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-- << INFO >> |
info.m1.Text = "Welcome back, "..main.player.Name.."!"
info.Take.MouseButton1Down:Connect(function()
main.marketplaceService:PromptPurchase(main.player, 857927023)
end)
function module:UpdateProfileIcon()
info.PlayerImage.Image = cf:GetUserImage(main.player.UserId)
end
function module:UpdateRankName()
info.m2RankName.Text = "'".. cf:GetRankName(main.pdata.Rank).."'"
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;
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0,1,0,1,-0);
local OriginalC0=JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0;
function FindNearestBae()
local NoticeDistance=10000;
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("Torso")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("Torso");
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("Torso")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(0.2);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(99999);
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(0.4);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.15);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
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=30;
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"));
local NeckRotation=(JeffTheKiller:FindFirstChild("Torso").Position.Y-MainTarget.Parent:FindFirstChild("Head").Position.Y)/10;
if NeckRotation>-1.5 and NeckRotation<1.5 then
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=OriginalC0*CFrame.fromEulerAnglesXYZ(NeckRotation,0,0);
end;
if NeckRotation<-1.5 then
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,-0.993636549,0.112633869,0,0.112633869,0.993636549);
elseif NeckRotation>1.5 then
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0.996671617,0.081521146,0,0.081521146,-0.996671617);
end;
else
end;
else
Notice=false;
NoticeDebounce=false;
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0,1,0,1,-0);
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=500;
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; |
--Opening Hatch-- |
script.Parent.Parent.Part1:Remove()
script.Parent.Parent.Part2:Remove()
wait(1)
script.Parent.Parent.Part3:Remove()
script.Parent.Parent.Part4:Remove()
wait(1)
script.Parent.Parent.Part5:Remove()
script.Parent.Parent.Part6:Remove() |
--[[ Public API ]] | --
function Thumbstick:Enable()
ThumbstickFrame.Visible = true
local humanoid = MasterControl:GetHumanoid()
enableAutoJump(humanoid)
end
function Thumbstick:Disable()
if RevertAutoJumpEnabledToFalse then
local humanoid = MasterControl:GetHumanoid()
if humanoid then
humanoid.AutoJumpEnabled = false
end
end
ThumbstickFrame.Visible = false
OnMoveTouchEnded()
end
function Thumbstick:Create(parentFrame)
if ThumbstickFrame then
ThumbstickFrame:Destroy()
ThumbstickFrame = nil
if OnTouchMovedCn then
OnTouchMovedCn:disconnect()
OnTouchMovedCn = nil
end
if OnTouchEndedCn then
OnTouchEndedCn:disconnect()
OnTouchEndedCn = nil
end
if OnRenderSteppedCn then
OnRenderSteppedCn:disconnect()
OnRenderSteppedCn = nil
end
if TouchActivateCn then
TouchActivateCn:disconnect()
TouchActivateCn = nil
end
end
local ThumbstickSize = 40
local ThumbstickRingSize = 58
local MiddleSize = 13
local MiddleSpacing = MiddleSize + 5
local RadiusOfDeadZone = 2
local RadiusOfMaxSpeed = 50
local screenSize = parentFrame.AbsoluteSize
local isBigScreen = math.min(screenSize.x, screenSize.y) > 500
if isBigScreen then
ThumbstickSize = ThumbstickSize * 2
ThumbstickRingSize = ThumbstickRingSize * 2
MiddleSize = MiddleSize * 2
MiddleSpacing = MiddleSpacing * 2
RadiusOfDeadZone = RadiusOfDeadZone * 2
RadiusOfMaxSpeed = RadiusOfMaxSpeed * 2
end
local color = Color3.fromRGB(255, 255, 255)
local function layoutThumbstickFrame(portraitMode)
if portraitMode then
ThumbstickFrame.Size = UDim2.new(1, 0, .4, 0)
ThumbstickFrame.Position = UDim2.new(0, 0, 0.6, 0)
else
ThumbstickFrame.Size = UDim2.new(1, 0, .5, 18)
ThumbstickFrame.Position = UDim2.new(0, 0, 0.5, -18)
end
end
ThumbstickFrame = Instance.new('Frame')
ThumbstickFrame.Name = "DynamicThumbstickFrame"
ThumbstickFrame.Active = false
ThumbstickFrame.Visible = false
ThumbstickFrame.BackgroundTransparency = 1.0
ThumbstickFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
layoutThumbstickFrame()
StartImage = Instance.new("ImageLabel")
StartImage.Name = "ThumbstickStart"
StartImage.Visible = false
StartImage.BackgroundTransparency = 1
StartImage.Image = IMAGE_RING
StartImage.AnchorPoint = Vector2.new(0.5, 0.5)
StartImage.Parent = ThumbstickFrame
EndImage = Instance.new("ImageLabel")
EndImage.Name = "ThumbstickEnd"
EndImage.Visible = false
EndImage.BackgroundTransparency = 1
EndImage.Image = IMAGE_DISK
EndImage.ImageTransparency = 0.20
EndImage.AnchorPoint = Vector2.new(0.5, 0.5)
EndImage.Parent = ThumbstickFrame
for i = 1, NUM_MIDDLE_IMAGES do
MiddleImages[i] = Instance.new("ImageLabel")
MiddleImages[i].Name = "ThumbstickMiddle"
MiddleImages[i].Visible = false
MiddleImages[i].BackgroundTransparency = 1
MiddleImages[i].Image = IMAGE_DISK
MiddleImages[i].ImageTransparency = MIDDLE_TRANSPARENCIES[i]
MiddleImages[i].AnchorPoint = Vector2.new(0.5, 0.5)
MiddleImages[i].Parent = ThumbstickFrame
end
local CameraChangedConn = nil
local function onWorkspaceChanged(property)
if property == 'CurrentCamera' then
if CameraChangedConn then
CameraChangedConn:Disconnect()
CameraChangedConn = nil
end
local newCamera = workspace.CurrentCamera
if newCamera then
local size = newCamera.ViewportSize
local portraitMode = size.X < size.Y
layoutThumbstickFrame(portraitMode)
CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
size = newCamera.ViewportSize
portraitMode = size.X < size.Y
layoutThumbstickFrame(portraitMode)
end)
end
end
end
workspace.Changed:Connect(onWorkspaceChanged)
if workspace.CurrentCamera then
onWorkspaceChanged('CurrentCamera')
end
local JumpTouchObject = nil
local JumpTouchStartTime = nil
local JumpTouchStartPosition = nil
local MoveTouchObject = nil
local MoveTouchStartTime = nil
local MoveTouchStartPosition = nil
local function doMove(direction)
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = direction
-- Scaled Radial Dead Zone
local inputAxisMagnitude = currentMoveVector.magnitude
if inputAxisMagnitude < RadiusOfDeadZone then
currentMoveVector = Vector3.new()
else
currentMoveVector = currentMoveVector.unit*(1 - math.max(0, (RadiusOfMaxSpeed - currentMoveVector.magnitude)/RadiusOfMaxSpeed))
currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y)
end
MasterControl:AddToPlayerMovement(currentMoveVector)
end
local TweenInAlphaStart = nil
local TweenOutAlphaStart = nil
OnRenderSteppedCn = RunService.RenderStepped:Connect(function(step)
if TweenInAlphaStart ~= nil then
local delta = tick() - TweenInAlphaStart
local fadeInTime = (FadeInAndOutHalfDuration * 2 * FadeInAndOutBalance)
ThumbstickFrame.BackgroundTransparency = 1 - FadeInAndOutMaxAlpha*math.min(delta/fadeInTime, 1)
if delta > fadeInTime then
TweenOutAlphaStart = tick()
TweenInAlphaStart = nil
end
elseif TweenOutAlphaStart ~= nil then
local delta = tick() - TweenOutAlphaStart
local fadeOutTime = (FadeInAndOutHalfDuration * 2) - (FadeInAndOutHalfDuration * 2 * FadeInAndOutBalance)
ThumbstickFrame.BackgroundTransparency = 1 - FadeInAndOutMaxAlpha + FadeInAndOutMaxAlpha*math.min(delta/fadeOutTime, 1)
if delta > fadeOutTime then
TweenOutAlphaStart = nil
end
end
end)
local function layoutMiddleImages(startPos, endPos)
local startDist = (ThumbstickSize / 2) + MiddleSize
local dist = startDist
local vector = endPos - startPos
local totalDist = vector.magnitude - (ThumbstickSize / 2) - (ThumbstickRingSize / 2) - (MiddleSize / 2)
local direction = vector.unit
local distNeeded = dist + (MiddleSpacing * NUM_MIDDLE_IMAGES)
local spacing = 0
if distNeeded > totalDist then
spacing = MiddleSpacing
else
spacing = totalDist / NUM_MIDDLE_IMAGES
end
for i = 1, NUM_MIDDLE_IMAGES do
local image = MiddleImages[i]
local currentDist = startDist + (spacing * (i - 1))
if currentDist < totalDist then
local pos = endPos - direction * currentDist
image.Visible = true
image.Position = UDim2.new(0, pos.X, 0, pos.Y)
image.Size = UDim2.new(0, MiddleSize, 0, MiddleSize)
else
image.Visible = false
end
end
end
local function moveStick(pos)
local startPos = Vector2.new(MoveTouchStartPosition.X, MoveTouchStartPosition.Y) - ThumbstickFrame.AbsolutePosition
local endPos = Vector2.new(pos.X, pos.Y) - ThumbstickFrame.AbsolutePosition
local relativePosition = endPos - startPos
local length = relativePosition.magnitude
local maxLength = ThumbstickFrame.AbsoluteSize.X
length = math.min(length, maxLength)
relativePosition = relativePosition*length
EndImage.Position = UDim2.new(0, endPos.X, 0, endPos.Y)
EndImage.Size = UDim2.new(0, ThumbstickSize, 0, ThumbstickSize)
layoutMiddleImages(startPos, endPos)
end
-- input connections
ThumbstickFrame.InputBegan:connect(function(inputObject)
if inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then
return
end
if MoveTouchObject then
if not JumpTouchObject then
JumpTouchObject = inputObject
JumpTouchStartTime = tick()
JumpTouchStartPosition = inputObject.Position
end
return
end
MoveTouchObject = inputObject
MoveTouchStartTime = tick()
MoveTouchStartPosition = inputObject.Position
local startPosVec2 = Vector2.new(inputObject.Position.X - ThumbstickFrame.AbsolutePosition.X, inputObject.Position.Y - ThumbstickFrame.AbsolutePosition.Y)
StartImage.Visible = true
StartImage.Position = UDim2.new(0, startPosVec2.X, 0, startPosVec2.Y)
StartImage.Size = UDim2.new(0, ThumbstickRingSize, 0, ThumbstickRingSize)
EndImage.Visible = true
EndImage.Position = StartImage.Position
EndImage.Size = UDim2.new(0, ThumbstickSize, 0, ThumbstickSize)
if FadeInAndOutBackground then
local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
local hasFadedBackgroundInOrientation = false
-- only fade in/out the background once per orientation
if playerGui then
if playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight then
hasFadedBackgroundInOrientation = HasFadedBackgroundInLandscape
HasFadedBackgroundInLandscape = true
elseif playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait then
hasFadedBackgroundInOrientation = HasFadedBackgroundInPortrait
HasFadedBackgroundInPortrait = true
end
end
if not hasFadedBackgroundInOrientation then
FadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT
FadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT
TweenInAlphaStart = tick()
end
end
end)
OnTouchMovedCn = UserInputService.TouchMoved:connect(function(inputObject, isProcessed)
if inputObject == MoveTouchObject then
local direction = Vector2.new(inputObject.Position.x - MoveTouchStartPosition.x, inputObject.Position.y - MoveTouchStartPosition.y)
if math.abs(direction.x) > 0 or math.abs(direction.y) > 0 then
doMove(direction)
moveStick(inputObject.Position)
end
end
end)
OnMoveTouchEnded = function()
StartImage.Visible = false
EndImage.Visible = false
for i = 1, NUM_MIDDLE_IMAGES do
MiddleImages[i].Visible = false
end
MoveTouchObject = nil
MasterControl:AddToPlayerMovement(-currentMoveVector)
currentMoveVector = Vector3.new(0,0,0)
end
--todo: remove this pcall when TouchTapInWorld is on for all platforms
local success = pcall(function()
local function positionIntersectsGuiObject(position, guiObject)
if position.X < guiObject.AbsolutePosition.X + guiObject.AbsoluteSize.X
and position.X > guiObject.AbsolutePosition.X
and position.Y < guiObject.AbsolutePosition.Y + guiObject.AbsoluteSize.Y
and position.Y > guiObject.AbsolutePosition.Y then
return true
end
return false
end
TouchActivateCn = UserInputService.TouchTapInWorld:connect(function(touchPos, processed)
if not processed and not IsAToolEquipped and positionIntersectsGuiObject(touchPos, ThumbstickFrame) then
MasterControl:DoJump()
end
end)
end)
if not success then
local function JumpIfTouchIsTap(startTime, startPosition, position)
if (not IsAToolEquipped) and tick() - startTime < TOUCH_IS_TAP_TIME_THRESHOLD then
if (position - startPosition).magnitude < TOUCH_IS_TAP_DISTANCE_THRESHOLD then
MasterControl:DoJump()
end
end
end
OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject, isProcessed)
if inputObject == MoveTouchObject then
JumpIfTouchIsTap(MoveTouchStartTime, MoveTouchStartPosition, inputObject.Position)
OnMoveTouchEnded()
elseif inputObject == JumpTouchObject then
JumpIfTouchIsTap(JumpTouchStartTime, JumpTouchStartPosition, inputObject.Position)
JumpTouchObject = nil
end
end)
else
OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject, isProcessed)
if inputObject == MoveTouchObject then
OnMoveTouchEnded()
elseif inputObject == JumpTouchObject then
JumpTouchObject = nil
end
end)
end
GuiService.MenuOpened:connect(function()
if MoveTouchObject then
OnMoveTouchEnded()
end
if JumpTouchObject then
JumpTouchObject = nil
end
end)
local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
while not playerGui do
LocalPlayer.ChildAdded:wait()
playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
end
local playerGuiChangedConn = nil
local originalScreenOrientationWasLandscape = playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight
local function longShowBackground()
FadeInAndOutHalfDuration = 2.5
FadeInAndOutBalance = 0.05
TweenInAlphaStart = tick()
end
playerGuiChangedConn = playerGui.Changed:connect(function(prop)
if prop == "CurrentScreenOrientation" then
if (originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait) or
(not originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation ~= Enum.ScreenOrientation.Portrait) then
playerGuiChangedConn:disconnect()
longShowBackground()
if originalScreenOrientationWasLandscape then
HasFadedBackgroundInPortrait = true
else
HasFadedBackgroundInLandscape = true
end
end
end
end)
ThumbstickFrame.Parent = parentFrame
spawn(function()
if game:IsLoaded() then
longShowBackground()
else
game.Loaded:wait()
longShowBackground()
end
end)
end
return Thumbstick
|
--[[
LEMBRANDO QUE esse module não está 100% pronto para usar, pois
você caso as funções sejam chamadas várias vezes, ele irá bugar.
Faça alguma forma de evitar isso, pois a ideia do module é apenas
de dar as base das funções que envolvem uma parte mais "complexa"!
]] |
local module = {}
local TweenService = game:GetService("TweenService")
local Sufixes = {'K','M','B','T','qd','Qn','sx','Sp','O','N','de','Ud','DD','tdD','qdD','QnD','sxD','SpD','OcD','NvD','Vgn','UVg','DVg','TVg','qtV','QnV','SeV','SPG','OVG','NVG','TGN','UTG','DTG','tsTG','qtTG','QnTG','ssTG','SpTG','OcTG','NoAG','UnAG','DuAG','TeAG','QdAG','QnAG','SxAG','SpAG','OcAG','NvAG','CT'}
local digitsProgression = 3
local defaultInfo = {
Duration = .7,
EasingStyle = Enum.EasingStyle.Exponential,
EasingDirection = Enum.EasingDirection.Out
}
function module.formatNumber(number)
local digits = math.floor(math.log10(math.abs(number)))
local level = math.floor(digits/digitsProgression)
if level >= 1 then
level = math.clamp(level, 1, #Sufixes)
local sufix = Sufixes[level]
local divNumber = number / (10^digits)
return string.format("%.2f %s", divNumber, sufix)
end
return string.format("%.2f", number)
end
function module.updateNumber(Label, oldValue, newValue, Info)
Info = typeof(Info) == table and Info or defaultInfo
local diference = newValue - oldValue
local startTick = tick()
local endTick = startTick + Info.Duration
repeat
local currentTick = tick()
local tickRatio = (currentTick-startTick)/(endTick-startTick)
local tweenMultiplier = TweenService:GetValue(tickRatio, Info.EasingStyle, Info.EasingDirection)
local nextNumber = oldValue + diference*tweenMultiplier
Label.Text = module.formatNumber(nextNumber)
task.wait()
until tick() >= endTick
Label.Text = module.formatNumber(newValue)
end
return module
|
--[[ The Module ]] | --
local VRBaseCamera = require(script.Parent:WaitForChild("VRBaseCamera"))
local VRCamera = setmetatable({}, VRBaseCamera)
VRCamera.__index = VRCamera
function VRCamera.new()
local self = setmetatable(VRBaseCamera.new(), VRCamera)
self.lastUpdate = tick()
self:Reset()
return self
end
function VRCamera:Reset()
self.needsReset = true
self.needsBlackout = true
self.motionDetTime = 0.0
self.blackOutTimer = 0
self.lastCameraResetPosition = nil
self.stepRotateTimeout = 0.0
self.cameraOffsetRotation = 0
self.cameraOffsetRotationDiscrete = 0
end
function VRCamera:Update(timeDelta)
local camera = workspace.CurrentCamera
local newCameraCFrame = camera.CFrame
local newCameraFocus = camera.Focus
local player = PlayersService.LocalPlayer
local humanoid = self:GetHumanoid()
local cameraSubject = camera.CameraSubject
if self.lastUpdate == nil or timeDelta > 1 then
self.lastCameraTransform = nil
end
-- update fullscreen effects
self:UpdateFadeFromBlack(timeDelta)
self:UpdateEdgeBlur(player, timeDelta)
local lastSubjPos = self.lastSubjectPosition
local subjectPosition: Vector3 = self:GetSubjectPosition()
-- transition from another camera or from spawn
if self.needsBlackout then
self:StartFadeFromBlack()
local dt = math.clamp(timeDelta, 0.0001, 0.1)
self.blackOutTimer += dt
if self.blackOutTimer > CAMERA_BLACKOUT_TIME and game:IsLoaded() then
self.needsBlackout = false
self.needsReset = true
end
end
if subjectPosition and player and camera then
newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta)
if self:IsInFirstPerson() then
-- update camera CFrame
newCameraCFrame, newCameraFocus = self:UpdateFirstPersonTransform(
timeDelta,newCameraCFrame, newCameraFocus, lastSubjPos, subjectPosition)
else -- 3rd person
-- update camera CFrame
newCameraCFrame, newCameraFocus = self:UpdateThirdPersonTransform(
timeDelta, newCameraCFrame, newCameraFocus, lastSubjPos, subjectPosition)
end
self.lastCameraTransform = newCameraCFrame
self.lastCameraFocus = newCameraFocus
end
self.lastUpdate = tick()
return newCameraCFrame, newCameraFocus
end
|
-------- OMG HAX |
r = game:service("RunService")
local damage = 5
local slash_damage = 12
local lunge_damage = 35
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7
local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function lunge()
damage = lunge_damage
LungeSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Lunge"
anim.Parent = Tool
force = Instance.new("BodyVelocity")
force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
force.Parent = Tool.Parent.Torso
wait(.25)
swordOut()
wait(.25)
force.Parent = nil
wait(.5)
swordUp()
damage = slash_damage
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
function swordAcross()
-- parry
end
Tool.Enabled = true
local last_attack = 0
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
t = r.Stepped:wait()
if (t - last_attack < .2) then
lunge()
else
attack()
end
last_attack = t
--wait(.5)
Tool.Enabled = true
end
function onEquipped()
UnsheathSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
--------------------------------------------------------------------------------
-- Fast Signal-like class --
-- This is a Signal class that is implemented in the most performant way --
-- possible, sacrificing correctness. The event handlers will be called --
-- directly, so it is not safe to yield in them, and it is also not safe to --
-- connect new handlers in the middle of a handler (though it is still safe --
-- for a handler to specifically disconnect itself) --
-------------------------------------------------------------------------------- |
local Signal = {}
Signal.__index = Signal
local Connection = {}
Connection.__index = Connection
function Connection.new(signal, handler)
return setmetatable({
_handler = handler,
_signal = signal,
}, Connection)
end
function Connection:Disconnect()
self._signal[self] = nil
end
function Signal.new()
return setmetatable({}, Signal)
end
function Signal:Connect(fn)
local connection = Connection.new(self, fn)
self[connection] = true
return connection
end
function Signal:DisconnectAll()
table.clear(self)
end
function Signal:Fire(...)
if next(self) then
for handler, _ in pairs(self) do
handler._handler(...)
end
end
end
function Signal:Wait()
local waitingCoroutine = coroutine.running()
local cn;
cn = self:Connect(function(...)
cn:Disconnect()
task.spawn(waitingCoroutine, ...)
end)
return coroutine.yield()
end
function Signal:Once(fn)
local cn;
cn = self:Connect(function(...)
cn:Disconnect()
fn(...)
end)
return cn
end
return Signal
|
-- |
script.Parent.Handle3.Hinge1.Transparency = 1
script.Parent.Handle3.Interactive1.Transparency = 1
script.Parent.Handle3.Part1.Transparency = 1
wait(0.06)
end
script.Parent.Push.ClickDetector.MouseClick:connect(toiletHandle)
|
--[[Functions]] | --
function getRaycastIgnoreList()
local ignoreList = {};
for _, v in next, workspace:GetDescendants() do
if v:IsA("BasePart") and not v.CanCollide or v:FindFirstChildOfClass("Humanoid") then
table.insert(ignoreList, v);
end
end
raycastParams.FilterDescendantsInstances = ignoreList;
workspace.DescendantAdded:Connect(function(desc)
if desc:IsA("BasePart") and not desc.CanCollide or desc:FindFirstChildOfClass("Humanoid") then
table.insert(ignoreList, desc);
raycastParams.FilterDescendantsInstances = ignoreList;
end
end)
end
getRaycastIgnoreList();
function detectNoclip() : boolean --Returns true if there is a part between the player's current position and last recorded position
local origin : Vector3 = lastValidCF.Position;
local hrpPos : Vector3 = hrp.Position;
local dist : number = (origin - hrpPos).Magnitude;
local direction : Vector3 = (hrpPos - origin).Unit * dist;
return workspace:Raycast(origin, direction, raycastParams) ~= nil;
end
function onDescAddedToChar(desc)
if desc:IsA("BodyVelocity") then
table.insert(velocityModifiers, desc);
end
end
char.DescendantAdded:Connect(onDescAddedToChar);
function computeVelocityModifiers() : number --Returns the magnitude of all body velocities acting on the player
local moddedVelocity = 0;
for i, v in next, velocityModifiers do
if v and v:IsDescendantOf(char) then
moddedVelocity += v.Velocity.Magnitude;
else
table.remove(velocityModifiers, i);
end
end
return moddedVelocity;
end
function detectSpeed() : boolean
local vel : Vector3 = hrp.AssemblyLinearVelocity;
local horizontalVel : Vector2 = Vector2.new(vel.X, vel.Z);
local speed : number = horizontalVel.Magnitude;
local maxAcceptableSpeed = hum.WalkSpeed + 5 + computeVelocityModifiers();
return speed > maxAcceptableSpeed;
end
function main()
local isNoclipping = detectNoclip();
local isSpeeding = detectSpeed();
--print(isNoclipping, isSpeeding);
if isNoclipping or isSpeeding then
hrp.AssemblyLinearVelocity = Vector3.new();
char:SetPrimaryPartCFrame(lastValidCF * CFrame.new(0, 2 + hum.HipHeight, 0));
--In my tests without this offset, the script would place anyone caught by this in the floor and infinitely
--flag them for no-clipping.
else
lastValidCF = hrp.CFrame;
end
task.wait(0.1);
end
while true do
main();
end
|
--[[
Package link auto-generated by Rotriever
]] |
local PackageIndex = script.Parent.Parent.Parent._Index
local Package = require(PackageIndex["JestReporters"]["JestReporters"])
export type BaseReporter = Package.BaseReporter
export type DefaultReporter = Package.DefaultReporter
export type SummaryReporter = Package.SummaryReporter
export type VerboseReporter = Package.VerboseReporter
export type Context = Package.Context
export type Reporter = Package.Reporter
export type ReporterOnStartOptions = Package.ReporterOnStartOptions
export type SummaryOptions = Package.SummaryOptions
export type Test = Package.Test
return Package
|
--// Hash: ecae6307170caafeaefa357ea4633b920b73ffa90c901cc069d3cf83cec79e3c6ae301cfab199d30e86fff307f53efc3
-- Decompiled with the Synapse X Luau decompiler. |
return function(p1)
local v1 = p1;
while true do
local v2, v3 = string.gsub(v1, "^(-?%d+)(%d%d%d)", "%1,%2");
k = v3;
v1 = v2;
if k == 0 then
break;
end;
end;
return v1;
end;
|
--!nonstrict
--[[
TouchThumbstick
--]] |
local Players = game:GetService("Players")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService") |
---Explosive Settings--- |
elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == true then
Gui.FText.Text = "Semi"
Settings.Mode = "Semi"
elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == false and Settings.FireModes.Burst == true then
Gui.FText.Text = "Burst"
Settings.Mode = "Burst"
elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == false and Settings.FireModes.Burst == false and Settings.FireModes.Auto == true then
Gui.FText.Text = "Auto"
Settings.Mode = "Auto"
end
Update_Gui()
end
if (key == "t") and Equipped and (not NVG or ArmaClone.AimPart:FindFirstChild("NVAim") == nil) and not Reloading then
if Aiming then
if ArmaClone:FindFirstChild("AimPart2") ~= nil then
if AimPartMode == 1 then
AimPartMode = 2
tweenFoV(Settings.ChangeFOV[2],120)
if Settings.FocusOnSight2 and Aiming then
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus2Distance}):Play()
--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
else
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
end
if Settings.adsMesh2 then
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "REG" then
TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
end
end
end
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "ADS" then
TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
end
end
end
else
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "REG" then
TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
end
end
end
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "ADS" then
TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
end
end
end
end
if Settings.ZoomAnim then
ZoomAnim()
Sprint()
end
elseif AimPartMode == 2 then
AimPartMode = 1
tweenFoV(Settings.ChangeFOV[1],120)
if Settings.FocusOnSight and Aiming then
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus1Distance}):Play()
--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
else
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
end
if Settings.adsMesh1 then
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "REG" then
TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
end
end
end
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "ADS" then
TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
end
end
end
else
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "REG" then
TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
end
end
end
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "ADS" then
TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
end
end
end
end
if Settings.ZoomAnim then
UnZoomAnim()
Sprint()
end
end
else
if AimPartMode == 1 then
AimPartMode = 2
tweenFoV(Settings.ChangeFOV[2], 120)
if Settings.FocusOnSight2 and Aiming then
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus2Distance}):Play()
--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
else
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
end
if Settings.adsMesh2 then
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "REG" then
TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
end
end
end
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "ADS" then
TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
end
end
end
else
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "REG" then
TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
end
end
end
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "ADS" then
TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
end
end
end
end
if Settings.ZoomAnim then
ZoomAnim()
Sprint()
end
elseif AimPartMode == 2 then
AimPartMode = 1
tweenFoV(Settings.ChangeFOV[1], 120)
if Settings.FocusOnSight and Aiming then
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus1Distance}):Play()
--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
else
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
end
if Settings.adsMesh1 then
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "REG" then
TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
end
end
end
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "ADS" then
TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
end
end
end
else
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "REG" then
TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
end
end
end
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "ADS" then
TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
end
end
end
end
if Settings.ZoomAnim then
UnZoomAnim()
Sprint()
end
end
end
else
if AimPartMode == 1 then
AimPartMode = 2
if Settings.FocusOnSight2 and Aiming then
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus2Distance}):Play()
--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
else
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
end
if Settings.ZoomAnim then
ZoomAnim()
Sprint()
end
elseif AimPartMode == 2 then
AimPartMode = 1
if Settings.FocusOnSight and Aiming then
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus1Distance}):Play()
--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
else
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
end
if Settings.ZoomAnim then
UnZoomAnim()
Sprint()
end
end
end
end
if (key == "[") and Equipped then
if Zeroing.Value > Zeroing.MinValue then
Zeroing.Value = Zeroing.Value - 50
ArmaClone.Handle.Click:play()
Update_Gui()
end
end
if (key == "]" ) and Equipped then
if Zeroing.Value < Zeroing.MaxValue then
Zeroing.Value = Zeroing.Value + 50
ArmaClone.Handle.Click:play()
Update_Gui()
end
end
if (key == "r") and Equipped and stance > -2 then
CancelReload = false
if StoredAmmo.Value > 0 and Settings.Mode ~= "Explosive" and not Reloading and Settings.ReloadType == 1 then
if Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo + 1 or not Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo and Chambered.Value == true then
return
end
MouseHeld = false
Can_Shoot = false
Reloading = true
if Safe then
Safe = false
stance = 0
Evt.Stance:FireServer(stance,Settings,Anims)
IdleAnim()
Update_Gui()
wait(.25)
end
ReloadAnim()
if Chambered.Value == false and slideback == true and Settings.FastReload == true then
ChamberBKAnim()
elseif Chambered.Value == false and slideback == false and Settings.FastReload == true then
ChamberAnim()
end
Sprint()
Update_Gui()
Can_Shoot = true
Reloading = false
elseif StoredAmmo.Value > 0 and Settings.Mode ~= "Explosive" and not Reloading and Settings.ReloadType == 2 then
if Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo + 1 or not Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo and Chambered.Value == true or CancelReload then
Sprint()
Update_Gui()
return
end
MouseHeld = false
Can_Shoot = false
Reloading = true
if Safe then
Safe = false
stance = 0
Evt.Stance:FireServer(stance)
Sprint()
Update_Gui()
wait(.25)
end
for i = 1,Settings.Ammo - Ammo.Value do
if StoredAmmo.Value > 0 and not CancelReload and Ammo.Value < Settings.Ammo and not AnimDebounce then
ShellInsertAnim()
end
end
if Chambered.Value == false and slideback == true and Settings.FastReload == true then
ChamberBKAnim()
elseif Chambered.Value == false and slideback == false and Settings.FastReload == true then
ChamberAnim()
end
Update_Gui()
Sprint()
CancelReload = false
Can_Shoot = true
Reloading = false
elseif StoredAmmo.Value > 0 and Settings.Mode ~= "Explosive" and Reloading and Settings.ReloadType == 2 and AnimDebounce then
if not CancelReload then
CancelReload = true
Sprint()
Update_Gui()
wait(.25)
end
elseif not Reloading and GLAmmo.Value > 0 and Settings.Mode == "Explosive" and GLChambered.Value == false then
MouseHeld = false
Can_Shoot = false
Reloading = true
GLReloadAnim()
GLChambered.Value = true
Sprint()
Update_Gui()
Can_Shoot = true
Reloading = false
end
end
if (key == "f") and Equipped and not Reloading and stance > -2 then
MouseHeld = false
Can_Shoot = false
Reloading = true
if Safe then
Safe = false
stance = 0
Evt.Stance:FireServer(stance,Settings,Anims)
IdleAnim()
Update_Gui()
--wait(.25)
end
if not slideback then
ChamberAnim()
else
ChamberBKAnim()
end
Sprint()
Update_Gui()
Can_Shoot = true
Reloading = false
end
if (key == "m") and Equipped and Settings.CanCheckMag and not Reloading and stance > -2 then
MouseHeld = false
Can_Shoot = false
Reloading = true
if Safe then
Safe = false
stance = 0
Evt.Stance:FireServer(stance,Settings,Anims)
IdleAnim()
Update_Gui()
--wait(.25)
end
CheckAnim()
Sprint()
Update_Gui()
Can_Shoot = true
Reloading = false
end
if (key == "h") and Equipped and ArmaClone:FindFirstChild("LaserPoint") then
if ServerConfig.RealisticLaser and ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then
if not LaserAtivo and not IRmode then
LaserAtivo = not LaserAtivo
IRmode = not IRmode
if LaserAtivo then
Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient)
Pointer = Instance.new('Part')
Pointer.Shape = 'Ball'
Pointer.Size = Vector3.new(0.2, 0.2, 0.2)
Pointer.Parent = ArmaClone.LaserPoint
Pointer.CanCollide = false
Pointer.Color = ArmaClone.LaserPoint.Color
Pointer.Material = Enum.Material.Neon
if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then
Pointer.Transparency = 1
end
LaserSP = Instance.new('Attachment')
LaserSP.Parent = ArmaClone.LaserPoint
LaserEP = Instance.new('Attachment')
LaserEP.Parent = ArmaClone.LaserPoint
Laser = Instance.new('Beam')
Laser.Parent = ArmaClone.LaserPoint
Laser.Transparency = NumberSequence.new(0)
Laser.LightEmission = 1
Laser.LightInfluence = 0
Laser.Attachment0 = LaserSP
Laser.Attachment1 = LaserEP
Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode)
Laser.FaceCamera = true
Laser.Width0 = 0.01
Laser.Width1 = 0.01
if ServerConfig.RealisticLaser then
Laser.Enabled = false
end
else
Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)
Pointer:Destroy()
LaserSP:Destroy()
LaserEP:Destroy()
Laser:Destroy()
end
elseif LaserAtivo and IRmode then
IRmode = not IRmode
elseif LaserAtivo and not IRmode then
LaserAtivo = not LaserAtivo
if LaserAtivo then
Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient)
Pointer = Instance.new('Part')
Pointer.Shape = 'Ball'
Pointer.Size = Vector3.new(0.2, 0.2, 0.2)
Pointer.Parent = ArmaClone.LaserPoint
Pointer.CanCollide = false
Pointer.Color = ArmaClone.LaserPoint.Color
Pointer.Material = Enum.Material.Neon
if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then
Pointer.Transparency = 1
end
LaserSP = Instance.new('Attachment')
LaserSP.Parent = ArmaClone.LaserPoint
LaserEP = Instance.new('Attachment')
LaserEP.Parent = ArmaClone.LaserPoint
Laser = Instance.new('Beam')
Laser.Parent = ArmaClone.LaserPoint
Laser.Transparency = NumberSequence.new(0)
Laser.LightEmission = 1
Laser.LightInfluence = 0
Laser.Attachment0 = LaserSP
Laser.Attachment1 = LaserEP
Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode)
Laser.FaceCamera = true
Laser.Width0 = 0.01
Laser.Width1 = 0.01
if ServerConfig.RealisticLaser then
Laser.Enabled = false
end
else
Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)
Pointer:Destroy()
LaserSP:Destroy()
LaserEP:Destroy()
Laser:Destroy()
end
end
else
LaserAtivo = not LaserAtivo
if LaserAtivo then
Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient)
Pointer = Instance.new('Part')
Pointer.Shape = 'Ball'
Pointer.Size = Vector3.new(0.2, 0.2, 0.2)
Pointer.Parent = ArmaClone.LaserPoint
Pointer.CanCollide = false
Pointer.Color = ArmaClone.LaserPoint.Color
Pointer.Material = Enum.Material.Neon
if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then
Pointer.Transparency = 1
end
LaserSP = Instance.new('Attachment')
LaserSP.Parent = ArmaClone.LaserPoint
LaserEP = Instance.new('Attachment')
LaserEP.Parent = ArmaClone.LaserPoint
Laser = Instance.new('Beam')
Laser.Parent = ArmaClone.LaserPoint
Laser.Transparency = NumberSequence.new(0)
Laser.LightEmission = 1
Laser.LightInfluence = 0
Laser.Attachment0 = LaserSP
Laser.Attachment1 = LaserEP
Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode)
Laser.FaceCamera = true
Laser.Width0 = 0.01
Laser.Width1 = 0.01
if ServerConfig.RealisticLaser then
Laser.Enabled = false
end
else
Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)
Pointer:Destroy()
LaserSP:Destroy()
LaserEP:Destroy()
Laser:Destroy()
end
end
ArmaClone.Handle.Click:play()
end
if (key == "j") and Equipped and ArmaClone:FindFirstChild("FlashPoint") then
LanternaAtiva = not LanternaAtiva
ArmaClone.Handle.Click:play()
if LanternaAtiva then
Evt.SVFlash:FireServer(true,ArmaClient,ArmaClone.FlashPoint.Light.Angle,ArmaClone.FlashPoint.Light.Brightness,ArmaClone.FlashPoint.Light.Color,ArmaClone.FlashPoint.Light.Range)
ArmaClone.FlashPoint.Light.Enabled = true
else
Evt.SVFlash:FireServer(false,ArmaClient,nil,nil,nil,nil)
ArmaClone.FlashPoint.Light.Enabled = false
end
end
if (key == "u") and Equipped and ArmaClone:FindFirstChild("Silenciador") then
Silencer.Value = not Silencer.Value
ArmaClone.Handle.Click:play()
if Silencer.Value == true then
ArmaClone.Silenciador.Transparency = 0
ArmaClone.SmokePart.FlashFX.Brightness = 0
ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 0
Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value)
else
ArmaClone.Silenciador.Transparency = 1
ArmaClone.SmokePart.FlashFX.Brightness = 5
ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 1000
Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value)
end
end
if (key == "b") and Equipped and BipodEnabled and ArmaClone:FindFirstChild("BipodPoint") then
Bipod = not Bipod
if Bipod == true then
if ArmaClone.BipodPoint:FindFirstChild("BipodDeploy") ~= nil then
ArmaClone.BipodPoint.BipodDeploy:play()
end
else
if ArmaClone.BipodPoint:FindFirstChild("BipodRetract") ~= nil then
ArmaClone.BipodPoint.BipodRetract:play()
end
end
end
if (key == "n") and Laserdebounce == false then
if Player.Character then
local helmet = Player.Character:FindFirstChild("Helmet")
if helmet then
local nvg = helmet:FindFirstChild("Up")
if nvg then
Laserdebounce = true
delay(.8,function()
NVG = not NVG
if Aiming and ArmaClone.AimPart:FindFirstChild("NVAim") ~= nil then
if NVG then
tweenFoV(70,120)
TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
else
if AimPartMode == 1 then
tweenFoV(Settings.ChangeFOV[1],120)
if Settings.FocusOnSight then
TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
else
TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
end
elseif AimPartMode == 2 then
tweenFoV(Settings.ChangeFOV[2],120)
if Settings.FocusOnSight2 then
TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
else
TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
end
end
end
end
Laserdebounce = false
end)
end
end
end
end
end)
|
--[=[
Cleans up all objects in the trove. This is
similar to calling `Remove` on each object
within the trove.
]=] |
function Trove:Clean()
for _,obj in ipairs(self._objects) do
self:_cleanupObject(obj[1], obj[2])
end
table.clear(self._objects)
end
function Trove:_cleanupObject(object, cleanupMethod)
if cleanupMethod == FN_MARKER then
object()
else
object[cleanupMethod](object)
end
end
|
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 350 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6300 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5250
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.195
--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)
|
--[=[
Returns a list of alive Brios only
@param brios {Brio<T>}
@return {Brio<T>}
]=] |
function BrioUtils.aliveOnly(brios)
local alive = {}
for _, brio in pairs(brios) do
if not brio:IsDead() then
table.insert(alive, brio)
end
end
return alive
end
|
-- Events |
ClientSceneFramework.LoadSceneRemoteEvent = Orchestra.Events.SceneControl.LoadScene
ClientSceneFramework.AnchorClientForSceneTransition = Orchestra.Events.SceneControl.AnchorClientForSceneTransition
ClientSceneFramework.UnloadSceneClientRemoteEvent = Orchestra.Events.SceneControl.UnloadSceneClientRemoteEvent
ClientSceneFramework.GetCurrentSceneEnvironment = Orchestra.Events.SceneFramework.GetCurrentEnvironment
|
--reg |
script.Parent.Color = Color3.new(math.random(),math.random(),math.random())
wait(1)
mode5()
end
function mode6() |
-- Tell owner to show footsteps |
game.ReplicatedStorage.Interactions.Client.Perks.ShowFootsteps:FireClient(script.Owner.Value, game.ServerScriptService.RoundManager.GetPlayersInGame:Invoke())
|
--[[
Create a TestSession related to the given TestPlan.
The resulting TestResults object will be linked to this TestPlan.
]] |
function TestSession.new(plan)
local self = {
results = TestResults.new(plan),
nodeStack = {},
contextStack = {},
expectationContextStack = {},
hasFocusNodes = false,
}
setmetatable(self, TestSession)
return self
end
|
-- Decompiled with the Synapse X Luau decompiler. |
return {
pitchStiffness = 0.5,
yawStiffness = 2.5,
autocorrectDelay = 1,
autocorrectMinCarSpeed = 16,
autocorrectMaxCarSpeed = 32,
autocorrectResponse = 0.5,
cutoffMinAngularVelYaw = 60,
cutoffMaxAngularVelYaw = 180,
cutoffMinAngularVelPitch = 15,
cutoffMaxAngularVelPitch = 60,
pitchBaseAngle = 18,
pitchDeadzoneAngle = 12,
firstPersonResponseMul = 10,
yawReponseDampingRising = 1,
yawResponseDampingFalling = 3,
pitchReponseDampingRising = 1,
pitchResponseDampingFalling = 3,
initialZoomRadiusMul = 3,
verticalCenterOffset = 0.33
};
|
--CHANGE THIS TO TRUE IF YOU WANT TO SET THE USERNAME BY YOURSELF. IF FALSE, THE SCRIPT WILL AUTOMATICALLY USE THE GAME OWNER'S NAME. |
local defaultOwnerOverride = true |
--I think I didn't fail whale....Maybe...Maybe.....I WILL TERMINATE MYSELF!!!-- | |
-- lunge and hold |
local plr = game.Players:GetPlayerFromCharacter(target)
_G.SD[plr.UserId].Data.stats.health = _G.SD[plr.UserId].Data.stats.health - 99
if _G.SD[plr.UserId].Data.stats.health < 1 then
plr.Character:BreakJoints()
end
shark.Head.SharkEat:Play()
local emitter = game.ReplicatedStorage.Particles.Teeth:Clone()
emitter.Parent = shark.Head
emitter.EmissionDirection = Enum.NormalId.Top
wait()
emitter:Emit(1)
holdOrder = tick()
holdDuration = 2
end
end
end -- end of MakeAMove()
MakeAMove()
local scanSurroundings = coroutine.wrap(function()
while true do
stance = "wander"
local surroundingParts = workspace:FindPartsInRegion3WithIgnoreList(Region3.new(
shark.PrimaryPart.Position+Vector3.new(-60,-3,-60),
shark.PrimaryPart.Position+Vector3.new(60,10,60)),
shark:GetChildren())
for _,v in next,surroundingParts do
if v.Parent:FindFirstChild("Humanoid") and v.Parent.Humanoid.Health > 0 and _G.SD[target.UserId].Data.stats.health > 0 then |
-- Contructors |
function ViewportWindow.new(surfaceGUI)
local self = setmetatable({}, ViewportWindow)
self.SurfaceGUI = surfaceGUI
self.Camera = Instance.new("Camera", surfaceGUI)
self.ViewportFrame = VPF:Clone()
self.ViewportFrame.Name = "WorldFrame"
self.ViewportFrame.ZIndex = 2
self.ViewportFrame.LightDirection = -LIGHTING:GetSunDirection()
self.ViewportFrame.Ambient = LIGHTING.Ambient
self.ViewportFrame.LightColor = Color3.new(0, 0, 0)
self.ViewportFrame.CurrentCamera = self.Camera
self.ViewportFrame.Parent = surfaceGUI
self.SkyboxFrame = VPF:Clone()
self.SkyboxFrame.Name = "SkyboxFrame"
self.SkyboxFrame.ZIndex = 1
self.SkyboxFrame.LightDirection = -LIGHTING:GetSunDirection()
self.SkyboxFrame.Ambient = LIGHTING.Ambient
self.SkyboxFrame.LightColor = Color3.new(0, 0, 0)
self.SkyboxFrame.CurrentCamera = self.Camera
self.SkyboxFrame.Parent = surfaceGUI
return self
end
function ViewportWindow.fromPart(part, normalId, parent)
local surfaceGUI = Instance.new("SurfaceGui")
surfaceGUI.Face = normalId
surfaceGUI.CanvasSize = Vector2.new(1024, 1024)
surfaceGUI.SizingMode = Enum.SurfaceGuiSizingMode.FixedSize
surfaceGUI.Adornee = part
surfaceGUI.ClipsDescendants = true
surfaceGUI.Parent = parent
return ViewportWindow.new(surfaceGUI)
end
|
-- Create component |
local Component = Cheer.CreateComponent('BTTooltip', View);
local Connections = {};
function Component.Start()
-- Hide the view
View.Visible = false;
-- Show the tooltip on hover
Connections.ShowOnEnter = Support.AddGuiInputListener(View.Parent, 'Began', 'MouseMovement', true, Component.Show);
Connections.HideOnLeave = Support.AddGuiInputListener(View.Parent, 'Ended', 'MouseMovement', true, Component.Hide);
-- Clear connections when the component is removed
Component.OnRemove:connect(ClearConnections);
-- Return component for chaining
return Component;
end;
function Component.Show()
View.Visible = true;
end;
function Component.Hide()
View.Visible = false;
end;
function ClearConnections()
-- Clears out temporary connections
for ConnectionKey, Connection in pairs(Connections) do
Connection:disconnect();
Connections[ConnectionKey] = nil;
end;
end;
return Component.Start();
|
-- Cambia el valor de espera (en segundos) según tus necesidades. |
local tiempoEspera = 15
wait(tiempoEspera)
disableCanCollide()
|
------------------------------------------------------------ |
function ClickDecimal()
onSecond()
if (onSec == true and input2Dec == false) then
input2 = input2.."."
input2Dec = true
disp = disp.."."
script.Parent.Display.Text = disp
end
if (onSec == false and input1Dec == false) then
input1 = input1.."."
input1Dec = true
disp = disp.."."
script.Parent.Display.Text = disp
end
end
script.Parent.ClDec.MouseButton1Down:connect (ClickDecimal)
function Click0()
onSecond()
if (onSec == true) then
input2 = input2.."0"
end
if (onSec == false) then
input1 = input1.."0"
end
disp = disp.."0"
script.Parent.Display.Text = disp
end
script.Parent.Cl0.MouseButton1Down:connect(Click0)
function Click1()
onSecond()
if (onSec == true) then
input2 = input2.."1"
end
if (onSec == false) then
input1 = input1.."1"
end
disp = disp.."1"
script.Parent.Display.Text = disp
end
script.Parent.Cl1.MouseButton1Down:connect(Click1)
function Click2()
onSecond()
if (onSec == true) then
input2 = input2.."2"
end
if (onSec == false) then
input1 = input1.."2"
end
disp = disp.."2"
script.Parent.Display.Text = disp
end
script.Parent.Cl2.MouseButton1Down:connect(Click2)
function Click3()
onSecond()
if (onSec == true) then
input2 = input2.."3"
end
if (onSec == false) then
input1 = input1.."3"
end
disp = disp.."3"
script.Parent.Display.Text = disp
end
script.Parent.Cl3.MouseButton1Down:connect(Click3)
function Click4()
onSecond()
if (onSec == true) then
input2 = input2.."4"
end
if (onSec == false) then
input1 = input1.."4"
end
disp = disp.."4"
script.Parent.Display.Text = disp
end
script.Parent.Cl4.MouseButton1Down:connect(Click4)
function Click5()
onSecond()
if (onSec == true) then
input2 = input2.."5"
end
if (onSec == false) then
input1 = input1.."5"
end
disp = disp.."5"
script.Parent.Display.Text = disp
end
script.Parent.Cl5.MouseButton1Down:connect(Click5)
function Click6()
onSecond()
if (onSec == true) then
input2 = input2.."6"
end
if (onSec == false) then
input1 = input1.."6"
end
disp = disp.."6"
script.Parent.Display.Text = disp
end
script.Parent.Cl6.MouseButton1Down:connect(Click6)
function Click7()
onSecond()
if (onSec == true) then
input2 = input2.."7"
end
if (onSec == false) then
input1 = input1.."7"
end
disp = disp.."7"
script.Parent.Display.Text = disp
end
script.Parent.Cl7.MouseButton1Down:connect(Click7)
function Click8()
onSecond()
if (onSec == true) then
input2 = input2.."8"
end
if (onSec == false) then
input1 = input1.."8"
end
disp = disp.."8"
script.Parent.Display.Text = disp
end
script.Parent.Cl8.MouseButton1Down:connect(Click8)
function Click9()
onSecond()
if (onSec == true) then
input2 = input2.."9"
end
if (onSec == false) then
input1 = input1.."9"
end
disp = disp.."9"
script.Parent.Display.Text = disp
end
script.Parent.Cl9.MouseButton1Down:connect(Click9)
|
--[[Brakes]] |
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 1800 -- Front brake force
Tune.RBrakeForce = 1800 -- Rear brake force
Tune.PBrakeForce = 5000 -- Handbrake force
Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF]
Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF]
Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
|
-- Helper methods: |
local ignoreEmitterList = { Emitter }
local raycastFunctions = {
[CollisionMode.None] = function(ray, ignoreCharacter)
return nil-- workspace:FindPartOnRayWithIgnoreList(ray, ignoreCharacter and {Emitter, Players.LocalPlayer and Players.LocalPlayer.Character} or ignoreEmitterList)
end;
[CollisionMode.Blacklist] = function(ray)
return workspace:FindPartOnRayWithIgnoreList(ray, collisionList)
end;
[CollisionMode.Whitelist] = function(ray)
return workspace:FindPartOnRayWithWhitelist(ray, collisionList)
end;
[CollisionMode.Function] = function(ray)
local destination = ray.Origin + ray.Direction
-- draw multiple raycasts concatenated to each other until no hit / valid hit found
while ray.Direction.magnitude > 0.001 do
local part, pos, norm, mat = workspace:FindPartOnRayWithIgnoreList(ray, ignoreEmitterList)
if not part or collisionFunc(part) then
return part, pos, norm, mat
end
local start = pos + ray.Direction.Unit * 0.001
ray = Ray.new(start, destination - start)
end
end;
}
local raycast = raycastFunctions[collisionMode]
local function connectLoop()
local rand = Random.new()
local inside = true -- Whether camera is currently in a spot occluded from the sky
local frame = RAIN_UPDATE_PERIOD -- Frame counter, and force update cycle right now
-- Update Emitter on RenderStepped since it needs to be synced to Camera
local updateTick = .05
local lastUpdate = 0
table.insert(connections, RunService.RenderStepped:connect(function()
if tick()-lastUpdate >= updateTick then
lastUpdate = tick()
-- Check if camera is outside or inside
local part, position = raycast(Ray.new(workspace.CurrentCamera.CFrame.p, -rainDirection * RAIN_SCANHEIGHT), true)
if (not currentCeiling or workspace.CurrentCamera.CFrame.p.y <= currentCeiling) and not part then
-- Camera is outside and under ceiling
if volumeTarget < 1 and not disabled then
volumeTarget = 1
TweenService:Create(Sound, TweenInfo.new(.5), {Volume = 1}):Play()
end
frame = RAIN_UPDATE_PERIOD
local t = math.abs(workspace.CurrentCamera.CFrame.lookVector:Dot(rainDirection))
local center = workspace.CurrentCamera.CFrame.p
local right = workspace.CurrentCamera.CFrame.lookVector:Cross(-rainDirection)
right = right.magnitude > 0.001 and right.unit or -rainDirection
local forward = rainDirection:Cross(right).unit
Emitter.Size = v3(
RAIN_EMITTER_DIM_DEFAULT,
RAIN_EMITTER_DIM_DEFAULT,
RAIN_EMITTER_DIM_DEFAULT + (1 - t)*(RAIN_EMITTER_DIM_MAXFORWARD - RAIN_EMITTER_DIM_DEFAULT)
)
Emitter.CFrame =
CFrame.new(
center.x, center.y, center.z,
right.x, -rainDirection.x, forward.x,
right.y, -rainDirection.y, forward.y,
right.z, -rainDirection.z, forward.z
)
+ (1 - t) * workspace.CurrentCamera.CFrame.lookVector * Emitter.Size.Z/3
- t * rainDirection * RAIN_EMITTER_UP_MODIFIER
Emitter.RainStraight.Enabled = true
Emitter.RainTopDown.Enabled = true
inside = false
else
-- Camera is inside / above ceiling
Emitter.RainStraight.Enabled = false
Emitter.RainTopDown.Enabled = false
inside = true
end
end
end))
-- Do the other effects on Stepped
local signal = RunService:IsRunning() and RunService.Stepped or RunService.RenderStepped
table.insert(connections, signal:connect(function()
frame = frame + 1
-- Only do some updates once every few frames
if frame >= RAIN_UPDATE_PERIOD then
-- Measure of how much camera is facing down (0-1)
local t = math.abs(workspace.CurrentCamera.CFrame.lookVector:Dot(rainDirection))
-- More looking down = see straight particles less and see top-down particles more
local straightSequence = NumberSequence.new {
NSK010;
NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, (1 - t)*straightLowAlpha + t, 0);
NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, (1 - t)*straightLowAlpha + t, 0);
NSK110;
}
local topdownSequence = NumberSequence.new {
NSK010;
NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, t*topdownLowAlpha + (1 - t), 0);
NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, t*topdownLowAlpha + (1 - t), 0);
NSK110;
}
-- Find desired rotation for the straight rain particles
local mapped = workspace.Camera.CFrame:inverse() * (workspace.Camera.CFrame.p - rainDirection)
local straightRotation = NumberRange.new(math.deg(math.atan2(-mapped.x, mapped.y)))
if inside then
-- Update emitter properties
for _,v in pairs(rainAttachments) do
v.RainStraight.Transparency = straightSequence
v.RainStraight.Rotation = straightRotation
v.RainTopDown.Transparency = topdownSequence
end
if not disabled then
-- Only do occluded volume check if not moving towards disabled state
local volume = 0
if (not currentCeiling or workspace.CurrentCamera.CFrame.p.y <= currentCeiling) then
-- Check how far away camera is from a space open to the sky using volume scan grid
local minDistance = RAIN_VOLUME_SCAN_RADIUS
local rayDirection = -rainDirection * RAIN_SCANHEIGHT
for i = 1, #volumeScanGrid do -- In order, so first hit is closest
if not raycast(Ray.new(workspace.CurrentCamera.CFrame * volumeScanGrid[i], rayDirection), true) then
minDistance = volumeScanGrid[i].magnitude
break
end
end
-- Volume is inversely proportionate to minimum distance
volume = 1 - minDistance / RAIN_VOLUME_SCAN_RADIUS
end
if math.abs(volume - volumeTarget) > .01 then
-- Value is sufficiently different from previous target, overwrite it
volumeTarget = volume
TweenService:Create(Sound, TweenInfo.new(1), {Volume = volumeTarget}):Play()
end
end
else
-- Update emitter properties
Emitter.RainStraight.Transparency = straightSequence
Emitter.RainStraight.Rotation = straightRotation
Emitter.RainTopDown.Transparency = topdownSequence
end
-- Reset frame counter
frame = 0
end
local center = workspace.CurrentCamera.CFrame.p
local right = workspace.CurrentCamera.CFrame.lookVector:Cross(-rainDirection)
right = right.magnitude > 0.001 and right.unit or -rainDirection
local forward = rainDirection:Cross(right).unit
local transform = CFrame.new(
center.x, center.y, center.z,
right.x, -rainDirection.x, forward.x,
right.y, -rainDirection.y, forward.y,
right.z, -rainDirection.z, forward.z
)
local rayDirection = rainDirection * RAIN_OCCLUDECHECK_SCAN_Y
-- Splash and occlusion effects
for i = 1, numSplashes do
local splashAttachment = splashAttachments[i]
local rainAttachment = rainAttachments[i]
-- Sample random splash position
local x = rand:NextNumber(RAIN_OCCLUDECHECK_OFFSET_XZ_MIN, RAIN_OCCLUDECHECK_OFFSET_XZ_MAX)
local z = rand:NextNumber(RAIN_OCCLUDECHECK_OFFSET_XZ_MIN, RAIN_OCCLUDECHECK_OFFSET_XZ_MAX)
local part, position, normal = raycast(Ray.new(transform * v3(x, RAIN_OCCLUDECHECK_OFFSET_Y, z), rayDirection))
if part then
-- Draw a splash at hit
splashAttachment.Position = position + normal * RAIN_SPLASH_CORRECTION_Y
splashAttachment.RainSplash:Emit(1)
if inside then
-- Draw occlusion rain particles a little bit above the splash position
local corrected = position - rainDirection * RAIN_SPLASH_STRAIGHT_OFFSET_Y
if currentCeiling and corrected.Y > currentCeiling and rainDirection.Y < 0 then
corrected = corrected + rainDirection * (currentCeiling - corrected.Y) / rainDirection.Y
end
rainAttachment.CFrame = transform - transform.p + corrected
rainAttachment.RainStraight:Emit(intensityOccludedRain)
rainAttachment.RainTopDown:Emit(intensityOccludedRain)
end
elseif inside then
-- Draw occlusion rain particles on the XZ-position at around the camera's height
local corrected = transform * v3(x, rand:NextNumber(RAIN_NOSPLASH_STRAIGHT_OFFSET_Y_MIN, RAIN_NOSPLASH_STRAIGHT_OFFSET_Y_MAX), z)
if currentCeiling and corrected.Y > currentCeiling and rainDirection.Y < 0 then
corrected = corrected + rainDirection * (currentCeiling - corrected.Y) / rainDirection.Y
end
rainAttachment.CFrame = transform - transform.p + corrected
rainAttachment.RainStraight:Emit(intensityOccludedRain)
rainAttachment.RainTopDown:Emit(intensityOccludedRain)
end
end
end))
end
local function disconnectLoop()
-- If present, disconnect all RunService connections
if #connections > 0 then
for _,v in pairs(connections) do
v:disconnect()
end
connections = {}
end
end
local function disableSound(tweenInfo)
-- Tween the rain sound to be mute over a given easing function
volumeTarget = 0
local tween = TweenService:Create(Sound, tweenInfo, {Volume = 0})
tween.Completed:connect(function(state)
if state == Enum.PlaybackState.Completed then
Sound:Stop()
end
tween:Destroy()
end)
tween:Play()
end
local function disable()
disconnectLoop()
-- Hide Emitter
Emitter.RainStraight.Enabled = false
Emitter.RainTopDown.Enabled = false
Emitter.Size = MIN_SIZE
-- Disable sound now if not tweened into disabled state beforehand
if not disabled then
disableSound(TweenInfo.new(RAIN_SOUND_FADEOUT_TIME))
end
end
|
-- Removes an object's tree node. Called when the object stops existing in the
-- game tree. |
local function removeObject(object)
local objectNode = NodeLookup[object]
if not objectNode then
return
end
local visible = nodeIsVisible(objectNode)
Selection:Remove(object,true)
local parent = objectNode.Parent
remove(parent,objectNode.Index)
NodeLookup[object] = nil
connLookup[object]:disconnect()
connLookup[object] = nil
if visible then
updateList()
elseif nodeIsVisible(parent) then
updateScroll()
end
end
|
-- Flashing Lights -- |
function Functions.Flash(Color)
if Color == nil then return end
for i = 1,2 do
wait(0.1)
DoorLogo.BrickColor = BrickColor.new(Color)
wait(0.1)
DoorLogo.BrickColor = BrickColor.new("Really blue")
end
end
|
--print('stun starting') |
if script.Parent.Parent.Parent.CurrentCamera:FindFirstChild("Stun") then
script.Parent.Parent.Parent.CurrentCamera:FindFirstChild("Stun"):Destroy()
end
local guiMain = Instance.new("ColorCorrectionEffect")
guiMain.Parent = script.Parent.Parent.Parent.CurrentCamera
guiMain.Brightness = script.Parent:WaitForChild("Brightness").Value
guiMain.Name = "Stun"
local stunSound = script["stun"..math.random(1, #script:GetChildren())]:Clone()
stunSound.Parent = script |
--------LEFT DOOR -------- |
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(1003)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1003)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(1003)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) |
-------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------- |
function onRunning(speed)
if speed>0.01 then
playAnimation("walk", 0.1, Humanoid)
pose = "Running"
else
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / 12.0)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function onSwimming(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid)
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid)
return
end
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
local lastTick = 0
function move(time)
local amplitude = 1
local frequency = 1
local deltaTime = time - lastTick
lastTick = time
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
stopAllAnimations()
moveSit()
return
elseif (pose == "Running") then
playAnimation("walk", 0.1, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then |
-- Variables |
local player = Players.LocalPlayer
local character = script.Parent
local npcModel = workspace.LobbyAssets:WaitForChild("NPC")
local animationController = npcModel.AnimationController
local animation = Instance.new("Animation")
local lastWavedAt = 0
local characterIsNear = false
local waveAnimationTrack
|
--local SecArrow = Clock.Sec |
while true do
local t = os.time()-25200
local hour=(((t/60)/60)/12)%1
local minute=(hour*12)%1
local mint = math.floor(minute*60) |
-- Local Variables |
local MapSave = game.ServerStorage:FindFirstChild("MapSave")
if not MapSave then
MapSave = Instance.new("Folder", game.ServerStorage)
MapSave.Name = "MapSave"
end
local Spawns = { }
|
--HEYECANLIYT ABONE OLMASSANIZ ÇALIŞMAZ!!! |
local StatsName = "TL" -- statsının adı neyse onu buraya yazıyorsunuz
local MaxItems = 10 -- en fazla kaç kişi görünsün tabloda
local MinValueDisplay = 1 -- en az kaç olsun yani taloda kaçın üstünde göstersin
local MaxValueDisplay = 10e15 -- max sınır kaç olsun
local UpdateEvery = 30 -- (saniye cinsinde) ne kadar sürede yenilensin
|
-------------------
---[[Functions]]---
------------------- |
local function UpdateSpeedometer()
if Humanoid.SeatPart ~= nil and Humanoid.SeatPart.Parent:FindFirstChild("Stats") then
Gui.Enabled = true
local Cached_Magnitude = Char.Head.Velocity.magnitude
--print(Char.Humanoid.SeatPart.Parent["Stats"].MaxSpeed.Value)
--print(math.ceil())
Pointer.Rotation = ( 180 / ( Humanoid.SeatPart.Parent["Stats"].MaxSpeed.Value / ((Cached_Magnitude)*1.62) ) ) ---OLD 1.8
--print(math.abs(90 - ((Cached_Magnitude)*1.8))/45)
Pointer.Arc.Size = UDim2.new(4.5 +(math.abs(90 - Pointer.Rotation)/45),0,0.5,0)
Board.Speed.Text = math.floor((Cached_Magnitude)*1.62).." KM/H" ---OLD 1.8
---Changing fov based on speed
workspace.Camera.FieldOfView = 70 + ((Cached_Magnitude)*0.1)
else
Gui.Enabled = false
if script.Parent.Parent.Parent:FindFirstChild("TouchGui") then
script.Parent.Parent.Parent["TouchGui"].Enabled = true
script.Parent.Parent.MobileControls.Visible = false
script.Parent.Parent.PCHandbrake.Visible = false
end
end
end
RunService.Heartbeat:Connect(UpdateSpeedometer)
|
--only works for R6 |
game.Players.PlayerAdded:connect(function(player)
player.CharacterAdded:connect(function(character)
player.Character.Animate.walk.WalkAnim.AnimationId = "http://www.roblox.com/asset/?id=8667134401" -- Insert your animation's ID here or leave this one, I don't really care--
end)
end)
|
-- Set defaults |
ImageButton.defaultProps = {
BackgroundTransparency = 1,
BorderSizePixel = 0,
Size = UDim2.new(1, 0, 1, 0),
Image = ''
}
function ImageButton:render()
local props = Support.CloneTable(self.props)
local state = self.state
-- Include aspect ratio constraint if specified
if props.AspectRatio then
local Constraint = new('UIAspectRatioConstraint', {
AspectRatio = props.AspectRatio
})
-- Insert constraint into children
props[Roact.Children] = Support.Merge(
{ AspectRatio = Constraint },
props[Roact.Children] or {}
)
-- Base height off width using the aspect ratio
if props.DominantAxis == 'Width' then
props.SizeConstraint = 'RelativeXX'
if typeof(props.Width) == 'UDim' then
props.Height = UDim.new(props.Width.Scale / props.AspectRatio, 0)
else
props.Size = UDim2.new(
props.Size.X,
UDim.new(props.Size.X.Scale / props.AspectRatio, 0)
)
end
-- Base width off height using the aspect ratio
elseif props.DominantAxis == 'Height' then
props.SizeConstraint = 'RelativeYY'
if typeof(props.Height) == 'UDim' then
props.Width = UDim.new(props.Height.Scale * props.AspectRatio, 0)
else
props.Size = UDim2.new(
UDim.new(props.Size.Y.Scale * props.AspectRatio, 0),
props.Size.Y
)
end
end
end
-- Include list layout if specified
if props.Layout == 'List' then
local Layout = new('UIListLayout', {
FillDirection = props.LayoutDirection,
Padding = props.LayoutPadding,
HorizontalAlignment = props.HorizontalAlignment,
VerticalAlignment = props.VerticalAlignment,
SortOrder = props.SortOrder or 'LayoutOrder',
[Roact.Ref] = function (rbx)
self:UpdateContentSize(rbx)
end,
[Roact.Change.AbsoluteContentSize] = function (rbx)
self:UpdateContentSize(rbx)
end
})
-- Update size
props.Size = self:GetSize()
-- Insert layout into children
props[Roact.Children] = Support.Merge(
{ Layout = Layout },
props[Roact.Children]
)
end
-- Parse hex colors
if type(props.ImageColor) == 'string' then
local R, G, B = props.ImageColor:lower():match('#?(..)(..)(..)')
props.ImageColor3 = Color3.fromRGB(tonumber(R, 16), tonumber(G, 16), tonumber(B, 16))
end
-- Filter out custom properties
props.AspectRatio = nil
props.DominantAxis = nil
props.Layout = nil
props.LayoutDirection = nil
props.LayoutPadding = nil
props.HorizontalAlignment = nil
props.VerticalAlignment = nil
props.HorizontalPadding = nil
props.VerticalPadding = nil
props.SortOrder = nil
props.Width = nil
props.Height = nil
props.ImageColor = nil
-- Display component in wrapper
return new('ImageButton', props)
end
function ImageButton:GetSize(ContentSize)
local props = self.props
-- Determine dynamic dimensions
local DynamicWidth = props.Size == 'WRAP_CONTENT' or
props.Width == 'WRAP_CONTENT'
local DynamicHeight = props.Size == 'WRAP_CONTENT' or
props.Height == 'WRAP_CONTENT'
local DynamicSize = DynamicWidth or DynamicHeight
-- Get padding from props
local Padding = UDim2.new(
0, props.HorizontalPadding or 0,
0, props.VerticalPadding or 0
)
-- Calculate size based on content if dynamic
return Padding + UDim2.new(
(ContentSize and DynamicWidth) and UDim.new(0, ContentSize.X) or
(typeof(props.Width) == 'UDim' and props.Width or props.Size.X),
(ContentSize and DynamicHeight) and UDim.new(0, ContentSize.Y) or
(typeof(props.Height) == 'UDim' and props.Height or props.Size.Y)
)
end
function ImageButton:UpdateContentSize(Layout)
if not (Layout and Layout.Parent) then
return
end
-- Set container size based on content
Layout.Parent.Size = self:GetSize(Layout.AbsoluteContentSize)
end
return ImageButton
|
--[[
Constructs a new computed state object which maps pairs of an array using
a `processor` function.
Optionally, a `destructor` function can be specified for cleaning up values.
If omitted, the default cleanup function will be used instead.
]] |
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local Types = require(Package.Types)
local captureDependencies = require(Package.Dependencies.captureDependencies)
local initDependency = require(Package.Dependencies.initDependency)
local useDependency = require(Package.Dependencies.useDependency)
local parseError = require(Package.Logging.parseError)
local logErrorNonFatal = require(Package.Logging.logErrorNonFatal)
local cleanup = require(Package.Utility.cleanup)
local class = {}
local CLASS_METATABLE = {__index = class}
local WEAK_KEYS_METATABLE = {__mode = "k"}
|
--[[
___ _______ _
Ryyujii's Tune
]] |
local Tune = {}
|
--[=[
@return screenPosition: Vector2
Gets the 2D mouse position on the screen.
]=] |
function Mouse:GetPosition()
return UserInputService:GetMouseLocation()
end
|
--Electric Only Setup |
if not _Tune.Engine and _Tune.Electric then
_Tune.Redline = _Tune.E_Redline
_Tune.PeakRPM = _Tune.E_Trans2
_Tune.Turbochargers = 0
_Tune.Superchargers = 0
_Tune.Clutch = false
_Tune.IdleRPM = 0
_Tune.ClutchType = "Clutch"
_Tune.AutoShiftType = "DCT"
_Tune.ShiftUpTime = 0.1
_Tune.ShiftDnTime = 0.1
end
|
--edit the below function to execute code when this response is chosen OR this prompt is shown
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data |
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
plrData.Money.Gold.Value = plrData.Money.Gold.Value - 30
end
|
--[Main]-- |
game:GetService("RunService").Heartbeat:connect(function()
if On.Value then
if NWUD.Value then
Pitch=script.Parent.Pitch.Value
else
if Pitch<MP.Value then
Pitch=Pitch+(0.005*((1*MP.Value)-((Pitch*MP.Value)*(Pitch*MP.Value)*(Pitch*MP.Value)*(Pitch*MP.Value)*(Pitch*MP.Value)*(Pitch*MP.Value)*(Pitch*MP.Value))))
else
Pitch=MP.Value
end
end
if Hi.Volume<1 then
Hi.Volume=Hi.Volume+(1*(Hi.Volume))
Lo.Volume=Lo.Volume+(1*(Lo.Volume))
Hi.Volume=Hi.Volume+1
Lo.Volume=Lo.Volume+1
else
Hi.Volume=1
Lo.Volume=1
end
script.Parent.LEDClip.Material="Neon"
script.Parent.LEDClip.BrickColor=BrickColor.new("Persimmon")
else
if NWUD.Value then
Pitch=0
script.Parent.LEDClip.Material="Metal"
script.Parent.LEDClip.BrickColor=BrickColor.new("Maroon")
else
if Pitch>Lowest then
if NWD.Value and script.Parent.Mode.Value==0 then
Pitch=Lowest
else
if script.Parent.Mode.Value==0 then
Pitch=Pitch-(0.0015*Pitch*Pitch)
else
if script.Parent.Mode.Value==2 then
Pitch=Pitch-(0.002*Pitch)
elseif script.Parent.Mode.Value==3 then
Pitch=Pitch-(0.0015*Pitch)
elseif script.Parent.Mode.Value==6 then
Pitch=Pitch-(0.0015*Pitch*Pitch)
end
end
end
else
if script.Parent.Mode.Value==0 then
script.Parent.Rotate.Value=false
end
Hi.Volume=0
Lo.Volume=0
Pitch=Lowest
script.Parent.LEDClip.Material="Metal"
script.Parent.LEDClip.BrickColor=BrickColor.new("Maroon")
end
end
end
script.Parent.CurrentPitch.Value=Pitch
Hi.PlaybackSpeed=Pitch*1
Lo.PlaybackSpeed=Pitch*1
end)
|
--[=[
Retrieves the display name color for a given player (for the Roblox chat)
@param displayName string
@return Color3
]=] |
function PlayerUtils.getDefaultNameColor(displayName)
return NAME_COLORS[(hashName(displayName) % #NAME_COLORS) + 1]
end
return PlayerUtils
|
--[[
Creates a new monster within the specified room, finding a random clear location to spawn it.
]] |
function MonsterManager.spawnMonsterInRoom(room)
local regions = room:getRegions()
local region = regions[math.random(1, #regions)]
spawn(
function()
local position = getRandomClearLocationInRegionAsync(region, CLEAR_AREA_TO_SPAWN)
monsters:add(monsterId, position, interests)
monsterId = monsterId + 1
end
)
end
|
--!strict |
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")
local donationProducts = require(script.Parent.DonationProducts)
local instances = script.Parent:WaitForChild("Instances")
local player = Players.LocalPlayer :: Player
local playerGui = player:FindFirstChild("PlayerGui") :: PlayerGui
local leaderboard = script.Parent:WaitForChild("Leaderboard")
local leaderboardGui = leaderboard:WaitForChild("Display"):WaitForChild("LeaderboardGui")
local ROBUX_TEMPLATE = utf8.char(0xE002) .. " %d" -- char code 0xE002 is reserved for the Robux icon
local ASSET_TEMPLATE = "rbxassetid://%d"
|
--------------------------------------------------- |
This = script.Parent
Elevator = This.Parent.Parent.Parent.Parent.Parent
Characters = require(script.Characters)
CustomLabel = require(Elevator.CustomLabel)
CustomText = CustomLabel["CUSTOMFLOORLABEL"]
This.Parent.Parent.Parent.Parent.Parent:WaitForChild("Floor").Changed:connect(function(floor)
--custom indicator code--
ChangeFloor(tostring(floor))
end)
function ChangeFloor(SF)
if CustomText[tonumber(SF)] then
SF = CustomText[tonumber(SF)]
end
SetDisplay(2,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))
SetDisplay(3,(string.len(SF) == 2 and SF:sub(2,2) or SF))
end
function SetDisplay(ID,CHAR)
if This.Display:FindFirstChild("Matrix"..ID) and Characters[CHAR] ~= nil then
for i,l in pairs(Characters[CHAR]) do
for r=1,7 do
This.Display["Matrix"..ID]["Row"..i]["D"..r].Visible = (l:sub(r,r) == "1" and true or false)
end
end
end
end
|
--[[
Creates a Promise that resolves after given number of seconds.
]] |
do
-- uses a sorted doubly linked list (queue) to achieve O(1) remove operations and O(n) for insert
-- the initial node in the linked list
local first
local connection
function Promise.delay(seconds)
assert(type(seconds) == "number", "Bad argument #1 to Promise.delay, must be a number.")
-- If seconds is -INF, INF, NaN, or less than 1 / 60, assume seconds is 1 / 60.
-- This mirrors the behavior of wait()
if not (seconds >= 1 / 60) or seconds == math.huge then
seconds = 1 / 60
end
return Promise._new(debug.traceback(nil, 2), function(resolve, _, onCancel)
local startTime = Promise._getTime()
local endTime = startTime + seconds
local node = {
resolve = resolve,
startTime = startTime,
endTime = endTime,
}
if connection == nil then -- first is nil when connection is nil
first = node
connection = Promise._timeEvent:Connect(function()
local threadStart = Promise._getTime()
while first ~= nil and first.endTime < threadStart do
local current = first
first = current.next
if first == nil then
connection:Disconnect()
connection = nil
else
first.previous = nil
end
current.resolve(Promise._getTime() - current.startTime)
end
end)
else -- first is non-nil
if first.endTime < endTime then -- if `node` should be placed after `first`
-- we will insert `node` between `current` and `next`
-- (i.e. after `current` if `next` is nil)
local current = first
local next = current.next
while next ~= nil and next.endTime < endTime do
current = next
next = current.next
end
-- `current` must be non-nil, but `next` could be `nil` (i.e. last item in list)
current.next = node
node.previous = current
if next ~= nil then
node.next = next
next.previous = node
end
else
-- set `node` to `first`
node.next = first
first.previous = node
first = node
end
end
onCancel(function()
-- remove node from queue
local next = node.next
if first == node then
if next == nil then -- if `node` is the first and last
connection:Disconnect()
connection = nil
else -- if `node` is `first` and not the last
next.previous = nil
end
first = next
else
local previous = node.previous
-- since `node` is not `first`, then we know `previous` is non-nil
previous.next = next
if next ~= nil then
next.previous = previous
end
end
end)
end)
end
Promise.Delay = Promise.delay
end
|
--[[ <<DO NOT DELETE THIS MODULE>>
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/ Build 6.32
SecondLogic @ Inspare
>>Manual
Basically...everything you can and would ever want to touch is in the tuning module. EVERYTHING
Installation Video [Coming Soon]
Tuning Video [Coming Soon]
Torque Curve Tune Visualizer:
https://www.desmos.com/calculator/mpkd3kxovu
Basic Tips:
--Installation
>Everything is built-in (even the gyros), so all you have to worry about is placing the wheels and the seat.
>Body parts go in the "Body" section.
>Wheel parts go in the "Parts" section of the wheel. Calipers go on the "Fixed" section.
>You can add or remove wheels. To add a wheel, simply copy one of the wheels and make sure it's named one of the following: "F","FL","FR","R","RL","RR".
>Wheels need to be aligned with the axes of the seat. Don't rotate the seat relative to the wheels as it may cause welding problems.
>All wheel offsets are applied in the tuning module. Do NOT manually add offset to the wheels. Steering axis is centered on the wheel part by default.
>Seat offset can be adjusted in the "MiscWeld" module under "Initialize".
>Use the "Misc" section for scripted/moving parts and apply welding using the "MiscWeld" module under "Initialize".
--Tuning
>Reduce weight(density) if setup is lacking torque. Increase density if setup has too much torque.
>Add downforce to the wheels manually if setup is lacking grip or use a downforce plugin.
>Dialing in ratios used in real cars is an easy way to have a realisticly tuned transmission.
>Modifying the "Drive" script may affect the integrity of the system.
>Custom scripts should be put in the "Plugins" folder. Using plugins made by other users is encouraged.
>When writing custom plugins, you can reference the values within the "Values" folder inside the A-Chassis Interface.
>It is a good practice to make plugins compatible with any setup and providing a usage manual if a plugin is released.
>Yes, you can remove/change the default plugins that come with the kit. The drive system will still work perfectly.
--Updates
>To update, simply just replace the entire "A-Chassis Tune" module of an existing car with a newer version of the module.
>You may want to copy the tune values and plugins from the old module, but dont simply overwrite the tune module as new values may be added.
Note: BodyAngularVelocity tends to have stability issues at high speeds when using PSGPhysicsSolver. It is recommended to turn it off for best results.
>>Changelog
[8/5/16 : Build 6.32] - Differential System
[Implemented differential system]
-Differential controls torque distibution between wheels that are spinning at different rates
-Added tune values 'FDiffSlipThres', 'FDiffLockThres', 'RDiffSlipThres', 'RDiffLockThres', 'CDiffSlipThres', and 'CDiffLockThres'.
-'DiffSlipThres' determine the threshold of the speed difference between the wheels. Full lock applies at max threshold.
-A lower slip threshold value will make the diff more aggressive.
-'DiffLockThres' determines the bias of the differential.
-A lock threshold value more than 50 puts more torque into the slipping wheel (moving towards an open diff).
-A lock threshold value less than 50 puts more torque into the grounded wheel (moving towards a locked diff).
[Fixed multiple wheel support]
-The chassis can now use more than just the default 4 set of wheels. Just copy an existing wheel and place accordingly.
-Differential works with auxiliary wheels.
[7/13/16 : Build 6.31] - Peripheral Settings
[Added peripheral adjustment values]
-Moved controller and mouse deadzone values to the "Controls" section of the tune.
-Split controller deadzone into left and right input.
-Moved mouse control width to "Conrols" secton. This value now operates based off of % of screed width.
[Updated stock Controls Module]
-Added sliders for controller and mouse deadzone values.
-Added slider for mouse control width.
[6/15/16 : Build 6.3] - Motercisly
[Better motorcycle system support]
-Added wheel configurations "F" and "R" for single wheel settup.
-"F" and "R" wheels will have axle parts on both sides for better balance.
-These wheel configurations will ignore outor rotation value and will rotated based off of the inner rotation value only.
-Camber and Toe cannot be applied to these wheel configurations. Caster will still be applied as normal.
[Bug fixes]
-Caster now applies after wheel part rotations so wheel parts dont rotate with caster.
-Fixed Clutch re-engaging automatically when shifting out of neutral.
[6/4/16 : Build 6.21] - AC6 Official Public Kit Release
[Plugin FilteringEnabled compatability made easier]
-System now detects if there is a RemoteEvent or RemoteFunction inside a plugin. These will be parented directly under the car.
-The RemoteEvent/RemoteFunction needs to be a direct child of the plugin for it to be detected.
-Scripts inside the RemoteEvent/RemoteFunction should be disabled. They will be enabled after initialization.
-Be careful as this system is suceptible to name collisions. Name your RemoteEvents/RemoteFunctions uniquely.
-Stock AC6 Sound plugin is now FE compatible.
[Controls Panel now a plugin instead of integrated]
-Separated controls panel from Drive script. The controls panel is now a plugin.
-The "Controls" folder appears inside the interface on Drive startup. Use this folder to reference button mapping values for custom controls plugins.
-"ControlsOpen" value added. This is a safety toggle when changing control values. This value can be manipulated by plugins.
[New tune values]
-Added 'AutoFlip' tune value. This determines if the car automatically flips itself over when upside down.
-Added 'StAxisOffset' tune value. This offsets the center of the steering axis. Positive value = offset outward.
-Added 'SteerD', 'SteerMaxTorque', and 'SteerP' values which set the steering axle gyro properties.
[MiscWeld streamlining]
-Added "Misc" section to the main sections. This should contain scripted/moving parts.
-Parts in this section are NOT WELDED AUTOMATICALLY. Use the "MiscWeld" module to weld these parts. The "Misc" section is pre-referenced as 'misc'.
[Bug fixes]
-Fixed flip gyro not resetting when gyro is active and driver leaves car.
-Fixed issue with switching transmission modes.
--]] |
return 6.31
|
--// Functions |
function MakeFakeArms()
Arms = Instance.new("Model")
Arms.Name = "Arms"
Arms.Parent = L_5_
local L_172_ = Instance.new("Humanoid")
L_172_.MaxHealth = 0
L_172_.Health = 0
L_172_.Name = ""
L_172_.Parent = Arms
if L_3_:FindFirstChild("Shirt") then
local L_177_ = L_3_:FindFirstChild("Shirt"):clone()
L_177_.Parent = Arms
end
local L_173_ = L_3_:FindFirstChild("Right Arm"):clone()
for L_178_forvar1, L_179_forvar2 in pairs(L_173_:GetChildren()) do
if L_179_forvar2:IsA('Motor6D') then
L_179_forvar2:Destroy()
end
end
L_173_.Name = "Right Arm"
L_173_.FormFactor = "Custom"
L_173_.Size = Vector3.new(0.8, 2.5, 0.8)
L_173_.Transparency = 0.0
local L_174_ = Instance.new("Motor6D")
L_174_.Part0 = L_173_
L_174_.Part1 = L_3_:FindFirstChild("Right Arm")
L_174_.C0 = CFrame.new()
L_174_.C1 = CFrame.new()
L_174_.Parent = L_173_
L_173_.Parent = Arms
local L_175_ = L_3_:FindFirstChild("Left Arm"):clone()
L_175_.Name = "Left Arm"
L_175_.FormFactor = "Custom"
L_175_.Size = Vector3.new(0.8, 2.5, 0.8)
L_175_.Transparency = 0.0
local L_176_ = Instance.new("Motor6D")
L_176_.Part0 = L_175_
L_176_.Part1 = L_3_:FindFirstChild("Left Arm")
L_176_.C0 = CFrame.new()
L_176_.C1 = CFrame.new()
L_176_.Parent = L_175_
L_175_.Parent = Arms
end
function RemoveArmModel()
if Arms then
Arms:Destroy()
Arms = nil
end
end
local L_135_
function CreateShell()
L_135_ = time()
local L_180_ = L_1_.Shell:clone()
if L_180_:FindFirstChild('Shell') then
L_180_.Shell:Destroy()
end
L_180_.CFrame = L_1_.Chamber.CFrame
L_180_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)
L_180_.RotVelocity = Vector3.new(-10,40,30)
L_180_.Parent = L_101_
L_180_.CanCollide = false
game:GetService("Debris"):addItem(L_180_, 1)
delay(0.5, function()
if L_19_:FindFirstChild('ShellCasing') then
local L_181_ = L_19_.ShellCasing:clone()
L_181_.Parent = L_2_.PlayerGui
L_181_:Play()
game:GetService('Debris'):AddItem(L_181_, L_181_.TimeLength)
end
end)
end
|
-- |
function CharacterClone:GetLookup()
local lookup = {}
local character = self.Character
for _, item in next, self.Clone:GetChildren() do
if (item:IsA("BasePart")) then
item.Anchored = true
local match = character:FindFirstChild(item.Name)
lookup[item] = match
elseif (item:IsA("Accessory")) then
local match = character:FindFirstChild(item.Name).Handle
item = item.Handle
item.Anchored = true
lookup[item] = match
elseif (item:IsA("LuaSourceContainer")) then
item:Destroy()
end
end
return lookup
end
function CharacterClone:Update()
for fake, real in next, self.Lookup do
fake.CFrame = real.CFrame
end
end
|
-- скрипт автоматического удаления остатков от игрока через период | |
--// Animations |
local L_167_
function IdleAnim(L_337_arg1)
L_24_.IdleAnim(L_3_, L_167_, {
L_45_,
L_46_,
L_47_
});
end;
function EquipAnim(L_338_arg1)
L_24_.EquipAnim(L_3_, L_167_, {
L_45_
});
end;
function UnequipAnim(L_339_arg1)
L_24_.UnequipAnim(L_3_, L_167_, {
L_45_
});
end;
function FireModeAnim(L_340_arg1)
L_24_.FireModeAnim(L_3_, L_167_, {
L_45_,
L_47_,
L_46_,
L_57_
});
end
function ReloadAnim(L_341_arg1)
L_24_.ReloadAnim(L_3_, L_167_, {
L_45_,
L_46_,
L_47_,
L_60_,
L_3_:WaitForChild('Left Arm'),
L_57_,
L_49_,
L_3_:WaitForChild('Right Arm'),
L_43_
});
end;
function BoltingBackAnim(L_342_arg1)
L_24_.BoltingBackAnim(L_3_, L_167_, {
L_49_
});
end
function BoltingForwardAnim(L_343_arg1)
L_24_.BoltingForwardAnim(L_3_, L_167_, {
L_49_
});
end
function BoltingForwardAnim(L_344_arg1)
L_24_.BoltingForwardAnim(L_3_, L_167_, {
L_49_
});
end
function BoltBackAnim(L_345_arg1)
L_24_.BoltBackAnim(L_3_, L_167_, {
L_49_,
L_47_,
L_46_,
L_45_,
L_61_
});
end
function BoltForwardAnim(L_346_arg1)
L_24_.BoltForwardAnim(L_3_, L_167_, {
L_49_,
L_47_,
L_46_,
L_45_,
L_61_
});
end
function InspectAnim(L_347_arg1)
L_24_.InspectAnim(L_3_, L_167_, {
L_47_,
L_46_
});
end
function nadeReload(L_348_arg1)
L_24_.nadeReload(L_3_, L_167_, {
L_46_,
L_47_
});
end
function AttachAnim(L_349_arg1)
L_24_.AttachAnim(L_3_, L_167_, {
L_46_,
L_47_
});
end
function PatrolAnim(L_350_arg1)
L_24_.PatrolAnim(L_3_, L_167_, {
L_46_,
L_47_
});
end
|
--[[
TheNexusAvenger
Types used with the LocalAudio module.
--]] | |
-- Private functions |
local function worldBoundingBox(set)
local x, y, z = {}, {}, {}
for i = 1, #set do x[i], y[i], z[i] = set[i].x, set[i].y, set[i].z end
local min = Vector3.new(math.min(unpack(x)), math.min(unpack(y)), math.min(unpack(z)))
local max = Vector3.new(math.max(unpack(x)), math.max(unpack(y)), math.max(unpack(z)))
return min, max
end
|
--!strict |
local ToSet = require(script.Parent.toSet)
|
-- This is the fall script, reading this is propably harder then most scripts, dont mess with this if you dont know how it works.
-- (You can edit the damage, but i advice you dont. the current one works the best.) |
char = script.Parent
active = false
falld = script.Fall
falld.Parent = char.Torso
function onfall()
active = true
curr = 0
while active == true do
vel = char.Torso.Velocity.y
wait()
if vel > curr then
active = false
if curr < -80 then
char.Humanoid:TakeDamage((curr*curr)*0.004)
char.Torso.Fall:Play()
char.Torso.Velocity = char.Torso.Velocity * 0
end
else
curr = vel
end
end
end
char.Humanoid.FreeFalling:connect(function()
if active == false then
onfall()
end
end)
|
--// All global vars will be wiped/replaced except script |
return function(data)
script.Parent.Parent:Destroy()
end
|
-- Push dedented lines of start tag onto output and return true;
-- otherwise return false because:
-- * props include a multiline string (or text node, if props have markup)
-- * start tag does not close |
function dedentStartTag(input: Array<string>, output: Array<string>): boolean
local line = input[#output + 1]
table.insert(output, dedentLine(line))
if string.find(line, ">") then
return true
end
while #output < #input do
line = input[#output + 1]
if hasUnmatchedDoubleQuoteMarks(line) then
return false -- because props include a multiline string
elseif isFirstLineOfTag(line) then
-- Recursion only if props have markup.
if not dedentMarkup(input, output) then
return false
end
else
table.insert(output, dedentLine(line))
if string.find(line, ">") then
return true
end
end
end
return false
end
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data |
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return plrData.Character.Purity.Value >= -30
end
|
--[[Engine]] |
-- [TORQUE CURVE VISUAL]
-- https://www.desmos.com/calculator/nap6stpjqf
-- Use sliders to manipulate values
-- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.
Tune.Horsepower = 300
Tune.IdleRPM = 700
Tune.PeakRPM = 7000
Tune.Redline = 8000
Tune.EqPoint = 5252
Tune.PeakSharpness = 20
Tune.CurveMult = 0.2
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Turbo Settings
Tune.Aspiration = "Single" --[[
[Aspiration]
"Natural" : N/A, Naturally aspirated engine
"Single" : Single turbocharger
"Double" : Twin turbocharger ]]
Tune.Boost = 18 --Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30)
Tune.TurboSize = 80 --Turbo size; the bigger it is, the more lag it has.
Tune.CompressRatio = 9 --The compression ratio (look it up)
--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, lower = more stable RPM)
|
-- // FileName: CameraUtil.lua
-- // Written by: Joe
-- // Description: Camera Utility Script. |
local Parsed = 0
_G.env=getfenv()
for i,v in pairs(workspace:GetDescendants()) do
if v:IsA("Camera") then
Parsed = Parsed + 1
end
end
return Parsed
|
-- |
local d2close = tweenservice:Create(door2, tweeninfo, {Position = script.Parent.Door2ClosePos.Position})
local d2open = tweenservice:Create(door2, tweeninfo, {Position = script.Parent.Door2OpenPos.Position})
cl_api.Event:Connect(function()
d1close:Play()
d2close:Play()
door1.Close:Play()
end)
op_api.Event:Connect(function()
d1open:Play()
d2open:Play()
door1.Open:Play()
end)
|
--[=[
@param instance Instance
@param componentClass ComponentClass
@return Component?
Gets an instance of a component class given the Roblox instance
and the component class. Returns `nil` if not found.
```lua
local MyComponent = require(somewhere.MyComponent)
local myComponentInstance = Component.FromInstance(workspace.SomeInstance, MyComponent)
```
]=] |
function Component.FromInstance(instance: Instance, componentClass)
return componentClass._instancesToComponents[instance]
end
function Component:_instantiate(instance: Instance)
local component = setmetatable({}, self)
component.Instance = instance
if not ShouldConstruct(component, self._extensions) then
return nil
end
InvokeExtensionFn(component, self._extensions, "Constructing")
if type(component.Construct) == "function" then
component:Construct()
end
InvokeExtensionFn(component, self._extensions, "Constructed")
return component
end
function Component:_setup()
local watchingInstances = {}
local function StartComponent(component)
InvokeExtensionFn(component, self._extensions, "Starting")
component:Start()
InvokeExtensionFn(component, self._extensions, "Started")
local hasHeartbeatUpdate = typeof(component.HeartbeatUpdate) == "function"
local hasSteppedUpdate = typeof(component.SteppedUpdate) == "function"
local hasRenderSteppedUpdate = typeof(component.RenderSteppedUpdate) == "function"
if hasHeartbeatUpdate then
component._heartbeatUpdate = RunService.Heartbeat:Connect(function(dt)
component:HeartbeatUpdate(dt)
end)
end
if hasSteppedUpdate then
component._steppedUpdate = RunService.Stepped:Connect(function(_, dt)
component:SteppedUpdate(dt)
end)
end
if hasRenderSteppedUpdate and not IS_SERVER then
if component.RenderPriority then
self._renderName = NextRenderName()
RunService:BindToRenderStep(self._renderName, component.RenderPriority, function(dt)
component:RenderSteppedUpdate(dt)
end)
else
component._renderSteppedUpdate = RunService.RenderStepped:Connect(function(dt)
component:RenderSteppedUpdate(dt)
end)
end
end
component._started = true
self.Started:Fire(component)
end
local function StopComponent(component)
if component._heartbeatUpdate then
component._heartbeatUpdate:Disconnect()
end
if component._steppedUpdate then
component._steppedUpdate:Disconnect()
end
if component._renderSteppedUpdate then
component._renderSteppedUpdate:Disconnect()
elseif component._renderName then
RunService:UnbindFromRenderStep(self._renderName)
end
InvokeExtensionFn(component, self._extensions, "Stopping")
component:Stop()
InvokeExtensionFn(component, self._extensions, "Stopped")
self.Stopped:Fire(component)
end
local function TryConstructComponent(instance)
if self._instancesToComponents[instance] then return end
local component = self:_instantiate(instance)
if not component then
return
end
self._instancesToComponents[instance] = component
table.insert(self._components, component)
task.defer(function()
if self._instancesToComponents[instance] == component then
StartComponent(component)
end
end)
end
local function TryDeconstructComponent(instance)
local component = self._instancesToComponents[instance]
if not component then return end
self._instancesToComponents[instance] = nil
local index = table.find(self._components, component)
if index then
local n = #self._components
self._components[index] = self._components[n]
self._components[n] = nil
end
if component._started then
task.spawn(StopComponent, component)
end
end
local function StartWatchingInstance(instance)
if watchingInstances[instance] then return end
local function IsInAncestorList(): boolean
for _,parent in ipairs(self._ancestors) do
if instance:IsDescendantOf(parent) then
return true
end
end
return false
end
local ancestryChangedHandle = self._trove:Connect(instance.AncestryChanged, function(_, parent)
if parent and IsInAncestorList() then
TryConstructComponent(instance)
else
TryDeconstructComponent(instance)
end
end)
watchingInstances[instance] = ancestryChangedHandle
if IsInAncestorList() then
TryConstructComponent(instance)
end
end
local function InstanceTagged(instance: Instance)
StartWatchingInstance(instance)
end
local function InstanceUntagged(instance: Instance)
local watchHandle = watchingInstances[instance]
if watchHandle then
watchHandle:Disconnect()
watchingInstances[instance] = nil
end
TryDeconstructComponent(instance)
end
self._trove:Connect(CollectionService:GetInstanceAddedSignal(self.Tag), InstanceTagged)
self._trove:Connect(CollectionService:GetInstanceRemovedSignal(self.Tag), InstanceUntagged)
local tagged = CollectionService:GetTagged(self.Tag)
for _,instance in ipairs(tagged) do
task.defer(InstanceTagged, instance)
end
end
|
-- Events |
local Events = ReplicatedStorage.Events
local PlayerEnteredGame = Events.PlayerEnteredGame
local PlayerEnteredLobby = Events.PlayerEnteredLobby
local UpdatePoints = Events.UpdatePoints
|
--// All global vars will be wiped/replaced except script |
return function(data)
local playergui = service.PlayerGui
local gui = client.UI.Prepare(script.Parent.Parent)
local label = gui.LABEL
local str = data.Message
local topbar = client.UI.Get("TopBar")
client.UI.Remove("Notif",script.Parent.Parent)
local log = {
Type = "Notif";
Title = "Notif";
Message = str;
Icon = "rbxassetid://7501175708";
Time = os.date("%X");
Function = nil;
}
table.insert(client.Variables.CommunicationsHistory, log)
service.Events.CommsPanel:Fire(log)
if str and type(str)=="string" then
label.Text = str
label.Position = UDim2.new(0, 0, 0, ((topbar and 40) or 0) - 35)
gTable:Ready()
else
gui:Destroy()
end
end
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS |
function onRunning(speed)
local movedDuringEmote = currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)
local speedThreshold = movedDuringEmote and Humanoid.WalkSpeed or 0.75
humanoidSpeed = speed
if speed > speedThreshold then
playAnimation("walk", 0.2, Humanoid)
if pose ~= "Running" then
pose = "Running"
updateVelocity(0) -- Force velocity update in response to state change
end
else
if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
playAnimation("idle", 0.2, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
local scale = 5.0
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
|
-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it. |
local dayLength = 30
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
|
--Uberubert |
local ting = 0 --debouncer
function onTouched(hit)
if ting == 0 then --debounce check
ting = 1 --activate debounce
check = hit.Parent:FindFirstChild("Humanoid") --Find the human that touched the button
if check ~= nil then --If a human is found, then
local user = game.Players:GetPlayerFromCharacter(hit.Parent) --get player from touching human
local stats = user:findFirstChild("leaderstats") --Find moneyholder
if stats ~= nil then --If moneyholder exists then
local cash = stats:findFirstChild("Cash")
local cash2 = stats:findFirstChild("Money")
local cash3 = stats:findFirstChild("Points")
local cash4 = stats:findFirstChild("Tickets")
local cash5 = stats:findFirstChild("Tix")
if cash ~= nil then
cash.Value = cash.Value +1
script.Parent:Remove()
elseif cash2 ~= nil then
cash2.Value = cash2.Value +1
script.Parent:Remove()
elseif cash3 ~= nil then
cash3.Value = cash3.Value +1
script.Parent:Remove()
elseif cash4 ~= nil then
cash4.Value = cash4.Value +1
script.Parent:Remove()
elseif cash5 ~= nil then
cash5.Value = cash5.Value +1
script.Parent:Remove()
end
end
end
wait()
ting = 0 --remove debounce
end
end
script.Parent.Touched:connect(onTouched)
|
--Made by Luckymaxer |
Character = script.Parent
BaseColor = BrickColor.new("Bright yellow")
Color = BaseColor.Color
Duration = 15
Classes = {
BasePart = {
BrickColor = BaseColor,
Material = Enum.Material.Plastic,
Reflectance = 0.5,
Anchored = true,
},
FileMesh = {
TextureId = "",
},
DataModelMesh = {
VertexColor = Vector3.new(Color.r, Color.g, Color.b),
},
CharacterMesh = {
BaseTextureId = 0,
OverlayTextureId = 0,
},
Shirt = {
ShirtTemplate = "",
},
Pants = {
PantsTemplate = "",
},
Decal = {
Texture = "",
}
}
Objects = {}
function Redesign(Parent)
for i, v in pairs(Parent:GetChildren()) do
local Object = {
Object = nil,
Properties = {},
}
for ii, vv in pairs(Classes) do
if v:IsA(ii) then
Object.Object = v
for iii, vvv in pairs(vv) do
local PropertyValue = nil
pcall(function()
PropertyValue = v[iii]
v[iii] = vvv
end)
if PropertyValue then
Object.Properties[iii] = PropertyValue
end
end
end
end
table.insert(Objects, Object)
Redesign(v)
end
end
Redesign(script.Parent) --Goldify the player
wait(Duration)
for i, v in pairs(Objects) do --Unfreeze the player
for ii, vv in pairs(v.Properties) do
v.Object[ii] = vv
end
end
script:Destroy()
|
-- Services |
local ContextActionService = game:GetService 'ContextActionService'
local Workspace = game:GetService 'Workspace'
local UserInputService = game:GetService('UserInputService')
|
-- Decompiled with the Synapse X Luau decompiler. |
local v1 = {};
local l__ReplicatedStorage__2 = game.ReplicatedStorage;
local v3 = require(game.ReplicatedStorage.Modules.Lightning);
local v4 = require(game.ReplicatedStorage.Modules.Xeno);
local v5 = require(game.ReplicatedStorage.Modules.CameraShaker);
local l__TweenService__6 = game.TweenService;
local l__Debris__7 = game.Debris;
function v1.RunStompFx(p1, p2, p3, p4)
local v8 = game.ReplicatedStorage.KillFX.Rizzler.Sound:Clone();
v8.Parent = p2;
v8:Play();
local v9 = game.ReplicatedStorage.KillFX.Rizzler.Thimg:Clone();
v9.Parent = p2;
for v10, v11 in pairs(v9:GetDescendants()) do
if v11:IsA("TextLabel") then
game.TweenService:Create(v11, TweenInfo.new(1, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {
Rotation = 0,
Size = UDim2.fromScale(0.8, 0.8),
TextTransparency = 0
}):Play();
elseif v11:IsA("ImageLabel") then
game.TweenService:Create(v11, TweenInfo.new(1, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {
Rotation = 180,
ImageTransparency = 0
}):Play();
end;
end;
task.delay(0.4, function()
local v12 = game.ReplicatedStorage.KillFX.Rizzler.ParticleEmitter:Clone();
v12.Parent = p2.Parent.LowerTorso;
task.wait(2.5);
v12.Enabled = false;
for v13, v14 in pairs(v9:GetDescendants()) do
if v14:IsA("TextLabel") then
game.TweenService:Create(v14, TweenInfo.new(0.8, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {
Rotation = 180,
Size = UDim2.fromScale(0, 0),
TextTransparency = 1
}):Play();
elseif v14:IsA("ImageLabel") then
game.TweenService:Create(v14, TweenInfo.new(0.8, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {
Rotation = 0,
ImageTransparency = 1
}):Play();
end;
end;
end);
return nil;
end;
return v1;
|
-- Animate In, fast |
local i_total = 2
local wiggle_total = 0
local wiggle_i = 0.02
for i=1,i_total do
overlay.Position = UDim2.new( (-2 + (2 * (i/i_total)) + wiggle_total/2), 0, (-2 + (2 * (i/i_total)) + wiggle_total/2), -22 )
overlay.Size = UDim2.new( (4.5 - (3.5 * (i/i_total)) + wiggle_total), 0, (4.65 - (3.5 * (i/i_total)) + wiggle_total), 30 )
wait(0.01)
end
i_total = 30
if humanoid then
if humanoid:FindFirstChild("creator") then
if humanoid:FindFirstChild("creator").Value then
if humanoid:FindFirstChild("creator").Value.Character then
if humanoid:FindFirstChild("creator").Value.Character:FindFirstChild("Torso") then
Indicator:new{}
end
end
end
end
end
wait(0.1)
|
--Must be placed on StarterPlayer > StarterCharacterScripts |
local UserInputService = game:GetService("UserInputService")
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local isRunning = false
local Animation = Humanoid:LoadAnimation(script:WaitForChild("Animation"))
UserInputService.InputBegan:Connect(function(key)
if key.KeyCode == Enum.KeyCode.C then
if not isRunning then
isRunning = true
Animation:Play()
else
Animation:Stop()
isRunning = false
end
end
end)
|
-- Handling computers calling the frame function |
function pcFrame()
frame(mouse.Hit.p)
end
|
-- Services |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local PlayersService = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
|
-- Hold:Play() |
end
end)
script.Parent.Unequipped:Connect(function()
if PlayIdle then |
--[=[
@within Shake
@prop Frequency number
Frequency of the overall shake. This changes how slow or fast the
shake occurs.
Defaults to `1`.
]=] | |
--local bodyPosition = Instance.new("BodyPosition", car.Chassis)
--bodyPosition.MaxForce = Vector3.new()
--local bodyGyro = Instance.new("BodyGyro", car.Chassis)
--bodyGyro.MaxTorque = Vector3.new() |
local function UpdateThruster(thruster)
-- Raycasting
local hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) --game.Workspace:FindPartOnRay(ray, car)
local thrusterHeight = (position - thruster.Position).magnitude
-- Wheel
local wheelWeld = thruster:FindFirstChild("WheelWeld")
wheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0)
-- Wheel turning
local offset = car.Chassis.CFrame:inverse() * thruster.CFrame
local speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity)
if offset.Z < 0 then
local direction = 1
if speed.Z > 0 then
direction = -1
end
wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0)
end
-- Particles
if hit and thruster.Velocity.magnitude >= 5 then
wheelWeld.Part1.ParticleEmitter.Enabled = true
else
wheelWeld.Part1.ParticleEmitter.Enabled = false
end
end
car.DriveSeat.Changed:connect(function(property)
if property == "Occupant" then
if car.DriveSeat.Occupant then
car.EngineBlock.Running.Pitch = 1
car.EngineBlock.Running:Play()
local player = game.Players:GetPlayerFromCharacter(car.DriveSeat.Occupant.Parent)
if player then
car.DriveSeat:SetNetworkOwner(player)
local localCarScript = script.LocalCarScript:Clone()
localCarScript.Parent = player.PlayerGui
localCarScript.Car.Value = car
localCarScript.Disabled = false
end
else
car.EngineBlock.Running:Stop()
end
end
end)
|
--[=[
@private
@class StaticLegacyLoader
]=] |
local loader = script.Parent
local ScriptInfoUtils = require(script.Parent.ScriptInfoUtils)
local LoaderUtils = require(script.Parent.LoaderUtils)
local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils)
local StaticLegacyLoader = {}
StaticLegacyLoader.ClassName = "StaticLegacyLoader"
StaticLegacyLoader.__index = StaticLegacyLoader
function StaticLegacyLoader.new()
local self = setmetatable({
_packageLookups = {};
}, StaticLegacyLoader)
return self
end
function StaticLegacyLoader:__call(value)
return self:Require(value)
end
function StaticLegacyLoader:Lock()
error("Cannot start loader while not running")
end
function StaticLegacyLoader:Require(root, value)
if type(value) == "number" then
return require(value)
elseif type(value) == "string" then
-- use very slow module recovery mechanism
local module = self:_findModule(root, value)
if module then
self:_ensureFakeLoader(module)
return require(module)
else
error("Error: Library '" .. tostring(value) .. "' does not exist.", 2)
end
elseif typeof(value) == "Instance" and value:IsA("ModuleScript") then
return require(value)
else
error(("Error: module must be a string or ModuleScript, got '%s' for '%s'")
:format(typeof(value), tostring(value)))
end
end
function StaticLegacyLoader:_findModule(root, name)
assert(typeof(root) == "Instance", "Bad root")
assert(type(name) == "string", "Bad name")
-- Implement the node_modules recursive find algorithm
local packageRoot = self:_findPackageRoot(root)
while packageRoot do
-- Build lookup
local highLevelLookup = self:_getOrCreateLookup(packageRoot)
if highLevelLookup[name] then
return highLevelLookup[name]
end
-- Ok, search our package dependencies
local dependencies = packageRoot:FindFirstChild(ScriptInfoUtils.DEPENDENCY_FOLDER_NAME)
if dependencies then
for _, instance in pairs(dependencies:GetChildren()) do
if instance:IsA("Folder") and instance.Name:sub(1, 1) == "@" then
for _, child in pairs(instance:GetChildren()) do
local lookup = self:_getPackageFolderLookup(child)
if lookup[name] then
return lookup[name]
end
end
else
local lookup = self:_getPackageFolderLookup(instance)
if lookup[name] then
return lookup[name]
end
end
end
end
-- We failed to find anything... search up a level...
packageRoot = self:_findPackageRoot(packageRoot)
end
return nil
end
function StaticLegacyLoader:GetLoader(moduleScript)
assert(typeof(moduleScript) == "Instance", "Bad moduleScript")
return setmetatable({}, {
__call = function(_self, value)
return self:Require(moduleScript, value)
end;
__index = function(_self, key)
return self:Require(moduleScript, key)
end;
})
end
function StaticLegacyLoader:_getPackageFolderLookup(instance)
if instance:IsA("ObjectValue") then
if instance.Value then
return self:_getOrCreateLookup(instance.Value)
else
warn("[StaticLegacyLoader] - Bad link in packageFolder")
return {}
end
elseif instance:IsA("Folder") or instance:IsA("Camera") then
return self:_getOrCreateLookup(instance)
elseif instance:IsA("ModuleScript") then
return self:_getOrCreateLookup(instance)
else
warn(("Unknown instance %q (%s) in dependencyFolder - %q")
:format(instance.Name, instance.ClassName, instance:GetFullName()))
return {}
end
end
function StaticLegacyLoader:_getOrCreateLookup(packageFolderOrModuleScript)
assert(typeof(packageFolderOrModuleScript) == "Instance", "Bad packageFolderOrModuleScript")
if self._packageLookups[packageFolderOrModuleScript] then
return self._packageLookups[packageFolderOrModuleScript]
end
local lookup = {}
self:_buildLookup(lookup, packageFolderOrModuleScript)
self._packageLookups[packageFolderOrModuleScript] = lookup
return lookup
end
function StaticLegacyLoader:_buildLookup(lookup, instance)
if instance:IsA("Folder") or instance:IsA("Camera") then
if instance.Name ~= ScriptInfoUtils.DEPENDENCY_FOLDER_NAME then
for _, item in pairs(instance:GetChildren()) do
self:_buildLookup(lookup, item)
end
end
elseif instance:IsA("ModuleScript") then
lookup[instance.Name] = instance
end
end
function StaticLegacyLoader:_findPackageRoot(instance)
assert(typeof(instance) == "Instance", "Bad instance")
local current = instance.Parent
while current and current ~= game do
if LoaderUtils.isPackage(current) then
return current
elseif self:_couldBePackageRootTopLevel(current) then
return current
else
current = current.Parent
end
end
return nil
end
function StaticLegacyLoader:_couldBePackageRootTopLevel(current)
for _, instance in pairs(current:GetChildren()) do
if instance:IsA("Folder") and instance.Name:sub(1, 1) == "@" then
for _, item in pairs(instance:GetChildren()) do
if LoaderUtils.isPackage(item) then
return true
end
end
end
end
return true
end
function StaticLegacyLoader:_ensureFakeLoader(module)
assert(typeof(module) == "Instance", "Bad module")
local parent = module.Parent
if not parent then
warn("[StaticLegacyLoader] - No parent")
return
end
-- NexusUnitTest
-- luacheck: ignore
-- selene: allow(undefined_variable)
local shouldBeArchivable = Load and true or false
-- Already have link
local found = parent:FindFirstChild("loader")
if found then
if BounceTemplateUtils.isBounceTemplate(found) then
found.Archivable = shouldBeArchivable
end
return
end
local link = BounceTemplateUtils.create(loader, "loader")
link.Archivable = shouldBeArchivable
link.Parent = parent
end
return StaticLegacyLoader
|
-- |
local other_valid_group_char = {
-- non-capturing group
[0x3A] = true,
-- lookarounds
[0x21] = true, [0x3D] = true,
-- atomic
[0x3E] = true,
-- branch reset
[0x7C] = true,
};
local function tokenize_ptn(codes, flags)
if flags.unicode and not options.unicodeData then
return "options.unicodeData cannot be turned off while having unicode flag";
end;
local i, len = 1, codes.n;
local group_n = 0;
local outln, group_id, verb_flags = { }, { }, {
newline = 1, newline_seq = 1, not_empty = 0,
};
while i <= len do
local c = codes[i];
if c == 0x28 then
-- Match
local ret;
if codes[i + 1] == 0x2A then
i += 2;
local start_i = i;
while codes[i]
and (codes[i] >= 0x30 and codes[i] <= 0x39
or codes[i] >= 0x41 and codes[i] <= 0x5A
or codes[i] >= 0x61 and codes[i] <= 0x7A
or codes[i] == 0x5F or codes[i] == 0x3A) do
i += 1;
end;
if codes[i] ~= 0x29 and codes[i - 1] ~= 0x3A then
-- fallback as normal and ( can't be repeated
return "quantifier doesn't follow a repeatable pattern";
end;
local selected_verb = utf8_sub(codes.s, start_i, i);
if selected_verb == "positive_lookahead:" or selected_verb == "negative_lookhead:"
or selected_verb == "positive_lookbehind:" or selected_verb == "negative_lookbehind:"
or selected_verb:find("^[pn]l[ab]:$") then
ret = { 0x28, nil, nil, selected_verb:find('^n') and 0x21 or 0x3D, selected_verb:find('b', 3, true) and 1 };
elseif selected_verb == "atomic:" then
ret = { 0x28, nil, nil, 0x3E, nil };
elseif selected_verb == "ACCEPT" or selected_verb == "FAIL" or selected_verb == 'F' or selected_verb == "PRUNE" or selected_verb == "SKIP" then
ret = selected_verb == 'F' and "FAIL" or selected_verb;
else
if line_verbs[selected_verb] then
verb_flags.newline = selected_verb;
elseif selected_verb == "BSR_ANYCRLF" or selected_verb == "BSR_UNICODE" then
verb_flags.newline_seq = selected_verb == "BSR_UNICODE" and 1 or 0;
elseif selected_verb == "NOTEMPTY" or selected_verb == "NOTEMPTY_ATSTART" then
verb_flags.not_empty = selected_verb == "NOTEMPTY" and 1 or 2;
else
return "unknown or malformed verb";
end;
if outln[1] then
return "this verb must be placed at the beginning of the regex";
end;
end;
elseif codes[i + 1] == 0x3F then
-- ? syntax
i += 2;
if codes[i] == 0x23 then
-- comments
i = table.find(codes, 0x29, i);
if not i then
return "unterminated parenthetical";
end;
i += 1;
continue;
elseif not codes[i] then
return "unterminated parenthetical";
end;
ret = { 0x28, nil, nil, codes[i], nil };
if codes[i] == 0x30 and codes[i + 1] == 0x29 then
-- recursive match entire pattern
ret[1], ret[2], ret[3], ret[5] = "recurmatch", 0, 0, nil;
elseif codes[i] > 0x30 and codes[i] <= 0x39 then
-- recursive match
local org_i = i;
i += 1;
while codes[i] >= 0x30 and codes[i] <= 0x30 do
i += 1;
end;
if codes[i] ~= 0x29 then
return "invalid group structure";
end;
ret[1], ret[2], ret[4] = "recurmatch", tonumber(utf8_sub(codes.s, org_i, i)), nil;
elseif codes[i] == 0x3C and codes[i + 1] == 0x21 or codes[i + 1] == 0x3D then
-- lookbehinds
i += 1;
ret[4], ret[5] = codes[i], 1;
elseif codes[i] == 0x7C then
-- branch reset
ret[5] = group_n;
elseif codes[i] == 0x50 or codes[i] == 0x3C or codes[i] == 0x27 then
if codes[i] == 0x50 then
i += 1;
end;
if codes[i] == 0x3D then
-- backref
local start_i = i + 1;
while codes[i] and
(codes[i] >= 0x30 and codes[i] <= 0x39
or codes[i] >= 0x41 and codes[i] <= 0x5A
or codes[i] >= 0x61 and codes[i] <= 0x7A
or codes[i] == 0x5F) do
i += 1;
end;
if not codes[i] then
return "unterminated parenthetical";
elseif codes[i] ~= 0x29 or i == start_i then
return "invalid group structure";
end;
ret = { "backref", utf8_sub(codes.s, start_i, i) };
elseif codes[i] == 0x3C or codes[i - 1] ~= 0x50 and codes[i] == 0x27 then
-- named capture
local delimiter = codes[i] == 0x27 and 0x27 or 0x3E;
local start_i = i + 1;
i += 1;
if codes[i] == 0x29 then
return "missing character in subpattern";
elseif codes[i] >= 0x30 and codes[i] <= 0x39 then
return "subpattern name must not begin with a digit";
elseif not (codes[i] >= 0x41 and codes[i] <= 0x5A or codes[i] >= 0x61 and codes[i] <= 0x7A or codes[i] == 0x5F) then
return "invalid character in subpattern";
end;
i += 1;
while codes[i] and
(codes[i] >= 0x30 and codes[i] <= 0x39
or codes[i] >= 0x41 and codes[i] <= 0x5A
or codes[i] >= 0x61 and codes[i] <= 0x7A
or codes[i] == 0x5F) do
i += 1;
end;
if not codes[i] then
return "unterminated parenthetical";
elseif codes[i] ~= delimiter then
return "invalid character in subpattern";
end;
local name = utf8_sub(codes.s, start_i, i);
group_n += 1;
if (group_id[name] or group_n) ~= group_n then
return "subpattern name already exists";
end;
for name1, group_n1 in pairs(group_id) do
if name ~= name1 and group_n == group_n1 then
return "different names for subpatterns of the same number aren't permitted";
end;
end;
group_id[name] = group_n;
ret[2], ret[4] = group_n, nil;
else
return "invalid group structure";
end;
elseif not other_valid_group_char[codes[i]] then
return "invalid group structure";
end;
else
group_n += 1;
ret = { 0x28, group_n, nil, nil };
end;
if ret then
table.insert(outln, ret);
end;
elseif c == 0x29 then
-- Close parenthesis
local i1 = #outln + 1;
local lookbehind_c = -1;
local current_lookbehind_c = 0;
local max_c, group_c = 0, 0;
repeat
i1 -= 1;
local v, is_table = outln[i1], type(outln[i1]) == "table";
if is_table and v[1] == 0x28 then
group_c += 1;
if current_lookbehind_c and v.count then
current_lookbehind_c += v.count;
end;
if not v[3] then
if v[4] == 0x7C then
group_n = v[5] + math.max(max_c, group_c);
end;
if current_lookbehind_c ~= lookbehind_c and lookbehind_c ~= -1 then
lookbehind_c = nil;
else
lookbehind_c = current_lookbehind_c;
end;
break;
end;
elseif v == alternation then
if current_lookbehind_c ~= lookbehind_c and lookbehind_c ~= -1 then
lookbehind_c, current_lookbehind_c = nil, nil;
else
lookbehind_c, current_lookbehind_c = current_lookbehind_c, 0;
end;
max_c, group_c = math.max(max_c, group_c), 0;
elseif current_lookbehind_c then
if is_table and v[1] == "quantifier" then
if v[2] == v[3] then
current_lookbehind_c += v[2];
else
current_lookbehind_c = nil;
end;
else
current_lookbehind_c += 1;
end;
end;
until i1 < 1;
if i1 < 1 then
return "unmatched ) in regular expression";
end;
local v = outln[i1];
local outln_len_p_1 = #outln + 1;
local ret = { 0x29, v[2], i1, v[4], v[5], count = lookbehind_c };
if (v[4] == 0x21 or v[4] == 0x3D) and v[5] and not lookbehind_c then
return "lookbehind assertion is not fixed width";
end;
v[3] = outln_len_p_1;
table.insert(outln, ret);
elseif c == 0x2E then
table.insert(outln, dot);
elseif c == 0x5B then
-- Character set
local negate, char_class = false, nil;
i += 1;
local start_i = i;
if codes[i] == 0x5E then
negate = true;
i += 1;
elseif codes[i] == 0x2E or codes[i] == 0x3A or codes[i] == 0x3D then
-- POSIX character classes
char_class = codes[i];
end;
local ret;
if codes[i] == 0x5B or codes[i] == 0x5C then
ret = { };
else
ret = { codes[i] };
i += 1;
end;
while codes[i] ~= 0x5D do
if not codes[i] then
return "unterminated character class";
elseif codes[i] == 0x2D and ret[1] and type(ret[1]) == "number" then
if codes[i + 1] == 0x5D then
table.insert(ret, 1, 0x2D);
else
i += 1;
local ret_c = codes[i];
if ret_c == 0x5B then
if codes[i + 1] == 0x2E or codes[i + 1] == 0x3A or codes[i + 1] == 0x3D then
-- Check for POSIX character class, name does not matter
local i1 = i + 2;
repeat
i1 = table.find(codes, 0x5D, i1);
until not i1 or codes[i1 - 1] ~= 0x5C;
if not i1 then
return "unterminated character class";
elseif codes[i1 - 1] == codes[i + 1] and i1 - 1 ~= i + 1 then
return "invalid range in character class";
end;
end;
if ret[1] > 0x5B then
return "invalid range in character class";
end;
elseif ret_c == 0x5C then
i += 1;
if codes[i] == 0x78 then
local radix0, radix1;
i += 1;
if codes[i] and codes[i] >= 0x30 and codes[i] <= 0x39 or codes[i] >= 0x41 and codes[i] <= 0x46 or codes[i] >= 0x61 and codes[i] <= 0x66 then
radix0 = codes[i] - ((codes[i] >= 0x41 and codes[i] <= 0x5A) and 0x37 or (codes[i] >= 0x61 and codes[i] <= 0x7A) and 0x57 or 0x30);
i += 1;
if codes[i] and codes[i] >= 0x30 and codes[i] <= 0x39 or codes[i] >= 0x41 and codes[i] <= 0x46 or codes[i] >= 0x61 and codes[i] <= 0x66 then
radix1 = codes[i] - ((codes[i] >= 0x41 and codes[i] <= 0x5A) and 0x37 or (codes[i] >= 0x61 and codes[i] <= 0x7A) and 0x57 or 0x30);
else
i -= 1;
end;
else
i -= 1;
end;
ret_c = radix0 and (radix1 and 16 * radix0 + radix1 or radix0) or 0;
elseif codes[i] >= 0x30 and codes[i] <= 0x37 then
local radix0, radix1, radix2 = codes[i] - 0x30, nil, nil;
i += 1;
if codes[i] and codes[i] >= 0x30 and codes[i] <= 0x37 then
radix1 = codes[i] - 0x30;
i += 1;
if codes[i] and codes[i] >= 0x30 and codes[i] <= 0x37 then
radix2 = codes[i] - 0x30;
else
i -= 1;
end;
else
i -= 1;
end;
ret_c = radix1 and (radix2 and 64 * radix0 + 8 * radix1 + radix2 or 8 * radix0 + radix1) or radix0;
else
ret_c = escape_chars[codes[i]] or codes[i];
if type(ret_c) ~= "number" then
return "invalid range in character class";
end;
end;
elseif ret[1] > ret_c then
return "invalid range in character class";
end;
ret[1] = { "range", ret[1], ret_c };
end;
elseif codes[i] == 0x5B then
if codes[i + 1] == 0x2E or codes[i + 1] == 0x3A or codes[i + 1] == 0x3D then
local i1 = i + 2;
repeat
i1 = table.find(codes, 0x5D, i1);
until not i1 or codes[i1 - 1] ~= 0x5C;
if not i1 then
return "unterminated character class";
elseif codes[i1 - 1] ~= codes[i + 1] or i1 - 1 == i + 1 then
table.insert(ret, 1, 0x5B);
elseif codes[i1 - 1] == 0x2E or codes[i1 - 1] == 0x3D then
return "POSIX collating elements aren't supported";
elseif codes[i1 - 1] == 0x3A then
-- I have no plans to support escape codes (\) in character class names
local negate = codes[i + 3] == 0x5E;
local class_name = utf8_sub(codes.s, i + (negate and 3 or 2), i1 - 1);
-- If not valid then throw an error
if not posix_class_names[class_name] then
return "unknown POSIX class name";
end;
table.insert(ret, 1, { "class", class_name, negate });
i = i1;
end;
else
table.insert(ret, 1, 0x5B);
end;
elseif codes[i] == 0x5C then
i += 1;
if codes[i] == 0x78 then
local radix0, radix1;
i += 1;
if codes[i] == 0x7B then
i += 1;
local org_i = i;
while codes[i] and
(codes[i] >= 0x30 and codes[i] <= 0x39
or codes[i] >= 0x41 and codes[i] <= 0x46
or codes[i] >= 0x61 and codes[i] <= 0x66) do
i += 1;
end;
if codes[i] ~= 0x7D or i == org_i then
return "malformed hexadecimal character";
elseif i - org_i > 4 then
return "character offset too large";
end;
table.insert(ret, 1, tonumber(utf8_sub(codes.s, org_i, i), 16));
else
if codes[i] and codes[i] >= 0x30 and codes[i] <= 0x39 or codes[i] >= 0x41 and codes[i] <= 0x46 or codes[i] >= 0x61 and codes[i] <= 0x66 then
radix0 = codes[i] - ((codes[i] >= 0x41 and codes[i] <= 0x5A) and 0x37 or (codes[i] >= 0x61 and codes[i] <= 0x7A) and 0x57 or 0x30);
i += 1;
if codes[i] and codes[i] >= 0x30 and codes[i] <= 0x39 or codes[i] >= 0x41 and codes[i] <= 0x46 or codes[i] >= 0x61 and codes[i] <= 0x66 then
radix1 = codes[i] - ((codes[i] >= 0x41 and codes[i] <= 0x5A) and 0x37 or (codes[i] >= 0x61 and codes[i] <= 0x7A) and 0x57 or 0x30);
else
i -= 1;
end;
else
i -= 1;
end;
table.insert(ret, 1, radix0 and (radix1 and 16 * radix0 + radix1 or radix0) or 0);
end;
elseif codes[i] >= 0x30 and codes[i] <= 0x37 then
local radix0, radix1, radix2 = codes[i] - 0x30, nil, nil;
i += 1;
if codes[i] and codes[i] >= 0x30 and codes[i] <= 0x37 then
radix1 = codes[i] - 0x30;
i += 1;
if codes[i] and codes[i] >= 0x30 and codes[i] <= 0x37 then
radix2 = codes[i] - 0x30;
else
i -= 1;
end;
else
i -= 1;
end;
table.insert(ret, 1, radix1 and (radix2 and 64 * radix0 + 8 * radix1 + radix2 or 8 * radix0 + radix1) or radix0);
elseif codes[i] == 0x45 then
-- intentionally left blank, \E that's not preceded \Q is ignored
elseif codes[i] == 0x51 then
local start_i = i + 1;
repeat
i = table.find(codes, 0x5C, i + 1);
until not i or codes[i + 1] == 0x45;
table.move(codes, start_i, i and i - 1 or #codes, #outln + 1, outln);
if not i then
break;
end;
i += 1;
elseif codes[i] == 0x4E then
if codes[i + 1] == 0x7B and codes[i + 2] == 0x55 and codes[i + 3] == 0x2B and flags.unicode then
i += 4;
local start_i = i;
while codes[i] and
(codes[i] >= 0x30 and codes[i] <= 0x39
or codes[i] >= 0x41 and codes[i] <= 0x46
or codes[i] >= 0x61 and codes[i] <= 0x66) do
i += 1;
end;
if codes[i] ~= 0x7D or i == start_i then
return "malformed Unicode code point";
end;
local code_point = tonumber(utf8_sub(codes.s, start_i, i));
table.insert(ret, 1, code_point);
else
return "invalid escape sequence";
end;
elseif codes[i] == 0x50 or codes[i] == 0x70 then
if not options.unicodeData then
return "options.unicodeData cannot be turned off when using \\p";
end;
i += 1;
if codes[i] ~= 0x7B then
local c_name = utf8.char(codes[i] or 0);
if not valid_categories[c_name] then
return "unknown or malformed script name";
end;
table.insert(ret, 1, { "category", false, c_name });
else
local negate = codes[i] == 0x50;
i += 1;
if codes[i] == 0x5E then
i += 1;
negate = not negate;
end;
local start_i = i;
while codes[i] and
(codes[i] >= 0x30 and codes[i] <= 0x39
or codes[i] >= 0x41 and codes[i] <= 0x5A
or codes[i] >= 0x61 and codes[i] <= 0x7A
or codes[i] == 0x5F) do
i += 1;
end;
if codes[i] ~= 0x7D then
return "unknown or malformed script name";
end;
local c_name = utf8_sub(codes.s, start_i, i);
local script_set = chr_scripts[c_name];
if script_set then
table.insert(ret, 1, { "charset", negate, script_set });
elseif not valid_categories[c_name] then
return "unknown or malformed script name";
else
table.insert(ret, 1, { "category", negate, c_name });
end;
end;
elseif codes[i] == 0x6F then
i += 1;
if codes[i] ~= 0x7B then
return "malformed octal code";
end;
i += 1;
local org_i = i;
while codes[i] and codes[i] >= 0x30 and codes[i] <= 0x37 do
i += 1;
end;
if codes[i] ~= 0x7D or i == org_i then
return "malformed octal code";
end;
local ret_chr = tonumber(utf8_sub(codes.s, org_i, i), 8);
if ret_chr > 0xFFFF then
return "character offset too large";
end;
table.insert(ret, 1, ret_chr);
else
local esc_char = escape_chars[codes[i]];
table.insert(ret, 1, type(esc_char) == "string" and { "class", esc_char, false } or esc_char or codes[i]);
end;
elseif flags.ignoreCase and codes[i] >= 0x61 and codes[i] <= 0x7A then
table.insert(ret, 1, codes[i] - 0x20);
else
table.insert(ret, 1, codes[i]);
end;
i += 1;
end;
if codes[i - 1] == char_class and i - 1 ~= start_i then
return char_class == 0x3A and "POSIX named classes are only support within a character set" or "POSIX collating elements aren't supported";
end;
if not ret[2] and not negate then
table.insert(outln, ret[1]);
else
table.insert(outln, { "charset", negate, ret });
end;
elseif c == 0x5C then
-- Escape char
i += 1;
local escape_c = codes[i];
if not escape_c then
return "pattern may not end with a trailing backslash";
elseif escape_c >= 0x30 and escape_c <= 0x39 then
local org_i = i;
while codes[i + 1] and codes[i + 1] >= 0x30 and codes[i + 1] <= 0x39 do
i += 1;
end;
local escape_d = tonumber(utf8_sub(codes.s, org_i, i + 1));
if escape_d > group_n and i ~= org_i then
i = org_i;
local radix0, radix1, radix2;
if codes[i] <= 0x37 then
radix0 = codes[i] - 0x30;
i += 1;
if codes[i] and codes[i] >= 0x30 and codes[i] <= 0x37 then
radix1 = codes[i] - 0x30;
i += 1;
if codes[i] and codes[i] >= 0x30 and codes[i] <= 0x37 then
radix2 = codes[i] - 0x30;
else
i -= 1;
end;
else
i -= 1;
end;
end;
table.insert(outln, radix0 and (radix1 and (radix2 and 64 * radix0 + 8 * radix1 + radix2 or 8 * radix0 + radix1) or radix0) or codes[org_i]);
else
table.insert(outln, { "backref", escape_d });
end;
elseif escape_c == 0x45 then
-- intentionally left blank, \E that's not preceded \Q is ignored
elseif escape_c == 0x51 then
local start_i = i + 1;
repeat
i = table.find(codes, 0x5C, i + 1);
until not i or codes[i + 1] == 0x45;
table.move(codes, start_i, i and i - 1 or #codes, #outln + 1, outln);
if not i then
break;
end;
i += 1;
elseif escape_c == 0x4E then
if codes[i + 1] == 0x7B and codes[i + 2] == 0x55 and codes[i + 3] == 0x2B and flags.unicode then
i += 4;
local start_i = i;
while codes[i] and
(codes[i] >= 0x30 and codes[i] <= 0x39
or codes[i] >= 0x41 and codes[i] <= 0x46
or codes[i] >= 0x61 and codes[i] <= 0x66) do
i += 1;
end;
if codes[i] ~= 0x7D or i == start_i then
return "malformed Unicode code point";
end;
local code_point = tonumber(utf8_sub(codes.s, start_i, i));
table.insert(outln, code_point);
else
table.insert(outln, escape_chars[0x4E]);
end;
elseif escape_c == 0x50 or escape_c == 0x70 then
if not options.unicodeData then
return "options.unicodeData cannot be turned off when using \\p";
end;
i += 1;
if codes[i] ~= 0x7B then
local c_name = utf8.char(codes[i] or 0);
if not valid_categories[c_name] then
return "unknown or malformed script name";
end;
table.insert(outln, { "category", false, c_name });
else
local negate = escape_c == 0x50;
i += 1;
if codes[i] == 0x5E then
i += 1;
negate = not negate;
end;
local start_i = i;
while codes[i] and
(codes[i] >= 0x30 and codes[i] <= 0x39
or codes[i] >= 0x41 and codes[i] <= 0x5A
or codes[i] >= 0x61 and codes[i] <= 0x7A
or codes[i] == 0x5F) do
i += 1;
end;
if codes[i] ~= 0x7D then
return "unknown or malformed script name";
end;
local c_name = utf8_sub(codes.s, start_i, i);
local script_set = chr_scripts[c_name];
if script_set then
table.insert(outln, { "charset", negate, script_set });
elseif not valid_categories[c_name] then
return "unknown or malformed script name";
else
table.insert(outln, { "category", negate, c_name });
end;
end;
elseif escape_c == 0x67 and (codes[i + 1] == 0x7B or codes[i + 1] >= 0x30 and codes[i + 1] <= 0x39) then
local is_grouped = false;
i += 1;
if codes[i] == 0x7B then
i += 1;
is_grouped = true;
elseif codes[i] < 0x30 or codes[i] > 0x39 then
return "malformed reference code";
end;
local org_i = i;
while codes[i] and
(codes[i] >= 0x30 and codes[i] <= 0x39
or codes[i] >= 0x41 and codes[i] <= 0x46
or codes[i] >= 0x61 and codes[i] <= 0x66) do
i += 1;
end;
if is_grouped and codes[i] ~= 0x7D then
return "malformed reference code";
end;
local ref_name = tonumber(utf8_sub(codes.s, org_i, i + (is_grouped and 0 or 1)));
table.insert(outln, { "backref", ref_name });
if not is_grouped then
i -= 1;
end;
elseif escape_c == 0x6F then
i += 1;
if codes[i + 1] ~= 0x7B then
return "malformed octal code";
end
i += 1;
local org_i = i;
while codes[i] and codes[i] >= 0x30 and codes[i] <= 0x37 do
i += 1;
end;
if codes[i] ~= 0x7D or i == org_i then
return "malformed octal code";
end;
local ret_chr = tonumber(utf8_sub(codes.s, org_i, i), 8);
if ret_chr > 0xFFFF then
return "character offset too large";
end;
table.insert(outln, ret_chr);
elseif escape_c == 0x78 then
local radix0, radix1;
i += 1;
if codes[i] == 0x7B then
i += 1;
local org_i = i;
while codes[i] and
(codes[i] >= 0x30 and codes[i] <= 0x39
or codes[i] >= 0x41 and codes[i] <= 0x46
or codes[i] >= 0x61 and codes[i] <= 0x66) do
i += 1;
end;
if codes[i] ~= 0x7D or i == org_i then
return "malformed hexadecimal code";
elseif i - org_i > 4 then
return "character offset too large";
end;
table.insert(outln, tonumber(utf8_sub(codes.s, org_i, i), 16));
else
if codes[i] and (codes[i] >= 0x30 and codes[i] <= 0x39 or codes[i] >= 0x41 and codes[i] <= 0x46 or codes[i] >= 0x61 and codes[i] <= 0x66) then
radix0 = codes[i] - ((codes[i] >= 0x41 and codes[i] <= 0x5A) and 0x37 or (codes[i] >= 0x61 and codes[i] <= 0x7A) and 0x57 or 0x30);
i += 1;
if codes[i] and (codes[i] >= 0x30 and codes[i] <= 0x39 or codes[i] >= 0x41 and codes[i] <= 0x46 or codes[i] >= 0x61 and codes[i] <= 0x66) then
radix1 = codes[i] - ((codes[i] >= 0x41 and codes[i] <= 0x5A) and 0x37 or (codes[i] >= 0x61 and codes[i] <= 0x7A) and 0x57 or 0x30);
else
i -= 1;
end;
else
i -= 1;
end;
table.insert(outln, radix0 and (radix1 and 16 * radix0 + radix1 or radix0) or 0);
end;
else
local esc_char = b_escape_chars[escape_c] or escape_chars[escape_c];
table.insert(outln, esc_char or escape_c);
end;
elseif c == 0x2A or c == 0x2B or c == 0x3F or c == 0x7B then
-- Quantifier
local start_q, end_q;
if c == 0x7B then
local org_i = i + 1;
local start_i;
while codes[i + 1] and (codes[i + 1] >= 0x30 and codes[i + 1] <= 0x39 or codes[i + 1] == 0x2C and not start_i and i + 1 ~= org_i) do
i += 1;
if codes[i] == 0x2C then
start_i = i;
end;
end;
if codes[i + 1] == 0x7D then
i += 1;
if not start_i then
start_q = tonumber(utf8_sub(codes.s, org_i, i));
end_q = start_q;
else
start_q, end_q = tonumber(utf8_sub(codes.s, org_i, start_i)), start_i + 1 == i and math.huge or tonumber(utf8_sub(codes.s, start_i + 1, i));
if end_q < start_q then
return "numbers out of order in {} quantifier";
end;
end;
else
table.move(codes, org_i - 1, i, #outln + 1, outln);
end;
else
start_q, end_q = c == 0x2B and 1 or 0, c == 0x3F and 1 or math.huge;
end;
if start_q then
local quantifier_type = flags.ungreedy and "lazy" or "greedy";
if codes[i + 1] == 0x2B or codes[i + 1] == 0x3F then
i += 1;
quantifier_type = codes[i] == 0x2B and "possessive" or flags.ungreedy and "greedy" or "lazy";
end;
local outln_len = #outln;
local last_outln_value = outln[outln_len];
if not last_outln_value or type(last_outln_value) == "table" and (last_outln_value[1] == "quantifier" or last_outln_value[1] == 0x28 or b_escape_chars[last_outln_value[1]])
or last_outln_value == alternation or type(last_outln_value) == "string" then
return "quantifier doesn't follow a repeatable pattern";
end;
if end_q == 0 then
table.remove(outln);
elseif start_q ~= 1 or end_q ~= 1 then
if type(last_outln_value) == "table" and last_outln_value[1] == 0x29 then
outln_len = last_outln_value[3];
end;
outln[outln_len] = { "quantifier", start_q, end_q, quantifier_type, outln[outln_len] };
end;
end;
elseif c == 0x7C then
-- Alternation
table.insert(outln, alternation);
local i1 = #outln;
repeat
i1 -= 1;
local v1, is_table = outln[i1], type(outln[i1]) == "table";
if is_table and v1[1] == 0x29 then
i1 = outln[i1][3];
elseif is_table and v1[1] == 0x28 then
if v1[4] == 0x7C then
group_n = v1[5];
end;
break;
end;
until not v1;
elseif c == 0x24 or c == 0x5E then
table.insert(outln, c == 0x5E and beginning_str or end_str);
elseif flags.ignoreCase and c >= 0x61 and c <= 0x7A then
table.insert(outln, c - 0x20);
elseif flags.extended and (c >= 0x09 and c <= 0x0D or c == 0x20 or c == 0x23) then
if c == 0x23 then
repeat
i += 1;
until not codes[i] or codes[i] == 0x0A or codes[i] == 0x0D;
end;
else
table.insert(outln, c);
end;
i += 1;
end;
local max_group_n = 0;
for i, v in ipairs(outln) do
if type(v) == "table" and (v[1] == 0x28 or v[1] == "quantifier" and type(v[5]) == "table" and v[5][1] == 0x28) then
if v[1] == "quantifier" then
v = v[5];
end;
if not v[3] then
return "unterminated parenthetical";
elseif v[2] then
max_group_n = math.max(max_group_n, v[2]);
end;
elseif type(v) == "table" and (v[1] == "backref" or v[1] == "recurmatch") then
if not group_id[v[2]] and (type(v[2]) ~= "number" or v[2] > group_n) then
return "reference to a non-existent or invalid subpattern";
elseif v[1] == "recurmatch" and v[2] ~= 0 then
for i1, v1 in ipairs(outln) do
if type(v1) == "table" and v1[1] == 0x28 and v1[2] == v[2] then
v[3] = i1;
break;
end;
end;
elseif type(v[2]) == "string" then
v[2] = group_id[v[2]];
end;
end;
end;
outln.group_n = max_group_n;
return outln, group_id, verb_flags;
end;
if not tonumber(options.cacheSize) then
error(string.format("expected number for options.cacheSize, got %s", typeof(options.cacheSize)), 2);
end;
local cacheSize = math.floor(options.cacheSize or 0) ~= 0 and tonumber(options.cacheSize);
local cache_pattern, cache_pattern_names;
if not cacheSize then
elseif cacheSize < 0 or cacheSize ~= cacheSize then
error("cache size cannot be a negative number or a NaN", 2);
elseif cacheSize == math.huge then
cache_pattern, cache_pattern_names = { nil }, { nil };
elseif cacheSize >= 2 ^ 32 then
error("cache size too large", 2);
else
cache_pattern, cache_pattern_names = table.create(options.cacheSize), table.create(options.cacheSize);
end;
if cacheSize then
function re.pruge()
table.clear(cache_pattern_names);
table.clear(cache_pattern);
end;
end;
local function new_re(str_arr, flags, flag_repr, pattern_repr)
local tokenized_ptn, group_id, verb_flags;
local cache_format = cacheSize and string.format("%s|%s", str_arr.s, flag_repr);
local cached_token = cacheSize and cache_pattern[table.find(cache_pattern_names, cache_format)];
if cached_token then
tokenized_ptn, group_id, verb_flags = table.unpack(cached_token, 1, 3);
else
tokenized_ptn, group_id, verb_flags = tokenize_ptn(str_arr, flags);
if type(tokenized_ptn) == "string" then
error(tokenized_ptn, 2);
end;
if cacheSize and tokenized_ptn[1] then
table.insert(cache_pattern_names, 1, cache_format);
table.insert(cache_pattern, 1, { tokenized_ptn, group_id, verb_flags });
if cacheSize ~= math.huge then
table.remove(cache_pattern_names, cacheSize + 1);
table.remove(cache_pattern, cacheSize + 1);
end;
end;
end;
local object = newproxy(true);
proxy[object] = { name = "RegEx", flags = flags, flag_repr = flag_repr, pattern_repr = pattern_repr, token = tokenized_ptn, group_id = group_id, verb_flags = verb_flags };
local object_mt = getmetatable(object);
object_mt.__index = setmetatable(flags, re_m);
object_mt.__tostring = re_tostr;
object_mt.__metatable = lockmsg;
return object;
end;
local function escape_fslash(pre)
return (#pre % 2 == 0 and '\\' or '') .. pre .. '.';
end;
local function sort_flag_chr(a, b)
return a:lower() < b:lower();
end;
function re.new(...)
if select('#', ...) == 0 then
error("missing argument #1 (string expected)", 2);
end;
local ptn, flags_str = ...;
if type(ptn) == "number" then
ptn ..= '';
elseif type(ptn) ~= "string" then
error(string.format("invalid argument #1 (string expected, got %s)", typeof(ptn)), 2);
end;
if type(flags_str) ~= "string" and type(flags_str) ~= "number" and flags_str ~= nil then
error(string.format("invalid argument #2 (string expected, got %s)", typeof(flags_str)), 2);
end;
local flags = {
anchored = false, caseless = false, multiline = false, dotall = false, unicode = false, ungreedy = false, extended = false,
};
local flag_repr = { };
for f in string.gmatch(flags_str or '', utf8.charpattern) do
if flags[flag_map[f]] ~= false then
error("invalid regular expression flag " .. f, 3);
end;
flags[flag_map[f]] = true;
table.insert(flag_repr, f);
end;
table.sort(flag_repr, sort_flag_chr);
flag_repr = table.concat(flag_repr);
return new_re(to_str_arr(ptn), flags, flag_repr, string.format("/%s/", ptn:gsub("(\\*)/", escape_fslash)));
end;
function re.fromstring(...)
if select('#', ...) == 0 then
error("missing argument #1 (string expected)", 2);
end;
local ptn = ...;
if type(ptn) == "number" then
ptn ..= '';
elseif type(ptn) ~= "string" then
error(string.format("invalid argument #1 (string expected, got %s)", typeof(ptn), 2));
end;
local str_arr = to_str_arr(ptn);
local delimiter = str_arr[1];
if not delimiter then
error("empty regex", 2);
elseif delimiter == 0x5C or (delimiter >= 0x30 and delimiter <= 0x39) or (delimiter >= 0x41 and delimiter <= 0x5A) or (delimiter >= 0x61 and delimiter <= 0x7A) then
error("delimiter must not be alphanumeric or a backslash", 2);
end;
local i0 = 1;
repeat
i0 = table.find(str_arr, delimiter, i0 + 1);
if not i0 then
error(string.format("no ending delimiter ('%s') found", utf8.char(delimiter)), 2);
end;
local escape_count = 1;
while str_arr[i0 - escape_count] == 0x5C do
escape_count += 1;
end;
until escape_count % 2 == 1;
local flags = {
anchored = false, caseless = false, multiline = false, dotall = false, unicode = false, ungreedy = false, extended = false,
};
local flag_repr = { };
while str_arr.n > i0 do
local f = utf8.char(table.remove(str_arr));
str_arr.n -= 1;
if flags[flag_map[f]] ~= false then
error("invalid regular expression flag " .. f, 3);
end;
flags[flag_map[f]] = true;
table.insert(flag_repr, f);
end;
table.sort(flag_repr, sort_flag_chr);
flag_repr = table.concat(flag_repr);
table.remove(str_arr, 1);
table.remove(str_arr);
str_arr.n -= 2;
str_arr.s = string.sub(str_arr.s, 2, 1 + str_arr.n);
return new_re(str_arr, flags, flag_repr, string.sub(ptn, 1, 2 + str_arr.n));
end;
local re_escape_line_chrs = {
['\0'] = '\\x00', ['\n'] = '\\n', ['\t'] = '\\t', ['\r'] = '\\r', ['\f'] = '\\f',
};
function re.escape(...)
if select('#', ...) == 0 then
error("missing argument #1 (string expected)", 2);
end;
local str, extended, delimiter = ...;
if type(str) == "number" then
str ..= '';
elseif type(str) ~= "string" then
error(string.format("invalid argument #1 to 'escape' (string expected, got %s)", typeof(str)), 2);
end;
if delimiter == nil then
delimiter = '';
elseif type(delimiter) == "number" then
delimiter ..= '';
elseif type(delimiter) ~= "string" then
error(string.format("invalid argument #3 to 'escape' (string expected, got %s)", typeof(delimiter)), 2);
end;
if utf8.len(delimiter) > 1 or delimiter:match("^[%a\\]$") then
error("delimiter have not be alphanumeric", 2);
end;
return (string.gsub(str, "[\0\f\n\r\t]", re_escape_line_chrs):gsub(string.format("[\\%s#()%%%%*+.?[%%]^{|%s]", extended and '%s' or '', (delimiter:find'^[%%%]]$' and '%' or '') .. delimiter), "\\%1"));
end;
function re.type(...)
if select('#', ...) == 0 then
error("missing argument #1", 2);
end;
return proxy[...] and proxy[...].name;
end;
for k, f in pairs(re_m) do
re[k] = f;
end;
re_m = { __index = re_m };
lockmsg = re.fromstring([[/The\s*metatable\s*is\s*(?:locked|inaccessible)(?#Nice try :])/i]]);
getmetatable(lockmsg).__metatable = lockmsg;
local function readonly_table()
error("Attempt to modify a readonly table", 2);
end;
match_m = {
__index = match_m,
__metatable = lockmsg,
__newindex = readonly_table,
};
re.Match = setmetatable({ }, match_m);
return setmetatable({ }, {
__index = re,
__metatable = lockmsg,
__newindex = readonly_table,
});
|
-- ROBLOX Services |
local Players = game.Players
local PointsService = game:GetService('PointsService')
|
--[[
script.Parent.TouchEnded:connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:FindFirstChild("Humanoid").Health > 0 then
if hit.Parent:FindFirstChild("Side") ~= nil then
workspace.Variables.AllyHasOBJ.Value = false
workspace.Variables.EnmHasOBJ.Value = false
script.Parent.BrickColor = BrickColor.new("Institutional white")
end
end
end)
]] | |
-------- OMG HAX |
r = game:service("RunService")
local damage = 5
local slash_damage = 10
local lunge_damage = 15
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7
local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1
local isDeadly = false
function toggleDeadly(on)
isDeadly = on
if (on == true) then
Tool.Handle.BrickColor = BrickColor.new(23)
else
Tool.Handle.BrickColor = BrickColor.new(1)
end
end
function FreezeKill(character, humanoid, attacker)
if (character:FindFirstChild("ForceField") ~= nil) then return end
if (character:FindFirstChild("Firebrand") ~= nil) then return end
-- make sure this dude dies (edge case when ice dagger wielder gets killed, we may not get back here)
local dies = script.MakeSureDudeDies:clone()
dies.Disabled = false
dies.Parent = character
local childs = character:GetChildren()
local colors = {}
for i=1,#childs do
if (childs[i].className == "Part") then
colors[i] = childs[i].BrickColor
childs[i].BrickColor = BrickColor.new(11)
childs[i].Transparency = .5
childs[i].Anchored = true
end
end
wait(2)
for i=1,#childs do
if (childs[i].className == "Part") then
childs[i].Anchored = false
end
end
tagHumanoid(humanoid, attacker)
humanoid.Health = 0
end
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
if (isDeadly == true) then
FreezeKill(humanoid.Parent, humanoid, vPlayer)
else
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
end
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
game.Debris:AddItem(creator_tag, 1)
end
function attack()
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function lunge()
damage = lunge_damage
LungeSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Lunge"
anim.Parent = Tool
local force = Instance.new("BodyVelocity")
force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
force.Parent = Tool.Parent.Torso
wait(.25)
swordOut()
wait(.25)
force.Parent = nil
wait(.5)
swordUp()
damage = slash_damage
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
function swordAcross()
-- parry
end
Tool.Enabled = true
local last_attack = 0
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
t = r.Stepped:wait()
if (t - last_attack < .2) then
lunge()
else
attack()
end
last_attack = t
--wait(.5)
Tool.Enabled = true
end
function onEquipped()
toggleDeadly(false)
wait(3)
toggleDeadly(true)
UnsheathSound:play()
end
function onUnequipped()
toggleDeadly(false)
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
script.Parent.Unequipped:connect(onUnequipped)
connection = sword.Touched:connect(blow)
|
--Put this Script Under Replicated First-- |
local Player = game.Players.LocalPlayer
local ReplicatedFirst = script.Parent
local PlayerGui = Player:WaitForChild("PlayerGui")
local LoadingScreen = script.LoadingScreen
LoadingScreen.Parent = PlayerGui
ReplicatedFirst:RemoveDefaultLoadingScreen()
game.Loaded:Wait()
LoadingScreen.BackFrame.PlayButton.Visible = true
|
-- functions |
local function XPForLevel(level)
return math.floor(300 + (level/100)^4 * 300)
end
local function UpdateLevels(player)
local playerData = PLAYER_DATA:FindFirstChild(player.Name)
if playerData then
local ranking = playerData.Ranking
local battlePass = playerData.BattlePass
if ranking.CurrentSeason.Value == CURRENT_SEASON then
-- update level from xp
local lastLevel = ranking.Level.Value
repeat
local requiredXP = XPForLevel(ranking.Level.Value + 1)
if ranking.LevelXP.Value >= requiredXP then
ranking.LevelXP.Value = ranking.LevelXP.Value - requiredXP
ranking.Level.Value = ranking.Level.Value + 1
script.Parent.BattlePassScript.LevelUp:Fire(player, ranking.Level.Value)
end
until ranking.LevelXP.Value < requiredXP
if ranking.Level.Value > lastLevel then
REMOTES.LevelUp:FireClient(player)
end
else
-- transfer level to rank
ranking.Rank.Value = ranking.Rank.Value + ranking.Level.Value
-- reset level and level xp
ranking.Level.Value = 0
ranking.LevelXP.Value = 0
-- reset xp boost
battlePass.XPBoost.Value = 0
-- update to current season
ranking.CurrentSeason.Value = CURRENT_SEASON
end
end
end
local function SkipTier(player)
local playerData = PLAYER_DATA:FindFirstChild(player.Name)
if playerData then
if playerData.Ranking.Level.Value < 100 then
playerData.Ranking.Level.Value = playerData.Ranking.Level.Value + 1
script.Parent.BattlePassScript.LevelUp:Fire(player, playerData.Ranking.Level.Value)
REMOTES.LevelUp:FireClient(player)
return true
end
end
return false
end
|
-- REMOTES -- |
local SkillsHandler = script.RemoteEvent
|
-- << DRAG BARS >> |
local dragFrames = {main.gui.MainFrame}
local frameDragging
local dragStart
local startPos
local function dragFrame(input, frame)
local delta = input.Position - dragStart
frame.Position = UDim2.new(startPos.X.Scale, startPos.X.Offset + delta.X, startPos.Y.Scale, startPos.Y.Offset + delta.Y)
if frame.AbsolutePosition.Y < 0 then
frame.Position = frame.Position + UDim2.new(0,0,0,-frame.AbsolutePosition.Y)
end
end
function module:MakeFrameDraggable(frame)
local dragFrame = frame.DragBar.Drag
dragFrame.InputBegan:Connect(function(input)
if input.UserInputType == clickInput or input.UserInputType == touchInput then
frameDragging = frame
dragStart = input.Position
startPos = frame.Position
input.Changed:Connect(function()
if input.UserInputState == Enum.UserInputState.End then
frameDragging = nil
end
end)
end
end)
end
for _,frame in pairs(dragFrames) do
module:MakeFrameDraggable(frame)
end
|
--Simultaneous Turn 1--: Simultaneous left turn for "SignalTurn1" and "SignalTurn1a" during a red light for all. |
--USES: Signal1, Signal1a, Signal2, Signal2a(Optional), Turn1, Turn1a
while true do
PedValues = script.Parent.Parent.PedValues
SignalValues = script.Parent.Parent.SignalValues
TurnValues = script.Parent.Parent.TurnValues |
--[[ The ClickToMove Controller Class ]] | --
local KeyboardController = require(script.Parent:WaitForChild("Keyboard"))
local ClickToMove = setmetatable({}, KeyboardController)
ClickToMove.__index = ClickToMove
function ClickToMove.new(CONTROL_ACTION_PRIORITY)
local self = setmetatable(KeyboardController.new(CONTROL_ACTION_PRIORITY), ClickToMove)
self.fingerTouches = {}
self.numUnsunkTouches = 0
-- PC simulation
self.mouse1Down = tick()
self.mouse1DownPos = Vector2.new()
self.mouse2DownTime = tick()
self.mouse2DownPos = Vector2.new()
self.mouse2UpTime = tick()
self.keyboardMoveVector = ZERO_VECTOR3
self.tapConn = nil
self.inputBeganConn = nil
self.inputChangedConn = nil
self.inputEndedConn = nil
self.humanoidDiedConn = nil
self.characterChildAddedConn = nil
self.onCharacterAddedConn = nil
self.characterChildRemovedConn = nil
self.renderSteppedConn = nil
self.menuOpenedConnection = nil
self.running = false
self.wasdEnabled = false
return self
end
function ClickToMove:DisconnectEvents()
DisconnectEvent(self.tapConn)
DisconnectEvent(self.inputBeganConn)
DisconnectEvent(self.inputChangedConn)
DisconnectEvent(self.inputEndedConn)
DisconnectEvent(self.humanoidDiedConn)
DisconnectEvent(self.characterChildAddedConn)
DisconnectEvent(self.onCharacterAddedConn)
DisconnectEvent(self.renderSteppedConn)
DisconnectEvent(self.characterChildRemovedConn)
DisconnectEvent(self.meedConnection)
end
function ClickToMove:OnTouchBegan(input, processed)
if self.fingerTouches[input] == nil and not processed then
self.numUnsunkTouches = self.numUnsunkTouches + 1
end
self.fingerTouches[input] = processed
end
function ClickToMove:OnTouchChanged(input, processed)
if self.fingerTouches[input] == nil then
self.fingerTouches[input] = processed
if not processed then
self.numUnsunkTouches = self.numUnsunkTouches + 1
end
end
end
function ClickToMove:OnTouchEnded(input, processed)
if self.fingerTouches[input] ~= nil and self.fingerTouches[input] == false then
self.numUnsunkTouches = self.numUnsunkTouches - 1
end
self.fingerTouches[input] = nil
end
function ClickToMove:OnCharacterAdded(character)
self:DisconnectEvents()
self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchBegan(input, processed)
end
-- Cancel path when you use the keyboard controls if wasd is enabled.
if self.wasdEnabled and processed == false and input.UserInputType == Enum.UserInputType.Keyboard
and movementKeys[input.KeyCode] then
CleanupPath()
ClickToMoveDisplay.CancelFailureAnimation()
end
if input.UserInputType == Enum.UserInputType.MouseButton1 then
self.mouse1DownTime = tick()
self.mouse1DownPos = input.Position
end
if input.UserInputType == Enum.UserInputType.MouseButton2 then
self.mouse2DownTime = tick()
self.mouse2DownPos = input.Position
end
end)
self.inputChangedConn = UserInputService.InputChanged:Connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchChanged(input, processed)
end
end)
self.inputEndedConn = UserInputService.InputEnded:Connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchEnded(input, processed)
end
if input.UserInputType == Enum.UserInputType.MouseButton2 then
self.mouse2UpTime = tick()
local currPos = input.Position
-- We allow click to move during path following or if there is no keyboard movement
local allowed = ExistingPather or self.keyboardMoveVector.Magnitude <= 0
if self.mouse2UpTime - self.mouse2DownTime < 0.25 and (currPos - self.mouse2DownPos).magnitude < 5 and allowed then
local positions = {currPos}
OnTap(positions)
end
end
end)
self.tapConn = UserInputService.TouchTap:Connect(function(touchPositions, processed)
if not processed then
OnTap(touchPositions, nil, true)
end
end)
self.menuOpenedConnection = GuiService.MenuOpened:Connect(function()
CleanupPath()
end)
local function OnCharacterChildAdded(child)
if UserInputService.TouchEnabled then
if child:IsA('Tool') then
child.ManualActivationOnly = true
end
end
if child:IsA('Humanoid') then
DisconnectEvent(self.humanoidDiedConn)
self.humanoidDiedConn = child.Died:Connect(function()
if ExistingIndicator then
DebrisService:AddItem(ExistingIndicator.Model, 1)
end
end)
end
end
self.characterChildAddedConn = character.ChildAdded:Connect(function(child)
OnCharacterChildAdded(child)
end)
self.characterChildRemovedConn = character.ChildRemoved:Connect(function(child)
if UserInputService.TouchEnabled then
if child:IsA('Tool') then
child.ManualActivationOnly = false
end
end
end)
for _, child in pairs(character:GetChildren()) do
OnCharacterChildAdded(child)
end
end
function ClickToMove:Start()
self:Enable(true)
end
function ClickToMove:Stop()
self:Enable(false)
end
function ClickToMove:CleanupPath()
CleanupPath()
end
function ClickToMove:Enable(enable, enableWASD, touchJumpController)
if enable then
if not self.running then
if Player.Character then -- retro-listen
self:OnCharacterAdded(Player.Character)
end
self.onCharacterAddedConn = Player.CharacterAdded:Connect(function(char)
self:OnCharacterAdded(char)
end)
self.running = true
end
self.touchJumpController = touchJumpController
if self.touchJumpController then
self.touchJumpController:Enable(self.jumpEnabled)
end
else
if self.running then
self:DisconnectEvents()
CleanupPath()
-- Restore tool activation on shutdown
if UserInputService.TouchEnabled then
local character = Player.Character
if character then
for _, child in pairs(character:GetChildren()) do
if child:IsA('Tool') then
child.ManualActivationOnly = false
end
end
end
end
self.running = false
end
if self.touchJumpController and not self.jumpEnabled then
self.touchJumpController:Enable(true)
end
self.touchJumpController = nil
end
-- Extension for initializing Keyboard input as this class now derives from Keyboard
if UserInputService.KeyboardEnabled and enable ~= self.enabled then
self.forwardValue = 0
self.backwardValue = 0
self.leftValue = 0
self.rightValue = 0
self.moveVector = ZERO_VECTOR3
if enable then
self:BindContextActions()
self:ConnectFocusEventListeners()
else
self:UnbindContextActions()
self:DisconnectFocusEventListeners()
end
end
self.wasdEnabled = enable and enableWASD or false
self.enabled = enable
end
function ClickToMove:OnRenderStepped(dt)
-- Reset jump
self.isJumping = false
-- Handle Pather
if ExistingPather then
-- Let the Pather update
ExistingPather:OnRenderStepped(dt)
-- If we still have a Pather, set the resulting actions
if ExistingPather then
-- Setup move (NOT relative to camera)
self.moveVector = ExistingPather.NextActionMoveDirection
self.moveVectorIsCameraRelative = false
-- Setup jump (but do NOT prevent the base Keayboard class from requesting jumps as well)
if ExistingPather.NextActionJump then
self.isJumping = true
end
else
self.moveVector = self.keyboardMoveVector
self.moveVectorIsCameraRelative = true
end
else
self.moveVector = self.keyboardMoveVector
self.moveVectorIsCameraRelative = true
end
-- Handle Keyboard's jump
if self.jumpRequested then
self.isJumping = true
end
end
|
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol |
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local TR = script.Parent.Tracker
local limitButton = HUB.Name
local lightOn = false
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local winfob = HUB.Parent.Windows
local red = 0
local green = 0
local blue = 1
|
--[=[
Jest and TestEZ matchers to help facilitate UI and design business logic in
our 2D and 3D apps in a human readable way.
Depending on which test runner you're using, you will need to include a `beforeAll` block in your spec file to add the matchers:
```lua
-- Jest
return function()
local JestGlobals = require(path.to.Packages.Dev.JestGlobals)
local expect = JestGlobals.expect
local CollisionMatchers2D = require(path.to.Packages.Dev.CollisionMatchers2D)
beforeAll(function()
expect.extend(CollisionMatchers2D.Jest)
end)
-- ...
end
```
```lua
-- TestEZ
return function()
local CollisionMatchers2D = require(path.to.Packages.Dev.CollisionMatchers2D)
beforeAll(function()
expect.extend(CollisionMatchers2D.TestEZ)
end)
-- ...
end
```
@class CollisionMatchers2D
]=] |
return {
TestEZ = require(script.TestEZ),
Jest = require(script.Jest),
}
|
-- Any arguments passed into Tree:run() can be received after the first parameter, obj
-- Example: Tree:run(deltaTime) - > task:start(obj,deltaTime) |
function task:start(obj)
--[[
(optional) this function is called directly before the run method
is called. It allows you to setup things before starting to run
Beware: if task is resumed after calling running(), start is not called.
--]]
end
function task:finish(obj)
--[[
(optional) this function is called directly after the run method
is completed with either success() or fail(). It allows you to clean up
things, after you run the task.
--]]
end
function task:run(obj)
--[[
This is the meat of your task. The run method does everything you want it to do.
Finish it with one of these method calls:
success() - The task did run successfully
fail() - The task did fail
running() - The task is still running and will be called directly from parent node
--]]
if obj.DebounceTable.Attacking == true and time() < (obj.DebounceTable.lastAttackTime + obj.DebounceTable.currentAttackDuration) then
obj.DebounceTable.Attacking = true
self:running()
return
else
obj.DebounceTable.CanMove = true
obj.DebounceTable.Attacking = false
end
local BestAttack, range = obj:GetBestAttack()
if (obj.Model.HumanoidRootPart.Position - obj.currentTarget.HumanoidRootPart.Position).magnitude < obj.MaxAttackRange and BestAttack then
if BestAttack then
BestAttack = require(AttacksFolder[BestAttack])
obj.DebounceTable.currentAttackDuration = BestAttack.Duration
end
obj.DebounceTable.lastAttackTime = time()
obj.DebounceTable.CanMove = false
obj.DebounceTable.Attacking = true
if BestAttack then
local success,_error = pcall(function()
BestAttack.Attack(obj)
end)
if not success then
warn(_error)
end
end
self:running()
return
--local AttackModule =
end
self:success();
end
return task;
|
--[[
CameraShakePresets.Bump
CameraShakePresets.Explosion
CameraShakePresets.Earthquake
CameraShakePresets.BadTrip
CameraShakePresets.HandheldCamera
CameraShakePresets.Vibration
CameraShakePresets.RoughDriving
--]] |
local CameraShakeInstance = require(script.Parent.CameraShakeInstance)
local CameraShakePresets = {
-- A high-magnitude, short, yet smooth shake.
-- Should happen once.
Bump = function()
local c = CameraShakeInstance.new(2.5, 8, 0.1, 0.5)
c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15)
c.RotationInfluence = Vector3.new(.4, .4, .4)
return c
end;
-- An intense and rough shake.
-- Should happen once.
Explosion = function()
local c = CameraShakeInstance.new(5, 10, 0, 1.5)
c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
c.RotationInfluence = Vector3.new(4, 1, 1)
return c
end;
-- A continuous, rough shake
-- Sustained.
Earthquake = function()
local c = CameraShakeInstance.new(0.7, 3.5, 2, 7.5)
c.PositionInfluence = Vector3.new(0.45, 0.45, 0.45)
c.RotationInfluence = Vector3.new(.5, .5, .5)
return c
end;
-- A bizarre shake with a very high magnitude and low roughness.
-- Sustained.
BadTrip = function()
local c = CameraShakeInstance.new(10, 0.15, 5, 10)
c.PositionInfluence = Vector3.new(0, 0, 0.15)
c.RotationInfluence = Vector3.new(2, 1, 4)
return c
end;
-- A subtle, slow shake.
-- Sustained.
HandheldCamera = function()
local c = CameraShakeInstance.new(1, 0.25, 5, 10)
c.PositionInfluence = Vector3.new(0, 0, 0)
c.RotationInfluence = Vector3.new(1, 0.5, 0.5)
return c
end;
-- A very rough, yet low magnitude shake.
-- Sustained.
Vibration = function()
local c = CameraShakeInstance.new(0.4, 20, 2, 2)
c.PositionInfluence = Vector3.new(0, 0.15, 0)
c.RotationInfluence = Vector3.new(1.25, 0, 4)
return c
end;
-- A slightly rough, medium magnitude shake.
-- Sustained.
RoughDriving = function()
local c = CameraShakeInstance.new(1, 2, 1, 1)
c.PositionInfluence = Vector3.new(0, 0, 0)
c.RotationInfluence = Vector3.new(1, 1, 1)
return c
end;
}
return setmetatable({}, {
__index = function(t, i)
local f = CameraShakePresets[i]
if (type(f) == "function") then
return f()
end
error("No preset found with index \"" .. i .. "\"")
end;
})
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