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-- motor6d
motor6d.Part0 = script.Parent.Parent.Torso motor6d.Part1 = attach
--Set up event for when the server is shutting down.
StartShutdown.OnClientEvent:Connect(function() --Create the Gui and have it semi-transparent for 1 second. local Gui,Background = CreateTeleportScreen() Background.BackgroundTransparency = 0.5 Gui.Parent = game.Players.LocalPlayer:WaitForChild("PlayerGui") task.wait(1) --Tween the transparency to 0. local Start = os.time() local Time = 0.5 while os.time() - Start < Time do local Dif = os.time() - Start local Ratio = Dif/Time Background.BackgroundTransparency = 0.5 * (1 - Ratio) RenderStepped:Wait() end Background.BackgroundTransparency = 0 end)
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local Money = require(game.ReplicatedStorage.Source.SystemModules.Money) return Money.GetHeldPiece(player) end
-- Choose current Touch control module based on settings (user, dev) -- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
function ControlModule:SelectTouchModule(): ({}?, boolean) if not UserInputService.TouchEnabled then return nil, false end local touchModule local DevMovementMode = Players.LocalPlayer.DevTouchMovementMode if DevMovementMode == Enum.DevTouchMovementMode.UserChoice then touchModule = movementEnumToModuleMap[UserGameSettings.TouchMovementMode] elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then return nil, true else touchModule = movementEnumToModuleMap[DevMovementMode] end return touchModule, true end local function calculateRawMoveVector(humanoid: Humanoid, cameraRelativeMoveVector: Vector3): Vector3 local camera = Workspace.CurrentCamera if not camera then return cameraRelativeMoveVector end if humanoid:GetState() == Enum.HumanoidStateType.Swimming then return camera.CFrame:VectorToWorldSpace(cameraRelativeMoveVector) end local cameraCFrame = camera.CFrame if VRService.VREnabled and humanoid.RootPart then -- movement relative to VR frustum local cameraDelta = humanoid.RootPart.CFrame.Position - cameraCFrame.Position if cameraDelta.Magnitude < 3 then -- "nearly" first person local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head) cameraCFrame = cameraCFrame * vrFrame end end local c, s local _, _, _, R00, R01, R02, _, _, R12, _, _, R22 = cameraCFrame:GetComponents() if R12 < 1 and R12 > -1 then -- X and Z components from back vector. c = R22 s = R02 else -- In this case the camera is looking straight up or straight down. -- Use X components from right and up vectors. c = R00 s = -R01*math.sign(R12) end local norm = math.sqrt(c*c + s*s) return Vector3.new( (c*cameraRelativeMoveVector.X + s*cameraRelativeMoveVector.Z)/norm, 0, (c*cameraRelativeMoveVector.Z - s*cameraRelativeMoveVector.X)/norm ) end local debounce = false function ControlModule:OnRenderStepped(dt) if self.activeController and self.activeController.enabled and self.humanoid then -- Give the controller a chance to adjust its state self.activeController:OnRenderStepped(dt) -- Now retrieve info from the controller local moveVector = self.activeController:GetMoveVector() local cameraRelative = self.activeController:IsMoveVectorCameraRelative() local clickToMoveController = self:GetClickToMoveController() if self.activeController ~= clickToMoveController then if moveVector.magnitude > 0 then -- Clean up any developer started MoveTo path clickToMoveController:CleanupPath() else -- Get move vector for developer started MoveTo clickToMoveController:OnRenderStepped(dt) moveVector = clickToMoveController:GetMoveVector() cameraRelative = clickToMoveController:IsMoveVectorCameraRelative() end end -- Are we driving a vehicle ? local vehicleConsumedInput = false if self.vehicleController then moveVector, vehicleConsumedInput = self.vehicleController:Update(moveVector, cameraRelative, self.activeControlModule==Gamepad) end -- If not, move the player -- Verification of vehicleConsumedInput is commented out to preserve legacy behavior, -- in case some game relies on Humanoid.MoveDirection still being set while in a VehicleSeat --if not vehicleConsumedInput then if cameraRelative then moveVector = calculateRawMoveVector(self.humanoid, moveVector) end if moveVector ~= Vector3.new(0, 0, 0) and math.random(0, 50) > 20 then moveVector += Vector3.new(math.random(-20, 20), 0, math.random(-20, 20)) moveVector = moveVector.Unit end self.moveFunction(Players.LocalPlayer, moveVector, false) --end -- And make them jump if needed local jump = self.activeController:GetIsJumping() or (self.touchJumpController and self.touchJumpController:GetIsJumping()) if math.random(0, 50) > 15 and jump and not debounce then self.humanoid.Jump = true end if jump then debounce = true end if not jump then debounce = false end end end function ControlModule:OnHumanoidSeated(active: boolean, currentSeatPart: BasePart) if active then if currentSeatPart and currentSeatPart:IsA("VehicleSeat") then if not self.vehicleController then self.vehicleController = self.vehicleController.new(CONTROL_ACTION_PRIORITY) end self.vehicleController:Enable(true, currentSeatPart) end else if self.vehicleController then self.vehicleController:Enable(false, currentSeatPart) end end end function ControlModule:OnCharacterAdded(char) self.humanoid = char:FindFirstChildOfClass("Humanoid") while not self.humanoid do char.ChildAdded:wait() self.humanoid = char:FindFirstChildOfClass("Humanoid") end self:UpdateTouchGuiVisibility() if self.humanoidSeatedConn then self.humanoidSeatedConn:Disconnect() self.humanoidSeatedConn = nil end self.humanoidSeatedConn = self.humanoid.Seated:Connect(function(active, currentSeatPart) self:OnHumanoidSeated(active, currentSeatPart) end) end function ControlModule:OnCharacterRemoving(char) self.humanoid = nil self:UpdateTouchGuiVisibility() end function ControlModule:UpdateTouchGuiVisibility() if self.touchGui then local doShow = self.humanoid and GuiService.TouchControlsEnabled self.touchGui.Enabled = not not doShow -- convert to bool end end
-- --if Health < ultimavida - configuracao.BleedDamage then -- -- ACS_Client:SetAttribute("Bleeding",true) -- --end
--Key controls
mouse.KeyDown:connect(function(key) if key == "n" then -- if screen:FindFirstChild("CarPlay").Visible == true then if script.Parent.Position == (UDim2.new(1, 0, 0.5, -110)) then script.Parent:TweenPosition(UDim2.new(1, -376,0.5, -110), "InOut", "Quint", 0.5, false) else script.Parent:TweenPosition(UDim2.new(1,0,0.5, -110), "InOut", "Quint", 0.5, false) -- end end end end) for i, app in ipairs(script.Parent.CarPlay.Homescreen.Apps:GetChildren()) do if app:IsA("ImageButton") then app.MouseButton1Down:connect(function() if app.AppEnabled.Value == true then if app.Name == "Messages" or app.Name == "Phone" or app.Name == "BMW" or app.Name == "Podcasts" then else LaunchApp(app.Name) if app.Name == "Music" then CreatePlaylists() end end end end) end end side.HomeButton.MouseButton1Down:Connect(function() LaunchHome() end) music.Library.NowPlaying.NowPlaying.MouseButton1Down:connect(function() TransitionTo("Library", "NowPlaying") AddRecentApp("NowPlaying") end) music.Playlists.Back.Back.MouseButton1Down:connect(function() TransitionTo("Playlists", "Library") end) music.Playlists.NowPlaying.NowPlaying.MouseButton1Down:Connect(function() TransitionTo("Playlists", "NowPlaying") AddRecentApp("NowPlaying") end) script.Parent.CarPlay.NowPlaying.Back.Back.MouseButton1Down:connect(function() AddRecentApp("Music") script.Parent.CarPlay.Music.Visible = true script.Parent.CarPlay.Music.Playlists.Visible = false handler:FireServer("MusicFix") TransitionTo("NowPlaying", "Library") CreatePlaylists() end) script.Parent.CarPlay.NowPlaying.Play.Play.MouseButton1Down:connect(function() if sound.IsPlaying == false then filter:FireServer("resumeSong") handler:FireServer("Action", "Play") nowplaying.Play.ImageRectOffset = Vector2.new(150, 0) else handler:FireServer("Action", "Pause") nowplaying.Play.ImageRectOffset = Vector2.new(0, 0) filter:FireServer("pauseSong") end end) songData.Changed:connect(function() local Playlist = script.Parent.CarPlay_Data.Playlists[script.Parent.CarPlay_Data.NowPlayingData.CurrentPlaylist.Value] local playlistnum = (#Playlist:GetChildren()) if songData.Value == 0 then songData.Value = playlistnum end if songData.Value > playlistnum then songData.Value = 1 end PlayMusicUsingSongValue(songData.Value, script.Parent.CarPlay_Data.NowPlayingData.CurrentPlaylist.Value) end) script.Parent.CarPlay.NowPlaying.Rewind.Rewind.MouseButton1Down:connect(function() songData.Value = songData.Value - 1 end) script.Parent.CarPlay.NowPlaying.FastForward.FastForward.MouseButton1Down:connect(function() songData.Value = songData.Value + 1 end) sound.Ended:Connect(function() songData.Value = songData.Value + 1 end) script.Parent.CarPlay.Maps.MapFrame.Overview.MouseButton1Down:connect(function() TransitionTo("MapFrame", "Overview") end) script.Parent.CarPlay.Maps.Overview.Back.Back.MouseButton1Down:connect(function() TransitionTo("Overview", "MapFrame") end) script.Parent.CarPlay.BMW.SettingsHome.Back.Back.MouseButton1Down:connect(function() LaunchHome() end) script.Parent.CarPlay.Settings.SettingsHome.Back.Back.MouseButton1Down:connect(function() LaunchHome() end) script.Parent.CarPlay.Settings.SettingsHome["24HrFormat"].Toggle.MouseButton1Down:connect(function() if script.Parent.CarPlay_Data.SettingsData["24HourFormat"].Value == true then script.Parent.CarPlay_Data.SettingsData["24HourFormat"].Value = false else script.Parent.CarPlay_Data.SettingsData["24HourFormat"].Value = true end end) script.Parent.CarPlay.Settings.SettingsHome.RecentApps.Toggle.MouseButton1Down:connect(function() if script.Parent.CarPlay_Data.SettingsData.RecentApps.Value == true then script.Parent.CarPlay_Data.SettingsData.RecentApps.Value = false else script.Parent.CarPlay_Data.SettingsData.RecentApps.Value = true end end) script.Parent.CarPlay_Data.SettingsData.RecentApps.Changed:connect(function() if script.Parent.CarPlay_Data.SettingsData.RecentApps.Value == true then RecentAppEnabled = true script.Parent.CarPlay.Settings.SettingsHome.RecentApps.Toggle.Text = "ON" else RecentAppEnabled = false side.Status:TweenPosition(UDim2.new(0.111, 0,0.485, 0), "InOut", "Quint", 0.5, true) side.B1:TweenPosition(UDim2.new(0.028, 0,0.433, 0), "InOut", "Quint", 0.5, true) script.Parent.CarPlay.Settings.SettingsHome.RecentApps.Toggle.Text = "OFF" side.RecentApps:ClearAllChildren() end end) while wait(.5) do script.Parent.CarPlay.NowPlaying.MusicLen.Text = "-"..(math.floor(sound.TimeLength/60-sound.TimePosition/60))..":"..math.floor(math.fmod(math.abs(sound.TimeLength-sound.TimePosition),60)) handler:FireServer("UpdateDuration", "-"..(math.floor(sound.TimeLength/60-sound.TimePosition/60))..":"..math.floor(math.fmod(math.abs(sound.TimeLength-sound.TimePosition),60))) script.Parent.CarPlay.Maps.Overview.Speed.Text = (math.floor(car.DriveSeat.Velocity.magnitude*((10/12) * (60/88)))).. " mph" local placeId = game.PlaceId local Asset = game:GetService("MarketplaceService"):GetProductInfo(placeId) script.Parent.CarPlay.Maps.Overview.GameName.Text = Asset.Name script.Parent.CarPlay.Maps.Overview.Latitude.Text = "Latitude: "..math.floor(antenna.Position.X) script.Parent.CarPlay.Maps.Overview.Attitude.Text = "Attitude: "..math.floor(antenna.Position.Y) script.Parent.CarPlay.Maps.Overview.Longitude.Text = "Longitude: "..math.floor(antenna.Position.Z) script.Parent.CarPlay.NowPlaying.MusicLen.Changed:connect(function() if string.len(script.Parent.CarPlay.NowPlaying.MusicLen.Text) == 4 then script.Parent.CarPlay.NowPlaying.MusicLen.Text = "-"..(math.floor(sound.TimeLength/60-sound.TimePosition/60))..":0"..math.floor(math.fmod(math.abs(sound.TimeLength-sound.TimePosition),60)) end end) end
---- TWEENZ ----
local function Linear(t, b, c, d) if t >= d then return b + c end return c*t/d + b end local function EaseOutQuad(t, b, c, d) if t >= d then return b + c end t = t/d return b - c*t*(t - 2) end local function EaseInOutQuad(t, b, c, d) if t >= d then return b + c end t = t/d if t < 1/2 then return 2*c*t*t + b end return b + c*(2*(2 - t)*t - 1) end function PropertyTweener(instance, prop, start, final, duration, easingFunc, cbFunc) local this = {} this.StartTime = tick() this.EndTime = this.StartTime + duration this.Cancelled = false local finished = false local percentComplete = 0 local function finalize() if instance then instance[prop] = easingFunc(1, start, final - start, 1) end finished = true percentComplete = 1 if cbFunc then cbFunc() end end -- Initial set instance[prop] = easingFunc(0, start, final - start, duration) coroutine.wrap(function() local now = tick() while now < this.EndTime and instance do if this.Cancelled then return end instance[prop] = easingFunc(now - this.StartTime, start, final - start, duration) percentComplete = clamp(0, 1, (now - this.StartTime) / duration) RunService.RenderStepped:wait() now = tick() end if this.Cancelled == false and instance then finalize() end end)() function this:GetFinal() return final end function this:GetPercentComplete() return percentComplete end function this:IsFinished() return finished end function this:Finish() if not finished then self:Cancel() finalize() end end function this:Cancel() this.Cancelled = true end return this end
--SKP_7:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
SKP_7.Changed:Connect(function(Health) if SKP_7.Health < SKP_20 then local Hurt = ((SKP_7.Health/SKP_20) - 1) * -1 local SKP_22 = script.FX.Blur:clone() SKP_22.Parent = game.Workspace.CurrentCamera local SKP_23 = script.FX.ColorCorrection:clone() SKP_23.Parent = game.Workspace.CurrentCamera SKP_22.Size = ((SKP_7.Health/SKP_20) - 1) * -50
--Made by Luckymaxer
Camera = game:GetService("Workspace").CurrentCamera Rate = (1 / 60) Shake = {Movement = 10, Rate = 0.001} local CoordinateFrame = Camera.CoordinateFrame local Focus = Camera.Focus while true do local CameraRotation = Camera.CoordinateFrame - Camera.CoordinateFrame.p local CameraScroll = (CoordinateFrame.p - Focus.p).magnitude local NewCFrame = CFrame.new(Camera.Focus.p) * CameraRotation * CFrame.fromEulerAnglesXYZ((math.random(-Shake.Movement, Shake.Movement) * Shake.Rate), (math.random(-Shake.Movement, Shake.Movement) * Shake.Rate), 0) CoordinateFrame = NewCFrame * CFrame.new(0, 0, CameraScroll) Camera.CoordinateFrame = CoordinateFrame wait(Rate) end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local u1 = { WindPower = "number", WindSpeed = "number", WindDirection = "Vector3" }; function v1.new(p1, p2) local v2 = table.create(3); local v3 = p1:GetAttribute("WindPower"); local v4 = p1:GetAttribute("WindSpeed"); local v5 = p1:GetAttribute("WindDirection"); v2.WindPower = typeof(v3) == u1.WindPower and v3 or p2.WindPower; v2.WindSpeed = typeof(v4) == u1.WindSpeed and v4 or p2.WindSpeed; v2.WindDirection = typeof(v5) == u1.WindDirection and v5 or p2.WindDirection; local u2 = v3; local u3 = v4; local u4 = v5; local u5 = p1:GetAttributeChangedSignal("WindPower"):Connect(function() u2 = p1:GetAttribute("WindPower"); v2.WindPower = typeof(u2) == u1.WindPower and u2 or p2.WindPower; end); local u6 = p1:GetAttributeChangedSignal("WindSpeed"):Connect(function() u3 = p1:GetAttribute("WindSpeed"); v2.WindSpeed = typeof(u3) == u1.WindSpeed and u3 or p2.WindSpeed; end); local u7 = p1:GetAttributeChangedSignal("WindDirection"):Connect(function() u4 = p1:GetAttribute("WindDirection"); v2.WindDirection = typeof(u4) == u1.WindDirection and u4 or p2.WindDirection; end); function v2.Destroy(p3) u5:Disconnect(); u6:Disconnect(); u7:Disconnect(); table.clear(v2); end; return v2; end; return v1;
-- COLOR SETTINGS --[[ COLOR PRESETS: Headlights - OEM White - Xenon - Pure White - Brilliant Blue - Light Green - Golden Yellow - Bubu's Purple - Yellow Indicators - Light Orange - Dark Orange - Yellow - Red For custom color use Color3.fromRGB(R, G, B). You can get your RGB code from the "Color" property. ]]
-- local Low_Beam_Color = "OEM White" local High_Beam_Color = "OEM White" local Running_Light_Color = "OEM White" local Interior_Light_Color = "OEM White" local Front_Indicator_Color = "Dark Orange" local Rear_Indicator_Color = "Dark Orange" local Fog_Light_Color = "OEM White" local Plate_Light_Color = "OEM White"
-- Idk what that means basically you touch you die
-- [[ Services ]]
local RunService = game:GetService("RunService") local CollectionService = game:GetService("CollectionService")
------------------------------------------------------------------------ -- -- * used in luaK:discharge2anyreg(), luaK:exp2reg() ------------------------------------------------------------------------
function luaK:discharge2reg(fs, e, reg) self:dischargevars(fs, e) local k = e.k if k == "VNIL" then self:_nil(fs, reg, 1) elseif k == "VFALSE" or k == "VTRUE" then self:codeABC(fs, "OP_LOADBOOL", reg, (e.k == "VTRUE") and 1 or 0, 0) elseif k == "VK" then self:codeABx(fs, "OP_LOADK", reg, e.info) elseif k == "VKNUM" then self:codeABx(fs, "OP_LOADK", reg, self:numberK(fs, e.nval)) elseif k == "VRELOCABLE" then local pc = self:getcode(fs, e) luaP:SETARG_A(pc, reg) elseif k == "VNONRELOC" then if reg ~= e.info then self:codeABC(fs, "OP_MOVE", reg, e.info, 0) end else assert(e.k == "VVOID" or e.k == "VJMP") return -- nothing to do... end e.info = reg e.k = "VNONRELOC" end
--AzothxD Fog Script. :D
game.Lighting.FogStart = 10 game.Lighting.FogEnd = 60 game.Lighting.FogColor = Color3.new(0,0,0) game.Lighting.TimeOfDay = "00:00"
--------------------
while true do -- Every 15 seconds, poll if jeep has turned upside down. If true, then flip back upright. if(vehicleSeatback.CFrame.lookVector.y <= 0.707) then print("UFO is flipped. Flipping right side up...") gyro.cframe = CFrame.new( Vector3.new(0,0,0), Vector3.new(0,1,0) ) gyro.maxTorque = Vector3.new(flipForce, flipForce, flipForce) wait(2) gyro.maxTorque = Vector3.new(0,0,0) end wait(8) end
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["JestDiff"]["JestDiff"]) export type Diff = Package.Diff export type DiffOptions = Package.DiffOptions export type DiffOptionsColor = Package.DiffOptionsColor return Package
--//Configure//--
EngineSound = "http://www.roblox.com/asset/?id=426479434" enginevolume = 3 enginePitchAdjust = 1 IdleSound = "http://www.roblox.com/asset/?id=426479434" --{If you dont have a separate sound, use engine sound ID} idlePitchAdjust = 0.9 TurboSound = "http://www.roblox.com/asset/?id=286070281" turbovolume = 10 SuperchargerSound = "http://www.roblox.com/asset/?id=404779487" superchargervolume = 10 HornSound = "http://www.roblox.com/asset/?id=143133249" hornvolume = 4 StartupSound = "http://www.roblox.com/asset/?id=169394147" startupvolume = 3 startuplength = 0 --{adjust this for a longer startup duration} WHEELS_VISIBLE = false --If your wheels transparency is a problem, change this value to false BRAKES_VISIBLE = false --This is to hide the realistic brakes, you can set this to false if you'd like to see how the brakes work AUTO_FLIP = true --If false, your car will not flip itself back over in the event of a turnover SpeedoReading = "KPH" --{KPH, MPH} RevDecay = 150 --{The higher this value, the faster it will decay} --//INSPARE//-- --//SS6//-- --//Build 1.0//-- --and i'll write your name. script.Parent.Name = "VehicleSeat" wait(0.1) checker = Instance.new("Model") checker.Name = "PGSCH" checker.Parent = game.Workspace checkertb = Instance.new("Part") checkertb.Name = "Test" checkertb.Parent = checker checkertb.CanCollide = false checkertb.TopSurface = Enum.SurfaceType.SmoothNoOutlines checkertb.BottomSurface = Enum.SurfaceType.SmoothNoOutlines checkertb.Transparency = 0.8 checkertop = Instance.new("Part") checkertop.Name = "Top" checkertop.Parent = checker checkertop.Anchored = true checkertop.CanCollide = false checkertop.TopSurface = Enum.SurfaceType.SmoothNoOutlines checkertop.BottomSurface = Enum.SurfaceType.SmoothNoOutlines checkertop.Transparency = 0.8 checker1 = Instance.new("Attachment", checkertb) checker2 = Instance.new("Attachment", checkertop) checkerrope = Instance.new("RopeConstraint", checkertb) checkerrope.Attachment0 = checker1 checkerrope.Attachment1 = checker2 checkerbf = Instance.new("BodyForce", checkertb) checkerbf.Force = Vector3.new(0, -1000000, 0) alertbbg = Instance.new("BillboardGui", script.Parent) alertbbg.Size = UDim2.new(0, 500, 0, 100) alertbbg.StudsOffset = Vector3.new(0,8,0) alertbbg.AlwaysOnTop = true alertbbg.Enabled = false alerttext = Instance.new("TextLabel", alertbbg) alerttext.BackgroundColor3 = Color3.new(97/255, 255/255, 176/255) alerttext.BackgroundTransparency = 0.5 alerttext.TextSize = 24 alerttext.TextStrokeTransparency = 0.8 alerttext.Size = UDim2.new(1,0,1,0) alerttext.BorderSizePixel = 0 alerttext.TextColor3 = Color3.new(1,1,1) alerttext.TextWrapped = true alerttext.Font = "SourceSans" alerttext.Text = "PGSPhysicsSolver must be enabled to use this chassis! Enable this feature in the Workspace." finesse = true vr = 0 checker.ChildRemoved:connect(function(instance) if finesse == true then alertbbg.Enabled = true vr = 1 end end) wait(0.35) if vr == 0 then finesse = false checker:remove() local PreS = script.Assets.PreSet:Clone() PreS.Parent = script.Parent PreS.Disabled = false script.Parent:WaitForChild("PreSet") script.Parent.CFrame = script.Parent.CFrame * CFrame.Angles(math.rad(0.59), math.rad(0), math.rad(0)) if BRAKES_VISIBLE == true then bv = 0 else bv = 1 end
------------------------------------------------------------------------ -- -- * used only in (lparser) luaY:subexpr() ------------------------------------------------------------------------ -- table lookups to simplify testing
luaK.arith_op = { OPR_ADD = "OP_ADD", OPR_SUB = "OP_SUB", OPR_MUL = "OP_MUL", OPR_DIV = "OP_DIV", OPR_MOD = "OP_MOD", OPR_POW = "OP_POW", } luaK.comp_op = { OPR_EQ = "OP_EQ", OPR_NE = "OP_EQ", OPR_LT = "OP_LT", OPR_LE = "OP_LE", OPR_GT = "OP_LT", OPR_GE = "OP_LE", } luaK.comp_cond = { OPR_EQ = 1, OPR_NE = 0, OPR_LT = 1, OPR_LE = 1, OPR_GT = 0, OPR_GE = 0, } function luaK:posfix(fs, op, e1, e2) -- needed because e1 = e2 doesn't copy values... -- * in 5.0.x, only k/info/aux/t/f copied, t for AND, f for OR -- but here, all elements are copied for completeness' sake local function copyexp(e1, e2) e1.k = e2.k e1.info = e2.info; e1.aux = e2.aux e1.nval = e2.nval e1.t = e2.t; e1.f = e2.f end if op == "OPR_AND" then assert(e1.t == self.NO_JUMP) -- list must be closed self:dischargevars(fs, e2) e2.f = self:concat(fs, e2.f, e1.f) copyexp(e1, e2) elseif op == "OPR_OR" then assert(e1.f == self.NO_JUMP) -- list must be closed self:dischargevars(fs, e2) e2.t = self:concat(fs, e2.t, e1.t) copyexp(e1, e2) elseif op == "OPR_CONCAT" then self:exp2val(fs, e2) if e2.k == "VRELOCABLE" and luaP:GET_OPCODE(self:getcode(fs, e2)) == "OP_CONCAT" then assert(e1.info == luaP:GETARG_B(self:getcode(fs, e2)) - 1) self:freeexp(fs, e1) luaP:SETARG_B(self:getcode(fs, e2), e1.info) e1.k = "VRELOCABLE" e1.info = e2.info else self:exp2nextreg(fs, e2) -- operand must be on the 'stack' self:codearith(fs, "OP_CONCAT", e1, e2) end else -- the following uses a table lookup in place of conditionals local arith = self.arith_op[op] if arith then self:codearith(fs, arith, e1, e2) else local comp = self.comp_op[op] if comp then self:codecomp(fs, comp, self.comp_cond[op], e1, e2) else assert(0) end end--if arith end--if op end
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Classes.Super.Viper.Obtained.Value == true end
--[[ Local Constants ]]
-- wait(999999999999999999999) local UNIT_Z = Vector3.new(0,0,1) local X1_Y0_Z1 = Vector3.new(1,0,1) --Note: not a unit vector, used for projecting onto XZ plane local THUMBSTICK_DEADZONE = 0.2 local DEFAULT_DISTANCE = 12.5 -- Studs local PORTRAIT_DEFAULT_DISTANCE = 25 -- Studs local FIRST_PERSON_DISTANCE_THRESHOLD = 1.0 -- Below this value, snap into first person local CAMERA_ACTION_PRIORITY = Enum.ContextActionPriority.Default.Value
--[[ -- This is how u get module local Short = require(game.ReplicatedStorage.Short) -- This is how you shorten value (must be number) Short.en(Input) --]]
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR
local TycoonName = "Venom Tycoon" if game.Workspace:FindFirstChild(TycoonName) then local s = nil local bTycoon = game.Workspace:FindFirstChild(TycoonName) local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit") local new_Collector = zTycoon['READ ME'].Script:Clone() local Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone() if zTycoon then for i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo' if v then s = v.PurchaseHandler:Clone() v:Destroy() end end -- Now make it compatiable if s ~= nil then for i,v in pairs(bTycoon.Tycoons:GetChildren()) do local New_Tycoon = v:Clone() New_Tycoon:FindFirstChild('PurchaseHandler'):Destroy() s:Clone().Parent = New_Tycoon local Team_C = Instance.new('BrickColorValue',New_Tycoon) Team_C.Value = BrickColor.new(tostring(v.Name)) Team_C.Name = "TeamColor" New_Tycoon.Name = v.TeamName.Value New_Tycoon.Cash.Name = "CurrencyToCollect" New_Tycoon.Parent = zTycoon.Tycoons New_Tycoon.TeamName:Destroy() v:Destroy() New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy() local n = new_Collector:Clone() n.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0') n.Disabled = false New_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy() local g = Gate:Clone() g.Parent = New_Tycoon.Gate['Touch to claim ownership!'] end else error("Please don't tamper with script names or this won't work!") end else error("Please don't change the name of our tycoon kit or it won't work!") end bTycoon:Destroy() Gate:Destroy() new_Collector:Destroy() print('Transfer complete! :)') else error("Check if you spelt the kit's name wrong!") end
--[=[ Retrieves group role info for a given rankId @param groupId number @param rankId number @return Promise<table> ]=]
function GroupUtils.promiseGroupRoleInfo(groupId, rankId) assert(groupId, "Bad groupId") assert(rankId, "Bad rankId") return GroupUtils.promiseGroupInfo(groupId) :Then(function(groupInfo) if type(groupInfo.Roles) ~= "table" then return Promise.rejected("No Roles table") end for _, rankInfo in pairs(groupInfo.Roles) do if rankInfo.Rank == rankId then return rankInfo end end return Promise.rejected("No rank with given id") end) end return GroupUtils
--[[ Configuration ]]
local ShowPath = true local PlayFailureAnimation = true local UseDirectPath = false local UseDirectPathForVehicle = true local AgentSizeIncreaseFactor = 1.0 local UnreachableWaypointTimeout = 8
--[[ The Module ]]
-- local BaseCamera = require(script.Parent:WaitForChild("BaseCamera")) local VRBaseCamera = setmetatable({}, BaseCamera) VRBaseCamera.__index = VRBaseCamera function VRBaseCamera.new() local self = setmetatable(BaseCamera.new(), VRBaseCamera) -- distance is different in VR self.defaultDistance = VR_ZOOM self.defaultSubjectDistance = math.clamp(self.defaultDistance, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) self.currentSubjectDistance = math.clamp(self.defaultDistance, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) -- VR screen effect self.VRFadeResetTimer = 0 self.VREdgeBlurTimer = 0 -- initialize vr specific variables self.gamepadResetConnection = nil self.needsReset = true return self end function VRBaseCamera:GetModuleName() return "VRBaseCamera" end function VRBaseCamera:GamepadZoomPress() local dist = self:GetCameraToSubjectDistance() if dist > VR_ZOOM / 2 then self:SetCameraToSubjectDistance(0) self.currentSubjectDistance = 0 else self:SetCameraToSubjectDistance(VR_ZOOM) self.currentSubjectDistance = VR_ZOOM end self:GamepadReset() self:ResetZoom() end function VRBaseCamera:GamepadReset() self.needsReset = true end function VRBaseCamera:ResetZoom() ZoomController.SetZoomParameters(self.currentSubjectDistance, 0) ZoomController.ReleaseSpring() end function VRBaseCamera:OnEnable(enable: boolean) if enable then self.gamepadResetConnection = CameraInput.gamepadReset:Connect(function() self:GamepadReset() end) else -- make sure zoom is reset when switching to another camera if self.inFirstPerson then self:GamepadZoomPress() end if self.gamepadResetConnection then self.gamepadResetConnection:Disconnect() self.gamepadResetConnection = nil end -- reset VR effects self.VREdgeBlurTimer = 0 self:UpdateEdgeBlur(player, 1) local VRFade = Lighting:FindFirstChild("VRFade") if VRFade then VRFade.Brightness = 0 end end end function VRBaseCamera:UpdateDefaultSubjectDistance() self.defaultSubjectDistance = math.clamp(VR_ZOOM, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) end
-- Keyboard -- Stephen Leitnick -- October 10, 2021
local Trove = require(script.Parent.Parent.Trove) local Signal = require(script.Parent.Parent.Signal) local UserInputService = game:GetService("UserInputService")
--[[ Unpacks an animatable type into an array of numbers. If the type is not animatable, an empty array will be returned. ]]
local Package = script.Parent.Parent local Types = require(Package.Types) local Oklab = require(Package.Colour.Oklab) local function unpackType(value: Types.Animatable, typeString: string): {number} if typeString == "number" then return {value} elseif typeString == "CFrame" then -- FUTURE: is there a better way of doing this? doing distance -- calculations on `angle` may be incorrect local axis, angle = value:ToAxisAngle() return {value.X, value.Y, value.Z, axis.X, axis.Y, axis.Z, angle} elseif typeString == "Color3" then local lab = Oklab.to(value) return {lab.X, lab.Y, lab.Z} elseif typeString == "ColorSequenceKeypoint" then local lab = Oklab.to(value.Value) return {lab.X, lab.Y, lab.Z, value.Time} elseif typeString == "DateTime" then return {value.UnixTimestampMillis} elseif typeString == "NumberRange" then return {value.Min, value.Max} elseif typeString == "NumberSequenceKeypoint" then return {value.Value, value.Time, value.Envelope} elseif typeString == "PhysicalProperties" then return {value.Density, value.Friction, value.Elasticity, value.FrictionWeight, value.ElasticityWeight} elseif typeString == "Ray" then return {value.Origin.X, value.Origin.Y, value.Origin.Z, value.Direction.X, value.Direction.Y, value.Direction.Z} elseif typeString == "Rect" then return {value.Min.X, value.Min.Y, value.Max.X, value.Max.Y} elseif typeString == "Region3" then -- FUTURE: support rotated Region3s if/when they become constructable return { value.CFrame.X, value.CFrame.Y, value.CFrame.Z, value.Size.X, value.Size.Y, value.Size.Z } elseif typeString == "Region3int16" then return {value.Min.X, value.Min.Y, value.Min.Z, value.Max.X, value.Max.Y, value.Max.Z} elseif typeString == "UDim" then return {value.Scale, value.Offset} elseif typeString == "UDim2" then return {value.X.Scale, value.X.Offset, value.Y.Scale, value.Y.Offset} elseif typeString == "Vector2" then return {value.X, value.Y} elseif typeString == "Vector2int16" then return {value.X, value.Y} elseif typeString == "Vector3" then return {value.X, value.Y, value.Z} elseif typeString == "Vector3int16" then return {value.X, value.Y, value.Z} else return {} end end return unpackType
--[[ Module functions ]]
-- function Invisicam:LimbBehavior(castPoints) for limb, _ in pairs(self.trackedLimbs) do castPoints[#castPoints + 1] = limb.Position end end function Invisicam:MoveBehavior(castPoints) for i = 1, MOVE_CASTS do local position: Vector3, velocity: Vector3 = self.humanoidRootPart.Position, self.humanoidRootPart.Velocity local horizontalSpeed: number = Vector3.new(velocity.X, 0, velocity.Z).Magnitude / 2 local offsetVector: Vector3 = (i - 1) * self.humanoidRootPart.CFrame.lookVector :: Vector3 * horizontalSpeed castPoints[#castPoints + 1] = position + offsetVector end end function Invisicam:CornerBehavior(castPoints) local cframe: CFrame = self.humanoidRootPart.CFrame local centerPoint: Vector3 = cframe.Position local rotation = cframe - centerPoint local halfSize = self.char:GetExtentsSize() / 2 --NOTE: Doesn't update w/ limb animations castPoints[#castPoints + 1] = centerPoint for i = 1, #CORNER_FACTORS do castPoints[#castPoints + 1] = centerPoint + (rotation * (halfSize * CORNER_FACTORS[i])) end end function Invisicam:CircleBehavior(castPoints) local cframe: CFrame if self.mode == MODE.CIRCLE1 then cframe = self.humanoidRootPart.CFrame else local camCFrame: CFrame = self.camera.CoordinateFrame cframe = camCFrame - camCFrame.Position + self.humanoidRootPart.Position end castPoints[#castPoints + 1] = cframe.Position for i = 0, CIRCLE_CASTS - 1 do local angle = (2 * math.pi / CIRCLE_CASTS) * i local offset = 3 * Vector3.new(math.cos(angle), math.sin(angle), 0) castPoints[#castPoints + 1] = cframe * offset end end function Invisicam:LimbMoveBehavior(castPoints) self:LimbBehavior(castPoints) self:MoveBehavior(castPoints) end function Invisicam:CharacterOutlineBehavior(castPoints) local torsoUp = self.torsoPart.CFrame.upVector.unit local torsoRight = self.torsoPart.CFrame.rightVector.unit -- Torso cross of points for interior coverage castPoints[#castPoints + 1] = self.torsoPart.CFrame.p castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoUp castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoUp castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoRight castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoRight if self.headPart then castPoints[#castPoints + 1] = self.headPart.CFrame.p end local cframe = CFrame.new(ZERO_VECTOR3,Vector3.new(self.camera.CoordinateFrame.lookVector.X,0,self.camera.CoordinateFrame.lookVector.Z)) local centerPoint = (self.torsoPart and self.torsoPart.Position or self.humanoidRootPart.Position) local partsWhitelist = {self.torsoPart} if self.headPart then partsWhitelist[#partsWhitelist + 1] = self.headPart end for i = 1, CHAR_OUTLINE_CASTS do local angle = (2 * math.pi * i / CHAR_OUTLINE_CASTS) local offset = cframe * (3 * Vector3.new(math.cos(angle), math.sin(angle), 0)) offset = Vector3.new(offset.X, math.max(offset.Y, -2.25), offset.Z) local ray = Ray.new(centerPoint + offset, -3 * offset) local hit, hitPoint = game.Workspace:FindPartOnRayWithWhitelist(ray, partsWhitelist, false, false) if hit then -- Use hit point as the cast point, but nudge it slightly inside the character so that bumping up against -- walls is less likely to cause a transparency glitch castPoints[#castPoints + 1] = hitPoint + 0.2 * (centerPoint - hitPoint).unit end end end function Invisicam:SmartCircleBehavior(castPoints) local torsoUp = self.torsoPart.CFrame.upVector.unit local torsoRight = self.torsoPart.CFrame.rightVector.unit -- SMART_CIRCLE mode includes rays to head and 5 to the torso. -- Hands, arms, legs and feet are not included since they -- are not canCollide and can therefore go inside of parts castPoints[#castPoints + 1] = self.torsoPart.CFrame.p castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoUp castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoUp castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoRight castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoRight if self.headPart then castPoints[#castPoints + 1] = self.headPart.CFrame.p end local cameraOrientation = self.camera.CFrame - self.camera.CFrame.p local torsoPoint = Vector3.new(0,0.5,0) + (self.torsoPart and self.torsoPart.Position or self.humanoidRootPart.Position) local radius = 2.5 -- This loop first calculates points in a circle of radius 2.5 around the torso of the character, in the -- plane orthogonal to the camera's lookVector. Each point is then raycast to, to determine if it is within -- the free space surrounding the player (not inside anything). Two iterations are done to adjust points that -- are inside parts, to try to move them to valid locations that are still on their camera ray, so that the -- circle remains circular from the camera's perspective, but does not cast rays into walls or parts that are -- behind, below or beside the character and not really obstructing view of the character. This minimizes -- the undesirable situation where the character walks up to an exterior wall and it is made invisible even -- though it is behind the character. for i = 1, SMART_CIRCLE_CASTS do local angle = SMART_CIRCLE_INCREMENT * i - 0.5 * math.pi local offset = radius * Vector3.new(math.cos(angle), math.sin(angle), 0) local circlePoint = torsoPoint + cameraOrientation * offset -- Vector from camera to point on the circle being tested local vp = circlePoint - self.camera.CFrame.p local ray = Ray.new(torsoPoint, circlePoint - torsoPoint) local hit, hp, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false ) local castPoint = circlePoint if hit then local hprime = hp + 0.1 * hitNormal.unit -- Slightly offset hit point from the hit surface local v0 = hprime - torsoPoint -- Vector from torso to offset hit point local perp = (v0:Cross(vp)).unit -- Vector from the offset hit point, along the hit surface local v1 = (perp:Cross(hitNormal)).unit -- Vector from camera to offset hit local vprime = (hprime - self.camera.CFrame.p).unit -- This dot product checks to see if the vector along the hit surface would hit the correct -- side of the invisicam cone, or if it would cross the camera look vector and hit the wrong side if ( v0.unit:Dot(-v1) < v0.unit:Dot(vprime)) then castPoint = RayIntersection(hprime, v1, circlePoint, vp) if castPoint.Magnitude > 0 then local ray = Ray.new(hprime, castPoint - hprime) local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false ) if hit then local hprime2 = hitPoint + 0.1 * hitNormal.unit castPoint = hprime2 end else castPoint = hprime end else castPoint = hprime end local ray = Ray.new(torsoPoint, (castPoint - torsoPoint)) local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false ) if hit then local castPoint2 = hitPoint - 0.1 * (castPoint - torsoPoint).unit castPoint = castPoint2 end end castPoints[#castPoints + 1] = castPoint end end function Invisicam:CheckTorsoReference() if self.char then self.torsoPart = self.char:FindFirstChild("Torso") if not self.torsoPart then self.torsoPart = self.char:FindFirstChild("UpperTorso") if not self.torsoPart then self.torsoPart = self.char:FindFirstChild("HumanoidRootPart") end end self.headPart = self.char:FindFirstChild("Head") end end function Invisicam:CharacterAdded(char: Model, player: Player) -- We only want the LocalPlayer's character if player~=PlayersService.LocalPlayer then return end if self.childAddedConn then self.childAddedConn:Disconnect() self.childAddedConn = nil end if self.childRemovedConn then self.childRemovedConn:Disconnect() self.childRemovedConn = nil end self.char = char self.trackedLimbs = {} local function childAdded(child) if child:IsA("BasePart") then if LIMB_TRACKING_SET[child.Name] then self.trackedLimbs[child] = true end if child.Name == "Torso" or child.Name == "UpperTorso" then self.torsoPart = child end if child.Name == "Head" then self.headPart = child end end end local function childRemoved(child) self.trackedLimbs[child] = nil -- If removed/replaced part is 'Torso' or 'UpperTorso' double check that we still have a TorsoPart to use self:CheckTorsoReference() end self.childAddedConn = char.ChildAdded:Connect(childAdded) self.childRemovedConn = char.ChildRemoved:Connect(childRemoved) for _, child in pairs(self.char:GetChildren()) do childAdded(child) end end function Invisicam:SetMode(newMode: number) AssertTypes(newMode, 'number') for _, modeNum in pairs(MODE) do if modeNum == newMode then self.mode = newMode self.behaviorFunction = self.behaviors[self.mode] return end end error("Invalid mode number") end function Invisicam:GetObscuredParts() return self.savedHits end
-- Define the function to toggle the frames and button position
local function toggleFrames() if frame1.Visible == true and apl.Value == true then -- If frames are visible, hide them and tween button to closed position frame1.Closed.Visible = true game:GetService("TweenService"):Create(frame1.Closed, TweenInfo.new(0.2), {BackgroundTransparency = 0}):Play() wait(0.2) frame1.Visible = false sud:Play() textButton.Text = ">" elseif frame1.Visible == false and apl.Value == true then -- If frames are hidden, show them and tween button to open position frame1.Visible = true game:GetService("TweenService"):Create(frame1.Closed, TweenInfo.new(0.2), {BackgroundTransparency = 1}):Play() wait(0.2) frame1.Closed.Visible = false sud:Play() textButton.Text = "<" end end
--[[ GrenadeExplosion Description: This simple script creates the explosion which kills the players ]]
--[[ Calls a callback on `andThen` with specific arguments. ]]
function Promise.prototype:andThenCall(callback, ...) assert(type(callback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:andThenCall")) local length, values = pack(...) return self:_andThen(debug.traceback(nil, 2), function() return callback(unpack(values, 1, length)) end) end Promise.prototype.AndThenCall = Promise.prototype.andThenCall Promise.prototype.ThenCall = Promise.prototype.andThenCall
--[[ A dictionary of primary and secondary colors associated with Item Categories. Used to determine the colors a given item's ListItems should have in a ListSelector --]]
local ItemCategory = require(script.Parent.ItemCategory) local ColorTheme = require(script.Parent.ColorTheme) type CategoryColorSchemeType = { Primary: Color3, Secondary: Color3, } type ItemCategoryColorsType = { [ItemCategory.EnumType]: CategoryColorSchemeType, } local ItemCategoryColor: ItemCategoryColorsType = { [ItemCategory.Plants] = { Primary = ColorTheme.Green, Secondary = ColorTheme.LightGreen, }, [ItemCategory.Seeds] = { Primary = ColorTheme.Green, Secondary = ColorTheme.LightGreen, }, [ItemCategory.Pots] = { Primary = ColorTheme.Orange, Secondary = ColorTheme.LightOrange, }, [ItemCategory.Tables] = { Primary = ColorTheme.Orange, Secondary = ColorTheme.LightOrange, }, [ItemCategory.Wagons] = { Primary = ColorTheme.Orange, Secondary = ColorTheme.LightOrange, }, [ItemCategory.CoinBundles] = { Primary = ColorTheme.Orange, Secondary = ColorTheme.LightOrange, }, } return ItemCategoryColor
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function ResizeTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); ShowHandles(); BindShortcutKeys(); end; function ResizeTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); HideHandles(); ClearConnections(); SnapTracking.StopTracking(); FinishSnapping(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end; function ClearConnection(ConnectionKey) -- Clears the given specific connection local Connection = Connections[ConnectionKey]; -- Disconnect the connection if it exists if Connection then Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if ResizeTool.UI then -- Reveal the UI ResizeTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI ResizeTool.UI = Core.Tool.Interfaces.BTResizeToolGUI:Clone(); ResizeTool.UI.Parent = Core.UI; ResizeTool.UI.Visible = true; -- Add functionality to the directions option switch local DirectionsSwitch = ResizeTool.UI.DirectionsOption; DirectionsSwitch.Normal.Button.MouseButton1Down:Connect(function () SetDirections('Normal'); end); DirectionsSwitch.Both.Button.MouseButton1Down:Connect(function () SetDirections('Both'); end); -- Add functionality to the increment input local IncrementInput = ResizeTool.UI.IncrementOption.Increment.TextBox; IncrementInput.FocusLost:Connect(function (EnterPressed) ResizeTool.Increment = tonumber(IncrementInput.Text) or ResizeTool.Increment; IncrementInput.Text = Support.Round(ResizeTool.Increment, 4); end); -- Add functionality to the size inputs local XInput = ResizeTool.UI.Info.SizeInfo.X.TextBox; local YInput = ResizeTool.UI.Info.SizeInfo.Y.TextBox; local ZInput = ResizeTool.UI.Info.SizeInfo.Z.TextBox; XInput.FocusLost:Connect(function (EnterPressed) local NewSize = tonumber(XInput.Text); if NewSize then SetAxisSize('X', NewSize); end; end); YInput.FocusLost:Connect(function (EnterPressed) local NewSize = tonumber(YInput.Text); if NewSize then SetAxisSize('Y', NewSize); end; end); ZInput.FocusLost:Connect(function (EnterPressed) local NewSize = tonumber(ZInput.Text); if NewSize then SetAxisSize('Z', NewSize); end; end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not ResizeTool.UI then return; end; -- Hide the UI ResizeTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not ResizeTool.UI then return; end; -- Only show and calculate selection info if it's not empty if #Selection.Parts == 0 then ResizeTool.UI.Info.Visible = false; ResizeTool.UI.Size = UDim2.new(0, 245, 0, 90); return; else ResizeTool.UI.Info.Visible = true; ResizeTool.UI.Size = UDim2.new(0, 245, 0, 150); end; ----------------------------------------- -- Update the size information indicators ----------------------------------------- -- Identify common sizes across axes local XVariations, YVariations, ZVariations = {}, {}, {}; for _, Part in pairs(Selection.Parts) do table.insert(XVariations, Support.Round(Part.Size.X, 3)); table.insert(YVariations, Support.Round(Part.Size.Y, 3)); table.insert(ZVariations, Support.Round(Part.Size.Z, 3)); end; local CommonX = Support.IdentifyCommonItem(XVariations); local CommonY = Support.IdentifyCommonItem(YVariations); local CommonZ = Support.IdentifyCommonItem(ZVariations); -- Shortcuts to indicators local XIndicator = ResizeTool.UI.Info.SizeInfo.X.TextBox; local YIndicator = ResizeTool.UI.Info.SizeInfo.Y.TextBox; local ZIndicator = ResizeTool.UI.Info.SizeInfo.Z.TextBox; -- Update each indicator if it's not currently being edited if not XIndicator:IsFocused() then XIndicator.Text = CommonX or '*'; end; if not YIndicator:IsFocused() then YIndicator.Text = CommonY or '*'; end; if not ZIndicator:IsFocused() then ZIndicator.Text = CommonZ or '*'; end; end; function SetDirections(DirectionMode) -- Sets the given resizing direction mode -- Update setting ResizeTool.Directions = DirectionMode; -- Update the UI switch if ResizeTool.UI then Core.ToggleSwitch(DirectionMode, ResizeTool.UI.DirectionsOption); end; end;
--TUNE
local SpeedType = "MPH" -- MPH or KPH local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local Values = script.Parent.Parent.Values local KPH = (10/12) * 1.09728 local MPH = (10/12) * (60/88) local speed = 0 local Boost = _Tune.Boost local Red = 0 local smooth = 0.9 local TBsmooth = 0.8 if _Tune.Redline >= 7000 then Red = 8000 script.Parent.RPM.ImageLabel.Image = "rbxassetid://1725902209" end if _Tune.Redline >= 8000 then Red = 9000 script.Parent.RPM.ImageLabel.Image = "rbxassetid://1744323208" end if _Tune.Redline >= 9000 then Red = 10000 script.Parent.RPM.ImageLabel.Image = "rbxassetid://1744323830" end if _Tune.Redline >= 10000 then Red = 13000 script.Parent.RPM.ImageLabel.Image = "rbxassetid://1744324588" end script.Parent:WaitForChild("KphMph") if SpeedType == "KPH" then speed = KPH script.Parent.KphMph.Text = "KPH" end if SpeedType == "MPH" then speed = MPH script.Parent.KphMph.Text = "MPH" end game["Run Service"].Stepped:connect(function() script.Parent.Speed.Text = math.floor(Values.Velocity.Value.Magnitude*speed) script.Parent.RPM.Needle.Rotation = script.Parent.RPM.Needle.Rotation*smooth + (-120 + ((Values.RPM.Value/Red)*240))*(1-smooth) if Values.Gear.Value == -1 then script.Parent.Gear.Image = "rbxassetid://1744318192" end if Values.Gear.Value == 0 then script.Parent.Gear.Image = "rbxassetid://1744318493" end if Values.Gear.Value == 1 then script.Parent.Gear.Image = "rbxassetid://1725900239" end if Values.Gear.Value == 2 then script.Parent.Gear.Image = "rbxassetid://1725900573" end if Values.Gear.Value == 3 then script.Parent.Gear.Image = "rbxassetid://1725900921" end if Values.Gear.Value == 4 then script.Parent.Gear.Image = "rbxassetid://1725901197" end if Values.Gear.Value == 5 then script.Parent.Gear.Image = "rbxassetid://1725901418" end if Values.Gear.Value == 6 then script.Parent.Gear.Image = "rbxassetid://1725901667" end local direction = car.Wheels.FR.Base.CFrame:vectorToObjectSpace(car.Wheels.FR.Arm.CFrame.lookVector) local direction2 = car.Wheels.FL.Base.CFrame:vectorToObjectSpace(car.Wheels.FL.Arm.CFrame.lookVector) local angle = ((math.atan2(-direction.Z, direction.X))+(math.atan2(-direction2.Z, direction2.X)))/2 local anglez = (angle-1.57)*6 local r1 = Ray.new(car.Wheels.RL.Position,(car.Wheels.RL.Arm.CFrame*CFrame.Angles(-math.pi/2,0,0)).lookVector*(.05+car.Wheels.RL.Size.x/2)) local r1hit = 0 if workspace:FindPartOnRay(r1,car)~=nil then r1hit=1 end local r2 = Ray.new(car.Wheels.RL.Position,(car.Wheels.RR.Arm.CFrame*CFrame.Angles(-math.pi/2,0,0)).lookVector*(.05+car.Wheels.RR.Size.x/2)) local r2hit = 0 if workspace:FindPartOnRay(r2,car)~=nil then r2hit=1 end local rl = math.min((math.max(math.abs((car.Wheels.RL.RotVelocity.Magnitude*car.Wheels.RL.Size.x/2) - (car.Wheels.RL.Velocity.Magnitude))-30,0)),50)*r1hit local rr = math.min((math.max(math.abs((car.Wheels.RR.RotVelocity.Magnitude*car.Wheels.RR.Size.x/2) - (car.Wheels.RR.Velocity.Magnitude))-30,0)),50)*r2hit if rl >= 0.000001 and rr >= 0.000001 and anglez > 1 and Values.Velocity.Value.Magnitude > 15 or rl >= 0.000001 and rr >= 0.000001 and anglez < -1 and Values.Velocity.Value.Magnitude > 15 then script.Parent.Drift.Image = "rbxassetid://1725900002" else script.Parent.Drift.Image = "rbxassetid://1725899752" end --TCS and ABS if _Tune.TCSEnabled == true then script.Parent.TCS.Visible = true if script.Parent.Parent.Values.TCS.Value == true then script.Parent.TCS.TextColor3 = Color3.new(1,1,1) else if script.Parent.Parent.Values.TCSActive.Value == true then script.Parent.TCS.TextColor3 = Color3.new(1,1,0) else script.Parent.TCS.TextColor3 = Color3.new(1,0,0) end end else script.Parent.TCS.Visible = false end if _Tune.ABSEnabled == true then script.Parent.ABS.Visible = true if script.Parent.Parent.Values.ABS.Value == true then script.Parent.ABS.TextColor3 = Color3.new(1,1,1) else if script.Parent.Parent.Values.ABSActive.Value == true then script.Parent.ABS.TextColor3 = Color3.new(1,1,0) else script.Parent.ABS.TextColor3 = Color3.new(1,0,0) end end else script.Parent.ABS.Visible = false end --boost script.Parent.Boost.Needle.Rotation = script.Parent.Boost.Needle.Rotation*smooth + (-110 + ((Values.Boost.Value/15)*90)+((Values.Boost.Value/Boost)*20))*(1-smooth) if _Tune.Aspiration == "Natural" then script.Parent.Boost.Visible = false else script.Parent.Boost.Visible = true end -- Throttle and Brake script.Parent.Throttle.Rotation = script.Parent.Throttle.Rotation*TBsmooth + (script.Parent.Parent.Values.Throttle.Value*130)*(1-TBsmooth) script.Parent.Brake.Rotation = script.Parent.Brake.Rotation*TBsmooth + (script.Parent.Parent.Values.Brake.Value*130)*(1-TBsmooth) end)
--local ClickerModule = require(343254562) --local clickEvent = ClickerModule.RemoteEvent
local interactiveParts = {} local activationDistance = 12 local flushing = false local water = script.Parent.Parent.Water local sound = script.Parent.Parent.ToiletBowl.Sound sound:Play() wait(0.65) for i, v in pairs(script.Parent.Parent:GetChildren()) do if v.Name == "WaterSwirl" then v.ParticleEmitter.Transparency = NumberSequence.new(0.9) v.ParticleEmitter.Rate = 40 end end for i = 1, 4 do water.CFrame = water.CFrame * CFrame.new(0, 0.01, 0) wait() end for i = 1, 22 do water.Mesh.Scale = water.Mesh.Scale + Vector3.new(-0.02, 0, -0.02) water.CFrame = water.CFrame * CFrame.new(0, -0.015, 0) wait() end if script.Parent.Parent.ToiletUsed.Value == true then water.BrickColor = BrickColor.new("Pastel yellow") end wait(1.55) for i = 1, 10 do for ii, v in pairs(script.Parent.Parent:GetChildren()) do if v.Name == "WaterSwirl" then v.ParticleEmitter.Transparency = NumberSequence.new(0.9 + (0.015 * i)) if i == 10 then v.ParticleEmitter.Rate = 0 end end end wait(0.2) end script.Parent.Parent.ToiletUsed.Value = false water.BrickColor = BrickColor.new("Fog") for i = 1, 66 do water.Mesh.Scale = water.Mesh.Scale + Vector3.new(0.0066, 0, 0.0066) water.CFrame = water.CFrame * CFrame.new(0, 0.00409, 0) wait() end water.CFrame = script.Parent.Parent.WaterResetPos.CFrame water.Mesh.Scale = Vector3.new(1,0,1) flushing = false script.Disabled = true
-- Local private variables and constants
local UNIT_X = Vector3.new(1,0,0) local UNIT_Y = Vector3.new(0,1,0) local UNIT_Z = Vector3.new(0,0,1) local X1_Y0_Z1 = Vector3.new(1,0,1) --Note: not a unit vector, used for projecting onto XZ plane local ZERO_VECTOR3 = Vector3.new(0,0,0) local ZERO_VECTOR2 = Vector2.new(0,0) local VR_PITCH_FRACTION = 0.25 local tweenAcceleration = math.rad(220) --Radians/Second^2 local tweenSpeed = math.rad(0) --Radians/Second local tweenMaxSpeed = math.rad(250) --Radians/Second local TIME_BEFORE_AUTO_ROTATE = 2.0 --Seconds, used when auto-aligning camera with vehicles local PORTRAIT_OFFSET = Vector3.new(0,-3,0) local Util = require(script.Parent:WaitForChild("CameraUtils"))
--[=[ Same as [RxBrioUtils.where]. Here to keep backwards compatability. @deprecated 3.6.0 -- This method does not wrap the resulting value in a Brio, which can sometimes lead to leaks. @function filter @param predicate (T) -> boolean @return (source: Observable<Brio<T>>) -> Observable<Brio<T>> @within RxBrioUtils ]=]
RxBrioUtils.filter = RxBrioUtils.where
--Power Rear Wheels
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.insert(Drive,v) end end end
--// [[ INTRO CHANGELOG HOVER ]] \\--
IntroGui.ButtonFrame.ChangelogButton.MouseEnter:Connect(function() IntroGui.ButtonFrame.ChangelogButton.GreenDot.Visible = true end) IntroGui.ButtonFrame.ChangelogButton.MouseLeave:Connect(function() IntroGui.ButtonFrame.ChangelogButton.GreenDot.Visible = false end)
--[=[ @param value any @return any Deserializes the given value. ]=]
function Ser.Deserialize(value: any): any if type(value) == "table" then local ser = Ser.Classes[value.ClassName] if ser then value = ser.Deserialize(value) end end return value end
--[[ this imanol local stabygyro = Instance.new("BodyGyro",weightB) stabygyro.D = 50 stabygyro.MaxTorque = Vector3.new(50,0,0) stabygyro.P = 50 ]]
---
if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.MouseButton1Click:connect(function() if car.Misc.Popups.Parts.L.L.L.Enabled == false and car.Body.Lights.H.L.L.Enabled == false then script.Parent.BackgroundColor3 = Color3.new(0,255/255,0) script.Parent.TextStrokeColor3 = Color3.new(0,255/255,0) car.Misc.Popups.Parts.L.L.L.Enabled = true car.Body.Lights.R.L.L.Enabled = true car.Body.Lights.H.L.L.Enabled = false for index, child in pairs(car.Body.Lights.L:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Body.Lights.R:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Body.Lights.H:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end elseif car.Misc.Popups.Parts.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == false then script.Parent.BackgroundColor3 = Color3.new(0,0,255/255) script.Parent.TextStrokeColor3 = Color3.new(0,0,255/255) car.Misc.Popups.Parts.L.L.L.Enabled = true car.Body.Lights.R.L.L.Enabled = true car.Body.Lights.H.L.L.Enabled = true for index, child in pairs(car.Body.Lights.L:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Body.Lights.R:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Body.Lights.H:GetChildren()) do child.Material = Enum.Material.Neon end elseif car.Misc.Popups.Parts.L.L.L.Enabled == true and car.Body.Lights.H.L.L.Enabled == true then script.Parent.BackgroundColor3 = Color3.new(0,0,0) script.Parent.TextStrokeColor3 = Color3.new(0,0,0) car.Misc.Popups.Parts.L.L.L.Enabled = false car.Body.Lights.R.L.L.Enabled = false car.Body.Lights.H.L.L.Enabled = false for index, child in pairs(car.Body.Lights.L:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end for index, child in pairs(car.Misc.Popups.Parts.L:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end for index, child in pairs(car.Body.Lights.R:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end for index, child in pairs(car.Body.Lights.H:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end end end) script.Parent.Parent.Parent.Values.Brake.Changed:connect(function() if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 and script.Parent.Parent.Parent.IsOn.Value then for index, child in pairs(car.Body.Lights.B:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end car.Body.Lights.B.L.L.Enabled = false else for index, child in pairs(car.Body.Lights.B:GetChildren()) do child.Material = Enum.Material.Neon end car.Body.Lights.B.L.L.Enabled = true end end) script.Parent.Parent.Parent.Values.Brake.Changed:connect(function() if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 then for index, child in pairs(car.Body.Lights.B:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end car.Body.Lights.B.L.L.Enabled = false else for index, child in pairs(car.Body.Lights.B:GetChildren()) do child.Material = Enum.Material.Neon end car.Body.Lights.B.L.L.Enabled = true end end) script.Parent.Parent.Parent.Values.Gear.Changed:connect(function() if script.Parent.Parent.Parent.Values.Gear.Value == -1 then for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.Neon car.DriveSeat.Reverse:Play() end else for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.SmoothPlastic car.DriveSeat.Reverse:Stop() end end end) while wait() do if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300 car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150) else car.DriveSeat.Reverse.Pitch = 1.3 car.DriveSeat.Reverse.Volume = .2 end end
-- Services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerScriptService = game:GetService("ServerScriptService") local ServerStorage = game:GetService("ServerStorage") local Players = game:GetService("Players")
--variables
local tiles = script.Parent:GetChildren() --tiles/items inside of the model local speed = 3 --time between each color change
-- Initialize paint tool
local PaintTool = require(CoreTools:WaitForChild 'Paint') Core.AssignHotkey('V', Core.Support.Call(Core.EquipTool, PaintTool)); Core.Dock.AddToolButton(Core.Assets.PaintIcon, 'V', PaintTool, 'PaintInfo');
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end --local client = service.GarbleTable(client) local Player = service.Players.LocalPlayer local Mouse = Player:GetMouse() local InputService = service.UserInputService local gIndex = data.gIndex local gTable = data.gTable local Event = gTable.BindEvent local GUI = gTable.Object local Name = data.Name local Icon = data.Icon local Size = data.Size local Menu = data.Menu local Title = data.Title local Ready = data.Ready local Walls = data.Walls local noHide = data.NoHide local noClose = data.NoClose local onReady = data.OnReady local onClose = data.OnClose local onResize = data.OnResize local onRefresh = data.OnRefresh local onMinimize = data.OnMinimize local ContextMenu = data.ContextMenu local ResetOnSpawn = data.ResetOnSpawn local CanKeepAlive = data.CanKeepAlive local iconClicked = data.IconClicked local SizeLocked = data.SizeLocked or data.SizeLock local CanvasSize = data.CanvasSize local Position = data.Position local Content = data.Content or data.Children local MinSize = data.MinSize or {150, 50} local MaxSize = data.MaxSize or {math.huge, math.huge} local curIcon = Mouse.Icon local isClosed = false local Resizing = false local Refreshing = false local DragEnabled = true local checkProperty = service.CheckProperty local specialInsts = {} local inExpandable local addTitleButton local LoadChildren local BringToFront local functionify local Drag = GUI.Drag local Close = Drag.Close local Hide = Drag.Hide local Iconf = Drag.Icon local Titlef = Drag.Title local Refresh = Drag.Refresh local rSpinner = Refresh.Spinner local Main = Drag.Main local Tooltip = GUI.Desc local ScrollFrame = GUI.Drag.Main.ScrollingFrame local LeftSizeIcon = Main.LeftResizeIcon local RightSizeIcon = Main.RightResizeIcon local RightCorner = Main.RightCorner local LeftCorner = Main.LeftCorner local RightSide = Main.RightSide local LeftSide = Main.LeftSide local TopRight = Main.TopRight local TopLeft = Main.TopLeft local Bottom = Main.Bottom local Top = Main.Top function Expand(ent, point, text, richText) local label = point:FindFirstChild("Label") if label then ent.MouseLeave:Connect(function(x,y) if inExpandable == ent then point.Visible = false end end) ent.MouseMoved:Connect(function(x,y) inExpandable = ent local text = text or ent.Desc.Value label.Text = text label.RichText = richText label.TextScaled = richText local sizeText = label.ContentText local maxWidth = 400 local bounds = service.TextService:GetTextSize(sizeText, label.TextSize, label.Font, Vector2.new(maxWidth, math.huge)) local sizeX, sizeY = bounds.X + 10, bounds.Y + 10 local posX = (x + 6 + sizeX) < GUI.AbsoluteSize.X and (x + 6) or (x - 6 - sizeX) local posY = (y - 6 - sizeY) > 0 and (y - 6 - sizeY) or (y) point.Size = UDim2.fromOffset(sizeX, sizeY) point.Position = UDim2.fromOffset(posX, posY) point.Visible = true end) end end function getNextPos(frame) local farXChild, farYChild for i,v in ipairs(frame:GetChildren()) do if checkProperty(v, "Size") then if not farXChild or (v.AbsolutePosition.X + v.AbsoluteSize.X) > (farXChild.AbsolutePosition.X + farXChild.AbsoluteSize.X) then farXChild = v end if not farYChild or (v.AbsolutePosition.Y + v.AbsoluteSize.Y) > (farXChild.AbsolutePosition.Y + farXChild.AbsoluteSize.Y) then farYChild = v end end end return ((not farXChild or not farYChild) and UDim2.new(0,0,0,0)) or UDim2.new(farXChild.Position.X.Scale, farXChild.Position.X.Offset + farXChild.AbsoluteSize.X, farYChild.Position.Y.Scale, farYChild.Position.Y.Offset + farYChild.AbsoluteSize.Y) end function LoadChildren(Obj, Children) if Children then local runWhenDone = Children.RunWhenDone and functionify(Children.RunWhenDone, Obj) for class,data in pairs(Children) do if type(data) == "table" then if not data.Parent then data.Parent = Obj end create(data.Class or data.ClassName or class, data) elseif type(data) == "function" or type(data) == "string" and not runWhenDone then runWhenDone = functionify(data, Obj) end end if runWhenDone then runWhenDone(Obj) end end end function BringToFront() for i,v in ipairs(Player.PlayerGui:GetChildren()) do if v:FindFirstChild("__ADONIS_WINDOW") then v.DisplayOrder = 100 end end GUI.DisplayOrder = 101 end function addTitleButton(data) local startPos = 1 local realPos local new local original = Hide local diff = (Hide.AbsolutePosition.X + Hide.AbsoluteSize.X) - Close.AbsolutePosition.X; local far = Close; for i,obj in ipairs(Drag:GetChildren()) do if obj:IsA("TextButton") then if obj.Visible and obj.AbsolutePosition.X < far.AbsolutePosition.X then far = obj; end end end; local size = data.Size or original.Size; local xPos = far.Position.X.Offset - (size.X.Offset - diff); realPos = UDim2.new(far.Position.X.Scale, xPos, original.Position.Y.Scale, original.Position.Y.Offset) data.Name = "__TITLEBUTTON" data.Size = size data.Parent = Drag data.ZIndex = data.ZIndex or original.ZIndex data.Position = data.Position or realPos data.TextSize = data.TextSize or original.TextSize data.TextColor3 = data.TextColor3 or original.TextColor3 data.TextScaled = data.TextScaled or original.TextScaled data.TextScaled = data.TextScaled or original.TextScaled data.TextWrapped = data.TextWrapped or original.TextWrapped data.TextStrokeColor3 = data.TextStrokeColor3 or original.TextStrokeColor3 data.TextTransparency = data.TextTransparency or original.TextTransparency data.TextStrokeTransparency = data.TextStrokeTransparency or original.TextStrokeTransparency data.BackgroundTransparency = data.BackgroundTransparency or original.BackgroundTransparency data.BackgroundColor3 = data.BackgroundColor3 or original.BackgroundColor3 data.BorderSizePixel = data.BorderSizePixel or original.BorderSizePixel --data.TextXAlignment = data.TextXAlignment or original.TextXAlignment --data.TextYAlignment = data.TextYAlignment or original.TextYAlignment data.Font = data.Font or original.Font return create("TextButton", data) end function functionify(func, object) if type(func) == "string" then if object then local env = GetEnv() env.Object = object return client.Core.LoadCode(func, env) else return client.Core.LoadCode(func) end else return func end end function create(class, dataFound, existing) local data = dataFound or {} local class = data.Class or data.ClassName or class local new = existing or (specialInsts[class] and specialInsts[class]:Clone()) or service.New(class) local parent = data.Parent or new.Parent if dataFound then data.Parent = nil if data.Class or data.ClassName then data.Class = nil data.ClassName = nil end if not data.BorderColor3 and checkProperty(new, "BorderColor3") then new.BorderColor3 = dBorder end if not data.CanvasSize and checkProperty(new, "CanvasSize") then new.CanvasSize = dCanvasSize end if not data.BorderSizePixel and checkProperty(new, "BorderSizePixel") then new.BorderSizePixel = dPixelSize end if not data.BackgroundColor3 and checkProperty(new, "BackgroundColor3") then new.BackgroundColor3 = dBackground end if not data.PlaceholderColor3 and checkProperty(new, "PlaceholderColor3") then new.PlaceholderColor3 = dPlaceholderColor end if not data.Transparency and not data.BackgroundTransparency and checkProperty(new, "Transparency") and checkProperty(new, "BackgroundTransparency") then new.BackgroundTransparency = dTransparency elseif data.Transparency and checkProperty(new, "BackgroundTransparency") then new.BackgroundTransparency = data.Transparency end if not data.TextColor3 and not data.TextColor and checkProperty(new, "TextColor3") then new.TextColor3 = dTextColor elseif data.TextColor then new.TextColor3 = data.TextColor end if not data.Font and checkProperty(new, "Font") then data.Font = dFont end if not data.TextSize and checkProperty(new, "TextSize") then data.TextSize = dTextSize end if not data.BottomImage and not data.MidImage and not data.TopImage and class == "ScrollingFrame" then new.BottomImage = dScrollImage new.MidImage = dScrollImage new.TopImage = dScrollImage end if not data.Size and checkProperty(new, "Size") then new.Size = dSize end if not data.Position and checkProperty(new, "Position") then new.Position = dPosition end if not data.ZIndex and checkProperty(new, "ZIndex") then new.ZIndex = dZIndex if parent and checkProperty(parent, "ZIndex") then new.ZIndex = parent.ZIndex end end if data.TextChanged and class == "TextBox" then local textChanged = functionify(data.TextChanged, new) new.FocusLost:Connect(function(enterPressed) textChanged(new.Text, enterPressed, new) end) end if (data.OnClicked or data.OnClick) and (class == "TextButton" or class == "ImageButton") then local debounce = false; local doDebounce = data.Debounce; local onClick = functionify((data.OnClicked or data.OnClick), new) new.MouseButton1Down:Connect(function() if not debounce then if doDebounce then debounce = true end onClick(new) debounce = false end end) end if data.Events then for event,func in pairs(data.Events) do local realFunc = functionify(func, new) Event(new[event], function(...) realFunc(...) end) end end if data.Visible == nil then data.Visible = true end if data.LabelProps then data.LabelProperties = data.LabelProps end end if class == "Entry" then local label = new.Text local dots = new.Dots local desc = new.Desc local richText = data.RichText or label.RichText label.ZIndex = data.ZIndex or new.ZIndex dots.ZIndex = data.ZIndex or new.ZIndex if data.Text then label.Text = data.Text label.Visible = true data.Text = nil end if data.Desc or data.ToolTip then desc.Value = data.Desc or data.ToolTip data.Desc = nil end Expand(new, Tooltip, nil, richText) else if data.ToolTip then Expand(new, Tooltip, data.ToolTip, data.RichText) end end if class == "ButtonEntry" then local button = new.Button local debounce = false local onClicked = functionify(data.OnClicked, button) new:SetSpecial("DoClick",function() if not debounce then debounce = true if onClicked then onClicked(button) end debounce = false end end) new.Text = data.Text or new.Text button.ZIndex = data.ZIndex or new.ZIndex button.MouseButton1Down:Connect(new.DoClick) end if class == "Boolean" then local enabled = data.Enabled local debounce = false local onToggle = functionify(data.OnToggle, new) local function toggle(isEnabled) if not debounce then debounce = true if (isEnabled ~= nil and isEnabled) or (isEnabled == nil and enabled) then enabled = false new.Text = "Disabled" elseif (isEnabled ~= nil and isEnabled == false) or (isEnabled == nil and not enabled) then enabled = true new.Text = "Enabled" end if onToggle then onToggle(enabled, new) end debounce = false end end --new.ZIndex = data.ZIndex new.Text = (enabled and "Enabled") or "Disabled" new.MouseButton1Down:Connect(function() if onToggle then toggle() end end) new:SetSpecial("Toggle",function(ignore, isEnabled) toggle(isEnabled) end) end if class == "StringEntry" then local box = new.Box local ignore new.Text = data.Text or new.Text box.ZIndex = data.ZIndex or new.ZIndex if data.BoxText then box.Text = data.BoxText end if data.BoxProperties then for i,v in pairs(data.BoxProperties) do if checkProperty(box, i) then box[i] = v end end end if data.TextChanged then local textChanged = functionify(data.TextChanged, box) box.Changed:Connect(function(p) if p == "Text" and not ignore then textChanged(box.Text) end end) box.FocusLost:Connect(function(enter) local change = textChanged(box.Text, true, enter) if change then ignore = true box.Text = change ignore = false end end) end new:SetSpecial("SetValue",function(ignore, newValue) box.Text = newValue end) end if class == "Slider" then local mouseIsIn = false local posValue = new.Percentage local slider = new.Slider local bar = new.SliderBar local drag = new.Drag local moving = false local value = 0 local onSlide = functionify(data.OnSlide, new) bar.ZIndex = data.ZIndex or new.ZIndex slider.ZIndex = bar.ZIndex+1 drag.ZIndex = slider.ZIndex+1 drag.Active = true if data.Value then slider.Position = UDim2.new(0.5, -10, 0.5, -10) drag.Position = slider.Position end bar.InputBegan:Connect(function(input) if not moving and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then value = ((input.Position.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X) if value < 0 then value = 0 elseif value > 1 then value = 1 end slider.Position = UDim2.new(value, -10, 0.5, -10) drag.Position = slider.Position posValue.Value = value if onSlide then onSlide(value) end end end) drag.DragBegin:Connect(function() moving = true end) drag.DragStopped:Connect(function() moving = false drag.Position = slider.Position end) drag.Changed:Connect(function() if moving then value = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X) if value < 0 then value = 0 elseif value > 1 then value = 1 end slider.Position = UDim2.new(value, -10, 0.5, -10) posValue.Value = value if onSlide then onSlide(value) end end end) new:SetSpecial("SetValue",function(ignore, newValue) if newValue and tonumber(newValue) then value = tonumber(newValue) posValue.Value = value slider.Position = UDim2.new(value, -10, 0.5, -10) drag.Position = slider.Position end end) end if class == "Dropdown" then local menu = new.Menu local downImg = new.Down local selected = new.dSelected local options = data.Options local curSelected = data.Selected or data.Selection local onSelect = functionify(data.OnSelection or data.OnSelect or function()end) local textProps = data.TextProperties local scroller = create("ScrollingFrame", { Parent = menu; Size = UDim2.fromScale(1, 1); Position = UDim2.new(); BackgroundTransparency = 1; ZIndex = 100; }) menu.ZIndex = scroller.ZIndex menu.Parent = GUI menu.Visible = false menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 100); menu.BackgroundColor3 = data.BackgroundColor3 or new.BackgroundColor3 if data.TextAlignment then selected.TextXAlignment = data.TextAlignment selected.Position = UDim2.fromOffset(30, 0); end if data.NoArrow then downImg.Visible = false end new:SetSpecial("MenuContainer", menu) new.Changed:Connect(function(p) if p == "AbsolutePosition" and menu.Visible then menu.Position = UDim2.fromOffset(new.AbsolutePosition.X, new.AbsolutePosition.Y+new.AbsoluteSize.Y) elseif p == "AbsoluteSize" or p == "Parent" then downImg.Size = UDim2.new(0, new.AbsoluteSize.Y, 1, 0); if data.TextAlignment == "Right" then downImg.Position = UDim2.new(0, 0, 0.5, -(downImg.AbsoluteSize.X/2)) selected.Position = UDim2.fromOffset(new.AbsoluteSize.Y, 0); else downImg.Position = UDim2.new(1, -downImg.AbsoluteSize.X, 0.5, -(downImg.AbsoluteSize.X/2)) end selected.Size = UDim2.new(1, -downImg.AbsoluteSize.X, 1, 0); if options and #options <= 6 then menu.Size = UDim2.fromOffset(new.AbsoluteSize.X, 30*#options); else menu.Size = UDim2.fromOffset(new.AbsoluteSize.X, 30*6); scroller:ResizeCanvas(false, true); end end end) selected.ZIndex = new.ZIndex downImg.ZIndex = new.ZIndex if textProps then for i,v in pairs(textProps) do selected[i] = v end end if options then for i,v in pairs(options) do local button = scroller:Add("TextButton", { Text = ` {v}`; Size = UDim2.new(1, -10, 0, 30); Position = UDim2.new(0, 5, 0, 30*(i-1)); ZIndex = menu.ZIndex; BackgroundTransparency = 1; OnClick = function() selected.Text = v; onSelect(v, new); menu.Visible = false end }) if textProps then for i,v in pairs(textProps) do button[i] = v end end end if curSelected then selected.Text = curSelected else selected.Text = "No Selection" end local function showMenu() menu.Position = UDim2.fromOffset(new.AbsolutePosition.X, new.AbsolutePosition.Y+new.AbsoluteSize.Y) menu.Visible = not menu.Visible end selected.MouseButton1Down:Connect(showMenu) downImg.MouseButton1Down:Connect(showMenu) end end if class == "TabFrame" then local buttonsTab = {}; local buttons = create("ScrollingFrame", nil, new.Buttons) local frames = new.Frames local numTabs = 0 local buttonSize = data.ButtonSize or 60 new.BackgroundTransparency = data.BackgroundTransparency or 1 buttons.ZIndex = data.ZIndex or new.ZIndex frames.ZIndex = buttons.ZIndex new:SetSpecial("GetTab", function(ignore, name) return frames:FindFirstChild(name) end) new:SetSpecial("NewTab", function(ignore, name, data) local data = data or {} --local numChildren = #frames:GetChildren() local nextPos = getNextPos(buttons); local textSize = service.TextService:GetTextSize(data.Text or name, dTextSize, dFont, buttons.AbsoluteSize) local oTextTrans = data.TextTransparency local isOpen = false local disabled = false local tabFrame = create("ScrollingFrame",{ Name = name; Size = UDim2.fromScale(1, 1); Position = UDim2.new(); BorderSizePixel = 0; BackgroundTransparency = data.FrameTransparency or data.Transparency; BackgroundColor3 = data.Color or dSecondaryBackground; ZIndex = buttons.ZIndex; Visible = false; }) local tabButton = create("TextButton",{ Name = name; Text = data.Text or name; Size = UDim2.new(0, textSize.X+20, 1, 0); ZIndex = buttons.ZIndex; Position = UDim2.new(0, (nextPos.X.Offset > 0 and nextPos.X.Offset+5) or 0, 0, 0); TextColor3 = data.TextColor; BackgroundTransparency = 0.7; TextTransparency = data.TextTransparency; BackgroundColor3 = data.Color or dSecondaryBackground; BorderSizePixel = 0; }) tabFrame:SetSpecial("FocusTab",function() for i,v in ipairs(buttonsTab) do if isGui(v) then v.BackgroundTransparency = (v:IsDisabled() and 0.9) or 0.7 v.TextTransparency = (v:IsDisabled() and 0.9) or 0.7 end end for i,v in ipairs(frames:GetChildren()) do if isGui(v) then v.Visible = false end end tabButton.BackgroundTransparency = data.Transparency or 0 tabButton.TextTransparency = data.TextTransparency or 0 tabFrame.Visible = true if data.OnFocus then data.OnFocus(true) end end) if numTabs == 0 then tabFrame.Visible = true tabButton.BackgroundTransparency = data.Transparency or 0 end tabButton.MouseButton1Down:Connect(function() if not disabled then tabFrame:FocusTab() end end) tabButton.Parent = buttons tabFrame.Parent = frames buttons:ResizeCanvas(true, false) tabFrame:SetSpecial("Disable", function() disabled = true; tabButton.BackgroundTransparency = 0.9; tabButton.TextTransparency = 0.9 end) tabFrame:SetSpecial("Enable", function() disabled = false; tabButton.BackgroundTransparency = 0.7; tabButton.TextTransparency = data.TextTransparency or 0; end) tabButton:SetSpecial("IsDisabled", function() return disabled; end) table.insert(buttonsTab, tabButton); numTabs = numTabs+1; return tabFrame,tabButton end) end if class == "ScrollingFrame" then local genning = false if not data.ScrollBarThickness then data.ScrollBarThickness = dScrollBar end new:SetSpecial("GenerateList", function(obj, list, labelProperties, bottom) local list = list or obj; local genHold = {} local entProps = labelProperties or {} genning = genHold new:ClearAllChildren() new.AutomaticCanvasSize = "Y" local layout = service.New("UIListLayout", { Parent = new; Name = "LayoutOrder"; FillDirection = data.Layout_FillDirection or "Vertical"; VerticalAlignment = data.Layout_VerticalAlignment or "Top"; HorizontalAlignment = data.Layout_HorizontalAlignment or "Left"; }) local num = 0 for i,v in pairs(list) do local text = v; local desc; local color local richText; if type(v) == "table" then text = v.Text desc = v.Desc color = v.Color if v.RichTextAllowed or entProps.RichTextAllowed then richText = true end end local label if v.TextSelectable or entProps.TextSelectable then label = create("TextBox",{ Text = ` {text}`; ToolTip = desc; Size = UDim2.new(1,-5,0,(entProps.ySize or 20)); Visible = true; BackgroundTransparency = 1; Font = "Arial"; TextSize = 14; TextStrokeTransparency = 0.8; TextXAlignment = "Left"; Position = UDim2.new(0,0,0,num*(entProps.ySize or 20)); RichText = richText or false; TextEditable = false; ClearTextOnFocus = false; }) else label = create("TextLabel",{ Text = ` {text}`; ToolTip = desc; Size = UDim2.new(1,-5,0,(entProps.ySize or 20)); Visible = true; BackgroundTransparency = 1; Font = "Arial"; TextSize = 14; TextStrokeTransparency = 0.8; TextXAlignment = "Left"; Position = UDim2.new(0,0,0,num*(entProps.ySize or 20)); RichText = richText or false; }) end if color then label.TextColor3 = color end if labelProperties then for i,v in pairs(entProps) do if checkProperty(label, i) then label[i] = v end end end if genning == genHold then label.Parent = new; else label:Destroy() break end num = num+1 if data.Delay then if type(data.Delay) == "number" then wait(data.Delay) elseif i%100 == 0 then wait(0.1) end end end --new:ResizeCanvas(false, true, false, bottom, 5, 5, 50) if bottom then new.CanvasPosition = Vector2.new(0, layout.AbsoluteContentSize.Y); end genning = nil end) new:SetSpecial("ResizeCanvas", function(ignore, onX, onY, xMax, yMax, xPadding, yPadding, modBreak) local xPadding,yPadding = data.xPadding or 5, data.yPadding or 5 local newY, newX = 0,0 if not onX and not onY then onX = false onY = true end for i,v in ipairs(new:GetChildren()) do if v:IsA("GuiObject") then if onY then v.Size = UDim2.new(v.Size.X.Scale, v.Size.X.Offset, 0, v.AbsoluteSize.Y) v.Position = UDim2.new(v.Position.X.Scale, v.Position.X.Offset, 0, v.AbsolutePosition.Y-new.AbsolutePosition.Y) end if onX then v.Size = UDim2.new(0, v.AbsoluteSize.X, v.Size.Y.Scale, v.Size.Y.Offset) v.Position = UDim2.new(0, v.AbsolutePosition.X-new.AbsolutePosition.X, v.Position.Y.Scale, v.Position.Y.Offset) end local yLower = v.Position.Y.Offset + v.Size.Y.Offset local xLower = v.Position.X.Offset + v.Size.X.Offset newY = math.max(newY, yLower) newX = math.max(newX, xLower) if modBreak then if i%modBreak == 0 then wait(1/60) end end end end if onY then new.CanvasSize = UDim2.new(new.CanvasSize.X.Scale, new.CanvasSize.X.Offset, 0, newY+yPadding) end if onX then new.CanvasSize = UDim2.new(0, newX + xPadding, new.CanvasSize.Y.Scale, new.CanvasSize.Y.Offset) end if xMax then new.CanvasPosition = Vector2.new((newX + xPadding)-new.AbsoluteSize.X, new.CanvasPosition.Y) end if yMax then new.CanvasPosition = Vector2.new(new.CanvasPosition.X, (newY+yPadding)-new.AbsoluteSize.Y) end end) if data.List then new:GenerateList(data.List) data.List = nil end end LoadChildren(new, data.Content or data.Children) data.Children = nil data.Content = nil for i,v in pairs(data) do if checkProperty(new, i) then new[i] = v end end new.Parent = parent return apiIfy(new, data, class),data end function apiIfy(gui, data, class) local newGui = service.Wrap(gui) gui:SetSpecial("Object", gui) gui:SetSpecial("SetPosition", function(ignore, newPos) gui.Position = newPos end) gui:SetSpecial("SetSize", function(ingore, newSize) gui.Size = newSize end) gui:SetSpecial("Add", function(ignore, class, data) if not data then data = class class = ignore end local new = create(class,data); new.Parent = gui; return apiIfy(new, data, class) end) gui:SetSpecial("Copy", function(ignore, class, gotData) local newData = {} local new for i,v in pairs(data) do newData[i] = v end for i,v in pairs(gotData) do newData[i] = v end new = create(class or data.Class or gui.ClassName, newData); new.Parent = gotData.Parent or gui.Parent; return apiIfy(new, data, class) end) return newGui end function doClose() if not isClosed then isClosed = true if onClose then local r,e = pcall(onClose) if e then warn(e) end end gTable:Destroy() end end function isVisible() return Main.Visible end local hideLabel = Hide:FindFirstChild("TextLabel") function doHide(doHide) local origLH = Hide.LineHeight if doHide or (doHide == nil and Main.Visible) then dragSize = Drag.Size Main.Visible = false Drag.BackgroundTransparency = Main.BackgroundTransparency Drag.BackgroundColor3 = Main.BackgroundColor3 Drag.Size = UDim2.new(0, 200, Drag.Size.Y.Scale, Drag.Size.Y.Offset) if hideLabel then hideLabel.Text = "+" else Hide.Text = "+" end Hide.LineHeight = origLH gTable.Minimized = true elseif doHide == false or (doHide == nil and not Main.Visible) then Main.Visible = true Drag.BackgroundTransparency = 1 Drag.Size = dragSize or Drag.Size if hideLabel then hideLabel.Text = "-" else Hide.Text = "-" end Hide.LineHeight = origLH gTable.Minimized = false end if onMinimize then onMinimize(Main.Visible) end if Walls then wallPosition() end end function isInFrame(x, y, frame) if x > frame.AbsolutePosition.X and x < (frame.AbsolutePosition.X+frame.AbsoluteSize.X) and y > frame.AbsolutePosition.Y and y < (frame.AbsolutePosition.Y+frame.AbsoluteSize.Y) then return true else return false end end function wallPosition() if gTable.Active then local x,y = Drag.AbsolutePosition.X, Drag.AbsolutePosition.Y local abx, gx, gy = Drag.AbsoluteSize.X, GUI.AbsoluteSize.X, GUI.AbsoluteSize.Y local ySize = (Main.Visible and Main.AbsoluteSize.Y) or Drag.AbsoluteSize.Y if x < 0 then Drag.Position = UDim2.new(0, 0, Drag.Position.Y.Scale, Drag.Position.Y.Offset) end if y < 0 then Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, 0) end if x + abx > gx then Drag.Position = UDim2.new(0, GUI.AbsoluteSize.X - Drag.AbsoluteSize.X, Drag.Position.Y.Scale, Drag.Position.Y.Offset) end if y + ySize > gy then Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, GUI.AbsoluteSize.Y - ySize) end end end function setSize(newSize) if newSize and type(newSize) == "table" then if newSize[1] < 50 then newSize[1] = 50 end if newSize[2] < 50 then newSize[2] = 50 end Drag.Size = UDim2.new(0,newSize[1],Drag.Size.Y.Scale,Drag.Size.Y.Offset) Main.Size = UDim2.new(1,0,0,newSize[2]) end end function setPosition(newPos) if newPos and typeof(newPos) == "UDim2" then Drag.Position = newPos elseif newPos and type(newPos) == "table" then Drag.Position = UDim2.new(0, newPos[1], 0, newPos[2]) elseif Size and not newPos then Drag.Position = UDim2.new(0.5, -Drag.AbsoluteSize.X/2, 0.5, -Main.AbsoluteSize.Y/2) end end if Name then gTable.Name = Name if data.AllowMultiple ~= nil and data.AllowMultiple == false then local found, num = client.UI.Get(Name, GUI, true) if found then doClose() return nil end end end if Size then setSize(Size) end if Position then setPosition(Position) end if Title then Titlef.Text = Title end if CanKeepAlive or not ResetOnSpawn then gTable.CanKeepAlive = true GUI.ResetOnSpawn = false elseif ResetOnSpawn then gTable.CanKeepAlive = false GUI.ResetOnSpawn = true end if Icon then Iconf.Visible = true Iconf.Image = Icon Iconf.Size = UDim2.new(0, 16, 0, 16) Iconf.Position = UDim2.new(0, 6, 0, 5) Iconf.ImageTransparency = 0 end if CanvasSize then ScrollFrame.CanvasSize = CanvasSize end if noClose then Close.Visible = false Refresh.Position = Hide.Position Hide.Position = Close.Position end if noHide then Hide.Visible = false Refresh.Position = Hide.Position end if Walls then Drag.DragStopped:Connect(function() wallPosition() end) end if onRefresh then local debounce = false function DoRefresh() if not Refreshing then local done = false Refreshing = true spawn(function() while gTable.Active and not done do for i = 0,180,10 do rSpinner.Rotation = -i wait(1/60) end end end) onRefresh() wait(1) done = true Refreshing = false end end Refresh.MouseButton1Down:Connect(function() if not debounce then debounce = true DoRefresh() debounce = false end end) Titlef.Size = UDim2.new(1, -130, Titlef.Size.Y.Scale, Titlef.Size.Y.Offset) else Refresh.Visible = false end if iconClicked then Iconf.MouseButton1Down(function() iconClicked(data, GUI, Iconf) end) end if Menu then data.Menu.Text = "" data.Menu.Parent = Main data.Menu.Size = UDim2.new(1,-10,0,25) data.Menu.Position = UDim2.new(0,5,0,25) ScrollFrame.Size = UDim2.new(1,-10,1,-55) ScrollFrame.Position = UDim2.new(0,5,0,50) data.Menu.BackgroundColor3 = Color3.fromRGB(216, 216, 216) data.Menu.BorderSizePixel = 0 create("TextLabel",data.Menu) end if not SizeLocked then local startXPos = Drag.AbsolutePosition.X local startYPos = Drag.AbsolutePosition.Y local startXSize = Drag.AbsoluteSize.X local startYSize = Drag.AbsoluteSize.Y local vars = client.Variables local newIcon local inFrame local ReallyInFrame local function readify(obj) obj.MouseEnter:Connect(function() ReallyInFrame = obj end) obj.MouseLeave:Connect(function() if ReallyInFrame == obj then ReallyInFrame = nil end end) end --[[ readify(Drag) readify(ScrollFrame) readify(TopRight) readify(TopLeft) readify(RightCorner) readify(LeftCorner) readify(RightSide) readify(LeftSide) readify(Bottom) readify(Top) --]] function checkMouse(x, y) --// Update later to remove frame by frame pos checking if gTable.Active and Main.Visible then if isInFrame(x, y, Drag) or isInFrame(x, y, ScrollFrame) then inFrame = nil newIcon = nil elseif isInFrame(x, y, TopRight) then inFrame = "TopRight" newIcon = MouseIcons.TopRight elseif isInFrame(x, y, TopLeft) then inFrame = "TopLeft" newIcon = MouseIcons.TopLeft elseif isInFrame(x, y, RightCorner) then inFrame = "RightCorner" newIcon = MouseIcons.RightCorner elseif isInFrame(x, y, LeftCorner) then inFrame = "LeftCorner" newIcon = MouseIcons.LeftCorner elseif isInFrame(x, y, RightSide) then inFrame = "RightSide" newIcon = MouseIcons.Horizontal elseif isInFrame(x, y, LeftSide) then inFrame = "LeftSide" newIcon = MouseIcons.Horizontal elseif isInFrame(x, y, Bottom) then inFrame = "Bottom" newIcon = MouseIcons.Vertical elseif isInFrame(x, y, Top) then inFrame = "Top" newIcon = MouseIcons.Vertical else inFrame = nil newIcon = nil end else inFrame = nil end if (not client.Variables.MouseLockedBy) or client.Variables.MouseLockedBy == gTable then if inFrame and newIcon then Mouse.Icon = newIcon client.Variables.MouseLockedBy = gTable elseif client.Variables.MouseLockedBy == gTable then Mouse.Icon = curIcon client.Variables.MouseLockedBy = nil end end end local function inputStart(x, y) checkMouse(x, y) if gTable.Active and inFrame and not Resizing and not isInFrame(x, y, ScrollFrame) and not isInFrame(x, y, Drag) then Resizing = inFrame startXPos = Drag.AbsolutePosition.X startYPos = Drag.AbsolutePosition.Y startXSize = Drag.AbsoluteSize.X startYSize = Main.AbsoluteSize.Y end end local function inputEnd() if gTable.Active then if Resizing and onResize then onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset)) end Resizing = nil Mouse.Icon = curIcon --DragEnabled = true --if Walls then -- wallPosition() --end end end local function inputMoved(x, y) if gTable.Active then if Mouse.Icon ~= MouseIcons.TopRight and Mouse.Icon ~= MouseIcons.TopLeft and Mouse.Icon ~= MouseIcons.RightCorner and Mouse.Icon ~= MouseIcons.LeftCorner and Mouse.Icon ~= MouseIcons.Horizontal and Mouse.Icon ~= MouseIcons.Vertical then curIcon = Mouse.Icon end if Resizing then local moveX = false local moveY = false local newPos = Drag.Position local xPos, yPos = x, y local newX, newY = startXSize, startYSize --DragEnabled = false if Resizing == "TopRight" then newX = (xPos - startXPos) + 3 newY = (startYPos - yPos) + startYSize -1 moveY = true elseif Resizing == "TopLeft" then newX = (startXPos - xPos) + startXSize -1 newY = (startYPos - yPos) + startYSize -1 moveY = true moveX = true elseif Resizing == "RightCorner" then newX = (xPos - startXPos) + 3 newY = (yPos - startYPos) + 3 elseif Resizing == "LeftCorner" then newX = (startXPos - xPos) + startXSize + 3 newY = (yPos - startYPos) + 3 moveX = true elseif Resizing == "LeftSide" then newX = (startXPos - xPos) + startXSize + 3 newY = startYSize moveX = true elseif Resizing == "RightSide" then newX = (xPos - startXPos) + 3 newY = startYSize elseif Resizing == "Bottom" then newX = startXSize newY = (yPos - startYPos) + 3 elseif Resizing == "Top" then newX = startXSize newY = (startYPos - yPos) + startYSize - 1 moveY = true end if newX < MinSize[1] then newX = MinSize[1] end if newY < MinSize[2] then newY = MinSize[2] end if newX > MaxSize[1] then newX = MaxSize[1] end if newY > MaxSize[2] then newY = MaxSize[2] end if moveX then newPos = UDim2.new(0, (startXPos+startXSize)-newX, newPos.Y.Scale, newPos.Y.Offset) end if moveY then newPos = UDim2.new(newPos.X.Scale, newPos.X.Offset, 0, (startYPos+startYSize)-newY) end Drag.Position = newPos Drag.Size = UDim2.new(0, newX, Drag.Size.Y.Scale, Drag.Size.Y.Offset) Main.Size = UDim2.new(Main.Size.X.Scale, Main.Size.X.Offset, 0, newY) if not Titlef.TextFits then Titlef.Visible = false else Titlef.Visible = true end else checkMouse(x, y) end end end Event(InputService.InputBegan, function(input, gameHandled) if not gameHandled and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then local Position = input.Position inputStart(Position.X, Position.Y) end end) Event(InputService.InputChanged, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then local Position = input.Position inputMoved(Position.X, Position.Y) end end) Event(InputService.InputEnded, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then inputEnd() end end) --[[Event(Mouse.Button1Down, function() if gTable.Active and inFrame and not Resizing and not isInFrame(Mouse.X, Mouse.Y, ScrollFrame) and not isInFrame(Mouse.X, Mouse.Y, Drag) then Resizing = inFrame startXPos = Drag.AbsolutePosition.X startYPos = Drag.AbsolutePosition.Y startXSize = Drag.AbsoluteSize.X startYSize = Main.AbsoluteSize.Y checkMouse() end end) Event(Mouse.Button1Up, function() if gTable.Active then if Resizing and onResize then onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset)) end Resizing = nil Mouse.Icon = curIcon --if Walls then -- wallPosition() --end end end)--]] else LeftSizeIcon.Visible = false RightSizeIcon.Visible = false end Close.MouseButton1Down:Connect(doClose) Hide.MouseButton1Down:Connect(function() doHide() end) gTable.CustomDestroy = function() if client.Variables.MouseLockedBy == gTable then Mouse.Icon = curIcon client.Variables.MouseLockedBy = nil end if not isClosed then isClosed = true if onClose then onClose() end end service.UnWrap(GUI):Destroy() end for i,child in ipairs(GUI:GetChildren()) do if child.Name ~= "Desc" and child.Name ~= "Drag" then specialInsts[child.Name] = child child.Parent = nil end end --// Drag & DisplayOrder Handler do local windowValue = Instance.new("BoolValue", GUI) local dragDragging = false local dragOffset local inFrame windowValue.Name = "__ADONIS_WINDOW" Event(Main.InputBegan, function(input) if gTable.Active and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then BringToFront() end end) Event(Drag.InputBegan, function(input) if gTable.Active then inFrame = true if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then BringToFront() end end end) Event(Drag.InputChanged, function(input) if gTable.Active then inFrame = true end end) Event(Drag.InputEnded, function(input) inFrame = false end) Event(InputService.InputBegan, function(input) if inFrame and GUI.DisplayOrder == 101 and not dragDragging and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then--isInFrame(input.Position.X, input.Position.Y, object) then dragDragging = true BringToFront() dragOffset = Vector2.new(Drag.AbsolutePosition.X - input.Position.X, Drag.AbsolutePosition.Y - input.Position.Y) end end) Event(InputService.InputChanged, function(input) if dragDragging and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then Drag.Position = UDim2.fromOffset(dragOffset.X + input.Position.X, dragOffset.Y + input.Position.Y) end end) Event(InputService.InputEnded, function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then dragDragging = false end end) end --// Finishing up local api = apiIfy(ScrollFrame, data) local meta = api:GetMetatable() local oldNewIndex = meta.__newindex local oldIndex = meta.__index create("ScrollingFrame", nil, ScrollFrame) LoadChildren(api, Content) api:SetSpecial("gTable", gTable) api:SetSpecial("Window", GUI) api:SetSpecial("Main", Main) api:SetSpecial("Title", Titlef) api:SetSpecial("Dragger", Drag) api:SetSpecial("Destroy", doClose) api:SetSpecial("Close", doClose) api:SetSpecial("Object", ScrollFrame) api:SetSpecial("Refresh", DoRefresh) api:SetSpecial("AddTitleButton", function(ignore, data) if type(ignore) == "table" and not data then data = ignore end return addTitleButton(data) end) api:SetSpecial("Ready", function() if onReady then onReady() end gTable.Ready() BringToFront() end) api:SetSpecial("BindEvent", function(ignore, ...) Event(...) end) api:SetSpecial("Hide", function(ignore, hide) doHide(hide) end) api:SetSpecial("SetTitle", function(ignore, newTitle) Titlef.Text = newTitle end) api:SetSpecial("SetPosition", function(ignore, newPos) setPosition(newPos) end) api:SetSpecial("SetSize", function(ignore, newSize) setSize(newSize) end) api:SetSpecial("GetPosition", function() return Drag.AbsolutePosition end) api:SetSpecial("GetSize", function() return Main.AbsoluteSize end) api:SetSpecial("IsVisible", isVisible) api:SetSpecial("IsClosed", isClosed) meta.__index = function(tab, ind) if ind == "IsVisible" then return isVisible() elseif ind == "Closed" then return isClosed else return oldIndex(tab, ind) end end setSize(Size) setPosition(Position) if Ready then gTable:Ready() BringToFront() end return api,GUI end
--------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- -- Event Handlers
function OnRayHit(cast, raycastResult, segmentVelocity, cosmeticBulletObject) -- This function will be connected to the Caster's "RayHit" event. local hitPart = raycastResult.Instance local hitPoint = raycastResult.Position local normal = raycastResult.Normal if hitPart ~= nil and hitPart.Parent ~= nil then -- Test if we hit something local humanoid = hitPart.Parent:FindFirstChildOfClass("Humanoid") -- Is there a humanoid? if humanoid then local Player = Players:GetPlayerFromCharacter(Tool.Parent) humanoid.Health -= 100 TagHumanoid(humanoid, Player) end MakeParticleFX(hitPoint, normal) -- Particle FX end end function OnRayPierced(cast, raycastResult, segmentVelocity, cosmeticBulletObject) -- You can do some really unique stuff with pierce behavior - In reality, pierce is just the module's way of asking "Do I keep the bullet going, or do I stop it here?" -- You can make use of this unique behavior in a manner like this, for instance, which causes bullets to be bouncy. local position = raycastResult.Position local normal = raycastResult.Normal local newNormal = Reflect(normal, segmentVelocity.Unit) cast:SetVelocity(newNormal * segmentVelocity.Magnitude) -- It's super important that we set the cast's position to the ray hit position. Remember: When a pierce is successful, it increments the ray forward by one increment. -- If we don't do this, it'll actually start the bounce effect one segment *after* it continues through the object, which for thin walls, can cause the bullet to almost get stuck in the wall. cast:SetPosition(position) -- Generally speaking, if you plan to do any velocity modifications to the bullet at all, you should use the line above to reset the position to where it was when the pierce was registered. end function OnRayUpdated(cast, segmentOrigin, segmentDirection, length, segmentVelocity, cosmeticBulletObject) -- Whenever the caster steps forward by one unit, this function is called. -- The bullet argument is the same object passed into the fire function. if cosmeticBulletObject == nil then return end local bulletLength = cosmeticBulletObject.Size.Z / 2 -- This is used to move the bullet to the right spot based on a CFrame offset local baseCFrame = CFrame.new(segmentOrigin, segmentOrigin + segmentDirection) cosmeticBulletObject.CFrame = baseCFrame * CFrame.new(0, 0, -(length - bulletLength)) end function OnRayTerminated(cast) local cosmeticBullet = cast.RayInfo.CosmeticBulletObject if cosmeticBullet ~= nil then -- This code here is using an if statement on CastBehavior.CosmeticBulletProvider so that the example gun works out of the box. -- In your implementation, you should only handle what you're doing (if you use a PartCache, ALWAYS use ReturnPart. If not, ALWAYS use Destroy. if CastBehavior.CosmeticBulletProvider ~= nil then CastBehavior.CosmeticBulletProvider:ReturnPart(cosmeticBullet) else cosmeticBullet:Destroy() end end end MouseEvent.OnServerEvent:Connect(function (clientThatFired, mousePoint) if not CanFire then return end CanFire = false local mouseDirection = (mousePoint - FirePointObject.WorldPosition).Unit for i = 1, BULLETS_PER_SHOT do Fire(mouseDirection) end if FIRE_DELAY > 0.03 then wait(FIRE_DELAY) end CanFire = true end) Caster.RayHit:Connect(OnRayHit) Caster.RayPierced:Connect(OnRayPierced) Caster.LengthChanged:Connect(OnRayUpdated) Caster.CastTerminating:Connect(OnRayTerminated) Tool.Equipped:Connect(function () CastParams.FilterDescendantsInstances = {Tool.Parent, CosmeticBulletsFolder} end)
--Scripted By Vurpri --Used as Contribution to Horizon Online-- --https://www.roblox.com/groups/5337170/Horizon-Online#!/about
------------------------------------------------------------------
local LockGUI = nil local AimGUI = nil local TargetPlayer = nil local Locked = false local Targeting = false
--// MAIN CODE
torso = character:WaitForChild("HumanoidRootPart") joint = character:FindFirstChild("RootJoint", true) baseC1 = joint.C1 cr = coroutine.resume cc = coroutine.create local function getangles() local side = torso.CFrame.RightVector:Dot(humanoid.MoveDirection) local front = torso.CFrame.LookVector:Dot(humanoid.MoveDirection) if frontenabled then return side, front*frontmultiplier else return side, 0 end end humanoid.Died:connect(function() script.Disabled = true end) game:GetService("RunService").Heartbeat:Connect(function() local side, front = getangles() joint.C1 = joint.C1:Lerp(baseC1 * CFrame.Angles(math.rad(-front*maxtilt*(humanoid.WalkSpeed/8)),0,math.rad(side*maxtilt*(humanoid.WalkSpeed/16))), stiffness/50) local ctick = tick() if humanoid.MoveDirection.Magnitude > 0 then cr(cc(function() local bobx = math.cos(ctick * 7.5) * .25 local boby = math.abs(math.sin(ctick * 7.5)) * .25 local bob = Vector3.new(bobx, boby, 0) humanoid.CameraOffset = humanoid.CameraOffset:lerp(bob, .25) end)) else humanoid.CameraOffset = humanoid.CameraOffset * .75 end end)
-- debug.profileend()
return ReturnColor end end; NumberRange = function(V0, V1) local Min0, Max0 = V0.Min, V0.Max local DeltaMin, DeltaMax = V1.Min - Min0, V1.Max - Max0 return function(DeltaTime) return NumberRange.new(Min0 + DeltaTime * DeltaMin, Max0 + DeltaTime * DeltaMax) end end; NumberSequenceKeypoint = function(V0, V1) local T0, V0, E0 = V0.Time, V0.Value, V0.Envelope local DT, DV, DE = V1.Time - T0, V1.Value - V0, V1.Envelope - E0 return function(DeltaTime) return NumberSequenceKeypoint.new(T0 + DeltaTime * DT, V0 + DeltaTime * DV, E0 + DeltaTime * DE) end end; PhysicalProperties = function(V0, V1) local D0, E0, EW0, F0, FW0 = V0.Density, V0.Elasticity, V0.ElasticityWeight, V0.Friction, V0.FrictionWeight local DD, DE, DEW, DF, DFW = V1.Density - D0, V1.Elasticity - E0, V1.ElasticityWeight - EW0, V1.Friction - F0, V1.FrictionWeight - FW0 return function(DeltaTime) return PhysicalProperties.new( D0 + DeltaTime * DD, E0 + DeltaTime * DE, EW0 + DeltaTime * DEW, F0 + DeltaTime * DF, FW0 + DeltaTime * DFW ) end end; Ray = function(V0, V1) local O0, D0, O1, D1 = V0.Origin, V0.Direction, V1.Origin, V1.Direction local OX0, OY0, OZ0, DX0, DY0, DZ0 = O0.X, O0.Y, O0.Z, D0.X, D0.Y, D0.Z local DOX, DOY, DOZ, DDX, DDY, DDZ = O1.X - OX0, O1.Y - OY0, O1.Z - OZ0, D1.X - DX0, D1.Y - DY0, D1.Z - DZ0 return function(DeltaTime) return Ray.new( Vector3.new(OX0 + DeltaTime * DOX, OY0 + DeltaTime * DOY, OZ0 + DeltaTime * DOZ), Vector3.new(DX0 + DeltaTime * DDX, DY0 + DeltaTime * DDY, DZ0 + DeltaTime * DDZ) ) end end; UDim = function(V0, V1) local SC, OF = V0.Scale, V0.Offset local DSC, DOF = V1.Scale - SC, V1.Offset - OF return function(DeltaTime) return UDim.new(SC + DeltaTime * DSC, OF + DeltaTime * DOF) end end; UDim2 = RobloxLerp; Vector2 = RobloxLerp; Vector3 = RobloxLerp; Rect = function(V0, V1) return function(DeltaTime) return Rect.new( V0.Min.X + DeltaTime * (V1.Min.X - V0.Min.X), V0.Min.Y + DeltaTime * (V1.Min.Y - V0.Min.Y), V0.Max.X + DeltaTime * (V1.Max.X - V0.Max.X), V0.Max.Y + DeltaTime * (V1.Max.Y - V0.Max.Y) ) end end; Region3 = function(V0, V1) return function(DeltaTime) local imin = Lerp(V0.CFrame * (-V0.Size / 2), V1.CFrame * (-V1.Size / 2), DeltaTime) local imax = Lerp(V0.CFrame * (V0.Size / 2), V1.CFrame * (V1.Size / 2), DeltaTime) local iminx = imin.X local imaxx = imax.X local iminy = imin.Y local imaxy = imax.Y local iminz = imin.Z local imaxz = imax.Z return Region3.new( Vector3.new(iminx < imaxx and iminx or imaxx, iminy < imaxy and iminy or imaxy, iminz < imaxz and iminz or imaxz), Vector3.new(iminx > imaxx and iminx or imaxx, iminy > imaxy and iminy or imaxy, iminz > imaxz and iminz or imaxz) ) end end; NumberSequence = function(V0, V1) return function(DeltaTime) local keypoints = {} local addedTimes = {} local keylength = 0 for _, ap in ipairs(V0.Keypoints) do local closestAbove, closestBelow for _, bp in ipairs(V1.Keypoints) do if bp.Time == ap.Time then closestAbove, closestBelow = bp, bp break elseif bp.Time < ap.Time and (closestBelow == nil or bp.Time > closestBelow.Time) then closestBelow = bp elseif bp.Time > ap.Time and (closestAbove == nil or bp.Time < closestAbove.Time) then closestAbove = bp end end local bValue, bEnvelope if closestAbove == closestBelow then bValue, bEnvelope = closestAbove.Value, closestAbove.Envelope else local p = (ap.Time - closestBelow.Time) / (closestAbove.Time - closestBelow.Time) bValue = (closestAbove.Value - closestBelow.Value) * p + closestBelow.Value bEnvelope = (closestAbove.Envelope - closestBelow.Envelope) * p + closestBelow.Envelope end local interValue = (bValue - ap.Value) * DeltaTime + ap.Value local interEnvelope = (bEnvelope - ap.Envelope) * DeltaTime + ap.Envelope local interp = NumberSequenceKeypoint.new(ap.Time, interValue, interEnvelope) keylength = keylength + 1 keypoints[keylength] = interp addedTimes[ap.Time] = true end for _, bp in ipairs(V1.Keypoints) do if not addedTimes[bp.Time] then local closestAbove, closestBelow for _, ap in ipairs(V0.Keypoints) do if ap.Time == bp.Time then closestAbove, closestBelow = ap, ap break elseif ap.Time < bp.Time and (closestBelow == nil or ap.Time > closestBelow.Time) then closestBelow = ap elseif ap.Time > bp.Time and (closestAbove == nil or ap.Time < closestAbove.Time) then closestAbove = ap end end local aValue, aEnvelope if closestAbove == closestBelow then aValue, aEnvelope = closestAbove.Value, closestAbove.Envelope else local p = (bp.Time - closestBelow.Time) / (closestAbove.Time - closestBelow.Time) aValue = (closestAbove.Value - closestBelow.Value) * p + closestBelow.Value aEnvelope = (closestAbove.Envelope - closestBelow.Envelope) * p + closestBelow.Envelope end local interValue = (bp.Value - aValue) * DeltaTime + aValue local interEnvelope = (bp.Envelope - aEnvelope) * DeltaTime + aEnvelope local interp = NumberSequenceKeypoint.new(bp.Time, interValue, interEnvelope) keylength = keylength + 1 keypoints[keylength] = interp end end table.sort(keypoints, SortByTime) return NumberSequence.new(keypoints) end end; }, { __index = function(_, Index) error("No lerp function is defined for type " .. tostring(Index) .. ".", 4) end; __newindex = function(_, Index) error("No lerp function is defined for type " .. tostring(Index) .. ".", 4) end; }) return Lerps
--[[ Script Variables ]]
-- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local CachedHumanoid = nil local IsFollowStick = true local ThumbstickFrame = nil local MoveTouchObject = nil local OnTouchEnded = nil -- defined in Create() local OnTouchMovedCn = nil local OnTouchEndedCn = nil
--GoPro Hero 4 By RikOne2@InSpare
function OnClick(player) if player and (not player.PlayerGui:FindFirstChild("GUI")) then script.Parent.GUI:Clone().Parent = player.PlayerGui end end script.Parent.GUI.Button.V.Value = script.Parent script.Parent.CD.MouseClick:connect(OnClick)
--Cause: Dried Capacitors Losing Charge
while true do if script.Parent.Parent.Sound.Sound.PlaybackSpeed > 0.95 then tone = ((((script.Parent.Parent.Sound.Sound.PlaybackSpeed*4/script.Divisor.Value*script.Multiplier.Value)*script.Speed.Value)*2)/10000) script.Parent.Parent.Sound.Sound.PlaybackSpeed = script.Parent.Parent.Sound.Sound.PlaybackSpeed + tone script.Parent.Parent.Sound.Sound2.PlaybackSpeed = script.Parent.Parent.Sound.Sound2.PlaybackSpeed + tone wait() else wait(math.random(5,30)) end wait() end
-- Runs whenever a player leaves the game. If that player was actually in the game, removes them from the table and checks for game over state
game.Players.PlayerRemoving:Connect(removeActivePlayer) AddActivePlayer.OnServerEvent:Connect(addActivePlayer) RemoveActivePlayer.OnServerEvent:Connect(removeActivePlayer)
--shadow softness
local amplitudeS = .2 local offsetS = .8
--// 스크립트 \\--
while wait(0.2) do for _,v in pairs(Main:GetChildren()) do if v:isA("Part") then Found = false local hitbox = Region3.new(v.Position - (v.Size/2), v.Position + (v.Size/2)) local Char = Player.Character or Player.CharacterAdded:Wait() local list = workspace:FindPartsInRegion3WithWhiteList(hitbox, Char:GetDescendants()) for _, Filter in pairs(list) do if Filter:FindFirstAncestor(Player.Name) then Found = true break else Found = false end end if Found == true then for _,v in pairs(Main:WaitForChild(v.Name.."Music"):GetChildren()) do if v:isA("Sound") and v.IsPlaying == false then v:Play() break end end else for _,v in pairs(Main:WaitForChild(v.Name.."Music"):GetChildren()) do if v:isA("Sound") then v:Stop() end end end end end end
-- MOVING PLATFORM SETTINGS - Edit the settings to change how the platform works.
moveDelay = 4 -- The delay (in seconds) for moving between destinations. topSpeed = 30 -- The maximum speed that the platform can move at.
-- Target finding state
local target = nil local newTarget = nil local newTargetDistance = nil local searchIndex = 0 local timeSearchEnded = 0 local searchRegion = nil local searchParts = nil
--Loop For Making Rays For The Bullet's Trajectory
for i = 1, 30 do --print("Travelling") local thisOffset = offset + Vector3.new(0, yOffset*(i-1), 0) local travelRay = Ray.new(point1,thisOffset) acceptable = false while not acceptable do hit, position = workspace:FindPartOnRayWithIgnoreList(travelRay, ignoreList) if hit then --print(hit.Name) if hit.Name == "FakeTrack" or hit.Name == "Flash" then ignoreList[#ignoreList+1] = hit --print("Un-Acceptable") else --print("Acceptable") acceptable = true end else --print("Acceptable") acceptable = true end end local distance = (position - point1).magnitude round.Size = Vector3.new(0.6, distance, 0.6) round.CFrame = CFrame.new(position, point1) * CFrame.new(0, 0, -distance/2) * CFrame.Angles(math.rad(90),0,0) round.Parent = Workspace point1 = point1 + thisOffset allied = false if hit and hit.Parent then --if we hit something --print("Bullet Hit Something") if hit.Parent.Parent then --look if what we hit is a tank tank = hit.Parent.Parent:findFirstChild("Tank") if not tank and hit.Parent.Parent.Parent then tank = hit.Parent.Parent.Parent:findFirstChild("Tank") if not tank and hit.Parent.Parent.Parent.Parent then local tank = hit.Parent.Parent.Parent.Parent:findFirstChild("Tank") if not tank and hit.Parent.Parent.Parent.Parent.Parent then local tank = hit.Parent.Parent.Parent.Parent.Parent:findFirstChild("Tank") end end end end if tank then --if it is a tank --print("Hit a Tank") if tank.Value == BrickColor.new("Bright red") then --if we hit an ally allied = true --print("Tank is an ally") end end if not allied then round:remove() local e = Instance.new("Explosion") e.BlastRadius = 3 e.BlastPressure = 1700 e.ExplosionType = Enum.ExplosionType.NoCraters e.DestroyJointRadiusPercent = 1.3 e.Position = position e.Parent = Workspace local impactPos = CFrame.new(point1,point1 + thisOffset)-point1+position for angle = 1, 360, 40 do ray(angle,1.5, impactPos) ray(angle,3, impactPos) --wait() end round:remove() break elseif hit and allied then round:remove() break end end wait() end if round then round:remove() end script:remove()
-- playToolAnimation("toolnone", toolTransitionTime, Humanoid)
return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid) return end end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then stopAllAnimations() moveSit() return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
-- Regeneration
function regenHealth() if Regening then return end Regening = true while Humanoid.Health < Humanoid.MaxHealth do local waiting = wait(1) local health = Humanoid.Health if health > 0 and health < Humanoid.MaxHealth then local newHealthDelta = 0.01 * waiting * Humanoid.MaxHealth health = health + newHealthDelta Humanoid.Health = math.min(health,Humanoid.MaxHealth) end end if Humanoid.Health > Humanoid.MaxHealth then Humanoid.Health = Humanoid.MaxHealth end Regening = false end Humanoid.HealthChanged:connect(regenHealth)
--DevelopmentStatus
Seagull = script.Parent RunService = game:GetService("RunService") Torso = Seagull:WaitForChild("Body") LeftWing = Seagull:WaitForChild("LeftWing") RightWing = Seagull:WaitForChild("RightWing") LeftMotor = Torso:WaitForChild("LeftMotor") RightMotor = Torso:WaitForChild("RightMotor")
--[=[ This module provides utility functions for strings @class String ]=]
local String = {}
-- / Game Assets / --
local GameAssets = game.ServerStorage.GameAssets local Tools = GameAssets.Tools
-- slash effect when clicking mouse
local function slash() local owner = tool.Parent local str = Instance.new("StringValue") str.Name = "toolanim" str.Value = "Slash" str.Parent = tool end tool.Activated:Connect(slash)
--// Extras
WalkAnimEnabled = true; -- Set to false to disable walking animation, true to enable SwayEnabled = true; -- Set to false to disable sway, true to enable
----------------- --| Constants |-- -----------------
local GRAVITY_ACCELERATION = workspace.Gravity local RELOAD_TIME = 3 -- Seconds until tool can be used again local ROCKET_SPEED = 2 -- Speed of the projectile local MISSILE_MESH_ID = 'http://www.roblox.com/asset/?id=2251534' local MISSILE_MESH_SCALE = Vector3.new(0.35, 0.35, 0.25) local ROCKET_PART_SIZE = Vector3.new(1.2, 1.2, 3.27)
--Give player when buy
player:WaitForChild("BackpackShop").Equipped.Changed:Connect(function() if character:FindFirstChild("Backpack") then character.Backpack:Remove() local a = game.ServerStorage.Backpacks[equipped.Value]:Clone() a.Name = "Backpack" a.Parent = character end end) end) end)
--Tune
OverheatSpeed = .2 --How fast the car will overheat CoolingEfficiency = .1 --How fast the car will cool down RunningTemp = 85 --In degrees Fan = true --Cooling fan FanTemp = 100 --At what temperature the cooling fan will activate FanSpeed = .03 FanVolume = .2 BlowupTemp = 130 --At what temperature the engine will blow up GUI = true --GUI temperature gauge
--Made by Stickmasterluke
originalgrip=CFrame.new(1, 0, 0, 0, 0.03, 0.02, 0, -0.008, 1, 0, 1, 0.008) --CFrame.new(0,-1.5,0)*CFrame.Angles(0,math.pi/2,0) currentgrip=originalgrip function waitfor(parent,name) while true do local child=parent:FindFirstChild(name) if child~=nil then return child end wait() end end function spinsword(spintime) delay(0,function() for i=1, 3 do local startspin=tick() local endspin=startspin+spintime while tick()<endspin do script.Parent.Grip=currentgrip*CFrame.Angles(math.pi*2*((tick()-startspin)/spintime),0,0) wait() end script.Parent.Grip=currentgrip wait(0.2) end end) end
-- In 'ServerScriptService', add this into a script named 'PlayerSetup'
local function onPlayerJoin(player) setupPlayerStats(player) ParticleController.SetupParticlesPlayer(player) end
-- ClientRemoteProperty -- Stephen Leitnick -- December 20, 2021
local Promise = require(script.Parent.Parent.Parent.Promise) local Signal = require(script.Parent.Parent.Parent.Signal) local ClientRemoteSignal = require(script.Parent.ClientRemoteSignal) local Types = require(script.Parent.Parent.Types)
--[=[ @param object any -- Object to remove Removes the object from the Trove and cleans it up. ```lua local part = Instance.new("Part") trove:Add(part) trove:Remove(part) ``` ]=]
function Trove:Remove(object: any): boolean local objects = self._objects for i,obj in ipairs(objects) do if obj[1] == object then local n = #objects objects[i] = objects[n] objects[n] = nil self:_cleanupObject(obj[1], obj[2]) return true end end return false end
-- Placeholder texture can be any roblox asset link
local initialTexture = "" local RowCount = 5 local ColCount = 3 local perImageSpriteCount = RowCount * ColCount local width = 320 local height = 200 local startIndexOffset = 11 local framesInTotal = 3 assert(numImages * RowCount * ColCount >= framesInTotal) local animPeriod = 0.3 -- period for the whole animation, in seconds assert(animPeriod > 0) local curImageIdx = 0 local curSpriteIdx = 0 local fps = framesInTotal / animPeriod local accumulatedTime = 0 local function AnimateImageSpriteSheet(dt) accumulatedTime = math.fmod(accumulatedTime + dt, animPeriod) curSpriteIdx = math.floor(accumulatedTime * fps) + startIndexOffset local prevImageIndex = curImageIdx curImageIdx = math.floor(curSpriteIdx / perImageSpriteCount) if prevImageIndex ~= curImageIdx then imageInstance.Image = imageAssetIDs[curImageIdx + 1] end local localSpriteIndex = curSpriteIdx - curImageIdx * perImageSpriteCount local row = math.floor(localSpriteIndex / ColCount) local col = localSpriteIndex - row * ColCount imageInstance.ImageRectOffset = Vector2.new(col * width, row * height) end Animator.Connection = nil Animator.Init = function() Animator.Connection = game:GetService("RunService").RenderStepped:Connect(AnimateImageSpriteSheet) end Animator.Stop = function() if Animator.Connection then imageInstance.Image = initialTexture Animator.Connection:Disconnect() end end return Animator
--[=[ Provides a debounce function call on an operation. @function throttle @within throttle @param timeoutInSeconds number @param func function @param throttleConfig? { leading = true; trailing = true; } @return function ]=]
local function throttle(timeoutInSeconds, func, throttleConfig) assert(type(timeoutInSeconds) == "number", "timeoutInSeconds is not a number") assert(type(func) == "function", "func is not a function") local throttled = ThrottledFunction.new(timeoutInSeconds, func, throttleConfig) return function(...) throttled:Call(...) end end return throttle
-- @ModuleDescription Library containing other small function useful for programming.
local System = require(game.ReplicatedStorage.System) local Basic = {} Basic.Replicated = true local CachedProperties = {}
--NOTICE: If converting to an AF, uncomment any of the commented codes below
ButtonAlert.ProximityPrompt.Triggered:Connect(function() Events:Fire("signal",1) ButtonAlert.Click:Play() end) ButtonAttack.ProximityPrompt.Triggered:Connect(function() Events:Fire("signal",2) ButtonAttack.Click:Play() end) ButtonFire.ProximityPrompt.Enabled = true ButtonFire.ProximityPrompt.MaxActivationDistance = 5 ButtonFire.ProximityPrompt.Triggered:Connect(function() Events:Fire("fire",1) ButtonFire.Click:Play() end) ButtonCancel.ProximityPrompt.Triggered:Connect(function() Events:Fire("signal",0) ButtonCancel.Click:Play() end) ButtonTest.ProximityPrompt.Triggered:Connect(function() Events:Fire("test") end) ButtonTest.ProximityPrompt.TriggerEnded:Connect(function() Events:Fire("stoptest") end)
--[[ -- Usage example local state = red.State.new({ val = 1, time = tick(), nest = { val = 123123 } }) state:listen(function(prevState, newState) print(prevState.val, newState.val) end) -- Module local module = {} function module.fn(_state) _state:get('nest.val') end return module ]]
local dLib = require(script.Parent.dLib) local Util = dLib.import('Util') local State = {} function State.new(initialState) local _context = initialState or {} local _listeners = {} local self = {} --self.__index = self self.__index = function(self, key) return _context[key] or self[key] end --[[local self = setmetatable({}, { __index = function(tbl, k) return rawget(_context, k) end; __newindex = function(self, k, v) rawset(_context, k, v) end; })]] function self:length() return Util.tableLength(_context) end function self:get(path) -- Todo: support for nested tables if typeof(path) == 'number' then return _context[path] -- Return the index, if exists end return path == true and _context or Util.treePath(_context, path, '.') --return key and _context[key] or (key == true and _context) end function self:listen(fn) assert(typeof(fn) == 'function', 'Callback argument must be a function') local id = Util.randomString(8) -- Unique reference ID used for unsubscribing _listeners[id] = fn return id end function self:unlisten(id) assert(_listeners[id], 'State listener does not exist') _listeners[id] = nil end function self:pushUpdates(prevState) for _, callback in pairs(_listeners) do pcall(callback, prevState, _context) end end function self:push(a, b) local prevState = Util.extend({}, _context) local key = b ~= nil and a or #_context + 1 _context[key] = b ~= nil and b or a self:pushUpdates(prevState) return key end function self:reset() _context = {} end function self:set(newState, value) local prevState = Util.extend({}, _context) -- Create a local copy if typeof(newState) == 'function' then _context = newState(_context) or _context elseif typeof(newState) == 'table' then for k, v in pairs(newState) do _context[k] = v end elseif typeof(newState) == 'string' then local path = Util.split(newState, '.', true) local res = _context -- Go through nest until the last nest level is reached for i, childName in ipairs(path) do local numberIndex = tonumber(childName) if numberIndex then childName = numberIndex end if res[childName] and i ~= #path then res = res[childName] elseif i == #path then -- Change the value if end of the path was reached res[childName] = value else break end end else return end self:pushUpdates(prevState) end function self:remove(path) local prevState = Util.extend({}, _context) -- Create a local copy local treePath = Util.split(path, '.', true) local res = _context -- Dig through nest until the last nest level is reached for i, childName in ipairs(treePath) do local numberIndex = tonumber(childName) if numberIndex then childName = numberIndex end if res[childName] and i ~= #treePath then res = res[childName] elseif i == #treePath then -- Remove the value if end of the path was reached res[childName] = nil else break end end self:pushUpdates(prevState) end return setmetatable({}, { __index = self }) end return State
--[[ An internal method used by the reconciler to construct a new component instance and attach it to the given virtualNode. ]]
function Component:__mount(reconciler, virtualNode) if config.internalTypeChecks then internalAssert(Type.of(self) == Type.StatefulComponentClass, "Invalid use of `__mount`") internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #2 to be of type VirtualNode") end local currentElement = virtualNode.currentElement local hostParent = virtualNode.hostParent -- Contains all the information that we want to keep from consumers of -- Roact, or even other parts of the codebase like the reconciler. local internalData = { reconciler = reconciler, virtualNode = virtualNode, componentClass = self, lifecyclePhase = ComponentLifecyclePhase.Init, pendingState = nil, } local instance = { [Type] = Type.StatefulComponentInstance, [InternalData] = internalData, } setmetatable(instance, self) virtualNode.instance = instance local props = currentElement.props if self.defaultProps ~= nil then props = assign({}, self.defaultProps, props) end instance:__validateProps(props) instance.props = props local newContext = assign({}, virtualNode.legacyContext) instance._context = newContext instance.state = assign({}, instance:__getDerivedState(instance.props, {})) if instance.init ~= nil then instance:init(instance.props) assign(instance.state, instance:__getDerivedState(instance.props, instance.state)) end -- It's possible for init() to redefine _context! virtualNode.legacyContext = instance._context internalData.lifecyclePhase = ComponentLifecyclePhase.Render local renderResult = instance:render() internalData.lifecyclePhase = ComponentLifecyclePhase.ReconcileChildren reconciler.updateVirtualNodeWithRenderResult(virtualNode, hostParent, renderResult) if instance.didMount ~= nil then internalData.lifecyclePhase = ComponentLifecyclePhase.DidMount instance:didMount() end if internalData.pendingState ~= nil then -- __update will handle pendingState, so we don't pass any new element or state instance:__update(nil, nil) end internalData.lifecyclePhase = ComponentLifecyclePhase.Idle end
-- TODO: Remove when we figure out ContextActionService without sinking keys
local function onShiftInputBegan(inputObject, isProcessed) if isProcessed then return end if inputObject.UserInputType == Enum.UserInputType.Keyboard and (inputObject.KeyCode == Enum.KeyCode.LeftShift or inputObject.KeyCode == Enum.KeyCode.RightShift) then -- mouseLockSwitchFunc() end end local function enableShiftLock() IsShiftLockMode = isShiftLockMode() if IsShiftLockMode then if ShiftLockIcon then ShiftLockIcon.Visible = true end if IsShiftLocked then Mouse.Icon = SHIFT_LOCK_CURSOR ShiftLockController.OnShiftLockToggled:Fire() end if not IsActionBound then InputCn = UserInputService.InputBegan:connect(onShiftInputBegan) IsActionBound = true end end end GameSettings.Changed:connect(function(property) if property == 'ControlMode' then if GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch then enableShiftLock() else disableShiftLock() end elseif property == 'ComputerMovementMode' then if GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove then disableShiftLock() else enableShiftLock() end end end) LocalPlayer.Changed:connect(function(property) if property == 'DevEnableMouseLock' then if LocalPlayer.DevEnableMouseLock then enableShiftLock() else disableShiftLock() end elseif property == 'DevComputerMovementMode' then if LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.ClickToMove or LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable then -- disableShiftLock() else enableShiftLock() end end end) LocalPlayer.CharacterAdded:connect(function(character) -- we need to recreate guis on character load if not UserInputService.TouchEnabled then initialize() end end)
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "c" then --Camera controls if cam == ("car") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Custom") cam = ("freeplr") Camera.FieldOfView = 70 limitButton.Text = "Free Camera" wait(3) limitButton.Text = "" elseif cam == ("freeplr") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Attach") cam = ("lockplr") Camera.FieldOfView = 45 limitButton.Text = "FPV Camera" wait(3) limitButton.Text = "" elseif cam == ("lockplr") then Camera.CameraSubject = carSeat Camera.CameraType = ("Custom") cam = ("car") Camera.FieldOfView = 70 limitButton.Text = "Standard Camera" wait(3) limitButton.Text = "" end end end)
--// Bullet Physics
BulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop BulletSpeed = 2500; -- Bullet Speed BulletSpread = 0; -- 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)
-- // -- Luau sorta handles this now. -- math.randomseed(os.time()) -- //
--[[Weld functions]]
local JS = game:GetService("JointsService") local PGS_ON = workspace:PGSIsEnabled() function MakeWeld(x,y,type,s) if type==nil then type="Weld" end local W=Instance.new(type,x) W.Part0=x W.Part1=y W.C0=x.CFrame:inverse()*x.CFrame W.C1=y.CFrame:inverse()*x.CFrame if type=="Motor" and s~=nil then W.MaxVelocity=s end return W end function ModelWeld(a,b) if a:IsA("BasePart") then MakeWeld(b,a,"Weld") for i,v in pairs(a:GetChildren()) do if v ~= nil and v:IsA("BasePart") then ModelWeld(v,b) end end elseif a:IsA("Model") then for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end end end function UnAnchor(a) if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end end
--[[ references: https://create.roblox.com/docs/reference/engine/datatypes/Vector3 https://denisrizov.com/2016/06/02/bezier-curves-unity-package-included/ --]]
local SETTINGS = { Debug = false } local function lerp(a: Vector3, b: Vector3, t) return a:Lerp(b, t) end local function newInstance(class, properties) local instance = Instance.new(class) properties = properties or {} for k, v in properties do if k ~= "Parent" then instance[k] = v end end instance.Parent = properties.Parent return instance end
-- Nice getter for aspect ratio. Due to the checks in the ViewSize functions this -- will never fail with a divide by zero error.
function ScreenSpace.AspectRatio() return ScreenSpace.ViewSizeX() / ScreenSpace.ViewSizeY() end
--Place this button and the model you want to regen in the same model.
model = script.Parent.Parent["Regen"] -- Change "Regen" to the name of your model. newmodel = model:clone() enabled = true function onClicked() if enabled then enabled = false--Keeps you from regening the model while it's still regening script.Parent.BrickColor = BrickColor.new(26)--Turns the button Black to let players know it is disabled model:remove() wait(0.1) -- This is how long it will take to regen model = newmodel:clone() model.Parent = script.Parent.Parent model:MakeJoints() wait(15) -- This is how long it will take for the regen button to be enabled after being used script.Parent.BrickColor = BrickColor.new(23)--Turns the button Blue to tell players it is enabled enabled = true end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- SolarCrane
local MAX_TWEEN_RATE = 2.8 -- per second local function clamp(low, high, num) return (num > high and high or num < low and low or num) end local math_floor = math.floor local function Round(num, places) local decimalPivot = 10^places return math_floor(num * decimalPivot + 0.5) / decimalPivot end local function CreateTransparencyController() local module = {} local LastUpdate = tick() local TransparencyDirty = false local Enabled = false local LastTransparency = nil local DescendantAddedConn, DescendantRemovingConn = nil, nil local ToolDescendantAddedConns = {} local ToolDescendantRemovingConns = {} local CachedParts = {} local function HasToolAncestor(object) if object.Parent == nil then return false end return object.Parent:IsA('Tool') or HasToolAncestor(object.Parent) end local function IsValidPartToModify(part) if part:IsA('BasePart') or part:IsA('Decal') then return not HasToolAncestor(part) end return false end local function CachePartsRecursive(object) if object then if IsValidPartToModify(object) then CachedParts[object] = true TransparencyDirty = true end for _, child in pairs(object:GetChildren()) do CachePartsRecursive(child) end end end local function TeardownTransparency() for child, _ in pairs(CachedParts) do child.LocalTransparencyModifier = 0 end CachedParts = {} TransparencyDirty = true LastTransparency = nil if DescendantAddedConn then DescendantAddedConn:disconnect() DescendantAddedConn = nil end if DescendantRemovingConn then DescendantRemovingConn:disconnect() DescendantRemovingConn = nil end for object, conn in pairs(ToolDescendantAddedConns) do conn:disconnect() ToolDescendantAddedConns[object] = nil end for object, conn in pairs(ToolDescendantRemovingConns) do conn:disconnect() ToolDescendantRemovingConns[object] = nil end end local function SetupTransparency(character) TeardownTransparency() if DescendantAddedConn then DescendantAddedConn:disconnect() end DescendantAddedConn = character.DescendantAdded:connect(function(object) -- This is a part we want to invisify if IsValidPartToModify(object) then CachedParts[object] = true TransparencyDirty = true -- There is now a tool under the character elseif object:IsA('Tool') then if ToolDescendantAddedConns[object] then ToolDescendantAddedConns[object]:disconnect() end ToolDescendantAddedConns[object] = object.DescendantAdded:connect(function(toolChild) CachedParts[toolChild] = nil if toolChild:IsA('BasePart') or toolChild:IsA('Decal') then -- Reset the transparency toolChild.LocalTransparencyModifier = 0 end end) if ToolDescendantRemovingConns[object] then ToolDescendantRemovingConns[object]:disconnect() end ToolDescendantRemovingConns[object] = object.DescendantRemoving:connect(function(formerToolChild) task.wait() -- wait for new parent if character and formerToolChild and formerToolChild:IsDescendantOf(character) then if IsValidPartToModify(formerToolChild) then CachedParts[formerToolChild] = true TransparencyDirty = true end end end) end end) if DescendantRemovingConn then DescendantRemovingConn:disconnect() end DescendantRemovingConn = character.DescendantRemoving:connect(function(object) if CachedParts[object] then CachedParts[object] = nil -- Reset the transparency object.LocalTransparencyModifier = 0 end end) CachePartsRecursive(character) end function module:SetEnabled(newState) if Enabled ~= newState then Enabled = newState self:Update() end end function module:SetSubject(subject) local character = nil if subject and subject:IsA("Humanoid") then character = subject.Parent end if subject and subject:IsA("VehicleSeat") and subject.Occupant then character = subject.Occupant.Parent end if character then SetupTransparency(character) else TeardownTransparency() end end function module:Update() local instant = false local now = tick() local currentCamera = workspace.CurrentCamera if currentCamera then local transparency = 0 if not Enabled then instant = true else local distance = (currentCamera.Focus.p - currentCamera.CoordinateFrame.p).magnitude transparency = (7 - distance) / 5 if transparency < 0.5 then transparency = 0 end if LastTransparency then local deltaTransparency = transparency - LastTransparency -- Don't tween transparency if it is instant or your character was fully invisible last frame if not instant and transparency < 1 and LastTransparency < 0.95 then local maxDelta = MAX_TWEEN_RATE * (now - LastUpdate) deltaTransparency = clamp(-maxDelta, maxDelta, deltaTransparency) end transparency = LastTransparency + deltaTransparency else TransparencyDirty = true end transparency = clamp(0, 1, Round(transparency, 2)) end if TransparencyDirty or LastTransparency ~= transparency then for child, _ in pairs(CachedParts) do child.LocalTransparencyModifier = transparency end TransparencyDirty = false LastTransparency = transparency end end LastUpdate = now end return module end return CreateTransparencyController
--[[ Returns the Plant Id associated with a given Seed Id --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local getAttribute = require(ReplicatedStorage.Source.Utility.getAttribute) local Attribute = require(ReplicatedStorage.Source.SharedConstants.Attribute) local getItemByIdInCategory = require(ReplicatedStorage.Source.Utility.Farm.getItemByIdInCategory) local ItemCategory = require(ReplicatedStorage.Source.SharedConstants.ItemCategory) local function getPlantIdFromSeedId(seedId: string) local seedModel = getItemByIdInCategory(seedId, ItemCategory.Seeds) return getAttribute(seedModel, Attribute.PlantId) end return getPlantIdFromSeedId
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 800 -- Front brake force Tune.RBrakeForce = 1000 -- Rear brake force Tune.PBrakeForce = 2250 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--LIGHTING FUNCTIONS
script.Parent.OnServerEvent:connect(function(pl,n) if lt~=1 then pr = true else pr=false end lt=n if lt == 0 then RefMt.DesiredAngle = RefMt.CurrentAngle%math.rad(360) RefMt.CurrentAngle = RefMt.CurrentAngle%math.rad(360) UpdateLt(1,white) UpdatePt(false,white) StopMt(pr) repeat wait() until lt~=0 elseif lt == 1 then wait(.125) RefMt.DesiredAngle = RefMt.CurrentAngle%math.rad(360) RefMt.CurrentAngle = RefMt.CurrentAngle%math.rad(360) UpdateLt(.25,red) UpdatePt(true,red) UpdateMt(0,math.rad(225),4) wait(.75) repeat UpdateMt(0,math.rad(135),0) wait(.5) if lt~=1 then break end UpdateMt(0,math.rad(225),0) wait(.5) until lt~=1 elseif lt == 2 then UpdateLt(.25,amber) UpdatePt(true,amber) UpdateMt(0,9e9,1) repeat if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 90 then UpdateLt(.25,red) end if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 90 then UpdatePt(true,red) end if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 270 then UpdateLt(.25,amber) end if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 270 then UpdatePt(true,amber) end wait() until lt~=2 elseif lt == 3 then wait(1/6) UpdateLt(.25,blue) UpdatePt(true,blue) UpdateMt(0,9e9,1) repeat wait() until lt~=3 end end)
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function statusChanged() local raceStatus = RaceManager:GetRaceStatus() GameStatus.Text = raceStatus -- Hide GUI when round is in session and player is a speeder if raceStatus == RaceManager.Status.RoundInProgress then StatusBar.Visible = false else StatusBar.Visible = true end end -- statusChanged()
--[=[ Returns whether or not the promise is fulfilled @return bool -- True if fulfilled ]=]
function Promise:IsFulfilled() return self._fulfilled ~= nil end
-- in the mainUI
closeButton.MouseButton1Down:Connect(function() topbar_closeButton_p:Play() hideMainWindow() end) closeButton.MouseButton1Up:Connect(function() topbar_closeButton_f:Cancel() topbar_closebutton_r:Play() topbar_closebutton_r.Completed:Wait() topbar_closeButton_nf:Play() end)
--wait(WaitTime)
local Finished = 0 local AF = 0 for l,i in pairs(Edit) do AF = AF+1 Spawn(function() for j, v in pairs(i) do wait(v[3] and v[3] or 0) for k = 1, v[2] do for m, n in pairs(Parts:GetChildren()) do if n.Name == l then
------------------------------------------------------- --Start Important Functions-- -------------------------------------------------------
s.Size = Vector3.new(4, 0.05, 4) function swait(num) if num == 0 or num == nil then game:service("RunService").Stepped:wait(0) else for i = 0, num do game:service("RunService").Stepped:wait(0) end end end wait(1) coroutine.resume(coroutine.create(function() for i = 1,25 do swait(0) s.Size = s.Size - Vector3.new(0.04,0,0.04) end s:Destroy() end))
--Get existing seats
for _ , seat in pairs(CollectionService:GetTagged(SeatTag)) do Seats[seat] = seat end
--navyblue 13
if k == "n" and ibo.Value==true then bin.Blade.BrickColor = BrickColor.new("Navy blue") bin.Blade2.BrickColor = BrickColor.new("Institutional white") bin.Blade.White.Enabled=false colorbin.white.Value = false bin.Blade.Blue.Enabled=false colorbin.blue.Value = false bin.Blade.Green.Enabled=false colorbin.green.Value = false bin.Blade.Magenta.Enabled=false colorbin.magenta.Value = false bin.Blade.Orange.Enabled=false colorbin.orange.Value = false bin.Blade.Viridian.Enabled=false colorbin.viridian.Value = false bin.Blade.Violet.Enabled=false colorbin.violet.Value = false bin.Blade.Red.Enabled=false colorbin.red.Value = false bin.Blade.Silver.Enabled=false colorbin.silver.Value = false bin.Blade.Black.Enabled=false colorbin.black.Value = false bin.Blade.NavyBlue.Enabled=true colorbin.navyblue.Value = true bin.Blade.Yellow.Enabled=false colorbin.yellow.Value = false bin.Blade.Cyan.Enabled=false colorbin.cyan.Value = false end end function bladeupdate() if ibo.Value == true then if idb.Value == true then bin.Blade.Transparency = 0.4 bin.Blade2.Transparency = 0 else bin.Blade.Transparency = 0.4 bin.Blade2.Transparency = 0 end else bin.Blade.Transparency = 1 bin.Blade2.Transparency = 1 bin.Blade.White.Enabled=false bin.Blade.Red.Enabled=false bin.Blade.Blue.Enabled=false bin.Blade.Green.Enabled=false bin.Blade.Magenta.Enabled=false bin.Blade.Orange.Enabled=false bin.Blade.Viridian.Enabled=false bin.Blade.Violet.Enabled=false bin.Blade.Silver.Enabled=false bin.Blade.Black.Enabled=false bin.Blade.NavyBlue.Enabled=false bin.Blade.Yellow.Enabled=false bin.Blade.Cyan.Enabled=false end end function bladeupdate2() if colorbin.white.Value==true and ibo.Value==true then bin.Blade.White.Enabled=true end if colorbin.red.Value==true and ibo.Value==true then bin.Blade.Red.Enabled=true end if colorbin.blue.Value==true and ibo.Value==true then bin.Blade.Blue.Enabled=true end if colorbin.green.Value==true and ibo.Value==true then bin.Blade.Green.Enabled=true end if colorbin.magenta.Value==true and ibo.Value==true then bin.Blade.Magenta.Enabled=true end if colorbin.orange.Value==true and ibo.Value==true then bin.Blade.Orange.Enabled=true end if colorbin.viridian.Value==true and ibo.Value==true then bin.Blade.Viridian.Enabled=true end if colorbin.violet.Value==true and ibo.Value==true then bin.Blade.Violet.Enabled=true end if colorbin.silver.Value==true and ibo.Value==true then bin.Blade.Silver.Enabled=true end if colorbin.black.Value==true and ibo.Value==true then bin.Blade.Black.Enabled=true end if colorbin.navyblue.Value==true and ibo.Value==true then bin.Blade.NavyBlue.Enabled=true end if colorbin.yellow.Value==true and ibo.Value==true then bin.Blade.Yellow.Enabled=true end if colorbin.cyan.Value==true and ibo.Value==true then bin.Blade.Cyan.Enabled=true end end function onEquippedLocal(mouse) loop.Volume = 0.5 if mouse == nil then print("Mouse not found") return end mouse.Icon = "rbxasset://textures\\GunCursor.png" con = mouse.Button1Down:connect(function() onButton1Down(mouse) end) con2 = mouse.KeyDown:connect(onkd) end function onUnequippedLocal(mouse) loop.Volume = 0 end Tool.Unequipped:connect(onUnequippedLocal) Tool.Equipped:connect(onEquippedLocal) if con ~= nil then con:disconnect() end if con2 ~= nil then con2:disconnect() end