, 200) brushSettings.EraserButton.BackgroundColor3 = Color3.fromRGB(255, 255, 255) elseif inp.KeyCode == Enum.KeyCode.E then erasing = true brushSettings.EraserButton.BackgroundColor3 = Color3.fromRGB(200, 200, 200) brushSettings.BrushButton.BackgroundColor3 = Color3.fromRGB(255, 255, 255) end end end)
------//Patrol Animations
self.RightPatrol = CFrame.new(-1, -.35, -1.5) * CFrame.Angles(math.rad(-80), math.rad(-80), math.rad(0)); self.LeftPatrol = CFrame.new(1,1.25,-.75) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25));
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:AddChannel(channelName, autoJoin) if (self.ChatChannels[channelName:lower()]) then error(string.format("Channel %q alrady exists.", channelName)) end local function DefaultChannelCommands(fromSpeaker, message) if (message:lower() == "/leave") then local channel = self:GetChannel(channelName) local speaker = self:GetSpeaker(fromSpeaker) if (channel and speaker) then if (channel.Leavable) then speaker:LeaveChannel(channelName) local msg = ChatLocalization:FormatMessageToSend( "GameChat_ChatService_YouHaveLeftChannel", string.format("You have left channel '%s'", channelName), "RBX_NAME", channelName) speaker:SendSystemMessage(msg, "System") else speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_ChatService_CannotLeaveChannel","You cannot leave this channel."), channelName) end end return true end return false end local channel = ChatChannel.new(self, channelName) self.ChatChannels[channelName:lower()] = channel channel:RegisterProcessCommandsFunction("default_commands", DefaultChannelCommands, ChatConstants.HighPriority) local success, err = pcall(function() self.eChannelAdded:Fire(channelName) end) if not success and err then print("Error addding channel: " ..err) end if autoJoin ~= nil then channel.AutoJoin = autoJoin if autoJoin then for _, speaker in pairs(self.Speakers) do speaker:JoinChannel(channelName) end end end return channel end function methods:RemoveChannel(channelName) if (self.ChatChannels[channelName:lower()]) then local n = self.ChatChannels[channelName:lower()].Name self.ChatChannels[channelName:lower()]:InternalDestroy() self.ChatChannels[channelName:lower()] = nil local success, err = pcall(function() self.eChannelRemoved:Fire(n) end) if not success and err then print("Error removing channel: " ..err) end else warn(string.format("Channel %q does not exist.", channelName)) end end function methods:GetChannel(channelName) return self.ChatChannels[channelName:lower()] end function methods:AddSpeaker(speakerName) if (self.Speakers[speakerName:lower()]) then error("Speaker \"" .. speakerName .. "\" already exists!") end local speaker = Speaker.new(self, speakerName) self.Speakers[speakerName:lower()] = speaker local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error adding speaker: " ..err) end return speaker end function methods:InternalUnmuteSpeaker(speakerName) for channelName, channel in pairs(self.ChatChannels) do if channel:IsSpeakerMuted(speakerName) then channel:UnmuteSpeaker(speakerName) end end end function methods:RemoveSpeaker(speakerName) if (self.Speakers[speakerName:lower()]) then local n = self.Speakers[speakerName:lower()].Name self:InternalUnmuteSpeaker(n) self.Speakers[speakerName:lower()]:InternalDestroy() self.Speakers[speakerName:lower()] = nil local success, err = pcall(function() self.eSpeakerRemoved:Fire(n) end) if not success and err then print("Error removing speaker: " ..err) end else warn("Speaker \"" .. speakerName .. "\" does not exist!") end end function methods:GetSpeaker(speakerName) return self.Speakers[speakerName:lower()] end function methods:GetSpeakerByUserOrDisplayName(speakerName) local speakerByUserName = self.Speakers[speakerName:lower()] if speakerByUserName then return speakerByUserName end for _, potentialSpeaker in pairs(self.Speakers) do local player = potentialSpeaker:GetPlayer() if player and player.DisplayName:lower() == speakerName:lower() then return potentialSpeaker end end end function methods:GetChannelList() local list = {} for i, channel in pairs(self.ChatChannels) do if (not channel.Private) then table.insert(list, channel.Name) end end return list end function methods:GetAutoJoinChannelList() local list = {} for i, channel in pairs(self.ChatChannels) do if channel.AutoJoin then table.insert(list, channel) end end return list end function methods:GetSpeakerList() local list = {} for i, speaker in pairs(self.Speakers) do table.insert(list, speaker.Name) end return list end function methods:SendGlobalSystemMessage(message) for i, speaker in pairs(self.Speakers) do speaker:SendSystemMessage(message, "All") end end function methods:RegisterFilterMessageFunction(funcId, func, priority) if self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' already exists", funcId)) end self.FilterMessageFunctions:AddFunction(funcId, func, priority) end function methods:FilterMessageFunctionExists(funcId) return self.FilterMessageFunctions:HasFunction(funcId) end function methods:UnregisterFilterMessageFunction(funcId) if not self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' does not exists", funcId)) end self.FilterMessageFunctions:RemoveFunction(funcId) end function methods:RegisterProcessCommandsFunction(funcId, func, priority) if self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' already exists", funcId)) end self.ProcessCommandsFunctions:AddFunction(funcId, func, priority) end function methods:ProcessCommandsFunctionExists(funcId) return self.ProcessCommandsFunctions:HasFunction(funcId) end function methods:UnregisterProcessCommandsFunction(funcId) if not self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' does not exist", funcId)) end self.ProcessCommandsFunctions:RemoveFunction(funcId) end local LastFilterNoficationTime = 0 local LastFilterIssueTime = 0 local FilterIssueCount = 0 function methods:InternalNotifyFilterIssue() if (tick() - LastFilterIssueTime) > FILTER_THRESHOLD_TIME then FilterIssueCount = 0 end FilterIssueCount = FilterIssueCount + 1 LastFilterIssueTime = tick() if FilterIssueCount >= FILTER_NOTIFCATION_THRESHOLD then if (tick() - LastFilterNoficationTime) > FILTER_NOTIFCATION_INTERVAL then LastFilterNoficationTime = tick() local systemChannel = self:GetChannel("System") if systemChannel then systemChannel:SendSystemMessage( ChatLocalization:FormatMessageToSend( "GameChat_ChatService_ChatFilterIssues", "The chat filter is currently experiencing issues and messages may be slow to appear." ), errorExtraData ) end end end end local StudioMessageFilteredCache = {}
--Put in ReplicatedFirst--
local StarterGui = game:GetService("StarterGui") StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu, false)
-- FUNCTIONS --
humanoid:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false) humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false) local head = char:WaitForChild("Head") head.Shape = Enum.PartType.Ball head.Size = Vector3.new(1,1,1) CS:GetInstanceAddedSignal("Ragdoll"):Connect(function(v) if v == char then humanoid:ChangeState(Enum.HumanoidStateType.Physics) hrp:ApplyAngularImpulse(Vector3.new(-90, 0, 0)) end end) CS:GetInstanceRemovedSignal("Ragdoll"):Connect(function(v) if v == char then humanoid:ChangeState(Enum.HumanoidStateType.GettingUp) end end)
-- CreateFadeFunctions usage: -- fadeObjects is a map of text labels and button to start and end values for a given property. -- e.g { -- NameButton = { -- TextTransparency = { -- FadedIn = 0.5, -- FadedOut = 1, -- } -- }, -- ImageOne = { -- ImageTransparency = { -- FadedIn = 0, -- FadedOut = 0.5, -- } -- } -- }
function methods:CreateFadeFunctions(fadeObjects) local AnimParams = {} for object, properties in pairs(fadeObjects) do AnimParams[object] = {} for property, values in pairs(properties) do AnimParams[object][property] = { Target = values.FadedIn, Current = object[property], NormalizedExptValue = 1, } end end local function FadeInFunction(duration, CurveUtil) for object, properties in pairs(AnimParams) do for property, values in pairs(properties) do values.Target = fadeObjects[object][property].FadedIn values.NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end end end local function FadeOutFunction(duration, CurveUtil) for object, properties in pairs(AnimParams) do for property, values in pairs(properties) do values.Target = fadeObjects[object][property].FadedOut values.NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end end end local function AnimGuiObjects() for object, properties in pairs(AnimParams) do for property, values in pairs(properties) do object[property] = values.Current end end end local function UpdateAnimFunction(dtScale, CurveUtil) for object, properties in pairs(AnimParams) do for property, values in pairs(properties) do values.Current = CurveUtil:Expt( values.Current, values.Target, values.NormalizedExptValue, dtScale ) end end AnimGuiObjects() end return FadeInFunction, FadeOutFunction, UpdateAnimFunction end function methods:NewBindableEvent(name) local bindable = Instance.new("BindableEvent") bindable.Name = name return bindable end
--[=[ Destroys the ClientRemoteSignal object. ]=]
function ClientRemoteSignal:Destroy() if self._signal then self._signal:Destroy() end end return ClientRemoteSignal
--[[Engine]] --Torque Curve
Tune.Horsepower = 370 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16
-- Load tool completely before proceeding
local Indicator = Tool:WaitForChild 'Loaded'; while not Indicator.Value do Indicator.Changed:Wait(); end;
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed>0.01 then if Figure and Humanoid and Humanoid.WalkSpeed<13 then playAnimation("walk", 0.1, Humanoid); elseif Figure and Humanoid and Humanoid.WalkSpeed>13 then playAnimation("run", 0.1, Humanoid); end; if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then setAnimationSpeed(speed / 14.5) end pose = "Running" else playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / 12.0) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid) return end end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then if Figure and Humanoid and Humanoid.WalkSpeed<13 then playAnimation("walk", 0.1, Humanoid); elseif Figure and Humanoid and Humanoid.WalkSpeed>13 then playAnimation("run", 0.1, Humanoid); end; elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end if (setAngles) then local desiredAngle = amplitude * math.sin(time * frequency) RightShoulder:SetDesiredAngle(desiredAngle + climbFudge) LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) end
--SockPuppetCow
local prev local parts = script.Parent:GetChildren() for i = 1, #parts do if parts[i]:IsA("BasePart") or parts[i]:IsA("Part")then if prev ~= nil then local w = Instance.new("Weld") w.Part0 = prev w.Part1 = parts[i] w.C0 = prev.CFrame:inverse() w.C1 = parts[i].CFrame:inverse() w.Parent = prev end prev = parts[i] end end
--MESSAGE--LOCALS
local Message = Player.PlayerGui:WaitForChild("ScreenGui").Message
-- This screenGui exists so that the billboardGui is not deleted when the PlayerGui is reset.
local BubbleChatScreenGui = Instance.new("ScreenGui") BubbleChatScreenGui.Name = "BubbleChat" BubbleChatScreenGui.ResetOnSpawn = false BubbleChatScreenGui.Parent = PlayerGui
-- Helpers
function Keymap.KeysForAction(actionName) local keys = {} for i, keyInfo in ipairs(Keymap[actionName]) do keys[i] = keyInfo.KeyCode end return keys end function Keymap.allKeys() local tbl = {} for k, _ in pairs(_inputData) do table.insert(tbl, k) end return tbl end function Keymap.getData(key) return _inputData[key] end function Keymap.newInputTable() local tbl = {} for k, _ in pairs(_inputData) do tbl[k] = 0 end return tbl end
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false} math.randomseed(tick()) function configureAnimationSet(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {} local allowCustomAnimations = true local AllowDisableCustomAnimsUserFlag = false local success, msg = pcall(function() AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2") end) if (AllowDisableCustomAnimsUserFlag) then local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end) if not success then allowCustomAnimations = true end end -- check for config values local config = script:FindFirstChild(name) if (allowCustomAnimations and config ~= nil) then table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight idx = idx + 1 end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
-- Dropdowns
function Icon:setDropdown(arrayOfIcons) -- Reset any previous icons for i, otherIcon in pairs(self.dropdownIcons) do otherIcon:leave() end -- Apply new icons if type(arrayOfIcons) == "table" then for i, otherIcon in pairs(arrayOfIcons) do otherIcon:join(self, "dropdown", true) end end -- Update dropdown self:_updateDropdown() return self end function Icon:_updateDropdown() local values = { maxIconsBeforeScroll = self:get("dropdownMaxIconsBeforeScroll") or "_NIL", minWidth = self:get("dropdownMinWidth") or "_NIL", padding = self:get("dropdownListPadding") or "_NIL", dropdownAlignment = self:get("dropdownAlignment") or "_NIL", iconAlignment = self:get("alignment") or "_NIL", scrollBarThickness = self:get("dropdownScrollBarThickness") or "_NIL", } for k, v in pairs(values) do if v == "_NIL" then return end end local YPadding = values.padding.Offset local dropdownContainer = self.instances.dropdownContainer local dropdownFrame = self.instances.dropdownFrame local dropdownList = self.instances.dropdownList local totalIcons = #self.dropdownIcons local lastVisibleIconIndex = (totalIcons > values.maxIconsBeforeScroll and values.maxIconsBeforeScroll) or totalIcons local newCanvasSizeY = -YPadding local newFrameSizeY = 0 local newMinWidth = values.minWidth table.sort(self.dropdownIcons, function(a,b) return a:get("order") < b:get("order") end) for i = 1, totalIcons do local otherIcon = self.dropdownIcons[i] local _, otherIconSize = otherIcon:get("iconSize", nil, "beforeDropdown") local increment = otherIconSize.Y.Offset + YPadding if i <= lastVisibleIconIndex then newFrameSizeY = newFrameSizeY + increment end if i == totalIcons then newFrameSizeY = newFrameSizeY + increment/4 end newCanvasSizeY = newCanvasSizeY + increment local otherIconWidth = otherIconSize.X.Offset --+ 4 + 100 -- the +100 is to allow for notices if otherIconWidth > newMinWidth then newMinWidth = otherIconWidth end -- This ensures the dropdown is navigated fully and correctly with a controller local prevIcon = (i == 1 and self) or self.dropdownIcons[i-1] local nextIcon = self.dropdownIcons[i+1] otherIcon.instances.iconButton.NextSelectionUp = prevIcon and prevIcon.instances.iconButton otherIcon.instances.iconButton.NextSelectionDown = nextIcon and nextIcon.instances.iconButton end local finalCanvasSizeY = (lastVisibleIconIndex == totalIcons and 0) or newCanvasSizeY self:set("dropdownCanvasSize", UDim2.new(0, 0, 0, finalCanvasSizeY)) self:set("dropdownSize", UDim2.new(0, (newMinWidth+4)*2, 0, newFrameSizeY)) -- Set alignment while considering screen bounds local dropdownAlignment = values.dropdownAlignment:lower() local alignmentDetails = { left = { AnchorPoint = Vector2.new(0, 0), PositionXScale = 0, ThicknessMultiplier = 0, }, mid = { AnchorPoint = Vector2.new(0.5, 0), PositionXScale = 0.5, ThicknessMultiplier = 0.5, }, right = { AnchorPoint = Vector2.new(0.5, 0), PositionXScale = 1, FrameAnchorPoint = Vector2.new(0, 0), FramePositionXScale = 0, ThicknessMultiplier = 1, } } local alignmentDetail = alignmentDetails[dropdownAlignment] if not alignmentDetail then alignmentDetail = alignmentDetails[values.iconAlignment:lower()] end dropdownContainer.AnchorPoint = alignmentDetail.AnchorPoint dropdownContainer.Position = UDim2.new(alignmentDetail.PositionXScale, 0, 1, YPadding+0) local scrollbarThickness = values.scrollBarThickness local newThickness = scrollbarThickness * alignmentDetail.ThicknessMultiplier local additionalOffset = (dropdownFrame.VerticalScrollBarPosition == Enum.VerticalScrollBarPosition.Right and newThickness) or -newThickness dropdownFrame.AnchorPoint = alignmentDetail.FrameAnchorPoint or alignmentDetail.AnchorPoint dropdownFrame.Position = UDim2.new(alignmentDetail.FramePositionXScale or alignmentDetail.PositionXScale, additionalOffset, 0, 0) self._dropdownCanvasPos = Vector2.new(0, 0) end function Icon:_dropdownIgnoreClipping() self:_ignoreClipping("dropdown") end
--!strict
local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> type Object = types.Object type callbackFn<T, U> = (element: T, index: number, array: Array<T>) -> U type callbackFnWithThisArg<T, U, V> = (thisArg: V, element: T, index: number, array: Array<T>) -> U
--[[** ensures Lua primitive userdata type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.userdata = primitive("userdata")
-------------------------- Custom Command Stuff -------------------------- --[[ Player = Returns a table of all the players it could find with your given command String = Returns a string that you've given it Number = Returns a given number --]]
local Custom_Commands = {
-- Locals --
local workcam = workspace.CurrentCamera local player = game.Players.LocalPlayer local menCam = game.Workspace.MenuItems.CameraF local focus = game.Workspace.MenuItems.Face
-- local throttleNeeded =
local stallLine = ((stallSpeed/math.floor(currentSpeed+0.5))*(stallSpeed/max)) stallLine = (stallLine > 1 and 1 or stallLine) panel.Throttle.Bar.StallLine.Position = UDim2.new(stallLine,0,0,0) panel.Throttle.Bar.StallLine.BackgroundColor3 = (stallLine > panel.Throttle.Bar.Amount.Size.X.Scale and Color3.new(1,0,0) or Color3.new(0,0,0)) if (change == 1) then currentSpeed = (currentSpeed > desiredSpeed and desiredSpeed or currentSpeed) -- Reduce "glitchy" speed else currentSpeed = (currentSpeed < desiredSpeed and desiredSpeed or currentSpeed) end local tax,stl = taxi(),stall() if ((lastStall) and (not stl) and (not tax)) then -- Recovering from a stall: if ((realSpeed > -10000) and (realSpeed < 10000)) then currentSpeed = realSpeed else currentSpeed = (stallSpeed+1) end end lastStall = stl move.velocity = (main.CFrame.lookVector*currentSpeed) -- Set speed to aircraft local bank = ((((m.ViewSizeX/2)-m.X)/(m.ViewSizeX/2))*maxBank) -- My special equation to calculate the banking of the plane. It's pretty simple actually bank = (bank < -maxBank and -maxBank or bank > maxBank and maxBank or bank) if (tax) then if (currentSpeed < 2) then -- Stop plane from moving/turning when idled on ground move.maxForce = Vector3.new(0,0,0) gyro.maxTorque = Vector3.new(0,0,0) else move.maxForce = Vector3.new(math.huge,0,math.huge) -- Taxi gyro.maxTorque = Vector3.new(0,math.huge,0) gyro.cframe = CFrame.new(main.Position,m.Hit.p) end elseif (stl) then move.maxForce = Vector3.new(0,0,0) -- Stall gyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge) gyro.cframe = (m.Hit*CFrame.Angles(0,0,math.rad(bank))) else move.maxForce = Vector3.new(math.huge,math.huge,math.huge) -- Fly gyro.maxTorque = Vector3.new(math.huge,math.huge,math.huge) gyro.cframe = (m.Hit*CFrame.Angles(0,0,math.rad(bank))) end if ((altRestrict) and (main.Position.y < altMin)) then -- If you have altitude restrictions and are below the minimun altitude, then make the plane explode plane.AutoCrash.Value = true end updateGui(tax,stl) -- Keep the pilot informed! wait() end end script.Parent.Selected:connect(function(m) -- Initial setup selected,script.Parent.CurrentSelect.Value = true,true mouseSave = m game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Attach m.Icon = "http://www.roblox.com/asset/?id=48801855" -- Mouse icon used in Perilous Skies gui.Parent = player.PlayerGui delay(0,function() fly(m) end) -- Basically a coroutine m.KeyDown:connect(function(k) if (not flying) then return end k = k:lower() if (k == keys.engine.key) then on = (not on) if (not on) then throttle = 0 end elseif (k == keys.landing.key) then changeGear() elseif (k:byte() == keys.spdup.byte) then keys.spdup.down = true delay(0,function() while ((keys.spdup.down) and (on) and (flying)) do throttle = (throttle+throttleInc) throttle = (throttle > 1 and 1 or throttle) wait() end end) elseif (k:byte() == keys.spddwn.byte) then keys.spddwn.down = true delay(0,function() while ((keys.spddwn.down) and (on) and (flying)) do throttle = (throttle-throttleInc) throttle = (throttle < 0 and 0 or throttle) wait() end end) end end) m.KeyUp:connect(function(k) if (k:byte() == keys.spdup.byte) then keys.spdup.down = false elseif (k:byte() == keys.spddwn.byte) then keys.spddwn.down = false end end) end) function deselected(forced) selected,script.Parent.CurrentSelect.Value = false,false game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Custom gui.Parent = nil flying = false pcall(function() move.maxForce = Vector3.new(0,0,0) if (taxi()) then gyro.maxTorque = Vector3.new(0,0,0) else plane.Dead.Value = true end end) if (forced) then if (mouseSave) then mouseSave.Icon = "rbxasset://textures\\ArrowCursor.png" -- If you remove a tool without the actual deselect event, the icon will not go back to normal. This helps simulate it at the least wait() end script.Parent.Deselect1.Value = true -- When this is triggered, the Handling script knows it is safe to remove the tool from the player end end script.Parent.Deselected:connect(deselected) script.Parent.Deselect0.Changed:connect(function() -- When you get out of the seat while the tool is selected, Deselect0 is triggered to True if (script.Parent.Deselect0.Value) then deselected(true) end end)
--------SETTINGS--------
local ITEM_NAME = "SMG" local ITEM_PRICE = 10 local CURRENCY_NAME = "Cash"
--[[ Defers and orders UI data binding updates. ]]
local RunService = game:GetService("RunService") local Package = script.Parent.Parent local Types = require(Package.Types) local None = require(Package.Utility.None) local Scheduler = {} local willUpdate = false local propertyChanges: {[Instance]: {[string]: any}} = {} local callbacks: Types.Set<() -> ()> = {}
--// Remote
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local server = Vargs.Server; local service = Vargs.Service; local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings, Defaults, Commands local function Init() Functions = server.Functions; Admin = server.Admin; Anti = server.Anti; Core = server.Core; HTTP = server.HTTP; Logs = server.Logs; Remote = server.Remote; Process = server.Process; Variables = server.Variables; Settings = server.Settings; Defaults = server.Defaults; Commands = server.Commands Remote.Init = nil; Logs:AddLog("Script", "Remote Module Initialized") end; local function RunAfterPlugins(data) for com in Remote.Commands do if string.len(com) > Remote.MaxLen then Remote.MaxLen = string.len(com) end end --// Start key check loop service.StartLoop("ClientKeyCheck", 60, Remote.CheckKeys, true); Remote.RunAfterPlugins = nil; Logs:AddLog("Script", "Remote Module RunAfterPlugins Finished"); end server.Remote = { Init = Init; RunAfterPlugins = RunAfterPlugins; MaxLen = 0; Clients = {}; Returns = {}; Sessions = {}; PendingReturns = {}; EncodeCache = {}; DecodeCache = {}; RemoteExecutionConfirmed = {}; TimeUntilKeyDestroyed = 60 * 5; --// How long until a player's key data should be completely removed? --// Settings any client/user can grab AllowedSettings = { Theme = true; MobileTheme = true; DefaultTheme = true; HelpButtonImage = true; Prefix = true; PlayerPrefix = true; SpecialPrefix = true; BatchKey = true; AnyPrefix = true; DonorCommands = true; DonorCapes = true; ConsoleKeyCode = true; SplitKey = true; }; --// Settings that are never sent to the client --// These are blacklisted at the datastore level and cannot be updated in-game BlockedSettings = { Trello_Enabled = true; Trello_Primary = true; Trello_Secondary = true; Trello_Token = true; Trello_AppKey = true; HideScript = true; -- Changing in-game will do nothing; Not able to be saved DataStore = true; DataStoreKey = true; DataStoreEnabled = true; LocalDatastore = true; LoadAdminsFromDS = true; Creators = true; Permissions = true; G_API = true; G_Access = true; G_Access_Key = true; G_Access_Perms = true; Allowed_API_Calls = true; WebPanel_ApiKey = true; WebPanel_Enabled = true; OnStartup = true; OnSpawn = true; OnJoin = true; CustomRanks = true; Ranks = true; Commands = true; }; Returnables = { RateLimits = function(p: Player,args: {[number]: any}) return server.Process.RateLimits end; Test = function(p: Player,args: {[number]: any}) return "HELLO FROM THE OTHER SIDE :)!" end; Ping = function(p: Player,args: {[number]: any}) return "Pong" end; Filter = function(p: Player,args: {[number]: any}) return service.Filter(args[1],args[2],args[3]) end; BroadcastFilter = function(p: Player,args: {[number]: any}) return service.BroadcastFilter(args[1],args[2] or p) end; TaskManager = function(p: Player,args: {[number]: any}) if Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then local action = args[1] if action == "GetTasks" then local tab = {} for _, v in service.GetTasks() do local new = { Status = v.Status; Name = v.Name; Index = v.Index; Created = v.Created; Function = tostring(v.Function); } table.insert(tab,new) end return tab end end end; ExecutePermission = function(p: Player,args: {[number]: any}) return Core.ExecutePermission(args[1],args[2],true) end; Variable = function(p: Player,args: {[number]: any}) return Variables[args[1]] end; Default = function(p: Player,args: {[number]: any}) local setting = args[1] local level = Admin.GetLevel(p) local ret local blocked = { DataStore = true; DataStoreKey = true; Trello_Enabled = true; Trello_PrimaryBoard = true; Trello_SecondaryBoards = true; Trello_AppKey = true; Trello_Token = true; --G_Access = true; G_Access_Key = true; WebPanel_ApiKey = true; --G_Access_Perms = true; --Allowed_API_Calls = true; } if type(setting) == "table" then ret = {} for _,set in setting do if Defaults[set] and (not blocked[set] or level >= Settings.Ranks.Creators.Level) then ret[set] = Defaults[set] end end elseif type(setting) == "string" then if Defaults[setting] and (not blocked[setting] or level >= Settings.Ranks.Creators.Level) then ret = Defaults[setting] end end return ret end; AllDefaults = function(p: Player,args: {[number]: any}) if Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then local sets = { Settings = table.clone(Defaults); Descs = server.Descriptions; Order = server.Order; } local blocked = { HideScript = true; -- Changing in-game will do nothing; Not able to be saved DataStore = true; DataStoreKey = true; DataStoreEnabled = true; LocalDatastore = true; --Trello_Enabled = true; --Trello_PrimaryBoard = true; --Trello_SecondaryBoards = true; Trello_AppKey = true; Trello_Token = true; G_API = true; G_Access = true; G_Access_Key = true; G_Access_Perms = true; Allowed_API_Calls = true; WebPanel_ApiKey = true; WebPanel_Enabled = true; OnStartup = true; OnSpawn = true; OnJoin = true; CustomRanks = true; -- Not supported yet Ranks = true; Commands = true; } for setting in sets.Settings do if blocked[setting] then sets.Settings[setting] = nil end end return sets end end; Setting = function(p: Player,args: {[number]: any}) local setting = args[1] local level = Admin.GetLevel(p) local ret local allowed = Remote.AllowedSettings if type(setting) == "table" then ret = {} for _,set in setting do if Settings[set] and (allowed[set] or level>=Settings.Ranks.Creators.Level) then ret[set] = Settings[set] end end elseif type(setting) == "string" then if Settings[setting] and (allowed[setting] or level>=Settings.Ranks.Creators.Level) then ret = Settings[setting] end end return ret end; AllSettings = function(p: Player,args: {[number]: any}) if Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then local sets = { Settings = table.clone(Settings); Descs = server.Descriptions; Order = server.Order; } local blocked = Remote.BlockedSettings for setting in sets.Settings do if blocked[setting] then sets.Settings[setting] = nil end end return sets end end; UpdateList = function(p: Player,args: {[number]: any}) local list = args[1] local update = Logs.ListUpdaters[list] if update then return update(p, unpack(args,2)) end end; AdminLevel = function(p: Player,args: {[number]: any}) return Admin.GetLevel(p) end; Keybinds = function(p: Player,args: {[number]: any}) local playerData = Core.GetPlayer(p) return playerData.Keybinds or {} end; UpdateKeybinds = function(p: Player,args: {[number]: any}) local playerData = Core.GetPlayer(p) local binds = args[1] local resp = "OK" if type(binds) == "table" then playerData.Keybinds = binds Core.SavePlayer(p,playerData) resp = "Updated" else resp = "Error" end return resp end; Playlist = function(p: Player,args: {[number]: any}) local playerData = Core.GetPlayer(p) return playerData.CustomPlaylist or {} end; UpdatePlaylist = function(p: Player,args: {[number]: any}) local resp = "Error: Unknown Error" if type(args)=="table" then if string.len(service.HttpService:JSONEncode(args)) < 4000 then local playerData = Core.GetPlayer(p) playerData.CustomPlaylist = args[1] Core.SavePlayer(p,playerData) resp = "Updated" else resp = "Error: Playlist is too big (4000+ chars)" end else resp = "Error: Data is not a valid table" end return resp end; UpdateClient = function(p: Player,args: {[number]: any}) local playerData = Core.GetPlayer(p) local setting = args[1] local value = args[2] local data = playerData.Client or {} data[setting] = value playerData.Client = data Core.SavePlayer(p, playerData) return "Updated" end; UpdateDonor = function(p: Player,args: {[number]: any}) local playerData = Core.GetPlayer(p) local donor = args[1] local resp = "OK" if type(donor) == "table" and donor.Cape and type(donor.Cape) == "table" then playerData.Donor = donor Core.SavePlayer(p, playerData) if donor.Enabled then Functions.Donor(p) else Functions.UnCape(p) end resp = "Updated" else resp = "Error" end return resp end; UpdateAliases = function(p: Player,args: {[number]: any}) local aliases = args[1] or {}; if type(aliases) == "table" then local data = Core.GetPlayer(p) --// check for stupid stuff for i,v in aliases do if type(i) ~= "string" or type(v) ~= "string" then aliases[i] = nil end end data.Aliases = aliases; end end; PlayerData = function(p: Player,args: {[number]: any}) local data = Core.GetPlayer(p) data.isDonor = Admin.CheckDonor(p) return data end; CheckAdmin = function(p: Player,args: {[number]: any}) return Admin.CheckAdmin(p) end; SearchCommands = function(p: Player,args: {[number]: any}) return Admin.SearchCommands(p,args[1] or "all") end; CheckBackpack = function(p: Player,args: {[number]: any}) return Anti.CheckBackpack(p,args[1]) end; FormattedCommands = function(p: Player,args: {[number]: any}) local commands = Admin.SearchCommands(p,args[1] or "all") local tab = {} for _,v in commands do if not v.Hidden and not v.Disabled then for a in v.Commands do table.insert(tab,Admin.FormatCommand(v,a)) end end end return tab end; TerminalData = function(p: Player,args: {[number]: any}) if Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then local entry = Remote.Terminal.Data[tostring(p.UserId)] if not entry then Remote.Terminal.Data[tostring(p.UserId)] = { Player = p; Output = {}; } end return { ServerLogs = service.LogService:GetLogHistory(); ClientLogs = {}; ScriptLogs = Logs.Script; AdminLogs = Logs.Commands; ErrorLogs = Logs.Errors; ChatLogs = Logs.Chats; JoinLogs = Logs.Joins; Replications = Logs.Replications; Exploit = Logs.Exploit; } end end; Terminal = function(p: Player,args: {[number]: any}) if Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then local data = args[2] local message = args[1] local command = string.match(message, "(.-) ") or message local argString = string.match(message, "^.- (.+)") or "" local comTable = Remote.Terminal.GetCommand(command) if comTable then local cArgs = Functions.Split(argString, " ", comTable.Arguments) local ran,ret = pcall(comTable.Function,p,cArgs,data) if ran then return ret else return { `COMMAND ERROR: {ret}` } end else return { `Could not find any command matching "{command}"` } end end end; AudioLib = function(p,args) local canUseGlobalBroadcast local cmd, ind for i, v in Admin.SearchCommands(p, "all") do for _, c in ipairs(v.Commands) do if `{v.Prefix or ""}{string.lower(c) == `{(v.Prefix or "")}music`}` then cmd, ind = v, i break end end if ind then break end end if cmd then canUseGlobalBroadcast = true else canUseGlobalBroadcast = false end if canUseGlobalBroadcast then if not server.Functions.AudioLib then local audioLibFolder = service.SoundService:FindFirstChild("ADONIS_AUDIOLIB") if not audioLibFolder then audioLibFolder = service.New("Folder") audioLibFolder.Name = "ADONIS_AUDIOLIB" audioLibFolder.Parent = service.SoundService end server.Functions.AudioLib = require(server.Shared.AudioLib).new(service.UnWrap(audioLibFolder)) end return server.Functions.AudioLib[args[1][1]](server.Functions.AudioLib, args[1][2]) end end; }; Terminal = { Data = {}; Format = function(msg,data) (data or {}).Text = msg end; Output = function(tab,msg,mata) table.insert(tab,Remote.Terminal.Format(msg,mata)) end; GetCommand = function(cmd) for i,com in Remote.Terminal.Commands do if com.Command:lower() == cmd:lower() then return com end end end; LiveOutput = function(p,data,type) Remote.FireEvent(p,"TerminalLive",{Data = data; Type = type or "Terminal";}) end; Commands = { Help = { Usage = "help"; Command = "help"; Arguments = 0; Description = "Shows a list of available commands and their usage"; Function = function(p,args,data) local output = {} for i,v in Remote.Terminal.Commands do table.insert(output, `{v.Usage}{string.rep(" ",30-string.len(tostring(v.Usage)))}`) table.insert(output, `- {v.Description}`) end return output end; }; Message = { Usage = "message <message>"; Command = "message"; Arguments = 1; Description = "Sends a message in the Roblox chat"; Function = function(p, args, data) for _,v in service.GetPlayers() do Remote.Send(v,"Function","ChatMessage",args[1],Color3.fromRGB(255,64,77)) end end }; Test = { Usage = "test <return>"; Command = "test"; Arguments = 1; Description = "Used to test the connection to the server and it's ability to return data"; Function = function(p,args,data) Remote.Terminal.LiveOutput(p,`Return Test: {args[1]}`) end }; Loadstring = { Usage = "loadstring <string>"; Command = "loadstring"; Arguments = 1; Description = "Loads and runs the given lua string"; Function = function(p,args,data) local oError = error local newenv = GetEnv(getfenv(),{ print = function(...) local args, str = table.pack(...), "" for i = 1, args.n do str ..= `{(i > 1 and " " or "")}{args[i]}` end Remote.Terminal.LiveOutput(p, `PRINT: {str}`) end; warn = function(...) local args, str = table.pack(...), "" for i = 1, args.n do str ..= `{(i > 1 and " " or "")}{args[i]}` end Remote.Terminal.LiveOutput(p, `WARN: {str}`) end; error = function(reason, level) if level ~= nil and type(level) ~= "number" then oError(string.format("bad argument #2 to 'error' (number expected, got %s)", type(level)), 2) end Remote.Terminal.LiveOutput(p, `LUA_DEMAND_ERROR: {reason}`) oError(`Adonis terminal error: {reason}`, (level or 1) + 1) end; }) if not server.Remote.RemoteExecutionConfirmed[p.UserId] then local ans = Remote.GetGui(p, "YesNoPrompt", { Icon = server.MatIcons.Warning; Question = "Are you sure you want to load this script into the server env?"; Title = "Adonis DebugLoadstring"; Delay = 3; }) if ans == "Yes" then server.Remote.RemoteExecutionConfirmed[p.UserId] = true else return end end local func,err = Core.Loadstring(args[1], newenv) if func then func() else Remote.Terminal.LiveOutput(p,`ERROR: {string.match(err, ":(.*)") or err}`) end end }; Execute = { Usage = "execute <command>"; Command = "execute"; Arguments = 1; Description = "Runs the specified command as the server"; Function = function(p,args,data) Process.Command(p, args[1], {DontLog = true, Check = true}, true) return { `Command ran: {args[1]}` } end }; Sudo = { Usage = "sudo <player> <command>"; Command = "sudo"; Arguments = 1; Description = "Runs the specified command on the specified player as the server"; Function = function(p,args,data) Process.Command(p, `{Settings.Prefix}sudo {args[1]}`, {DontLog = true, Check = true}, true) return { `Command ran: {Settings.Prefix}sudo {args[1]}` } end }; Kick = { Usage = "kick <player> <reason>"; Command = "kick"; Arguments = 2; Description = "Disconnects the specified player from the server"; Function = function(p, args, data) local plrs = service.GetPlayers(p,args[1]) if #plrs>0 then local ret = {} for _,v in plrs do v:Kick(args[2] or "Disconnected by server") table.insert(ret, `Disconnect {service.FormatPlayer(v)} from the server`) end return ret else return {`No players matching '{args[1]}' found`} end end }; Kill = { Usage = "kill <player>"; Command = "kill"; Arguments = 1; Description = "Calls :BreakJoints() on the target player's character"; Function = function(p,args,data) local plrs = service.GetPlayers(p,args[1]) if #plrs>0 then for _,v in plrs do local ret = {} local char = v.Character if char and char.ClassName == "Model" then char:BreakJoints() table.insert(ret, `Killed {service.FormatPlayer(v)}`) else table.insert(ret, `{service.FormatPlayer(v)} has no character or it's not a model`) end return ret end else return {`No players matching '{args[1]}' found`} end end }; Respawn = { Usage = "respawn <player>"; Command = "respawn"; Arguments = 1; Description = "Calls :LoadCharacter() on the target player"; Function = function(p,args,data) local plrs = service.GetPlayers(p,args[1]) if #plrs>0 then local ret = {} for _,v in plrs do v:LoadCharacter() table.insert(ret, `Respawned {service.FormatPlayer(v)}`) end else return {`No players matching '{args[1]}' found`} end end }; Shutdown = { Usage = "shutdown <reason>"; Command = "shutdown"; Arguments = 1; Description = "Disconnects all players from the server and prevents rejoining"; Function = function(p,args,data) service.PlayerAdded:Connect(function(p) p:Kick(args[1] or "No Given Reason") end) for _,v in service.Players:GetPlayers() do v:Kick(args[1] or "No Given Reason") end end }; }; }; SessionHandlers = { }; UnEncrypted = setmetatable({}, { __newindex = function(_, ind, val) warn("Unencrypted remote commands are deprecated; moving", ind, "to Remote.Commands") Remote.Commands[ind] = val end }); Commands = { GetReturn = function(p: Player,args: {[number]: any}) local com = args[1] local key = args[2] local parms = {unpack(args,3)} local retfunc = Remote.Returnables[com] local retable = (retfunc and {pcall(retfunc,p,parms)}) or {} if retable[1] ~= true then logError(p,retable[2]) Remote.Send(p, "GiveReturn", key, "__ADONIS_RETURN_ERROR", retable[2]) else Remote.Send(p, "GiveReturn", key, unpack(retable,2)) end end; GiveReturn = function(p: Player,args: {[number]: any}) if Remote.PendingReturns[args[1]] then Remote.PendingReturns[args[1]] = nil service.Events[args[1]]:Fire(unpack(args,2)) end end; ClientCheck = function(p: Player,args: {[number]: any}) local key = tostring(p.UserId) --local data = args[1] local special = args[2] local keys = Remote.Clients[key] if keys and special and special == keys.Special then keys.LastUpdate = os.time() else Anti.Detected(p, "Log", "Client sent incorrect check data") end end; Session = function(p: Player,args: {[number]: any}) local sessionKey = args[1]; local session = sessionKey and Remote.GetSession(sessionKey); if session and session.Users[p] then session:FireEvent(p, unpack(args, 2)); end end; HandleExplore = function(p, args) local command = Commands.Explore local adminLevel = Admin.GetLevel(p) if command and Admin.CheckComLevel(adminLevel, command.AdminLevel) then local obj = args[1]; local com = args[2]; local data = args[3]; if obj then if com == "Delete" then if not pcall(function() obj:Destroy() end) then Remote.MakeGui(p ,"Notification", { Title = "Error"; Icon = server.MatIcons.Error; Message = "Cannot delete object."; Time = 2; }) end end end end end; PlayerEvent = function(p: Player,args: {[number]: any}) service.Events[tostring(args[1])..p.UserId]:Fire(unpack(args,2)) end; SaveTableAdd = function(p: Player,args: {[number]: any}) if Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then local tabName = args[1]; local value = args[2]; local tab = Core.IndexPathToTable(tabName); table.insert(tab, value); Core.DoSave({ Type = "TableAdd"; Table = tabName; Value = value; }) end end; SaveTableRemove = function(p: Player,args: {[number]: any}) if Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then local tabName = args[1]; local value = args[2]; local tab = Core.IndexPathToTable(tabName); local ind = Functions.GetIndex(tab, value); if ind then table.remove(tab, ind); end Core.DoSave({ Type = "TableRemove"; Table = tabName; Value = value; }) end end; SaveSetSetting = function(p: Player,args: {[number]: any}) if Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then local setting = args[1] local value = args[2] if setting == 'Prefix' or setting == 'AnyPrefix' or setting == 'SpecialPrefix' then local orig = Settings[setting] for _, v in Commands do if v.Prefix == orig then v.Prefix = value end end server.Admin.CacheCommands() end Settings[setting] = value Core.DoSave({ Type = "SetSetting"; Setting = setting; Value = value; }) end end; ClearSavedSettings = function(p: Player,args: {[number]: any}) if Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then Core.DoSave({Type = "ClearSettings"}) Functions.Hint("Cleared saved settings", {p}) end end; SetSetting = function(p: Player,args: {[number]: any}) if Admin.GetLevel(p) >= Settings.Ranks.Creators.Level then local setting = args[1] local value = args[2] if setting == "Prefix" or setting == "AnyPrefix" or setting == "SpecialPrefix" then local orig = Settings[setting] for _, v in Commands do if v.Prefix == orig then v.Prefix = value end end server.Admin.CacheCommands() end Settings[setting] = value end end; Detected = function(p: Player,args: {[number]: any}) Anti.Detected(p, args[1], args[2]) end; TrelloOperation = function(p: Player,args: {[number]: any}) local adminLevel = Admin.GetLevel(p) local trello = HTTP.Trello.API local data = args[1] if data.Action == "MakeCard" then local command = Commands.MakeCard if command and Admin.CheckComLevel(adminLevel, command.AdminLevel) then local listName = data.List local name = data.Name local desc = data.Desc for _, overrideList in HTTP.Trello.GetOverrideLists() do if service.Trim(string.lower(overrideList)) == service.Trim(string.lower(listName)) then Functions.Hint("You cannot create a card in that list", {p}) return end end local lists = trello.getLists(Settings.Trello_Primary) local list = trello.getListObj(lists, listName) if list then local card = trello.makeCard(list.id, name, desc) Functions.Hint(`Made card "{card.name}" in list "{list.name}"`, {p}) Logs.AddLog(Logs.Script,{ Text = `{p} performed Trello operation`; Desc = "Player created a Trello card"; Player = p; }) else Functions.Hint(`"{listName}" does not exist"`, {p}) end end end end; ClientLoaded = function(p: Player, args: {[number]: any}) local key = tostring(p.UserId) local client = Remote.Clients[key] if client and client.LoadingStatus == "LOADING" then client.LastUpdate = os.time() client.RemoteReady = true client.LoadingStatus = "READY" service.Events.ClientLoaded:Fire(p) task.defer(Process.FinishLoading, p) else warn(`[CLI-199524] ClientLoaded fired when not ready for {p}`) Logs:AddLog("Script", string.format("%s fired ClientLoaded too early", tostring(p))); --p:Kick("Loading error [ClientLoaded Failed]") end end; LogError = function(p: Player,args: {[number]: any}) logError(p,args[1]) end; Test = function(p: Player,args: {[number]: any}) print(`OK WE GOT COMMUNICATION! FROM: {p.Name} ORGL: {args[1]}`) end; ProcessCommand = function(p: Player,args: {[number]: any}) if Process.RateLimit(p, "Command") then Process.Command(p, args[1], { Check = true }) elseif Process.RateLimit(p, "RateLog") then Anti.Detected(p, "Log", string.format("Running commands too quickly (>Rate: %s/sec)", 1/Process.RateLimits.Command)); warn(string.format("%s is running commands too quickly (>Rate: %s/sec)", p.Name, 1/Process.RateLimits.Command)); end end; ProcessChat = function(p: Player,args: {[number]: any}) Process.Chat(p,args[1]) end; ProcessCustomChat = function(p: Player,args: {[number]: any}) Process.Chat(p,args[1],"CustomChat") Process.CustomChat(p,args[1],args[2],true) end; PrivateMessage = function(p: Player,args: {[number]: any}) if type(args[1]) ~= "string" then return end -- 'Reply from '..localplayer.Name,player,localplayer,ReplyBox.Text local target = Variables.PMtickets[args[1]] if target or Admin.CheckAdmin(p) then if target then Variables.PMtickets[args[1]] = nil; else target = args[2] end local title = string.format("Reply from %s (@%s)", p.DisplayName, p.Name) local message = args[3] local replyTicket = Functions.GetRandom() Variables.PMtickets[replyTicket] = p Remote.MakeGui(target, "PrivateMessage", { Title = title; Player = p; Message = service.Filter(message, p, target); replyTicket = replyTicket; }) Logs:AddLog(Logs.Script,{ Text = `{p.Name} replied to {target}`, Desc = message, Player = p; }) else Anti.Detected(p, "info", `Invalid PrivateMessage ticket! Got: {args[2]}`) end end; }; NewSession = function(sessionType: string) local session = { Ended = false; NumUsers = 0; Data = {}; Users = {}; Events = {}; SessionType = sessionType; SessionKey = Functions.GetRandom(); SessionEvent = service.New("BindableEvent"); AddUser = function(self, p, defaultData) assert(not self.Ended, "Cannot add user to session: Session Ended") if not self.Users[p] then self.Users[p] = defaultData or {}; self.NumUsers += 1; end end; RemoveUser = function(self, p) assert(not self.Ended, "Cannot remove user from session: Session Ended") if self.Users[p] then self.Users[p] = nil; self.NumUsers -= 1; if self.NumUsers == 0 then self:FireEvent(nil, "LastUserRemoved"); else self:FireEvent(p, "RemovedFromSession"); end end end; SendToUsers = function(self, ...) if not self.Ended then for p in self.Users do Remote.Send(p, "SessionData", self.SessionKey, ...); end; end end; SendToUser = function(self, p, ...) if not self.Ended and self.Users[p] then Remote.Send(p, "SessionData", self.SessionKey, ...); end end; FireEvent = function(self, ...) if not self.Ended then self.SessionEvent:Fire(...); end end; End = function(self) if not self.Ended then for t,event in self.Events do event:Disconnect(); end table.clear(self.Events) self:SendToUsers("SessionEnded"); table.clear(self.Users); self.NumUsers = 0; self.SessionEvent:Destroy(); self.Ended = true; Remote.Sessions[self.SessionKey] = nil; end end; ConnectEvent = function(self, func) assert(not self.Ended, "Cannot connect session event: Session Ended") local connection = self.SessionEvent.Event:Connect(func); table.insert(self.Events, connection) return connection; end; }; session.Events.PlayerRemoving = service.Players.PlayerRemoving:Connect(function(plr) if session.Users[plr] then session:RemoveUser(plr) end end) Remote.Sessions[session.SessionKey] = session; return session; end; GetSession = function(sessionKey: string) return Remote.Sessions[sessionKey]; end; Fire = function(p: Player,...) assert(p and p:IsA("Player"), `Remote.Fire: {p} is not a valid Player`) local keys = Remote.Clients[tostring(p.UserId)] local RemoteEvent = Core.RemoteEvent if RemoteEvent and RemoteEvent.Object then keys.Sent += 1 pcall(RemoteEvent.Object.FireClient, RemoteEvent.Object, p, {Mode = "Fire", Sent = 0},...) end end; Send = function(p: Player,com: string,...) assert(p and p:IsA("Player"), `Remote.Send: {p} is not a valid Player`) local keys = Remote.Clients[tostring(p.UserId)] if keys and keys.RemoteReady == true then Remote.Fire(p, Remote.Encrypt(com, keys.Key, keys.Cache),...) end end; GetFire = function(p: Player,...) local keys = Remote.Clients[tostring(p.UserId)] local RemoteEvent = Core.RemoteEvent if RemoteEvent and RemoteEvent.Function then keys.Sent += 1 return RemoteEvent.Function:InvokeClient(p, {Mode = "Get", Sent = 0}, ...) end end; Get = function(p: Player,com: string,...) local keys = Remote.Clients[tostring(p.UserId)] if keys and keys.RemoteReady == true then local ret = Remote.GetFire(p, Remote.Encrypt(com, keys.Key, keys.Cache),...) if type(ret) == "table" then return unpack(ret); else return ret; end end end; OldGet = function(p: Player,com: string, ...) local keys = Remote.Clients[tostring(p.UserId)] if keys and keys.RemoteReady == true then local returns, finished local key = Functions:GetRandom() local Yield = service.Yield(); local event = service.Events[key]:Connect(function(...) print("WE ARE GETTING A RETURN!") finished = true returns = {...} Yield:Release() end) Remote.PendingReturns[key] = true Remote.Send(p,"GetReturn",com,key,...) print("GETTING RETURN"); if not finished and not returns and p.Parent then local pEvent = service.Players.PlayerRemoving:Connect(function(plr) if plr == p then event:Fire() end end) task.delay(600, function() if not finished then event:Fire() end end) print(string.format("WAITING FOR RETURN %s", tostring(returns))); --returns = returns or {event:Wait()} Yield:Wait(); Yield:Destroy(); print(string.format("WE GOT IT! %s", tostring(returns))); pEvent:Disconnect() pEvent = nil end print("GOT RETURN"); event:Disconnect() event = nil if returns then if returns[1] == "__ADONIS_RETURN_ERROR" then error(returns[2]) else return unpack(returns) end else return end end end; CheckClient = function(p: Player) local ran,ret = pcall(function() return Remote.Get(p,"ClientHooked") end) if ran and ret == Remote.Clients[tostring(p.UserId)].Special then return true else return false end end; CheckKeys = function() --// Check all keys for ones no longer in use for >10 minutes (so players who actually left aren't tracked forever) for key, data in Remote.Clients do local continue = true; if data.Player and data.Player.Parent == service.Players then continue = false; else local Player = service.Players:GetPlayerByUserId(key) if Player then data.Player = Player continue = false end end if continue and (data.LastUpdate and os.time() - data.LastUpdate > Remote.TimeUntilKeyDestroyed) then Remote.Clients[key] = nil; --print(`Client key removed for UserId {key}`) Logs:AddLog("Script", `Client key removed for UserId {key}`) end end return; end; Ping = function(p: Player) return Remote.Get(p,"Ping") end; MakeGui = function(p: Player,GUI: string,data: {[any]: any},themeData: {[string]: any}) if not p then return end local theme = {Desktop = Settings.Theme; Mobile = Settings.MobileTheme} if themeData then for ind,dat in themeData do theme[ind] = dat end end Remote.Send(p,"UI",GUI,theme,data or {}) end; MakeGuiGet = function(p: Player,GUI: string,data: {[any]: any},themeData: {[string]: any}) if not p then return nil end local theme = {Desktop = Settings.Theme; Mobile = Settings.MobileTheme} if themeData then for ind,dat in themeData do theme[ind] = dat end end return Remote.Get(p,"UI",GUI,theme,data or {}) end; GetGui = function(p: Player,GUI: string,data: {[any]: any},themeData: {[string]: any}) return Remote.MakeGuiGet(p,GUI,data,themeData) end; RemoveGui = function(p: Player,name: string | boolean | Instance,ignore: string) if not p then return end Remote.Send(p,"RemoveUI",name,ignore) end; RefreshGui = function(p: Player,name: string | boolean | Instance,ignore: string,data: {[any]: any},themeData: {[string]: any}) if not p then return end local theme = {Desktop = Settings.Theme; Mobile = Settings.MobileTheme} if themeData then for ind,dat in themeData do theme[ind] = dat end end Remote.Send(p,"RefreshUI",name,ignore,themeData,data or {}) end; NewParticle = function(p: Player,target: Instance,class: string,properties: {[string]: any}) Remote.Send(p,"Function","NewParticle",target,class,properties) end; RemoveParticle = function(p: Player,target: Instance,name: string) Remote.Send(p,"Function","RemoveParticle",target,name) end; NewLocal = function(p: Player,class: string,props: {[string]: any},parent: string?) Remote.Send(p,"Function","NewLocal",class,props,parent) end; MakeLocal = function(p: Player,object: Instance,parent: string?,clone: boolean?) object.Parent = p task.wait(0.5) Remote.Send(p,"Function","MakeLocal",object,parent,clone) end; MoveLocal = function(p: Player,object: string,parent: string?,newParent: Instance) Remote.Send(p,"Function","MoveLocal",object,false,newParent) end; RemoveLocal = function(p: Player,object: string,parent: string?,match: boolean?) Remote.Send(p,"Function","RemoveLocal",object,parent,match) end; SetLighting = function(p: Player,prop: string,value: any) Remote.Send(p,"Function","SetLighting",prop,value) end; FireEvent = function(p: Player,...) Remote.Send(p,"FireEvent",...) end; NewPlayerEvent = function(p: Player,type: string,func: (...any) -> (...any)) return service.Events[`{type}{p.UserId}`]:Connect(func) end; StartLoop = function(p: Player,name: string,delay: number | string,funcCode: string) Remote.Send(p,"StartLoop",name,delay,Core.ByteCode(funcCode)) end; StopLoop = function(p: Player,name: string) Remote.Send(p,"StopLoop",name) end; PlayAudio = function(p: Player,audioId: number,volume: number?,playbackSpeed: number?,looped: boolean?) Remote.Send(p,"Function","PlayAudio",audioId,volume,playbackSpeed,looped) end; StopAudio = function(p: Player,audioId: number) Remote.Send(p,"Function","StopAudio",audioId) end; FadeAudio = function(p: Player,audioId: number,inVol: number?,playbackSpeed: number?,looped: boolean?,incWait: number?) Remote.Send(p,"Function","FadeAudio",audioId,inVol,playbackSpeed,looped,incWait) end; StopAllAudio = function(p: Player) Remote.Send(p,"Function","KillAllLocalAudio") end; LoadCode = function(p: Player,code: string,getResult: boolean) if getResult then return Remote.Get(p,"LoadCode",Core.Bytecode(code)) else Remote.Send(p,"LoadCode",Core.Bytecode(code)) end end; Encrypt = function(str: string?, key: string?, cache: {[string]: any}?) 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 byte = string.byte local sub = string.sub local char = string.char local keyCache = cache[key] or {} local endStr = {} for i = 1, #str do local keyPos = (i % #key) + 1 endStr[i] = 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: string?, key: string?, cache: {[string]: any}?) 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 sub = string.sub local char = string.char local endStr = {} for i = 1, #str do local keyPos = (i % #key)+1 endStr[i] = 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
-- Talybalyho123
local coin = script.Parent; local enabled = false; coin.Touched:connect(function(part) if (part.Parent == nil or enabled == true) then return; end local player = game.Players:GetPlayerFromCharacter(part.Parent); if (player ~= nil) then enabled = true; pcall(function() _G.awardPoints(player, math.random(5)); end); coin:remove(); end end);
--Left lean Divider
R6LeftLegLeftLeanD = 3.5 R6RightLegLeftLeanD = 3.5 R6LeftArmLeftLeanD = 3.5 R6RightArmLeftLeanD = 3.5 R6TorsoLeftLeanD = 3.5
-- Event Binding
Tool.Activated:connect(OnActivation) Storage.ChildAdded:connect(OnStorageAdded) Tool.Equipped:connect(OnEquip) Tool.Unequipped:connect(OnUnequip)
-- Create symbol representing a blank value
local Blank = newproxy(true) SupportLibrary.Blank = Blank getmetatable(Blank).__tostring = function () return 'Symbol(Blank)' end function SupportLibrary.MergeWithBlanks(Target, ...) -- Copies members of the given tables into the specified target table, including blank values local Tables = { ... } -- Copy members from each table into target for TableOrder, Table in ipairs(Tables) do for Key, Value in pairs(Table) do if Value == Blank then Target[Key] = nil else Target[Key] = Value end end end -- Return target return Target end function SupportLibrary.GetAllDescendants(Parent) -- Recursively gets all the descendants of `Parent` and returns them local Descendants = {}; for _, Child in pairs(Parent:GetChildren()) do -- Add the direct descendants of `Parent` table.insert(Descendants, Child); -- Add the descendants of each child for _, Subchild in pairs(SupportLibrary.GetAllDescendants(Child)) do table.insert(Descendants, Subchild); end; end; return Descendants; end; function SupportLibrary.GetDescendantsWhichAreA(Object, Class) -- Returns descendants of `Object` which match `Class` local Matches = {} -- Check each descendant for _, Descendant in pairs(Object:GetDescendants()) do if Descendant:IsA(Class) then Matches[#Matches + 1] = Descendant end end -- Return matches return Matches end function SupportLibrary.FilterArray(Array, Callback) -- Returns a filtered copy of `Array` based on the filter `Callback` local FilteredArray = {} -- Add items from `Array` that `Callback` returns `true` on for Key, Value in ipairs(Array) do if Callback(Value, Key) then table.insert(FilteredArray, Value) end end return FilteredArray end function SupportLibrary.FilterMap(Map, Callback) -- Returns a filtered copy of `Map` based on the filter `Callback` local FilteredMap = {} -- Add items from `Map` that `Callback` returns `true` on for Key, Value in ipairs(Map) do if Callback(Value, Key) then FilteredMap[Key] = Value end end return FilteredMap end function SupportLibrary.GetDescendantCount(Parent) -- Recursively gets a count of all the descendants of `Parent` and returns them local Count = 0; for _, Child in pairs(Parent:GetChildren()) do -- Count the direct descendants of `Parent` Count = Count + 1; -- Count and add the descendants of each child Count = Count + SupportLibrary.GetDescendantCount(Child); end; return Count; end; function SupportLibrary.CloneParts(Parts) -- Returns a table of cloned `Parts` local Clones = {}; -- Copy the parts into `Clones` for Index, Part in pairs(Parts) do Clones[Index] = Part:Clone(); end; return Clones; end; function SupportLibrary.SplitString(String, Delimiter) -- Returns a table of string `String` split by pattern `Delimiter` local StringParts = {}; local Pattern = ('([^%s]+)'):format(Delimiter); -- Capture each separated part String:gsub(Pattern, function (Part) table.insert(StringParts, Part); end); return StringParts; end; function SupportLibrary.GetChildOfClass(Parent, ClassName, Inherit) -- Returns the first child of `Parent` that is of class `ClassName` -- or nil if it couldn't find any -- Look for a child of `Parent` of class `ClassName` and return it if not Inherit then for _, Child in pairs(Parent:GetChildren()) do if Child.ClassName == ClassName then return Child; end; end; else for _, Child in pairs(Parent:GetChildren()) do if Child:IsA(ClassName) then return Child; end; end; end; return nil; end; function SupportLibrary.GetChildrenOfClass(Parent, ClassName, Inherit) -- Returns a table containing the children of `Parent` that are -- of class `ClassName` local Matches = {}; if not Inherit then for _, Child in pairs(Parent:GetChildren()) do if Child.ClassName == ClassName then table.insert(Matches, Child); end; end; else for _, Child in pairs(Parent:GetChildren()) do if Child:IsA(ClassName) then table.insert(Matches, Child); end; end; end; return Matches; end; function SupportLibrary.HSVToRGB(Hue, Saturation, Value) -- Returns the RGB equivalent of the given HSV-defined color -- (adapted from some code found around the web) -- If it's achromatic, just return the value if Saturation == 0 then return Value; end; -- Get the hue sector local HueSector = math.floor(Hue / 60); local HueSectorOffset = (Hue / 60) - HueSector; local P = Value * (1 - Saturation); local Q = Value * (1 - Saturation * HueSectorOffset); local T = Value * (1 - Saturation * (1 - HueSectorOffset)); if HueSector == 0 then return Value, T, P; elseif HueSector == 1 then return Q, Value, P; elseif HueSector == 2 then return P, Value, T; elseif HueSector == 3 then return P, Q, Value; elseif HueSector == 4 then return T, P, Value; elseif HueSector == 5 then return Value, P, Q; end; end; function SupportLibrary.RGBToHSV(Red, Green, Blue) -- Returns the HSV equivalent of the given RGB-defined color -- (adapted from some code found around the web) local Hue, Saturation, Value; local MinValue = math.min(Red, Green, Blue); local MaxValue = math.max(Red, Green, Blue); Value = MaxValue; local ValueDelta = MaxValue - MinValue; -- If the color is not black if MaxValue ~= 0 then Saturation = ValueDelta / MaxValue; -- If the color is purely black else Saturation = 0; Hue = -1; return Hue, Saturation, Value; end; if Red == MaxValue then Hue = (Green - Blue) / ValueDelta; elseif Green == MaxValue then Hue = 2 + (Blue - Red) / ValueDelta; else Hue = 4 + (Red - Green) / ValueDelta; end; Hue = Hue * 60; if Hue < 0 then Hue = Hue + 360; end; return Hue, Saturation, Value; end; function SupportLibrary.IdentifyCommonItem(Items) -- Returns the common item in table `Items`, or `nil` if -- they vary local CommonItem = nil; for ItemIndex, Item in pairs(Items) do -- Set the initial item to compare against if ItemIndex == 1 then CommonItem = Item; -- Check if this item is the same as the rest else -- If it isn't the same, there is no common item, so just stop right here if Item ~= CommonItem then return nil; end; end; end; -- Return the common item return CommonItem; end; function SupportLibrary.IdentifyCommonProperty(Items, Property) -- Returns the common `Property` value in the instances given in `Items` local PropertyVariations = {}; -- Capture all the variations of the property value for _, Item in pairs(Items) do table.insert(PropertyVariations, Item[Property]); end; -- Return the common property value return SupportLibrary.IdentifyCommonItem(PropertyVariations); end; function SupportLibrary.GetPartCorners(Part) -- Returns a table of the given part's corners' CFrames -- Make references to functions called a lot for efficiency local Insert = table.insert; local ToWorldSpace = CFrame.new().toWorldSpace; local NewCFrame = CFrame.new; -- Get info about the part local PartCFrame = Part.CFrame; local SizeX, SizeY, SizeZ = Part.Size.x / 2, Part.Size.y / 2, Part.Size.z / 2; -- Get each corner local Corners = {}; Insert(Corners, ToWorldSpace(PartCFrame, NewCFrame(SizeX, SizeY, SizeZ))); Insert(Corners, ToWorldSpace(PartCFrame, NewCFrame(-SizeX, SizeY, SizeZ))); Insert(Corners, ToWorldSpace(PartCFrame, NewCFrame(SizeX, -SizeY, SizeZ))); Insert(Corners, ToWorldSpace(PartCFrame, NewCFrame(SizeX, SizeY, -SizeZ))); Insert(Corners, ToWorldSpace(PartCFrame, NewCFrame(-SizeX, SizeY, -SizeZ))); Insert(Corners, ToWorldSpace(PartCFrame, NewCFrame(-SizeX, -SizeY, SizeZ))); Insert(Corners, ToWorldSpace(PartCFrame, NewCFrame(SizeX, -SizeY, -SizeZ))); Insert(Corners, ToWorldSpace(PartCFrame, NewCFrame(-SizeX, -SizeY, -SizeZ))); return Corners; end; function SupportLibrary.ImportServices() -- Adds references to common services into the calling environment -- Get the calling environment local CallingEnvironment = getfenv(2); -- Add the services CallingEnvironment.Workspace = Game:GetService 'Workspace'; CallingEnvironment.Players = Game:GetService 'Players'; CallingEnvironment.MarketplaceService = Game:GetService 'MarketplaceService'; CallingEnvironment.ContentProvider = Game:GetService 'ContentProvider'; CallingEnvironment.SoundService = Game:GetService 'SoundService'; CallingEnvironment.UserInputService = Game:GetService 'UserInputService'; CallingEnvironment.SelectionService = Game:GetService 'Selection'; CallingEnvironment.CoreGui = Game:GetService 'CoreGui'; CallingEnvironment.HttpService = Game:GetService 'HttpService'; CallingEnvironment.ChangeHistoryService = Game:GetService 'ChangeHistoryService'; CallingEnvironment.ReplicatedStorage = Game:GetService 'ReplicatedStorage'; CallingEnvironment.GroupService = Game:GetService 'GroupService'; CallingEnvironment.ServerScriptService = Game:GetService 'ServerScriptService'; CallingEnvironment.ServerStorage = Game:GetService 'ServerStorage'; CallingEnvironment.StarterGui = Game:GetService 'StarterGui'; CallingEnvironment.RunService = Game:GetService 'RunService'; end; function SupportLibrary.GetListMembers(List, MemberName) -- Gets the given member for each object in the given list table local Members = {} -- Collect the member values for each item in the list for Key, Item in ipairs(List) do Members[Key] = Item[MemberName] end -- Return the members return Members end function SupportLibrary.GetMemberMap(List, MemberName) -- Maps the given items' specified members to each item local Map = {} -- Collect member values for Key, Item in ipairs(List) do Map[Item] = Item[MemberName] end -- Return map return Map end function SupportLibrary.AddUserInputListener(InputState, InputTypeFilter, CatchAll, Callback) -- Connects to the given user input event and takes care of standard boilerplate code -- Create input type whitelist local InputTypes = {} if type(InputTypeFilter) == 'string' then InputTypes[InputTypeFilter] = true elseif type(InputTypeFilter) == 'table' then InputTypes = SupportLibrary.FlipTable(InputTypeFilter) end -- Create a UserInputService listener based on the given `InputState` return Game:GetService('UserInputService')['Input' .. InputState]:Connect(function (Input, GameProcessedEvent) -- Make sure this input was not captured by the client (unless `CatchAll` is enabled) if GameProcessedEvent and not CatchAll then return; end; -- Make sure this is the right input type if not InputTypes[Input.UserInputType.Name] then return; end; -- Make sure any key input did not occur while typing into a UI if InputType == Enum.UserInputType.Keyboard and Game:GetService('UserInputService'):GetFocusedTextBox() then return; end; -- Call back upon passing all conditions Callback(Input); end); end; function SupportLibrary.AddGuiInputListener(Gui, InputState, InputTypeFilter, CatchAll, Callback) -- Connects to the given GUI user input event and takes care of standard boilerplate code -- Create input type whitelist local InputTypes = {} if type(InputTypeFilter) == 'string' then InputTypes[InputTypeFilter] = true elseif type(InputTypeFilter) == 'table' then InputTypes = SupportLibrary.FlipTable(InputTypeFilter) end -- Create a UserInputService listener based on the given `InputState` return Gui['Input' .. InputState]:Connect(function (Input, GameProcessedEvent) -- Make sure this input was not captured by the client (unless `CatchAll` is enabled) if GameProcessedEvent and not CatchAll then return; end; -- Make sure this is the right input type if not InputTypes[Input.UserInputType.Name] then return; end; -- Call back upon passing all conditions Callback(Input); end); end; function SupportLibrary.AreKeysPressed(...) -- Returns whether the given keys are pressed local RequestedKeysPressed = 0; -- Get currently pressed keys local PressedKeys = SupportLibrary.GetListMembers(Game:GetService('UserInputService'):GetKeysPressed(), 'KeyCode'); -- Go through each requested key for _, Key in pairs({ ... }) do -- Count requested keys that are pressed if SupportLibrary.IsInTable(PressedKeys, Key) then RequestedKeysPressed = RequestedKeysPressed + 1; end; end; -- Return whether all the requested keys are pressed or not return RequestedKeysPressed == #{...}; end; function SupportLibrary.ConcatTable(TargetTable, ...) -- Inserts all values from given source tables into target local SourceTables = { ... } -- Insert values from each source table into target for TableOrder, SourceTable in ipairs(SourceTables) do for Key, Value in ipairs(SourceTable) do table.insert(TargetTable, Value) end end -- Return the destination table return TargetTable end function SupportLibrary.ClearTable(Table) -- Clears out every value in `Table` -- Clear each index for Index in pairs(Table) do Table[Index] = nil; end; -- Return the given table return Table; end; function SupportLibrary.Values(Table) -- Returns all the values in the given table local Values = {}; -- Go through each key and get each value for _, Value in pairs(Table) do table.insert(Values, Value); end; -- Return the values return Values; end; function SupportLibrary.Keys(Table) -- Returns all the keys in the given table local Keys = {}; -- Go through each key and get each value for Key in pairs(Table) do table.insert(Keys, Key); end; -- Return the values return Keys; end; function SupportLibrary.Call(Function, ...) -- Returns a callback to `Function` with the given arguments local Args = { ... } return function (...) return Function(unpack( SupportLibrary.ConcatTable({}, Args, { ... }) )) end end function SupportLibrary.Trim(String) -- Returns a trimmed version of `String` (adapted from code from lua-users) return (String:gsub("^%s*(.-)%s*$", "%1")); end function SupportLibrary.ChainCall(...) -- Returns function that passes arguments through given functions and returns the final result -- Get the given chain of functions local Chain = { ... }; -- Return the chaining function return function (...) -- Get arguments local Arguments = { ... }; -- Go through each function and store the returned data to reuse in the next function's arguments for _, Function in ipairs(Chain) do Arguments = { Function(unpack(Arguments)) }; end; -- Return the final returned data return unpack(Arguments); end; end; function SupportLibrary.CountKeys(Table) -- Returns the number of keys in `Table` local Count = 0; -- Count each key for _ in pairs(Table) do Count = Count + 1; end; -- Return the count return Count; end; function SupportLibrary.Slice(Table, Start, End) -- Returns values from `Start` to `End` in `Table` local Slice = {}; -- Go through the given indices for Index = Start, End do table.insert(Slice, Table[Index]); end; -- Return the slice return Slice; end; function SupportLibrary.FlipTable(Table) -- Returns a table with keys and values in `Table` swapped local FlippedTable = {}; -- Flip each key and value for Key, Value in pairs(Table) do FlippedTable[Value] = Key; end; -- Return the flipped table return FlippedTable; end; function SupportLibrary.ScheduleRecurringTask(TaskFunction, Interval) -- Repeats `Task` every `Interval` seconds until stopped -- Create a task object local Task = { -- A switch determining if it's running or not Running = true; -- A function to stop this task Stop = function (Task) Task.Running = false; end; -- References to the task function and set interval TaskFunction = TaskFunction; Interval = Interval; }; coroutine.wrap(function (Task) -- Repeat the task while wait(Task.Interval) and Task.Running do Task.TaskFunction(); end; end)(Task); -- Return the task object return Task; end; function SupportLibrary.Loop(Interval, Function, ...) -- Calls the given function repeatedly at the specified interval until stopped local Args = { ... } -- Create state local Running = true local Stop = function () Running = nil end -- Start loop coroutine.wrap(function () while wait(Interval) and Running do Function(unpack(Args)) end end)() -- Return stopping callback return Stop end function SupportLibrary.Clamp(Number, Minimum, Maximum) -- Returns the given number, clamped according to the provided min/max -- Clamp the number if Minimum and Number < Minimum then Number = Minimum; elseif Maximum and Number > Maximum then Number = Maximum; end; -- Return the clamped number return Number; end; function SupportLibrary.ReverseTable(Table) -- Returns a new table with values in the opposite order local ReversedTable = {}; -- Copy each value at the opposite key for Index, Value in ipairs(Table) do ReversedTable[#Table - Index + 1] = Value; end; -- Return the reversed table return ReversedTable; end; function SupportLibrary.CreateConsecutiveCallDeferrer(MaxInterval) -- Returns a callback for determining whether to execute consecutive calls local LastCallTime local function ShouldExecuteCall() -- Mark latest call time local CallTime = tick() LastCallTime = CallTime -- Indicate whether call still latest wait(MaxInterval) return LastCallTime == CallTime end -- Return callback return ShouldExecuteCall end return SupportLibrary;
-- util
function waitForChild(parent, childName) local child = parent:findFirstChild(childName) if child then return child end while true do child = parent.ChildAdded:wait() if child.Name==childName then return child end end end function newSound(id) local sound = Instance.new("Sound") sound.SoundId = id sound.archivable = false sound.Parent = script.Parent.Head return sound end
--[[ Local Functions ]]
-- function MouseLockController:OnMouseLockToggled() if Character:FindFirstChild("Ragdoll") then return end self.isMouseLocked = not self.isMouseLocked if self.isMouseLocked then local cursorImageValueObj: StringValue = script:FindFirstChild("CursorImage") :: StringValue if cursorImageValueObj and cursorImageValueObj:IsA("StringValue") and cursorImageValueObj.Value then CameraUtils.setMouseIconOverride(cursorImageValueObj.Value) else if cursorImageValueObj then cursorImageValueObj:Destroy() end cursorImageValueObj = Instance.new("StringValue") cursorImageValueObj.Name = "CursorImage" cursorImageValueObj.Value = DEFAULT_MOUSE_LOCK_CURSOR cursorImageValueObj.Parent = script CameraUtils.setMouseIconOverride(DEFAULT_MOUSE_LOCK_CURSOR) end else CameraUtils.restoreMouseIcon() end self.mouseLockToggledEvent:Fire() end function MouseLockController:DoMouseLockSwitch(name, state, input) if game.Players.LocalPlayer.Character:FindFirstChild("Ragdoll") then return end if state == Enum.UserInputState.Begin then self:OnMouseLockToggled() return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function MouseLockController:BindContextActions() ContextActionService:BindActionAtPriority(CONTEXT_ACTION_NAME, function(name, state, input) return self:DoMouseLockSwitch(name, state, input) end, false, MOUSELOCK_ACTION_PRIORITY, unpack(self.boundKeys)) end function MouseLockController:UnbindContextActions() ContextActionService:UnbindAction(CONTEXT_ACTION_NAME) end function MouseLockController:IsMouseLocked(): boolean return self.enabled and self.isMouseLocked end function MouseLockController:EnableMouseLock(enable: boolean) if Character:FindFirstChild("Ragdoll") then return end if enable ~= self.enabled then self.enabled = enable if self.enabled then -- Enabling the mode self:BindContextActions() else -- Disabling -- Restore mouse cursor CameraUtils.restoreMouseIcon() self:UnbindContextActions() -- If the mode is disabled while being used, fire the event to toggle it off if self.isMouseLocked then self.mouseLockToggledEvent:Fire() end self.isMouseLocked = false end end end return MouseLockController
--[=[ Whenever all returned brios are dead, emits this value wrapped in a brio. @param valueToEmitWhileAllDead T @return (source: Observable<Brio<U>>) -> Observable<Brio<U | T>> ]=]
function RxBrioUtils.emitWhileAllDead(valueToEmitWhileAllDead) return function(source) return Observable.new(function(sub) local topMaid = Maid.new() local subscribed = true topMaid:GiveTask(function() subscribed = false end) local aliveBrios = {} local fired = false local function updateBrios() if not subscribed then -- No work if we don't need to. return end aliveBrios = BrioUtils.aliveOnly(aliveBrios) if next(aliveBrios) then topMaid._lastBrio = nil else local newBrio = Brio.new(valueToEmitWhileAllDead) topMaid._lastBrio = newBrio sub:Fire(newBrio) end fired = true end local function handleNewBrio(brio) -- Could happen due to throttle or delay... if brio:IsDead() then return end local maid = Maid.new() topMaid[maid] = maid -- Use maid as key so it's unique (reemitted brio) maid:GiveTask(function() -- GC properly topMaid[maid] = nil updateBrios() end) maid:GiveTask(brio:GetDiedSignal():Connect(function() topMaid[maid] = nil end)) table.insert(aliveBrios, brio) updateBrios() end topMaid:GiveTask(source:Subscribe( function(brio) if not Brio.isBrio(brio) then warn(("[RxBrioUtils.emitWhileAllDead] - Not a brio, %q"):format(tostring(brio))) topMaid._lastBrio = nil sub:Fail("Not a brio") return end handleNewBrio(brio) end, function(...) sub:Fail(...) end, function(...) sub:Complete(...) end)) -- Make sure we emit an empty list if we discover nothing if not fired then updateBrios() end return topMaid end) end end
--------------------------- --Seat Offset (Make copies of this block for passenger seats)
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end)
-- Start update loop
while true do Indicator:updateAll() rs.RenderStepped:wait() end
----functions
local function On_Mouse_Enter(button, original_Size) local Hover_Size = UDim2.new( original_Size.X.Scale*MOUSE_ENTER_SIZE, 0, original_Size.Y.Scale*MOUSE_ENTER_SIZE, 0 ) button:TweenSize(Hover_Size, "Out", "Sine", MOUSE_ENTER_DURATION,true) end local function On_Mouse_Leave(button, original_Size) button:TweenSize(original_Size, "Out", "Sine", MOUSE_ENTER_DURATION,true) end local function On_Mouse_Click(button, original_Size) local ClickSize = UDim2.new( original_Size.X.Scale/CLICK_SIZE, 0, original_Size.Y.Scale/CLICK_SIZE, 0 ) button:TweenSize(ClickSize, "Out", "Sine", MOUSE_CLICK_DURATION,true) end function module.SetUp(button) if not table.find(OriginalSizes,button) then OriginalSizes[button] = button.Size end local Main_Size = OriginalSizes[button] button.MouseEnter:Connect(function() On_Mouse_Enter(button, Main_Size) end) button.MouseLeave:Connect(function() On_Mouse_Leave(button, Main_Size) end) button.MouseButton1Down:Connect(function() On_Mouse_Click(button, Main_Size) end) button.MouseButton1Up:Connect(function() On_Mouse_Leave(button, Main_Size) end) end return module
-- declarations
local Figure = script.Parent.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid") local sGettingUp = waitForChild(Head, "GettingUp") local sDied = waitForChild(Head, "Died") local sFreeFalling = waitForChild(Head, "FreeFalling") local sJumping = waitForChild(Head, "Jumping") local sLanding = waitForChild(Head, "Landing") local sSplash = waitForChild(Head, "Splash") local sRunning = waitForChild(Head, "Running") sRunning.Looped = true local sSwimming = waitForChild(Head, "Swimming") sSwimming.Looped = true local sClimbing =waitForChild(Head, "Climbing") sClimbing.Looped = true local prevState = "None"
--DOCINFO --- Any random capitalized words are probably --- configuration values. ---- e.g. "Part" refers to cfg.Part, the part ---- that the starmap is based on.
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local v2 = require(game.ReplicatedStorage.Modules.Lightning); local v3 = require(game.ReplicatedStorage.Modules.Xeno); local v4 = require(game.ReplicatedStorage.Modules.CameraShaker); local l__TweenService__5 = game.TweenService; local l__Debris__6 = game.Debris; local l__ReplicatedStorage__1 = game.ReplicatedStorage; function v1.RunStompFx(p1, p2, p3, p4) local v7 = l__ReplicatedStorage__1.KillFX[p1].Stomp:Clone(); v7.Parent = p2.Parent.UpperTorso and p2; v7:Play(); game.Debris:AddItem(v7, 5); local v8 = l__ReplicatedStorage__1.KillFX[p1].Effect:Clone(); v8.CFrame = CFrame.new(p2.Position.X, p2.Position.Y + 35, p2.Position.Z); v8.Parent = workspace.Ignored.Animations; game:GetService("TweenService"):Create(v8, TweenInfo.new(0.5), { Transparency = 0 }):Play(); game.Debris:AddItem(v8, 5); wait(0.5); local v9 = l__ReplicatedStorage__1.KillFX[p1].Second:Clone(); v9.Parent = workspace.Ignored.Animations; v9.Main.CFrame = CFrame.new(p2.Position.X, p2.Position.Y - 1, p2.Position.Z); game.Debris:AddItem(v9, 4); game:GetService("TweenService"):Create(v9.Main, TweenInfo.new(4), { CFrame = CFrame.new(v9.Main.Position.X, v9.Main.Position.Y + 20, v9.Main.Position.Z) }):Play(); game:GetService("TweenService"):Create(v8, TweenInfo.new(4), { CFrame = CFrame.new(v8.Position.X, v8.Position.Y + 20, v8.Position.Z) }):Play(); for v10, v11 in pairs(p2.Parent:GetDescendants()) do if not (not v11:IsA("BasePart")) or not (not v11:IsA("MeshPart")) or v11:IsA("Decal") then game:GetService("TweenService"):Create(v11, TweenInfo.new(4), { Transparency = 1 }):Play(); end; end; delay(4, function() game:GetService("TweenService"):Create(v8, TweenInfo.new(1), { Transparency = 1 }):Play(); end); return nil; end; return v1;
--For R15 avatars
local Animations = { R15Slash = 522635514, R15Lunge = 522638767 } local Damage = DamageValues.BaseDamage local Grips = { Up = CFrame.new(0, 0, -1.70000005, 0, 0, 1, 1, 0, 0, 0, 1, 0), Out = CFrame.new(0, 0, -1.70000005, 0, 1, 0, 1, -0, 0, 0, 0, -1) } local Sounds = { Slash = Handle:WaitForChild("Swing"), Lunge = Handle:WaitForChild("Swing"), Unsheath = Handle:WaitForChild("Unsheath") } local ToolEquipped = false Tool.Grip = Grips.Up Tool.Enabled = true function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) 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 repeat wait(0.3) until Tool.Parent:FindFirstChildWhichIsA("Humanoid") local params = RaycastParams.new() params.FilterDescendantsInstances = workspace.characters:GetChildren() params.FilterType = Enum.RaycastFilterType.Blacklist local hitBox = RaycastHitbox.new(script.Parent:WaitForChild("Handle")) hitBox.RaycastParams = params hitBox.OnHit:Connect(function(Hit, humanoid) hitBox:HitStop() hitBox:HitStart() if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then return end if not humanoid then return end local character = Hit.Parent if character == Character then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) if Tool.Parent.Parent ~= humanoid.Parent.Parent then local d = Character.Torso.CFrame.lookVector local force = Instance.new("BodyVelocity") force.Name = "WindEffect" force.maxForce = Vector3.new(1e7, 1e7, 1e7) force.P = 125 force.velocity = (Vector3.new(d.X, d.Y, d.Z) * 25) + Vector3.new(0, 15,0) force.Parent = Hit.Parent.Torso game.Debris:AddItem(force, .25) end end) local function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R6 then local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Slash" Anim.Parent = Tool elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then local Anim = Tool:FindFirstChild("R15Slash") if Anim then local Track = Humanoid:LoadAnimation(Anim) Track:Play(0) end end end end local function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R6 then local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Lunge" Anim.Parent = Tool elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then local Anim = Tool:FindFirstChild("R15Lunge") if Anim then local Track = Humanoid:LoadAnimation(Anim) Track:Play(0) end end end wait(0.2) Tool.Grip = Grips.Out wait(0.6) Tool.Grip = Grips.Up Damage = DamageValues.SlashDamage end Tool.Enabled = true LastAttack = 0 local function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false local Tick = RunService.Stepped:wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Damage = DamageValues.BaseDamage local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){ Name = "R15Slash", AnimationId = BaseUrl .. Animations.R15Slash, Parent = Tool }) local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){ Name = "R15Lunge", AnimationId = BaseUrl .. Animations.R15Lunge, Parent = Tool }) Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChildOfClass("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart") if not CheckIfAlive() then return end ToolEquipped = true Sounds.Unsheath:Play() hitBox:HitStart() end function Unequipped() Tool.Grip = Grips.Up ToolEquipped = false hitBox:HitStop() end Tool.Activated:Connect(Activated) Tool.Equipped:Connect(Equipped) Tool.Unequipped:Connect(Unequipped)
--!strict
local function PageIterator(pages) return coroutine.wrap(function() local pageNumber = 1 while true do for _, item in pages:GetCurrentPage() do coroutine.yield(item, pageNumber) end if pages.IsFinished then break end pages:AdvanceToNextPageAsync() pageNumber += 1 end end) end return PageIterator
--[[ Sets the position of the internal springs, meaning the value of this Spring will jump to the given value. This doesn't affect velocity. If the type doesn't match the current type of the spring, an error will be thrown. ]]
function class:setPosition(newValue: PubTypes.Animatable) local newType = typeof(newValue) if newType ~= self._currentType then logError("springTypeMismatch", nil, newType, self._currentType) end self._springPositions = unpackType(newValue, newType) self._currentValue = newValue SpringScheduler.add(self) updateAll(self) end
--[[Weight and CG]]
Tune.Weight = 8000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 8 , --[[Height]] 15 , --[[Length]] 25 } Tune.WeightDist = 30 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = 2 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .5 -- Front Wheel Density Tune.RWheelDensity = .5 -- 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
-- Clear any existing animation tracks -- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil if animator then local animTracks = animator:GetPlayingAnimationTracks() for i,track in ipairs(animTracks) do track:Stop(0) track:Destroy() end end for name, fileList in pairs(animNames) do configureAnimationSet(name, fileList) end
-- Decompiled with the Synapse X Luau decompiler.
local l__Players__1 = game:GetService("Players"); local v2 = require(script.Parent:WaitForChild("BaseCharacterController")); local v3 = setmetatable({}, v2); v3.__index = v3; function v3.new() local v4 = setmetatable(v2.new(), v3); v4.isFollowStick = false; v4.thumbstickFrame = nil; v4.moveTouchObject = nil; v4.onTouchMovedConn = nil; v4.onTouchEndedConn = nil; v4.screenPos = nil; v4.stickImage = nil; v4.thumbstickSize = nil; return v4; end; local u1 = Vector3.new(0, 0, 0); function v3.Enable(p1, p2, p3) if p2 == nil then return false; end; if p2 then local v5 = true; else v5 = false; end; p2 = v5; if p1.enabled == p2 then return true; end; p1.moveVector = u1; p1.isJumping = false; if p2 then if not p1.thumbstickFrame then p1:Create(p3); end; p1.thumbstickFrame.Visible = true; else p1.thumbstickFrame.Visible = false; p1:OnInputEnded(); end; p1.enabled = p2; end; function v3.OnInputEnded(p4) p4.thumbstickFrame.Position = p4.screenPos; p4.stickImage.Position = UDim2.new(0, p4.thumbstickFrame.Size.X.Offset / 2 - p4.thumbstickSize / 4, 0, p4.thumbstickFrame.Size.Y.Offset / 2 - p4.thumbstickSize / 4); p4.moveVector = u1; p4.isJumping = false; p4.thumbstickFrame.Position = p4.screenPos; p4.moveTouchObject = nil; end; local l__UserInputService__2 = game:GetService("UserInputService"); local l__GuiService__3 = game:GetService("GuiService"); function v3.Create(p5, p6) if p5.thumbstickFrame then p5.thumbstickFrame:Destroy(); p5.thumbstickFrame = nil; if p5.onTouchMovedConn then p5.onTouchMovedConn:Disconnect(); p5.onTouchMovedConn = nil; end; if p5.onTouchEndedConn then p5.onTouchEndedConn:Disconnect(); p5.onTouchEndedConn = nil; end; end; local v6 = math.min(p6.AbsoluteSize.X, p6.AbsoluteSize.Y) <= 500; if v6 then local v7 = 70; else v7 = 120; end; p5.thumbstickSize = v7; p5.screenPos = v6 and UDim2.new(0, p5.thumbstickSize / 2 - 10, 1, -p5.thumbstickSize - 20) or UDim2.new(0, p5.thumbstickSize / 2, 1, -p5.thumbstickSize * 1.75); p5.thumbstickFrame = Instance.new("Frame"); p5.thumbstickFrame.Name = "ThumbstickFrame"; p5.thumbstickFrame.Active = true; p5.thumbstickFrame.Visible = false; p5.thumbstickFrame.Size = UDim2.new(0, p5.thumbstickSize, 0, p5.thumbstickSize); p5.thumbstickFrame.Position = p5.screenPos; p5.thumbstickFrame.BackgroundTransparency = 1; local v8 = Instance.new("ImageLabel"); v8.Name = "OuterImage"; v8.Image = "rbxasset://textures/ui/TouchControlsSheet.png"; v8.ImageRectOffset = Vector2.new(); v8.ImageRectSize = Vector2.new(220, 220); v8.BackgroundTransparency = 1; v8.Size = UDim2.new(0, p5.thumbstickSize, 0, p5.thumbstickSize); v8.Position = UDim2.new(0, 0, 0, 0); v8.Parent = p5.thumbstickFrame; p5.stickImage = Instance.new("ImageLabel"); p5.stickImage.Name = "StickImage"; p5.stickImage.Image = "rbxasset://textures/ui/TouchControlsSheet.png"; p5.stickImage.ImageRectOffset = Vector2.new(220, 0); p5.stickImage.ImageRectSize = Vector2.new(111, 111); p5.stickImage.BackgroundTransparency = 1; p5.stickImage.Size = UDim2.new(0, p5.thumbstickSize / 2, 0, p5.thumbstickSize / 2); p5.stickImage.Position = UDim2.new(0, p5.thumbstickSize / 2 - p5.thumbstickSize / 4, 0, p5.thumbstickSize / 2 - p5.thumbstickSize / 4); p5.stickImage.ZIndex = 2; p5.stickImage.Parent = p5.thumbstickFrame; local u4 = nil; p5.thumbstickFrame.InputBegan:Connect(function(p7) if not (not p5.moveTouchObject) or p7.UserInputType ~= Enum.UserInputType.Touch or p7.UserInputState ~= Enum.UserInputState.Begin then return; end; p5.moveTouchObject = p7; p5.thumbstickFrame.Position = UDim2.new(0, p7.Position.X - p5.thumbstickFrame.Size.X.Offset / 2, 0, p7.Position.Y - p5.thumbstickFrame.Size.Y.Offset / 2); u4 = Vector2.new(p5.thumbstickFrame.AbsolutePosition.X + p5.thumbstickFrame.AbsoluteSize.X / 2, p5.thumbstickFrame.AbsolutePosition.Y + p5.thumbstickFrame.AbsoluteSize.Y / 2); local v9 = Vector2.new(p7.Position.X - u4.X, p7.Position.Y - u4.Y); end); local function u5(p8) local v10 = Vector2.new(p8.X - u4.X, p8.Y - u4.Y); local l__magnitude__11 = v10.magnitude; local v12 = p5.thumbstickFrame.AbsoluteSize.X / 2; if p5.isFollowStick and v12 < l__magnitude__11 then local v13 = v10.unit * v12; p5.thumbstickFrame.Position = UDim2.new(0, p8.X - p5.thumbstickFrame.AbsoluteSize.X / 2 - v13.X, 0, p8.Y - p5.thumbstickFrame.AbsoluteSize.Y / 2 - v13.Y); else v10 = v10.unit * math.min(l__magnitude__11, v12); end; p5.stickImage.Position = UDim2.new(0, v10.X + p5.stickImage.AbsoluteSize.X / 2, 0, v10.Y + p5.stickImage.AbsoluteSize.Y / 2); end; p5.onTouchMovedConn = l__UserInputService__2.TouchMoved:Connect(function(p9, p10) if p9 == p5.moveTouchObject then u4 = Vector2.new(p5.thumbstickFrame.AbsolutePosition.X + p5.thumbstickFrame.AbsoluteSize.X / 2, p5.thumbstickFrame.AbsolutePosition.Y + p5.thumbstickFrame.AbsoluteSize.Y / 2); local v14 = Vector2.new(p9.Position.X - u4.X, p9.Position.Y - u4.Y) / (p5.thumbstickSize / 2); local l__magnitude__15 = v14.magnitude; if l__magnitude__15 < 0.05 then local v16 = Vector3.new(); else local v17 = v14.unit * ((l__magnitude__15 - 0.05) / 0.95); v16 = Vector3.new(v17.X, 0, v17.Y); end; p5.moveVector = v16; u5(p9.Position); end; end); p5.onTouchEndedConn = l__UserInputService__2.TouchEnded:Connect(function(p11, p12) if p11 == p5.moveTouchObject then p5:OnInputEnded(); end; end); l__GuiService__3.MenuOpened:Connect(function() if p5.moveTouchObject then p5:OnInputEnded(); end; end); p5.thumbstickFrame.Parent = p6; end; return v3;
-- Spritesheet
local Sprite = { Width = 13; Height = 13; } local Spritesheet = { Image = "http://www.roblox.com/asset/?id=128896947"; Height = 256; Width = 256; } local Images = { "unchecked", "checked", "unchecked_over", "checked_over", "unchecked_disabled", "checked_disabled" } local function SpritePosition(spriteName) local x = 0 local y = 0 for i,v in pairs(Images) do if (v == spriteName) then return {x, y} end x = x + Sprite.Height if (x + Sprite.Width) > Spritesheet.Width then x = 0 y = y + Sprite.Height end end end local function GetCheckboxImageName(checked, readOnly, mouseover) if checked then if readOnly then return "checked_disabled" elseif mouseover then return "checked_over" else return "checked" end else if readOnly then return "unchecked_disabled" elseif mouseover then return "unchecked_over" else return "unchecked" end end end local MAP_ID = 418720155
--[[ Constructs and returns objects which can be used to model independent reactive state. ]]
local Package = script.Parent.Parent local Types = require(Package.Types) local useDependency = require(Package.Dependencies.useDependency) local initDependency = require(Package.Dependencies.initDependency) local updateAll = require(Package.Dependencies.updateAll) local isSimilar = require(Package.Utility.isSimilar) local class = {} local CLASS_METATABLE = {__index = class} local WEAK_KEYS_METATABLE = {__mode = "k"}
-- Dark was here.
local nearplayer local Players = game:GetService("Players") while true do nearplayer = false for _,Player in next, Players:GetPlayers() do if Player.Character and Player.Character.PrimaryPart then local dis = (Player.Character.PrimaryPart.CFrame.Position - banto.PrimaryPart.CFrame.Position).Magnitude if dis >= 500 then nearplayer = true break end end end if nearplayer then task.wait(math.random(8, 8 + 8/2)) continue end bp.Parent = banto.PrimaryPart local goal repeat local ray = Ray.new( Vector3.new(origin.p.x+math.random(-tether,tether),100,origin.p.z+math.random(-tether,tether)), Vector3.new(0,-1000,0) ) local part,pos,norm,mat = workspace:FindPartOnRay(ray,banto) if part == workspace.Terrain and mat ~= Enum.Material.Water then goal = pos+Vector3.new(0,2.25,0) end wait() until goal -- move the banto to the newfound goal walk:Play() bg.CFrame = CFrame.new(banto.PrimaryPart.Position,goal) bp.Position = (CFrame.new(banto.PrimaryPart.Position,goal)*CFrame.new(0,0,-100)).Position local start = tick() repeat wait(1/2) local ray = Ray.new(banto.PrimaryPart.Position,Vector3.new(0,-1000,0)) --local part,pos,norm,mat = workspace:FindPartOnRay(ray,banto) --banto:MoveTo(Vector3.new(banto.PrimaryPart.Position.X,pos.Y+2.25,banto.PrimaryPart.Position.Z)) --bp.Position = Vector3.new(bp.Position.X,pos.Y+2.25,bp.Position.Z) until (banto.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >10 walk:Stop() bp.Parent = nil wait(math.random(3,8)) end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Infected void" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website. --module.BubbleChatEnabled = PlayersService.BubbleChat
module.BubbleChatEnabled = true module.ClassicChatEnabled = PlayersService.ClassicChat
-- RECOMMENDED TO DISABLE A SHIFT TO SPRINT SCRIPT. ENABLE IT ON LINE 34.
script.Parent.MouseButton1Click:Connect(function() buttons.Settings.Content.Button.PopupScript.Disabled = true buttons.UpdateLog.Content.Button.PopupScript.Disabled = true buttons.Credits.Content.Button.PopupScript.Disabled = true buttons.Shop.Content.Button.PopupScript.Disabled = true buttons.Play.Content.Button.PlayScript.Disabled = true buttons.Settings:TweenPosition(UDim2.new(-0.25, 0,0.51, 0), "InOut", "Quad", 0.5, true) buttons.Shop:TweenPosition(UDim2.new(1.25, 0,0.51, 0), "InOut", "Quad", 0.5, true) buttons.Credits:TweenPosition(UDim2.new(1.25, 0,0.864, 0), "InOut", "Quad", 0.5, true) buttons.UpdateLog:TweenPosition(UDim2.new(-0.25, 0,0.864, 0), "InOut", "Quad", 0.5, true) buttons.Play:TweenPosition(UDim2.new(0.5, 0,-0.5, 0), "InOut", "Quad", 0.5, true) title:TweenPosition(UDim2.new(0.5, 0,1.5, 0), "InOut", "Quad", 0.5, true) wait(0.5) buttons.Parent.Blackout:TweenPosition(UDim2.new(0.5, 0,0.5, 0), "InOut", "Quad", 0.5, true) wait(0.5) plr.Character.HumanoidRootPart.CFrame = spawnpart.CFrame * CFrame.new(0, 3, 0) plr.Character.Humanoid.WalkSpeed = 16 -- IF THIS IS CUSTOM IN YOUR GAME, EDIT THIS. (DEFAULT = 16) plr.Character.Humanoid.JumpHeight = 7.2 -- IF THIS IS CUSTOM IN YOUR GAME, EDIT THIS. (DEFAULT = 7.2) game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, true) game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu, true) game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, true) game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true) script.Parent.Parent.Parent.Parent.Parent.Parent.Music:Stop() buttons.Parent.Parent.Camera.Disabled = true workspace.CurrentCamera.CameraType = Enum.CameraType.Custom buttons.Parent.Parent.BackToMenu.Content.Button.B2MScript.Disabled = false buttons.Parent.Parent.BackToMenu.Visible = true buttons.Parent.Blackout:TweenPosition(UDim2.new(-0.5, 0,0.5, 0), "InOut", "Quad", 0.5, true) end)
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 50 settings.KeyAesthetics = true settings.PianoSounds = { "264415033", "264747775", "264415167", "264415205", "264415256", "264415285" }
--// Servc
local UIS = game:GetService('UserInputService') local SSS = game:GetService('ServerScriptService') local rp = game:GetService("ReplicatedStorage")
-- Teknikk Sounder Core V1 --
local Status = script.Parent.Parent.Status local Tone = script.Parent.Parent.SounderTone local SounderSync = script.Parent.Parent.SounderSync local Run = false Status.Changed:connect(function() if Run then return end Run = true if Status.Value == 1 --ALARM or Status.Value == 12 --TEST then wait(1) if Tone.Value == 1 then -- CONTINIUS SounderSync.Value = true Status.Parent.Indicators.Fire.BrickColor = BrickColor.new("Really red") end if Tone.Value == 2 then -- PULSE while true do wait(0.2) SounderSync.Value = true Status.Parent.Panel.Relay.Pitch = 3 Status.Parent.Panel.Relay:Play() Status.Parent.Indicators.Fire.BrickColor = BrickColor.new("Really red") wait(0.2) Status.Parent.Panel.Relay.Pitch = 2.5 Status.Parent.Panel.Relay:Play() SounderSync.Value = false Status.Parent.Indicators.Fire.BrickColor = BrickColor.new("Sand red") end end if Tone.Value == 3 then -- CODE 3 while true do for C3 = 1, 3 do wait(0.3) SounderSync.Value = true Status.Parent.Panel.Relay.Pitch = 3 Status.Parent.Panel.Relay:Play() Status.Parent.Indicators.Fire.BrickColor = BrickColor.new("Really red") wait(0.6) SounderSync.Value = false Status.Parent.Panel.Relay.Pitch = 2.5 Status.Parent.Panel.Relay:Play() Status.Parent.Indicators.Fire.BrickColor = BrickColor.new("Sand red") end wait(1.5) end end end end) SounderSync.Value = false Status.Parent.Panel.Relay.Pitch = 2.5 Status.Parent.Panel.Relay:Play()
--[=[ Begins a Promise chain, calling a function and returning a Promise resolving with its return value. If the function errors, the returned Promise will be rejected with the error. You can safely yield within the Promise.try callback. :::info `Promise.try` is similar to [Promise.promisify](#promisify), except the callback is invoked immediately instead of returning a new function. ::: ```lua Promise.try(function() return math.random(1, 2) == 1 and "ok" or error("Oh an error!") end) :andThen(function(text) print(text) end) :catch(function(err) warn("Something went wrong") end) ``` @param callback (...: any) -> ...any @return Promise ]=]
function Promise.try(...) return Promise._try(debug.traceback(nil, 2), ...) end
-- Local Variables
local ScoreFrame = script.Parent.ScreenGui.ScoreFrame local VictoryFrame = script.Parent.ScreenGui.VictoryMessage local Events = game.ReplicatedStorage.Events local DisplayNotification = Events.DisplayNotification local DisplayVictory = Events.DisplayVictory local DisplayScore = Events.DisplayScore local ResetMouseIcon = Events.ResetMouseIcon local Player = game.Players.LocalPlayer local Mouse = Player:GetMouse() local MouseIcon = Mouse.Icon
-- Actual measured distance to the camera Focus point, which may be needed in special circumstances, but should -- never be used as the starting point for updating the nominal camera-to-subject distance (self.currentSubjectDistance) -- since that is a desired target value set only by mouse wheel (or equivalent) input, PopperCam, and clamped to min max camera distance
function BaseCamera:GetMeasuredDistanceToFocus() local camera = game.Workspace.CurrentCamera if camera then return (camera.CoordinateFrame.p - camera.Focus.p).magnitude end return nil end function BaseCamera:GetCameraLookVector() return game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CFrame.lookVector or UNIT_Z end
--------------------------------------------------------------------------------
while true do while Humanoid.Health < Humanoid.MaxHealth and Humanoid.Health > 0 and Humanoid:GetState() ~= Enum.HumanoidStateType.Dead do local dt = wait(REGEN_STEP) local dh = dt * REGEN_RATE * Humanoid.MaxHealth Humanoid.Health = math.min(Humanoid.Health + dh, Humanoid.MaxHealth) end Humanoid.HealthChanged:Wait() end
-- setup emote chat hook --game:GetService("Players").LocalPlayer.Chatted:connect(function(msg) -- local emote = "" -- if (string.sub(msg, 1, 3) == "/e ") then -- emote = string.sub(msg, 4) -- elseif (string.sub(msg, 1, 7) == "/emote ") then -- emote = string.sub(msg, 8) -- end -- -- if (pose == "Standing" and emoteNames[emote] ~= nil) then -- playAnimation(emote, 0.1, Humanoid) -- end --end)
--used by checkTeams
local function tagHuman(human) local tag = Tag:Clone() tag.Parent = human game:GetService("Debris"):AddItem(tag) end
--Code--
local function PlayerTouched(Part) local Parent = Part.Parent if game.Players:GetPlayerFromCharacter(Parent) then wait(0.8) Brick.Transparency=Brick.Transparency+0.8 Brick.CanCollide=false wait(2) Brick.Transparency=0 Brick.CanCollide=true end end Brick.Touched:connect(PlayerTouched)
-- 100 == 1 0 == 0 1/0.5
function JamCalculation() local L_182_ if (math.random(1, 100) <= L_24_.JamChance) then L_182_ = true L_75_ = true else L_182_ = false end return L_182_ end function TracerCalculation() local L_183_ if (math.random(1, 100) <= L_24_.TracerChance) then L_183_ = true else L_183_ = false end return L_183_ end function ScreamCalculation() local L_184_ if (math.random(1, 100) <= L_24_.SuppressCalloutChance) then L_184_ = true else L_184_ = false end return L_184_ end function SearchResupply(L_185_arg1) local L_186_ = false local L_187_ = nil if L_185_arg1:FindFirstChild('ResupplyVal') or L_185_arg1.Parent:FindFirstChild('ResupplyVal') then L_186_ = true if L_185_arg1:FindFirstChild('ResupplyVal') then L_187_ = L_185_arg1.ResupplyVal elseif L_185_arg1.Parent:FindFirstChild('ResupplyVal') then L_187_ = L_185_arg1.Parent.ResupplyVal end end return L_186_, L_187_ end function CheckReverb() local L_188_, L_189_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_6_.CFrame.p, (L_6_.CFrame.upVector).unit * 30), IgnoreList); if L_188_ then local L_190_ = L_59_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') or Instance.new("ReverbSoundEffect", L_59_:WaitForChild('Fire')) elseif not L_188_ then if L_59_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') then L_59_.Fire.ReverbSoundEffect:Destroy() end end end function UpdateAmmo() L_29_.Text = L_103_ L_30_.Text = L_29_.Text L_31_.Text = '| ' .. math.ceil(L_104_ / L_24_.StoredAmmo) L_32_.Text = L_31_.Text if L_93_ == 0 then L_40_.Image = 'rbxassetid://' .. 1868007495 elseif L_93_ == 1 then L_40_.Image = 'rbxassetid://' .. 1868007947 elseif L_93_ == 2 then L_40_.Image = 'rbxassetid://' .. 1868008584 end if L_92_ == 1 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0.7 L_37_.BackgroundTransparency = 0.7 L_38_.BackgroundTransparency = 0.7 L_39_.BackgroundTransparency = 0.7 elseif L_92_ == 2 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0 L_39_.BackgroundTransparency = 0 elseif L_92_ == 3 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0.7 L_39_.BackgroundTransparency = 0.7 elseif L_92_ == 4 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0 L_39_.BackgroundTransparency = 0.7 elseif L_92_ == 5 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0.7 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0.7 L_39_.BackgroundTransparency = 0.7 elseif L_92_ == 6 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0.7 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0 L_39_.BackgroundTransparency = 0.7 end end
-- Waits for script.childName to exist then returns it
local function scriptWaitForChild(childName) while not script:FindFirstChild(childName) do wait() end return script[childName] end local eatAnimation = scriptWaitForChild("EatAnimation")
-- A combo of table.find and table.keyOf -- This first attempts to find the ordinal index of your value, then attempts to find the lookup key if it can't find an ordinal index.
Table.indexOf = function (tbl, value) local fromFind = table.find(tbl, value) if fromFind then return fromFind end return Table.keyOf(tbl, value) end
--[[ Instantiates object fields ]]
function VehicleLightsComponent:setup() local lights = self.model:FindFirstChild("Lights") local headLights = lights:FindFirstChild("HeadLights") local brakeLights = lights:FindFirstChild("BrakeLights") self.headLights = headLights:GetChildren() self.brakeLights = brakeLights:GetChildren() end
-------------------------------------------------------------------------------------------- -- Popper uses the level geometry find an upper bound on subject-to-camera distance. -- -- Hard limits are applied immediately and unconditionally. They are generally caused -- when level geometry intersects with the near plane (with exceptions, see below). -- -- Soft limits are only applied under certain conditions. -- They are caused when level geometry occludes the subject without actually intersecting -- with the near plane at the target distance. -- -- Soft limits can be promoted to hard limits and hard limits can be demoted to soft limits. -- We usually don"t want the latter to happen. -- -- A soft limit will be promoted to a hard limit if an obstruction -- lies between the current and target camera positions. --------------------------------------------------------------------------------------------
local subjectRoot local subjectPart camera:GetPropertyChangedSignal("CameraSubject"):Connect(function() local subject = camera.CameraSubject if subject:IsA("Humanoid") then subjectPart = subject.RootPart elseif subject:IsA("BasePart") then subjectPart = subject else subjectPart = nil end end) local function canOcclude(part) -- Occluders must be: -- 1. Opaque -- 2. Interactable -- 3. Not in the same assembly as the subject return getTotalTransparency(part) < 0.25 and part.CanCollide and subjectRoot ~= (part:GetRootPart() or part) and not part:IsA("TrussPart") end
--- Cleans up all tasks. -- @alias Destroy
function Maid:DoCleaning() local tasks = self._tasks -- Disconnect all events first as we know this is safe for index, task in pairs(tasks) do if typeof(task) == "RBXScriptConnection" then tasks[index] = nil task:Disconnect() end end -- Clear out tasks table completely, even if clean up tasks add more tasks to the maid local index, task = next(tasks) while task ~= nil do tasks[index] = nil if type(task) == "function" then task() elseif typeof(task) == "RBXScriptConnection" then task:Disconnect() elseif task.Destroy then task:Destroy() end index, task = next(tasks) end end
----------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------
Target.Changed:Connect(function() if Target.Value == "N/A" then script.Parent.MedicineAberto.TratarFeridasAberto.PainKiller.Style = Enum.ButtonStyle.RobloxButton script.Parent.MedicineAberto.TratarFeridasAberto.Energy.Style = Enum.ButtonStyle.RobloxButton script.Parent.MedicineAberto.TratarFeridasAberto.Epinephrine.Style = Enum.ButtonStyle.RobloxButtonDefault script.Parent.MedicineAberto.TratarFeridasAberto.Morphine.Style = Enum.ButtonStyle.RobloxButtonDefault script.Parent.OtherAberto.TratarFeridasAberto.BloodBag.Style = Enum.ButtonStyle.RobloxButtonDefault else script.Parent.MedicineAberto.TratarFeridasAberto.PainKiller.Style = Enum.ButtonStyle.RobloxButtonDefault script.Parent.MedicineAberto.TratarFeridasAberto.Energy.Style = Enum.ButtonStyle.RobloxButtonDefault script.Parent.MedicineAberto.TratarFeridasAberto.Epinephrine.Style = Enum.ButtonStyle.RobloxButton script.Parent.MedicineAberto.TratarFeridasAberto.Morphine.Style = Enum.ButtonStyle.RobloxButton script.Parent.OtherAberto.TratarFeridasAberto.BloodBag.Style = Enum.ButtonStyle.RobloxButton end end) script.Parent.BandagesAberto.TratarFeridasAberto.Comprimir.MouseButton1Down:Connect(function() if Saude.Variaveis.Doer.Value == false then if Target.Value == "N/A" then Functions.Compress:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(5), {Size = UDim2.new(1,0,1,0)}):Play() else FunctionsMulti.Compress:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(5), {Size = UDim2.new(1,0,1,0)}):Play() end end end) script.Parent.BandagesAberto.TratarFeridasAberto.Bandagem.MouseButton1Down:Connect(function() if Saude.Variaveis.Doer.Value == false then if Target.Value == "N/A" then Functions.Bandage:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(2), {Size = UDim2.new(1,0,1,0)}):Play() else FunctionsMulti.Bandage:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(2), {Size = UDim2.new(1,0,1,0)}):Play() end end end) script.Parent.BandagesAberto.TratarFeridasAberto.Tourniquet.MouseButton1Down:Connect(function() if Saude.Variaveis.Doer.Value == false then if Target.Value == "N/A" then Functions.Tourniquet:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(2), {Size = UDim2.new(1,0,1,0)}):Play() else FunctionsMulti.Tourniquet:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(2), {Size = UDim2.new(1,0,1,0)}):Play() end end end) script.Parent.BandagesAberto.TratarFeridasAberto.Splint.MouseButton1Down:Connect(function() if Saude.Variaveis.Doer.Value == false then if Target.Value == "N/A" then Functions.Splint:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(2), {Size = UDim2.new(1,0,1,0)}):Play() else FunctionsMulti.Splint:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(2), {Size = UDim2.new(1,0,1,0)}):Play() end end end)
--[[ CameraShaker.CameraShakeInstance cameraShaker = CameraShaker.new(renderPriority, callbackFunction) CameraShaker:Start() CameraShaker:Stop() CameraShaker:Shake(shakeInstance) CameraShaker:ShakeSustain(shakeInstance) CameraShaker:ShakeOnce(magnitude, roughness [, fadeInTime, fadeOutTime, posInfluence, rotInfluence]) CameraShaker:StartShake(magnitude, roughness [, fadeInTime, posInfluence, rotInfluence]) EXAMPLE: local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCFrame) camera.CFrame = playerCFrame * shakeCFrame end) camShake:Start() -- Explosion shake: camShake:Shake(CameraShaker.Presets.Explosion) wait(1) -- Custom shake: camShake:ShakeOnce(3, 1, 0.2, 1.5) NOTE: This was based entirely on the EZ Camera Shake asset for Unity3D. I was given written permission by the developer, Road Turtle Games, to port this to Roblox. Original asset link: https://assetstore.unity.com/packages/tools/camera/ez-camera-shake-33148 --]]
local CameraShaker = {} CameraShaker.__index = CameraShaker local profileBegin = debug.profilebegin local profileEnd = debug.profileend local profileTag = "CameraShakerUpdate" local V3 = Vector3.new local CF = CFrame.new local ANG = CFrame.Angles local RAD = math.rad local v3Zero = V3() local CameraShakeInstance = require(script.Parent.CameraShakeInstance) local CameraShakeState = CameraShakeInstance.CameraShakeState local defaultPosInfluence = V3(0.15, 0.15, 0.15) local defaultRotInfluence = V3(1, 1, 1) CameraShaker.CameraShakeInstance = CameraShakeInstance CameraShaker.Presets = require(script.Parent.CameraShakePresets) function CameraShaker.new(renderPriority, callback) assert(type(renderPriority) == "number", "RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)") assert(type(callback) == "function", "Callback must be a function") local self = setmetatable({ _running = false; _renderName = "CameraShaker"; _renderPriority = renderPriority; _posAddShake = v3Zero; _rotAddShake = v3Zero; _camShakeInstances = {}; _removeInstances = {}; _callback = callback; }, CameraShaker) return self end function CameraShaker:Start() if (self._running) then return end self._running = true local callback = self._callback game:GetService("RunService"):BindToRenderStep(self._renderName, self._renderPriority, function(dt) profileBegin(profileTag) local cf = self:Update(dt) profileEnd() callback(cf) end) end function CameraShaker:Stop() if (not self._running) then return end game:GetService("RunService"):UnbindFromRenderStep(self._renderName) self._running = false end function CameraShaker:Update(dt) local posAddShake = v3Zero local rotAddShake = v3Zero local instances = self._camShakeInstances -- Update all instances: for i = 1,#instances do local c = instances[i] local state = c:GetState() if (state == CameraShakeState.Inactive and c.DeleteOnInactive) then self._removeInstances[#self._removeInstances + 1] = i elseif (state ~= CameraShakeState.Inactive) then posAddShake = posAddShake + (c:UpdateShake(dt) * c.PositionInfluence) rotAddShake = rotAddShake + (c:UpdateShake(dt) * c.RotationInfluence) end end -- Remove dead instances: for i = #self._removeInstances,1,-1 do local instIndex = self._removeInstances[i] table.remove(instances, instIndex) self._removeInstances[i] = nil end return CF(posAddShake) * ANG(0, RAD(rotAddShake.Y), 0) * ANG(RAD(rotAddShake.X), 0, RAD(rotAddShake.Z)) end function CameraShaker:Shake(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:ShakeSustain(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance shakeInstance:StartFadeIn(shakeInstance.fadeInDuration) return shakeInstance end function CameraShaker:ShakeOnce(magnitude, roughness, fadeInTime, fadeOutTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:StartShake(magnitude, roughness, fadeInTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) shakeInstance:StartFadeIn(fadeInTime) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end return CameraShaker
-- Set up the trigger event
script.Parent.Trigger.Touched:connect(function(obj) if (game.Players:GetPlayerFromCharacter(obj.Parent)) then local t = time() if ((t-last) < 3) then return end -- 1-second debounce (time-based) last = t GoTo(open) end end)
-- Ensure tool mode is enabled, auto-updating is enabled, and version is outdated
if not (Tool:IsA 'Tool' and Tool.AutoUpdate.Value and IsVersionOutdated(Tool.Version.Value)) then return; end;
--[[-------------------------------------------------------------------- -- Notes: -- * EOZ is implemented as a string, "EOZ" -- * Format of z structure (ZIO) -- z.n -- bytes still unread -- z.p -- last read position position in buffer -- z.reader -- chunk reader function -- z.data -- additional data -- * Current position, p, is now last read index instead of a pointer -- -- Not implemented: -- * luaZ_lookahead: used only in lapi.c:lua_load to detect binary chunk -- * luaZ_read: used only in lundump.c:ezread to read +1 bytes -- * luaZ_openspace: dropped; let Lua handle buffers as strings (used in -- lundump.c:LoadString & lvm.c:luaV_concat) -- * luaZ buffer macros: dropped; buffers are handled as strings -- * lauxlib.c:getF reader implementation has an extraline flag to -- skip over a shbang (#!) line, this is not implemented here -- -- Added: -- (both of the following are vaguely adapted from lauxlib.c) -- * luaZ:make_getS: create Reader from a string -- * luaZ:make_getF: create Reader that reads from a file -- -- Changed in 5.1.x: -- * Chunkreader renamed to Reader (ditto with Chunkwriter) -- * Zio struct: no more name string, added Lua state for reader -- (however, Yueliang readers do not require a Lua state) ----------------------------------------------------------------------]]
local luaZ = {}
--Retract FE code
F.Retract = function() TS2:Play() TS3:Play() Sounds1.Off:Play() Sounds2.Off:Play() end
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 15000000 -- Front brake force Tune.RBrakeForce = 10000000 -- Rear brake force Tune.PBrakeForce = 50000000 -- Handbrake force Tune.FLgcyBForce = 1500000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 1000000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 2500000 -- Handbrake force [PGS OFF]
--DO NOT MESS WITH THIS --DO NOT MESS WITH THIS --DO NOT MESS WITH THIS --DO NOT MESS WITH THIS --DO NOT MESS WITH THIS --DO NOT MESS WITH THIS --DO NOT MESS WITH THIS --DO NOT MESS WITH THIS --DO NOT MESS WITH THIS --DO NOT MESS WITH THIS
function onPlayerRespawned(newPlayer) while true do if newPlayer.Character ~= nil then break end wait(.1) end local newJob = script.Health:Clone() newJob.Disabled = false newJob.Parent = newPlayer.Character end function onPlayerEntered(newPlayer) newPlayer.Changed:connect(function (property) if (property == "Character") then onPlayerRespawned(newPlayer) end end) end game.Players.PlayerAdded:connect(onPlayerEntered)
--removes the dreidle on unequip
function onUnequipped() if (dBody ~= nil) then dBody:Remove() end if (dBase ~= nil) then dBase:Remove() end end
-- services
local UserInputService = game:GetService("UserInputService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService") local Workspace = game:GetService("Workspace") local Players = game:GetService("Players")
--[=[ Holds utilty math functions not available on Roblox's math library. @class Math ]=]
local Math = {}
--- Returns if the command bar is visible
function Window:IsVisible() return Gui.Visible end
----------------------------------------------------------------------
end function computeLaunchAngle(dx,dy,grav) -- arcane -- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile local g = math.abs(grav) local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY))) if inRoot <= 0 then return .25 * math.pi end local root = math.sqrt(inRoot) local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx) local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx) local answer1 = math.atan(inATan1) local answer2 = math.atan(inATan2) if answer1 < answer2 then return answer1 end return answer2 end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end Tool.Enabled = true function onActivated() if not Tool.Enabled then local bewl = script.Parent:FindFirstChild("Bool") if bewl then bewl:Destroy() end return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end local targetPos = humanoid.TargetPoint script.Parent.Handle.SlingshotSound:Play() fire(targetPos) Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
--[[Member functions]]
function GunObject:Initialize() self.Fire=WaitForChild(self.Handle, 'Fire') self.Ammo = self.Tool:FindFirstChild("Ammo") if self.Ammo ~= nil then self.Ammo.Value = self.ClipSize end self.Clips = self.Tool:FindFirstChild("Clips") if self.Clips ~= nil then self.Clips.Value = self.StartingClips end self.Tool.Equipped:connect(function() self.Tool.Handle.Fire:Stop() self.Tool.Handle.Reload:Stop() end) self.Tool.Unequipped:connect(function() self.Tool.Handle.Fire:Stop() self.Tool.Handle.Reload:Stop() end) self.LaserObj = Instance.new("Part") self.LaserObj.Name = "Bullet" self.LaserObj.Anchored = true self.LaserObj.CanCollide = false self.LaserObj.Shape = "Block" self.LaserObj.formFactor = "Custom" self.LaserObj.Material = Enum.Material.Plastic self.LaserObj.Locked = true self.LaserObj.TopSurface = 0 self.LaserObj.BottomSurface = 0 --local tshellmesh=WaitForChild(script.Parent,'BulletMesh'):Clone() --tshellmesh.Scale=Vector3.new(4,4,4) --tshellmesh.Parent=self.LaserObj local tSparkEffect = Instance.new("Part") tSparkEffect.Name = "Effect" tSparkEffect.Anchored = false tSparkEffect.CanCollide = false tSparkEffect.Shape = "Block" tSparkEffect.formFactor = "Custom" tSparkEffect.Material = Enum.Material.Plastic tSparkEffect.Locked = true tSparkEffect.TopSurface = 0 tSparkEffect.BottomSurface = 0 self.SparkEffect=tSparkEffect local tshell = Instance.new('Part') tshell.Name='effect' tshell.FormFactor='Custom' tshell.Size=Vector3.new(1, 0.4, 0.33) tshell.BrickColor=BrickColor.new('Bright yellow') tshellmesh=WaitForChild(script.Parent,'BulletMesh'):Clone() tshellmesh.Parent=tshell self.ShellPart = tshell self.DownVal.Changed:connect(function() while self.DownVal.Value and self.check and not self.Reloading do self.check = false local humanoid = self.Tool.Parent:FindFirstChild("Humanoid") local plr1 = game.Players:GetPlayerFromCharacter(self.Tool.Parent) if humanoid ~= nil and plr1 ~= nil then if humanoid.Health > 0 then local spos1 = (self.Tool.Handle.CFrame * self.BarrelPos).p delay(0, function() self:SendBullet(spos1, self.AimVal.Value, self.Spread, self.SegmentLength, self.Tool.Parent, self.Colors[1], self.GunDamage, self.FadeDelayTime) end) else self.check = true break end else self.check = true break end wait(self.FireRate) self.check = true if not self.Automatic then break end end end) self.ReloadingVal.Changed:connect(function() if self.ReloadingVal.Value then self:Reload() end end) end function GunObject:Reload() self.Reloading = true self.ReloadingVal.Value = true if self.Clips ~= nil then if self.Clips.Value > 0 then self.Clips.Value = Clips.Value - 1 else self.Reloading = false self.ReloadingVal.Value = false return end end self.Tool.Handle.Reload:Play() for i = 1, self.ClipSize do wait(self.ReloadTime/self.ClipSize) self.Ammo.Value = i end self.Reloading = false self.Tool.Reloading.Value = false end function GunObject:SpawnShell() local tshell=self.ShellPart:Clone() tshell.CFrame=self.Handle.CFrame tshell.Parent=Workspace game.Debris:AddItem(tshell,2) end function KnockOffHats(tchar) for _,i in pairs(tchar:GetChildren()) do if i:IsA('Hat') then i.Parent=game.Workspace end end end function KnockOffTool(tchar) for _,i in pairs(tchar:GetChildren()) do if i:IsA('Tool') then i.Parent=game.Workspace end end end function GunObject:SendBullet(boltstart, targetpos, fuzzyness, SegmentLength, ignore, clr, damage, fadedelay) if self.Ammo.Value <=0 then return end self.Ammo.Value = self.Ammo.Value - 1 --self:SpawnShell() self.Fire.Pitch = (math.random() * .5) + .75 self.Fire:Play() self.DoFireAni.Value = not self.DoFireAni.Value print(self.Fire.Pitch) local boltdist = self.Range local clickdist = (boltstart - targetpos).magnitude local targetpos = targetpos + (Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5) * (clickdist/100)) local boltvec = (targetpos - boltstart).unit local totalsegments = math.ceil(boltdist/SegmentLength) local lastpos = boltstart for i = 1, totalsegments do local newpos = (boltstart + (boltvec * (boltdist * (i/totalsegments)))) local segvec = (newpos - lastpos).unit local boltlength = (newpos - lastpos).magnitude local bolthit, endpos = CastRay(lastpos, segvec, boltlength, ignore, false) DrawBeam(lastpos, endpos, clr, fadedelay, self.LaserObj) if bolthit ~= nil then local h = bolthit.Parent:FindFirstChild("Humanoid") if h ~= nil then local plr = game.Players:GetPlayerFromCharacter(self.Tool.Parent) if plr ~= nil then local creator = Instance.new("ObjectValue") creator.Name = "creator" creator.Value = plr creator.Parent = h end if hit.Parent:FindFirstChild("BlockShot") then hit.Parent:FindFirstChild("BlockShot"):Fire(newpos) delay(0, function() self:HitEffect(endpos, hit,5) end) else local enemyTorso = hit.Parent:FindFirstChild('Torso') if(hit.Name=='Head') then KnockOffHats(hit.Parent) elseif hit.Name=='Left Leg' and enemyTorso:FindFirstChild('Left Hip') then enemyTorso:FindFirstChild('Left Hip'):Destroy() hit.Parent=Workspace hit.CanCollide=true game.Debris:AddItem(hit,10) elseif hit.Name=='Right Leg' and enemyTorso:FindFirstChild('Right Hip') then enemyTorso:FindFirstChild('Right Hip'):Destroy() hit.Parent=Workspace hit.CanCollide=true game.Debris:AddItem(hit,10) elseif hit.Name=='Left Arm' and enemyTorso:FindFirstChild('Left Shoulder') then enemyTorso:FindFirstChild('Left Shoulder'):Destroy() hit.Parent=Workspace hit.CanCollide=true game.Debris:AddItem(hit,10) elseif hit.Name=='Right Arm' then KnockOffTool(hit.Parent) end if GLib.IsTeammate(GLib.GetPlayerFromPart(script), GLib.GetPlayerFromPart(h))~=true then GLib.TagHumanoid(GLib.GetPlayerFromPart(script), h, 1) h:TakeDamage(damage) end end else delay(0, function() self:HitEffect(endpos, bolthit,5) end) end break end lastpos = endpos wait(Rate) end if self.Ammo.Value < 1 then self:Reload() end end function GunObject:MakeSpark(pos,part) local effect=self.SparkEffect:Clone() effect.BrickColor = part.BrickColor effect.Material = part.Material effect.Transparency = part.Transparency effect.Reflectance = part.Reflectance effect.CFrame = CFrame.new(pos) effect.Parent = game.Workspace local effectVel = Instance.new("BodyVelocity") effectVel.maxForce = Vector3.new(99999, 99999, 99999) effectVel.velocity = Vector3.new(math.random() * 15 * SigNum(math.random( - 10, 10)), math.random() * 15 * SigNum(math.random( - 10, 10)), math.random() * 15 * SigNum(math.random( - 10, 10))) effectVel.Parent = effect effect.Size = Vector3.new(math.abs(effectVel.velocity.x)/30, math.abs(effectVel.velocity.y)/30, math.abs(effectVel.velocity.z)/30) wait() effectVel:Destroy() local effecttime = .5 game.Debris:AddItem(effect, effecttime * 2) local startTime = time() while time() - startTime < effecttime do if effect ~= nil then effect.Transparency = (time() - startTime)/effecttime end wait() end if effect ~= nil then effect.Parent = nil end end function GunObject:HitEffect(pos,part,numSparks) for i = 0, numSparks, 1 do spawn(function() self:MakeSpark(pos,part) end) end end
--El sonido se encuentra dentro del Handle para que sólo se escuche cerca de quien lo lleva en mano.
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; return function(p1) local l__Player__1 = service.Player; local l__Toggle__2 = script.Parent.Parent.Toggle; if client.Core.Get("Chat") then l__Toggle__2.Position = UDim2.new(1, -85, 1, -45); end; l__Toggle__2.MouseButton1Down:Connect(function() local v3 = client.Core.Get("UserPanel", nil, true); if not v3 then client.Core.Make("UserPanel", {}); return; end; v3.Object:Destroy(); end); script.Parent.Parent.Parent = service.PlayerGui; end;
-- ANimation
local Sound = script:WaitForChild("Haoshoku Sound") UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 2 Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge) Track1:Play() script.RemoteEventS:FireServer() for i = 1,math.huge do if Debounce == 2 then plr.Character.HumanoidRootPart.Anchored = true else break end wait() end end end) UIS.InputEnded:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 3 local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease) Track2:Play() Track1:Stop() Sound:Play() local camera = game.Workspace.CurrentCamera local CameraShaker = require(game.ReplicatedStorage.CameraShaker) local camshake = CameraShaker.new(Enum.RenderPriority.Camera.Value,function(shakeCFrame) camera.CFrame = camera.CFrame * shakeCFrame end) camshake:Start() camshake:Shake(CameraShaker.Presets.Explosion) local mousepos = Mouse.Hit script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p) wait(1) plr.Character.LeftHand.EFhand:Destroy() plr.Character.RightHand.EFhand:Destroy() Track2:Stop() wait(.5) Tool.Active.Value = "None" wait(1.5) plr.Character.HumanoidRootPart.Anchored = false wait(5) Debounce = 1 end end)
-- Head
character.Constraint.ConstraintHead.Attachment0 = Neck character.Constraint.ConstraintHead.Attachment1 = Head
--[[ There is a bug where the Humanoid will enter RunningNoPhysics and pass though the barriers, here we disable that state. Also, set the character's Z velocity to match that of the platform when the character is in Freefall ]]
local function setupPlatformMinigame() local localPlayer = Players.localPlayer local character = localPlayer.Character if character then local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then humanoid:SetStateEnabled(Enum.HumanoidStateType.RunningNoPhysics, false) if humanoid:GetState() == Enum.HumanoidStateType.RunningNoPhysics then humanoid:ChangeState(Enum.HumanoidStateType.Running) end local platformPart connection = RunService.Stepped:Connect( function() -- The platform part may not have replicated yet, so we need to make sure it exists if not platformPart then local map = workspace:FindFirstChild("Platform") if map then local platformModel = map:FindFirstChild("Platform") if platformModel then platformPart = platformModel.PrimaryPart end end end if not platformPart then return end -- When the Humanoid is in Freefall it will no longer be governed by the platform's velocity if humanoid.RootPart and humanoid:GetState() == Enum.HumanoidStateType.Freefall then local rootPos = humanoid.RootPart.Position -- Check if the character is in bounds of the platform if not isVector3InBoundsOfPart(rootPos, platformPart) then return end local rootVelocity = humanoid.RootPart.Velocity humanoid.RootPart.Velocity = Vector3.new(rootVelocity.X, rootVelocity.Y, platformPart.Velocity.Z) end end ) end end end return function(minigameName) if connection then connection:Disconnect() connection = nil end if minigameName == "Platform Panic" then setupPlatformMinigame() end end
--Knife variables
local knife = script.Parent:WaitForChild("Knife") local knifeWeld = knife:WaitForChild("Knife Weld")
--Button interface
function touch_button:Enable(id) self.enabled = id and true or false self.button.Active = id and true or false self.button.Parent.Parent.Visible = self.enabled end return touch_button
--[[ Roblox Services ]]
-- local Players = game:GetService("Players") local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local VRService = game:GetService("VRService") local UserGameSettings = UserSettings():GetService("UserGameSettings")
--
FLDisk.CanCollide = true FRDisk.CanCollide = true RLDisk.CanCollide = true RRDisk.CanCollide = true hitboxF.CanCollide = true hitboxR.CanCollide = true weight.CustomPhysicalProperties = PhysicalProperties.new((((VehicleWeight/90)*0.4)-6.2)+0.4,1,1,1,1) engine.CustomPhysicalProperties = PhysicalProperties.new(0.04,1,1,1,1) fuel.CustomPhysicalProperties = PhysicalProperties.new(0.06,1,1,1,1) trans.CustomPhysicalProperties = PhysicalProperties.new(0.1,1,1,1,1) diff.CustomPhysicalProperties = PhysicalProperties.new(0.1,1,1,1,1) weight.Transparency = 1 engine.Transparency = 1 fuel.Transparency = 1 trans.Transparency = 1 diff.Transparency = 1 FLDisk.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) FRDisk.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) RLDisk.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) RRDisk.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) FLPad.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) FRPad.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) RLPad.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) RRPad.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) UFLPad.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) UFRPad.CustomPhysicalProperties = PhysicalProperties.new(1,2,0,100,0) hitboxF.CanCollide = true hitboxR.CanCollide = true local GUISC = script.Assets.GUI:Clone() GUISC.Parent = script.Parent GUISC.Disabled = false local Plugins = script.Plugins for _,i in pairs(Plugins:GetChildren()) do i.Parent = script.Parent.Screen end wait(1) hitboxF.CanCollide = true hitboxR.CanCollide = true frontstiffness = 1290 * StiffnessFront frontdamping = 40 * StiffnessFront rearstiffness = 1290 * StiffnessRear reardamping = 40 * StiffnessRear springFL.Stiffness = frontstiffness springFR.Stiffness = frontstiffness springRL.Stiffness = rearstiffness springRR.Stiffness = rearstiffness wait(5) hitboxF.CanCollide = true hitboxR.CanCollide = true wait(5) hitboxF.CanCollide = true hitboxR.CanCollide = true end
--Public functions
function DataStore:Get(defaultValue, dontAttemptGet) if dontAttemptGet then return self.value end local backupCount = 0 if not self.haveValue then while not self.haveValue do local success, error = self:_GetRaw():await() if not success then if self.backupRetries then backupCount = backupCount + 1 if backupCount >= self.backupRetries then self.backup = true self.haveValue = true self.value = self.backupValue break end end self:Debug("Get returned error:", error) end end if self.value ~= nil then for _,modifier in pairs(self.beforeInitialGet) do self.value = modifier(self.value, self) end end end local value if self.value == nil and defaultValue ~= nil then --not using "not" because false is a possible value value = defaultValue else value = self.value end value = clone(value) self.value = value return value end function DataStore:GetAsync(...) local args = { ... } return Promise.async(function(resolve) resolve(self:Get(unpack(args))) end) end function DataStore:GetTable(default, ...) local success, result = self:GetTableAsync(default, ...):await() if not success then error(result) end return result end function DataStore:GetTableAsync(default, ...) assert(default ~= nil, "You must provide a default value.") return self:GetAsync(default, ...):andThen(function(result) local changed = false assert( typeof(result) == "table", ":GetTable/:GetTableAsync was used when the value in the data store isn't a table." ) for defaultKey, defaultValue in pairs(default) do if result[defaultKey] == nil then result[defaultKey] = defaultValue changed = true end end if changed then self:Set(result) end return result end) end function DataStore:Set(value, _dontCallOnUpdate) self.value = clone(value) self:_Update(_dontCallOnUpdate) end function DataStore:Update(updateFunc) self.value = updateFunc(self.value) self:_Update() end function DataStore:Increment(value, defaultValue) self:Set(self:Get(defaultValue) + value) end function DataStore:IncrementAsync(add, defaultValue) self:GetAsync(defaultValue):andThen(function(value) self:Set(value + add) end) end function DataStore:OnUpdate(callback) table.insert(self.callbacks, callback) end function DataStore:BeforeInitialGet(modifier) table.insert(self.beforeInitialGet, modifier) end function DataStore:BeforeSave(modifier) self.beforeSave = modifier end function DataStore:AfterSave(callback) table.insert(self.afterSave, callback) end