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--[[ By: Brutez. Script Fixed By Xcorrectgamermaster ]]
-- local JeffTheKillerScript=script; repeat wait(0.1)until JeffTheKillerScript and JeffTheKillerScript.Parent and JeffTheKillerScript.Parent.ClassName=="Model"and JeffTheKillerScript.Parent:FindFirstChild("Head")and JeffTheKillerScript.Parent:FindFirstChild("Torso"); local JeffTheKiller=JeffTheKillerScript.Parent; function raycast(Spos,vec,currentdist) local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(Spos+(vec*.05),vec*currentdist),JeffTheKiller); if hit2~=nil and pos2 then if hit2.Name=="Handle" and not hit2.CanCollide or string.sub(hit2.Name,1,6)=="Effect"and not hit2.CanCollide then local currentdist=currentdist-(pos2-Spos).magnitude; return raycast(pos2,vec,currentdist); end; end; return hit2,pos2; end; function RayCast(Position,Direction,MaxDistance,IgnoreList) return game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(Position,Direction.unit*(MaxDistance or 999.999)),IgnoreList); 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("Torso"):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; JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0,1,0,1,-0); local OriginalC0=JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0; 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("HumaniodRootPart")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("AttackAnimation")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); 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(0.2); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(20); 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(1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while wait(0.1)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 wait(1) 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<17 then wait(0.4); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then wait(0.15); 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 wait(1) 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<99999999999999999999 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("")and not JeffTheKillerHead:FindFirstChild("").IsPlaying then JeffTheKillerHead:FindFirstChild("").Volume=JeffTheKiller:FindFirstChild("Configuration"):FindFirstChild("RakeThemeVolume").Value; JeffTheKillerHead:FindFirstChild(""):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>9999999999999999999 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("")and JeffTheKillerHead:FindFirstChild("").IsPlaying then if not JeffLaughDebounce then spawn(function() JeffLaughDebounce=true; repeat wait(0.1);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("")then JeffTheKillerHead:FindFirstChild("").Volume=JeffTheKillerHead:FindFirstChild("").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("").Volume==0 or JeffTheKillerHead:FindFirstChild("").Volume<0; JeffTheKillerHead:FindFirstChild("").Volume=0; JeffTheKillerHead:FindFirstChild(""):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(0.1);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(0.1);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("")then JeffTheKillerHead:FindFirstChild("").Volume=JeffTheKillerHead:FindFirstChild("").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("").Volume==0 or JeffTheKillerHead:FindFirstChild("").Volume<0; JeffTheKillerHead:FindFirstChild("").Volume=0; JeffTheKillerHead:FindFirstChild(""):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then spawn(function() MusicDebounce=true; repeat wait(0.1);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("Found")then JeffTheKiller.Target.Value = true; JeffTheKillerHead:FindFirstChild("Found"):Play(); wait(0.4); JeffTheKillerHead:FindFirstChild("RakeScream"):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=JeffTheKiller.Configuration.BloodHourWalkSpeed.Value; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=1; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,game:GetService("Workspace"):FindFirstChild("Terrain")); local NeckRotation=(JeffTheKiller:FindFirstChild("Torso").Position.Y-MainTarget.Parent:FindFirstChild("Head").Position.Y)/10; if NeckRotation>-1.5 and NeckRotation<1.5 then JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=OriginalC0*CFrame.fromEulerAnglesXYZ(NeckRotation,0,0); end; if NeckRotation<-1.5 then JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,-0.4,0.1,0,0.1,0.9); elseif NeckRotation>1.5 then JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0.1,0.08,0,0.08,-0.2); end; else end; else Notice=false; NoticeDebounce=false; JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0,1,0,1,-0); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=16; JeffTheKiller.Target.Value=false; end; end; spawn(function() local AlreadyDo=false; while wait(0.1) do if JeffTheKiller.Target.Value==false and AlreadyDo==false then JeffTheKiller.Wander.Disabled=false; AlreadyDo=true; wait(10); AlreadyDo=false; end; if JeffTheKiller.Target.Value==true and AlreadyDo==false then JeffTheKiller.Wander.Disabled=true; AlreadyDo=true; wait(10); AlreadyDo=false; end; end; end); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="NPC"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=2000; JeffTheKillerHumanoid.JumpPower=100; 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;
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function AddGamepass(player, gamepassId) --- Variables local playerId = player.UserId local playerStats = _L.Saving.Get(player) local playerCache = cache["u" .. playerId] --- Sanity check if playerStats == nil then return end --- Create cache if cache["u" .. playerId] == nil then cache["u" .. playerId] = {} playerCache = cache["u" .. playerId] end --- Check if gamepass is already written if not _L.Functions.SearchArray(playerStats.Gamepasses, gamepassId) then --- Write gamepass to save! table.insert(playerStats.Gamepasses, gamepassId) --- Analytics pcall(function() _L.Analytics.Purchase("Gamepass", player, gamepassId) end) end --- Update cache playerCache["g" .. gamepassId] = true end function CheckPlayer(player) --- Variables local playerId = player.UserId local playerStats = _L.Saving.Get(player) local playerCache = cache["u" .. playerId] --- Sanity check if playerStats == nil then return end --- Create cache if cache["u" .. playerId] == nil then cache["u" .. playerId] = {} playerCache = cache["u" .. playerId] end --- Iterate through all gamepasses to check if player owns them or not (bought on website) for _, gamepassInfo in pairs(_L.Directory.Gamepasses) do local gamepassId = gamepassInfo.ID local gamepassOwned = playerCache["g" .. gamepassId] or false --- Gamepass not owned already? if gamepassOwned == false then --- Check if player owns gamepass (new API) local playerOwnsGamepass = false pcall(function() playerOwnsGamepass = _L.MarketplaceService:UserOwnsGamePassAsync(playerId, gamepassId) end) --- Player bought this gamepass and it's not added! ADD IT! if playerOwnsGamepass == true then AddGamepass(player, gamepassId) end end end end function RemovePlayer(player) --- Remove player from cache local playerId = player.UserId cache["u" .. playerId] = nil 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.new(0, sizeX, 0, sizeY) point.Position = UDim2.new(0, posX, 0, posY) point.Visible = true end) end end function getNextPos(frame) local farXChild, farYChild for i,v in next,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 next,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 next,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 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) 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.new(1, 0, 1, 0); Position = UDim2.new(0, 0, 0, 0); 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.new(0, 30, 0, 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.new(0, new.AbsolutePosition.X, 0, 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.new(0, new.AbsoluteSize.Y, 0, 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.new(0, new.AbsoluteSize.X, 0, 30*#options); else menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*6); scroller:ResizeCanvas(false, true); end end end) selected.ZIndex = new.ZIndex downImg.ZIndex = new.ZIndex if textProps then for i,v in next,textProps do selected[i] = v end end if options then for i,v in next,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 next,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.new(0, new.AbsolutePosition.X, 0, 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.new(1, 0, 1, 0); Position = UDim2.new(0, 0, 0, 0); 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 next,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 next,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 next,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 next,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 next,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 next,data do newData[i] = v end for i,v in next,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 inputStart(Mouse.X, Mouse.Y) end end) Event(InputService.InputChanged, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseMovement or Enum.UserInputType.Touch then inputMoved(input.Position.X, input.Position.Y) end end) Event(InputService.InputEnded, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseButton1 or 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 next,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.new(0, dragOffset.X + input.Position.X, 0, 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
--This module is for any client FX related to the Teleporter A's door
local DoorFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) function DoorFX.OPEN(door) if not door then return end tweenService:Create(door.Door.Main, tweenInfo, {CFrame = door.Door.Goal.CFrame}):Play() door.Door.Main.DoorOpenFADEOUT:Play() end function DoorFX.CLOSE(door) if not door then return end door.Door.Main.CFrame = door.Door.Home.CFrame end return DoorFX
-- Increases the spread based on spread intensity
function SpreadSimulator:IncreaseSpread() self.currentSpread = math.clamp(self.currentSpread + self.spreadIntensity, self.minSpread, self.maxSpread) end
------//Low Ready Animations
self.RightLowReady = CFrame.new(-1, 1.1, -0.5) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(0)); self.LeftLowReady = CFrame.new(1,1,-0.9) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25)); self.RightElbowLowReady = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)); self.LeftElbowLowReady = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)); self.RightWristLowReady = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)); self.LeftWristLowReady = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
--[[ << BANLAND >> ]]
Banned = {"PlayerName1","PlayerName2",};
--- Send text as the local user to remote server to be evaluated there.
function Dispatcher:Send (text, data) if RunService:IsClient() == false then error("Dispatcher:Send can only be called from the client.") end return self.Cmdr.RemoteFunction:InvokeServer(text, { Data = data }) end
--if hood.Velocity.magnitude < 15 then return end -- must be going decently fast to break stuff... can add invisible "prebumpers" in the future to make collisions smoother
if hood.CFrame:vectorToObjectSpace(hood.Velocity):Dot(direction) < 35 then return end -- must be going fast in correct direction to break stuff if hit and hit.Parent then if hit.Parent:FindFirstChild("Humanoid") then --hit.Parent:BreakJoints() let's not kill 'em... for now hit.Parent.Humanoid.Sit = true -- but we do make 'em flyyyy! XD elseif hit:FindFirstChild("RobloxModel") and not hit:FindFirstChild("RunOver") and isSmallerThanVehicle(hit) then local newModel = hit:Clone() local modelParent = hit.Parent local newRunOverTag = Instance.new("BoolValue") newRunOverTag.Name = "RunOver" newRunOverTag.Parent = hit hit:BreakJoints() debris:AddItem(hit, timeToRespawn) coroutine.resume(coroutine.create(respawnIt), newModel, modelParent) elseif hit.Parent:FindFirstChild("RobloxModel") and not hit.Parent:FindFirstChild("RunOver") and isSmallerThanVehicle(hit.Parent) then local newModel = hit.Parent:Clone() local modelParent = hit.Parent.Parent local newRunOverTag = Instance.new("BoolValue") newRunOverTag.Name = "RunOver" newRunOverTag.Parent = hit.Parent hit.Parent:BreakJoints() debris:AddItem(hit.Parent, timeToRespawn) coroutine.resume(coroutine.create(respawnIt), newModel, modelParent) end end end
--// UI Tween Info
local L_155_ = TweenInfo.new( 1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0 ) local L_156_ = { TextTransparency = 1 }
--This is in order for the ingame clock to work
local dayLength = 35 --you can adjust this (24-34 recommended) local cycleTime = dayLength*60 local minutesInADay = 24*60 local lighting = game:GetService("Lighting") local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay)*cycleTime local endTime = startTime + cycleTime local timeRatio = minutesInADay / cycleTime if dayLength == 0 then dayLength = 1 end repeat local currentTime = tick() if currentTime > endTime then startTime = endTime endTime = startTime + cycleTime end lighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio) wait(1/15) until false
-- declarations
local Torso = waitForChild(Figure, "Torso") local LeftArm = waitForChild(Figure, "Left Arm") local LeftLeg = waitForChild(Figure, "Left Leg") local RightArm = waitForChild(Figure, "Right Arm") local RightLeg = waitForChild(Figure, "Right Leg") local Joints = { {"Right Shoulder", Torso, RightArm, CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), 0.5}, {"Left Shoulder", Torso, LeftArm, CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), CFrame.new(0.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), 0.5}, {"Right Hip", Torso, RightLeg, CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), 0.10000000149012}, {"Left Hip", Torso, LeftLeg, CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), 0.10000000149012}, {"Neck", Torso, Head, CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), 0.10000000149012}} Torso:breakJoints() for _, v in pairs(Joints) do Joint(unpack(v)) end local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Humanoid") local pose = "Standing" local toolAnim = "None" local toolAnimTime = 0
-- Modules / Directories --
local Dependencies = script.Dependencies local Maid = require(Dependencies.Maid) local InverseKinematics = require(Dependencies.InverseKinematics) local IK_Parts = Dependencies.IK_Parts local LegController = {} LegController.__index = LegController function LegController.new(Character : Model, Configuration : any) local self = setmetatable({}, LegController) self.Maid = Maid.new() local Humanoid = Character:WaitForChild("Humanoid") local LeftHip_Joint = Character:FindFirstChild(Humanoid.RigType == Enum.HumanoidRigType.R6 and "Left Hip" or "LeftHip", true) local RightHip_Joint = Character:FindFirstChild(Humanoid.RigType == Enum.HumanoidRigType.R6 and "Right Hip" or "RightHip", true) local LeftHip_C0 = LeftHip_Joint.C0 local RightHip_C0 = RightHip_Joint.C0 local Char_IK = nil if Humanoid.RigType == Enum.HumanoidRigType.R6 then Char_IK = InverseKinematics.New(Character) end local IK_RayParams = RaycastParams.new() IK_RayParams.FilterType = Enum.RaycastFilterType.Exclude IK_RayParams.FilterDescendantsInstances = {Character} local CurrentIK_Parts = {} for Index, Attachment in pairs(IK_Parts:GetChildren()) do local Attachment = Attachment:Clone() Attachment.Parent = Humanoid.RootPart CurrentIK_Parts[Attachment.Name] = Attachment end -- Connections -- self.Maid:GiveTask(RunService.RenderStepped:Connect(function(DeltaTime : number) local Normalized_DeltaTime = DeltaTime * 60 local Root_Velocity = Vector3.new(1, 0, 1) * Humanoid.RootPart.Velocity local LeftHip_C0, RightHip_C0 = LeftHip_C0, RightHip_C0 if Char_IK and CurrentIK_Parts.LeftHip and CurrentIK_Parts.LeftFoot and CurrentIK_Parts.RightHip and CurrentIK_Parts.RightFoot then local LeftFoot_RayDir = CurrentIK_Parts.LeftFoot.WorldCFrame.Position - CurrentIK_Parts.LeftHip.WorldCFrame.Position local LeftFoot_Raycast = workspace:Raycast(CurrentIK_Parts.LeftHip.WorldCFrame.Position, LeftFoot_RayDir, IK_RayParams) local RightFoot_RayDir = CurrentIK_Parts.RightFoot.WorldCFrame.Position - CurrentIK_Parts.RightHip.WorldCFrame.Position local RightFoot_Raycast = workspace:Raycast(CurrentIK_Parts.RightHip.WorldCFrame.Position, RightFoot_RayDir, IK_RayParams) if LeftFoot_Raycast and LeftFoot_Raycast.Material ~= Enum.Material.Water and LeftFoot_Raycast.Instance.CanCollide then LeftHip_C0 = Char_IK:LegIK("Left", LeftFoot_Raycast.Position) end if RightFoot_Raycast and RightFoot_Raycast.Material ~= Enum.Material.Water and RightFoot_Raycast.Instance.CanCollide then RightHip_C0 = Char_IK:LegIK("Right", RightFoot_Raycast.Position) end end local MinActivation_Speed, Max_TiltAngle = Configuration and Configuration.Tilt.MinActivation_Speed or 1.5, Configuration and Configuration.Tilt.MaxAngle or 35 local Tilt, TiltAngle = 0, 0 local Dont_Inverse = Humanoid.RootPart.CFrame.LookVector:Dot(Humanoid.MoveDirection) < -0.1 if Root_Velocity.Magnitude > MinActivation_Speed then --Checking if the Root_Velocity is above MinActivation_Speed Tilt = Humanoid.RootPart.CFrame.RightVector:Dot(Root_Velocity.unit) Tilt = Dont_Inverse and Tilt or -Tilt end TiltAngle = math.rad(Humanoid:GetState() == Enum.HumanoidStateType.Running and Tilt * Max_TiltAngle or 0) -- Moving joints -- local Lerp = Root_Velocity.Magnitude < 2.5 and 0.285 or 0.1 LeftHip_Joint.C0 = LeftHip_Joint.C0:Lerp(LeftHip_C0 * CFrame.Angles(0, TiltAngle, 0), Lerp * Normalized_DeltaTime) RightHip_Joint.C0 = RightHip_Joint.C0:Lerp(RightHip_C0 * CFrame.Angles(0, TiltAngle, 0), Lerp * Normalized_DeltaTime) end)) return self end function LegController:Destroy() self.Maid:DoCleaning() table.clear(self) setmetatable(self, nil) return end return LegController
-- The maximum distance the can can shoot, this value should never go above 1000
local Range = 370
--Rescripted by Luckymaxer
Particle = script.Parent Duration = Particle:WaitForChild("Duration") wait(Duration.Value) Particle.Enabled = false
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; local l__Parent__2 = script.Parent; l__Parent__2.Equipped:Connect(function(p1) print(p1); u1 = game.Players.LocalPlayer.Character; if u1 and u1.RightHand then end; end); l__Parent__2.Unequipped:Connect(function() u1 = game.Players.LocalPlayer.Character; if u1 and u1.RightHand then end; end); game:GetService("RunService").RenderStepped:Connect(function() if not u1 then return; end; local v1 = game.Workspace.CurrentCamera:GetRenderCFrame(); l__Parent__2.LightHandle.CFrame = v1 - v1.p + u1:GetPrimaryPartCFrame().p + Vector3.new(0, 2, 0); end);
--[=[ Returns whether the object is a ValueObject class @param value any @return boolean ]=]
function ValueObject.isValueObject(value) return type(value) == "table" and getmetatable(value) == ValueObject end
-- Converts a Vector3 in CIELAB space to a Color3 in RGB space. -- The Color3 will be clamped by default unless specified otherwise.
function Oklab.from(lab: Vector3, unclamped: boolean?): Color3 local lRoot = lab.X + lab.Y * 0.3963377774 + lab.Z * 0.2158037573 local mRoot = lab.X - lab.Y * 0.1055613458 - lab.Z * 0.0638541728 local sRoot = lab.X - lab.Y * 0.0894841775 - lab.Z * 1.2914855480 local l = lRoot ^ 3 local m = mRoot ^ 3 local s = sRoot ^ 3 local red = l * 4.0767416621 - m * 3.3077115913 + s * 0.2309699292 local green = l * -1.2684380046 + m * 2.6097574011 - s * 0.3413193965 local blue = l * -0.0041960863 - m * 0.7034186147 + s * 1.7076147010 if not unclamped then red = math.clamp(red, 0, 1) green = math.clamp(green, 0, 1) blue = math.clamp(blue, 0, 1) end return Color3.new(red, green, blue) end return Oklab
----------------- --| Variables |-- -----------------
local DebrisService = game:GetService('Debris') local PlayersService = game:GetService('Players') local MyPlayer = script:FindFirstAncestorOfClass("Player") local Tool = MyPlayer.Backpack:FindFirstChild("RocketLauncher")or MyPlayer.Character:FindFirstChild("RocketLauncher") local ToolHandle = Tool:WaitForChild("Handle") local MouseLoc = script.Parent:WaitForChild("MouseLoc",10) local RocketScript = script:WaitForChild('Rocket') local SwooshSound = script:WaitForChild('Swoosh') local BoomSound = script:WaitForChild('Boom')
-- LOCALS --
local Camera = game.Workspace.CurrentCamera local Player = game.Players.LocalPlayer
--[[ Assert that our functoid expectation value throws an error when called. An optional error message can be passed to assert that the error message contains the given value. ]]
function Expectation:throw(messageSubstring) local ok, err = pcall(self.value) local result = ok ~= self.successCondition if messageSubstring and not ok then if self.successCondition then result = err:find(messageSubstring, 1, true) ~= nil else result = err:find(messageSubstring, 1, true) == nil end end local message if messageSubstring then message = formatMessage(self.successCondition, ("Expected function to throw an error containing %q, but it %s"):format( messageSubstring, err and ("threw: %s"):format(err) or "did not throw." ), ("Expected function to never throw an error containing %q, but it threw: %s"):format( messageSubstring, tostring(err) ) ) else message = formatMessage(self.successCondition, "Expected function to throw an error, but it did not throw.", ("Expected function to succeed, but it threw an error: %s"):format( tostring(err) ) ) end assertLevel(result, message, 3) self:_resetModifiers() return self end return Expectation
--------------------[ MATH FUNCTIONS ]------------------------------------------------
function RAND(Min, Max, Accuracy) local Inverse = 1 / (Accuracy or 1) return (math.random(Min * Inverse, Max * Inverse) / Inverse) end
--[[ FUNCTIONS ]]
local function lerpLength(msg, min, max) return min + (max - min) * math.min(getMessageLength(msg) / 75.0, 1.0) end local function createFifo() local this = {} this.data = {} local emptyEvent = Instance.new("BindableEvent") this.Emptied = emptyEvent.Event function this:Size() return #this.data end function this:Empty() return this:Size() <= 0 end function this:PopFront() table.remove(this.data, 1) if this:Empty() then emptyEvent:Fire() end end function this:Front() return this.data[1] end function this:Get(index) return this.data[index] end function this:PushBack(value) table.insert(this.data, value) end function this:GetData() return this.data end return this end local function createCharacterChats() local this = {} this.Fifo = createFifo() this.BillboardGui = nil return this end local function createMap() local this = {} this.data = {} local count = 0 function this:Size() return count end function this:Erase(key) if this.data[key] then count = count - 1 end this.data[key] = nil end function this:Set(key, value) this.data[key] = value if value then count = count + 1 end end function this:Get(key) if not key then return end if not this.data[key] then this.data[key] = createCharacterChats() local emptiedCon = nil emptiedCon = this.data[key].Fifo.Emptied:connect(function() emptiedCon:disconnect() this:Erase(key) end) end return this.data[key] end function this:GetData() return this.data end return this end local function createChatLine(message, bubbleColor, isLocalPlayer) local this = {} function this:ComputeBubbleLifetime(msg, isSelf) if isSelf then return lerpLength(msg, 8, 15) else return lerpLength(msg, 12, 20) end end this.Origin = nil this.RenderBubble = nil this.Message = message this.BubbleDieDelay = this:ComputeBubbleLifetime(message, isLocalPlayer) this.BubbleColor = bubbleColor this.IsLocalPlayer = isLocalPlayer return this end local function createPlayerChatLine(player, message, isLocalPlayer) local this = createChatLine(message, BubbleColor.WHITE, isLocalPlayer) if player then this.User = player.Name this.Origin = player.Character end return this end local function createGameChatLine(origin, message, isLocalPlayer, bubbleColor) local this = createChatLine(message, bubbleColor, isLocalPlayer) this.Origin = origin return this end function createChatBubbleMain(filePrefix, sliceRect) local chatBubbleMain = Instance.new("ImageLabel") chatBubbleMain.Name = "ChatBubble" chatBubbleMain.ScaleType = Enum.ScaleType.Slice chatBubbleMain.SliceCenter = sliceRect chatBubbleMain.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png" chatBubbleMain.ImageColor3 = Color3.fromRGB(44,44,44) chatBubbleMain.BackgroundTransparency = 1 chatBubbleMain.BorderSizePixel = 0 chatBubbleMain.Size = UDim2.new(1.0, 0, 1.0, 0) chatBubbleMain.Position = UDim2.new(0, 0, 0, 0) return chatBubbleMain end function createChatBubbleTail(position, size) local chatBubbleTail = Instance.new("ImageLabel") chatBubbleTail.Name = "ChatBubbleTail" chatBubbleTail.Image = "rbxasset://textures/ui/dialog_tail.png" chatBubbleTail.ImageColor3 = Color3.fromRGB(44,44,44) chatBubbleTail.BackgroundTransparency = 1 chatBubbleTail.BorderSizePixel = 0 chatBubbleTail.Position = position chatBubbleTail.Size = size return chatBubbleTail end function createChatBubbleWithTail(filePrefix, position, size, sliceRect) local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect) local chatBubbleTail = createChatBubbleTail(position, size) chatBubbleTail.Parent = chatBubbleMain return chatBubbleMain end function createScaledChatBubbleWithTail(filePrefix, frameScaleSize, position, sliceRect) local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect) local frame = Instance.new("Frame") frame.Name = "ChatBubbleTailFrame" frame.BackgroundTransparency = 1 frame.SizeConstraint = Enum.SizeConstraint.RelativeXX frame.Position = UDim2.new(0.5, 0, 1, 0) frame.Size = UDim2.new(frameScaleSize, 0, frameScaleSize, 0) frame.Parent = chatBubbleMain local chatBubbleTail = createChatBubbleTail(position, UDim2.new(1, 0, 0.5, 0)) chatBubbleTail.Parent = frame return chatBubbleMain end function createChatImposter(filePrefix, dotDotDot, yOffset) local result = Instance.new("ImageLabel") result.Name = "DialogPlaceholder" result.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png" result.BackgroundTransparency = 1 result.BorderSizePixel = 0 result.Position = UDim2.new(0, 0, -1.25, 0) result.Size = UDim2.new(1, 0, 1, 0) local image = Instance.new("ImageLabel") image.Name = "DotDotDot" image.Image = "rbxasset://textures/" .. tostring(dotDotDot) .. ".png" image.BackgroundTransparency = 1 image.BorderSizePixel = 0 image.Position = UDim2.new(0.001, 0, yOffset, 0) image.Size = UDim2.new(1, 0, 0.7, 0) image.Parent = result return result end local this = {} this.ChatBubble = {} this.ChatBubbleWithTail = {} this.ScalingChatBubbleWithTail = {} this.CharacterSortedMsg = createMap()
--
script.Parent.Handle3.Hinge1.Transparency = 0 script.Parent.Handle3.Interactive1.Transparency = 0 script.Parent.Handle3.Part1.Transparency = 0 script.Parent.Parent.Parent.Flushoo.FlushScript.Disabled = false wait(0.06) script.Parent.Handle1.Hinge1.Transparency = 1 script.Parent.Handle1.Interactive1.Transparency = 1 script.Parent.Handle1.Part1.Transparency = 1
-- FUNCTIONS --
return function(Action, ...) local Args = {...} if Action == "Splash" then local TargetPosition = Args[1] local WaterPart = Args[2] local splashAttachment = Instance.new("Attachment") splashAttachment.Parent = WaterPart splashAttachment.WorldPosition = TargetPosition game.Debris:AddItem(splashAttachment, 5) coroutine.wrap(function() for i, v in pairs(script.Splash:GetChildren()) do if v:IsA("ParticleEmitter") then local fx = v:Clone() fx.Parent = splashAttachment fx:Emit(fx:GetAttribute("EmitCount")) end end end)() end end
--s.Pitch = 0.7
while s.Pitch<1 do s.Pitch=s.Pitch+0.009 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(0.001) end
--///////////////////////// Constructors --//////////////////////////////////////
function module.new(vChatService, name) local obj = setmetatable({}, methods) obj.ChatService = vChatService obj.PlayerObj = nil obj.Name = name obj.ExtraData = {} obj.Channels = {} obj.MutedSpeakers = {} -- Make sure to destroy added binadable events in the InternalDestroy method. obj.eDestroyed = Instance.new("BindableEvent") obj.eSaidMessage = Instance.new("BindableEvent") obj.eReceivedMessage = Instance.new("BindableEvent") obj.eReceivedUnfilteredMessage = Instance.new("BindableEvent") obj.eMessageDoneFiltering = Instance.new("BindableEvent") obj.eReceivedSystemMessage = Instance.new("BindableEvent") obj.eChannelJoined = Instance.new("BindableEvent") obj.eChannelLeft = Instance.new("BindableEvent") obj.eMuted = Instance.new("BindableEvent") obj.eUnmuted = Instance.new("BindableEvent") obj.eExtraDataUpdated = Instance.new("BindableEvent") obj.eMainChannelSet = Instance.new("BindableEvent") obj.eChannelNameColorUpdated = Instance.new("BindableEvent") obj.Destroyed = obj.eDestroyed.Event obj.SaidMessage = obj.eSaidMessage.Event obj.ReceivedMessage = obj.eReceivedMessage.Event obj.ReceivedUnfilteredMessage = obj.eReceivedUnfilteredMessage.Event obj.MessageDoneFiltering = obj.eMessageDoneFiltering.Event obj.ReceivedSystemMessage = obj.eReceivedSystemMessage.Event obj.ChannelJoined = obj.eChannelJoined.Event obj.ChannelLeft = obj.eChannelLeft.Event obj.Muted = obj.eMuted.Event obj.Unmuted = obj.eUnmuted.Event obj.ExtraDataUpdated = obj.eExtraDataUpdated.Event obj.MainChannelSet = obj.eMainChannelSet.Event obj.ChannelNameColorUpdated = obj.eChannelNameColorUpdated.Event --- DEPRECATED: --- Mispelled version of ReceivedUnfilteredMessage, retained for compatibility with legacy versions. obj.RecievedUnfilteredMessage = obj.eReceivedUnfilteredMessage.Event return obj end return module
-- This backpack script doesn't support hopperbin because using :ToggleActive() will raise an error and its belong to corescript
--{HPattern, Automatic, DualClutch, CVT}
tri = script.Trigger if script.Parent.Functions.ShiftUpRequested.Value == true then script.RPMManagement.Disabled = false FL.MotorMaxTorque = 0 FR.MotorMaxTorque = 0 RL.MotorMaxTorque = 0 RR.MotorMaxTorque = 0 if script.Parent.Storage.TransmissionType.Value == "HPattern" then end if script.Parent.Storage.TransmissionType.Value == "Automatic" then rpm.Value = ((trans.Value*xxx)*(1-tri.Value)) + ((trans.Value*xx1)*(tri.Value)) end if script.Parent.Storage.TransmissionType.Value == "DualClutch" then rpm.Value = ((trans.Value*xxx)*(1-tri.Value)) + ((trans.Value*xx1)*(tri.Value)) end if script.Parent.Storage.TransmissionType.Value == "CVT" then end end if currentgear.Value == 1 then FL.MotorMaxTorque = (10000)*(carSeat.Storage.BrakeBias.Value/100) FR.MotorMaxTorque = (10000)*(carSeat.Storage.BrakeBias.Value/100) RL.MotorMaxTorque = (10000)*(1-(carSeat.Storage.BrakeBias.Value/100)) RR.MotorMaxTorque = (10000)*(1-(carSeat.Storage.BrakeBias.Value/100)) FL.AngularVelocity = 0 FR.AngularVelocity = 0 RL.AngularVelocity = 0 RR.AngularVelocity = 0 FL.MotorMaxAcceleration = 30 FR.MotorMaxAcceleration = 30 RL.MotorMaxAcceleration = 30 RR.MotorMaxAcceleration = 30 end if script.Parent.Functions.ShiftDownRequested.Value == true then script.RPMManagement.Disabled = false if carSeat.Throttle ~= -1 and carSeat.Storage.Handbrake.Value ~= true then FL.MotorMaxTorque = 0 FR.MotorMaxTorque = 0 RL.MotorMaxTorque = 0 RR.MotorMaxTorque = 0 end if script.Parent.Storage.TransmissionType.Value == "HPattern" then end if script.Parent.Storage.TransmissionType.Value == "Automatic" then rpm.Value = ((trans.Value*xxx)*(1-tri.Value)) + ((trans.Value*x1x)*(tri.Value)) end if script.Parent.Storage.TransmissionType.Value == "DualClutch" then rpm.Value = ((trans.Value*xxx)*(1-tri.Value)) + ((trans.Value*x1x)*(tri.Value)) end if script.Parent.Storage.TransmissionType.Value == "CVT" then end end if speed < 2 then coast = 0 else coast = 5 end m = (hp.Value / 2155) if rpm.Value < 950/(four/2) then ch = 4 else ch = 1 end if carSeat.Storage.Mode.Value == "City" then mode = 0.81 elseif carSeat.Storage.Mode.Value == "Sport" then mode = 0.98 elseif carSeat.Storage.Mode.Value == "Snow" then mode = 0.6 end carSeat.Parent.Engine.Intake.Pitch = 1
--[[ deviation: the toStrictEqual matcher in Jest adds three features beyond that of the toEqual matcher: 1) Checking for undefined properties 2) Checking array sparseness 3) Type checking Of these, Jest-Roblox's version of the toStrictEqual matcher only applies type checking ]]
local function toStrictEqual( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: any, expected: any ) local matcherName = "toStrictEqual" local options: MatcherHintOptions = { comment = "deep equality", isNot = self.isNot, promise = self.promise, } local pass = equals(received, expected, toStrictEqualTesters, true) local message if pass then message = function() local retval = matcherHint(matcherName, nil, nil, options) .. "\n\n" .. string.format("Expected: not %s\n", printExpected(expected)) if stringify(expected) ~= stringify(received) then retval = retval .. string.format("Received: %s", printReceived(received)) end return retval end else message = function() return matcherHint(matcherName, nil, nil, options) .. "\n\n" .. printDiffOrStringify(expected, received, EXPECTED_LABEL, RECEIVED_LABEL, isExpand(self.expand)) end end -- Passing the actual and expected objects so that a custom reporter -- could access them, for example in order to display a custom visual diff, -- or create a different error message return { actual = received, expected = expected, message = message, name = matcherName, pass = pass } end
--Internal Settings--
local fullMag = 30 local spread = 1.1 -- in degrees local fullauto = false -- shoots all bullets as long as the player is visible. turning this off reverts shooting mechanic back to the original marine mechanics (boolean) local burstamount = 3 -- (only works if full auto is off) amount of times gun fires in burst fire mode local firerate = 0.06 -- wait between shooting in seconds local shotgunpellets = 1 -- setting this above 1 turns the gun into a shotgun (MIGHT LAG WITH FULL AUTO ON) local delaybeforereloading = 0.3 -- to delay reload (prevents the marine from shooting the last shot of the mag at the ground) local MinimumDamage,MaximumDamage = 9, 13 -- the amount of damage each bullet does (RANDOMIZED) first value is minimum, second value is maximum local SemiAtLongRange = false -- restores the behaviour of the marine shooting in semi at long distances (i made this toggleable because i didnt like it) local headshotmultiplier = 2 -- self explanitory (set this value to 1 if you dont want a multiplier) local HitWallSounds = {"rbxassetid://6962153997","rbxassetid://6962154328","rbxassetid://6962154691","rbxassetid://6962155018","rbxassetid://6962155378"} -- basically sounds for hitting walls local HitFleshSound = "rbxassetid://4988621968" -- plays when a creature gets shot local bulletacceleration = Vector3.new(0,-12,0) -- very similar to how acceleration works in particle emitters (setting the y value to a negative number will give the bullet bulletdrop) local maxdistance = 300 local bulletspeed = 400
--[[ Adds a Tween to be updated every render step. ]]
function TweenScheduler.add(tween: Tween) allTweens[tween] = true end
-- EasyConfiguration.lua -- @author Quenty -- Last Modified February 3rd, 2014
local Type = require(script.Parent:WaitForChild("Type")) local lib = {} local function Modify(Instance, Values) -- Modifies an Instance by using a table. assert(type(Values) == "table", "Values is not a table"); for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local AcceptableTypes = { -- Anything in here has a .Value property. ["StringValue"] = true; ["IntValue"] = true; ["NumberValue"] = true; ["BrickColorValue"] = true; ["BoolValue"] = true; ["Color3Value"] = true; ["Vector3Value"] = true; ["IntConstrainedValue"] = true; } local function TypeIsAcceptable(TypeName) return AcceptableTypes[TypeName] end lib.TypeIsAcceptable = TypeIsAcceptable; lib.typeIsAcceptable = TypeIsAcceptable local function AddSubDataLayer(DataName, Parent) -- For organization of data. Adds another configuration with the name "DataName", if one can't be found, and then returns it. local DataContainer = Parent:FindFirstChild(DataName) or Make("Configuration", { Name = DataName; Parent = Parent; Archivable = true; }) return DataContainer end lib.AddSubDataLayer = AddSubDataLayer lib.addSubDataLayer = AddSubDataLayer local EasyConfigCache = {} setmetatable(EasyConfigCache, {__mode = "k"}) local function MakeEasyConfiguration(Configuration) if EasyConfigCache[Configuration] then return EasyConfigCache[Configuration] else local NewConfiguration = {} local function Get(ObjectName) return Configuration:FindFirstChild(ObjectName) end setmetatable(NewConfiguration, { __index = function(_, value) if not type(value) == "string" then error("Only Indexing with strings is supported with easyConfiguration", 2) end local loweredValue = value:lower() if loweredValue == "add" or loweredValue == "addvalue" then --[[ So they can do stuff like... Config.AddValue('IntValue', { Name = "PizzaEaten" Value = 0; }) --]] return function(valueType, values) local Object if values and values.Name and type(values.Name) == "string" then Object = Get(values.Name) if Object and Object.ClassName ~= valueType then --print("[EasyConfiguration] - Invalid class '"..Object.ClassName.."' in configuration, being replaced by new data '"..valueType.."'"); Object:Destroy() Object = nil; end else error("[EasyConfiguration] - No values received in the add method of easy configuration. Please give a table of default properties including the name. ", 2) end if not Object then local newInstance = Instance.new(valueType) Modify(newInstance, values) newInstance.Parent = Configuration end end elseif loweredValue == "get" or loweredValue == "getvalue" then return function(name) return Get(name) end elseif loweredValue == "getcontainer" then return function(name) return Get(name) end else local Object = Configuration:FindFirstChild(value) if Object and AcceptableTypes[Object.ClassName] then return Object.Value else error("[EasyConfiguration] - " .. (Object and "Object '"..value.."' was a "..Type.getType(Object).." value, and not acceptable, so no return was given" or "Could not find Object '"..value.."' in the configuration"), 2) end end end; __newindex = function(_, value, newValue) if type(value) == "string" then local Object = Get(value) if Object and AcceptableTypes[Object.ClassName] then Object.Value = newValue; else error("[EasyConfiguration] - Value '" .. value .. "' was not accepted, or wasn't in the configuration", 2); end else error("[EasyConfiguration] - Index with a string") end end; }) EasyConfigCache[Configuration] = NewConfiguration return NewConfiguration; end end lib.Make = MakeEasyConfiguration; lib.MakeEasyConfiguration = MakeEasyConfiguration; return lib
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) if ChatLocalization == nil then ChatLocalization = {} end if not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then function ChatLocalization:FormatMessageToSend(key,default) return default end end local errorTextColor = ChatSettings.ErrorMessageTextColor or Color3.fromRGB(245, 50, 50) local errorExtraData = {ChatColor = errorTextColor} local function Run(ChatService) local Players = game:GetService("Players") local channel = ChatService:AddChannel("Team") channel.WelcomeMessage = ChatLocalization:FormatMessageToSend("GameChat_TeamChat_WelcomeMessage","This is a private channel between you and your team members.") channel.Joinable = false channel.Leavable = false channel.AutoJoin = false channel.Private = true local function TeamChatReplicationFunction(fromSpeaker, message, channelName) local speakerObj = ChatService:GetSpeaker(fromSpeaker) local channelObj = ChatService:GetChannel(channelName) if (speakerObj and channelObj) then local player = speakerObj:GetPlayer() if (player) then for i, speakerName in pairs(channelObj:GetSpeakerList()) do local otherSpeaker = ChatService:GetSpeaker(speakerName) if (otherSpeaker) then local otherPlayer = otherSpeaker:GetPlayer() if (otherPlayer) then if (player.Team == otherPlayer.Team) then local extraData = { NameColor = player.TeamColor.Color, ChatColor = player.TeamColor.Color, ChannelColor = player.TeamColor.Color } otherSpeaker:SendMessage(message, channelName, fromSpeaker, extraData) else --// Could use this line to obfuscate message for cool effects --otherSpeaker:SendMessage(message, channelName, fromSpeaker) end end end end end end return true end channel:RegisterProcessCommandsFunction("replication_function", TeamChatReplicationFunction, ChatConstants.LowPriority) local function DoTeamCommand(fromSpeaker, message, channel) if message == nil then message = "" end local speaker = ChatService:GetSpeaker(fromSpeaker) if speaker then local player = speaker:GetPlayer() if player then if player.Team == nil then speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_TeamChat_CannotTeamChatIfNotInTeam","You cannot team chat if you are not on a team!"), channel, errorExtraData) return end local channelObj = ChatService:GetChannel("Team") if channelObj then if not speaker:IsInChannel(channelObj.Name) then speaker:JoinChannel(channelObj.Name) end if message and string.len(message) > 0 then speaker:SayMessage(message, channelObj.Name) end speaker:SetMainChannel(channelObj.Name) end end end end local function TeamCommandsFunction(fromSpeaker, message, channel) local processedCommand = false if message == nil then error("Message is nil") end if channel == "Team" then return false end if string.sub(message, 1, 6):lower() == "/team " or message:lower() == "/team" then DoTeamCommand(fromSpeaker, string.sub(message, 7), channel) processedCommand = true elseif string.sub(message, 1, 3):lower() == "/t " or message:lower() == "/t" then DoTeamCommand(fromSpeaker, string.sub(message, 4), channel) processedCommand = true elseif string.sub(message, 1, 2):lower() == "% " or message:lower() == "%" then DoTeamCommand(fromSpeaker, string.sub(message, 3), channel) processedCommand = true end return processedCommand end ChatService:RegisterProcessCommandsFunction("team_commands", TeamCommandsFunction, ChatConstants.StandardPriority) local function GetDefaultChannelNameColor() if ChatSettings.DefaultChannelNameColor then return ChatSettings.DefaultChannelNameColor end return Color3.fromRGB(35, 76, 142) end local function PutSpeakerInCorrectTeamChatState(speakerObj, playerObj) if playerObj.Neutral or playerObj.Team == nil then speakerObj:UpdateChannelNameColor(channel.Name, GetDefaultChannelNameColor()) if speakerObj:IsInChannel(channel.Name) then speakerObj:LeaveChannel(channel.Name) end elseif not playerObj.Neutral and playerObj.Team then speakerObj:UpdateChannelNameColor(channel.Name, playerObj.Team.TeamColor.Color) if not speakerObj:IsInChannel(channel.Name) then speakerObj:JoinChannel(channel.Name) end end end ChatService.SpeakerAdded:connect(function(speakerName) local speakerObj = ChatService:GetSpeaker(speakerName) if speakerObj then local player = speakerObj:GetPlayer() if player then PutSpeakerInCorrectTeamChatState(speakerObj, player) end end end) local PlayerChangedConnections = {} Players.PlayerAdded:connect(function(player) local changedConn = player.Changed:connect(function(property) local speakerObj = ChatService:GetSpeaker(player.Name) if speakerObj then if property == "Neutral" then PutSpeakerInCorrectTeamChatState(speakerObj, player) elseif property == "Team" then PutSpeakerInCorrectTeamChatState(speakerObj, player) if speakerObj:IsInChannel(channel.Name) then local msg = ChatLocalization:FormatMessageToSend("GameChat_TeamChat_NowInTeam", string.format("You are now on the '%s' team.", player.Team.Name), "RBX_NAME", player.Team.Name ) speakerObj:SendSystemMessage(msg, channel.Name) end end end end) PlayerChangedConnections[player] = changedConn end) Players.PlayerRemoving:connect(function(player) local changedConn = PlayerChangedConnections[player] if changedConn then changedConn:Disconnect() end PlayerChangedConnections[player] = nil end) end return Run
-- Represents the function to determine piercing and hitting.
export type CanPenetrateFunction = (ActiveCast, RaycastResult, Vector3) -> boolean export type CanHitFunction = (ActiveCast, RaycastResult, Vector3) -> boolean
--[[Transmission]]
-- Tune.Clutch = true -- Implements a realistic clutch. Tune.TransModes = {"Auto"} --[[ [Modes] "Manual" ; Traditional clutch operated manual transmission "DCT" ; Dual clutch transmission, where clutch is operated automatically "Auto" ; Automatic transmission that shifts for you >Include within brackets eg: {"Manual"} or {"DCT", "Manual"} >First mode is default mode ]] --[[Transmission]] Tune.ClutchType = "CVT" --[[ [Types] "Clutch" : Standard clutch, recommended "TorqueConverter" : Torque converter, keeps RPM up "CVT" : CVT, found in scooters ]] Tune.ClutchMode = "RPM" --[[ [Modes] "Speed" : Speed controls clutch engagement "RPM" : Speed and RPM control clutch engagement ]] --Transmission Settings Tune.Stall = true -- Stalling, enables the bike to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false. Tune.ClutchEngage = 25 -- How fast engagement is (0 = instant, 99 = super slow) --Torque Converter: Tune.TQLock = true -- Torque converter starts locking at a certain RPM (see below if set to true) --Torque Converter and CVT: Tune.RPMEngage = 1500 -- Keeps RPMs to this level until passed --Clutch: Tune.SpeedEngage = 15 -- Speed the clutch fully engages at (Based on SPS) --Clutch: "RPM" mode Tune.ClutchRPMMult = 1.0 -- Clutch RPM multiplier, recommended to leave at 1.0 --Manual: Quick Shifter Tune.QuickShifter = true -- To quickshift, cut off the throttle to upshift, and apply throttle to downshift, all without clutch. Tune.QuickShiftTime = 0.25 -- Determines how much time you have to quick shift up or down before you need to use the clutch. --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoShiftType = "DCT" --[[ [Types] "Rev" : Clutch engages fully once RPM reached "DCT" : Clutch engages after a set time has passed ]] 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. Tune.FinalDrive = 0.81 -- (Final * Primary) -- Gearing determines top speed and wheel torque -- for the final is recommended to divide the size of the rear sprocket to the one of the front sprocket -- and multiply it to the primary drive ratio, if data is missing, you can also just use a single number Tune.NeutralRev = true -- Enables you to back up manually in neutral Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 7.8 , -- Neutral and 1st gear are required } Tune.Limiter = true -- Enables a speed limiter Tune.SpeedLimit = 140 -- At what speed (SPS) the limiter engages
-- Map Variables
local lobbySpawn = workspace:FindFirstChild("SpawnLocation")
-- ROBLOX deviation: Roblox Instance matchers -- local instanceSubsetEquality = utils.instanceSubsetEquality
local makeThrowingMatcher, _validateResult
--[[Vehicle Weight]]
--Determine Current Mass local mass=0 function getMass(p) for i,v in pairs(p:GetChildren())do if v:IsA("BasePart") then mass=mass+v:GetMass() end getMass(v) end end getMass(car) --Apply Vehicle Weight if mass<_Tune.Weight*weightScaling then --Calculate Weight Distribution local centerF = Vector3.new() local centerR = Vector3.new() local countF = 0 local countR = 0 for i,v in pairs(Drive) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then centerF = centerF+v.CFrame.p countF = countF+1 else centerR = centerR+v.CFrame.p countR = countR+1 end end centerF = centerF/countF centerR = centerR/countR local center = centerR:Lerp(centerF, _Tune.WeightDist/100) --Create Weight Brick local weightB = Instance.new("Part",car.Body) weightB.Name = "#Weight" weightB.Anchored = true weightB.CanCollide = false weightB.BrickColor = BrickColor.new("Really black") weightB.TopSurface = Enum.SurfaceType.Smooth weightB.BottomSurface = Enum.SurfaceType.Smooth if _Tune.WBVisible then weightB.Transparency = .75 else weightB.Transparency = 1 end weightB.Size = Vector3.new(_Tune.WeightBSize[1],_Tune.WeightBSize[2],_Tune.WeightBSize[3]) weightB.CustomPhysicalProperties = PhysicalProperties.new(((_Tune.Weight*weightScaling)-mass)/(weightB.Size.x*weightB.Size.y*weightB.Size.z),0,0,0,0) weightB.CFrame=(car.DriveSeat.CFrame-car.DriveSeat.Position+center)*CFrame.new(0,_Tune.CGHeight,0) else --Existing Weight Is Too Massive end local flipG = Instance.new("BodyGyro",car.DriveSeat) flipG.Name = "Flip" flipG.D = 0 flipG.MaxTorque = Vector3.new(0,0,0) flipG.P = 0
------------------------------------------------------------------------ -- parses an expression in parentheses or a single variable -- * used in primaryexp() ------------------------------------------------------------------------
function luaY:prefixexp(ls, v) -- prefixexp -> NAME | '(' expr ')' local c = ls.t.token if c == "(" then local line = ls.linenumber luaX:next(ls) self:expr(ls, v) self:check_match(ls, ")", "(", line) luaK:dischargevars(ls.fs, v) elseif c == "TK_NAME" then self:singlevar(ls, v) else luaX:syntaxerror(ls, "unexpected symbol") end--if c return end
--muffins stuff
local DM = script.Parent:WaitForChild("DriveMode")
-- Calcule a velocidade linear média do carro com base na taxa em que todas as rodas estão girando
local function getAverageVelocity() local vFR = -motorFR.Attachment1.WorldAxis:Dot(motorFR.Attachment1.Parent.RotVelocity) local vRR = -motorBR.Attachment1.WorldAxis:Dot(motorBR.Attachment1.Parent.RotVelocity) local vFL = motorFL.Attachment1.WorldAxis:Dot(motorFL.Attachment1.Parent.RotVelocity) local vRL = motorBL.Attachment1.WorldAxis:Dot(motorBL.Attachment1.Parent.RotVelocity) return 0.25 * ( vFR + vFL + vRR + vRL ) end
-- / Settings / --
local Settings = { OnCD = false, CDTime = 15 }
--PlayerClick
ClickDetector.MouseClick:Connect(function() if Ready == true then if Open == false then Ready = false Open = true OpenSound:Play() OpenTween:Play() wait(.5) Ready = true elseif Open == true then Ready = false Open = false CloseSound:Play() CloseTween:Play() wait(.5) Ready = true end end end)
--[[ icon_controller:header ## Functions #### setGameTheme ```lua IconController.setGameTheme(theme) ``` Sets the default theme which is applied to all existing and future icons. ---- #### setDisplayOrder ```lua IconController.setDisplayOrder(number) ``` Changes the DisplayOrder of the TopbarPlus ScreenGui to the given value. ---- #### setTopbarEnabled ```lua IconController.setTopbarEnabled(bool) ``` When set to ``false``, hides all icons created with TopbarPlus. This can also be achieved by calling ``starterGui:SetCore("TopbarEnabled", false)``. ---- #### setGap ```lua IconController.setGap(integer, alignment) ``` Defines the offset width (i.e. gap) between each icon for the given alignment, ``left``, ``mid``, ``right``, or all alignments if not specified. ---- #### setLeftOffset ```lua IconController.setLeftOffset(integer) ``` Defines the offset from the left side of the screen to the nearest left-set icon. ---- #### setRightOffset ```lua IconController.setRightOffset(integer) ``` Defines the offset from the right side of the screen to the nearest right-set icon. ---- #### updateTopbar ```lua IconController.updateTopbar() ``` Determines how icons should be positioned on the topbar and moves them accordingly. ---- #### clearIconOnSpawn ```lua IconController.clearIconOnSpawn(icon) ``` Calls destroy on the given icon when the player respawns. This is useful for scenarious where you wish to cleanup icons that are constructed within a Gui with ``ResetOnSpawn`` set to ``true``. For example: ```lua -- Place at the bottom of your icon creator localscript local icons = IconController.getIcons() for _, icon in pairs(icons) do IconController.clearIconOnSpawn(icon) end ``` ---- #### getIcons ```lua local arrayOfIcons = IconController.getIcons() ``` Returns all icons as an array. ---- #### getIcon ```lua local icon = IconController.getIcon(name) ``` Returns the icon with the given name (or ``false`` if not found). If multiple icons have the same name, then one will be returned randomly. ---- ## Properties #### mimicCoreGui ```lua local bool = IconController.mimicCoreGui --[default: 'true'] ``` Set to ``false`` to have the topbar persist even when ``game:GetService("StarterGui"):SetCore("TopbarEnabled", false)`` is called. ---- #### controllerModeEnabled {read-only} ```lua local bool = IconController.controllerModeEnabled ``` ---- #### leftGap {read-only} ```lua local gapNumber = IconController.leftGap --[default: '12'] ``` ---- #### midGap {read-only} ```lua local gapNumber = IconController.midGap --[default: '12'] ``` ---- #### rightGap {read-only} ```lua local gapNumber = IconController.rightGap --[default: '12'] ``` ---- #### leftOffset {read-only} ```lua local offset = IconController.leftGap --[default: '0'] ``` ---- #### rightOffset {read-only} ```lua local offset = IconController.rightGap --[default: '0'] ``` --]]
-- Torso
character.UpperTorso.Material = Material character.LowerTorso.Material = Material character.HumanoidRootPart.Material = Material character.Head.Material = Material
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function PaintTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); BindShortcutKeys(); EnableClickPainting(); end; function PaintTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if PaintTool.UI then -- Reveal the UI PaintTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI PaintTool.UI = Core.Tool.Interfaces.BTPaintToolGUI:Clone(); PaintTool.UI.Parent = Core.UI; PaintTool.UI.Visible = true; -- Track palette buttons PaletteButtons = {}; -- Enable the palette for _, Column in pairs(PaintTool.UI.Palette:GetChildren()) do for _, Button in pairs(Column:GetChildren()) do if Button.ClassName == 'TextButton' then -- Recolor the selection when the button is clicked Button.MouseButton1Click:connect(function () SetColor(BrickColor.new(Button.Name).Color); end); -- Register the button PaletteButtons[Button.Name] = Button; end; end; end; -- Paint selection when current color indicator is clicked PaintTool.UI.Controls.LastColorButton.MouseButton1Click:connect(PaintParts); -- Enable color picker button PaintTool.UI.Controls.ColorPickerButton.MouseButton1Click:connect(function () Core.Cheer(Core.Tool.Interfaces.BTHSVColorPicker, Core.UI).Start( Support.IdentifyCommonProperty(Selection.Items, 'Color') or Color3.new(1, 1, 1), SetColor, Core.Targeting.CancelSelecting, PreviewColor ); end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not PaintTool.UI then return; end; -- Hide the UI PaintTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not PaintTool.UI then return; end; ----------------------------------------- -- Update the color information indicator ----------------------------------------- -- Clear old color indicators for Color, Button in pairs(PaletteButtons) do Button.Text = ''; end; -- Indicate the variety of colors in the selection for _, Part in pairs(Selection.Items) do if PaletteButtons[Part.BrickColor.Name] and Part.Color == Part.BrickColor.Color then PaletteButtons[Part.BrickColor.Name].Text = '+'; end; end; -- Update the color picker button's background local CommonColor = Support.IdentifyCommonProperty(Selection.Items, 'Color'); PaintTool.UI.Controls.ColorPickerButton.ImageColor3 = CommonColor or PaintTool.BrickColor or Color3.new(1, 0, 0); end; function SetColor(Color) -- Changes the color option to `Color` -- Set the color option PaintTool.BrickColor = Color; -- Use BrickColor name if color matches one local EquivalentBrickColor = BrickColor.new(Color); local RGBText = ('(%d, %d, %d)'):format(Color.r * 255, Color.g * 255, Color.b * 255); local ColorText = (EquivalentBrickColor.Color == Color) and EquivalentBrickColor.Name or RGBText; -- Shortcuts to color indicators local ColorLabel = PaintTool.UI.Controls.LastColorButton.ColorName; local ColorSquare = ColorLabel.ColorSquare; -- Update the indicators ColorLabel.Visible = true; ColorLabel.Text = ColorText; ColorSquare.BackgroundColor3 = Color; ColorSquare.Position = UDim2.new(1, -ColorLabel.TextBounds.X - 18, 0.2, 1); -- Paint currently selected parts PaintParts(); end; function PaintParts() -- Recolors the selection with the selected color -- Make sure a color has been selected if not PaintTool.BrickColor then return; end; -- Track changes TrackChange(); -- Change the color of the parts locally for _, Part in pairs(Selection.Items) do Part.Color = PaintTool.BrickColor; -- Allow part coloring for unions if Part.ClassName == 'UnionOperation' then Part.UsePartColor = true; end; end; -- Register changes RegisterChange(); end; function PreviewColor(Color) -- Previews the given color on the selection -- Reset colors to initial state if previewing is over if not Color and InitialState then for Part, State in pairs(InitialState) do -- Reset part color Part.Color = State.Color; -- Update union coloring options if Part.ClassName == 'UnionOperation' then Part.UsePartColor = State.UsePartColor; end; end; -- Clear initial state InitialState = nil; -- Skip rest of function return; -- Ensure valid color is given elseif not Color then return; -- Save initial state if first time previewing elseif not InitialState then InitialState = {}; for _, Part in pairs(Selection.Items) do InitialState[Part] = { Color = Part.Color, UsePartColor = (Part.ClassName == 'UnionOperation') and Part.UsePartColor or nil }; end; end; -- Apply preview color for _, Part in pairs(Selection.Items) do Part.Color = Color; -- Enable union coloring if Part.ClassName == 'UnionOperation' then Part.UsePartColor = true; end; end; end; function BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped table.insert(Connections, UserInputService.InputBegan:connect(function (InputInfo, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this input is a key press if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Check if the enter key was pressed if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then -- Paint the selection with the current color PaintParts(); end; -- Check if the R key was pressed, and it wasn't the selection clearing hotkey if InputInfo.KeyCode == Enum.KeyCode.R and not Selection.Multiselecting then -- Set the current color to that of the current mouse target (if any) if Core.Mouse.Target then SetColor(Core.Mouse.Target.Color); end; end; end)); end; function EnableClickPainting() -- Allows the player to paint parts by clicking on them -- Watch out for clicks on selected parts Connections.ClickPainting = Selection.FocusChanged:connect(function (Part) if Selection.IsSelected(Core.Mouse.Target) then -- Paint the selected parts PaintParts(); end; end); end; function TrackChange() -- Start the record HistoryRecord = { Parts = Support.CloneTable(Selection.Items); BeforeColor = {}; BeforeUnionColoring = {}; AfterColor = {}; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Parts); -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, Color = Record.BeforeColor[Part], UnionColoring = Record.BeforeUnionColoring[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncColor', Changes); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Parts); -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, Color = Record.AfterColor[Part], UnionColoring = true }); end; -- Send the change request Core.SyncAPI:Invoke('SyncColor', Changes); end; }; -- Collect the selection's initial state for _, Part in pairs(HistoryRecord.Parts) do HistoryRecord.BeforeColor[Part] = Part.Color; -- If this part is a union, collect its UsePartColor state if Part.ClassName == 'UnionOperation' then HistoryRecord.BeforeUnionColoring[Part] = Part.UsePartColor; end; end; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Collect the selection's final state local Changes = {}; for _, Part in pairs(HistoryRecord.Parts) do HistoryRecord.AfterColor[Part] = Part.Color; table.insert(Changes, { Part = Part, Color = Part.Color, UnionColoring = true }); end; -- Send the change to the server Core.SyncAPI:Invoke('SyncColor', Changes); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end;
--end)
task.spawn(function() while true do if Dead then break end AI() local n,mag,hum=near() if n and not Dead then n=n.p if not r then w=.14 local dir=h.Position-n local tst ,_ =workspace:FindPartOnRay(Ray.new(t.Torso.Position,(n-t.Torso.Position).Unit*999),t) if tst and not Dead then local FoundHuman,VitimaHuman = CheckForHumanoid(tst) if FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) and perception < 10 then perception = perception + Settings.Level.Value t.Humanoid.WalkSpeed = SearchingWalkspeed Memory = Settings.Level.Value * 100 CanSee = true elseif perception > 0 then perception = perception - 1/Settings.Level.Value * 2 t.Humanoid.WalkSpeed = SearchingWalkspeed CanSee = false elseif perception <= 0 then perception = 0 t.Humanoid.WalkSpeed = RegularWalkspeed Memory = Memory - .25 end --print(Memory) end task.wait(5) end end end end)
-- When tool deselected
function onDeselected(mouse) myMouse = nil end
-- / Functions / --
RoundModule.StartRound = function(Gamemode) local GamemodeModule = require(script:WaitForChild(Gamemode)) GamemodeModule.ApplyGamemode() end
-- Function to turn particles on or off
local function ConfigWater() for _,v in pairs(Emitters:GetChildren()) do if v and v:FindFirstChild("Emit1") then v:FindFirstChild("Emit1").Enabled = IsOn.Value end if v and v:FindFirstChild("Emit2") then v:FindFirstChild("Emit2").Enabled = IsOn.Value end end if ShouldEmitSound.Value and IsOn.Value then WaterLoop:Play() TweenVolume(WaterLoop.Volume,MaxVolume.Value,2.5,false) elseif not IsOn.Value or not ShouldEmitSound.Value then TweenVolume(MaxVolume.Value,0,2.9,true) end end
--[[ FUNCTIONS ]]
local function lerpLength(msg, min, max) return min + (max-min) * math.min(getMessageLength(msg)/75.0, 1.0) end local function createFifo() local this = {} this.data = {} local emptyEvent = Instance.new("BindableEvent") this.Emptied = emptyEvent.Event function this:Size() return #this.data end function this:Empty() return this:Size() <= 0 end function this:PopFront() table.remove(this.data, 1) if this:Empty() then emptyEvent:Fire() end end function this:Front() return this.data[1] end function this:Get(index) return this.data[index] end function this:PushBack(value) table.insert(this.data, value) end function this:GetData() return this.data end return this end local function createCharacterChats() local this = {} this.Fifo = createFifo() this.BillboardGui = nil return this end local function createMap() local this = {} this.data = {} local count = 0 function this:Size() return count end function this:Erase(key) if this.data[key] then count = count - 1 end this.data[key] = nil end function this:Set(key, value) this.data[key] = value if value then count = count + 1 end end function this:Get(key) if not key then return end if not this.data[key] then this.data[key] = createCharacterChats() local emptiedCon = nil emptiedCon = this.data[key].Fifo.Emptied:connect(function() emptiedCon:disconnect() this:Erase(key) end) end return this.data[key] end function this:GetData() return this.data end return this end local function createChatLine(message, bubbleColor, isLocalPlayer) local this = {} function this:ComputeBubbleLifetime(msg, isSelf) if isSelf then return lerpLength(msg,8,15) else return lerpLength(msg,12,20) end end this.Origin = nil this.RenderBubble = nil this.Message = message this.BubbleDieDelay = this:ComputeBubbleLifetime(message, isLocalPlayer) this.BubbleColor = bubbleColor this.IsLocalPlayer = isLocalPlayer return this end local function createPlayerChatLine(player, message, isLocalPlayer) local this = createChatLine(message, BubbleColor.WHITE, isLocalPlayer) if player then this.User = player.Name this.Origin = player.Character end return this end local function createGameChatLine(origin, message, isLocalPlayer, bubbleColor) local this = createChatLine(message, bubbleColor, isLocalPlayer) this.Origin = origin return this end function createChatBubbleMain(filePrefix, sliceRect) local chatBubbleMain = Instance.new("ImageLabel") chatBubbleMain.Name = "ChatBubble" chatBubbleMain.ScaleType = Enum.ScaleType.Slice chatBubbleMain.SliceCenter = sliceRect chatBubbleMain.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png" chatBubbleMain.BackgroundTransparency = 1 chatBubbleMain.BorderSizePixel = 0 chatBubbleMain.Size = UDim2.new(1.0, 0, 1.0, 0) chatBubbleMain.Position = UDim2.new(0,0,0,0) return chatBubbleMain end function createChatBubbleTail(position, size) local chatBubbleTail = Instance.new("ImageLabel") chatBubbleTail.Name = "ChatBubbleTail" chatBubbleTail.Image = "rbxasset://textures/ui/dialog_tail.png" chatBubbleTail.BackgroundTransparency = 1 chatBubbleTail.BorderSizePixel = 0 chatBubbleTail.Position = position chatBubbleTail.Size = size return chatBubbleTail end function createChatBubbleWithTail(filePrefix, position, size, sliceRect) local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect) local chatBubbleTail = createChatBubbleTail(position, size) chatBubbleTail.Parent = chatBubbleMain return chatBubbleMain end function createScaledChatBubbleWithTail(filePrefix, frameScaleSize, position, sliceRect) local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect) local frame = Instance.new("Frame") frame.Name = "ChatBubbleTailFrame" frame.BackgroundTransparency = 1 frame.SizeConstraint = Enum.SizeConstraint.RelativeXX frame.Position = UDim2.new(0.5, 0, 1, 0) frame.Size = UDim2.new(frameScaleSize, 0, frameScaleSize, 0) frame.Parent = chatBubbleMain local chatBubbleTail = createChatBubbleTail(position, UDim2.new(1,0,0.5,0)) chatBubbleTail.Parent = frame return chatBubbleMain end function createChatImposter(filePrefix, dotDotDot, yOffset) local result = Instance.new("ImageLabel") result.Name = "DialogPlaceholder" result.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png" result.BackgroundTransparency = 1 result.BorderSizePixel = 0 result.Position = UDim2.new(0, 0, -1.25, 0) result.Size = UDim2.new(1, 0, 1, 0) local image = Instance.new("ImageLabel") image.Name = "DotDotDot" image.Image = "rbxasset://textures/" .. tostring(dotDotDot) .. ".png" image.BackgroundTransparency = 1 image.BorderSizePixel = 0 image.Position = UDim2.new(0.001, 0, yOffset, 0) image.Size = UDim2.new(1, 0, 0.7, 0) image.Parent = result return result end local this = {} this.ChatBubble = {} this.ChatBubbleWithTail = {} this.ScalingChatBubbleWithTail = {} this.CharacterSortedMsg = createMap()
--Made by Stickmasterluke
local sp=script.Parent damage=40 cooldown=.30 debris=game:GetService("Debris") check=true function waitfor(parent,name) while true do local child=parent:FindFirstChild(name) if child~=nil then return child end wait() end end local handle=waitfor(sp,"Handle") local debris=game:GetService("Debris") function randomcolor() if handle then local m=handle:FindFirstChild("Mesh") if m~=nil then m.VertexColor=Vector3.new(math.random(1,2),math.random(1,2),math.random(1,2))*.5 end end end function onButton1Down(mouse) if check then check=false mouse.Icon="rbxasset://textures\\GunWaitCursor.png" local h=sp.Parent:FindFirstChild("Humanoid") local t=sp.Parent:FindFirstChild("Torso") local anim=sp:FindFirstChild("RightSlash") if anim and t and h then theanim=h:LoadAnimation(anim) theanim:Play(nil,nil,1.5) if theanim and h.Health>0 then local sound=sp.Handle:FindFirstChild("SlashSound") if sound then sound:Play() end wait(.25) handle.Transparency=1 local p=handle:clone() p.Name="Effect" p.CanCollide=false p.Transparency=1 p.Script.Disabled=false local tag=Instance.new("ObjectValue") tag.Name="creator" tag.Value=h tag.Parent=p p.RotVelocity=Vector3.new(0,0,0) p.Velocity=(mouse.Hit.p-p.Position).unit*400+Vector3.new(0,0,0) p.CFrame=CFrame.new(handle.Position,mouse.Hit.p)*CFrame.Angles(-math.pi/2,0,0) debris:AddItem(p,20+math.random()*5) p.Parent=game.Workspace end end wait(cooldown-.25) mouse.Icon="rbxasset://textures\\GunCursor.png" randomcolor() handle.Transparency=1 check=true end end sp.Equipped:connect(function(mouse) if mouse==nil then print("Mouse not found") return end equipped=true mouse.Icon="rbxasset://textures\\GunCursor.png" mouse.Button1Down:connect(function() onButton1Down(mouse) end) end) sp.Unequipped:connect(function() equipped=false handle.Transparency=1 randomcolor() end)
-----------------------------------------ONLY EDIT THESE VALUES!!!!!----------------------------------------- -----!Instructions!----- --Make sure you have a part in the gun named Barrel, it is where the raycast will shoot from.-- --Just place this script into any gun and edit the values below.-- --Editting anything else will risk breaking it.-- ------------------------
Damage = 18 SPS = 16 -- Shots Per Second, gives a limit of how fast the gun shoots. Recoil = 6 -- [1-10] [1 = Minigun, 10 = Sniper] WallShoot = false -- Shoots through walls. GH = false -- [True = RB can't hurt RB.] [False = RB can hurt RB.] BulletColor = "Cool yellow" -- Any Brickcolor will work. Flash = true
--[=[ @private @class LoaderUtils ]=]
local loader = script.Parent local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils) local GroupInfoUtils = require(script.Parent.GroupInfoUtils) local PackageInfoUtils = require(script.Parent.PackageInfoUtils) local ScriptInfoUtils = require(script.Parent.ScriptInfoUtils) local Utils = require(script.Parent.Utils) local LoaderUtils = {} LoaderUtils.Utils = Utils -- TODO: Remove this LoaderUtils.ContextTypes = Utils.readonly({ CLIENT = "client"; SERVER = "server"; }) LoaderUtils.IncludeBehavior = Utils.readonly({ NO_INCLUDE = "noInclude"; INCLUDE_ONLY = "includeOnly"; INCLUDE_SHARED = "includeShared"; }) function LoaderUtils.toWallyFormat(instance) assert(typeof(instance) == "Instance", "Bad instance") local topLevelPackages = {} LoaderUtils.discoverTopLevelPackages(topLevelPackages, instance) LoaderUtils.injectLoader(topLevelPackages) local packageInfoList = {} local packageInfoMap = {} for _, folder in pairs(topLevelPackages) do local packageInfo = PackageInfoUtils.getOrCreatePackageInfo(folder, packageInfoMap, "") table.insert(packageInfoList, packageInfo) end PackageInfoUtils.fillDependencySet(packageInfoList) local clientGroupList = GroupInfoUtils.groupPackageInfos(packageInfoList, ScriptInfoUtils.ModuleReplicationTypes.CLIENT) local serverGroupList = GroupInfoUtils.groupPackageInfos(packageInfoList, ScriptInfoUtils.ModuleReplicationTypes.SERVER) local sharedGroupList = GroupInfoUtils.groupPackageInfos(packageInfoList, ScriptInfoUtils.ModuleReplicationTypes.SHARED) local publishSet = LoaderUtils.getPublishPackageInfoSet(packageInfoList) local clientFolder = Instance.new("Folder") clientFolder.Name = "Packages" local sharedFolder = Instance.new("Folder") sharedFolder.Name = "SharedPackages" local serverFolder = Instance.new("Folder") serverFolder.Name = "Packages" LoaderUtils.reifyGroupList(clientGroupList, publishSet, clientFolder, ScriptInfoUtils.ModuleReplicationTypes.CLIENT) LoaderUtils.reifyGroupList(serverGroupList, publishSet, serverFolder, ScriptInfoUtils.ModuleReplicationTypes.SERVER) LoaderUtils.reifyGroupList(sharedGroupList, publishSet, sharedFolder, ScriptInfoUtils.ModuleReplicationTypes.SHARED) return clientFolder, serverFolder, sharedFolder end function LoaderUtils.isPackage(folder) assert(typeof(folder) == "Instance", "Bad instance") for _, item in pairs(folder:GetChildren()) do if item:IsA("Folder") then if item.Name == "Server" or item.Name == "Client" or item.Name == "Shared" or item.Name == ScriptInfoUtils.DEPENDENCY_FOLDER_NAME then return true end end end return false end function LoaderUtils.injectLoader(topLevelPackages) for _, item in pairs(topLevelPackages) do -- If we're underneath the hierachy or if we're in the actual item... if item == loader or loader:IsDescendantOf(item) then return end end -- We need the loader injected! table.insert(topLevelPackages, loader) end function LoaderUtils.discoverTopLevelPackages(packages, instance) assert(type(packages) == "table", "Bad packages") assert(typeof(instance) == "Instance", "Bad instance") if LoaderUtils.isPackage(instance) then table.insert(packages, instance) else -- Loop through all folders for _, item in pairs(instance:GetChildren()) do if item:IsA("Folder") then LoaderUtils.discoverTopLevelPackages(packages, item) elseif item:IsA("ModuleScript") then table.insert(packages, item) end end end end function LoaderUtils.reifyGroupList(groupInfoList, publishSet, parent, replicationMode) assert(type(groupInfoList) == "table", "Bad groupInfoList") assert(type(publishSet) == "table", "Bad publishSet") assert(typeof(parent) == "Instance", "Bad parent") assert(type(replicationMode) == "string", "Bad replicationMode") local folder = Instance.new("Folder") folder.Name = "_Index" for _, groupInfo in pairs(groupInfoList) do if LoaderUtils.needToReify(groupInfo, replicationMode) then LoaderUtils.reifyGroup(groupInfo, folder, replicationMode) end end -- Publish for packageInfo, _ in pairs(publishSet) do for scriptName, scriptInfo in pairs(packageInfo.scriptInfoLookup[replicationMode]) do local link = BounceTemplateUtils.create(scriptInfo.instance, scriptName) link.Parent = parent end end folder.Parent = parent end function LoaderUtils.getPublishPackageInfoSet(packageInfoList) local packageInfoSet = {} for _, packageInfo in pairs(packageInfoList) do packageInfoSet[packageInfo] = true -- First level declared dependencies too (assuming we're importing just one item) for dependentPackageInfo, _ in pairs(packageInfo.explicitDependencySet) do packageInfoSet[dependentPackageInfo] = true end end return packageInfoSet end function LoaderUtils.needToReify(groupInfo, replicationMode) for _, scriptInfo in pairs(groupInfo.packageScriptInfoMap) do if scriptInfo.replicationMode == replicationMode then return true end end return false end function LoaderUtils.reifyGroup(groupInfo, parent, replicationMode) assert(type(groupInfo) == "table", "Bad groupInfo") assert(typeof(parent) == "Instance", "Bad parent") assert(type(replicationMode) == "string", "Bad replicationMode") local folder = Instance.new("Folder") folder.Name = assert(next(groupInfo.packageSet).fullName, "Bad package fullName") for scriptName, scriptInfo in pairs(groupInfo.packageScriptInfoMap) do assert(scriptInfo.name == scriptName, "Bad scriptInfo.name") if scriptInfo.replicationMode == replicationMode then if scriptInfo.instance == loader and loader.Parent == game:GetService("ReplicatedStorage") then -- Hack to prevent reparenting of loader in legacy mode local link = BounceTemplateUtils.create(scriptInfo.instance, scriptName) link.Parent = folder else scriptInfo.instance.Name = scriptName scriptInfo.instance.Parent = folder end else if scriptInfo.instance == loader then local link = BounceTemplateUtils.create(scriptInfo.instance, scriptName) link.Parent = folder else -- Turns out creating these links are a LOT faster than cloning a module script local link = BounceTemplateUtils.createLink(scriptInfo.instance, scriptName) link.Parent = folder end end end -- Link all of the other dependencies for scriptName, scriptInfo in pairs(groupInfo.scriptInfoMap) do assert(scriptInfo.name == scriptName, "Bad scriptInfo.name") if not groupInfo.packageScriptInfoMap[scriptName] then if scriptInfo.instance == loader then local link = BounceTemplateUtils.create(scriptInfo.instance, scriptName) link.Parent = folder else -- Turns out creating these links are a LOT faster than cloning a module script local link = BounceTemplateUtils.createLink(scriptInfo.instance, scriptName) link.Parent = folder end end end folder.Parent = parent end return LoaderUtils
--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 - 100 plrData.Classes.Base.Smasher.Obtained.Value = true plrData.Classes.Base.Smasher.HammerShatterAbility.Value = true end
--//Settings\--
local Save_Wait_Time = 60 local Auto_Save = true local Save_On_Leave = true function onPlayerEntered(newPlayer) local datafolder = Instance.new("Folder") datafolder.Parent = DataFolder datafolder.Name = newPlayer.UserId local DataValue = DataFolder.Data:clone() DataValue.Parent = DataFolder[newPlayer.UserId] local Data = DataValue:GetChildren() local DataTable = {} for i=1,#Data do local n = Data[i].Name DataTable[n] = Data[i].Value end --GetData-- local DataStore = DataStoreService:GetDataStore(newPlayer.userId) if DataStore:GetAsync("Save") == nil then local succeed, errormsg = pcall(function() DataStore:SetAsync("Save", DataTable) end) if succeed then print("Data saved correctly") else print("Error: ".. errormsg) end end local succeed, errormsg = pcall(function() DataTable = DataStore:GetAsync("Save") end) if succeed then print("Data received correctly") else print("Error: ".. errormsg) end --LoadData-- local DataToLoad = DataValue:GetChildren() for i=1,#DataToLoad do local n = DataToLoad[i].Name if DataTable[n] ~= nil then DataToLoad[i].Value = DataTable[n] end end end game.Players.PlayerAdded:connect(onPlayerEntered) if Save_On_Leave then game.Players.PlayerRemoving:connect(function(Player) --SaveData-- local DataStore = DataStoreService:GetDataStore(Player.userId) local Data = DataFolder[Player.UserId].Data:GetChildren() local DataTable = {} for i=1,#Data do local n = Data[i].Name DataTable[n] = Data[i].Value end local succeed, errormsg = pcall(function() DataStore:SetAsync("Save", DataTable) end) if succeed then print("Data saved correctly") else print("Error: ".. errormsg) end DataFolder[Player.UserId]:Destroy() end) end local DataSaveTable = {} if Auto_Save == true then while wait(1) do for _, Player in pairs(game.Players:GetPlayers()) do if not DataSaveTable[Player] then DataSaveTable[Player] = tick() elseif tick() - DataSaveTable[Player] >= Save_Wait_Time then print("Saved") DataSaveTable[Player] = tick() local DataStore = DataStoreService:GetDataStore(Player.userId) local Data = DataFolder[Player.UserId].Data:GetChildren() local DataTable = {} for i=1,#Data do local n = Data[i].Name DataTable[n] = Data[i].Value end local succeed, errormsg = pcall(function() DataStore:SetAsync("Save", DataTable) end) if succeed then print("Data saved correctly") else print("Error: "..errormsg) end end end end end
--[[Steering]]
function Steering(dt) local deltaTime = (60/(1/dt)) --Mouse Steer if _MSteer then local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200) local mdZone = _Tune.Peripherals.MSteerDZone/100 local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth) if math.abs(mST)<=mdZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST)) end end _GSteerC = (_GSteerC+((_GSteerT-_GSteerC)*(_Tune.LeanSpeed*deltaTime))) --Apply Steering bike.Body.bal.LeanGyro.cframe = CFrame.new(bike.Body.bal.CFrame.p,bike.Body.bal.CFrame.p+bike.Body.bal.CFrame.lookVector)*CFrame.Angles(0,0,((_GSteerC*_Tune.LeanProgressiveness)*(math.rad(_Tune.MaxLean)/(bike.DriveSeat.Velocity.Magnitude+_Tune.LeanProgressiveness))-(_GSteerC*math.rad(_Tune.MaxLean)))) --Apply Low Speed Steering bike.FrontSection.TripleTreeHinge.SteeringGyro.CFrame=bike.Body.SteeringHinge.CFrame*CFrame.Angles(math.rad(_GSteerT*_Tune.SteerAngle),0,0) bike.FrontSection.TripleTreeHinge.SteeringGyro.MaxTorque = Vector3.new(_Tune.SteerMaxTorque*((math.max((_Tune.LowSpeedCut-bike.DriveSeat.Velocity.Magnitude)/_Tune.LowSpeedCut,0))^2),0,0) end
--[[ TweenSequence Editor Animator ]]
local TweenSequenceUtils = script.Parent local Track = require(TweenSequenceUtils.Track) local Animator = {} function Animator.new(tweens, root) local newAnimator = {} for _, tween in pairs(tweens:GetChildren()) do local tweenTable = require(tween) newAnimator[tween.Name] = Track.new(root, tweenTable, tween) end function newAnimator:SetOrigin(origin) for _, animation in pairs(newAnimator) do if type(animation) == "table" then animation:SetOrigin(origin) end end end function newAnimator.StopAll() for _, animation in pairs(newAnimator) do if type(animation) == "table" then animation:Stop() end end end return newAnimator end return Animator
--[[ function moveupL1() local amount = A local current = 0 MoverL1.TargetPosition = 0.076 repeat current = current + amount/B script.Parent.LowToneSolenoid.MovingParts.Spring.Size = script.Parent.LowToneSolenoid.MovingParts.Spring.Size + Vector3.new(0,0,(amount/B)*C) local lv = script.Parent.LowToneSolenoid.MovingParts.Spring.CFrame.LookVector script.Parent.LowToneSolenoid.MovingParts:TranslateBy(lv*-amount/B) game:GetService("RunService").Heartbeat:wait() until current >= A end function movebackL1() local amount = A local current = 0 MoverL1.TargetPosition = 0 repeat current = current + amount/B script.Parent.LowToneSolenoid.MovingParts.Spring.Size = script.Parent.LowToneSolenoid.MovingParts.Spring.Size + Vector3.new(0,0,-(amount/B)*C) local lv = script.Parent.LowToneSolenoid.MovingParts.Spring.CFrame.LookVector script.Parent.LowToneSolenoid.MovingParts:TranslateBy(lv*amount/B) game:GetService("RunService").Heartbeat:wait() until current >= A end function moveupL2() local amount = A local current = 0 MoverL2.TargetPosition = 0.076 repeat current = current + amount/B script.Parent.HighToneSolenoid.MovingParts.Spring.Size = script.Parent.HighToneSolenoid.MovingParts.Spring.Size + Vector3.new(0,0,(amount/B)*C) local lv = script.Parent.HighToneSolenoid.MovingParts.Spring.CFrame.LookVector script.Parent.HighToneSolenoid.MovingParts:TranslateBy(lv*-amount/B) game:GetService("RunService").Heartbeat:wait() until current >= A end function movebackL2() local amount = A local current = 0 MoverL2.TargetPosition = 0 repeat current = current + amount/B script.Parent.HighToneSolenoid.MovingParts.Spring.Size = script.Parent.HighToneSolenoid.MovingParts.Spring.Size + Vector3.new(0,0,-(amount/B)*C) local lv = script.Parent.HighToneSolenoid.MovingParts.Spring.CFrame.LookVector script.Parent.HighToneSolenoid.MovingParts:TranslateBy(lv*amount/B) game:GetService("RunService").Heartbeat:wait() until current >= A end ]]
script.Parent.L2:GetPropertyChangedSignal("Value"):Connect(function() if script.Parent.L2.Value == true then --moveupL2() script.Parent.HighToneSolenoid.ShutterPartClosed.Shutter.Transparency = 0 script.Parent.HighToneSolenoid.ShutterPartClosed.SolenoidPart.Transparency = 0 script.Parent.HighToneSolenoid.ShutterPartClosed.Spring.Transparency = 0 script.Parent.HighToneSolenoid.ShutterPartOpened.Shutter.Transparency = 1 script.Parent.HighToneSolenoid.ShutterPartOpened.SolenoidPart.Transparency = 1 script.Parent.HighToneSolenoid.ShutterPartOpened.Spring.Transparency = 1 SolenoidSound1.Volume = 0.09 SolenoidSound1:Play() else --movebackL2() script.Parent.HighToneSolenoid.ShutterPartClosed.Shutter.Transparency = 1 script.Parent.HighToneSolenoid.ShutterPartClosed.SolenoidPart.Transparency = 1 script.Parent.HighToneSolenoid.ShutterPartClosed.Spring.Transparency = 1 script.Parent.HighToneSolenoid.ShutterPartOpened.Shutter.Transparency = 0 script.Parent.HighToneSolenoid.ShutterPartOpened.SolenoidPart.Transparency = 0 script.Parent.HighToneSolenoid.ShutterPartOpened.Spring.Transparency = 0 SolenoidSound1.Volume = 0.05 SolenoidSound1:Play() end end) script.Parent.L1:GetPropertyChangedSignal("Value"):Connect(function() if script.Parent.L1.Value == true then --moveupL1() script.Parent.LowToneSolenoid.ShutterPartClosed.Shutter.Transparency = 0 script.Parent.LowToneSolenoid.ShutterPartClosed.SolenoidPart.Transparency = 0 script.Parent.LowToneSolenoid.ShutterPartClosed.Spring.Transparency = 0 script.Parent.LowToneSolenoid.ShutterPartOpened.Shutter.Transparency = 1 script.Parent.LowToneSolenoid.ShutterPartOpened.SolenoidPart.Transparency = 1 script.Parent.LowToneSolenoid.ShutterPartOpened.Spring.Transparency = 1 SolenoidSound2.Volume = 0.07 SolenoidSound2:Play() else --movebackL1() script.Parent.LowToneSolenoid.ShutterPartClosed.Shutter.Transparency = 1 script.Parent.LowToneSolenoid.ShutterPartClosed.SolenoidPart.Transparency = 1 script.Parent.LowToneSolenoid.ShutterPartClosed.Spring.Transparency = 1 script.Parent.LowToneSolenoid.ShutterPartOpened.Shutter.Transparency = 0 script.Parent.LowToneSolenoid.ShutterPartOpened.SolenoidPart.Transparency = 0 script.Parent.LowToneSolenoid.ShutterPartOpened.Spring.Transparency = 0 SolenoidSound2.Volume = 0.03 SolenoidSound2:Play() end end) function ActivateSolenoids() if Flasher.On.Value == true and Flasher.Power.Value == true then if Flasher.Outputs.SIG1.Value == true then script.Parent.L1.Value = true script.Parent.L2.Value = false else script.Parent.L1.Value = false script.Parent.L2.Value = true end else script.Parent.L1.Value = false script.Parent.L2.Value = false end end Flasher.Outputs.SIG1.Changed:Connect(function() ActivateSolenoids() end) Flasher.On.Changed:Connect(function() script.Parent.ModulationActive.Value = Flasher.On.Value ActivateSolenoids() end) Flasher.Outputs.SIG1.Test.Changed:Connect(function() repeat wait() script.Parent.L1.Value = true until Flasher.Power.Value == false or Flasher.Outputs.SIG1.Test.Value == false script.Parent.L1.Value = false end) Flasher.Outputs.SIG2.Test.Changed:Connect(function() repeat wait() script.Parent.L2.Value = true until Flasher.Power.Value == false or Flasher.Outputs.SIG2.Test.Value == false script.Parent.L2.Value = false end)
--//Toggle event//--
script.Parent.Button1.ClickDetector.MouseClick:Connect(function() if DoorStatus == "Closed" and Debounce == false then Debounce = true Door.Button1.Click:Play() DoorMain.Sound:Play() Open() wait(1) DoorStatus = "Opened" Debounce = false elseif DoorStatus == "Opened" and Debounce == false then Debounce = true Door.Button1.Click:Play() DoorMain.Sound:Play() Close() wait(1) DoorStatus = "Closed" Debounce = false end end) script.Parent.Button2.ClickDetector.MouseClick:Connect(function() if DoorStatus == "Closed" and Debounce == false then Debounce = true Door.Button2.Click:Play() DoorMain.Sound:Play() Open() wait(1) DoorStatus = "Opened" Debounce = false elseif DoorStatus == "Opened" and Debounce == false then Debounce = true Door.Button2.Click:Play() DoorMain.Sound:Play() Close() wait(1) DoorStatus = "Closed" Debounce = false end end)
-- Setup selection camera
local SelectedCamera = Instance.new("Camera") SelectedCamera.Parent = Selected SelectedCamera.FieldOfView = 30 Selected.CurrentCamera = SelectedCamera
--[[ --------- ]]
-- function speed(run) if run then if not running then running = true script.Running.Value = true for i = 1, 8 do game.Workspace.CurrentCamera.FieldOfView = (90 + (i * 2)) r.Stepped:wait() end end else if running then running = false script.Running.Value = false for i = 1, 8 do game.Workspace.CurrentCamera.FieldOfView = (90 - (i * 2)) r.Stepped:wait() end end end end mouse.KeyDown:connect(function(key) if (string.byte(key:lower()) == 48)then script.Parent.LoadingBar.Stamina.Text = ("Stamina") speed(true) mouse.KeyUp:connect(function(key) if (string.byte(key:lower()) == 48)then speed(false) end end) end end) while true do r.Stepped:wait(0.10) if running then if not (Bar.Size == UDim2.new(0, 0, 0.9, 0)) then if not (Bar.Size.X.Scale - 0.01 <= 0) then Bar:TweenSize(UDim2.new((Bar.Size.X.Scale - 0.01), 0, Bar.Size.Y.Scale, 0), Out, "Sine", 0.10, true, nil) else Bar:TweenSize(UDim2.new(Bar.Size.X.Scale - (-(0-Bar.Size.X.Scale)), 0, Bar.Size.Y.Scale, 0),Out, "Sine", 0.10, true, nil) end else speed(false) end if Bar.Size.X.Scale < 0.05 then speed(false) end else if not (Bar.Size == UDim2.new(0.985, 0, 0.9, 0)) then if not (Bar.Size.X.Scale + 0.005 >= 0.985) then wait(0.15) Bar:TweenSize(UDim2.new((Bar.Size.X.Scale + 0.005), 0, Bar.Size.Y.Scale, 0), Out, "Sine", 0.10, true, nil) else wait(0.15) Bar:TweenSize(UDim2.new(Bar.Size.X.Scale + (0.985-Bar.Size.X.Scale), 0, 0.9, 0),Out, "Sine", 0.10, true, nil) end end end end
--// Event for making player say chat message.
function chatBarFocusLost(enterPressed, inputObject) DoBackgroundFadeIn() chatBarFocusChanged:Fire(false) if (enterPressed) then local message = ChatBar:GetTextBox().Text if ChatBar:IsInCustomState() then local customMessage = ChatBar:GetCustomMessage() if customMessage then message = customMessage end local messageSunk = ChatBar:CustomStateProcessCompletedMessage(message) ChatBar:ResetCustomState() if messageSunk then return end end ChatBar:GetTextBox().Text = "" if message ~= "" then --// Sends signal to eventually call Player:Chat() to handle C++ side legacy stuff. moduleApiTable.MessagePosted:fire(message) if not CommandProcessor:ProcessCompletedChatMessage(message, ChatWindow) then if ChatSettings.DisallowedWhiteSpace then for i = 1, #ChatSettings.DisallowedWhiteSpace do if ChatSettings.DisallowedWhiteSpace[i] == "\t" then message = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], " ") else message = string.gsub(message, ChatSettings.DisallowedWhiteSpace[i], "") end end end message = string.gsub(message, "\n", "") message = string.gsub(message, "[ ]+", " ") local targetChannel = ChatWindow:GetTargetMessageChannel() if targetChannel then MessageSender:SendMessage(message, targetChannel) else MessageSender:SendMessage(message, nil) end end end end end local ChatBarConnections = {} function setupChatBarConnections() for i = 1, #ChatBarConnections do ChatBarConnections[i]:Disconnect() end ChatBarConnections = {} local focusLostConnection = ChatBar:GetTextBox().FocusLost:connect(chatBarFocusLost) table.insert(ChatBarConnections, focusLostConnection) local focusGainedConnection = ChatBar:GetTextBox().Focused:connect(chatBarFocused) table.insert(ChatBarConnections, focusGainedConnection) end setupChatBarConnections() ChatBar.GuiObjectsChanged:connect(setupChatBarConnections) function getEchoMessagesInGeneral() if ChatSettings.EchoMessagesInGeneralChannel == nil then return true end return ChatSettings.EchoMessagesInGeneralChannel end EventFolder.OnMessageDoneFiltering.OnClientEvent:connect(function(messageData) if not ChatSettings.ShowUserOwnFilteredMessage then if messageData.FromSpeaker == LocalPlayer.Name then return end end local channelName = messageData.OriginalChannel local channelObj = ChatWindow:GetChannel(channelName) if channelObj then channelObj:UpdateMessageFiltered(messageData) end if getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:UpdateMessageFiltered(messageData) end end end) EventFolder.OnNewMessage.OnClientEvent:connect(function(messageData, channelName) local channelObj = ChatWindow:GetChannel(channelName) if (channelObj) then channelObj:AddMessageToChannel(messageData) if (messageData.FromSpeaker ~= LocalPlayer.Name) then ChannelsBar:UpdateMessagePostedInChannel(channelName) end if getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessageToChannel(messageData) end end moduleApiTable.MessageCount = moduleApiTable.MessageCount + 1 moduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount) DoFadeInFromNewInformation() end end) EventFolder.OnNewSystemMessage.OnClientEvent:connect(function(messageData, channelName) channelName = channelName or "System" local channelObj = ChatWindow:GetChannel(channelName) if (channelObj) then channelObj:AddMessageToChannel(messageData) ChannelsBar:UpdateMessagePostedInChannel(channelName) moduleApiTable.MessageCount = moduleApiTable.MessageCount + 1 moduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount) DoFadeInFromNewInformation() if getEchoMessagesInGeneral() and ChatSettings.GeneralChannelName and channelName ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessageToChannel(messageData) end end else warn(string.format("Just received system message for channel I'm not in [%s]", channelName)) end end) function HandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, addHistoryToGeneralChannel, addWelcomeMessageToGeneralChannel) if ChatWindow:GetChannel(channel) then --- If the channel has already been added, remove it first. ChatWindow:RemoveChannel(channel) end if (channel == ChatSettings.GeneralChannelName) then DidFirstChannelsLoads = true end if channelNameColor then ChatBar:SetChannelNameColor(channel, channelNameColor) end local channelObj = ChatWindow:AddChannel(channel) if (channelObj) then if (channel == ChatSettings.GeneralChannelName) then DoSwitchCurrentChannel(channel) end if (messageLog) then local startIndex = 1 if #messageLog > ChatSettings.MessageHistoryLengthPerChannel then startIndex = #messageLog - ChatSettings.MessageHistoryLengthPerChannel end for i = startIndex, #messageLog do channelObj:AddMessageToChannel(messageLog[i]) end if getEchoMessagesInGeneral() and addHistoryToGeneralChannel then if ChatSettings.GeneralChannelName and channel ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessagesToChannelByTimeStamp(messageLog, startIndex) end end end end if (welcomeMessage ~= "") then local welcomeMessageObject = { ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = channel, IsFiltered = true, MessageLength = string.len(welcomeMessage), Message = trimTrailingSpaces(welcomeMessage), MessageType = ChatConstants.MessageTypeWelcome, Time = os.time(), ExtraData = nil, } channelObj:AddMessageToChannel(welcomeMessageObject) if getEchoMessagesInGeneral() and addWelcomeMessageToGeneralChannel and not ChatSettings.ShowChannelsBar then if channel ~= ChatSettings.GeneralChannelName then local generalChannel = ChatWindow:GetChannel(ChatSettings.GeneralChannelName) if generalChannel then generalChannel:AddMessageToChannel(welcomeMessageObject) end end end end DoFadeInFromNewInformation() end end EventFolder.OnChannelJoined.OnClientEvent:connect(function(channel, welcomeMessage, messageLog, channelNameColor) HandleChannelJoined(channel, welcomeMessage, messageLog, channelNameColor, false, true) end) EventFolder.OnChannelLeft.OnClientEvent:connect(function(channel) ChatWindow:RemoveChannel(channel) DoFadeInFromNewInformation() end) EventFolder.OnMuted.OnClientEvent:connect(function(channel) --// Do something eventually maybe? --// This used to take away the chat bar in channels the player was muted in. --// We found out this behavior was inconvenient for doing chat commands though. end) EventFolder.OnUnmuted.OnClientEvent:connect(function(channel) --// Same as above. end) EventFolder.OnMainChannelSet.OnClientEvent:connect(function(channel) DoSwitchCurrentChannel(channel) end) coroutine.wrap(function() -- ChannelNameColorUpdated may not exist if the client version is older than the server version. local ChannelNameColorUpdated = DefaultChatSystemChatEvents:WaitForChild("ChannelNameColorUpdated", 5) if ChannelNameColorUpdated then ChannelNameColorUpdated.OnClientEvent:connect(function(channelName, channelNameColor) ChatBar:SetChannelNameColor(channelName, channelNameColor) end) end end)()
--Heat Limit
if Heat <= 0 then enabled = true Heat = 0 end if Heat >= 150 then enabled = false Heat = 150 end rotvalueB1 = rotvalueB1 + Spin rotvalueB2 = rotvalueB2 + Spin rotvalueB3 = rotvalueB3 + Spin rotvalueB4 = rotvalueB4 + Spin rotvalueB5 = rotvalueB5 + Spin rotvalueB6 = rotvalueB6 + Spin Tool.B1.Mesh.Offset = Vector3.new(math.sin(math.rad(rotvalueB1)) * Dist, 0, math.cos(math.rad(rotvalueB1)) * Dist) Tool.B2.Mesh.Offset = Vector3.new(math.sin(math.rad(rotvalueB2)) * Dist, 0, math.cos(math.rad(rotvalueB2)) * Dist) Tool.B3.Mesh.Offset = Vector3.new(math.sin(math.rad(rotvalueB3)) * Dist, 0, math.cos(math.rad(rotvalueB3)) * Dist) Tool.B4.Mesh.Offset = Vector3.new(math.sin(math.rad(rotvalueB4)) * Dist, 0, math.cos(math.rad(rotvalueB4)) * Dist) Tool.B5.Mesh.Offset = Vector3.new(math.sin(math.rad(rotvalueB5)) * Dist, 0, math.cos(math.rad(rotvalueB5)) * Dist) Tool.B6.Mesh.Offset = Vector3.new(math.sin(math.rad(rotvalueB6)) * Dist, 0, math.cos(math.rad(rotvalueB6)) * Dist) game.Players.LocalPlayer.PlayerGui.OverheatBar.HeatRed.Size = UDim2.new(0, Heat, 0, 10) wait() end end Tool.Equipped:connect(onEquippedLocal) Tool.Equipped:connect(onEquippedLocal2) Tool.Equipped:connect(Equip) Tool.Unequipped:connect(Unequip) script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(equip1) script.Parent.Unequipped:connect(unequip1)
-- New ProfileStore:
function ProfileService.GetProfileStore(profile_store_name, profile_template) --> [ProfileStore] if type(profile_store_name) ~= "string" then error("[ProfileService]: profile_store_name must be a string") elseif string.len(profile_store_name) == 0 then error("[ProfileService]: Invalid profile_store_name") end if type(profile_template) ~= "table" then error("[ProfileService]: Invalid profile_template") end local profile_store profile_store = { Mock = { LoadProfileAsync = function(_, profile_key, not_released_handler) return profile_store:LoadProfileAsync(profile_key, not_released_handler, UseMockTag) end, GlobalUpdateProfileAsync = function(_, profile_key, update_handler) return profile_store:GlobalUpdateProfileAsync(profile_key, update_handler, UseMockTag) end, ViewProfileAsync = function(_, profile_key) return profile_store:ViewProfileAsync(profile_key, UseMockTag) end, WipeProfileAsync = function(_, profile_key) return profile_store:WipeProfileAsync(profile_key, UseMockTag) end }, _profile_store_name = profile_store_name, _profile_template = profile_template, _global_data_store = nil, _loaded_profiles = {}, _profile_load_jobs = {}, _mock_loaded_profiles = {}, _mock_profile_load_jobs = {}, _is_pending = false, } if IsLiveCheckActive == true then profile_store._is_pending = true coroutine.wrap(function() WaitForLiveAccessCheck() if UseMockDataStore == false then profile_store._global_data_store = DataStoreService:GetDataStore(profile_store_name) end profile_store._is_pending = false end)() else if UseMockDataStore == false then profile_store._global_data_store = DataStoreService:GetDataStore(profile_store_name) end end setmetatable(profile_store, ProfileStore) return profile_store end
-- Get the BanPlayer RemoteFunction from ReplicatedStorage
local banPlayerRemote = ReplicatedStorage:WaitForChild("KickPlayer")
--//Client Animations
IdleAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms) end; StanceDown = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; StanceUp = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.5, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.8,-0.6,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play() wait(0.3) end; Patrol = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play() wait(0.3) end; SprintAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; EquipAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.1) objs[5].Handle:WaitForChild("AimUp"):Play() ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play() wait(0.5) end; ZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play() wait(0.3) end; UnZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play() wait(0.3) end; ChamberAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.15,0.1,-1.2) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play() wait(0.35) objs[5].Bolt:WaitForChild("SlidePull"):Play() ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(0,-0.25,-1.05) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() end; ChamberBKAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, -0.465, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.15) end; CheckAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(.35) local MagC = objs[5]:WaitForChild("Mag"):clone() objs[5].Mag.Transparency = 1 MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagOut"):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play() wait(1.5) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 wait(0.3) end; ShellInsertAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() wait(0.3) objs[5].Handle:WaitForChild("ShellInsert"):Play() ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() objs[6].Value = objs[6].Value - 1 objs[7].Value = objs[7].Value + 1 wait(0.3) end; ReloadAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.8, 1, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.5) ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.8, 1, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play() objs[5].Mag.Transparency = 1 objs[5].Handle:WaitForChild("MagOut"):Play() local MagC = objs[5]:WaitForChild("Mag"):clone() MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(.3, -.15, .75) * CFrame.Angles(math.rad(-90), math.rad(90), math.rad(180))}):Play() wait(1.5) ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-0.8, 1, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.5) ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.8, 1, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then objs[7].Value = objs[7].Value + objs[6].Value objs[6].Value = 0 --Evt.Recarregar:FireServer(objs[5].Value) elseif objs[7].Value <= 0 then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo objs[9] = false elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1 --objs[10].Recarregar:FireServer(objs[6].Value) objs[7].Value = objs[8].Ammo + 1 elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo end wait(0.55) end;
--Supercharger
local Whine_Pitch = 1.3 --max pitch of the whine (not exact so might have to mess with it) local S_Loudness = 1.3 --volume of the supercharger(s) (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("Whine") script:WaitForChild("BOV") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end end end) if not _Tune.Engine then return end handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true) handler:FireServer("newSound","Whine",car.DriveSeat,script.Whine.SoundId,0,script.Whine.Volume,true) handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true) handler:FireServer("playSound","Whistle") handler:FireServer("playSound","Whine") car.DriveSeat:WaitForChild("Whistle") car.DriveSeat:WaitForChild("Whine") car.DriveSeat:WaitForChild("BOV") local ticc = tick() local _TCount = _Tune.Turbochargers local _SCount = _Tune.Superchargers while wait() do local psi = (((script.Parent.Values.Boost.Value)/((_Tune.T_Boost*_TCount)+(_Tune.S_Boost*_SCount)))*2) local tpsi = (((script.Parent.Values.BoostTurbo.Value)/(_Tune.T_Boost*_TCount))*2) local spsi = ((script.Parent.Values.BoostSuper.Value)/(_Tune.S_Boost*_SCount)) --(script.Parent.Values.RPM.Value/_Tune.Redline) local WP,WV,BP,BV,HP,HV = 0,0,0,0,0,0 BOVact = math.floor(tpsi*20) if _TCount~=0 then WP = (tpsi) WV = (tpsi/4)*T_Loudness BP = (1-(-tpsi/20))*BOV_Pitch BV = (((-0.5+((tpsi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value)) if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end else WP,WV,BP,BV=0,0,0,0 end if _SCount~=0 then HP = (script.Parent.Values.RPM.Value/_Tune.Redline)*Whine_Pitch HV = (spsi/4)*S_Loudness else HP,HV = 0,0 end handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV) handler:FireServer("updateSound","Whine",script.Whine.SoundId,HP,HV) handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV) if (tick()-ticc) >= 0.1 then BOVact2 = math.floor(tpsi*20) ticc = tick() end end
--This is my first time scripting something! :D --It's good for horror games too!
local mouse = game.Players.LocalPlayer:GetMouse() function Light() player = game.Players.LocalPlayer playerChar = player.Character playerLight = playerChar.Torso:FindFirstChild("Light") if playerLight then playerLight:Destroy() else light = Instance.new("SurfaceLight",playerChar:FindFirstChild("Torso")) light.Name = "Light" light.Range = 180 -- Change to distance ofthe Light. light.Brightness = 60 -- Change to how much. light.Shadows = true -- Change it to True/False. end end mouse.KeyDown:connect(function(key) key = key:lower() if key == "f" then -- Change this to any Keys but I reccomand leaving it as [F] key. Light() end end)
--THX for using my good Anti-Lag script! Garunteed to work unless your place has SUPER lag!
mx = game.Debris mx2 = game.Debris.MaxItems --This lets the script find out how much debris there is. if (mx.MaxItems > 100) then mx.MaxItems = mx2*.75 --This makes it delete the debris every 100 items.
-- Feel free to use however you want -- Credit is appreciated but not necessary
return function(SlotsFolder,overflowCollapse) overflowCollapse = overflowCollapse or true -- Define some values local UserInputService = game:GetService("UserInputService") local Players = game:GetService('Players') local Player = Players.LocalPlayer local EquippedVal = Instance.new('ObjectValue') EquippedVal.Name = 'Equipped' if not Player.Character then -- Ensure the charater has loaded Player.CharacterAdded:Wait() end local Char = Player.Character local Backpack = Player:FindFirstChildOfClass('Backpack') local function getSlotFromTool(tool) for i,v in pairs(SlotsFolder:GetChildren()) do if v.Value == tool then return v end end return false end -- returns every tool the user owns local function getAllTools() local tools = {} for i,v in pairs(Backpack:GetChildren()) do if v:IsA('Tool') then table.insert(tools,v) end end for i,v in pairs(Char:GetChildren()) do if v:IsA('Tool') then table.insert(tools,v) end end return tools end -- returns tools not being displayed local function getOverflowedTools() local tools = {} for i,v in pairs(getAllTools()) do if not getSlotFromTool(v) then table.insert(tools,v) end end return tools end -- Removes tool from the slots folder's records local function removeToolFromSlots(tool) for i,v in pairs(SlotsFolder:GetChildren()) do if v.Value == tool then v.Value = nil if overflowCollapse then for i,v in pairs(getOverflowedTools()) do v.Parent = script v.Parent = Backpack end end return true end end return false end -- Returns true if tool is assigned to a slot local function checkIfToolInSlots(tool) for i,v in pairs(SlotsFolder:GetChildren()) do if v.Value == tool then return true end end return false end -- Adds tool to slots folder's records local function addToolToSlots(tool) if not tool:IsA('Tool') then -- failsafe return nil end if checkIfToolInSlots(tool) then -- prevents resorting return true end -- If user drops tool, remove from slots folder's records tool.AncestryChanged:Connect(function() if (tool.Parent ~= Char) and (tool.Parent ~= Backpack) then removeToolFromSlots(tool) end end) for i,v in pairs(SlotsFolder:GetChildren()) do if v.Value == nil then v.Value = tool if tool.Parent == Char then EquippedVal.Value = v end return true end end return false end -- Make sure stuff inside backpack gets added to slots folder for i,v in pairs(Backpack:GetChildren()) do addToolToSlots(v) end Backpack.ChildAdded:Connect(addToolToSlots) -- Make sure stuff inside character gets added to slots folder for i,v in pairs(Char:GetChildren()) do addToolToSlots(v) end Char.ChildAdded:Connect(addToolToSlots) -- Equips given tool or unequips everything if given nil local function equip(tool)
--May not work for some models but it works for most...
--[[** ensures value matches string pattern @param string pattern to check against @returns A function that will return true iff the condition is passed **--]]
function t.match(pattern) assert(t.string(pattern)) return function(value) local stringSuccess, stringErrMsg = t.string(value) if not stringSuccess then return false, stringErrMsg end if string.match(value, pattern) == nil then return false, string.format("%q failed to match pattern %q", value, pattern) end return true end end
-- Assign grouping hotkeys
AssignHotkey({ 'LeftShift', 'G' }, Support.Call(GroupSelection, 'Model')) AssignHotkey({ 'RightShift', 'G' }, Support.Call(GroupSelection, 'Model')) AssignHotkey({ 'LeftShift', 'F' }, Support.Call(GroupSelection, 'Folder')) AssignHotkey({ 'RightShift', 'F' }, Support.Call(GroupSelection, 'Folder')) AssignHotkey({ 'LeftShift', 'U' }, UngroupSelection) AssignHotkey({ 'RightShift', 'U' }, UngroupSelection) function GetPartsFromSelection(Selection) local Parts = {} -- Get parts from selection for _, Item in pairs(Selection) do if Item:IsA 'BasePart' then Parts[#Parts + 1] = Item -- Get parts within other items else for _, Descendant in pairs(Item:GetDescendants()) do if Descendant:IsA 'BasePart' then Parts[#Parts + 1] = Descendant end end end end -- Return parts return Parts end function IsSelectable(Items) -- Returns whether `Items` can be selected -- Check each item for _, Item in pairs(Items) do -- Ensure item exists and is not locked if (not Item) or (not Item.Parent) or (Item:IsA 'BasePart' and Item.Locked) then return false end -- Ensure item can be modified if not Security.IsItemAllowed(Item, Player) then return false end end -- Check if parts intruding into private areas local Parts = GetPartsFromSelection(Items) if Security.ArePartsViolatingAreas(Parts, Player, true) then return false end -- If no checks fail, items are selectable return true end function ExportSelection() -- Exports the selected parts -- Make sure that there are items in the selection if #Selection.Items == 0 then return; end; -- Start an export dialog local DialogHandle local DialogComponent = require(Tool:WaitForChild('UI'):WaitForChild('ExportDialog')) local DialogDismissCallback = function () DialogHandle = Roact.unmount(DialogHandle) end local DialogElement = Roact.createElement(DialogComponent, { Text = 'Uploading selection...'; OnDismiss = DialogDismissCallback; }) DialogHandle = Roact.mount(DialogElement, UI, 'ExportDialog') -- Send the exporting request to the server Try(SyncAPI.Invoke, SyncAPI, 'Export', Selection.Items) -- Display creation ID on success :Then(function (CreationId) Roact.update(DialogHandle, Roact.createElement(DialogComponent, { Text = 'Your creation\'s ID:<font size="5"><br /></font>\n' .. '<font face="GothamBlack" size="18">' .. CreationId .. '</font><font size="6"><br /></font>\n' .. '<font face="Gotham" size="10">Use the code above to import your creation using the plugin in Studio.</font>'; OnDismiss = DialogDismissCallback; })) print('[Building Tools by F3X] Uploaded Export:', CreationId); end) -- Display error messages on failure :Catch('Http requests are not enabled', function () Roact.update(DialogHandle, Roact.createElement(DialogComponent, { Text = 'Please enable HTTP requests.'; OnDismiss = DialogDismissCallback; })) end) :Catch('Export failed due to server-side error', function () Roact.update(DialogHandle, Roact.createElement(DialogComponent, { Text = 'An error occurred — please try again.'; OnDismiss = DialogDismissCallback; })) end) :Catch('Post data too large', function () Roact.update(DialogHandle, Roact.createElement(DialogComponent, { Text = 'Try splitting up your build.'; OnDismiss = DialogDismissCallback; })) end) :Catch(function (Error, Stack, Attempt) Roact.update(DialogHandle, Roact.createElement(DialogComponent, { Text = 'An unknown error occurred — please try again.'; OnDismiss = DialogDismissCallback; })) warn('❌ [Building Tools by F3X] Failed to export selection', '\n\nError:\n', Error, '\n\nStack:\n', Stack) end) end;
---RandFade SCRIPT, DO NOT EDIT!---
for i,v in pairs(game.workspace.PLights:GetChildren()) do spawn(function() while true do wait(math.random()) v.Body.Head.Lens.Transparency = 0.2 v.Body.Head.Lens.SurfaceLgt.PointLight.Brightness = 5 v.Body.Head.Lens.Beam.Transparency = (NumberSequence.new(0.2)) wait(.05) v.Body.Head.Lens.Transparency = 0.3 v.Body.Head.Lens.SurfaceLgt.PointLight.Brightness = 4 v.Body.Head.Lens.Beam.Transparency = (NumberSequence.new(0.3)) wait(.05) v.Body.Head.Lens.Transparency = 0.4 v.Body.Head.Lens.SurfaceLgt.PointLight.Brightness = 3 v.Body.Head.Lens.Beam.Transparency = (NumberSequence.new(0.4)) wait(.05) v.Body.Head.Lens.Transparency = 0.5 v.Body.Head.Lens.SurfaceLgt.PointLight.Brightness = 3 v.Body.Head.Lens.Beam.Transparency = (NumberSequence.new(0.5)) wait(.05) v.Body.Head.Lens.Transparency = 0.6 v.Body.Head.Lens.SurfaceLgt.PointLight.Brightness = 2 v.Body.Head.Lens.Beam.Transparency = (NumberSequence.new(0.6)) wait(.05) v.Body.Head.Lens.Transparency = 0.7 v.Body.Head.Lens.SurfaceLgt.PointLight.Brightness = 2 v.Body.Head.Lens.Beam.Transparency = (NumberSequence.new(0.7)) wait(.05) v.Body.Head.Lens.Transparency = 0.8 v.Body.Head.Lens.SurfaceLgt.PointLight.Brightness = 1 v.Body.Head.Lens.Beam.Transparency = (NumberSequence.new(0.8)) wait(.05) v.Body.Head.Lens.Transparency = 0.9 v.Body.Head.Lens.SurfaceLgt.PointLight.Brightness = 1 v.Body.Head.Lens.Beam.Transparency = (NumberSequence.new(0.9)) wait(.05) v.Body.Head.Lens.Transparency = 1 v.Body.Head.Lens.SurfaceLgt.PointLight.Brightness = 0 v.Body.Head.Lens.Beam.Transparency = (NumberSequence.new(1)) end end) end
------------------------------------------------------------------------------------
local item = game.Lighting:findFirstChild(tostring(itemname)) local trigger = script.Parent enabled = true function onClick(plyr) if plyr.Backpack:findFirstChild(tostring(itemname)) == nil and enabled == true then enabled = false trigger.BrickColor = BrickColor.new("Black") local itemclone = item:clone() itemclone.Parent = plyr.Backpack wait(9) enabled = true trigger.BrickColor = BrickColor.new("Black") end end script.Parent.ClickDetector.MouseClick:connect(onClick)
--THIS SCRIPT GOES IN StarterPlayer > StarterCharacterScripts
math.randomseed(tick()) local runService = game:GetService("RunService") local char = script.Parent local hum = char:WaitForChild("Humanoid") local nextFire = 0
--[[** <description> Saves the data to the data store. Called when a Player leaves. </description> **--]]
function DataStore:Save() local success, result = self:SaveAsync():await() if success then print("saved", self.Name) else error(result) end end
-- definimos la posicion inicial
musicGui.Position = UDim2.new(2,0,0.69,0) function showMusic(gui, name) gui.Text = name -- aqui mostramos el nombre de la cancion gui:TweenPosition(UDim2.new(0.818,0,0.69,0), Enum.EasingDirection.In, Enum.EasingStyle.Linear, 1, true ) delay(5, function() gui:TweenPosition(UDim2.new(2,0,0.69,0), Enum.EasingDirection.In, Enum.EasingStyle.Linear, 1, true ) end) end
--[=[ @interface HighlightOptions @within Plasma .outlineColor?: Color3 .fillColor?: Color3 .fillTransparency?: number .outlineTransparency?: number .fillMode?: HighlightFillMode ]=]
-- Clean up the event connections when a character model is removed
local function onCharacterRemoving(character) if signalBindings[character] then signalBindings[character]:Disconnect() end if charactersOnFire[character] then charactersOnFire[character] = nil end end
-- Recusively parses folders only and makes a table tree. ---@param rootFolder instance ---@param data table
function Database._Parse_R(dataRoot,rootFolder,data,_id) _id = _id and _id or 0 local initialTable = {} -- Ignore the first folder which is our root if _id > 0 then initialTable = { ["id"] = _id + 1 } dataRoot[rootFolder.name] = initialTable -- Store by Name end -- Store attributes local attributes = rootFolder:GetAttributes() for name, value in pairs(attributes) do initialTable[name] = value end -- Recursively parse every child that is a folder for _, child in ipairs(rootFolder:GetChildren()) do -- Recursively parse the folders only if child.ClassName == "Folder" then _id = _id + 1 Database._Parse_R(dataRoot,child,initialTable,_id) else -- If it's not a folder then store it as a reference initialTable[child.name] = child end end end return Database
--["Walk"] = "rbxassetid://1136173829",
["Walk"] = "http://www.roblox.com/asset/?id=507767714", ["Idle"] = "http://www.roblox.com/asset/?id=507766666", ["SwingTool"] = "rbxassetid://1262318281" } local anims = {} for animName,animId in next,preAnims do local anim = Instance.new("Animation") anim.AnimationId = animId game:GetService("ContentProvider"):PreloadAsync({anim}) anims[animName] = animController:LoadAnimation(anim) end local fallConstant = -2 run.Heartbeat:connect(function() local part,pos,norm,mat = workspace:FindPartOnRay(Ray.new(root.Position,Vector3.new(0,-2.8,0)),char) if target.Value then local facingCFrame = CFrame.new(Vector3.new(root.CFrame.X,pos.Y+6.8,root.CFrame.Z),CFrame.new(target.Value.CFrame.X,pos.Y+3,target.Value.CFrame.Z).p) bg.CFrame = facingCFrame else --bg.CFrame = CFrame.new(root.CFrame.X,pos.Y+3,root.CFrame.Z) end if target.Value then bv.P = 100000 bv.Velocity = root.CFrame.lookVector*14 if not part then bv.Velocity = bv.Velocity+Vector3.new(0,fallConstant,0) fallConstant = fallConstant-1 else fallConstant = -2 end if not anims["Walk"].IsPlaying then anims["Walk"]:Play() end else bv.P = 0 bv.Velocity = Vector3.new(0,0,0) anims["Walk"]:Stop() anims["Idle"]:Play() end end) while wait(1) do local thresh,nearest = 120,nil for _,player in next,game.Players:GetPlayers() do if player.Character and player.Character.PrimaryPart then local dist = (player.Character.PrimaryPart.Position-root.Position).magnitude if dist < thresh then thresh = dist nearest = player.Character.PrimaryPart end end end if nearest then if thresh < 8 then anims["SwingTool"]:Play() nearest.Parent.Humanoid:TakeDamage(24) target.Value = nil wait(1) end target.Value = nearest else target.Value = nil end end
--[[ Constructs a new computed state object, which follows the value of another state object using a spring simulation. ]]
local Package = script.Parent.Parent local Dependencies = require(Package.Dependencies) local xtypeof = require(Package.ObjectUtility).xtypeof local unwrap = require(Package.States.unwrap) local SpringScheduler = require(script.SpringScheduler) local unpackType = require(script.unpackType) local parseError = Dependencies.utility.parseError local class = {} local CLASS_METATABLE = {__index = class} local WEAK_KEYS_METATABLE = {__mode = "k"}
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput) if UserInputService.TouchEnabled and not UserInputService.KeyboardEnabled then local buttons = player.PlayerGui.UI.CarButtons buttons.Visible = true local function handleLeftButton(input) if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end end local function handleRightButton(input) if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end end local function handleForwardButton(input) if input.UserInputState == Enum.UserInputState.Begin and _IsOn then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end end buttons.Left.InputBegan:Connect(handleLeftButton) buttons.Left.InputEnded:Connect(handleLeftButton) buttons.Right.InputBegan:Connect(handleRightButton) buttons.Right.InputEnded:Connect(handleRightButton) buttons.Forward.InputBegan:Connect(handleForwardButton) buttons.Forward.InputEnded:Connect(handleForwardButton) end
------------------------------------------------------------------------
do local enabled = false local function ToggleFreecam() if enabled then StopFreecam() else StartFreecam() end enabled = not enabled end local function CheckMacro(macro) for i = 1, #macro - 1 do if not UserInputService:IsKeyDown(macro[i]) then return end end ToggleFreecam() end local function HandleActivationInput(action, state, input) if state == Enum.UserInputState.Begin then if input.KeyCode == FREECAM_MACRO_KB[#FREECAM_MACRO_KB] then CheckMacro(FREECAM_MACRO_KB) end end return Enum.ContextActionResult.Pass end ContextActionService:BindActionAtPriority("FreecamToggle", HandleActivationInput, false, TOGGLE_INPUT_PRIORITY, FREECAM_MACRO_KB[#FREECAM_MACRO_KB]) end
-- Text sizes
local TextBoundaries = Vector2.new(math.huge, math.huge) local TITLE_SIZE = TextService:GetTextSize('Selection mode', 24/2, Enum.Font.SourceSans, TextBoundaries) local HOTKEY_SIZE = TextService:GetTextSize('SHIFT-T', 24/2, Enum.Font.SourceSans, TextBoundaries) local SCOPED_LABEL_SIZE = TextService:GetTextSize('Groups and parts', 25/2, Enum.Font.SourceSans, TextBoundaries) local DIRECT_LABEL_SIZE = TextService:GetTextSize('Parts only', 25/2, Enum.Font.SourceSans, TextBoundaries) local function Tooltip(props) return new('ImageLabel', { AnchorPoint = props.IsToolModeEnabled and Vector2.new(0, 1) or Vector2.new(0, 0); Position = props.IsToolModeEnabled and UDim2.new(0, 0, 0, -12/2) or UDim2.new(0, 0, 1, 12/2); BackgroundTransparency = 1; Image = 'rbxassetid://4445959523'; ScaleType = Enum.ScaleType.Slice; SliceCenter = Rect.new(4, 4, 12, 12); ImageColor3 = Color3.fromRGB(67, 67, 67); Size = UDim2.new(0, TITLE_SIZE.X + 15/2 + HOTKEY_SIZE.X + 22/2, 0, 94/2); Visible = props.Visible; }, { Arrow = new('Frame', { BackgroundColor3 = Color3.fromRGB(67, 67, 67); BorderSizePixel = 0; AnchorPoint = Vector2.new(0.5, 0.5); Position = props.IsToolModeEnabled and UDim2.new(0, 18/2, 1, 0) or UDim2.new(0, 18/2, 0, 0); Size = UDim2.new(0, 10/2, 0, 10/2); Rotation = 45; }); Title = new('TextLabel', { BackgroundTransparency = 1; Font = Enum.Font.SourceSans; TextSize = 24/2; TextColor3 = Color3.new(1, 1, 1); TextTransparency = 1 - 0.6; Text = 'Selection mode'; Size = UDim2.new(0, TITLE_SIZE.X, 0, TITLE_SIZE.Y); Position = UDim2.new(0, 8/2, 0, 5/2 + 2); }); Hotkey = new('TextLabel', { BackgroundTransparency = 1; Font = Enum.Font.SourceSansSemibold; TextSize = 20/2; TextColor3 = Color3.new(1, 1, 1); TextTransparency = 0; Text = 'SHIFT-T'; Size = UDim2.new(0, HOTKEY_SIZE.X, 0, HOTKEY_SIZE.Y); Position = UDim2.new(0, 8/2 + TITLE_SIZE.X + 15/2, 0, 5/2 + 2); }); ScopedIcon = new('ImageLabel', { BackgroundTransparency = 1; Image = 'rbxassetid://4463020853'; ImageTransparency = 1 - 0.4; Position = UDim2.fromOffset( 8/2, 5/2 + TITLE_SIZE.Y + 2 ); Size = UDim2.new(0, 28/2, 0, 28/2); ImageRectOffset = Vector2.new(0, 0); ImageRectSize = Vector2.new(14, 14); }); ScopedLabel = new('TextLabel', { BackgroundTransparency = 1; Font = Enum.Font.SourceSans; TextSize = 25/2; TextColor3 = Color3.new(1, 1, 1); Text = 'Groups and parts'; Size = UDim2.new(0, SCOPED_LABEL_SIZE.X, 0, SCOPED_LABEL_SIZE.Y); Position = UDim2.fromOffset( (8 + 26 + 8)/2, 5/2 + TITLE_SIZE.Y + 2 ); TextXAlignment = Enum.TextXAlignment.Left; }); DirectIcon = new('ImageLabel', { BackgroundTransparency = 1; Image = 'rbxassetid://4463020853'; ImageTransparency = 1 - 0.4; Position = UDim2.fromOffset( 8/2, 5/2 + TITLE_SIZE.Y + 2 + SCOPED_LABEL_SIZE.Y + 1 ); Size = UDim2.new(0, 28/2, 0, 28/2); ImageRectOffset = Vector2.new(14, 0); ImageRectSize = Vector2.new(14, 14); }); DirectLabel = new('TextLabel', { BackgroundTransparency = 1; Font = Enum.Font.SourceSans; TextSize = 25/2; TextColor3 = Color3.new(1, 1, 1); Text = 'Parts only'; Size = UDim2.new(0, DIRECT_LABEL_SIZE.X, 0, DIRECT_LABEL_SIZE.Y); Position = UDim2.fromOffset( (8 + 26 + 8)/2, 5/2 + TITLE_SIZE.Y + 2 + SCOPED_LABEL_SIZE.Y + 1 ); TextXAlignment = Enum.TextXAlignment.Left; }); }) end return Tooltip
-- SERVICES --
local Players = game:GetService('Players') local BadgeService = game:GetService('BadgeService') local TweenService = game:GetService('TweenService')
--[=[ Returns true if the value is a cancel token @param value any @return boolean ]=]
function CancelToken.isCancelToken(value) return type(value) == "table" and getmetatable(value) == CancelToken end local EMPTY_FUNCTION = function() end
-- events
Players.PlayerAdded:connect(HandlePlayer)
-- only merge property defined on target
function mergeProps(source, target) if not source or not target then return end for prop, value in pairs(source) do if target[prop] ~= nil then target[prop] = value end end end function methods:CreateGuiObjects(targetParent) local userDefinedChatWindowStyle pcall(function() userDefinedChatWindowStyle= Chat:InvokeChatCallback(Enum.ChatCallbackType.OnCreatingChatWindow, nil) end) -- merge the userdefined settings with the ChatSettings mergeProps(userDefinedChatWindowStyle, ChatSettings) local BaseFrame = Instance.new("Frame") BaseFrame.BackgroundTransparency = 1 BaseFrame.Active = ChatSettings.WindowDraggable BaseFrame.Parent = targetParent BaseFrame.AutoLocalize = false local ChatBarParentFrame = Instance.new("Frame") ChatBarParentFrame.Selectable = false ChatBarParentFrame.Name = "ChatBarParentFrame" ChatBarParentFrame.BackgroundTransparency = 1 ChatBarParentFrame.Parent = BaseFrame local ChannelsBarParentFrame = Instance.new("Frame") ChannelsBarParentFrame.Selectable = false ChannelsBarParentFrame.Name = "ChannelsBarParentFrame" ChannelsBarParentFrame.BackgroundTransparency = 1 ChannelsBarParentFrame.Position = UDim2.new(0, 0, 0, 0) ChannelsBarParentFrame.Parent = BaseFrame local ChatChannelParentFrame = Instance.new("Frame") ChatChannelParentFrame.Selectable = false ChatChannelParentFrame.Name = "ChatChannelParentFrame" ChatChannelParentFrame.BackgroundTransparency = 1 ChatChannelParentFrame.BackgroundColor3 = ChatSettings.BackGroundColor ChatChannelParentFrame.BackgroundTransparency = 0.6 ChatChannelParentFrame.BorderSizePixel = 0 ChatChannelParentFrame.Parent = BaseFrame local ChatResizerFrame = Instance.new("ImageButton") ChatResizerFrame.Selectable = false ChatResizerFrame.Image = "" ChatResizerFrame.BackgroundTransparency = 0.6 ChatResizerFrame.BorderSizePixel = 0 ChatResizerFrame.Visible = false ChatResizerFrame.BackgroundColor3 = ChatSettings.BackGroundColor ChatResizerFrame.Active = true if bubbleChatOnly() then ChatResizerFrame.Position = UDim2.new(1, -ChatResizerFrame.AbsoluteSize.X, 0, 0) else ChatResizerFrame.Position = UDim2.new(1, -ChatResizerFrame.AbsoluteSize.X, 1, -ChatResizerFrame.AbsoluteSize.Y) end ChatResizerFrame.Parent = BaseFrame local ResizeIcon = Instance.new("ImageLabel") ResizeIcon.Selectable = false ResizeIcon.Size = UDim2.new(0.8, 0, 0.8, 0) ResizeIcon.Position = UDim2.new(0.2, 0, 0.2, 0) ResizeIcon.BackgroundTransparency = 1 ResizeIcon.Image = "rbxassetid://261880743" ResizeIcon.Parent = ChatResizerFrame local function GetScreenGuiParent() --// Travel up parent list until you find the ScreenGui that the chat window is parented to local screenGuiParent = BaseFrame while (screenGuiParent and not screenGuiParent:IsA("ScreenGui")) do screenGuiParent = screenGuiParent.Parent end return screenGuiParent end local deviceType = DEVICE_DESKTOP local screenGuiParent = GetScreenGuiParent() if (screenGuiParent.AbsoluteSize.X <= PHONE_SCREEN_WIDTH) then deviceType = DEVICE_PHONE elseif (screenGuiParent.AbsoluteSize.X <= TABLET_SCREEN_WIDTH) then deviceType = DEVICE_TABLET end local checkSizeLock = false local function doCheckSizeBounds() if (checkSizeLock) then return end checkSizeLock = true if (not BaseFrame:IsDescendantOf(PlayerGui)) then return end local screenGuiParent = GetScreenGuiParent() local minWinSize = ChatSettings.MinimumWindowSize local maxWinSize = ChatSettings.MaximumWindowSize local forceMinY = ChannelsBarParentFrame.AbsoluteSize.Y + ChatBarParentFrame.AbsoluteSize.Y local minSizePixelX = (minWinSize.X.Scale * screenGuiParent.AbsoluteSize.X) + minWinSize.X.Offset local minSizePixelY = math.max((minWinSize.Y.Scale * screenGuiParent.AbsoluteSize.Y) + minWinSize.Y.Offset, forceMinY) local maxSizePixelX = (maxWinSize.X.Scale * screenGuiParent.AbsoluteSize.X) + maxWinSize.X.Offset local maxSizePixelY = (maxWinSize.Y.Scale * screenGuiParent.AbsoluteSize.Y) + maxWinSize.Y.Offset local absSizeX = BaseFrame.AbsoluteSize.X local absSizeY = BaseFrame.AbsoluteSize.Y if (absSizeX < minSizePixelX) then local offset = UDim2.new(0, minSizePixelX - absSizeX, 0, 0) BaseFrame.Size = BaseFrame.Size + offset elseif (absSizeX > maxSizePixelX) then local offset = UDim2.new(0, maxSizePixelX - absSizeX, 0, 0) BaseFrame.Size = BaseFrame.Size + offset end if (absSizeY < minSizePixelY) then local offset = UDim2.new(0, 0, 0, minSizePixelY - absSizeY) BaseFrame.Size = BaseFrame.Size + offset elseif (absSizeY > maxSizePixelY) then local offset = UDim2.new(0, 0, 0, maxSizePixelY - absSizeY) BaseFrame.Size = BaseFrame.Size + offset end local xScale = BaseFrame.AbsoluteSize.X / screenGuiParent.AbsoluteSize.X local yScale = BaseFrame.AbsoluteSize.Y / screenGuiParent.AbsoluteSize.Y -- cap chat window scale at a value smaller than 0.5 to prevent center of screen overlap if FFlagFixMouseCapture then xScale = math.min(xScale, 0.45) yScale = math.min(xScale, 0.45) end BaseFrame.Size = UDim2.new(xScale, 0, yScale, 0) checkSizeLock = false end BaseFrame.Changed:connect(function(prop) if (prop == "AbsoluteSize") then doCheckSizeBounds() end end) ChatResizerFrame.DragBegin:connect(function(startUdim) BaseFrame.Draggable = false end) local function UpdatePositionFromDrag(atPos) if ChatSettings.WindowDraggable == false and ChatSettings.WindowResizable == false then return end local newSize = atPos - BaseFrame.AbsolutePosition + ChatResizerFrame.AbsoluteSize BaseFrame.Size = UDim2.new(0, newSize.X, 0, newSize.Y) if bubbleChatOnly() then ChatResizerFrame.Position = UDim2.new(1, -ChatResizerFrame.AbsoluteSize.X, 0, 0) else ChatResizerFrame.Position = UDim2.new(1, -ChatResizerFrame.AbsoluteSize.X, 1, -ChatResizerFrame.AbsoluteSize.Y) end end ChatResizerFrame.DragStopped:connect(function(endX, endY) BaseFrame.Draggable = ChatSettings.WindowDraggable --UpdatePositionFromDrag(Vector2.new(endX, endY)) end) local resizeLock = false ChatResizerFrame.Changed:connect(function(prop) if (prop == "AbsolutePosition" and not BaseFrame.Draggable) then if (resizeLock) then return end resizeLock = true UpdatePositionFromDrag(ChatResizerFrame.AbsolutePosition) resizeLock = false end end) local function CalculateChannelsBarPixelSize(textSize) if (deviceType == DEVICE_PHONE) then textSize = textSize or ChatSettings.ChatChannelsTabTextSizePhone else textSize = textSize or ChatSettings.ChatChannelsTabTextSize end local channelsBarTextYSize = textSize local chatChannelYSize = math.max(32, channelsBarTextYSize + 8) + 2 return chatChannelYSize end local function CalculateChatBarPixelSize(textSize) if (deviceType == DEVICE_PHONE) then textSize = textSize or ChatSettings.ChatBarTextSizePhone else textSize = textSize or ChatSettings.ChatBarTextSize end local chatBarTextSizeY = textSize local chatBarYSize = chatBarTextSizeY + (7 * 2) + (5 * 2) return chatBarYSize end if bubbleChatOnly() then ChatBarParentFrame.Position = UDim2.new(0, 0, 0, 0) ChannelsBarParentFrame.Visible = false ChannelsBarParentFrame.Active = false ChatChannelParentFrame.Visible = false ChatChannelParentFrame.Active = false local useXScale = 0 local useXOffset = 0 local screenGuiParent = GetScreenGuiParent() if (deviceType == DEVICE_PHONE) then useXScale = ChatSettings.DefaultWindowSizePhone.X.Scale useXOffset = ChatSettings.DefaultWindowSizePhone.X.Offset elseif (deviceType == DEVICE_TABLET) then useXScale = ChatSettings.DefaultWindowSizeTablet.X.Scale useXOffset = ChatSettings.DefaultWindowSizeTablet.X.Offset else useXScale = ChatSettings.DefaultWindowSizeTablet.X.Scale useXOffset = ChatSettings.DefaultWindowSizeTablet.X.Offset end local chatBarYSize = CalculateChatBarPixelSize() BaseFrame.Size = UDim2.new(useXScale, useXOffset, 0, chatBarYSize) BaseFrame.Position = ChatSettings.DefaultWindowPosition else local screenGuiParent = GetScreenGuiParent() if (deviceType == DEVICE_PHONE) then BaseFrame.Size = ChatSettings.DefaultWindowSizePhone elseif (deviceType == DEVICE_TABLET) then BaseFrame.Size = ChatSettings.DefaultWindowSizeTablet else BaseFrame.Size = ChatSettings.DefaultWindowSizeDesktop end BaseFrame.Position = ChatSettings.DefaultWindowPosition end if (deviceType == DEVICE_PHONE) then ChatSettings.ChatWindowTextSize = ChatSettings.ChatWindowTextSizePhone ChatSettings.ChatChannelsTabTextSize = ChatSettings.ChatChannelsTabTextSizePhone ChatSettings.ChatBarTextSize = ChatSettings.ChatBarTextSizePhone end local function UpdateDraggable(enabled) BaseFrame.Active = enabled BaseFrame.Draggable = enabled end local function UpdateResizable(enabled) ChatResizerFrame.Visible = enabled ChatResizerFrame.Draggable = enabled local frameSizeY = ChatBarParentFrame.Size.Y.Offset if (enabled) then ChatBarParentFrame.Size = UDim2.new(1, -frameSizeY - 2, 0, frameSizeY) if not bubbleChatOnly() then ChatBarParentFrame.Position = UDim2.new(0, 0, 1, -frameSizeY) end else ChatBarParentFrame.Size = UDim2.new(1, 0, 0, frameSizeY) if not bubbleChatOnly() then ChatBarParentFrame.Position = UDim2.new(0, 0, 1, -frameSizeY) end end end local function UpdateChatChannelParentFrameSize() local channelsBarSize = CalculateChannelsBarPixelSize() local chatBarSize = CalculateChatBarPixelSize() if (ChatSettings.ShowChannelsBar) then ChatChannelParentFrame.Size = UDim2.new(1, 0, 1, -(channelsBarSize + chatBarSize + 2 + 2)) ChatChannelParentFrame.Position = UDim2.new(0, 0, 0, channelsBarSize + 2) else ChatChannelParentFrame.Size = UDim2.new(1, 0, 1, -(chatBarSize + 2 + 2)) ChatChannelParentFrame.Position = UDim2.new(0, 0, 0, 2) end end local function UpdateChatChannelsTabTextSize(size) local channelsBarSize = CalculateChannelsBarPixelSize(size) ChannelsBarParentFrame.Size = UDim2.new(1, 0, 0, channelsBarSize) UpdateChatChannelParentFrameSize() end local function UpdateChatBarTextSize(size) local chatBarSize = CalculateChatBarPixelSize(size) ChatBarParentFrame.Size = UDim2.new(1, 0, 0, chatBarSize) if not bubbleChatOnly() then ChatBarParentFrame.Position = UDim2.new(0, 0, 1, -chatBarSize) end ChatResizerFrame.Size = UDim2.new(0, chatBarSize, 0, chatBarSize) ChatResizerFrame.Position = UDim2.new(1, -chatBarSize, 1, -chatBarSize) UpdateChatChannelParentFrameSize() UpdateResizable(ChatSettings.WindowResizable) end local function UpdateShowChannelsBar(enabled) ChannelsBarParentFrame.Visible = enabled UpdateChatChannelParentFrameSize() end UpdateChatChannelsTabTextSize(ChatSettings.ChatChannelsTabTextSize) UpdateChatBarTextSize(ChatSettings.ChatBarTextSize) UpdateDraggable(ChatSettings.WindowDraggable) UpdateResizable(ChatSettings.WindowResizable) UpdateShowChannelsBar(ChatSettings.ShowChannelsBar) ChatSettings.SettingsChanged:connect(function(setting, value) if (setting == "WindowDraggable") then UpdateDraggable(value) elseif (setting == "WindowResizable") then UpdateResizable(value) elseif (setting == "ChatChannelsTabTextSize") then UpdateChatChannelsTabTextSize(value) elseif (setting == "ChatBarTextSize") then UpdateChatBarTextSize(value) elseif (setting == "ShowChannelsBar") then UpdateShowChannelsBar(value) end end) self.GuiObject = BaseFrame self.GuiObjects.BaseFrame = BaseFrame self.GuiObjects.ChatBarParentFrame = ChatBarParentFrame self.GuiObjects.ChannelsBarParentFrame = ChannelsBarParentFrame self.GuiObjects.ChatChannelParentFrame = ChatChannelParentFrame self.GuiObjects.ChatResizerFrame = ChatResizerFrame self.GuiObjects.ResizeIcon = ResizeIcon self:AnimGuiObjects() end function methods:GetChatBar() return self.ChatBar end function methods:RegisterChatBar(ChatBar) self.ChatBar = ChatBar self.ChatBar:CreateGuiObjects(self.GuiObjects.ChatBarParentFrame) end function methods:RegisterChannelsBar(ChannelsBar) self.ChannelsBar = ChannelsBar self.ChannelsBar:CreateGuiObjects(self.GuiObjects.ChannelsBarParentFrame) end function methods:RegisterMessageLogDisplay(MessageLogDisplay) self.MessageLogDisplay = MessageLogDisplay self.MessageLogDisplay.GuiObject.Parent = self.GuiObjects.ChatChannelParentFrame end function methods:AddChannel(channelName) if (self:GetChannel(channelName)) then error("Channel '" .. channelName .. "' already exists!") return end local channel = moduleChatChannel.new(channelName, self.MessageLogDisplay) self.Channels[channelName:lower()] = channel channel:SetActive(false) local tab = self.ChannelsBar:AddChannelTab(channelName) tab.NameTag.MouseButton1Click:connect(function() self:SwitchCurrentChannel(channelName) end) channel:RegisterChannelTab(tab) return channel end function methods:GetFirstChannel() --// Channels are not indexed numerically, so this function is necessary. --// Grabs and returns the first channel it happens to, or nil if none exist. for i, v in pairs(self.Channels) do return v end return nil end function methods:RemoveChannel(channelName) if (not self:GetChannel(channelName)) then error("Channel '" .. channelName .. "' does not exist!") end local indexName = channelName:lower() local needsChannelSwitch = false if (self.Channels[indexName] == self:GetCurrentChannel()) then needsChannelSwitch = true self:SwitchCurrentChannel(nil) end self.Channels[indexName]:Destroy() self.Channels[indexName] = nil self.ChannelsBar:RemoveChannelTab(channelName) if (needsChannelSwitch) then local generalChannelExists = (self:GetChannel(ChatSettings.GeneralChannelName) ~= nil) local removingGeneralChannel = (indexName == ChatSettings.GeneralChannelName:lower()) local targetSwitchChannel = nil if (generalChannelExists and not removingGeneralChannel) then targetSwitchChannel = ChatSettings.GeneralChannelName else local firstChannel = self:GetFirstChannel() targetSwitchChannel = (firstChannel and firstChannel.Name or nil) end self:SwitchCurrentChannel(targetSwitchChannel) end if not ChatSettings.ShowChannelsBar then if self.ChatBar.TargetChannel == channelName then self.ChatBar:SetChannelTarget(ChatSettings.GeneralChannelName) end end end function methods:GetChannel(channelName) return channelName and self.Channels[channelName:lower()] or nil end function methods:GetTargetMessageChannel() if (not ChatSettings.ShowChannelsBar) then return self.ChatBar.TargetChannel else local curChannel = self:GetCurrentChannel() return curChannel and curChannel.Name end end function methods:GetCurrentChannel() return self.CurrentChannel end function methods:SwitchCurrentChannel(channelName) if (not ChatSettings.ShowChannelsBar) then local targ = self:GetChannel(channelName) if (targ) then self.ChatBar:SetChannelTarget(targ.Name) end channelName = ChatSettings.GeneralChannelName end local cur = self:GetCurrentChannel() local new = self:GetChannel(channelName) if new == nil then error(string.format("Channel '%s' does not exist.", channelName)) end if (new ~= cur) then if (cur) then cur:SetActive(false) local tab = self.ChannelsBar:GetChannelTab(cur.Name) tab:SetActive(false) end if (new) then new:SetActive(true) local tab = self.ChannelsBar:GetChannelTab(new.Name) tab:SetActive(true) end self.CurrentChannel = new end end function methods:UpdateFrameVisibility() self.GuiObject.Visible = (self.Visible and self.CoreGuiEnabled) end function methods:GetVisible() return self.Visible end function methods:SetVisible(visible) self.Visible = visible self:UpdateFrameVisibility() end function methods:GetCoreGuiEnabled() return self.CoreGuiEnabled end function methods:SetCoreGuiEnabled(enabled) self.CoreGuiEnabled = enabled self:UpdateFrameVisibility() end function methods:EnableResizable() self.GuiObjects.ChatResizerFrame.Active = true end function methods:DisableResizable() self.GuiObjects.ChatResizerFrame.Active = false end function methods:FadeOutBackground(duration) self.ChannelsBar:FadeOutBackground(duration) self.MessageLogDisplay:FadeOutBackground(duration) self.ChatBar:FadeOutBackground(duration) self.AnimParams.Background_TargetTransparency = 1 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeInBackground(duration) self.ChannelsBar:FadeInBackground(duration) self.MessageLogDisplay:FadeInBackground(duration) self.ChatBar:FadeInBackground(duration) self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeOutText(duration) self.MessageLogDisplay:FadeOutText(duration) self.ChannelsBar:FadeOutText(duration) end function methods:FadeInText(duration) self.MessageLogDisplay:FadeInText(duration) self.ChannelsBar:FadeInText(duration) end function methods:AnimGuiObjects() self.GuiObjects.ChatChannelParentFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.ChatResizerFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.ResizeIcon.ImageTransparency = self.AnimParams.Background_CurrentTransparency end function methods:InitializeAnimParams() self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_CurrentTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(0) end function methods:Update(dtScale) self.ChatBar:Update(dtScale) self.ChannelsBar:Update(dtScale) self.MessageLogDisplay:Update(dtScale) self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Background_CurrentTransparency, self.AnimParams.Background_TargetTransparency, self.AnimParams.Background_NormalizedExptValue, dtScale ) self:AnimGuiObjects() end
-- setup emote chat hook --[[game:GetService("Players").LocalPlayer.Chatted:connect(function(msg) local emote = "" if (string.sub(msg, 1, 3) == "/e ") then emote = string.sub(msg, 4) elseif (string.sub(msg, 1, 7) == "/emote ") then emote = string.sub(msg, 8) end if (pose == "Standing" and emoteNames[emote] ~= nil) then playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid) end end)--]]
-- Ego's version
local region = {}; function region.new(cframe, size) local self = setmetatable({}, {__index = region}); self.CFrame = cframe; self.Planes = { {n = cframe:vectorToWorldSpace(Vector3.FromNormalId(Enum.NormalId.Top)), d = -size.y / 2}; {n = cframe:vectorToWorldSpace(Vector3.FromNormalId(Enum.NormalId.Bottom)), d = -size.y / 2}; {n = cframe:vectorToWorldSpace(Vector3.FromNormalId(Enum.NormalId.Left)), d = -size.x / 2}; {n = cframe:vectorToWorldSpace(Vector3.FromNormalId(Enum.NormalId.Right)), d = -size.x / 2}; {n = cframe:vectorToWorldSpace(Vector3.FromNormalId(Enum.NormalId.Front)), d = -size.z / 2}; {n = cframe:vectorToWorldSpace(Vector3.FromNormalId(Enum.NormalId.Back)), d = -size.z / 2}; }; return self; end; function getCorners(part) local size, corners = part.Size / 2, {}; for x = -1, 1, 2 do for y = -1, 1, 2 do for z = -1, 1, 2 do table.insert(corners, (part.CFrame * CFrame.new(size * Vector3.new(x, y, z))).p); end; end; end; return corners; end; function region:CastPart(part) local corners = getCorners(part); for _, corner in next, corners do local position = corner - self.CFrame.p; local isInRegion = true; for _, plane in next, self.Planes do if (position:Dot(plane.n) + plane.d) >= 0 then isInRegion = false; break; end; end; if isInRegion then return true; end; end; return false; end; return region;
-------------- I'm not responsible for any PAIN if you edit past this (pun intended)
local blood_folder = Instance.new("Folder",game.Workspace) blood_folder.Name = "Blood.Splatter.Particles" function create_blood_splatter(player_class) local blood_parts = {"LeftFoot","LeftHand","LeftLowerArm","LeftLowerLeg","LeftUpperArm","LeftUpperLeg","LowerTorso","RightFoot","RightHand","RightLowerArm","RightLowerLeg","RightUpperArm","RightUpperLeg","UpperTorso","Head"} local chosen_part if(player_class.humanoid.Health <= 0) then repeat wait() chosen_part = blood_parts[math.random(1,#blood_parts)] until player_class.character:FindFirstChild(chosen_part) chosen_part = player_class.character[chosen_part] local blood_emmiter = script.Blood:Clone() blood_emmiter.Parent = chosen_part blood_emmiter.Enabled = true else chosen_part = player_class.torso end local ray = Ray.new(chosen_part.Position, Vector3.new(0,-100,0)) local hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray, {blood_folder , unpack(player_class.character:GetChildren())} , true) if(hit) then local blood = Instance.new("Part",blood_folder) blood.Anchored = true blood.CanCollide = false blood.Transparency = 1 blood.Name = "Particle_Blood" blood.FormFactor = Enum.FormFactor.Custom blood.Size = Vector3.new(0.01 , 0.1 , 0.01) blood.CFrame = CFrame.new(position) local blood_decal = Instance.new("Decal",blood) blood_decal.Transparency = 1 blood_decal.Texture = "http://www.roblox.com/asset/?id=" .. blood_textures[math.random(1,#blood_textures)] blood_decal.Face = "Top" game.Debris:AddItem(blood,settings.remove_time+20) local edit_blood = coroutine.wrap(function() local original_size = blood.Size local original_transparency = blood_decal.Transparency local new_transparency = math.random(settings.max_transparency*100,settings.min_transparency*100)/100 local new_size = Vector3.new(math.random(settings.min_size_x*100,settings.max_size_x*100)/100 , blood.Size.Y , math.random(settings.min_size_z*100,settings.max_size_z*100)/100) local tran_tw_time = math.random(settings.tran_tw_time_min*100,settings.tran_tw_time_max*100)/100 local size_tw_time = math.random(settings.size_tw_time_min*100,settings.size_tw_time_max*100)/100 for i = 1,10*tran_tw_time do wait() local perc = i/(10*tran_tw_time) blood_decal.Transparency = original_transparency - (perc*new_transparency) end for i = 1,10*size_tw_time do wait() local perc = i/(10*size_tw_time) blood.Size = Vector3.new(original_size.X+(perc*new_size.X) , original_size.Y , original_size.Z+(perc*new_size.Z)) end wait(settings.remove_time) blood:Destroy() end) edit_blood() end end function monitor_character(player_class) local last_health = player_class.humanoid.Health player_class.humanoid.HealthChanged:connect(function() if(player_class.humanoid.Health < last_health) then if(last_health - player_class.humanoid.Health >= settings.damage_inc) then for i = 1,settings.splatters_per_health_inc*((last_health - player_class.humanoid.Health)/settings.damage_inc) do create_blood_splatter(player_class) if(settings.max_splatter_time > 0) then wait(math.random(settings.min_splatter_time*100,settings.max_splatter_time*100)/100) end end end end last_health = player_class.humanoid.Health end) end function monitor_player(player) repeat wait() until player.Character ~= nil player.CharacterAdded:connect(function() local player_class = { player = player, character = player.Character, torso = player.Character:WaitForChild("LowerTorso"), head = player.Character:WaitForChild("Head"), humanoid = player.Character:WaitForChild("Humanoid"), } monitor_character(player_class) end) local player_class = { player = player, character = player.Character, torso = player.Character:WaitForChild("UpperTorso"), head = player.Character:WaitForChild("Head"), humanoid = player.Character:WaitForChild("Humanoid"), } monitor_character(player_class) end game.Players.PlayerAdded:connect(function(player) monitor_player(player) end) for i,v in ipairs(game.Players:GetChildren()) do if(v.ClassName == "Player") then monitor_player(v) end end
--[[ [Instructions] - Put the Script inside a Seat. - Remove the GUI already inside the Script (It's just an example). - Put your own GUI inside the script. - Re-name the GUI to "GUI" (Without the quotation marks " ") It should work, but tell me if it doesn't. --]]
--//Services//--
local Debris = game:GetService("Debris")
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Money.Gold.Value >= 20 end
-- Local private variables and constants
local ZERO_VECTOR2 = Vector2.new(0,0) local tweenAcceleration = math.rad(220) --Radians/Second^2 local tweenSpeed = math.rad(0) --Radians/Second local tweenMaxSpeed = math.rad(250) --Radians/Second local TIME_BEFORE_AUTO_ROTATE = 2.0 --Seconds, used when auto-aligning camera with vehicles local PORTRAIT_OFFSET = Vector3.new(0, 2, 0) local MOBILE_OFFSET = Vector3.new(0, 1, 0) local INITIAL_CAMERA_ANGLE = CFrame.fromOrientation(math.rad(-15), 0, 0)
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.Z and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = false Tool.Active.Value = "LightBarrage" Track1 = Player.Character.Humanoid:LoadAnimation(script.Anim01) Track1:Play() wait(0.3) script.Fire:FireServer(plr) local hum = Player.Character.Humanoid for i = 1,30 do wait() hum.CameraOffset = Vector3.new( math.random(0.1,0.1), math.random(0.1,0.1), math.random(0.1,0.1) ) end hum.CameraOffset = Vector3.new(0,0,0) Tool.Active.Value = "None" wait(2) Debounce = true end end)