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stringlengths 2
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---|---|
-- The middle number adjusts how high/low the hat will be placed on the head. The higher the number is, the lower the hat will be
-- placed. If you are at zero, and you want the hat to go lower, make the number a negative. Negative numbers will make the hat
-- be place higher on your robloxian head. | |
--[[Flip]] |
local function Flip()
--Detect Orientation
if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then
FlipWait=tick()
--Apply Flip
else
if tick()-FlipWait>=3 then
FlipDB=true
local gyro = car.DriveSeat.Flip
gyro.maxTorque = Vector3.new(10000,0,10000)
gyro.P=3000
gyro.D=500
wait(1)
gyro.maxTorque = Vector3.new(0,0,0)
gyro.P=0
gyro.D=0
FlipDB=false
end
end
end
|
-- listeners |
local function onProductPurchased(player, id)
local product, class = getAsset(id)
if product then
local data = Datastore:GetData(player)
if product.onPurchased then
product.onPurchased(player)
end
if class == "Passes" and data then
local gamepasses = data.Gamepasses or {}
table.insert(gamepasses, product.Id)
data.Gamepasses = gamepasses
end
end
end
MarketplaceService.PromptGamePassPurchaseFinished:Connect(function(player, id, success)
if (success and player.Parent) then
onProductPurchased(player, id)
game.ReplicatedStorage.RE.gamepassUpdate:FireClient(player, getNameFromID(id))
end
end)
MarketplaceService.PromptProductPurchaseFinished:Connect(function(userid, id, success)
local player = game.Players:GetPlayerByUserId(userid)
if (success and player and player.Parent) then
onProductPurchased(player, id)
end
end)
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local autoscaling = false --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to MPH
maxSpeed = 370 ,
spInc = 40 , -- Increment between labelled notches
},
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 370 ,
spInc = 40 , -- Increment between labelled notches
},
{
units = "SPS" ,
scaling = 1 , -- Roblox standard
maxSpeed = 400 ,
spInc = 40 , -- Increment between labelled notches
}
}
|
-- print("Wha " .. pose) |
amplitude = 0.1
frequency = 1
setAngles = true
end
if (setAngles) then
local desiredAngle = amplitude * math.sin(time * frequency)
RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
RightHip:SetDesiredAngle(-desiredAngle)
LeftHip:SetDesiredAngle(-desiredAngle)
end
-- Tool Animation handling
local tool = getTool()
if tool then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimTime = 0
end
end
|
-- Handle event fire |
local function toggleDoor(player, door)
-- Check distance to the character's Torso. If too far, don't do anything
if player.Character and player.Character:FindFirstChild("Torso") then
local torso = player.Character:FindFirstChild("Torso")
local toTorso = torso.Position - stove.Door.Position
if toTorso.magnitude < clickDistance then
if open then
ovenMotor.DesiredAngle = 0
open = false
else
ovenMotor.DesiredAngle = math.pi/2
open = true
end
end
end
end
stove.DoorPadding.ROBLOXInteractionEvent.OnServerEvent:connect(function(player, arguments)
toggleDoor(player)
end)
stove.Door.ROBLOXInteractionEvent.OnServerEvent:connect(function(player, arguments)
toggleDoor(player)
end)
|
--[[
* Look for single edits surrounded on both sides by equalities
* which can be shifted sideways to align the edit to a word boundary.
* e.g: The c<ins>at c</ins>ame. -> The <ins>cat </ins>came.
* @param {Array.<Array.<number|string>>} diffs Array of diff tuples.
--]] |
_diff_cleanupSemanticLossless = function(diffs: Array<Diff>)
local pointer = 2
-- Intentionally ignore the first and last element (don't need checking).
while diffs[pointer + 1] do
local prevDiff, nextDiff = diffs[pointer - 1], diffs[pointer + 1]
if prevDiff[1] == DIFF_EQUAL and nextDiff[1] == DIFF_EQUAL then
-- This is a single edit surrounded by equalities.
local diff = diffs[pointer]
local equality1 = prevDiff[2]
local edit = diff[2]
local equality2 = nextDiff[2]
-- First, shift the edit as far left as possible.
local commonOffset = _diff_commonSuffix(equality1, edit)
if commonOffset > 0 then
local commonString = strsub(edit, -commonOffset)
equality1 = strsub(equality1, 1, -commonOffset - 1)
edit = commonString .. strsub(edit, 1, -commonOffset - 1)
equality2 = commonString .. equality2
end
-- Second, step character by character right, looking for the best fit.
local bestEquality1 = equality1
local bestEdit = edit
local bestEquality2 = equality2
local bestScore = _diff_cleanupSemanticScore(equality1, edit) + _diff_cleanupSemanticScore(edit, equality2)
while strbyte(edit, 1) == strbyte(equality2, 1) do
equality1 = equality1 .. strsub(edit, 1, 1)
edit = strsub(edit, 2) .. strsub(equality2, 1, 1)
equality2 = strsub(equality2, 2)
local score = _diff_cleanupSemanticScore(equality1, edit) + _diff_cleanupSemanticScore(edit, equality2)
-- The >= encourages trailing rather than leading whitespace on edits.
if score >= bestScore then
bestScore = score
bestEquality1 = equality1
bestEdit = edit
bestEquality2 = equality2
end
end
if prevDiff[2] ~= bestEquality1 then
-- We have an improvement, save it back to the diff.
if #bestEquality1 > 0 then
diffs[pointer - 1][2] = bestEquality1
else
tremove(diffs, pointer - 1)
pointer = pointer - 1
end
diffs[pointer][2] = bestEdit
if #bestEquality2 > 0 then
diffs[pointer + 1][2] = bestEquality2
else
tremove(diffs, pointer + 1)
pointer -= 1
end
end
end
pointer += 1
end
end
|
-- ========================================
-- ActionManager
-- ========================================
-- Bind/Unbind actions |
function ActionManager:BindGameActions(players)
for i, player in pairs(players) do
bind:FireClient(player, "Action1", Enum.UserInputType.MouseButton1, Enum.KeyCode.ButtonR2)
end
end
function ActionManager:UnbindGameActions(players)
for i, player in pairs(players) do
unbind:FireClient(player, "Action1")
end
end
|
---------- Brake Lights On ---------- |
lights.Brake1.BrickColor = BrickColor.new("Really red")
lights.Brake2.BrickColor = BrickColor.new("Really red")
lights.Brake1.Material = "Neon"
lights.Brake2.Material = "Neon"
end
end
|
--ball.SparkSound.Looped = false
--ball.SparkSound:Stop() |
ball.Parent = nil
|
-- Shorthand for creating a tweenable "variable" using value object |
local function makeProperty(valueObjectClass, defaultValue, setter)
local valueObject = Instance.new(valueObjectClass)
if defaultValue then
valueObject.Value = defaultValue
end
valueObject.Changed:connect(setter)
setter(valueObject.Value)
return valueObject
end
local Color = makeProperty("Color3Value", RAIN_DEFAULT_COLOR, function(value)
local value = ColorSequence.new(value)
Emitter.RainStraight.Color = value
Emitter.RainTopDown.Color = value
for _,v in pairs(splashAttachments) do
v.RainSplash.Color = value
end
for _,v in pairs(rainAttachments) do
v.RainStraight.Color = value
v.RainTopDown.Color = value
end
end)
local function updateTransparency(value)
local opacity = (1 - value) * (1 - GlobalModifier.Value)
local transparency = 1 - opacity
straightLowAlpha = RAIN_STRAIGHT_ALPHA_LOW * opacity + transparency
topdownLowAlpha = RAIN_TOPDOWN_ALPHA_LOW * opacity + transparency
local splashSequence = NumberSequence.new {
NSK010;
NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, opacity*RAIN_SPLASH_ALPHA_LOW + transparency, 0);
NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, opacity*RAIN_SPLASH_ALPHA_LOW + transparency, 0);
NSK110;
}
for _,v in pairs(splashAttachments) do
v.RainSplash.Transparency = splashSequence
end
end
local Transparency = makeProperty("NumberValue", RAIN_DEFAULT_TRANSPARENCY, updateTransparency)
GlobalModifier.Changed:connect(updateTransparency)
local SpeedRatio = makeProperty("NumberValue", RAIN_DEFAULT_SPEEDRATIO, function(value)
Emitter.RainStraight.Speed = NumberRange.new(value * RAIN_STRAIGHT_MAX_SPEED)
Emitter.RainTopDown.Speed = NumberRange.new(value * RAIN_TOPDOWN_MAX_SPEED)
end)
local IntensityRatio = makeProperty("NumberValue", RAIN_DEFAULT_INTENSITYRATIO, function(value)
Emitter.RainStraight.Rate = RAIN_STRAIGHT_MAX_RATE * value
Emitter.RainTopDown.Rate = RAIN_TOPDOWN_MAX_RATE * value
intensityOccludedRain = math.ceil(RAIN_OCCLUDED_MAXINTENSITY * value)
numSplashes = RAIN_SPLASH_NUM * value
end)
local LightEmission = makeProperty("NumberValue", RAIN_DEFAULT_LIGHTEMISSION, function(value)
Emitter.RainStraight.LightEmission = value
Emitter.RainTopDown.LightEmission = value
for _,v in pairs(rainAttachments) do
v.RainStraight.LightEmission = value
v.RainTopDown.LightEmission = value
end
for _,v in pairs(splashAttachments) do
v.RainSplash.LightEmission = value
end
end)
local LightInfluence = makeProperty("NumberValue", RAIN_DEFAULT_LIGHTINFLUENCE, function(value)
Emitter.RainStraight.LightInfluence = value
Emitter.RainTopDown.LightInfluence = value
for _,v in pairs(rainAttachments) do
v.RainStraight.LightInfluence = value
v.RainTopDown.LightInfluence = value
end
for _,v in pairs(splashAttachments) do
v.RainSplash.LightInfluence = value
end
end)
local RainDirection = makeProperty("Vector3Value", RAIN_DEFAULT_DIRECTION, function(value)
if value.magnitude > 0.001 then
rainDirection = value.unit
end
end)
|
--[[------------------------------------- REMOTE FUNCTIONS ------------------------------]] | --
local function validateAndSendSoundRequest(requestingPly, parent, soundObj, vol, pit, timePos)
if not soundObj then return end
for _, v in pairs(serverWorkerModule.getAllOtherPlayers(requestingPly)) do
playSoundEffectEvent:FireClient(v, parent, soundObj, vol, pit, timePos)
end
end
|
-- Settings |
local allow_duplicates = false
local allow_team ={
"Players", "Players"
} |
--not sure
--local function PlaySound()
-- game.SoundSerivce.SealOrb:Play()
--end
-- |
local triggerEnabled = true
local function touched(otherPart)
if( not triggerEnabled ) then
return
end
if(otherPart.Name == "HumanoidRootPart" ) then
local player = game.Players:FindFirstChild(otherPart.Parent.Name)
if(player) then
triggerEnabled = false
staticCorrupt.Transparency = 0
imageLableCorrupt.ImageTransparency = 0
-- PlaySound("")
wait( 4 ) --How long the Corrupt screen is visable
staticCorrupt.Transparency = 1
imageLableCorrupt.ImageTransparency = 1
trigger.CanTouch = false
wait(10) ---How long before the trigger can be touched agian
trigger.CanTouch = true
triggerEnabled = true
end
end
end
trigger.Touched:Connect(touched)
|
-- How many studs the zombie can wander on the x and z axis in studs ; 0, 0 to stay still | |
-- functions |
function onRunning(speed)
if isSeated then return end
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
isSeated = false
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
isSeated = true
pose = "Seated"
print("Seated")
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3.14
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFreeFall()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 1
LeftShoulder.DesiredAngle = -1
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveClimb()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveSit()
print("Move Sit")
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = 3.14 /2
LeftShoulder.DesiredAngle = -3.14 /2
RightHip.DesiredAngle = 3.14 /2
LeftHip.DesiredAngle = -3.14 /2
end
function getTool()
kidTable = Figure:children()
if (kidTable ~= nil) then
numKids = #kidTable
for i=1,numKids do
if (kidTable[i].className == "Tool") then return kidTable[i] end
end
end
return nil
end
function getToolAnim(tool)
c = tool:children()
for i=1,#c do
if (c[i].Name == "toolanim" and c[i].className == "StringValue") then
return c[i]
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
RightShoulder.DesiredAngle = 1.57
return
end
if (toolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
return
end
if (toolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 1.57
LeftShoulder.DesiredAngle = 1.0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 1.0
return
end
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Climbing") then
moveClimb()
return
end
if (pose == "Seated") then
moveSit()
return
end
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
if (pose == "Running") then
amplitude = 1
frequency = 9
else
amplitude = 0.1
frequency = 1
end
desiredAngle = amplitude * math.sin(time*frequency)
RightShoulder.DesiredAngle = desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
local tool = getTool()
if tool ~= nil then
animStringValueObject = getToolAnim(tool)
if animStringValueObject ~= nil then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
toolAnim = "None"
toolAnimTime = 0
end
end
|
--------------| MODIFY COMMANDS |-------------- |
SetCommandRankByName = {
--["jump"] = "VIP";
};
SetCommandRankByTag = {
--["abusive"] = "Admin";
};
};
|
-- fetch the ID list |
local IDList = require(script.Parent.IDList)
|
--[[ Public API ]] | --
function DPad:Enable()
DPadFrame.Visible = true
end
function DPad:Disable()
DPadFrame.Visible = false
OnInputEnded()
end
function DPad:Create(parentFrame)
if DPadFrame then
DPadFrame:Destroy()
DPadFrame = nil
end
local position = UDim2.new(0, 10, 1, -230)
DPadFrame = Instance.new('Frame')
DPadFrame.Name = "DPadFrame"
DPadFrame.Active = true
DPadFrame.Visible = false
DPadFrame.Size = UDim2.new(0, 192, 0, 192)
DPadFrame.Position = position
DPadFrame.BackgroundTransparency = 1
local smArrowSize = UDim2.new(0, 23, 0, 23)
local lgArrowSize = UDim2.new(0, 64, 0, 64)
local smImgOffset = Vector2.new(46, 46)
local lgImgOffset = Vector2.new(128, 128)
local bBtn = createArrowLabel("BackButton", UDim2.new(0.5, -32, 1, -64), lgArrowSize, Vector2.new(0, 0), lgImgOffset)
local fBtn = createArrowLabel("ForwardButton", UDim2.new(0.5, -32, 0, 0), lgArrowSize, Vector2.new(0, 258), lgImgOffset)
local lBtn = createArrowLabel("LeftButton", UDim2.new(0, 0, 0.5, -32), lgArrowSize, Vector2.new(129, 129), lgImgOffset)
local rBtn = createArrowLabel("RightButton", UDim2.new(1, -64, 0.5, -32), lgArrowSize, Vector2.new(0, 129), lgImgOffset)
local jumpBtn = createArrowLabel("JumpButton", UDim2.new(0.5, -32, 0.5, -32), lgArrowSize, Vector2.new(129, 0), lgImgOffset)
local flBtn = createArrowLabel("ForwardLeftButton", UDim2.new(0, 35, 0, 35), smArrowSize, Vector2.new(129, 258), smImgOffset)
local frBtn = createArrowLabel("ForwardRightButton", UDim2.new(1, -55, 0, 35), smArrowSize, Vector2.new(176, 258), smImgOffset)
flBtn.Visible = false
frBtn.Visible = false
-- input connections
jumpBtn.InputBegan:connect(function(inputObject)
MasterControl:DoJump()
end)
local movementVector = Vector3.new(0,0,0)
local function normalizeDirection(inputPosition)
local jumpRadius = jumpBtn.AbsoluteSize.x/2
local centerPosition = getCenterPosition()
local direction = Vector2.new(inputPosition.x - centerPosition.x, inputPosition.y - centerPosition.y)
if direction.magnitude > jumpRadius then
local angle = ATAN2(direction.y, direction.x)
local octant = (FLOOR(8 * angle / (2 * PI) + 8.5)%8) + 1
movementVector = COMPASS_DIR[octant]
end
if not flBtn.Visible and movementVector == COMPASS_DIR[7] then
flBtn.Visible = true
frBtn.Visible = true
end
end
DPadFrame.InputBegan:connect(function(inputObject)
if TouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then
return
end
MasterControl:AddToPlayerMovement(-movementVector)
TouchObject = inputObject
normalizeDirection(TouchObject.Position)
MasterControl:AddToPlayerMovement(movementVector)
end)
DPadFrame.InputChanged:connect(function(inputObject)
if inputObject == TouchObject then
MasterControl:AddToPlayerMovement(-movementVector)
normalizeDirection(TouchObject.Position)
MasterControl:AddToPlayerMovement(movementVector)
end
end)
OnInputEnded = function()
TouchObject = nil
flBtn.Visible = false
frBtn.Visible = false
MasterControl:AddToPlayerMovement(-movementVector)
movementVector = Vector3.new(0, 0, 0)
end
DPadFrame.InputEnded:connect(function(inputObject)
if inputObject == TouchObject then
OnInputEnded()
end
end)
DPadFrame.Parent = parentFrame
end
return DPad
|
--[[Initialize]] |
script.Parent:WaitForChild("A-Chassis Interface")
script.Parent:WaitForChild("Plugins")
script.Parent:WaitForChild("README")
local car=script.Parent.Parent
local _Tune=require(script.Parent)
wait(_Tune.LoadDelay)
--Weight Scaling
local weightScaling = _Tune.WeightScaling
if not workspace:PGSIsEnabled() then
weightScaling = _Tune.LegacyScaling
end
local Drive=car.Wheels:GetChildren()
--Remove Existing Mass
function DReduce(p)
for i,v in pairs(p:GetChildren())do
if v:IsA("BasePart") then
if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
v.CustomPhysicalProperties = PhysicalProperties.new(
0,
v.CustomPhysicalProperties.Friction,
v.CustomPhysicalProperties.Elasticity,
v.CustomPhysicalProperties.FrictionWeight,
v.CustomPhysicalProperties.ElasticityWeight
)
end
DReduce(v)
end
end
DReduce(car)
|
-- Functions |
function httpGet(url)
return game:HttpGet(url,true)
end
|
-- setup emote chat hook |
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
local emote = ""
if (string.sub(msg, 1, 3) == "/e ") then
emote = string.sub(msg, 4)
elseif (string.sub(msg, 1, 7) == "/emote ") then
emote = string.sub(msg, 8)
end
if (pose == "Standing" and emoteNames[emote] ~= nil) then
playAnimation(emote, 0.1, Humanoid)
end
end)
|
--[[
OrbitalCamera - Spherical coordinates control camera for top-down games
2018 Camera Update - AllYourBlox
--]] | |
----------------------------------
------------FUNCTIONS-------------
---------------------------------- |
function Receive(player, action, ...)
local args = {...}
if player == User and action == "play" then
Connector:FireAllClients("play", User, args[1], Settings.SoundSource.Position, Settings.PianoSoundRange, Settings.PianoSounds, args[2], Settings.IsCustom)
HighlightPianoKey((args[1] > 61 and 61) or (args[1] < 1 and 1) or args[1],args[3])
elseif player == User and action == "abort" then
Deactivate()
if SeatWeld then
SeatWeld:remove()
end
end
end
function Activate(player)
Connector:FireClient(player, "activate", Settings.CameraCFrame, Settings.PianoSounds, true)
User = player
end
function Deactivate()
if User and User.Parent then
Connector:FireClient(User, "deactivate")
User.Character:SetPrimaryPartCFrame(Box.CFrame + Vector3.new(0, 5, 0))
end
User = nil
end
|
-- Local Functions |
local function GetTeamFromColor(teamColor)
for _, team in ipairs(Teams:GetTeams()) do
if team.TeamColor == teamColor then
return team
end
end
return nil
end
|
--[[Drivetrain]] |
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD"
--Differential Settings
Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres = 0 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
Tune.RDiffSlipThres = 100 -- 1 - 100%
Tune.RDiffLockThres = 0 -- 0 - 100%
Tune.CDiffSlipThres = 1 -- 1 - 100% [AWD Only]
Tune.CDiffLockThres = 0 -- 0 - 100% [AWD Only]
--Traction Control Settings
Tune.TCSEnabled = false -- Implements TCS
Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS)
Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS)
Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
|
--Disconnect MoveToFinished connection when pathfinding ends |
local function disconnectMoveConnection(self)
self._moveConnection:Disconnect()
self._moveConnection = nil
end
|
-- / Wind Shake / -- |
WindShake:SetDefaultSettings(WindShakeSettings)
WindShake:Init()
for _, ShakeObject in pairs(game.Workspace:GetDescendants()) do
if ShakeObject:IsA("BasePart") then
if table.find(ShakableObjects, ShakeObject.Name) then
WindShake:AddObjectShake(ShakeObject, WindShakeSettings)
end
end
end
game.Workspace.DescendantAdded:Connect(function(Object)
if table.find(ShakableObjects, Object.Name) then
WindShake:AddObjectShake(Object, WindShakeSettings)
end
end)
|
--[=[
Alias for [Subscription.Destroy].
]=] |
function Subscription:Disconnect()
self:Destroy()
end
return Subscription
|
--pathfind |
function GoTo(Target)
Path:ComputeAsync(NPC.HumanoidRootPart.Position, Target)
if Path.Status == Enum.PathStatus.NoPath then
else
local WayPoints = Path:GetWaypoints()
for _, WayPoint in ipairs(WayPoints) do
NPC.Humanoid:MoveTo(WayPoint.Position)
if WayPoint.Action == Enum.PathWaypointAction.Jump then
NPC.Humanoid.Jump = true
end
end
end
end |
-- idle bob settings |
local speed = 1.5
local intensity = 0.2
local smoothness = 0.2
|
----------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Events
---------------------------------------------------------------------------------------------------------------------------------------------------------------- |
camera.Changed:connect(function()
local dis = (game.Lighting:GetSunDirection()-camera.CoordinateFrame.lookVector).magnitude
local parts = camera:GetPartsObscuringTarget({camera.CoordinateFrame,game.Lighting:GetSunDirection()*10000},{((camera.CoordinateFrame.p-player.Character.Head.Position).magnitude < 1 and player.Character or nil)})
if dis > 1 then dis = 1 end
for i = 1,#parts do
if parts[i] then
dis = 1
break
end
end
ts:Create(blind,TweenInfo.new(0.5,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false,0),{
Brightness = (1-dis)*0.35
}):Play()
ts:Create(blur,TweenInfo.new(0.5,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false,0),{
Size = 15*(1-dis)
}):Play()
end)
|
-- Gamepad thumbstick utilities |
local k = 0.5
local lowerK = 0.9
local function SCurveTransform(t)
t = math.clamp(t, -1,1)
if t >= 0 then
return (k*t) / (k - t + 1)
end
return -((lowerK*-t) / (lowerK + t + 1))
end
local DEADZONE = 0.25
local function toSCurveSpace(t)
return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE
end
local function fromSCurveSpace(t)
return t/2 + 0.5
end
|
--bendarobloxian 2020, Owner Title Script Version 4.2 | Now supporting rainbow colors, but with a less colorful and more simplistic icon. | |
-- щит над деревней |
me = script.Parent
me.Position = Vector3.new(0,0,0)
local radius = game.Workspace.Village.Radius.Value
me.Size = Vector3.new(radius,radius,radius)
|
--////////////////////////////// Methods
--////////////////////////////////////// |
local methods = {}
methods.__index = methods
local function CreateGuiObjects()
local BaseFrame = Instance.new("Frame")
BaseFrame.Selectable = false
BaseFrame.Size = UDim2.new(1, 0, 1, 0)
BaseFrame.BackgroundTransparency = 1
local Scroller = Instance.new("ScrollingFrame")
Scroller.Selectable = ChatSettings.GamepadNavigationEnabled
Scroller.Name = "Scroller"
Scroller.BackgroundTransparency = 1
Scroller.BorderSizePixel = 0
Scroller.Position = UDim2.new(0, 0, 0, 3)
Scroller.Size = UDim2.new(1, -4, 1, -6)
Scroller.CanvasSize = UDim2.new(0, 0, 0, 0)
Scroller.ScrollBarThickness = module.ScrollBarThickness
Scroller.Active = false
Scroller.Parent = BaseFrame
local Layout = Instance.new("UIListLayout")
Layout.SortOrder = Enum.SortOrder.LayoutOrder
Layout.Parent = Scroller
return BaseFrame, Scroller, Layout
end
function methods:Destroy()
self.GuiObject:Destroy()
self.Destroyed = true
end
function methods:SetActive(active)
self.GuiObject.Visible = active
end
function methods:UpdateMessageFiltered(messageData)
local messageObject = nil
local searchIndex = 1
local searchTable = self.MessageObjectLog
while (#searchTable >= searchIndex) do
local obj = searchTable[searchIndex]
if obj.ID == messageData.ID then
messageObject = obj
break
end
searchIndex = searchIndex + 1
end
if messageObject then
messageObject.UpdateTextFunction(messageData)
self:PositionMessageLabelInWindow(messageObject, searchIndex)
end
end
function methods:AddMessage(messageData)
self:WaitUntilParentedCorrectly()
local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName)
if messageObject == nil then
return
end
table.insert(self.MessageObjectLog, messageObject)
self:PositionMessageLabelInWindow(messageObject, #self.MessageObjectLog)
end
function methods:AddMessageAtIndex(messageData, index)
local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName)
if messageObject == nil then
return
end
table.insert(self.MessageObjectLog, index, messageObject)
self:PositionMessageLabelInWindow(messageObject, index)
end
function methods:RemoveLastMessage()
self:WaitUntilParentedCorrectly()
local lastMessage = self.MessageObjectLog[1]
lastMessage:Destroy()
table.remove(self.MessageObjectLog, 1)
end
function methods:IsScrolledDown()
local yCanvasSize = self.Scroller.CanvasSize.Y.Offset
local yContainerSize = self.Scroller.AbsoluteWindowSize.Y
local yScrolledPosition = self.Scroller.CanvasPosition.Y
return (yCanvasSize < yContainerSize or
yCanvasSize - yScrolledPosition <= yContainerSize + 5)
end
function methods:UpdateMessageTextHeight(messageObject)
local baseFrame = messageObject.BaseFrame
for i = 1, 10 do
if messageObject.BaseMessage.TextFits then
break
end
local trySize = self.Scroller.AbsoluteSize.X - i
baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(trySize))
end
end
function methods:PositionMessageLabelInWindow(messageObject, index)
self:WaitUntilParentedCorrectly()
local wasScrolledDown = self:IsScrolledDown()
local baseFrame = messageObject.BaseFrame
local layoutOrder = 1
if self.MessageObjectLog[index - 1] then
if index == #self.MessageObjectLog then
layoutOrder = self.MessageObjectLog[index - 1].BaseFrame.LayoutOrder + 1
else
layoutOrder = self.MessageObjectLog[index - 1].BaseFrame.LayoutOrder
end
end
baseFrame.LayoutOrder = layoutOrder
baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(self.Scroller.AbsoluteSize.X))
baseFrame.Parent = self.Scroller
if messageObject.BaseMessage then
self:UpdateMessageTextHeight(messageObject)
end
if wasScrolledDown then
self.Scroller.CanvasPosition = Vector2.new(
0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y))
end
end
function methods:ReorderAllMessages()
self:WaitUntilParentedCorrectly()
--// Reordering / reparenting with a size less than 1 causes weird glitches to happen
-- with scrolling as repositioning happens.
if self.GuiObject.AbsoluteSize.Y < 1 then return end
local oldCanvasPositon = self.Scroller.CanvasPosition
local wasScrolledDown = self:IsScrolledDown()
for _, messageObject in pairs(self.MessageObjectLog) do
self:UpdateMessageTextHeight(messageObject)
end
if not wasScrolledDown then
self.Scroller.CanvasPosition = oldCanvasPositon
else
self.Scroller.CanvasPosition = Vector2.new(
0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y))
end
end
function methods:Clear()
for _, v in pairs(self.MessageObjectLog) do
v:Destroy()
end
self.MessageObjectLog = {}
end
function methods:SetCurrentChannelName(name)
self.CurrentChannelName = name
end
function methods:FadeOutBackground(duration)
--// Do nothing
end
function methods:FadeInBackground(duration)
--// Do nothing
end
function methods:FadeOutText(duration)
for i = 1, #self.MessageObjectLog do
if self.MessageObjectLog[i].FadeOutFunction then
self.MessageObjectLog[i].FadeOutFunction(duration, CurveUtil)
end
end
end
function methods:FadeInText(duration)
for i = 1, #self.MessageObjectLog do
if self.MessageObjectLog[i].FadeInFunction then
self.MessageObjectLog[i].FadeInFunction(duration, CurveUtil)
end
end
end
function methods:Update(dtScale)
for i = 1, #self.MessageObjectLog do
if self.MessageObjectLog[i].UpdateAnimFunction then
self.MessageObjectLog[i].UpdateAnimFunction(dtScale, CurveUtil)
end
end
end
|
-- Sound |
Button.MouseClick:Sound(function(Sound)
play.Sound()
end)
|
--Code |
if year == 2007 then
script.Parent.ClickToChat.TextColor3 = Color3.new(0, 0, 0)
script.Parent.ChatBar.BackgroundColor3 = Color3.new(255/255, 255/255, 255/255)
end
local Chat = {
ChatColors = {
BrickColor.new("Bright red"),
BrickColor.new("Bright blue"),
BrickColor.new("Earth green"),
BrickColor.new("Bright violet"),
BrickColor.new("Bright orange"),
BrickColor.new("Bright yellow"),
BrickColor.new("Light reddish violet"),
BrickColor.new("Brick yellow"),
};
Gui = nil,
Frame = nil,
RenderFrame = nil,
TapToChatLabel = nil,
ClickToChatButton = nil,
Templates = nil,
EventListener = nil,
MessageQueue = {},
Configuration = {
FontSize = Enum.FontSize.Size12,
NumFontSize = 12,
HistoryLength = 20,
Size = UDim2.new(0.38, 0, 0.20, 0),
MessageColor = Color3.new(1, 1, 1),
AdminMessageColor = Color3.new(1, 215/255, 0),
XScale = 0.025,
LifeTime = 45,
Position = UDim2.new(0, 2, 0.05, 0),
DefaultTweenSpeed = 0.15,
};
CachedSpaceStrings_List = {},
Messages_List = {},
MessageThread = nil,
TempSpaceLabel = nil,
}
function GetNameValue(pName)
local value = 0
for index = 1, #pName do
local cValue = string.byte(string.sub(pName, index, index))
local reverseIndex = #pName - index + 1
if #pName%2 == 1 then
reverseIndex = reverseIndex - 1
end
if reverseIndex%4 >= 2 then
cValue = -cValue
end
value = value + cValue
end
return value%8
end
function Chat:ComputeChatColor(pName)
return self.ChatColors[GetNameValue(pName) + 1].Color
end
function Chat:UpdateQueue(field, diff)
for i = #self.MessageQueue, 1, -1 do
if self.MessageQueue[i] then
for _, label in pairs(self.MessageQueue[i]) do
if label and type(label) ~= "table" and type(label) ~= "number" then
if label:IsA("TextLabel") or label:IsA("TextButton") then
if diff then
label.Position = label.Position - UDim2.new(0, 0, diff, 0)
else
if field == self.MessageQueue[i] then
label.Position = UDim2.new(self.Configuration.XScale, 0, label.Position.Y.Scale - field["Message"].Size.Y.Scale , 0)
else
label.Position = UDim2.new(self.Configuration.XScale, 0, label.Position.Y.Scale - field["Message"].Size.Y.Scale, 0)
end
if label.Position.Y.Scale < -0.01 then
label.Visible = false
label:Destroy()
end
end
end
end
end
end
end
end
function Chat:ComputeSpaceString(pLabel)
local nString = " "
if not self.TempSpaceLabel then
self.TempSpaceLabel = self.Templates.SpaceButton
self.TempSpaceLabel.Size = UDim2.new(0, pLabel.AbsoluteSize.X, 0, pLabel.AbsoluteSize.Y);
end
self.TempSpaceLabel.Text = nString
while self.TempSpaceLabel.TextBounds.X < pLabel.TextBounds.X do
nString = nString .. " "
self.TempSpaceLabel.Text = nString
end
nString = nString .. " "
self.CachedSpaceStrings_List[pLabel.Text] = nString
self.TempSpaceLabel.Text = ""
return nString
end
function Chat:UpdateChat(cPlayer, message)
local messageField = {["Player"] = cPlayer,["Message"] = message}
if coroutine.status(Chat.MessageThread) == "dead" then
table.insert(Chat.Messages_List, messageField)
Chat.MessageThread = coroutine.create(function ()
for i = 1, #Chat.Messages_List do
local field = Chat.Messages_List[i]
Chat:CreateMessage(field["Player"], field["Message"])
end
Chat.Messages_List = {}
end)
coroutine.resume(Chat.MessageThread)
else
table.insert(Chat.Messages_List, messageField)
end
end
function Chat:CreateMessage(cPlayer, message)
local pName = cPlayer ~= nil and cPlayer.Name or "GAME"
message = message:gsub("^%s*(.-)%s*$", "%1")
self.MessageQueue[#self.MessageQueue] = (#self.MessageQueue > self.Configuration.HistoryLength) and nil or self.MessageQueue[#self.MessageQueue]
local pLabel = self.Templates.pLabel:clone()
pLabel.Name = pName;
pLabel.Text = pName .. ";";
pLabel.Parent = self.RenderFrame;
pLabel.TextColor3 = (cPlayer.Neutral) and Chat:ComputeChatColor(pName) or cPlayer.TeamColor.Color
local nString = self.CachedSpaceStrings_List[pName] or Chat:ComputeSpaceString(pLabel)
local mLabel = self.Templates.mLabel:clone()
mLabel.Name = pName .. " - message";
mLabel.TextColor3 = Chat.Configuration.MessageColor;
mLabel.Text = nString .. message;
mLabel.Parent = self.RenderFrame;
local heightField = mLabel.TextBounds.Y
mLabel.Size = UDim2.new(1, 0, heightField/self.RenderFrame.AbsoluteSize.Y, 0)
pLabel.Size = mLabel.Size
local yPixels = self.RenderFrame.AbsoluteSize.Y
local yFieldSize = mLabel.TextBounds.Y
local queueField = {}
queueField["Player"] = pLabel
queueField["Message"] = mLabel
queueField["SpawnTime"] = tick()
table.insert(self.MessageQueue, 1, queueField)
Chat:UpdateQueue(queueField)
end
function Chat:CreateChatBar()
self.ClickToChatButton = self.Gui:WaitForChild("ClickToChat")
self.ChatBar = self.Gui:WaitForChild("ChatBar")
local mouse = game.Players.LocalPlayer:GetMouse()
mouse.KeyDown:connect(function (key)
if key:byte() == 47 or key == "/" then
self.ClickToChatButton.Visible = false
if year > 2007 then
self.ChatBar.BackgroundColor3 = Color3.new(255/255, 255/255, 255/255)
end
self.ChatBar:CaptureFocus()
end
end)
self.ClickToChatButton.MouseButton1Click:connect(function ()
self.ClickToChatButton.Visible = false
if year > 2007 then
self.ChatBar.BackgroundColor3 = Color3.new(255/255, 255/255, 255/255)
end
self.ChatBar:CaptureFocus()
end)
end
function Chat:PlayerChat(message)
local m = Instance.new("StringValue")
m.Name = "NewMessage"
m.Value = message
m.Parent = game.Players.LocalPlayer
game:GetService("Debris"):AddItem(m, 2)
end
function Chat:CreateGui()
self.Gui = script.Parent
self.Frame = self.Gui:WaitForChild("ChatFrame")
self.RenderFrame = self.Frame:WaitForChild("ChatRenderFrame")
self.Templates = self.Gui:WaitForChild("Templates")
Chat:CreateChatBar()
self.ChatBar.FocusLost:connect(function(enterPressed)
if year > 2007 then
self.ChatBar.BackgroundColor3 = Color3.new(64/255, 64/255, 64/255)
end
if enterPressed and self.ChatBar.Text ~= "" then
local cText = self.ChatBar.Text
if string.sub(self.ChatBar.Text, 1, 1) == "%" then
cText = "(TEAM) " .. string.sub(cText, 2, #cText)
end
Chat:PlayerChat(cText)
if self.ClickToChatButton then
self.ClickToChatButton.Visible = true
end
self.ChatBar.Text = ""
self.ClickToChatButton.Visible = true
end
end)
end
function Chat:TrackPlayerChats()
local function chatRegister(p)
p.ChildAdded:connect(function (obj)
if obj:IsA("StringValue") and obj.Name == "NewMessage" then
if game.Players.LocalPlayer.Neutral or p.TeamColor == game.Players.LocalPlayer.TeamColor then
Chat:UpdateChat(p, obj.Value)
end
end
end)
end
for _,v in pairs(game.Players:GetPlayers()) do
chatRegister(v)
end
game.Players.PlayerAdded:connect(chatRegister)
end
function Chat:CullThread()
Spawn(function ()
while true do
if #self.MessageQueue > 0 then
for _, field in pairs(self.MessageQueue) do
if field["SpawnTime"] and field["Player"] and field["Message"] and tick() - field["SpawnTime"] > self.Configuration.LifeTime then
field["Player"].Visible = false
field["Message"].Visible = false
end
end
end
wait(5)
end
end)
end
function Chat:Initialize()
Chat:CreateGui()
Chat:TrackPlayerChats()
self.MessageThread = coroutine.create(function () end)
coroutine.resume(self.MessageThread)
Chat:CullThread()
end
Chat:Initialize()
|
--Much efficient way to hide the backpack without causing lag |
local StarterGui = game:GetService("StarterGui")
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
|
-- Get points and listen for changes: |
local initialPoints = PointsService:GetPoints()
PointsChanged(initialPoints)
PointsService.PointsChanged:Connect(PointsChanged)
|
-------------------------------------------------------------------- |
if backfire == true then
mouse.KeyDown:connect(function(key)
if key == camkey and enabled == false then
local children = car.Body.Exhaust:GetChildren()
for index, child in pairs(children) do
if child.Name == "Backfire1" or child.Name == "Backfire2" then
local effect = script.soundeffect:Clone()
local effect2 = script.soundeffect:Clone()
effect.Name = "soundeffectCop"
effect2.Name = "soundeffectCop"
effect.Parent = child.Backfire1
effect2.Parent = child.Backfire2
end
end
elseif key == camkey and enabled == true then
local children = car.Body.Exhaust2:GetChildren()
for index, child in pairs(children) do
if child.Name == "Backfire1" or child.Name == "Backfire2" then
child.Backfire1.soundeffectCop:Destroy()
child.Backfire2.soundeffectCop:Destroy()
end
end
end
car.DriveSeat.ChildRemoved:Connect(function(child)
if child.Name == "SeatWeld" then
local descendants = car.Body.Exhaust2:GetDescendants()
for index, descendant in pairs(descendants) do
if descendant.Name == "soundeffectCop" then
descendant:Destroy()
end
end
end
end)
end)
end |
--Variable |
local MovementMap = {
[Enum.KeyCode.W] = Vector3.new(0, 0, -1);
[Enum.KeyCode.A] = Vector3.new(-1, 0, 0);
[Enum.KeyCode.S] = Vector3.new(0, 0, 1);
[Enum.KeyCode.D] = Vector3.new(1, 0, 0)
}
local Maid
local MovementController = {}
function MovementController:GetInput()
local totalVector = Vector3.new()
local isJump
local allKeys = UserInputService:GetKeysPressed()
for _, key in pairs(allKeys) do
if (MovementMap[key.KeyCode]) then
totalVector += MovementMap[key.KeyCode]
elseif (key.KeyCode == Enum.KeyCode.Space) then
isJump = true
end
end
local CameraCF = Camera.CFrame
local X, Y, Z = CameraCF:ToOrientation()
local newCF = CFrame.Angles(0, Y, Z)
local FinalVector = newCF:VectorToWorldSpace(totalVector)
RobloxianController:TellControl(FinalVector, isJump, newCF.LookVector)
end
function MovementController:Deactivate()
Maid:Destroy()
end
function MovementController:Activate()
Maid._InputCon = RunService.RenderStepped:Connect(function()
self:GetInput()
end)
end
function MovementController:Start()
RobloxianController = self.Controllers.RobloxianController
Maid = self.Shared.Maid.new()
end
function MovementController:Init()
end
return MovementController
|
-- ====================
-- BASIC
-- A basic settings for the gun
-- ==================== |
Auto = false;
MuzzleOffset = Vector3.new(0, 0.625, 1.25);
BaseDamage = 20;
FireRate = 0.15; --In second
ReloadTime = 2; --In second
AmmoPerClip = 17; --Put "math.huge" to make this gun has infinite ammo and never reload
Spread = 1.25; --In degree
HeadshotEnabled = true; --Enable the gun to do extra damage on headshot
HeadshotDamageMultiplier = 4;
MouseIconID = "316279304";
HitSoundIDs = {186809061,186809249,186809250,186809252};
IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate
IdleAnimationSpeed = 1;
FireAnimationID = 94332152; --Set to "nil" if you don't want to animate
FireAnimationSpeed = 6;
ReloadAnimationID = nil; --Set to "nil" if you don't want to animate
ReloadAnimationSpeed = 1;
|
--[=[
Yields until the promise is complete, then returns a boolean indicating
the result, followed by the values from the promise.
@yields
@return boolean, T
]=] |
function Promise:Yield()
if self._fulfilled then
return true, unpack(self._fulfilled, 1, self._valuesLength)
elseif self._rejected then
return false, unpack(self._rejected, 1, self._valuesLength)
else
local bindable = Instance.new("BindableEvent")
self:Then(function()
bindable:Fire()
end, function()
bindable:Fire()
end)
bindable.Event:Wait()
bindable:Destroy()
if self._fulfilled then
return true, unpack(self._fulfilled, 1, self._valuesLength)
elseif self._rejected then
return false, unpack(self._rejected, 1, self._valuesLength)
end
end
end
|
-- Don't edit below unless you know what you're doing. |
function onClicked()
Option()
end
script.Parent.MouseButton1Down:connect (onClicked)
|
--[[**
Adds an `Object` to Janitor for later cleanup, where `MethodName` is the key of the method within `Object` which should be called at cleanup time. If the `MethodName` is `true` the `Object` itself will be called instead. If passed an index it will occupy a namespace which can be `Remove()`d or overwritten. Returns the `Object`.
@param [t:any] Object The object you want to clean up.
@param [t:string|true?] MethodName The name of the method that will be used to clean up. If not passed, it will first check if the object's type exists in TypeDefaults, and if that doesn't exist, it assumes `Destroy`.
@param [t:any?] Index The index that can be used to clean up the object manually.
@returns [t:any] The object that was passed as the first argument.
**--]] |
function Janitor.__index:Add(Object, MethodName, Index)
if Index then
self:Remove(Index)
local This = self[IndicesReference]
if not This then
This = {}
self[IndicesReference] = This
end
This[Index] = Object
end
MethodName = MethodName or TypeDefaults[typeof(Object)] or "Destroy"
if type(Object) ~= "function" and not Object[MethodName] then
warn(string.format(METHOD_NOT_FOUND_ERROR, tostring(Object), tostring(MethodName), debug.traceback(nil :: any, 2)))
end
self[Object] = MethodName
return Object
end
|
--[[
When the player plays a chord, this method will deduce which animation
to play based on the chord number
]] |
local function GetAnimationFromChord(chord: number, hold: boolean): Animation
if hold then
return AnimationsDB.Sustain
end
if chord == 1 then
return AnimationsDB.SpecialA
elseif chord == 2 then
return AnimationsDB.SpecialB
elseif chord == 3 then
return AnimationsDB.SpecialC
end
return AnimationsDB.SpecialD
end
|
-- Backpack Version 5.1
-- OnlyTwentyCharacters, SolarCrane |
local BackpackScript = {}
BackpackScript.OpenClose = nil -- Function to toggle open/close
BackpackScript.IsOpen = false
BackpackScript.StateChanged = Instance.new("BindableEvent") -- Fires after any open/close, passes IsNowOpen
BackpackScript.ModuleName = "Backpack"
BackpackScript.KeepVRTopbarOpen = true
BackpackScript.VRIsExclusive = true
BackpackScript.VRClosesNonExclusive = true
local ICON_SIZE = 45
local FONT_SIZE = Enum.FontSize.Size14
local ICON_BUFFER = 4.5
local BACKGROUND_FADE = 0.6
local BACKGROUND_COLOR = Color3.new(31/255, 31/255, 31/255)
local VR_FADE_TIME = 1
local VR_PANEL_RESOLUTION = 100
local SLOT_DRAGGABLE_COLOR = Color3.new(0.176471, 0.176471, 0.176471)
local SLOT_DRAGGABLE_TRANSPARENCY = 0.4
local SLOT_EQUIP_COLOR = Color3.new(1, 0.772549, 0.309804)
local SLOT_EQUIP_THICKNESS = 0 -- Relative
local SLOT_FADE_LOCKED = 0.6 -- Locked means undraggable
local SLOT_BORDER_COLOR = Color3.new(0.411765, 0.619608, 1) -- Appears when dragging
local TOOLTIP_BUFFER = 6
local TOOLTIP_HEIGHT = 16
local TOOLTIP_OFFSET = -25 -- From top
local ARROW_IMAGE_OPEN = 'rbxasset://textures/ui/TopBar/inventoryOn.png'
local ARROW_IMAGE_CLOSE = 'rbxasset://textures/ui/TopBar/inventoryOff.png'
local ARROW_HOTKEY = {Enum.KeyCode.Backquote, Enum.KeyCode.DPadUp} --TODO: Hookup '~' too?
local ICON_MODULE = script.Icon
local HOTBAR_SLOTS_FULL = 10
local HOTBAR_SLOTS_VR = 6
local HOTBAR_SLOTS_MINI = 4
local HOTBAR_SLOTS_WIDTH_CUTOFF = 1024 -- Anything smaller is MINI
local HOTBAR_OFFSET_FROMBOTTOM = -30 -- Offset to make room for the Health GUI
local INVENTORY_ROWS_FULL = 4
local INVENTORY_ROWS_VR = 3
local INVENTORY_ROWS_MINI = 2
local INVENTORY_HEADER_SIZE = 25
local INVENTORY_ARROWS_BUFFER_VR = 40
local SEARCH_BUFFER = 4
local SEARCH_WIDTH = 125
local SEARCH_TEXT = "SEARCH"
local SEARCH_TEXT_OFFSET_FROMLEFT = 0
local SEARCH_BACKGROUND_COLOR = Color3.new(0, 0, 0)
local SEARCH_BACKGROUND_FADE = 0.7
local DOUBLE_CLICK_TIME = 0.5
local GetScreenResolution = function ()
local I = Instance.new("ScreenGui", game.Players.LocalPlayer.PlayerGui)
local Frame = Instance.new("Frame", I)
Frame.BackgroundTransparency = 1
Frame.Size = UDim2.new(1,0,1,0)
local AbsoluteSize = Frame.AbsoluteSize
I:Destroy()
return AbsoluteSize
end
local ZERO_KEY_VALUE = Enum.KeyCode.Zero.Value
local DROP_HOTKEY_VALUE = Enum.KeyCode.Backspace.Value
local GAMEPAD_INPUT_TYPES =
{
[Enum.UserInputType.Gamepad1] = true;
[Enum.UserInputType.Gamepad2] = true;
[Enum.UserInputType.Gamepad3] = true;
[Enum.UserInputType.Gamepad4] = true;
[Enum.UserInputType.Gamepad5] = true;
[Enum.UserInputType.Gamepad6] = true;
[Enum.UserInputType.Gamepad7] = true;
[Enum.UserInputType.Gamepad8] = true;
}
local UserInputService = game:GetService('UserInputService')
local PlayersService = game:GetService('Players')
local ReplicatedStorage = game:GetService('ReplicatedStorage')
local StarterGui = game:GetService('StarterGui')
local GuiService = game:GetService('GuiService')
local CoreGui = PlayersService.LocalPlayer.PlayerGui
local TopbarPlusReference = ReplicatedStorage:FindFirstChild("TopbarPlusReference")
local BackpackEnabled = true
if TopbarPlusReference then
ICON_MODULE = TopbarPlusReference.Value
end
local RobloxGui = Instance.new("ScreenGui", CoreGui)
RobloxGui.DisplayOrder = 120
RobloxGui.IgnoreGuiInset = true
RobloxGui.ResetOnSpawn = false
RobloxGui.Name = "BackpackGui"
local ContextActionService = game:GetService("ContextActionService")
local RunService = game:GetService('RunService')
local VRService = game:GetService('VRService')
local Utility = require(script.Utility)
local GameTranslator = require(script.GameTranslator)
local Themes = require(ICON_MODULE.Themes)
local Icon = require(ICON_MODULE)
local FFlagBackpackScriptUseFormatByKey = true
local FFlagCoreScriptTranslateGameText2 = true
local FFlagRobloxGuiSiblingZindexs = true
local IsTenFootInterface = GuiService:IsTenFootInterface()
if IsTenFootInterface then
ICON_SIZE = 100
FONT_SIZE = Enum.FontSize.Size24
end
local GamepadActionsBound = false
local IS_PHONE = UserInputService.TouchEnabled and GetScreenResolution().X < HOTBAR_SLOTS_WIDTH_CUTOFF
local Player = PlayersService.LocalPlayer
local MainFrame = nil
local HotbarFrame = nil
local InventoryFrame = nil
local VRInventorySelector = nil
local ScrollingFrame = nil
local UIGridFrame = nil
local UIGridLayout = nil
local ScrollUpInventoryButton = nil
local ScrollDownInventoryButton = nil
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Character:FindFirstChildOfClass("Humanoid")
local Backpack = Player:WaitForChild("Backpack")
local InventoryIcon = Icon.new()
InventoryIcon:setImage(ARROW_IMAGE_CLOSE, "deselected")
InventoryIcon:setImage(ARROW_IMAGE_OPEN, "selected")
InventoryIcon:setTheme(Themes.BlueGradient)
InventoryIcon:bindToggleKey(ARROW_HOTKEY[1], ARROW_HOTKEY[2])
InventoryIcon:setName("InventoryIcon")
InventoryIcon:setImageYScale(1.12)
InventoryIcon:setOrder(-5)
InventoryIcon.deselectWhenOtherIconSelected = false
local Slots = {} -- List of all Slots by index
local LowestEmptySlot = nil
local SlotsByTool = {} -- Map of Tools to their assigned Slots
local HotkeyFns = {} -- Map of KeyCode values to their assigned behaviors
local Dragging = {} -- Only used to check if anything is being dragged, to disable other input
local FullHotbarSlots = 0 -- Now being used to also determine whether or not LB and RB on the gamepad are enabled.
local StarterToolFound = false -- Special handling is required for the gear currently equipped on the site
local WholeThingEnabled = false
local TextBoxFocused = false -- ANY TextBox, not just the search box
local ViewingSearchResults = false -- If the results of a search are currently being viewed
local HotkeyStrings = {} -- Used for eating/releasing hotkeys
local CharConns = {} -- Holds character Connections to be cleared later
local GamepadEnabled = false -- determines if our gui needs to be gamepad friendly
local TimeOfLastToolChange = 0
local IsVR = VRService.VREnabled -- Are we currently using a VR device?
local NumberOfHotbarSlots = IsVR and HOTBAR_SLOTS_VR or (IS_PHONE and HOTBAR_SLOTS_MINI or HOTBAR_SLOTS_FULL) -- Number of slots shown at the bottom
local NumberOfInventoryRows = IsVR and INVENTORY_ROWS_VR or (IS_PHONE and INVENTORY_ROWS_MINI or INVENTORY_ROWS_FULL) -- How many rows in the popped-up inventory
local BackpackPanel = nil
local lastEquippedSlot = nil
local function EvaluateBackpackPanelVisibility(enabled)
return enabled and InventoryIcon.enabled and BackpackEnabled and VRService.VREnabled
end
local function ShowVRBackpackPopup()
if BackpackPanel and EvaluateBackpackPanelVisibility(true) then
BackpackPanel:ForceShowForSeconds(2)
end
end
local function NewGui(className, objectName)
local newGui = Instance.new(className)
newGui.Name = objectName
newGui.BackgroundColor3 = Color3.new(0, 0, 0)
newGui.BackgroundTransparency = 1
newGui.BorderColor3 = Color3.new(0, 0, 0)
newGui.BorderSizePixel = 0
newGui.Size = UDim2.new(1, 0, 1, 0)
if className:match('Text') then
newGui.TextColor3 = Color3.new(1, 1, 1)
newGui.Text = ''
newGui.Font = Enum.Font.SourceSans
newGui.FontSize = FONT_SIZE
newGui.TextWrapped = true
if className == 'TextButton' then
newGui.Font = Enum.Font.SourceSansSemibold
newGui.BorderSizePixel = 1
end
end
return newGui
end
local function FindLowestEmpty()
for i = 1, NumberOfHotbarSlots do
local slot = Slots[i]
if not slot.Tool then
return slot
end
end
return nil
end
local function isInventoryEmpty()
for i = NumberOfHotbarSlots + 1, #Slots do
local slot = Slots[i]
if slot and slot.Tool then
return false
end
end
return true
end
local function UseGazeSelection()
return UserInputService.VREnabled
end
local function AdjustHotbarFrames()
local inventoryOpen = InventoryFrame.Visible -- (Show all)
local visualTotal = (inventoryOpen) and NumberOfHotbarSlots or FullHotbarSlots
local visualIndex = 0
local hotbarIsVisible = (visualTotal >= 1)
for i = 1, NumberOfHotbarSlots do
local slot = Slots[i]
if slot.Tool or inventoryOpen then
visualIndex = visualIndex + 1
slot:Readjust(visualIndex, visualTotal)
slot.Frame.Visible = true
else
slot.Frame.Visible = false
end
end
end
local function UpdateScrollingFrameCanvasSize()
local countX = math.floor(ScrollingFrame.AbsoluteSize.X/(ICON_SIZE + ICON_BUFFER))
local maxRow = math.ceil((#UIGridFrame:GetChildren() - 1)/countX)
local canvasSizeY = maxRow*(ICON_SIZE + ICON_BUFFER) + ICON_BUFFER
ScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, canvasSizeY)
end
local function AdjustInventoryFrames()
for i = NumberOfHotbarSlots + 1, #Slots do
local slot = Slots[i]
slot.Frame.LayoutOrder = slot.Index
slot.Frame.Visible = (slot.Tool ~= nil)
end
UpdateScrollingFrameCanvasSize()
end
local function UpdateBackpackLayout()
HotbarFrame.Size = UDim2.new(0, ICON_BUFFER + (NumberOfHotbarSlots * (ICON_SIZE + ICON_BUFFER)), 0, ICON_BUFFER + ICON_SIZE + ICON_BUFFER)
HotbarFrame.Position = UDim2.new(0.5, -HotbarFrame.Size.X.Offset / 2, 1, -HotbarFrame.Size.Y.Offset)
InventoryFrame.Size = UDim2.new(0, HotbarFrame.Size.X.Offset, 0, (HotbarFrame.Size.Y.Offset * NumberOfInventoryRows) + INVENTORY_HEADER_SIZE + (IsVR and 2*INVENTORY_ARROWS_BUFFER_VR or 0))
InventoryFrame.Position = UDim2.new(0.5, -InventoryFrame.Size.X.Offset / 2, 1, HotbarFrame.Position.Y.Offset - InventoryFrame.Size.Y.Offset)
local uic = Instance.new("UICorner")
uic.CornerRadius = UDim.new(0.015, 0)
uic.Parent = InventoryFrame
ScrollingFrame.Size = UDim2.new(1, ScrollingFrame.ScrollBarThickness + 1, 1, -INVENTORY_HEADER_SIZE - (IsVR and 2*INVENTORY_ARROWS_BUFFER_VR or 0))
ScrollingFrame.Position = UDim2.new(0, 0, 0, INVENTORY_HEADER_SIZE + (IsVR and INVENTORY_ARROWS_BUFFER_VR or 0))
AdjustHotbarFrames()
AdjustInventoryFrames()
end
local function Clamp(low, high, num)
return math.min(high, math.max(low, num))
end
local function CheckBounds(guiObject, x, y)
local pos = guiObject.AbsolutePosition
local size = guiObject.AbsoluteSize
return (x > pos.X and x <= pos.X + size.X and y > pos.Y and y <= pos.Y + size.Y)
end
local function GetOffset(guiObject, point)
local centerPoint = guiObject.AbsolutePosition + (guiObject.AbsoluteSize / 2)
return (centerPoint - point).magnitude
end
local function UnequipAllTools() --NOTE: HopperBin
if Humanoid then
Humanoid:UnequipTools()
end
end
local function EquipNewTool(tool) --NOTE: HopperBin
UnequipAllTools()
--Humanoid:EquipTool(tool) --NOTE: This would also unequip current Tool
tool.Parent = Character --TODO: Switch back to above line after EquipTool is fixed!
end
local function IsEquipped(tool)
return tool and tool.Parent == Character --NOTE: HopperBin
end
local function MakeSlot(parent, index)
index = index or (#Slots + 1)
-- Slot Definition --
local slot = {}
slot.Tool = nil
slot.Index = index
slot.Frame = nil
local LocalizedName = nil --remove with FFlagCoreScriptTranslateGameText2
local LocalizedToolTip = nil --remove with FFlagCoreScriptTranslateGameText2
local SlotFrameParent = nil
local SlotFrame = nil
local FakeSlotFrame = nil
local ToolIcon = nil
local ToolName = nil
local ToolChangeConn = nil
local HighlightFrame = nil
local SelectionObj = nil
--NOTE: The following are only defined for Hotbar Slots
local ToolTip = nil
local SlotNumber = nil
-- Slot Functions --
local function UpdateSlotFading()
if VRService.VREnabled and BackpackPanel then
local panelTransparency = BackpackPanel.transparency
local slotTransparency = SLOT_FADE_LOCKED
-- This equation multiplies the two transparencies together.
local finalTransparency = panelTransparency + slotTransparency - panelTransparency * slotTransparency
SlotFrame.BackgroundTransparency = finalTransparency
SlotFrame.TextTransparency = finalTransparency
if ToolIcon then
ToolIcon.ImageTransparency = InventoryFrame.Visible and 0 or panelTransparency
end
if HighlightFrame then
for _, child in pairs(HighlightFrame:GetChildren()) do
child.BackgroundTransparency = finalTransparency
end
end
SlotFrame.SelectionImageObject = SelectionObj
else
SlotFrame.SelectionImageObject = nil
SlotFrame.BackgroundTransparency = (SlotFrame.Draggable) and SLOT_DRAGGABLE_TRANSPARENCY or SLOT_FADE_LOCKED
end
SlotFrame.BackgroundColor3 = (SlotFrame.Draggable) and SLOT_DRAGGABLE_COLOR or BACKGROUND_COLOR
end
function slot:Readjust(visualIndex, visualTotal) --NOTE: Only used for Hotbar slots
local centered = HotbarFrame.Size.X.Offset / 2
local sizePlus = ICON_BUFFER + ICON_SIZE
local midpointish = (visualTotal / 2) + 0.5
local factor = visualIndex - midpointish
SlotFrame.Position = UDim2.new(0, centered - (ICON_SIZE / 2) + (sizePlus * factor), 0, ICON_BUFFER)
end
function slot:Fill(tool)
if not tool then
return self:Clear()
end
self.Tool = tool
local function assignToolData()
if FFlagCoreScriptTranslateGameText2 then
local icon = tool.TextureId
ToolIcon.Image = icon
if icon ~= "" then
ToolName.Visible = false
end
ToolName.Text = tool.Name
if ToolTip and tool:IsA('Tool') then --NOTE: HopperBin
ToolTip.Text = tool.ToolTip
local width = ToolTip.TextBounds.X + TOOLTIP_BUFFER
ToolTip.Size = UDim2.new(0, width, 0, TOOLTIP_HEIGHT)
ToolTip.Position = UDim2.new(0.5, -width / 2, 0, TOOLTIP_OFFSET)
end
else
LocalizedName = tool.Name
LocalizedToolTip = nil
local icon = tool.TextureId
ToolIcon.Image = icon
ToolIcon.AnchorPoint = Vector2.new(0.5,0.5)
ToolIcon.Position = UDim2.fromScale(0.5, 0.5)
if icon ~= '' then
ToolName.Text = LocalizedName
else
ToolName.Text = ""
end -- (Only show name if no icon)
if ToolTip and tool:IsA('Tool') then --NOTE: HopperBin
LocalizedToolTip = GameTranslator:TranslateGameText(tool, tool.ToolTip)
ToolTip.Text = tool.ToolTip
local width = ToolTip.TextBounds.X + TOOLTIP_BUFFER
ToolTip.Size = UDim2.new(0, width, 0, TOOLTIP_HEIGHT)
ToolTip.Position = UDim2.new(0.5, -width / 2, 0, TOOLTIP_OFFSET)
end
end
end
assignToolData()
if ToolChangeConn then
ToolChangeConn:disconnect()
ToolChangeConn = nil
end
ToolChangeConn = tool.Changed:connect(function(property)
if property == 'TextureId' or property == 'Name' or property == 'ToolTip' then
assignToolData()
end
end)
local hotbarSlot = (self.Index <= NumberOfHotbarSlots)
local inventoryOpen = InventoryFrame.Visible
if (not hotbarSlot or inventoryOpen) and not UserInputService.VREnabled then
SlotFrame.Draggable = true
end
self:UpdateEquipView()
if hotbarSlot then
FullHotbarSlots = FullHotbarSlots + 1
-- If using a controller, determine whether or not we can enable BindCoreAction("RBXHotbarEquip", etc)
if WholeThingEnabled then
if FullHotbarSlots >= 1 and not GamepadActionsBound then
-- Player added first item to a hotbar slot, enable BindCoreAction
GamepadActionsBound = true
ContextActionService:BindAction("RBXHotbarEquip", changeToolFunc, false, Enum.KeyCode.ButtonL1, Enum.KeyCode.ButtonR1)
end
end
end
SlotsByTool[tool] = self
LowestEmptySlot = FindLowestEmpty()
end
function slot:Clear()
if not self.Tool then return end
if ToolChangeConn then
ToolChangeConn:disconnect()
ToolChangeConn = nil
end
ToolIcon.Image = ''
ToolName.Text = ''
if ToolTip then
ToolTip.Text = ''
ToolTip.Visible = false
end
SlotFrame.Draggable = false
self:UpdateEquipView(true) -- Show as unequipped
if self.Index <= NumberOfHotbarSlots then
FullHotbarSlots = FullHotbarSlots - 1
if FullHotbarSlots < 1 then
-- Player removed last item from hotbar; UnbindCoreAction("RBXHotbarEquip"), allowing the developer to use LB and RB.
GamepadActionsBound = false
ContextActionService:UnbindAction("RBXHotbarEquip")
end
end
SlotsByTool[self.Tool] = nil
self.Tool = nil
LowestEmptySlot = FindLowestEmpty()
end
function slot:UpdateEquipView(unequippedOverride)
if not unequippedOverride and IsEquipped(self.Tool) then -- Equipped
lastEquippedSlot = slot
if not HighlightFrame then
HighlightFrame = NewGui('Frame', 'Equipped')
HighlightFrame.ZIndex = SlotFrame.ZIndex
local ring = script.Ring:Clone()
ring.Parent = HighlightFrame
local t = SLOT_EQUIP_THICKNESS
local dataTable = { -- Relative sizes and positions
{t, 1, 0, 0},
{1 - 2*t, t, t, 0},
{t, 1, 1 - t, 0},
{1 - 2*t, t, t, 1 - t},
}
for _, data in pairs(dataTable) do
local edgeFrame = NewGui("Frame", "Edge")
edgeFrame.BackgroundTransparency = 1
edgeFrame.BackgroundColor3 = SLOT_EQUIP_COLOR
edgeFrame.Size = UDim2.new(data[1], 0, data[2], 0)
edgeFrame.Position = UDim2.new(data[3], 0, data[4], 0)
edgeFrame.ZIndex = HighlightFrame.ZIndex
edgeFrame.Parent = HighlightFrame
end
end
HighlightFrame.Parent = SlotFrame
else -- In the Backpack
if HighlightFrame then
HighlightFrame.Parent = nil
end
end
UpdateSlotFading()
end
function slot:IsEquipped()
return IsEquipped(self.Tool)
end
function slot:Delete()
SlotFrame:Destroy() --NOTE: Also clears connections
table.remove(Slots, self.Index)
local newSize = #Slots
-- Now adjust the rest (both visually and representationally)
for i = self.Index, newSize do
Slots[i]:SlideBack()
end
UpdateScrollingFrameCanvasSize()
end
function slot:Swap(targetSlot) --NOTE: This slot (self) must not be empty!
local myTool, otherTool = self.Tool, targetSlot.Tool
self:Clear()
if otherTool then -- (Target slot might be empty)
targetSlot:Clear()
self:Fill(otherTool)
end
if myTool then
targetSlot:Fill(myTool)
else
targetSlot:Clear()
end
end
function slot:SlideBack() -- For inventory slot shifting
self.Index = self.Index - 1
SlotFrame.Name = self.Index
SlotFrame.LayoutOrder = self.Index
end
function slot:TurnNumber(on)
if SlotNumber then
SlotNumber.Visible = on
end
end
function slot:SetClickability(on) -- (Happens on open/close arrow)
if self.Tool then
if UserInputService.VREnabled then
SlotFrame.Draggable = false
else
SlotFrame.Draggable = not on
end
UpdateSlotFading()
end
end
function slot:CheckTerms(terms)
local hits = 0
local function checkEm(str, term)
local _, n = str:lower():gsub(term, '')
hits = hits + n
end
local tool = self.Tool
if tool then
for term in pairs(terms) do
if FFlagCoreScriptTranslateGameText2 then
checkEm(ToolName.Text, term)
if tool:IsA('Tool') then --NOTE: HopperBin
local toolTipText = ToolTip and ToolTip.Text or ""
checkEm(toolTipText, term)
end
else
checkEm(LocalizedName, term)
if tool:IsA('Tool') then --NOTE: HopperBin
checkEm(LocalizedToolTip, term)
end
end
end
end
return hits
end
-- Slot select logic, activated by clicking or pressing hotkey
function slot:Select()
local tool = slot.Tool
if tool then
if IsEquipped(tool) then --NOTE: HopperBin
UnequipAllTools()
elseif tool.Parent == Backpack then
EquipNewTool(tool)
end
end
end
-- Slot Init Logic --
SlotFrame = NewGui('TextButton', index)
SlotFrame.BackgroundColor3 = BACKGROUND_COLOR
SlotFrame.BorderColor3 = SLOT_BORDER_COLOR
SlotFrame.Text = ""
SlotFrame.AutoButtonColor = false
SlotFrame.BorderSizePixel = 0
SlotFrame.Size = UDim2.new(0, ICON_SIZE, 0, ICON_SIZE)
SlotFrame.Active = true
SlotFrame.Draggable = false
SlotFrame.BackgroundTransparency = SLOT_FADE_LOCKED
SlotFrame.MouseButton1Click:connect(function() changeSlot(slot) end)
local slotFrameUIC = Instance.new("UICorner")
slotFrameUIC.CornerRadius = UDim.new(1, 0)
slotFrameUIC.Parent = SlotFrame
local slotFrameStroke = Instance.new("UIStroke")
slotFrameStroke.Transparency = 0.9
slotFrameStroke.Thickness = 2
slotFrameStroke.Parent = SlotFrame
slot.Frame = SlotFrame
do
local selectionObjectClipper = NewGui('Frame', 'SelectionObjectClipper')
selectionObjectClipper.Visible = false
selectionObjectClipper.Parent = SlotFrame
SelectionObj = NewGui('ImageLabel', 'Selector')
SelectionObj.Size = UDim2.new(1, 0, 1, 0)
SelectionObj.Image = "rbxasset://textures/ui/Keyboard/key_selection_9slice.png"
SelectionObj.ScaleType = Enum.ScaleType.Slice
SelectionObj.SliceCenter = Rect.new(12,12,52,52)
SelectionObj.Parent = selectionObjectClipper
end
ToolIcon = NewGui('ImageLabel', 'Icon')
ToolIcon.AnchorPoint = Vector2.new(0.5, 0.5)
ToolIcon.Size = UDim2.new(1, 0, 1, 0)
ToolIcon.Position = UDim2.new(0.5, 0, 0.5, 0)
ToolIcon.Parent = SlotFrame
ToolName = NewGui('TextLabel', 'ToolName')
ToolName.AnchorPoint = Vector2.new(0.5, 0.5)
ToolName.Size = UDim2.new(0.9, 0, 1, 0)
ToolName.Position = UDim2.new(0.5, 0, 0.5, 0)
ToolName.Font = Enum.Font.Oswald
ToolName.Parent = SlotFrame
slot.Frame.LayoutOrder = slot.Index
if index <= NumberOfHotbarSlots then -- Hotbar-Specific Slot Stuff
-- ToolTip stuff
ToolTip = NewGui('TextLabel', 'ToolTip')
ToolTip.ZIndex = 2
ToolTip.TextWrapped = false
ToolTip.TextYAlignment = Enum.TextYAlignment.Top
ToolTip.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
ToolTip.BackgroundTransparency = 1
ToolTip.Font = Enum.Font.Oswald
ToolTip.Visible = false
ToolTip.Parent = SlotFrame
SlotFrame.MouseEnter:connect(function()
if ToolTip.Text ~= '' then
ToolTip.Visible = true
end
end)
SlotFrame.MouseLeave:connect(function() ToolTip.Visible = false end)
function slot:MoveToInventory()
if slot.Index <= NumberOfHotbarSlots then -- From a Hotbar slot
local tool = slot.Tool
self:Clear() --NOTE: Order matters here
local newSlot = MakeSlot(UIGridFrame)
newSlot:Fill(tool)
if IsEquipped(tool) then -- Also unequip it --NOTE: HopperBin
UnequipAllTools()
end
-- Also hide the inventory slot if we're showing results right now
if ViewingSearchResults then
newSlot.Frame.Visible = false
newSlot.Parent = InventoryFrame
end
end
end
-- Show label and assign hotkeys for 1-9 and 0 (zero is always last slot when > 10 total)
if index < 10 or index == NumberOfHotbarSlots then -- NOTE: Hardcoded on purpose!
local slotNum = (index < 10) and index or 0
SlotNumber = NewGui('TextLabel', 'Number')
SlotNumber.Text = slotNum
SlotNumber.Font = Enum.Font.Oswald
SlotNumber.Size = UDim2.new(0.15, 0, 0.15, 0)
SlotNumber.Visible = false
SlotNumber.Parent = SlotFrame
HotkeyFns[ZERO_KEY_VALUE + slotNum] = slot.Select
end
end
do -- Dragging Logic
local startPoint = SlotFrame.Position
local lastUpTime = 0
local startParent = nil
SlotFrame.DragBegin:connect(function(dragPoint)
Dragging[SlotFrame] = true
startPoint = dragPoint
SlotFrame.BorderSizePixel = 2
InventoryIcon:lock()
-- Raise above other slots
SlotFrame.ZIndex = 2
ToolIcon.ZIndex = 2
ToolName.ZIndex = 2
if FFlagRobloxGuiSiblingZindexs then
SlotFrame.Parent.ZIndex = 2
end
if SlotNumber then
SlotNumber.ZIndex = 2
end
if HighlightFrame then
HighlightFrame.ZIndex = 2
for _, child in pairs(HighlightFrame:GetChildren()) do
if not child:IsA("UICorner") then
child.ZIndex = 2
end
end
end
-- Circumvent the ScrollingFrame's ClipsDescendants property
startParent = SlotFrame.Parent
if startParent == UIGridFrame then
local oldAbsolutPos = SlotFrame.AbsolutePosition
local newPosition = UDim2.new(0, SlotFrame.AbsolutePosition.X - InventoryFrame.AbsolutePosition.X, 0, SlotFrame.AbsolutePosition.Y - InventoryFrame.AbsolutePosition.Y)
SlotFrame.Parent = InventoryFrame
SlotFrame.Position = newPosition
FakeSlotFrame = NewGui('Frame', 'FakeSlot')
FakeSlotFrame.LayoutOrder = SlotFrame.LayoutOrder
local UIC = Instance.new("UICorner")
UIC.CornerRadius = UDim.new(0.07, 0)
UIC.Parent = FakeSlotFrame
FakeSlotFrame.Size = SlotFrame.Size
FakeSlotFrame.BackgroundTransparency = 1
FakeSlotFrame.Parent = UIGridFrame
end
end)
SlotFrame.DragStopped:connect(function(x, y)
if FakeSlotFrame then
FakeSlotFrame:Destroy()
end
local now = tick()
SlotFrame.Position = startPoint
SlotFrame.Parent = startParent
SlotFrame.BorderSizePixel = 0
InventoryIcon:unlock()
-- Restore height
SlotFrame.ZIndex = 1
ToolIcon.ZIndex = 1
ToolName.ZIndex = 1
if FFlagRobloxGuiSiblingZindexs then
startParent.ZIndex = 1
end
if SlotNumber then
SlotNumber.ZIndex = 1
end
if HighlightFrame then
HighlightFrame.ZIndex = 1
for _, child in pairs(HighlightFrame:GetChildren()) do
if not child:IsA("UICorner") then
child.ZIndex = 1
end
end
end
Dragging[SlotFrame] = nil
-- Make sure the tool wasn't dropped
if not slot.Tool then
return
end
-- Check where we were dropped
if CheckBounds(InventoryFrame, x, y) then
if slot.Index <= NumberOfHotbarSlots then
slot:MoveToInventory()
end
-- Check for double clicking on an inventory slot, to move into empty hotbar slot
if slot.Index > NumberOfHotbarSlots and now - lastUpTime < DOUBLE_CLICK_TIME then
if LowestEmptySlot then
local myTool = slot.Tool
slot:Clear()
LowestEmptySlot:Fill(myTool)
slot:Delete()
end
now = 0 -- Resets the timer
end
elseif CheckBounds(HotbarFrame, x, y) then
local closest = {math.huge, nil}
for i = 1, NumberOfHotbarSlots do
local otherSlot = Slots[i]
local offset = GetOffset(otherSlot.Frame, Vector2.new(x, y))
if offset < closest[1] then
closest = {offset, otherSlot}
end
end
local closestSlot = closest[2]
if closestSlot ~= slot then
slot:Swap(closestSlot)
if slot.Index > NumberOfHotbarSlots then
local tool = slot.Tool
if not tool then -- Clean up after ourselves if we're an inventory slot that's now empty
slot:Delete()
else -- Moved inventory slot to hotbar slot, and gained a tool that needs to be unequipped
if IsEquipped(tool) then --NOTE: HopperBin
UnequipAllTools()
end
-- Also hide the inventory slot if we're showing results right now
if ViewingSearchResults then
slot.Frame.Visible = false
slot.Frame.Parent = InventoryFrame
end
end
end
end
else
-- local tool = slot.Tool
-- if tool.CanBeDropped then --TODO: HopperBins
-- tool.Parent = workspace
-- --TODO: Move away from character
-- end
if slot.Index <= NumberOfHotbarSlots then
slot:MoveToInventory() --NOTE: Temporary
end
end
lastUpTime = now
end)
end
-- All ready!
SlotFrame.Parent = parent
Slots[index] = slot
if index > NumberOfHotbarSlots then
UpdateScrollingFrameCanvasSize()
-- Scroll to new inventory slot, if we're open and not viewing search results
if InventoryFrame.Visible and not ViewingSearchResults then
local offset = ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteSize.Y
ScrollingFrame.CanvasPosition = Vector2.new(0, math.max(0, offset))
end
end
return slot
end
local function OnChildAdded(child) -- To Character or Backpack
if not child:IsA('Tool') then --NOTE: HopperBin
if child:IsA('Humanoid') and child.Parent == Character then
Humanoid = child
end
return
end
local tool = child
if tool.Parent == Character then
ShowVRBackpackPopup()
TimeOfLastToolChange = tick()
end
--TODO: Optimize / refactor / do something else
if not StarterToolFound and tool.Parent == Character and not SlotsByTool[tool] then
local starterGear = Player:FindFirstChild('StarterGear')
if starterGear then
if starterGear:FindFirstChild(tool.Name) then
StarterToolFound = true
local slot = LowestEmptySlot or MakeSlot(UIGridFrame)
for i = slot.Index, 1, -1 do
local curr = Slots[i] -- An empty slot, because above
local pIndex = i - 1
if pIndex > 0 then
local prev = Slots[pIndex] -- Guaranteed to be full, because above
prev:Swap(curr)
else
curr:Fill(tool)
end
end
-- Have to manually unequip a possibly equipped tool
for _, child in pairs(Character:GetChildren()) do
if child:IsA('Tool') and child ~= tool then
child.Parent = Backpack
end
end
AdjustHotbarFrames()
return -- We're done here
end
end
end
-- The tool is either moving or new
local slot = SlotsByTool[tool]
if slot then
slot:UpdateEquipView()
else -- New! Put into lowest hotbar slot or new inventory slot
slot = LowestEmptySlot or MakeSlot(UIGridFrame)
slot:Fill(tool)
if slot.Index <= NumberOfHotbarSlots and not InventoryFrame.Visible then
AdjustHotbarFrames()
end
end
end
local function OnChildRemoved(child) -- From Character or Backpack
if not child:IsA('Tool') then --NOTE: HopperBin
return
end
local tool = child
ShowVRBackpackPopup()
TimeOfLastToolChange = tick()
-- Ignore this event if we're just moving between the two
local newParent = tool.Parent
if newParent == Character or newParent == Backpack then
return
end
local slot = SlotsByTool[tool]
if slot then
slot:Clear()
if slot.Index > NumberOfHotbarSlots then -- Inventory slot
slot:Delete()
elseif not InventoryFrame.Visible then
AdjustHotbarFrames()
end
end
end
local function OnCharacterAdded(character)
-- First, clean up any old slots
for i = #Slots, 1, -1 do
local slot = Slots[i]
if slot.Tool then
slot:Clear()
end
if i > NumberOfHotbarSlots then
slot:Delete()
end
end
-- And any old Connections
for _, conn in pairs(CharConns) do
conn:Disconnect()
end
CharConns = {}
-- Hook up the new character
Character = character
table.insert(CharConns, character.ChildRemoved:Connect(OnChildRemoved))
table.insert(CharConns, character.ChildAdded:Connect(OnChildAdded))
for _, child in pairs(character:GetChildren()) do
OnChildAdded(child)
end
--NOTE: Humanoid is set inside OnChildAdded
-- And the new backpack, when it gets here
Backpack = Player:WaitForChild('Backpack')
table.insert(CharConns, Backpack.ChildRemoved:Connect(OnChildRemoved))
table.insert(CharConns, Backpack.ChildAdded:Connect(OnChildAdded))
for _, child in pairs(Backpack:GetChildren()) do
OnChildAdded(child)
end
AdjustHotbarFrames()
end
local function OnInputBegan(input, isProcessed)
-- Pass through keyboard hotkeys when not typing into a TextBox and not disabled (except for the Drop key)
if input.UserInputType == Enum.UserInputType.Keyboard and not TextBoxFocused and (WholeThingEnabled or input.KeyCode.Value == DROP_HOTKEY_VALUE) then
local hotkeyBehavior = HotkeyFns[input.KeyCode.Value]
if hotkeyBehavior then
hotkeyBehavior(isProcessed)
end
end
local inputType = input.UserInputType
if not isProcessed then
if inputType == Enum.UserInputType.MouseButton1 or inputType == Enum.UserInputType.Touch then
if InventoryFrame.Visible then
InventoryIcon:deselect()
end
end
end
end
local function OnUISChanged(property)
if property == 'KeyboardEnabled' or property == "VREnabled" then
local on = UserInputService.KeyboardEnabled and not UserInputService.VREnabled
for i = 1, NumberOfHotbarSlots do
Slots[i]:TurnNumber(on)
end
end
end
local lastChangeToolInputObject = nil
local lastChangeToolInputTime = nil
local maxEquipDeltaTime = 0.06
local noOpFunc = function() end
local selectDirection = Vector2.new(0,0)
local hotbarVisible = false
function unbindAllGamepadEquipActions()
ContextActionService:UnbindAction("RBXBackpackHasGamepadFocus")
ContextActionService:UnbindAction("RBXCloseInventory")
end
local function setHotbarVisibility(visible, isInventoryScreen)
for i = 1, NumberOfHotbarSlots do
local hotbarSlot = Slots[i]
if hotbarSlot and hotbarSlot.Frame and (isInventoryScreen or hotbarSlot.Tool) then
hotbarSlot.Frame.Visible = visible
end
end
end
local function getInputDirection(inputObject)
local buttonModifier = 1
if inputObject.UserInputState == Enum.UserInputState.End then
buttonModifier = -1
end
if inputObject.KeyCode == Enum.KeyCode.Thumbstick1 then
local magnitude = inputObject.Position.magnitude
if magnitude > 0.98 then
local normalizedVector = Vector2.new(inputObject.Position.x / magnitude, -inputObject.Position.y / magnitude)
selectDirection = normalizedVector
else
selectDirection = Vector2.new(0,0)
end
elseif inputObject.KeyCode == Enum.KeyCode.DPadLeft then
selectDirection = Vector2.new(selectDirection.x - 1 * buttonModifier, selectDirection.y)
elseif inputObject.KeyCode == Enum.KeyCode.DPadRight then
selectDirection = Vector2.new(selectDirection.x + 1 * buttonModifier, selectDirection.y)
elseif inputObject.KeyCode == Enum.KeyCode.DPadUp then
selectDirection = Vector2.new(selectDirection.x, selectDirection.y - 1 * buttonModifier)
elseif inputObject.KeyCode == Enum.KeyCode.DPadDown then
selectDirection = Vector2.new(selectDirection.x, selectDirection.y + 1 * buttonModifier)
else
selectDirection = Vector2.new(0,0)
end
return selectDirection
end
local selectToolExperiment = function(actionName, inputState, inputObject)
local inputDirection = getInputDirection(inputObject)
if inputDirection == Vector2.new(0,0) then
return
end
local angle = math.atan2(inputDirection.y, inputDirection.x) - math.atan2(-1, 0)
if angle < 0 then
angle = angle + (math.pi * 2)
end
local quarterPi = (math.pi * 0.25)
local index = (angle/quarterPi) + 1
index = math.floor(index + 0.5) -- round index to whole number
if index > NumberOfHotbarSlots then
index = 1
end
if index > 0 then
local selectedSlot = Slots[index]
if selectedSlot and selectedSlot.Tool and not selectedSlot:IsEquipped() then
selectedSlot:Select()
end
else
UnequipAllTools()
end
end
changeToolFunc = function(actionName, inputState, inputObject)
if inputState ~= Enum.UserInputState.Begin then return end
if lastChangeToolInputObject then
if (lastChangeToolInputObject.KeyCode == Enum.KeyCode.ButtonR1 and
inputObject.KeyCode == Enum.KeyCode.ButtonL1) or
(lastChangeToolInputObject.KeyCode == Enum.KeyCode.ButtonL1 and
inputObject.KeyCode == Enum.KeyCode.ButtonR1) then
if (tick() - lastChangeToolInputTime) <= maxEquipDeltaTime then
UnequipAllTools()
lastChangeToolInputObject = inputObject
lastChangeToolInputTime = tick()
return
end
end
end
lastChangeToolInputObject = inputObject
lastChangeToolInputTime = tick()
delay(maxEquipDeltaTime, function()
if lastChangeToolInputObject ~= inputObject then return end
local moveDirection = 0
if (inputObject.KeyCode == Enum.KeyCode.ButtonL1) then
moveDirection = -1
else
moveDirection = 1
end
for i = 1, NumberOfHotbarSlots do
local hotbarSlot = Slots[i]
if hotbarSlot:IsEquipped() then
local newSlotPosition = moveDirection + i
local hitEdge = false
if newSlotPosition > NumberOfHotbarSlots then
newSlotPosition = 1
hitEdge = true
elseif newSlotPosition < 1 then
newSlotPosition = NumberOfHotbarSlots
hitEdge = true
end
local origNewSlotPos = newSlotPosition
while not Slots[newSlotPosition].Tool do
newSlotPosition = newSlotPosition + moveDirection
if newSlotPosition == origNewSlotPos then return end
if newSlotPosition > NumberOfHotbarSlots then
newSlotPosition = 1
hitEdge = true
elseif newSlotPosition < 1 then
newSlotPosition = NumberOfHotbarSlots
hitEdge = true
end
end
if hitEdge then
UnequipAllTools()
lastEquippedSlot = nil
else
Slots[newSlotPosition]:Select()
end
return
end
end
if lastEquippedSlot and lastEquippedSlot.Tool then
lastEquippedSlot:Select()
return
end
local startIndex = moveDirection == -1 and NumberOfHotbarSlots or 1
local endIndex = moveDirection == -1 and 1 or NumberOfHotbarSlots
for i = startIndex, endIndex, moveDirection do
if Slots[i].Tool then
Slots[i]:Select()
return
end
end
end)
end
function getGamepadSwapSlot()
for i = 1, #Slots do
if Slots[i].Frame.BorderSizePixel > 0 then
return Slots[i]
end
end
end
function changeSlot(slot)
local swapInVr = not VRService.VREnabled or InventoryFrame.Visible
if slot.Frame == GuiService.SelectedObject and swapInVr then
local currentlySelectedSlot = getGamepadSwapSlot()
if currentlySelectedSlot then
currentlySelectedSlot.Frame.BorderSizePixel = 0
if currentlySelectedSlot ~= slot then
slot:Swap(currentlySelectedSlot)
VRInventorySelector.SelectionImageObject.Visible = false
if slot.Index > NumberOfHotbarSlots and not slot.Tool then
if GuiService.SelectedObject == slot.Frame then
GuiService.SelectedObject = currentlySelectedSlot.Frame
end
slot:Delete()
end
if currentlySelectedSlot.Index > NumberOfHotbarSlots and not currentlySelectedSlot.Tool then
if GuiService.SelectedObject == currentlySelectedSlot.Frame then
GuiService.SelectedObject = slot.Frame
end
currentlySelectedSlot:Delete()
end
end
else
local startSize = slot.Frame.Size
local startPosition = slot.Frame.Position
slot.Frame:TweenSizeAndPosition(startSize + UDim2.new(0, 10, 0, 10), startPosition - UDim2.new(0, 5, 0, 5), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, .1, true, function() slot.Frame:TweenSizeAndPosition(startSize, startPosition, Enum.EasingDirection.In, Enum.EasingStyle.Quad, .1, true) end)
slot.Frame.BorderSizePixel = 3
VRInventorySelector.SelectionImageObject.Visible = true
end
else
slot:Select()
VRInventorySelector.SelectionImageObject.Visible = false
end
end
function vrMoveSlotToInventory()
if not VRService.VREnabled then
return
end
local currentlySelectedSlot = getGamepadSwapSlot()
if currentlySelectedSlot and currentlySelectedSlot.Tool then
currentlySelectedSlot.Frame.BorderSizePixel = 0
currentlySelectedSlot:MoveToInventory()
VRInventorySelector.SelectionImageObject.Visible = false
end
end
function enableGamepadInventoryControl()
local goBackOneLevel = function(actionName, inputState, inputObject)
if inputState ~= Enum.UserInputState.Begin then return end
local selectedSlot = getGamepadSwapSlot()
if selectedSlot then
local selectedSlot = getGamepadSwapSlot()
if selectedSlot then
selectedSlot.Frame.BorderSizePixel = 0
return
end
elseif InventoryFrame.Visible then
InventoryIcon:deselect()
end
end
ContextActionService:BindAction("RBXBackpackHasGamepadFocus", noOpFunc, false, Enum.UserInputType.Gamepad1)
ContextActionService:BindAction("RBXCloseInventory", goBackOneLevel, false, Enum.KeyCode.ButtonB, Enum.KeyCode.ButtonStart)
-- Gaze select will automatically select the object for us!
if not UseGazeSelection() then
GuiService.SelectedObject = HotbarFrame:FindFirstChild("1")
end
end
function disableGamepadInventoryControl()
unbindAllGamepadEquipActions()
for i = 1, NumberOfHotbarSlots do
local hotbarSlot = Slots[i]
if hotbarSlot and hotbarSlot.Frame then
hotbarSlot.Frame.BorderSizePixel = 0
end
end
if GuiService.SelectedObject and GuiService.SelectedObject:IsDescendantOf(MainFrame) then
GuiService.SelectedObject = nil
end
end
local function bindBackpackHotbarAction()
if WholeThingEnabled and not GamepadActionsBound then
GamepadActionsBound = true
ContextActionService:BindAction("RBXHotbarEquip", changeToolFunc, false, Enum.KeyCode.ButtonL1, Enum.KeyCode.ButtonR1)
end
end
local function unbindBackpackHotbarAction()
disableGamepadInventoryControl()
GamepadActionsBound = false
ContextActionService:UnbindAction("RBXHotbarEquip")
end
function gamepadDisconnected()
GamepadEnabled = false
disableGamepadInventoryControl()
end
function gamepadConnected()
GamepadEnabled = true
GuiService:AddSelectionParent("RBXBackpackSelection", MainFrame)
if FullHotbarSlots >= 1 then
bindBackpackHotbarAction()
end
if InventoryFrame.Visible then
enableGamepadInventoryControl()
end
end
local function OnIconChanged(enabled)
-- Check for enabling/disabling the whole thing
enabled = enabled and StarterGui:GetCore("TopbarEnabled")
InventoryIcon:setEnabled(enabled and not GuiService.MenuIsOpen)
WholeThingEnabled = enabled
MainFrame.Visible = enabled
-- Eat/Release hotkeys (Doesn't affect UserInputService)
for _, keyString in pairs(HotkeyStrings) do
if enabled then
--GuiService:AddKey(keyString)
else
--GuiService:RemoveKey(keyString)
end
end
if enabled then
if FullHotbarSlots >=1 then
bindBackpackHotbarAction()
end
else
unbindBackpackHotbarAction()
end
end
local function MakeVRRoundButton(name, image)
local newButton = NewGui('ImageButton', name)
newButton.Size = UDim2.new(0, 40, 0, 40)
newButton.Image = "rbxasset://textures/ui/Keyboard/close_button_background.png";
local buttonIcon = NewGui('ImageLabel', 'Icon')
buttonIcon.Size = UDim2.new(0.5,0,0.5,0);
buttonIcon.Position = UDim2.new(0.25,0,0.25,0);
buttonIcon.Image = image;
buttonIcon.Parent = newButton;
local buttonSelectionObject = NewGui('ImageLabel', 'Selection')
buttonSelectionObject.Size = UDim2.new(0.9,0,0.9,0);
buttonSelectionObject.Position = UDim2.new(0.05,0,0.05,0);
buttonSelectionObject.Image = "rbxasset://textures/ui/Keyboard/close_button_selection.png";
newButton.SelectionImageObject = buttonSelectionObject
return newButton, buttonIcon, buttonSelectionObject
end
|
-- simple if statements, decides where the Tool will spawn
-- depending on the generated number. |
if BlockPosition == 1 then
Block.CFrame = Pos1
end
if BlockPosition == 2 then
Block.CFrame = Pos2
end
if BlockPosition == 3 then
Block.CFrame = Pos3
end
if BlockPosition == 4 then
Block.CFrame = Pos4
end |
--Zombie.Humanoid.Running:Connect(d) |
Zombie.Humanoid.Died:Connect(function()
script.Parent:Destroy()
end)
Zombie.Humanoid.HealthChanged:Connect(function()
Zombie.Damage = math.ceil((script.Parent.Humanoid.Health * 1.2) / 2)
end)
|
-- int rd_int_le(string src, int s, int e)
-- @src - Source binary string
-- @s - Start index of a little endian integer
-- @e - End index of the integer |
local function rd_int_le(src, s, e) return rd_int_basic(src, s, e - 1, 1) end
|
--------LEFT DOOR -------- |
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
|
--// # key, ally |
mouse.KeyDown:connect(function(key)
if key=="m" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.AllyEvent:FireServer(true)
end
end)
|
--Funcion Del AutoClick |
local plr = script.Parent.Parent.Parent
local autoclick = false
local autoclickDD = false
function GetAuto()
game.Workspace.Tree.Size = game.Workspace.Tree.Size + Vector3.new(1,1,1)
game.Workspace.Base.Size = game.Workspace.Base.Size + Vector3.new(1,0,1)
game.Workspace.Pop:Play()
end
script.Parent.AutoClick.MouseButton1Click:Connect(function()
if autoclick == false then
autoclick = true
script.Parent.AutoClick.Text = "ON"
else
autoclick = false
script.Parent.AutoClick.Text = "OFF"
end
end)
while wait()do
if autoclick == true then
if autoclickDD == false then
autoclickDD = true
GetAuto(1)-- Cambia El Tiempo De Espera Al Recargar
wait(0)-- Tambien Cambia Para El Tiempo De Espera Al Recargar
autoclickDD = false
end
end
end
|
--spawn(function() |
while game:GetService("RunService").Heartbeat:wait() and car:FindFirstChild("DriveSeat") and character.Humanoid.SeatPart == car.DriveSeat do
--game:GetService("RunService").RenderStepped:wait()
if IsGrounded() then
if movement.Y ~= 0 then
local velocity = humanoidRootPart.CFrame.lookVector * movement.Y * stats.Speed.Value
humanoidRootPart.Velocity = humanoidRootPart.Velocity:Lerp(velocity, 0.1)
bodyVelocity.maxForce = Vector3.new(0, 0, 0)
else
bodyVelocity.maxForce = Vector3.new(mass / 2, mass / 4, mass / 2)
end
local rotVelocity = humanoidRootPart.CFrame:vectorToWorldSpace(Vector3.new(movement.Y * stats.Speed.Value / 50, 0, -humanoidRootPart.RotVelocity.Y * 5 * movement.Y))
local speed = -humanoidRootPart.CFrame:vectorToObjectSpace(humanoidRootPart.Velocity).unit.Z
rotation = rotation + math.rad((-stats.Speed.Value / 5) * movement.Y)
if math.abs(speed) > 0.1 then
rotVelocity = rotVelocity + humanoidRootPart.CFrame:vectorToWorldSpace((Vector3.new(0, -movement.X * speed * stats.TurnSpeed.Value, 0)))
bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0)
else
bodyAngularVelocity.maxTorque = Vector3.new(mass / 4, mass / 2, mass / 4)
end
humanoidRootPart.RotVelocity = humanoidRootPart.RotVelocity:Lerp(rotVelocity, 0.1)
--bodyVelocity.maxForce = Vector3.new(mass / 3, mass / 6, mass / 3)
--bodyAngularVelocity.maxTorque = Vector3.new(mass / 6, mass / 3, mass / 6)
else
bodyVelocity.maxForce = Vector3.new(0, 0, 0)
bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0)
end
for i, part in pairs(car:GetChildren()) do
if part.Name == "Thruster" then
UpdateThruster(part)
end
end
end
for i, v in pairs(car:GetChildren()) do
if v:FindFirstChild("BodyThrust") then
v.BodyThrust:Destroy()
end
end
bodyVelocity:Destroy()
bodyAngularVelocity:Destroy()
--camera.CameraType = oldCameraType
script:Destroy() |
-- Bookkeeping of all active GlobalDataStore/OrderedDataStore interfaces indexed by data table: |
local Interfaces = {}
|
--// Events |
local L_108_ = L_20_:WaitForChild('Equipped')
local L_109_ = L_20_:WaitForChild('ShootEvent')
local L_110_ = L_20_:WaitForChild('DamageEvent')
local L_111_ = L_20_:WaitForChild('CreateOwner')
local L_112_ = L_20_:WaitForChild('Stance')
local L_113_ = L_20_:WaitForChild('HitEvent')
local L_114_ = L_20_:WaitForChild('KillEvent')
local L_115_ = L_20_:WaitForChild('AimEvent')
local L_116_ = L_20_:WaitForChild('ExploEvent')
local L_117_ = L_20_:WaitForChild('AttachEvent')
local L_118_ = L_20_:WaitForChild('ServerFXEvent')
local L_119_ = L_20_:WaitForChild('ChangeIDEvent')
|
-------------------------------------------------------------------------------- |
while true do
while Humanoid.Health < Humanoid.MaxHealth do
local dt = wait(REGEN_STEP)
local dh = dt*REGEN_RATE*Humanoid.MaxHealth
Humanoid.Health = math.min(Humanoid.Health + dh, Humanoid.MaxHealth)
end
Humanoid.HealthChanged:Wait()
end
|
-- Define the function to open or close the window with gene-alike effect |
local function toggleWindow(button)
local windowName = button.Name
-- Find the corresponding frame in the AppManager using the window name
local window = gui:FindFirstChild(windowName)
if window then
if window.Visible == false then
-- Close other windows
for _, child in ipairs(gui:GetChildren()) do
if child:IsA("Frame") and child.Visible then
end
end
local startPos = UDim2.new(0.0, 0, 0.978, 0)
window.Position = startPos
-- Set the initial size of the window to be zero
window.Size = UDim2.new(1, 0, 0.022, 0)
-- Show the window and tween its position and size from the button position and size to its original position and size
window.Visible = true
window:TweenSizeAndPosition(
UDim2.new(1, 0, 0.806, 0),
UDim2.new(0, 0, 0.194, 0),
'Out',
'Quad',
0.2
)
end
end
end
|
--[[**
<description>
Takes a function to be called after :Save().
</description>
<parameter name = "callback">
The callback function.
</parameter>
**--]] |
function DataStore:AfterSave(callback)
table.insert(self.afterSave, callback)
end
|
-- RbxApi Stuff |
local maxChunkSize = 100 * 1000
local ApiJson
if script:FindFirstChild("RawApiJson") then
ApiJson = script.RawApiJson
else
ApiJson = ""
end
local jsonToParse = require(ApiJson)
function getRbxApi() |
--tone hz |
elseif sv.Value==5 then
while s.Pitch<1 do
s.Pitch=s.Pitch+0.010
s:Play()
if s.Pitch>1 then
s.Pitch=1
end
wait(-9)
end
while true do
for x = 1, 500 do
s:play()
wait(-9)
end
wait()
end
|
--//Suspension//-- |
RideHeightFront = 1.4 --{This value will increase the ride height for front}
RideHeightRear = 1.4--{This value will increase the ride height for rear}
StiffnessFront = 3 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY}
StiffnessRear = 4 --[0-10]{This value will increase the stiffness for rear} (S/A)
AntiRollFront = 2 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY}
AntiRollRear = 3 --[0-10]{This value will reduce roll on the rear} (S/A)
CamberFront = -0.2 --[0-10]{Camber to the front in degrees}
CamberRear = -1.3 --[0-10]{Camber to the rear in degrees}
|
--- Swaps keys with values, overwriting additional values if duplicated
-- @tparam table orig original table
-- @treturn table |
function Table.swapKeyValue(orig)
local tab = {}
for key, val in pairs(orig) do
tab[val] = key
end
return tab
end
|
--[[
Written by Eti the Spirit (18406183)
The latest patch notes can be located here (and do note, the version at the top of this script might be outdated. I have a thing for forgetting to change it):
> https://etithespirit.github.io/FastCastAPIDocs/changelog
*** If anything is broken, please don't hesitate to message me! ***
YOU CAN FIND IMPORTANT USAGE INFORMATION HERE: https://etithespirit.github.io/FastCastAPIDocs
YOU CAN FIND IMPORTANT USAGE INFORMATION HERE: https://etithespirit.github.io/FastCastAPIDocs
YOU CAN FIND IMPORTANT USAGE INFORMATION HERE: https://etithespirit.github.io/FastCastAPIDocs
YOU SHOULD ONLY CREATE ONE CASTER PER GUN.
YOU SHOULD >>>NEVER<<< CREATE A NEW CASTER EVERY TIME THE GUN NEEDS TO BE FIRED.
A caster (created with FastCast.new()) represents a "gun".
When you consider a gun, you think of stats like accuracy, bullet speed, etc. This is the info a caster stores.
--
This is a library used to create hitscan-based guns that simulate projectile physics.
This means:
- You don't have to worry about bullet lag / jittering
- You don't have to worry about keeping bullets at a low speed due to physics being finnicky between clients
- You don't have to worry about misfires in bullet's Touched event (e.g. where it may going so fast that it doesn't register)
Hitscan-based guns are commonly seen in the form of laser beams, among other things. Hitscan simply raycasts out to a target
and says whether it hit or not.
Unfortunately, while reliable in terms of saying if something got hit or not, this method alone cannot be used if you wish
to implement bullet travel time into a weapon. As a result of that, I made this library - an excellent remedy to this dilemma.
FastCast is intended to be require()'d once in a script, as you can create as many casters as you need with FastCast.new()
This is generally handy since you can store settings and information in these casters, and even send them out to other scripts via events
for use.
Remember -- A "Caster" represents an entire gun (or whatever is launching your projectiles), *NOT* the individual bullets.
Make the caster once, then use the caster to fire your bullets. Do not make a caster for each bullet.
--]] | |
--[[
These keys invert the condition expressed by the Expectation.
]] |
local NEGATION_KEYS = {
never = true,
}
|
--[=[
Gets or creates the global localization table. If the game isn't running (i.e. test mode), then
we'll just not parent it.
@return string -- The locale
]=] |
function JsonToLocalizationTable.getOrCreateLocalizationTable()
local localizationTable = LocalizationService:FindFirstChild(LOCALIZATION_TABLE_NAME)
if not localizationTable then
localizationTable = Instance.new("LocalizationTable")
localizationTable.Name = LOCALIZATION_TABLE_NAME
if RunService:IsRunning() then
localizationTable.Parent = LocalizationService
end
end
return localizationTable
end
|
--------END RIGHT DOOR -------- |
end
wait(0.15)
if game.Workspace.DoorFlashing.Value == true then |
-- Should messages to channels other than general be echoed into the general channel.
-- Setting this to false should be used with ShowChannelsBar |
module.EchoMessagesInGeneralChannel = true
module.ChannelsBarFullTabSize = 4 -- number of tabs in bar before it starts to scroll
module.MaxChannelNameLength = 12 |
--[[
Render the child component so that ExternalEventConnections can be nested like so:
Roact.createElement(ExternalEventConnection, {
event = UserInputService.InputBegan,
callback = inputBeganCallback,
}, {
Roact.createElement(ExternalEventConnection, {
event = UserInputService.InputEnded,
callback = inputChangedCallback,
})
})
]] |
function ExternalEventConnection:render()
return Roact.oneChild(self.props[Roact.Children])
end
function ExternalEventConnection:didMount()
local event = self.props.event
local callback = self.props.callback
self.connection = event:Connect(callback)
end
function ExternalEventConnection:didUpdate(oldProps)
if self.props.event ~= oldProps.event or self.props.callback ~= oldProps.callback then
self.connection:Disconnect()
self.connection = self.props.event:Connect(self.props.callback)
end
end
function ExternalEventConnection:willUnmount()
self.connection:Disconnect()
self.connection = nil
end
return ExternalEventConnection
|
---[[ Font Settings ]] |
module.DefaultFont = Enum.Font.SourceSansBold
module.ChatBarFont = Enum.Font.SourceSansBold
|
--------END BACKLIGHTS-------- |
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
--[[Steering]] |
Tune.SteerInner = 45 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 41 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS)
Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent)
Tune.MSteerExp = 1 -- Mouse steering exponential degree
--Steer Gyro Tuning
Tune.SteerD = 1000 -- Steering Dampening
Tune.SteerMaxTorque = 50000 -- Steering Force
Tune.SteerP = 100000 -- Steering Aggressiveness
|
--[=[
@param fn (...: any) -> any
@return Connection
Connects a function to the remote signal. The function will be
called anytime the equivalent server-side RemoteSignal is
fired at this specific client that created this client signal.
]=] |
function ClientRemoteSignal:Connect(fn)
if self._directConnect then
return self._re.OnClientEvent:Connect(fn)
else
return self._signal:Connect(fn)
end
end
|
-- print("Loading anims " .. name) |
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject == nil) then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
-- print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
idx = idx + 1
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight |
--Miscellaneous Settings |
FADE_TIME,FADE_TWNSTYLE,FADE_TWNDIRECTION = nil
IND_TICK_TIME = nil
L_BEAM_COLOR,L_BEAM_RANGE,L_BEAM_BRIGHTNESS = nil
H_BEAM_COLOR,H_BEAM_RANGE,H_BEAM_BRIGHTNESS = nil
T_LIGHT_RANGE,T_LIGHT_BRIGHTNESS = nil
B_LIGHT_RANGE,B_LIGHT_BRIGHTNESS,B_LIGHT_FADE_TIME = nil |
-- Modules |
Ragdoll = require(script.Parent.Ragdoll)
|
--[[
Add a new describe node with the given method as a callback. Generates or
reuses all the describe nodes along the path.
]] |
function TestPlan:addRoot(path, method)
local curNode = self
for i = #path, 1, -1 do
local nextNode = nil
for _, child in ipairs(curNode.children) do
if child.phrase == path[i] then
nextNode = child
break
end
end
if nextNode == nil then
nextNode = curNode:addChild(path[i], TestEnum.NodeType.Describe)
end
curNode = nextNode
end
curNode.callback = method
curNode:expand()
end
|
-- print(animName .. " * " .. idx .. " [" .. origRoll .. "]") |
local anim = animTable[animName][idx].anim
-- load it to the humanoid; get AnimationTrack
toolOldAnimTrack = toolAnimTrack
toolAnimTrack = humanoid:LoadAnimation(anim)
-- play the animation
toolAnimTrack:Play(transitionTime)
toolAnimName = animName
currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
end
end
function stopToolAnimations()
local oldAnim = toolAnimName
if (currentToolAnimKeyframeHandler ~= nil) then
currentToolAnimKeyframeHandler:disconnect()
end
toolAnimName = ""
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
toolAnimTrack = nil
end
return oldAnim
end
|
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 600 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
-- This function selects the lowest number gamepad from the currently-connected gamepad
-- and sets it as the active gamepad |
function Gamepad:GetHighestPriorityGamepad()
local connectedGamepads = UserInputService:GetConnectedGamepads()
local bestGamepad = NONE -- Note that this value is higher than all valid gamepad values
for _, gamepad in pairs(connectedGamepads) do
if gamepad.Value < bestGamepad.Value then
bestGamepad = gamepad
end
end
return bestGamepad
end
function Gamepad:BindContextActions()
if self.activeGamepad == NONE then
-- There must be an active gamepad to set up bindings
return false
end
local handleJumpAction = function(actionName, inputState, inputObject)
self.isJumping = (inputState == Enum.UserInputState.Begin)
return Enum.ContextActionResult.Sink
end
local handleThumbstickInput = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Cancel then
self.moveVector = ZERO_VECTOR3
return Enum.ContextActionResult.Sink
end
if self.activeGamepad ~= inputObject.UserInputType then
return Enum.ContextActionResult.Pass
end
if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
if inputObject.Position.magnitude > thumbstickDeadzone then
self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
else
self.moveVector = ZERO_VECTOR3
end
return Enum.ContextActionResult.Sink
end
ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false,
self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA)
ContextActionService:BindActionAtPriority("moveThumbstick", handleThumbstickInput, false,
self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1)
return true
end
function Gamepad:UnbindContextActions()
if self.activeGamepad ~= NONE then
ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
end
ContextActionService:UnbindAction("moveThumbstick")
ContextActionService:UnbindAction("jumpAction")
end
function Gamepad:OnNewGamepadConnected()
-- A new gamepad has been connected.
local bestGamepad: Enum.UserInputType = self:GetHighestPriorityGamepad()
if bestGamepad == self.activeGamepad then
-- A new gamepad was connected, but our active gamepad is not changing
return
end
if bestGamepad == NONE then
-- There should be an active gamepad when GamepadConnected fires, so this should not
-- normally be hit. If there is no active gamepad, unbind actions but leave
-- the module enabled and continue to listen for a new gamepad connection.
warn("Gamepad:OnNewGamepadConnected found no connected gamepads")
self:UnbindContextActions()
return
end
if self.activeGamepad ~= NONE then
-- Switching from one active gamepad to another
self:UnbindContextActions()
end
self.activeGamepad = bestGamepad
self:BindContextActions()
end
function Gamepad:OnCurrentGamepadDisconnected()
if self.activeGamepad ~= NONE then
ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
end
local bestGamepad = self:GetHighestPriorityGamepad()
if self.activeGamepad ~= NONE and bestGamepad == self.activeGamepad then
warn("Gamepad:OnCurrentGamepadDisconnected found the supposedly disconnected gamepad in connectedGamepads.")
self:UnbindContextActions()
self.activeGamepad = NONE
return
end
if bestGamepad == NONE then
-- No active gamepad, unbinding actions but leaving gamepad connection listener active
self:UnbindContextActions()
self.activeGamepad = NONE
else
-- Set new gamepad as active and bind to tool activation
self.activeGamepad = bestGamepad
ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
end
end
function Gamepad:ConnectGamepadConnectionListeners()
self.gamepadConnectedConn = UserInputService.GamepadConnected:Connect(function(gamepadEnum)
self:OnNewGamepadConnected()
end)
self.gamepadDisconnectedConn = UserInputService.GamepadDisconnected:Connect(function(gamepadEnum)
if self.activeGamepad == gamepadEnum then
self:OnCurrentGamepadDisconnected()
end
end)
end
function Gamepad:DisconnectGamepadConnectionListeners()
if self.gamepadConnectedConn then
self.gamepadConnectedConn:Disconnect()
self.gamepadConnectedConn = nil
end
if self.gamepadDisconnectedConn then
self.gamepadDisconnectedConn:Disconnect()
self.gamepadDisconnectedConn = nil
end
end
return Gamepad
|
-- Services |
local players = game:GetService("Players")
|
--[=[
@within TableUtil
@function Truncate
@param tbl table
@param length number
@return table
Returns a new table truncated to the length of `length`. Any length
equal or greater than the current length will simply return a
shallow copy of the table.
```lua
local t = {10, 20, 30, 40, 50, 60, 70, 80}
local tTruncated = TableUtil.Truncate(t, 3)
print(tTruncated) --> {10, 20, 30}
```
]=] |
local function Truncate(tbl: Table, len: number): Table
local n = #tbl
len = math.clamp(len, 1, n)
if len == n then
return table.clone(tbl)
end
return table.move(tbl, 1, len, 1, table.create(len))
end
|
---Burst Settings--- |
elseif Settings.Mode == "Burst" and Settings.FireModes.Auto == true then
Gui.FText.Text = "Auto"
Settings.Mode = "Auto"
elseif Settings.Mode == "Burst" and Settings.FireModes.Explosive == true and Settings.FireModes.Auto == false then
Gui.FText.Text = "Explosive"
Settings.Mode = "Explosive"
elseif Settings.Mode == "Burst" and Settings.FireModes.Semi == true and Settings.FireModes.Auto == false and Settings.FireModes.Explosive == false then
Gui.FText.Text = "Semi"
Settings.Mode = "Semi" |
-------- |
function Handler:add(hitboxObject)
assert(typeof(hitboxObject) ~= "Instance", "Make sure you are initializing from the Raycast module, not from this handler.")
table.insert(ActiveHitboxes, hitboxObject)
end
function Handler:remove(object)
for i in ipairs(ActiveHitboxes) do
if ActiveHitboxes[i].object == object then
ActiveHitboxes[i]:Destroy()
setmetatable(ActiveHitboxes[i], nil)
table.remove(ActiveHitboxes, i)
end
end
end
function Handler:check(object)
for _, hitbox in ipairs(ActiveHitboxes) do
if hitbox.object == object then
return hitbox
end
end
end
function OnTagRemoved(object)
Handler:remove(object)
end
CollectionService:GetInstanceRemovedSignal("RaycastModuleManaged"):Connect(OnTagRemoved)
|
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!! |
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.Floral -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage
hitPart.Touched:Connect(function(hit)
if debounce == true then
if hit.Parent:FindFirstChild("Humanoid") then
local plr = game.Players:FindFirstChild(hit.Parent.Name)
if plr then
debounce = false
hitPart.BrickColor = BrickColor.new("Bright red")
tool:Clone().Parent = plr.Backpack
wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
debounce = true
hitPart.BrickColor = BrickColor.new("Bright green")
end
end
end
end)
|
--[[
Creates a new copy of the list with the given elements appended to it.
]] |
function Immutable.Append(list, ...)
local new = {}
local len = #list
for key = 1, len do
new[key] = list[key]
end
for i = 1, select("#", ...) do
new[len + i] = select(i, ...)
end
return new
end
|
----------------------------------------------------------------------------------------------- |
local player=game.Players.LocalPlayer
local mouse=player:GetMouse()
local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local gauges = script.Parent
local values = script.Parent.Parent.Values
local isOn = script.Parent.Parent.IsOn
gauges:WaitForChild("Speedo")
gauges:WaitForChild("Tach")
gauges:WaitForChild("Boost")
gauges:WaitForChild("ln")
gauges:WaitForChild("bln")
gauges:WaitForChild("Gear")
gauges:WaitForChild("Speed")
car.DriveSeat.HeadsUpDisplay = false
local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline
if not _Tune.Engine and _Tune.Electric then _lRPM = _Tune.ElecRedline _pRPM = _Tune.ElecTransition2 end
local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)
|
-- (Hat Giver Script - Loaded.) |
debounce = true
function onTouched(hit)
if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "2006 Visor"
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(1, 1, 1)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentPos = Vector3.new(0, 0.09, 0.18)
wait(5)
debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
-- Handle joining general channel first. |
for i, channelData in pairs(initData.Channels) do
if channelData[1] == ChatSettings.GeneralChannelName then
HandleChannelJoined(channelData[1], channelData[2], channelData[3], channelData[4], true, false)
end
end
for i, channelData in pairs(initData.Channels) do
if channelData[1] ~= ChatSettings.GeneralChannelName then
HandleChannelJoined(channelData[1], channelData[2], channelData[3], channelData[4], true, false)
end
end
return moduleApiTable
|
--[[ CONSTRUCTOR ]] | --
function Path.new(agent, agentParameters, override)
if not (agent and agent:IsA("Model") and agent.PrimaryPart) then
output(error, "Pathfinding agent must be a valid Model Instance with a set PrimaryPart.")
end
local self = setmetatable({
_settings = override or DEFAULT_SETTINGS;
_events = {
Reached = Instance.new("BindableEvent");
WaypointReached = Instance.new("BindableEvent");
Blocked = Instance.new("BindableEvent");
Error = Instance.new("BindableEvent");
Stopped = Instance.new("BindableEvent");
};
_agent = agent;
_humanoid = agent:FindFirstChildOfClass("Humanoid");
_path = PathfindingService:CreatePath(agentParameters);
_status = "Idle";
_t = 0;
_position = {
_last = Vector3.new();
_count = 0;
};
}, Path)
--Configure settings
for setting, value in pairs(DEFAULT_SETTINGS) do
self._settings[setting] = self._settings[setting] == nil and value or self._settings[setting]
end
--Path blocked connection
self._path.Blocked:Connect(function(...)
if (self._currentWaypoint <= ... and self._currentWaypoint + 1 >= ...) and self._humanoid then
setJumpState(self)
self._events.Blocked:Fire(self._agent, self._waypoints[...])
end
end)
return self
end
|
-- Connect to all Players so we can ignore their Characters |
PlayersService.ChildRemoved:connect(OnPlayersChildRemoved)
PlayersService.ChildAdded:connect(OnPlayersChildAdded)
for _, player in pairs(PlayersService:GetPlayers()) do
OnPlayersChildAdded(player)
end
return PopperCam
|
--[=[
Observes for the key
@param key TKey
@return Observable<TEmit>
]=] |
function ObservableSubscriptionTable:Observe(key)
assert(key ~= nil, "Bad key")
return Observable.new(function(sub)
if not self._subMap[key] then
self._subMap[key] = { sub }
else
table.insert(self._subMap[key], sub)
end
return function()
if not self._subMap[key] then
return
end
local current = self._subMap[key]
local index = table.find(current, sub)
if not index then
return
end
table.remove(current, index)
if #current == 0 then
self._subMap[key] = nil
end
-- Complete the subscription
if sub:IsPending() then
task.spawn(function()
sub:Complete()
end)
end
end
end)
end
|
-- This script works with any part, feel free to move it into a different part if needed. |
local parentPart = script.Parent
parentPart.Touched:Connect(function(hit)
local human = hit.Parent:FindFirstChild("Humanoid")
if human then
human:TakeDamage(human.MaxHealth)
end
end)
|
--script.Parent.Parent.Parent.Parent.Values.Win.Changed:Connect(function()
--if script.Parent.Parent.Parent.Parent.Values.Win.Value == true then
--PLR_CLICKED.leaderstats.Wins.Value = PLR_CLICKED.leaderstats.Wins.Value + 1
--script.Disabled = true
--end
--end) |
end)
|
-- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed |
local Keyboard = require(script:WaitForChild("Keyboard"))
local Gamepad = require(script:WaitForChild("Gamepad"))
local DynamicThumbstick = require(script:WaitForChild("DynamicThumbstick"))
local FFlagUserTheMovementModeInquisition do
local success, value = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserTheMovementModeInquisition")
end)
FFlagUserTheMovementModeInquisition = success and value
end
local FFlagUserMakeThumbstickDynamic do
local success, value = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserMakeThumbstickDynamic")
end)
FFlagUserMakeThumbstickDynamic = success and value
end
local TouchDPad = FFlagUserTheMovementModeInquisition and DynamicThumbstick or require(script:WaitForChild("TouchDPad"))
local TouchThumbpad = FFlagUserTheMovementModeInquisition and DynamicThumbstick or require(script:WaitForChild("TouchThumbpad"))
local TouchThumbstick = FFlagUserMakeThumbstickDynamic and DynamicThumbstick or require(script:WaitForChild("TouchThumbstick"))
|
-- Create a FormatByKey() function that uses a fallback translator if the first fails to load or return successfully |
function TranslationHelper.translateByKey(key, arguments)
local translation = ""
local foundTranslation = false
-- First tries to translate for the player's language (if a translator was found)
if foundPlayerTranslator then
foundTranslation = pcall(function()
translation = playerTranslator:FormatByKey(key, arguments)
end)
end
if foundFallbackTranslator and not foundTranslation then
foundTranslation = pcall(function()
translation = fallbackTranslator:FormatByKey(key, arguments)
end)
end
if foundTranslation then
return translation
else
return false
end
end
return TranslationHelper
|
--// Remote |
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local _G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, time, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay =
_G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, time, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay
local script = script
local service = Vargs.Service
local client = Vargs.Client
local Anti, Core, Functions, Process, Remote, UI, Variables
local function Init()
UI = client.UI;
Anti = client.Anti;
Core = client.Core;
Variables = client.Variables
Functions = client.Functions;
Process = client.Process;
Remote = client.Remote;
Remote.Init = nil;
end
local function RunAfterLoaded()
--// Report client finished loading
log("~! Fire client loaded")
client.Remote.Send("ClientLoaded")
--// Ping loop
log("~! Start ClientCheck loop");
delay(5, function() service.StartLoop("ClientCheck", 30, Remote.CheckClient, true) end)
--// Get settings
log("Get settings");
local settings = client.Remote.Get("Setting",{"G_API","Allowed_API_Calls","HelpButtonImage"})
if settings then
client.G_API = settings.G_API
--client.G_Access = settings.G_Access
--client.G_Access_Key = settings.G_Access_Key
--client.G_Access_Perms = settings.G_Access_Perms
client.Allowed_API_Calls = settings.Allowed_API_Calls
client.HelpButtonImage = settings.HelpButtonImage
else
log("~! GET SETTINGS FAILED?")
warn("FAILED TO GET SETTINGS FROM SERVER");
end
Remote.RunAfterLoaded = nil;
end
local function RunLast()
--[[client = service.ReadOnly(client, {
[client.Variables] = true;
[client.Handlers] = true;
G_API = true;
G_Access = true;
G_Access_Key = true;
G_Access_Perms = true;
Allowed_API_Calls = true;
HelpButtonImage = true;
Finish_Loading = true;
RemoteEvent = true;
ScriptCache = true;
Returns = true;
PendingReturns = true;
EncodeCache = true;
DecodeCache = true;
Received = true;
Sent = true;
Service = true;
Holder = true;
GUIs = true;
LastUpdate = true;
RateLimits = true;
Init = true;
RunLast = true;
RunAfterInit = true;
RunAfterLoaded = true;
RunAfterPlugins = true;
}, true)--]]
Remote.RunLast = nil;
end
getfenv().client = nil
getfenv().service = nil
getfenv().script = nil
client.Remote = {
Init = Init;
RunLast = RunLast;
RunAfterLoaded = RunAfterLoaded;
Returns = {};
PendingReturns = {};
EncodeCache = {};
DecodeCache = {};
Received = 0;
Sent = 0;
CheckClient = function()
if os.time() - Core.LastUpdate >= 10 then
Remote.Send("ClientCheck", {
Sent = Remote.Sent or 0;
Received = Remote.Received;
}, client.DepsName)
end
end;
Returnables = {
Test = function(args)
return "HELLO FROM THE CLIENT SIDE :)! ", unpack(args)
end;
Ping = function(args)
return Remote.Ping()
end;
ClientHooked = function(args)
return Core.Special
end;
TaskManager = function(args)
local action = args[1]
if action == "GetTasks" then
local tab = {}
for i,v in next,service.GetTasks() do
local new = {}
new.Status = v.Status
new.Name = v.Name
new.Index = v.Index
new.Created = v.Created
new.CurrentTime = os.time()
new.Function = tostring(v.Function)
table.insert(tab,new)
end
return tab
end
end;
LoadCode = function(args)
local code = args[1]
local func = Core.LoadCode(code, GetEnv())
if func then
return func()
end
end;
Function = function(args)
local func = client.Functions[args[1]]
if func and type(func) == "function" then
return func(unpack(args, 2))
end
end;
Handler = function(args)
local handler = client.Handlers[args[1]]
if handler and type(handler) == "function" then
return handler(unpack(args, 2))
end
end;
UIKeepAlive = function(args)
if Variables.UIKeepAlive then
for ind,g in next,client.GUIs do
if g.KeepAlive then
if g.Class == "ScreenGui" or g.Class == "GuiMain" then
g.Object.Parent = service.Player.PlayerGui
elseif g.Class == "TextLabel" then
g.Object.Parent = UI.GetHolder()
end
g.KeepAlive = false
end
end
end
return true;
end;
UI = function(args)
local guiName = args[1]
local themeData = args[2]
local guiData = args[3]
Variables.LastServerTheme = themeData or Variables.LastServerTheme;
return UI.Make(guiName, guiData, themeData)
end;
InstanceList = function(args)
local objects = service.GetAdonisObjects()
local temp = {}
for i,v in pairs(objects) do
table.insert(temp, {
Text = v:GetFullName();
Desc = v.ClassName;
})
end
return temp
end;
ClientLog = function(args)
local temp={}
local function toTab(str, desc, color)
for i,v in next,service.ExtractLines(str) do
table.insert(temp, {Text = v; Desc = desc..v; Color = color;})
end
end
for i,v in next,service.LogService:GetLogHistory() do
local mType = v.messageType
toTab(v.message, (mType == Enum.MessageType.MessageWarning and "Warning" or mType == Enum.MessageType.MessageInfo and "Info" or mType == Enum.MessageType.MessageError and "Error" or "Output").." - ", mType == Enum.MessageType.MessageWarning and Color3.new(0.866667, 0.733333, 0.0509804) or mType == Enum.MessageType.MessageInfo and Color3.new(0.054902, 0.305882, 1) or mType == Enum.MessageType.MessageError and Color3.new(1, 0.196078, 0.054902))
end
return temp
end;
LocallyFormattedTime = function(args)
if type(args[1]) == "table" then
local results = {}
for i, t in ipairs(args[1]) do
results[i] = service.FormatTime(t, select(2, unpack(args)))
end
return results
end
return service.FormatTime(unpack(args))
end;
};
UnEncrypted = {};
Commands = {
GetReturn = function(args)
print("THE SERVER IS ASKING US FOR A RETURN");
local com = args[1]
local key = args[2]
local parms = {unpack(args, 3)}
local retfunc = Remote.Returnables[com]
local retable = (retfunc and {pcall(retfunc,parms)}) or {}
if retable[1] ~= true then
logError(retable[2])
Remote.Send("GiveReturn", key, "__ADONIS_RETURN_ERROR", retable[2])
else
print("SENT RETURN");
Remote.Send("GiveReturn", key, unpack(retable,2))
end
end;
GiveReturn = function(args)
print("SERVER GAVE US A RETURN")
if Remote.PendingReturns[args[1]] then
print("VALID PENDING RETURN")
Remote.PendingReturns[args[1]] = nil
service.Events[args[1]]:Fire(unpack(args, 2))
end
end;
SessionData = function(args)
local sessionKey = args[1];
if sessionKey then
service.Events.SessionData:Fire(sessionKey, table.unpack(args, 2))
end
end;
SetVariables = function(args)
local vars = args[1]
for var, val in pairs(vars) do
Variables[var] = val
end
end;
Print = function(args)
print(unpack(args))
end;
FireEvent = function(args)
service.FireEvent(unpack(args))
end;
Test = function(args)
print("OK WE GOT COMMUNICATION! ORGL: "..tostring(args[1]))
end;
TestError = function(args)
error("THIS IS A TEST ERROR")
end;
TestEvent = function(args)
Remote.PlayerEvent(args[1],unpack(args,2))
end;
LoadCode = function(args)
local code = args[1]
local func = Core.LoadCode(code, GetEnv())
if func then
return func()
end
end;
LaunchAnti = function(args)
Anti.Launch(args[1],args[2])
end;
UI = function(args)
local guiName = args[1]
local themeData = args[2]
local guiData = args[3]
Variables.LastServerTheme = themeData or Variables.LastServerTheme;
UI.Make(guiName,guiData,themeData)
end;
RemoveUI = function(args)
UI.Remove(args[1],args[2])
end;
RefreshUI = function(args)
local guiName = args[1]
local ignore = args[2]
UI.Remove(guiName,ignore)
local themeData = args[3]
local guiData = args[4]
Variables.LastServerTheme = themeData or Variables.LastServerTheme;
UI.Make(guiName,guiData,themeData)
end;
StartLoop = function(args)
local name = args[1]
local delay = args[2]
local code = args[3]
local func = Core.LoadCode(code, GetEnv())
if name and delay and code and func then
service.StartLoop(name,delay,func)
end
end;
StopLoop = function(args)
service.StopLoop(args[1])
end;
Function = function(args)
local func = client.Functions[args[1]]
if func and type(func) == "function" then
Pcall(func,unpack(args,2))
end
end;
Handler = function(args)
local handler = client.Handlers[args[1]]
if handler and type(handler) == "function" then
Pcall(handler, unpack(args, 2))
end
end;
};
Fire = function(...)
local limits = Process.RateLimits
local limit = (limits and limits.Remote) or 0.01;
local RemoteEvent = Core.RemoteEvent;
local extra = {...};
if RemoteEvent and RemoteEvent.Object then
service.Queue("REMOTE_SEND", function()
Remote.Sent = Remote.Sent+1;
RemoteEvent.Object:FireServer({Mode = "Fire", Module = client.Module, Loader = client.Loader, Sent = Remote.Sent, Received = Remote.Received}, unpack(extra));
wait(limit);
end)
end
end;
Send = function(com,...)
Core.LastUpdate = os.time()
Remote.Fire(Remote.Encrypt(com,Core.Key),...)
end;
GetFire = function(...)
local RemoteEvent = Core.RemoteEvent;
local limits = Process.RateLimits;
local limit = (limits and limits.Remote) or 0.02;
local extra = {...};
local returns;
if RemoteEvent and RemoteEvent.Function then
local Yield = service.Yield();
service.Queue("REMOTE_SEND", function()
Remote.Sent = Remote.Sent+1;
delay(0, function() -- Wait for return in new thread; We don't want to hold the entire fire queue up while waiting for one thing to return since we just want to limit fire speed;
returns = {
RemoteEvent.Function:InvokeServer({
Mode = "Get",
Module = client.Module,
Loader = client.Loader,
Sent = Remote.Sent,
Received = Remote.Received
}, unpack(extra))
}
Yield:Release(returns);
end)
wait(limit)
end)
if not returns then
Yield:Wait();
end
Yield:Destroy();
if returns then
return unpack(returns)
end
end
end;
RawGet = function(...)
local extra = {...};
local RemoteEvent = Core.RemoteEvent;
if RemoteEvent and RemoteEvent.Function then
Remote.Sent = Remote.Sent+1;
return RemoteEvent.Function:InvokeServer({Mode = "Get", Module = client.Module, Loader = client.Loader, Sent = Remote.Sent, Received = Remote.Received}, unpack(extra));
end
end;
Get = function(com,...)
Core.LastUpdate = os.time()
local ret = Remote.GetFire(Remote.Encrypt(com,Core.Key),...)
if type(ret) == "table" then
return unpack(ret);
else
return ret;
end
end;
OldGet = function(com,...)
local returns
local key = Functions:GetRandom()
local waiter = service.New("BindableEvent");
local event = service.Events[key]:Connect(function(...) print("WE ARE GETTING A RETURN!") returns = {...} waiter:Fire() wait() waiter:Fire() waiter:Destroy() end)
Remote.PendingReturns[key] = true
Remote.Send("GetReturn",com,key,...)
print(string.format("GETTING RETURNS? %s", tostring(returns)))
--returns = returns or {event:Wait()}
waiter.Event:Wait();
print(string.format("WE GOT IT! %s", tostring(returns)))
event:Disconnect()
if returns then
if returns[1] == "__ADONIS_RETURN_ERROR" then
error(returns[2])
else
return unpack(returns)
end
else
return nil
end
end;
Ping = function()
local t = time()
local ping = Remote.Get("Ping")
if not ping then return false end
local t2 = time()
local mult = 10^3
local ms = ((math.floor((t2-t)*mult+0.5)/mult)*1000)
return ms
end;
PlayerEvent = function(event,...)
Remote.Send("PlayerEvent",event,...)
end;
Encrypt = function(str, key, cache)
cache = cache or Remote.EncodeCache or {}
if not key or not str then
return str
elseif cache[key] and cache[key][str] then
return cache[key][str]
else
local byte = string.byte
local sub = string.sub
local char = string.char
local keyCache = cache[key] or {}
local endStr = {}
for i = 1, #str do
local keyPos = (i % #key) + 1
endStr[i] = char(((byte(sub(str, i, i)) + byte(sub(key, keyPos, keyPos)))%126) + 1)
end
endStr = table.concat(endStr)
cache[key] = keyCache
keyCache[str] = endStr
return endStr
end
end;
Decrypt = function(str, key, cache)
cache = cache or Remote.DecodeCache or {}
if not key or not str then
return str
elseif cache[key] and cache[key][str] then
return cache[key][str]
else
local keyCache = cache[key] or {}
local byte = string.byte
local sub = string.sub
local char = string.char
local endStr = {}
for i = 1, #str do
local keyPos = (i % #key)+1
endStr[i] = char(((byte(sub(str, i, i)) - byte(sub(key, keyPos, keyPos)))%126) - 1)
end
endStr = table.concat(endStr)
cache[key] = keyCache
keyCache[str] = endStr
return endStr
end
end;
}
end
|
-- Unequip logic here |
function OnUnequipped()
LeftButtonDown = false
Reloading = false
MyCharacter = nil
MyHumanoid = nil
MyTorso = nil
MyPlayer = nil
if OnFireConnection then
OnFireConnection:disconnect()
end
if OnReloadConnection then
OnReloadConnection:disconnect()
end
if FlashHolder then
FlashHolder = nil
end
if WeaponGui then
WeaponGui.Parent = nil
WeaponGui = nil
end
if EquipTrack then
EquipTrack:Stop()
end
if PumpTrack then
PumpTrack:Stop()
end
end
Tool.Equipped:connect(OnEquipped)
Tool.Unequipped:connect(OnUnequipped)
|
-- Import relevant references |
Selection = Core.Selection;
Support = Core.Support;
Security = Core.Security;
Support.ImportServices();
|