Prompt: --SKP_13.Brightness = 0

Response:
SKP_12.Saturation = 0

SKP_12.Contrast = 0

SKP_14.Size = 0

SKP_12.Saturation = 0

SKP_12.Contrast = 0

SKP_15.Variaveis.Dor.Value = 0

if SKP_19 == true then
	 Tween = SKP_10:Create(SKP_13,TweenInfo.new(game.Players.RespawnTime/1.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{Brightness = 0, Contrast = 0,TintColor = Color3.new(0,0,0)}):Play()
	end
end

local SKP_25 = script.Parent.Parent.Humanoid
local SKP_26 = game.ReplicatedStorage.ACS_Engine.Eventos.MedSys.Collapse
local SKP_rd = game.ReplicatedStorage.ACS_Engine.Eventos.MedSys.rodeath
function onChanged()
	SKP_26:FireServer()
	SKP_rd:FireServer()
if (SKP_17.Value <= 3500) or (SKP_18.Value >= 200)  or (SKP_16.Value == true) or (SKP_rodeath.Value == true)then
	SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false)
	SKP_25:UnequipTools()
elseif (SKP_17.Value > 3500) and (SKP_18.Value < 200) and (SKP_16.Value == false) and SKP_15.Stances.Rendido.Value == false then -- YAY A MEDIC ARRIVED! =D
		SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true)
elseif (SKP_rodeath.Value == false) then
		SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true)

end
end

onChanged()

SKP_17.Changed:Connect(onChanged)
SKP_18.Changed:Connect(onChanged)
SKP_16.Changed:Connect(onChanged)
SKP_rodeath.Changed:Connect(onChanged)

SKP_15.Stances.Rendido.Changed:Connect(function(Valor)
if Valor == true then
SKP_25:UnequipTools()
SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false)
else
SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true)
end
end)

local RS = game:GetService("RunService")
RS.RenderStepped:connect(function(Update)
	if Morto then

		SKP_2.Character:FindFirstChild("Right Arm").LocalTransparencyModifier = 0

		SKP_2.Character:FindFirstChild("Left Arm").LocalTransparencyModifier = 0

		SKP_2.Character:FindFirstChild("Right Leg").LocalTransparencyModifier = 0

		SKP_2.Character:FindFirstChild("Left Leg").LocalTransparencyModifier = 0

		SKP_2.Character:FindFirstChild("Torso").LocalTransparencyModifier = 0

		game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable
		game.Workspace.CurrentCamera.CFrame = SKP_15.Parent:WaitForChild('Head').CFrame
	end
end)

while true do
		SKP_10:Create(SKP_14,TweenInfo.new(3,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{Size = 0}):Play()
		wait(3)
		SKP_10:Create(SKP_14,TweenInfo.new(2,Enum.EasingStyle.Elastic,Enum.EasingDirection.InOut,0,false,0),{Size = (SKP_15.Variaveis.Dor.Value/SKP_15.Variaveis.Dor.MaxValue) * 25}):Play()
		wait(3)
	end


Prompt:
---------------------------
--[[
	--Main anchor point is the DriveSeat <car.DriveSeat>

	Usage:
		MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld"  **Applies to Motor welds only
		ModelWeld(Model,MainPart)
	Example:
		MakeWeld(car.DriveSeat,misc.PassengerSeat)
		MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2)
		ModelWeld(car.DriveSeat,misc.Door)
]]
--Weld stuff here

Response:
MakeWeld(car.Misc.Wheel.W,car.DriveSeat,"Motor").Name="W"
ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.W)

car.DriveSeat.ChildAdded:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)
	end
end)


Prompt: -- this code hijacked from the new rocket launcher

Response:
local Rocket = Instance.new("Part")
Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,4)
Rocket.BrickColor = BrickColor.new(24)
script.Parent.RocketScript:clone().Parent = Rocket
script.Parent.Explosion:clone().Parent = Rocket
script.Parent.Swoosh:clone().Parent = Rocket

function getPlayerTeamName(player)
	local teams = game.Teams:children()
	for i=1, #teams do
		if (teams[i].TeamColor == player.TeamColor) then return teams[i].Name end
	end
end

function getTeamColorFromName(name)
	local teams = game.Teams:children()
	for i=1, #teams do
		if (teams[i].Name == name) then return teams[i].TeamColor end
	end

	return BrickColor.new(24)
end

function fire(target)

	local dir = target - sphere.Position
	dir = computeDirection(dir)

	local missile = Rocket:clone()

	local spawnPos = sphere.Position

	local pos = spawnPos + (dir * 8)

	--missile.Position = pos
	missile.CFrame = CFrame.new(pos,  pos + dir)

	missile.RocketScript.Disabled = false
	missile.Parent = game.Workspace

end

function computeDirection(vec)
	local lenSquared = vec.magnitude * vec.magnitude
	local invSqrt = 1 / math.sqrt(lenSquared)
	return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function scanForHumans()
	-- KILL THE HUMANS!!!!!!!!!!

	-- find the closest human that is not on my team

	local players = game.Players:children()

	local best_distance = 10000
	local best_target = nil

	for n=1,#players do
		if (getPlayerTeamName(players[n]) ~= script.Parent.OwningTeam.Value) then
			if (players[n].Character ~= nil) then
				local dist = (players[n].Character.PrimaryPart.Position - sphere.Position).magnitude
				if (dist < best_distance) then
					best_distance = dist
					best_target = players[n].Character
				end
			end
		end
	end

	myTarget =  best_target

end

function moveKillbot()

	-- killbots move using a biased random walk toward the target
	-- they also like to float at least 10 studs above the ground

	local dx = math.random(-100,100)
	local dy = math.random(-40,40)
	local dz = math.random(-100,100)

	if (sphere.Position.y < 10 and dy < 0) then dy = -dy end
	if (sphere.Position.y > 80 and dy > 0) then dy = -dy end

	if (myTarget ~= nil) then
		local dir = computeDirection(myTarget.PrimaryPart.Position - sphere.Position)
		dx = dx + (dir.x * 80) -- change this number to alter player trophism
		dz = dz + (dir.z * 80)
	end

	local vec = computeDirection(Vector3.new(dx,dy,dz))

	sphere.BodyPosition.position = sphere.Position + (vec * 40) -- change this number to alter speed

end

function onTouched(hit)
	local humanoid = hit.Parent:findFirstChild("Humanoid")
	if humanoid~=nil then
		humanoid.Health = humanoid.Health - 2000 -- Killbots kill you when you touch them! duh.
	else
		-- sadly, there is no good way to give a killbot hit points, so one hit with any weapon kills them
		script.Parent.Parent = nil
	end
end

sphere.Touched:connect(onTouched)

if (script.Parent.OwningTeam.Value ~= nil) then sphere.BrickColor = getTeamColorFromName(script.Parent.OwningTeam.Value) end

while true do  -- loop forever
	scanForHumans()

	for n=1,5 do
		if (myTarget ~= nil) then
			if(math.random(1,3) == 2) then fire(myTarget.PrimaryPart.Position) end
			wait(math.random(1,2))
			moveKillbot()
			wait(math.random(1,2))
		end
	end
	wait(1) -- don't hog CPU
end


Prompt: -- Create a text label to display the timer

Response:
local timerLabel = Instance.new("TextLabel")
timerLabel.Text = "0"
timerLabel.Parent = game.Workspace


Prompt:
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about
-- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees

Response:
local MIN_Y = math.rad(-80)
local MAX_Y = math.rad(80)

local VR_ANGLE = math.rad(15)
local VR_LOW_INTENSITY_ROTATION = Vector2.new(math.rad(15), 0)
local VR_HIGH_INTENSITY_ROTATION = Vector2.new(math.rad(45), 0)
local VR_LOW_INTENSITY_REPEAT = 0.1
local VR_HIGH_INTENSITY_REPEAT = 0.4

local ZERO_VECTOR2 = Vector2.new(0,0)
local ZERO_VECTOR3 = Vector3.new(0,0,0)

local SEAT_OFFSET = Vector3.new(0,5,0)
local VR_SEAT_OFFSET = Vector3.new(0,4,0)
local HEAD_OFFSET = Vector3.new(0,1.5,0)
local R15_HEAD_OFFSET = Vector3.new(0, 1.5, 0)
local R15_HEAD_OFFSET_NO_SCALING = Vector3.new(0, 2, 0)
local HUMANOID_ROOT_PART_SIZE = Vector3.new(2, 2, 1)

local GAMEPAD_ZOOM_STEP = 10
local GAMEPAD_ZOOM_STEP_1 = 0
local GAMEPAD_ZOOM_STEP_2 = 10
local GAMEPAD_ZOOM_STEP_3 = 20

local ZOOM_SENSITIVITY_CURVATURE = 0.5
local FIRST_PERSON_DISTANCE_MIN = 0.5

local CameraUtils = require(script.Parent:WaitForChild("CameraUtils"))
local ZoomController = require(script.Parent:WaitForChild("ZoomController"))
local CameraToggleStateController = require(script.Parent:WaitForChild("CameraToggleStateController"))
local CameraInput = require(script.Parent:WaitForChild("CameraInput"))
local CameraUI = require(script.Parent:WaitForChild("CameraUI"))


Prompt: --// # key, Priority

Response:
mouse.KeyDown:connect(function(key)
	if key=="g" then
		if veh.Lightbar.middle.Priority.IsPlaying == true then
		veh.Lightbar.middle.Wail:Stop()
		veh.Lightbar.middle.Yelp:Stop()
		veh.Lightbar.middle.Priority:Stop()
		script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		veh.Lightbar.WAIL.Transparency = 1
		veh.Lightbar.YELP.Transparency = 1
		veh.Lightbar.PIER.Transparency = 1
		veh.Lightbar.STBY.Transparency = 0
		else
		veh.Lightbar.middle.Wail:Stop()
		veh.Lightbar.middle.Yelp:Stop()
		veh.Lightbar.middle.Priority:Play()
		script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		veh.Lightbar.WAIL.Transparency = 1
		veh.Lightbar.YELP.Transparency = 1
		veh.Lightbar.PIER.Transparency = 0
		veh.Lightbar.STBY.Transparency = 1
		end
	end
end)


Prompt: -- ANimation

Response:
local Sound = script:WaitForChild("Haoshoku Sound")

UIS.InputEnded:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.E and Debounce == 1 and Tool.Equip.Value == true then
		Debounce = 2
		Sound:Play()
		if Mochi == true then
			script.Transform:FireServer()
			script.Parent.DargonOn.Value = true
			for i = 1,20 do
				wait()
				plr.Character.Humanoid.CameraOffset = Vector3.new(
					math.random(-3,3),
					math.random(-3,3),
					math.random(-3,3)
				)
			end
			plr.Character.Humanoid.CameraOffset = Vector3.new(0,0,0)
			Mochi = false
		else
			script.UnTransform:FireServer()
			script.Parent.DargonOn.Value = false
			for i = 1,20 do
				wait()
				plr.Character.Humanoid.CameraOffset = Vector3.new(
					math.random(-3,3),
					math.random(-3,3),
					math.random(-3,3)
				)
			end
			plr.Character.Humanoid.CameraOffset = Vector3.new(0,0,0)
			Mochi = true
		end
wait(1)
Debounce = 1
	end
end)


Prompt:
-- ScreenSpace -> WorldSpace. Raw function taking a screen position and a depth and
-- converting it into a world position.

Response:
function ScreenSpace.ScreenToWorld(x, y, depth)
	local aspectRatio = ScreenSpace.AspectRatio()
	local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2)
	local wfactor = aspectRatio*hfactor
	--
	local xf, yf = x/ScreenSpace.ViewSizeX()*2 - 1, y/ScreenSpace.ViewSizeY()*2 - 1
	local xpos = xf * -wfactor * depth
	local ypos = yf *  hfactor * depth
	--
	return Vector3.new(xpos, ypos, depth)
end


Prompt: -- Management of which options appear on the Roblox User Settings screen

Response:
do
	local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts")

	PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default)
	PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow)
	PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic)

	PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default)
	PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow)
	PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic)
end

function CameraModule.new()
	local self = setmetatable({},CameraModule)

	-- Current active controller instances
	self.activeCameraController = nil
	self.activeOcclusionModule = nil
	self.activeTransparencyController = nil
	self.activeMouseLockController = nil

	self.currentComputerCameraMovementMode = nil

	-- Connections to events
	self.cameraSubjectChangedConn = nil
	self.cameraTypeChangedConn = nil

	-- Adds CharacterAdded and CharacterRemoving event handlers for all current players
	for _,player in pairs(Players:GetPlayers()) do
		self:OnPlayerAdded(player)
	end

	-- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future
	Players.PlayerAdded:Connect(function(player)
		self:OnPlayerAdded(player)
	end)

	self.activeTransparencyController = TransparencyController.new()
	self.activeTransparencyController:Enable(true)

		self.activeMouseLockController = MouseLockController.new()
		local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent()
		if toggleEvent then
			toggleEvent:Connect(function()
				self:OnMouseLockToggled()
			end)
		end

	self:ActivateCameraController(self:GetCameraControlChoice())
	self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode)
	self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller
	RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end)

	-- Connect listeners to camera-related properties
	for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do
		Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function()
			self:OnLocalPlayerCameraPropertyChanged(propertyName)
		end)
	end

	for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do
		UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function()
			self:OnUserGameSettingsPropertyChanged(propertyName)
		end)
	end
	game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
		self:OnCurrentCameraChanged()
	end)

	self.lastInputType = UserInputService:GetLastInputType()
	UserInputService.LastInputTypeChanged:Connect(function(newLastInputType)
		self.lastInputType = newLastInputType
	end)

	return self
end

function CameraModule:GetCameraMovementModeFromSettings()
	local cameraMode = Players.LocalPlayer.CameraMode

	-- Lock First Person trumps all other settings and forces ClassicCamera
	if cameraMode == Enum.CameraMode.LockFirstPerson then
		return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic)
	end

	local devMode, userMode
	if UserInputService.TouchEnabled then
		devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode)
		userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode)
	else
		devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode)
		userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode)
	end

	if devMode == Enum.DevComputerCameraMovementMode.UserChoice then
		-- Developer is allowing user choice, so user setting is respected
		return userMode
	end

	return devMode
end

function CameraModule:ActivateOcclusionModule( occlusionMode )
	local newModuleCreator = nil
	if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then
		newModuleCreator = Poppercam
	elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then
		newModuleCreator = Invisicam
	else
		warn("CameraScript ActivateOcclusionModule called with unsupported mode")
		return
	end

	-- First check to see if there is actually a change. If the module being requested is already
	-- the currently-active solution then just make sure it's enabled and exit early
	if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then
		if not self.activeOcclusionModule:GetEnabled() then
			self.activeOcclusionModule:Enable(true)
		end
		return
	end

	-- Save a reference to the current active module (may be nil) so that we can disable it if
	-- we are successful in activating its replacement
	local prevOcclusionModule = self.activeOcclusionModule

	-- If there is no active module, see if the one we need has already been instantiated
	self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator]

	-- If the module was not already instantiated and selected above, instantiate it
	if not self.activeOcclusionModule then
		self.activeOcclusionModule = newModuleCreator.new()
		if self.activeOcclusionModule then
			instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule
		end
	end

	-- If we were successful in either selecting or instantiating the module,
	-- enable it if it's not already the currently-active enabled module
	if self.activeOcclusionModule then
		local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode()
		-- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode
		if newModuleOcclusionMode ~= occlusionMode then
			warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode)
		end

		-- Deactivate current module if there is one
		if prevOcclusionModule then
			-- Sanity check that current module is not being replaced by itself (that should have been handled above)
			if prevOcclusionModule ~= self.activeOcclusionModule then
				prevOcclusionModule:Enable(false)
			else
				warn("CameraScript ActivateOcclusionModule failure to detect already running correct module")
			end
		end

		-- Occlusion modules need to be initialized with information about characters and cameraSubject
		-- Invisicam needs the LocalPlayer's character
		-- Poppercam needs all player characters and the camera subject
		if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then
			-- Optimization to only send Invisicam what we know it needs
			if Players.LocalPlayer.Character then
				self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer )
			end
		else
			-- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list
			for _, player in pairs(Players:GetPlayers()) do
				if player and player.Character then
					self.activeOcclusionModule:CharacterAdded(player.Character, player)
				end
			end
			self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject)
		end

		-- Activate new choice
		self.activeOcclusionModule:Enable(true)
	end
end


Prompt:
--[=[
	Checks if the given object is a Signal.

	@param obj any -- Object to check
	@return boolean -- `true` if the object is a Signal.
]=]

Response:
function Signal.Is(obj)
	return type(obj) == "table" and getmetatable(obj) == Signal
end


Prompt:
--bpos.position = char.Position +
--wait()
--end

Response:
end

function onButton1Up(mouse)
fly = false
end

function onSelected(mouse)
print("select")
if mouse == nil then
return
end
airborne = true
bpos.Parent = char
bpos.position = char.Position + Vector3.new(0,10,0)
gyro.Parent = char
char.Parent.Humanoid.Sit = true
mouse.Icon = "rbxasset://textures\\ArrowCursor.png"
mouse.Button1Down:connect(function() onButton1Down(mouse) end)
mouse.Button1Up:connect(function() onButton1Up(mouse) end)
mouse.Move:connect(function() onMove(mouse) end)

for i, v in ipairs(char:GetChildren()) do
if v.className == "Motor" then
v.MaxVelocity = 0
v.CurrentAngle = -1
if v.Name == "Left Hip" then
v.CurrentAngle = 1
end
end
end
end

function onDeselected(mouse)
print("deselect")
gyro.Parent = nil
fly = false
airborne = false
for i, v in ipairs(char:GetChildren()) do
if v.className == "Motor" then
v.MaxVelocity = 1
end
end
char.Parent.Humanoid.Sit = false
for i = 1, 30 do
if not airborne then
bpos.position = bpos.position - Vector3.new(0,0.3,0)
wait(0.1)
end
end
if not airborne then
bpos.Parent = nil
end
end

bin.Selected:connect(onSelected)
bin.Deselected:connect(onDeselected)


Prompt: --LIGHTS BUTTONS

Response:
for _,i in pairs(lights:GetChildren()) do
	if i:IsA("ImageButton") and i.Name ~= "header" then
		if string.match(i.Name,"%l+") == "td" then
			i.MouseButton1Click:connect(function()
				script.Parent.lighty.Value = tonumber(string.match(i.Name,"%d"))
				if script.Parent.lighty.Value == 0 then
					seat.Parent.SSC.Beep:Play()
				elseif script.Parent.lighty.Value == 1 then
					seat.Parent.SSC.Beep:Play()
				elseif script.Parent.lighty.Value == 2 then
					seat.Parent.SSC.Beep:Play()
				elseif script.Parent.lighty.Value == 3 then
					seat.Parent.SSC.Beep:Play()
				elseif script.Parent.lighty.Value == 4 then
					seat.Parent.SSC.Beep:Play()
				end
			end)
		elseif string.match(i.Name,"%l+") == "fl" then
			i.MouseButton1Click:connect(function()
				script.Parent.flasher.Value = tonumber(string.match(i.Name,"%d"))
				if script.Parent.flasher.Value == 0 then
					seat.Parent.SSC.Beep:Play()
				elseif script.Parent.flasher.Value == 1 then
					seat.Parent.SSC.Beep:Play()
				elseif script.Parent.flasher.Value == 2 then
					seat.Parent.SSC.Beep:Play()
				elseif script.Parent.flasher.Value == 3 then
					seat.Parent.SSC.Beep:Play()
				elseif script.Parent.flasher.Value == 4 then
					seat.Parent.SSC.Beep:Play()
				end
			end)
		end
	end
end


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

Response:
local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
local u2 = false;
return function(p1)
	local l__Loading__1 = u1.GUI.Loading;
	if p1 == "Trading Plaza" and not u1.Shared.IsTradingPlaza then
		p1 = "Spawn";
	elseif u1.Shared.IsTradingPlaza then
		p1 = "Trading Plaza";
	end;
	while u2 do
		u1.RenderStepped();
	end;
	u2 = true;
	local v2 = u1.GFX.CacheProperty(l__Loading__1.Circle, "Position");
	local v3 = v2 + UDim2.new(0, 0, 0.05, 0);
	local v4 = u1.GFX.CacheProperty(l__Loading__1.Info, "Position");
	local v5 = v4 + UDim2.new(0, 0, 0.05, 0);
	l__Loading__1.Circle.Position = v3;
	l__Loading__1.Circle.Transparency = 1;
	l__Loading__1.Info.Position = v5;
	l__Loading__1.Label.TextTransparency = 1;
	l__Loading__1.Location.TextTransparency = 1;
	l__Loading__1.Location.Text = u1.Directory.Worlds[p1].display_name;
	(function()
		u1.Functions.Tween(l__Loading__1.Circle, { 0.8, 1, 1 }, {
			Position = v2,
			ImageTransparency = 0
		});
		u1.Functions.Tween(l__Loading__1.Circle.Circle, { 0.8, 1, 1 }, {
			Position = v2,
			ImageTransparency = 0
		});
		u1.Functions.Tween(l__Loading__1.Info, { 0.8, 1, 1 }, {
			Position = v4
		});
		u1.Functions.Tween(l__Loading__1.Label, { 0.7, 1, 1 }, {
			TextTransparency = 0
		});
		u1.Functions.Tween(l__Loading__1.Label.UIStroke, { 0.9, 1, 1 }, {
			Transparency = 0
		});
		u1.Functions.Tween(l__Loading__1.Location, { 0.9, 1, 1 }, {
			TextTransparency = 0
		});
		u1.Functions.Tween(l__Loading__1.Location.UIStroke, { 0.9, 1, 1 }, {
			Transparency = 0
		});
		u1.Functions.Tween(l__Loading__1.Frame, { 0.9, 1, 1 }, {
			Transparency = 0
		});
		u1.Functions.Tween(l__Loading__1.Texture.ImageLabel, { 0.9, 1, 1 }, {
			ImageTransparency = 0
		});
		l__Loading__1.Gui.Enabled = true;
	end)();
	local function u3()
		u1.Functions.Tween(l__Loading__1.Circle, { 0.5, 1, 1 }, {
			Position = v3,
			ImageTransparency = 1
		});
		u1.Functions.Tween(l__Loading__1.Circle.Circle, { 0.5, 1, 1 }, {
			Position = v3,
			ImageTransparency = 1
		});
		u1.Functions.Tween(l__Loading__1.Info, { 0.5, 1, 1 }, {
			Position = v5
		});
		u1.Functions.Tween(l__Loading__1.Label, { 0.4, 1, 1 }, {
			TextTransparency = 1
		});
		u1.Functions.Tween(l__Loading__1.Label.UIStroke, { 0.9, 1, 1 }, {
			Transparency = 1
		});
		u1.Functions.Tween(l__Loading__1.Location, { 0.4, 1, 1 }, {
			TextTransparency = 1
		});
		u1.Functions.Tween(l__Loading__1.Location.UIStroke, { 0.9, 1, 1 }, {
			Transparency = 1
		});
		u1.Functions.Tween(l__Loading__1.Frame, { 0.9, 1, 1 }, {
			Transparency = 1
		});
		u1.Functions.Tween(l__Loading__1.Texture.ImageLabel, { 0.9, 1, 1 }, {
			ImageTransparency = 1
		});
		u1.Functions.Wait(1);
		l__Loading__1.Gui.Enabled = false;
	end;
	return function()
		u3();
		u2 = false;
	end;
end;


Prompt: --Char.Humanoid.BreakJointsOnDeath = false

Response:
if configuracao.EnableRagdoll == true and Char:FindFirstChild("Humanoid") then
	Char.Humanoid.Died:Connect(function()
		Ragdoll(Char)
	end)
end

local leghp = script.Parent.Parent:WaitForChild("Left Leg"):WaitForChild("HP")
local leghp2 = script.Parent.Parent:WaitForChild("Right Leg"):WaitForChild("HP")
local torsohp = script.Parent.Parent:WaitForChild("Torso"):WaitForChild("HP")
local headhp = script.Parent.Parent:WaitForChild("Head"):WaitForChild("HP")
local armhp = script.Parent.Parent:WaitForChild("Left Arm"):WaitForChild("HP")
local armhp2 = script.Parent.Parent:WaitForChild("Right Arm"):WaitForChild("HP")

local lleghp = script.Parent.Parent:WaitForChild("Left Leg"):WaitForChild("HP").MaxValue
local lleghp2 = script.Parent.Parent:WaitForChild("Right Leg"):WaitForChild("HP").MaxValue
local ltorsohp = script.Parent.Parent:WaitForChild("Torso"):WaitForChild("HP").MaxValue
local lheadhp = script.Parent.Parent:WaitForChild("Head"):WaitForChild("HP").MaxValue
local larmhp = script.Parent.Parent:WaitForChild("Left Arm"):WaitForChild("HP").MaxValue
local larmhp2 = script.Parent.Parent:WaitForChild("Right Arm"):WaitForChild("HP").MaxValue
while configuracao.EnableMedSys do
	wait()
	if Character.Humanoid.Health > 0 and Character:WaitForChild("Head"):WaitForChild("HP").Value > 0 and Character:WaitForChild("Torso"):WaitForChild("HP").Value > 0 then
		Character.Humanoid.Health = (Character:WaitForChild("Head"):WaitForChild("HP").Value + Character:WaitForChild("Torso"):WaitForChild("HP").Value + Character:WaitForChild("Left Arm"):WaitForChild("HP").Value + Character:WaitForChild("Right Arm"):WaitForChild("HP").Value + Character:WaitForChild("Left Leg"):WaitForChild("HP").Value + Character:WaitForChild("Right Leg"):WaitForChild("HP").Value)
	elseif Character:FindFirstChild("Head") ~= nil and Character:WaitForChild("Head"):WaitForChild("HP").Value <= 0 or Character:FindFirstChild("Torso") ~= nil and Character:WaitForChild("Torso"):WaitForChild("HP").Value <= 0 then
		Character.Humanoid.Health = 0
	end
	if Character.Humanoid.Health > 0 and armhp.Value > 0 and armhp2.Value > 0 or PK.Value == true then
		Steady.Value = 1
	end
	if Character.Humanoid.Health > 0 and armhp.Value <= 0 and Steady.Value > 0 and armhp2.Value > 0 and PK.Value == false then
		Steady.Value = 0.75
		Dor.Value = Dor.Value + 1
	end
	if Character.Humanoid.Health > 0 and armhp2.Value <= 0 and Steady.Value > 0 and PK.Value == false then
		Steady.Value = 0.5
	end
	if Sangrando.Value == true then
		if PastasStan.Tourniquet.Value == false then
			if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.BleedDamage*2.25) then
				PastaVar.HeavyBleed.Value = true
			end
			--[[if leghp.Value < lleghp -(configuracao.BleedDamage) then
				wait(math.random(1,10))
				leghp.Value = (leghp.Value - 1)

			end
			if leghp2.Value < lleghp2 -(configuracao.BleedDamage) then
				wait(math.random(1,10))
				leghp2.Value = (leghp2.Value - 1)

			end
			if armhp.Value < larmhp -(configuracao.BleedDamage) then
				wait(math.random(1,10))
				armhp.Value = (armhp.Value - 1)

			end
			if armhp2.Value < larmhp2 -(configuracao.BleedDamage) then
				wait(math.random(1,10))
				armhp2.Value = (armhp2.Value - 1)

			end
			if headhp.Value < lheadhp -(configuracao.BleedDamage) then
				wait(math.random(1,10))
				headhp.Value = (headhp.Value - 1)

			end
			if torsohp.Value < ltorsohp -(configuracao.BleedDamage) then
				wait(math.random(1,10))
				torsohp.Value = (torsohp.Value - 1)

			end]]--
			if torsohp.Value > 0 then
			Sang.Value = (Sang.Value - (MLs.Value/60))
			UltimoSang = Sang.Value
				MLs.Value = MLs.Value + 1
			elseif torsohp.Value <= 0 then
				Sang.Value = (Sang.Value - (MLs.Value/60*4))
				UltimoSang = Sang.Value
				MLs.Value = MLs.Value + 4
			end
		end
	end

	if PastasStan.Tourniquet.Value == true then
		Dor.Value = Dor.Value + 0.1
	end

	if (human.Health - ultimavida < 0) then
		Sang.Value = Sang.Value + (human.Health - ultimavida)*((configuracao.BloodMult)*(configuracao.BloodMult)*(configuracao.BloodMult))
		UltimoSang = Sang.Value
	end

	if (human.Health - ultimavida < 0) then
		Dor.Value = math.ceil(Dor.Value + (human.Health - ultimavida)*(-configuracao.PainMult))
		--Energia.Value = math.ceil(Energia.Value + (human.Health - ultimavida)*(5))
	end

	if (human.Health - ultimavida < 0) --[[and (Sangrando.Value == true)]] then
		MLs.Value = MLs.Value + ((ultimavida - human.Health)* (configuracao.BloodMult))
	end

	if leghp.Value > (leghp.MaxValue*.75) and leghp2.Value > (leghp.MaxValue*.75)  then
		--old one = script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.InjuredDamage)
		wait(math.random(50,100)/100)
		Ferido.Value = false
	end

	if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.BleedDamage) then
		Sangrando.Value = true
		if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.BleedDamage*2.25) then
			PastaVar.HeavyBleed.Value = true
		end
		if leghp.Value <= (leghp.MaxValue*.25) or leghp2.Value <= (leghp.MaxValue*.25)  then
			--old one = script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.InjuredDamage)
			Ferido.Value = true
			if  armhp.Value <= (armhp.Value/2) and armhp2.Value <= (armhp.Value/2) and torsohp.Value <= (torsohp.Value/2) and leghp.Value <= (leghp.Value/2) and leghp2.Value <= (leghp.Value/2) or headhp.Value <= (headhp.Value/2) then
				--old one = script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.KODamage)
				Caido.Value = true
			end
		end
	end

	if human.Health >= ultimavida and Sangrando.Value == false then
		Sang.Value = Sang.Value + 10
		MLs.Value = MLs.Value - 10

	end

	if Sang.Value <= 0 then
		--human.Health = 0
	end

	ultimavida = script.Parent.Parent.Humanoid.Health
	if script.Parent.Parent:FindFirstChild("Left Leg") ~= nil then
	lleghp = script.Parent.Parent:WaitForChild("Left Leg"):WaitForChild("HP").Value
	lleghp2 = script.Parent.Parent:WaitForChild("Right Leg"):WaitForChild("HP").Value
	ltorsohp = script.Parent.Parent:WaitForChild("Torso"):WaitForChild("HP").Value
	lheadhp = script.Parent.Parent:WaitForChild("Head"):WaitForChild("HP").Value
	larmhp = script.Parent.Parent:WaitForChild("Left Arm"):WaitForChild("HP").Value
	larmhp2 = script.Parent.Parent:WaitForChild("Right Arm"):WaitForChild("HP").Value
	end

	spawn(function(timer)
		if Sang.Value >= 3500 and Dor.Value < 200 and debounce == false and Caido.Value == true then
				debounce = true
				wait(60)
				Caido.Value = false
				debounce = false
			end
		end)

end

 -- Quero um pouco de credito,plox :P --
     --  FEITO 100% POR SCORPION --
		-- Oficial Release 1.5 --


Prompt:
--Rescripted by Luckymaxer
--Made by Stickmasterluke

Response:
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Sparkles = Handle:WaitForChild("Sparkles")

Players = game:GetService("Players")
Debris = game:GetService("Debris")

WeaponHud = Tool:WaitForChild("WeaponHud")
WeaponNameTag = WeaponHud:WaitForChild("WeaponName")
GuiBar = WeaponHud:WaitForChild("Bar")
GuiBarFill = GuiBar:WaitForChild("Fill")
WeaponNameTag.Text = Tool:WaitForChild("ToolName").Value

BasePart = Instance.new("Part")
BasePart.Shape = Enum.PartType.Block
BasePart.Material = Enum.Material.Plastic
BasePart.TopSurface = Enum.SurfaceType.Smooth
BasePart.BottomSurface = Enum.SurfaceType.Smooth
BasePart.FormFactor = Enum.FormFactor.Custom
BasePart.Size = Vector3.new(0.2, 0.2, 0.2)
BasePart.CanCollide = true
BasePart.Locked = true
BasePart.Anchored = false

Animations = {
	Equip = {Animation = Tool:WaitForChild("Equip"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = nil},
	Hold = {Animation = Tool:WaitForChild("Hold"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil},
	LeftSlash = {Animation = Tool:WaitForChild("LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil},
	RightSlash = {Animation = Tool:WaitForChild("RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil},
	Stab1 = {Animation = Tool:WaitForChild("Stab1"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil},
	Stab2 = {Animation = Tool:WaitForChild("Stab2"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil},
}

Sounds = {
	Swoosh1 = Handle:WaitForChild("Swoosh1"),
	Swoosh2 = Handle:WaitForChild("Swoosh2"),
	Hit1 = Handle:WaitForChild("Hit1"),
	Hit2 = Handle:WaitForChild("Hit2"),
	Hit3 = Handle:WaitForChild("Hit3"),
	Clash1 = Handle:WaitForChild("Clash1"),
	Clash2 = Handle:WaitForChild("Clash2"),
	Clash3 = Handle:WaitForChild("Clash3"),
	Clash4 = Handle:WaitForChild("Clash4"),
	Clash5 = Handle:WaitForChild("Clash5"),
}

Damage = 95 -- +/- 10%
DamageWindow = 1 --How long the player has to hit opponent to deal damage after click
SwingRate = 0.55

BloodEffects = true

Ready = false
ToolEquipped = false
Rate = (1 / 30)
LastSwing = 0

MouseDown = false
CurrentAnimation = nil

ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))
ServerControl.Name = "ServerControl"
ServerControl.Parent = Tool

ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction"))
ClientControl.Name = "ClientControl"
ClientControl.Parent = Tool

Tool.Enabled = true

ServerControl.OnServerInvoke = (function(player, Mode, Value)
	if player == Player then
		if Mode == "MouseClick" then
			MouseDown = Value.Down
			if MouseDown then
				Activated()
			end
		elseif Mode == "KeyPress" then
			local Key = Value.Key
			local Down = Value.Down
		end
	end
end)

function InvokeClient(Mode, Value)
	local ClientReturn = nil
	pcall(function()
		ClientReturn = ClientControl:InvokeClient(Player, Mode, Value)
	end)
	return ClientReturn
end

function TagHumanoid(humanoid, player)
	local Creator_Tag = Instance.new("ObjectValue")
	Creator_Tag.Name = "creator"
	Creator_Tag.Value = player
	Debris:AddItem(Creator_Tag, 2)
	Creator_Tag.Parent = humanoid
end

function UntagHumanoid(humanoid)
	for i, v in pairs(humanoid:GetChildren()) do
		if v:IsA("ObjectValue") and v.Name == "creator" then
			v:Destroy()
		end
	end
end

function Billboard(Pos, Text, Time, Color)
	local Pos = (Pos or Vector3.new(0, 0, 0))
	local Text = (Text or "Hello World!")
	local Time = (Time or 2)
	local Color = (Color or Color3.new(1, 0, 0))
	local Pos = (Pos + Vector3.new(0, 5, 0))
	local EffectPart = BasePart:Clone()
	EffectPart.Name = "Effect"
	EffectPart.Size = Vector3.new(0, 0, 0)
	EffectPart.CFrame=CFrame.new(Pos)
	EffectPart.Anchored = true
	EffectPart.CanCollide = false
	EffectPart.Transparency = 1
	local BillboardGui = Instance.new("BillboardGui")
	BillboardGui.Size = UDim2.new(3, 0, 3, 0)
	BillboardGui.Adornee = EffectPart
	local TextLabel = Instance.new("TextLabel")
	TextLabel.BackgroundTransparency = 1
	TextLabel.Size = UDim2.new(1, 0, 1, 0)
	TextLabel.Text = Text
	TextLabel.TextColor3 = Color
	TextLabel.TextScaled = true
	TextLabel.Font = Enum.Font.ArialBold
	TextLabel.Parent = BillboardGui
	BillboardGui.Parent = EffectPart
	Debris:AddItem(EffectPart, (Time + 0.1))
	EffectPart.Parent = game:GetService("Workspace")
	Delay(0, function()
		local Frames = (Time / Rate)
		for Frame = 1, Frames do
			wait(Rate)
			local Percent = (Frame / Frames)
			EffectPart.CFrame=CFrame.new(Pos) + Vector3.new(0, (5 * Percent), 0)
			TextLabel.TextTransparency = Percent
		end
		if EffectPart and EffectPart.Parent then
			EffectPart:Destroy()
		end
	end)
end

function MakeBlood(Part)
	if not Part then
		return
	end
	local Blood = BasePart:Clone()
	Blood.BrickColor = BrickColor.new("Bright red")
	Blood.Transparency = (math.random(0, 1) * 0.5)
	Blood.CanCollide = ((math.random() < 0.5 and false) or true)
	Blood.Size = Vector3.new((0.2 * math.random(1, 5)), (0.2 * math.random(1, 5)), (0.2 * math.random(1, 5)))
	Blood.Velocity= Part.Velocity + (Vector3.new((math.random() - 0.5), (math.random() - 0.5), (math.random() - 0.5)) * 30)
	Blood.RotVelocity = Part.RotVelocity + (Vector3.new((math.random() - 0.5), (math.random() - 0.5), (math.random() - 0.5)) * 20)
	Blood.CFrame= Part.CFrame * CFrame.new(((math.random() - 0.5) * 3), ((math.random() - 0.5) * 3), ((math.random() - 0.5) * 3)) * CFrame.Angles((math.pi * 2 * math.random()), (math.pi * 2 * math.random()), (math.pi * 2 * math.random()))
	Debris:AddItem(Blood, (math.random() * 4))
	Blood.Parent = game:GetService("Workspace")
end

function Blow(Hit)
	if not Hit or not Hit.Parent or not CheckIfAlive() or not Ready or not ToolEquipped or (tick() - LastSwing) > DamageWindow then
		return
	end
	local character = Hit.Parent
	if character == Character then
		return
	end
	if Hit:FindFirstChild("CanBlock") and Handle:FindFirstChild("Blockable") then
		local Ready = false
		local PossibleSounds = {Sounds.Clash1, Sounds.Clash2, Sounds.Clash3, Sounds.Clash4, Sounds.Clash5}
		local Sound = PossibleSounds[math.random(1, #PossibleSounds)]
		Sound:Play()
		Sparkles.Enabled = true
		Delay(0.2, function()
			Sparkles.Enabled = false
		end)
		Billboard(Handle.Position, "Block", 2, Color3.new(1, 1, 0))
	end
	local humanoid = character:FindFirstChild("Humanoid")
	local player = Players:GetPlayerFromCharacter(character)
	local RightArm = Character:FindFirstChild("Right Arm")
	if humanoid and humanoid.Health > 0 and humanoid ~= Humanoid and RightArm then
		local RightGrip = RightArm:FindFirstChild("RightGrip")
		if RightGrip and (RightGrip.Part0 == Handle or RightGrip.Part1 == Handle) then
			if player and player ~= Player and not Player.Neutral and not player.Neutral and Player.TeamColor == player.TeamColor then
				return --No team killing
			end
			Ready = false
			UntagHumanoid(humanoid)
			TagHumanoid(humanoid)
			local LocalDamage= math.floor(Damage * (0.9 + (math.random() * 0.2)) + 0.5)
			humanoid:TakeDamage(LocalDamage)
			Billboard(Hit.Position, ("-" .. tostring(LocalDamage)))
			local PossibleSounds = {Sounds.Hit1, Sounds.Hit2, Sounds.Hit3}
			local Sound = PossibleSounds[math.random(1, #PossibleSounds)]
			Sound:Play()
			if BloodEffects then
				local NumBloodEffects = math.ceil(LocalDamage / 10)
				for i = 1, math.random((NumBloodEffects - 1), (NumBloodEffects + 1)) do
					MakeBlood(Hit)
				end
			end
		end
	end
end

function Activated()
	if ToolEquipped and (tick() - LastSwing) >= SwingRate then
		Tool.Enabled = false
		Ready = true

		local PossibleSounds = {Sounds.Swoosh1, Sounds.Swoosh2}
		local Sound = PossibleSounds[math.random(1, #PossibleSounds)]
		Sound:Play()

		local AttackAnimations = {Animations.LeftSlash, Animations.RightSlash, Animations.Stab1, Animations.Stab2}
		local NewAnimation = AttackAnimations[math.random(1, #AttackAnimations)]
		while NewAnimation == CurrentAnimation do
			NewAnimation = AttackAnimations[math.random(1, #AttackAnimations)]
		end

		CurrentAnimation = NewAnimation

		InvokeClient("PlayAnimation", CurrentAnimation)

		LastSwing = tick()

		wait(SwingRate)

		if MouseDown then
			Activated()
		end

		Tool.Enabled = true
	end
end

function UpdateGui()
	local SwingPercent = math.min(((tick() - LastSwing) / SwingRate), 1)
	if SwingPercent < 0.5 then	--fade from red to yellow then to green
		GuiBarFill.BackgroundColor3 = Color3.new(1, (SwingPercent * 2), 0)
	else
		GuiBarFill.BackgroundColor3 = Color3.new((1 - ((SwingPercent - 0.5 ) / 0.5)), 1, 0)
	end
	GuiBarFill.Size = UDim2.new(SwingPercent, 0, 1, 0)
end

function CheckIfAlive()
	return (Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0)
end

function Equipped()
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	PlayerGui = Player:FindFirstChild("PlayerGui")
	Humanoid = Character:FindFirstChild("Humanoid")
	if not CheckIfAlive() then
		return
	end
	if PlayerGui then
		WeaponHud.Parent = PlayerGui
	end
	InvokeClient("PlayAnimation", Animations.Equip)
	LastSwing = tick()
	Ready = false
	ToolEquipped = true
	for i, v in pairs(Animations) do
		if v and v.Animation then
			InvokeClient("Preload", v.Animation.AnimationId)
		end
	end
	ToolEquipped = true
end

function Unequipped()
	for i, v in pairs(Animations) do
		InvokeClient("StopAnimation", v)
	end
	WeaponHud.Parent = Tool
	ToolEquipped = false
	Ready = false
end

Handle.Touched:connect(Blow)

Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)

Spawn(function()
	while true do
		UpdateGui()
		wait(Rate)
	end
end)


Prompt:
--[=[
	@class Timer

	The Timer class allows for code to run periodically at specified intervals.

	```lua
	local timer = Timer.new(2)
	timer.Tick:Connect(function()
		print("Tock")
	end)
	timer:Start()
	```
]=]

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


Response:
local TweenService = game:GetService("TweenService")
local parts = {centerWeld,leftWeld,rightWeld}
local part = centerWeld


Prompt: --[[Weight and CG]]

Response:
	Tune.Weight			= 2014		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		4		,
	 --[[Length]]		15		}
	Tune.WeightDist		= 51		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible

	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]

	Tune.AxleSize		= 2			-- Size of structural members (larger = MORE STABLE / carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members


Prompt: -- Reload animation

Response:
function reload()
	if not reloading then
		reloading=true;
		updateAmmo()
		local reloadTime = tankStats.ReloadTime.Value;

		local Timer = 0

		for i = 7, 1, -1 do
			wait(reloadTime/8);
			Timer = Timer + 1

			if Timer >= 2 and Loaded == false then
				GUI.ReloadSound:Play()
				Loaded = true
			end
		end
		wait(reloadTime/8);

		if Timer >= 7 then

		GUI.Loaded.Visible = true

		Timer = 0
			reloading = false;

		end

	end
end

function fire()

	if reloading then return end;
	local APAmmo = tankStats.APAmmo;
	local HEAmmo = tankStats.HEAmmo;
	if currRound.Value == "AP" and APAmmo.Value <= 0 then return end
	if currRound.Value == "HE" and HEAmmo.Value <= 0 then return end
	GUI.Loaded.Visible = false

	TFE:FireServer('Fire',parts,currRound,APAmmo,HEAmmo,tankStats)

	reload(GUI);

end


Prompt:
--[=[
	Cleans up all tasks and removes them as entries from the Maid.

	:::note
	Signals that are already connected are always disconnected first. After that
	any signals added during a cleaning phase will be disconnected at random times.
	:::

	:::tip
	DoCleaning() may be recursively invoked. This allows the you to ensure that
	tasks or other tasks. Each task will be executed once.

	However, adding tasks while cleaning is not generally a good idea, as if you add a
	function that adds itself, this will loop indefinitely.
	:::
]=]

Response:
function Maid:DoCleaning()
	local tasks = self._tasks

	-- Disconnect all events first as we know this is safe
	for index, job in pairs(tasks) do
		if typeof(job) == "RBXScriptConnection" then
			tasks[index] = nil
			job:Disconnect()
		end
	end

	-- Clear out tasks table completely, even if clean up tasks add more tasks to the maid
	local index, job = next(tasks)
	while job ~= nil do
		tasks[index] = nil
		if type(job) == "function" then
			job()
		elseif typeof(job) == "RBXScriptConnection" then
			job:Disconnect()
		elseif job.Destroy then
			job:Destroy()
		end
		index, job = next(tasks)
	end
end


Prompt:
--[=[
	@param interval number
	@param callback () -> nil
	@param startNow boolean?
	@param updateSignal RBXScriptSignal? | Signal?
	@param timeFunc () -> number
	@return RBXScriptConnection

	Creates a simplified timer which just fires off a callback function at the given interval.
]=]

Response:
function Timer.Simple(interval: number, callback: CallbackFunc, startNow: boolean?, updateSignal: RBXScriptSignal?, timeFunc: TimeFunc?)
	local update = updateSignal or RunService.Heartbeat
	local t = timeFunc or time
	local nextTick = t() + interval
	if startNow then
		task.defer(callback)
	end
	return update:Connect(function()
		local now = t()
		if now >= nextTick then
			nextTick = now + interval
			task.defer(callback)
		end
	end)
end


Prompt: -- declarations

Response:
local head = script.Parent
local sound = head:findFirstChild("Victory")

function onTouched(part)
	local h = part.Parent:findFirstChild("Humanoid")
	if h~=nil then
sound:play()
if part.Parent:findFirstChild("Head"):findFirstChild("face").Texture == nil then return end
part.Parent:findFirstChild("Head"):findFirstChild("face").Transparency = 1
	end
end

script.Parent.Touched:connect(onTouched)


Prompt: -- declarations

Response:
local sGettingUp = newSound("GettingUp", "rbxasset://sounds/action_get_up.mp3")
local sDied = newSound("Died", "rbxasset://sounds/uuhhh.mp3")
local sFreeFalling = newSound("FreeFalling", "rbxasset://sounds/action_falling.mp3")
local sJumping = newSound("Jumping", "rbxasset://sounds/action_jump.mp3")
local sLanding = newSound("Landing", "rbxasset://sounds/action_jump_land.mp3")
local sSplash = newSound("Splash", "rbxasset://sounds/impact_water.mp3")
local sRunning = newSound("Running", "rbxasset://sounds/action_footsteps_plastic.mp3")
sRunning.Looped = true
local sSwimming = newSound("Swimming", "rbxasset://sounds/action_swim.mp3")
sSwimming.Looped = true
local sClimbing = newSound("Climbing", "rbxasset://sounds/action_footsteps_plastic.mp3")
sClimbing.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid;
for _,Child in pairs(Figure:GetChildren())do
if Child and Child.ClassName=="Humanoid"then
Humanoid=Child;
end;
end;
local hasPlayer = game.Players:GetPlayerFromCharacter(script.Parent)
local filteringEnabled = game.Workspace.FilteringEnabled

local prevState = "None"


Response:
function onClicked()
R.Function1.Disabled = false
R.loop.Disabled = true
R.BrickColor = BrickColor.new("Neon orange")

R.Function2.Disabled = true

end
script.Parent.ClickDetector.MouseClick:connect(onClicked)


Prompt:
--[[
	Create a new expectation
]]

Response:
function Expectation.new(value)
	local self = {
		value = value,
		successCondition = true,
		condition = false
	}

	setmetatable(self, Expectation)

	self.a = bindSelf(self, self.a)
	self.an = self.a
	self.ok = bindSelf(self, self.ok)
	self.equal = bindSelf(self, self.equal)
	self.throw = bindSelf(self, self.throw)
	self.near = bindSelf(self, self.near)

	return self
end

function Expectation.__index(self, key)
	-- Keys that don't do anything except improve readability
	if SELF_KEYS[key] then
		return self
	end

	-- Invert your assertion
	if NEGATION_KEYS[key] then
		local newExpectation = Expectation.new(self.value)
		newExpectation.successCondition = not self.successCondition

		return newExpectation
	end

	-- Fall back to methods provided by Expectation
	return Expectation[key]
end


Prompt: -- initial script made by who knows, anti jump added by ColonelGraff! thanks for using

Response:
AJ = false

on = 0
Tool = script.Parent

welds = {}
sh = {}
arms = nil
torso = nil
f = nil
function Crouch(ison)

Tool.Parent:findFirstChild("Humanoid").WalkSpeed = 9

if arms == nil and torso == nil then
arms = {Tool.Parent:FindFirstChild("Left Leg"), Tool.Parent:FindFirstChild("Right Leg")}
torso = Tool.Parent:FindFirstChild("Torso")
end
if arms ~= nil and torso ~= nil then
sh = {torso:FindFirstChild("Left Hip"), torso:FindFirstChild("Right Hip")}
if sh ~= nil then
local yes = true
if yes then
yes = false
if ison == 1 then
sh[1].Part1 = nil
sh[2].Part1 = nil
local weld1 = Instance.new("Weld")
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(-0.5, 0.75, 1)
arms[1].Name = "LDave"
arms[1].CanCollide = true
welds[1] = weld1


Prompt:
--	local sound = SM.FetchSound(soundName)
--	local speed = sound.TimeLength

Response:
    if (Rep.Constants.RelativeTime.Value - _G.SD[player.UserId].Data.tempData.lastAction) >= 0.25 then
        _G.SD[player.UserId].Data.tempData.lastAction = Rep.Constants.RelativeTime.Value
        SM.PlaySoundInObject(soundName, char.Head, equippedToolData.noteWaver, 6)
    end
end)

Rep.Relay.Tool.StopMusicTool.OnServerEvent:connect(function(player, musicName)

	local char
    if player.Character and player.Character.Humanoid and player.Character.Humanoid.Health > 0 and _G.SD[player.UserId].Data.stats.health > 0 then
        char = player.Character
    else
        return
    end

	if not musicName then
	 	local equippedToolName = _G.SD[player.UserId].Data.equipment.toolbar[_G.SD[player.UserId].Data.tempData.equippedSlot].name
	    local equippedToolData = EntityData["Tool"][equippedToolName]
		musicName = equippedToolData.noteName
	end

	SM.StopSoundInObject(musicName, char.Head)
end)


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 650	--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 950		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 9400		--		Use sliders to manipulate values
	Tune.Redline		= 9800
	Tune.EqPoint		= 7250
	Tune.PeakSharpness	= 9.5
	Tune.CurveMult		= 0.15

	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)

	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)


Prompt:
-----------------------------------------------
-- Target Computer script written by Rolleol --
-----------------------------------------------
--This script works with the gatling gun
--
--
--
--

Response:
local switch = script.Parent
local base = script.Parent.Parent.Base
local target = nil
local targetposition1 = Vector3.new(0,0,0) -- Stores target's position, you can add more if you like
local targetposition2 = Vector3.new(0,0,0)
local targetposition3 = Vector3.new(0,0,0)
local targetposition4 = Vector3.new(0,0,0)
local targetposition5 = Vector3.new(0,0,0)
local targetposition6 = Vector3.new(0,0,0)

local targetvelocity1 = Vector3.new(0,0,0) -- Stores target's velocity, you can add more if you like
local targetvelocity2 = Vector3.new(0,0,0)
local targetvelocity3 = Vector3.new(0,0,0)
local targetvelocity4 = Vector3.new(0,0,0)
local targetvelocity5 = Vector3.new(0,0,0)
local targetvelocity6 = Vector3.new(0,0,0)

local targetavgposition = Vector3.new(0,0,0) -- Stores target's average position and velocity, might be useful
local targetavgvelocity = Vector3.new(0,0,0)

local targetnextposition = Vector3.new(0,0,0) -- This is what the script thinks the target's next position/velocity will be based on
local targetnextvelocity = Vector3.new(0,0,0) -- the values above

local targetpredictedposition = Vector3.new(0,0,0) -- This is what it returns to the other scripts and used for aiming and fuses

local timeuntilrerollvelocitymultiplier = 0 -- used for rerolling velocity multiplier
local velocitymultiplier = 1 -- literal multiplier, 1x is normal

while true do
	target = script.Parent.Target.Value

	targetposition6=targetposition5
	targetposition5=targetposition4
	targetposition4=targetposition3
	targetposition3=targetposition2
	targetposition2=targetposition1
	targetposition1=switch.TargetPosition.Value -- current value
	if targetposition2==Vector3.new(0,0,0) then -- if target position 2 is still empty, make all others copy current position
		targetposition6=targetposition1
		targetposition5=targetposition1
		targetposition4=targetposition1
		targetposition3=targetposition1
		targetposition2=targetposition1
	end

	targetvelocity6=targetvelocity5
	targetvelocity5=targetvelocity4
	targetvelocity4=targetvelocity3
	targetvelocity3=targetvelocity2
	targetvelocity2=targetvelocity1
	targetvelocity1=switch.TargetVelocity.Value -- current value

	targetavgposition=(targetposition1+targetposition2+targetposition3+targetposition4+targetposition5+targetposition6)/6
	targetavgvelocity=(targetvelocity1+targetvelocity2+targetvelocity3+targetvelocity4+targetvelocity5+targetvelocity6)/6

	-- Simplest equation, but lacks any sense of tracking
	--targetnextposition=targetposition1
	--targetnextvelocity=targetvelocity1

	-- Worst equation, easily fooled by constantly turning
	--targetnextposition=(targetposition1+targetavgposition)/2 -- Worst equation, easily fooled by constantly turning
	--targetnextvelocity=(targetvelocity1+targetavgvelocity)/2

	-- This one is kinda meh, it can only reliably engage targets at 400 velocity
	--targetnextposition=targetavgposition
	--targetnextvelocity=targetavgvelocity

	-- Okay equation, can reliably shoot at targets up to 750+ velocity
	--targetnextposition=targetposition1+(targetposition2-targetposition1)
	--targetnextvelocity=targetvelocity1+(targetvelocity2-targetvelocity1)

	-- Very good equation, can reliably get direct hits on targets up to 150 velocity and with fuses can shoot at targets up to 800+ velocity
	targetnextposition=(targetposition1+(targetposition2-targetposition1)+(targetposition3-targetposition2)+(targetposition4-targetposition3)+(targetposition5-targetposition4)+(targetposition6-targetposition5)/6)
	targetnextvelocity=(targetvelocity1+(targetvelocity2-targetvelocity1)+(targetvelocity3-targetvelocity2)+(targetvelocity4-targetvelocity3)+(targetvelocity5-targetvelocity4)+(targetvelocity6-targetvelocity5)/6)

	targetnextvelocity=targetnextvelocity*velocitymultiplier -- place random multiplier on velocity so it isn't too predictable
	if timeuntilrerollvelocitymultiplier < 1 then
		timeuntilrerollvelocitymultiplier=10 -- 1 second between rerolls
		velocitymultiplier=(math.random(75,125)/100)
	else
		timeuntilrerollvelocitymultiplier=timeuntilrerollvelocitymultiplier-1
	end

	targetpredictedposition=targetnextposition+(targetnextvelocity*(1+((switch.Position-targetpredictedposition).Magnitude)/3000))
	switch.TargetPredictedPosition.Value=targetpredictedposition -- Sets the TargetPredictedPosition so that other scripts can use it

	switch.TargetingError.Value=targetpredictedposition-(switch.TargetPosition.Value+switch.TargetVelocity.Value) -- just for debug purposes
	wait(0.1) -- I would advise not setting this too high or too low because then it either becomes unresponsive to
	   		   -- evasive maneuvers or won't have enough data to predict where the target is going
			   -- I think a value of (Delay between shots/2) secs works well enough
end


Prompt:
--edit the below function to execute code when this response is chosen OR this prompt is shown
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data

Response:
return function(player, dialogueFolder)
	local MoneyModule = require(game.ReplicatedStorage.Source.SystemModules.Money)
	MoneyModule.BuyWeaponFromDialogueFolder(player,dialogueFolder)

end


Prompt:
--[[

	LOWGames Studios
	Date: 27 October 2022
	by Elder

]]

Response:
--

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
return function(p1, p2)
	for v1 = #p1, 1, -1 do
		if p1[v1] == p2 then
			table.remove(p1, v1);
		end;
	end;
	return p1;
end;


Response:
if Health_Bar == true then
	game.StarterGui:SetCoreGuiEnabled(1,true)
elseif Health_Bar == false then
	game.StarterGui:SetCoreGuiEnabled(1,false)
end
if Player_List == true then
	game.StarterGui:SetCoreGuiEnabled(0,true)
elseif Player_List == false then
	game.StarterGui:SetCoreGuiEnabled(0,false)
end
if Tool_Bar == true then
	game.StarterGui:SetCoreGuiEnabled(2,true)
elseif Tool_Bar == false then
	game.StarterGui:SetCoreGuiEnabled(2,false)
end
if Chat == true then
	game.StarterGui:SetCoreGuiEnabled(3,true)
elseif Chat == false then
	game.StarterGui:SetCoreGuiEnabled(3,false)
end


Prompt: --\\ Only Edit Above //--

Response:
local UserInputService = game:GetService('UserInputService')

local plr = game.Players.LocalPlayer
local Jumped = false --Debounce

UserInputService.JumpRequest:Connect(function()
	local char = plr.Character -- some may place this script in StarterPlayer...
	if not Jumped then
		if char.Humanoid.FloorMaterial == Enum.Material.Air then return end -- Prevent mid air jumps
		Jumped = true --Making it true do it does not loop twice
		char.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping) --Making the character jump
		task.wait(jumpCooldown) -- yield x
		Jumped = false --Make it false so we can repeat it again
	else
		char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
	end
end)


Prompt: --// F key, Horn

Response:
mouse.KeyUp:connect(function(key)
	if key=="f" then
		veh.Lightbar.middle.Airhorn:Stop()
		veh.Lightbar.middle.Wail.Volume = 4
		veh.Lightbar.middle.Yelp.Volume = 4
		veh.Lightbar.middle.Priority.Volume = 4
		veh.Lightbar.middle.Manual.Volume = 4
	end
end)

mouse.KeyDown:connect(function(key)
	if key=="j" then
		veh.Lightbar.middle.Beep:Play()
veh.Lightbar.RemoteEvent:FireServer(true)
	end
	end)

mouse.KeyDown:connect(function(key)
	if key=="k" then
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.TA.RemoteEvent:FireServer(true)
	end
end)


Prompt: -- Basic settings

Response:
local COOLDOWN = 0.25

local tool = script.Parent

local toolPlr
local debounce = false

script.ClientActivate.OnServerEvent:connect(function(plr)

	-- Check if tool is equipped and correct player
	if plr == toolPlr and not debounce then
		debounce = true

		-- Toggle
		tool.Handle.MoneyEmitter:Emit(10)
		game.ReplicatedStorage.Interactions.Client.PlaySound:FireClient(plr, tool.Handle:FindFirstChild("Sound" .. math.random(1, 3)))

		-- Cooldown
		wait(COOLDOWN)

		debounce = false
	end

end)

tool.Equipped:connect(function()

	-- Set tool player
	toolPlr = game.Players:GetPlayerFromCharacter(tool.Parent)

end)


Prompt:
--d.DidLoop:Connect(function()
--	print("loop animation")
--end)

Response:
function Zombie:Initialize()
	Shetchik = 1
	for k, v in pairs(self.Obj:GetChildren()) do
		if v:IsA("BasePart") then
			v.CollisionGroupId = 1
		end
	end
	spawn(function()
		d:Play()
		self.Obj:SetPrimaryPartCFrame(CFrame.new(workspace.Real_Spawn.Position))
		self:moveTo()
	end)
end


Prompt: -- right mouse button up & down events

Response:
local rmbDown, rmbUp do
	local rmbDownBindable = Instance.new("BindableEvent")
	local rmbUpBindable = Instance.new("BindableEvent")

	rmbDown = rmbDownBindable.Event
	rmbUp = rmbUpBindable.Event

	UserInputService.InputBegan:Connect(function(input, gpe)
		if not gpe and input.UserInputType == Enum.UserInputType.MouseButton2 then
			rmbDownBindable:Fire()
		end
	end)

	UserInputService.InputEnded:Connect(function(input, gpe)
		if input.UserInputType == Enum.UserInputType.MouseButton2 then
			rmbUpBindable:Fire()
		end
	end)
end

local thumbstickCurve do
	local K_CURVATURE = 2 -- amount of upwards curvature (0 is flat)
	local K_DEADZONE = 0.1 -- deadzone

	function thumbstickCurve(x)
		-- remove sign, apply linear deadzone
		local fDeadzone = (math.abs(x) - K_DEADZONE)/(1 - K_DEADZONE)

		-- apply exponential curve and scale to fit in [0, 1]
		local fCurve = (math.exp(K_CURVATURE*fDeadzone) - 1)/(math.exp(K_CURVATURE) - 1)

		-- reapply sign and clamp
		return math.sign(x)*math.clamp(fCurve, 0, 1)
	end
end


Prompt: --[[[Default Controls]]

Response:
	--Peripheral Deadzones
	Tune.Peripherals = {
		MSteerWidth				= 67		,	-- Mouse steering control width	(0 - 100% of screen width)
		MSteerDZone				= 10		,	-- Mouse steering deadzone (0 - 100%)

		ControlLDZone			= 5			,	-- Controller steering L-deadzone (0 - 100%)
		ControlRDZone			= 5			,	-- Controller steering R-deadzone (0 - 100%)
	}

	--Control Mapping
	Tune.Controls = {

	--Keyboard Controls
		--Mode Toggles
		ToggleABS				= Enum.KeyCode.Y					,
		ToggleTransMode			= Enum.KeyCode.M					,
		--Primary Controls
		Throttle				= Enum.KeyCode.Up					,
		Brake					= Enum.KeyCode.Down					,
		SteerLeft				= Enum.KeyCode.Left					,
		SteerRight				= Enum.KeyCode.Right				,

		--Secondary Controls
		Throttle2				= Enum.KeyCode.W					,
		Brake2					= Enum.KeyCode.S					,
		SteerLeft2				= Enum.KeyCode.A					,
		SteerRight2				= Enum.KeyCode.D					,

		--Manual Transmission
		ShiftUp					= Enum.KeyCode.E					,
		ShiftDown				= Enum.KeyCode.Q					,
		Clutch					= Enum.KeyCode.LeftShift			,

		--Handbrake
		PBrake					= Enum.KeyCode.P					,

	--Mouse Controls
		MouseThrottle			= Enum.UserInputType.MouseButton1	,
		MouseBrake				= Enum.UserInputType.MouseButton2	,
		MouseClutch				= Enum.KeyCode.W					,
		MouseShiftUp			= Enum.KeyCode.E					,
		MouseShiftDown			= Enum.KeyCode.Q					,
		MousePBrake				= Enum.KeyCode.LeftShift			,

	--Controller Mapping
		ContlrThrottle			= Enum.KeyCode.ButtonR2				,
		ContlrBrake				= Enum.KeyCode.ButtonL2				,
		ContlrSteer				= Enum.KeyCode.Thumbstick1			,
		ContlrShiftUp			= Enum.KeyCode.ButtonY				,
		ContlrShiftDown			= Enum.KeyCode.ButtonX				,
		ContlrClutch			= Enum.KeyCode.ButtonR1				,
		ContlrPBrake			= Enum.KeyCode.ButtonL1				,
		ContlrToggleTMode		= Enum.KeyCode.DPadRight			,
		ContlrToggleTCS			= Enum.KeyCode.DPadDown				,
		ContlrToggleABS			= Enum.KeyCode.DPadUp			,
	}


Prompt: --print("found humanoid")

Response:
humanoid.HealthChanged:Connect(function(health)
	--print(health)
	script.Parent.PlaybackSpeed = health <= 30  and 2 or 1
end)


Prompt: ---Controls UI

Response:
script.Parent.Parent:WaitForChild("Controls")
script.Parent.Parent:WaitForChild("ControlsOpen")
script.Parent:WaitForChild("Window")
script.Parent:WaitForChild("Toggle")

local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local UserInputService = game:GetService("UserInputService")
local cPanel = script.Parent
local Controls = script.Parent.Parent.Controls

local ver = require(car["A-Chassis Tune"].README)
cPanel.Window["//INSPARE"].Text = "A-Chassis "..ver.." by //INSPARE"

local controlsOpen = false
local cInputB = nil
local cInputT = nil
local cInput = false

for i,v in pairs(_Tune.Peripherals) do
	script.Parent.Parent.Controls:WaitForChild(i)
	local slider = cPanel.Window.Content[i]
	slider.Text = v.."%"
	slider.S.CanvasPosition=Vector2.new(v*(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)/100,0)
	slider.S.Changed:connect(function(property)
		if property=="CanvasPosition" then
			Controls[i].Value = math.floor(100*slider.S.CanvasPosition.x/(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset))
			slider.Text = Controls[i].Value.."%"
		end
	end)
end

for i,v in pairs(_Tune.Controls) do
	script.Parent.Parent.Controls:WaitForChild(i)
	local button = cPanel.Window.Content[i]
	button.Text = v.Name
	button.MouseButton1Click:connect(function()
		script.Parent.Parent.ControlsOpen.Value = true
		cPanel.Window.Overlay.Visible = true
		cInput = true
		repeat wait() until cInputB~=nil
		if cInputB == Enum.KeyCode.Return or cInputB == Enum.KeyCode.KeypadEnter then
			--do nothing
		elseif string.find(i,"Contlr")~=nil then
			if cInputT.Name:find("Gamepad") then
				Controls[i].Value = cInputB.Name
				button.Text = cInputB.Name
			else
				cPanel.Window.Error.Visible = true
			end
		elseif i=="MouseThrottle" or i=="MouseBrake" then
			if cInputT == Enum.UserInputType.MouseButton1 or cInputT == Enum.UserInputType.MouseButton2 then
				Controls[i].Value = cInputT.Name
				button.Text = cInputT.Name
			else
				cPanel.Window.Error.Visible = true
			end
		else
			if cInputT == Enum.UserInputType.Keyboard then
				Controls[i].Value = cInputB.Name
				button.Text = cInputB.Name
			else
				cPanel.Window.Error.Visible = true
			end
		end
		cInputB = nil
		cInputT = nil
		cInput = false
		wait(.2)
		cPanel.Window.Overlay.Visible = false
		script.Parent.Parent.ControlsOpen.Value = false
	end)
end

cPanel.Window.Error.Changed:connect(function(property)
	if property == "Visible" then
		wait(3)
		cPanel.Window.Error.Visible = false
	end
end)

UserInputService.InputBegan:connect(function(input) if cInput then cInputB = input.KeyCode cInputT = input.UserInputType end end)
UserInputService.InputChanged:connect(function(input) if cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then cInputB = input.KeyCode cInputT = input.UserInputType end end)

cPanel.Toggle.MouseButton1Click:connect(function()
	controlsOpen = not controlsOpen
	if controlsOpen then
		cPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5)
		cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)
	else
		cPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0)
		cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true)
	end
end)

cPanel.Window.Tabs.Keyboard.MouseButton1Click:connect(function()
	cPanel.Window.Content:TweenPosition(UDim2.new(0, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)

cPanel.Window.Tabs.Mouse.MouseButton1Click:connect(function()
	cPanel.Window.Content:TweenPosition(UDim2.new(-1, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)

cPanel.Window.Tabs.Controller.MouseButton1Click:connect(function()
	cPanel.Window.Content:TweenPosition(UDim2.new(-2, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
	cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true)
end)

wait(.5)
cPanel.Toggle:TweenPosition(UDim2.new(0, 50, 1, -30),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false)
for i=1,6 do
	cPanel.Toggle.BackgroundColor3 = Color3.new(100/255,100/255,100/255)
	wait(.2)
	if controlsOpen then
		cPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5)
	else
		cPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0)
	end
	wait(.2)
end


Prompt: --[[Drivetrain]]

Response:
	Tune.Config			= "RWD"		--"FWD" , "RWD" , "AWD"

	--Differential Settings
	Tune.FDiffSlipThres	= 50		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 50		-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 50		-- 1 - 100%
	Tune.RDiffLockThres	= 50		-- 0 - 100%
	Tune.CDiffSlipThres	= 50		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 50		-- 0 - 100%				[AWD Only]

	--Traction Control Settings
	Tune.TCSEnabled		= true	    -- Implements TCS
	Tune.TCSThreshold	= 20		-- Slip speed allowed before TCS starts working (in SPS)
	Tune.TCSGradient	= 20		-- Slip speed gradient between 0 to max reduction (in SPS)
	Tune.TCSLimit		= 10		-- Minimum amount of torque at max reduction (in percent)


Prompt: --// Above was taken directly from Util.GetStringTextBounds() in the old chat corescripts.

Response:
function methods:GetMessageHeight(BaseMessage, BaseFrame, xSize)

	local function removeTags(str)
		str = str:gsub("<br%s*/>", "\n")
		return (str:gsub("<[^<>]->", ""))
	end

	xSize = xSize or BaseFrame.AbsoluteSize.X
	local textBoundsSize = self:GetStringTextBounds(removeTags(BaseMessage.Text), BaseMessage.Font, BaseMessage.TextSize, Vector2.new(xSize, 1000))
	if textBoundsSize.Y ~= math.floor(textBoundsSize.Y) then
		-- HACK Alert. TODO: Remove this when we switch UDim2 to use float Offsets
		-- This is nessary due to rounding issues on mobile devices when translating between screen pixels and native pixels
		return textBoundsSize.Y + 1
	end
	return textBoundsSize.Y
end

function methods:GetNumberOfSpaces(str, font, textSize)
	local strSize = self:GetStringTextBounds(str, font, textSize)
	local singleSpaceSize = self:GetStringTextBounds(" ", font, textSize)
	return math.ceil(strSize.X / singleSpaceSize.X)
end

function methods:CreateBaseMessage(message, font, textSize, chatColor)
	local BaseFrame = self:GetFromObjectPool("Frame")
	BaseFrame.Selectable = false
	BaseFrame.Size = UDim2.new(1, 0, 0, 18)
	BaseFrame.Visible = true
	BaseFrame.BackgroundTransparency = 1

	local messageBorder = 8

	local BaseMessage = self:GetFromObjectPool("TextLabel")
	BaseMessage.Selectable = false
	BaseMessage.Size = UDim2.new(1, -(messageBorder + 6), 1, 0)
	BaseMessage.Position = UDim2.new(0, messageBorder, 0, 0)
	BaseMessage.BackgroundTransparency = 1
	BaseMessage.Font = font
	BaseMessage.TextSize = textSize
	BaseMessage.TextXAlignment = Enum.TextXAlignment.Left
	BaseMessage.TextYAlignment = Enum.TextYAlignment.Top
	BaseMessage.TextTransparency = 0
	BaseMessage.TextStrokeTransparency = 0.75
	BaseMessage.TextColor3 = chatColor
	BaseMessage.TextWrapped = true
	BaseMessage.ClipsDescendants = true
	BaseMessage.Text = message
	BaseMessage.Visible = true
	BaseMessage.Parent = BaseFrame
	BaseMessage.RichText = true

	return BaseFrame, BaseMessage
end

function methods:AddNameButtonToBaseMessage(BaseMessage, nameColor, formatName, playerName)
	local speakerNameSize = self:GetStringTextBounds(formatName, BaseMessage.Font, BaseMessage.TextSize)
	local NameButton = self:GetFromObjectPool("TextButton")
	NameButton.Selectable = false
	NameButton.Size = UDim2.new(0, speakerNameSize.X, 0, speakerNameSize.Y)
	NameButton.Position = UDim2.new(0, 0, 0, 0)
	NameButton.BackgroundTransparency = 1
	NameButton.Font = BaseMessage.Font
	NameButton.TextSize = BaseMessage.TextSize
	NameButton.TextXAlignment = BaseMessage.TextXAlignment
	NameButton.TextYAlignment = BaseMessage.TextYAlignment
	NameButton.TextTransparency = BaseMessage.TextTransparency
	NameButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency
	NameButton.TextColor3 = nameColor
	NameButton.Text = formatName
	NameButton.Visible = true
	NameButton.Parent = BaseMessage

	local clickedConn = NameButton.MouseButton1Click:connect(function()
		self:NameButtonClicked(NameButton, playerName)
	end)

	local changedConn = nil
	changedConn = NameButton.Changed:connect(function(prop)
		if prop == "Parent" then
			clickedConn:Disconnect()
			changedConn:Disconnect()
		end
	end)

	return NameButton
end

function methods:AddChannelButtonToBaseMessage(BaseMessage, channelColor, formatChannelName, channelName)
	local channelNameSize = self:GetStringTextBounds(formatChannelName, BaseMessage.Font, BaseMessage.TextSize)
	local ChannelButton = self:GetFromObjectPool("TextButton")
	ChannelButton.Selectable = false
	ChannelButton.Size = UDim2.new(0, channelNameSize.X, 0, channelNameSize.Y)
	ChannelButton.Position = UDim2.new(0, 0, 0, 0)
	ChannelButton.BackgroundTransparency = 1
	ChannelButton.Font = BaseMessage.Font
	ChannelButton.TextSize = BaseMessage.TextSize
	ChannelButton.TextXAlignment = BaseMessage.TextXAlignment
	ChannelButton.TextYAlignment = BaseMessage.TextYAlignment
	ChannelButton.TextTransparency = BaseMessage.TextTransparency
	ChannelButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency
	ChannelButton.TextColor3 = channelColor
	ChannelButton.Text = formatChannelName
	ChannelButton.Visible = true
	ChannelButton.Parent = BaseMessage

	local clickedConn = ChannelButton.MouseButton1Click:connect(function()
		self:ChannelButtonClicked(ChannelButton, channelName)
	end)

	local changedConn = nil
 	changedConn = ChannelButton.Changed:connect(function(prop)
		if prop == "Parent" then
			clickedConn:Disconnect()
			changedConn:Disconnect()
		end
	end)

	return ChannelButton
end

function methods:AddTagLabelToBaseMessage(BaseMessage, tagColor, formatTagText)
	local tagNameSize = self:GetStringTextBounds(formatTagText, BaseMessage.Font, BaseMessage.TextSize)
	local TagLabel = self:GetFromObjectPool("TextLabel")
	TagLabel.Selectable = false
	TagLabel.Size = UDim2.new(0, tagNameSize.X, 0, tagNameSize.Y)
	TagLabel.Position = UDim2.new(0, 0, 0, 0)
	TagLabel.BackgroundTransparency = 1
	TagLabel.Font = BaseMessage.Font
	TagLabel.TextSize = BaseMessage.TextSize
	TagLabel.TextXAlignment = BaseMessage.TextXAlignment
	TagLabel.TextYAlignment = BaseMessage.TextYAlignment
	TagLabel.TextTransparency = BaseMessage.TextTransparency
	TagLabel.TextStrokeTransparency = BaseMessage.TextStrokeTransparency
	TagLabel.TextColor3 = tagColor
	TagLabel.Text = formatTagText
	TagLabel.Visible = true
	TagLabel.Parent = BaseMessage

	return TagLabel
end

function GetWhisperChannelPrefix()
	if ChatConstants.WhisperChannelPrefix then
		return ChatConstants.WhisperChannelPrefix
	end
	return "To "
end

function methods:NameButtonClicked(nameButton, playerName)
	if not self.ChatWindow then
		return
	end

	if ChatSettings.ClickOnPlayerNameToWhisper then
		local player = Players:FindFirstChild(playerName)
		if player and player ~= LocalPlayer then
			local whisperChannel = GetWhisperChannelPrefix() ..playerName
			if self.ChatWindow:GetChannel(whisperChannel) then
				self.ChatBar:ResetCustomState()
				local targetChannelName = self.ChatWindow:GetTargetMessageChannel()
				if targetChannelName ~= whisperChannel then
					self.ChatWindow:SwitchCurrentChannel(whisperChannel)
				end

				local whisperMessage = "/w " ..playerName
				self.ChatBar:SetText(whisperMessage)

				self.ChatBar:CaptureFocus()
			elseif not self.ChatBar:IsInCustomState() then
				local whisperMessage = "/w " ..playerName
				self.ChatBar:SetText(whisperMessage)

				self.ChatBar:CaptureFocus()
			end
		end
	end
end

function methods:ChannelButtonClicked(channelButton, channelName)
	if not self.ChatWindow then
		return
	end

	if ChatSettings.ClickOnChannelNameToSetMainChannel then
		if self.ChatWindow:GetChannel(channelName) then
			self.ChatBar:ResetCustomState()
			local targetChannelName = self.ChatWindow:GetTargetMessageChannel()
			if targetChannelName ~= channelName then
				self.ChatWindow:SwitchCurrentChannel(channelName)
			end
			self.ChatBar:ResetText()
			self.ChatBar:CaptureFocus()
		end
	end
end

function methods:RegisterChatWindow(chatWindow)
	self.ChatWindow = chatWindow
	self.ChatBar = chatWindow:GetChatBar()
end

function methods:GetFromObjectPool(className)
	if self.ObjectPool == nil then
		return Instance.new(className)
	end
	return self.ObjectPool:GetInstance(className)
end

function methods:RegisterObjectPool(objectPool)
	self.ObjectPool = objectPool
end


Prompt: -- Torso

Response:
character.RagdollRig.ConstraintUpperTorso.Attachment0 = UTJointB
character.RagdollRig.ConstraintUpperTorso.Attachment1 = LTJointB


Prompt:
--- Registers a command definition and its server equivalent.
-- Handles replicating the definition to the client.

Response:
function Registry:RegisterCommand (commandScript, commandServerScript, filter)
	local commandObject = require(commandScript)
	assert(
		typeof(commandObject) == "table",
		`Invalid return value from command script "{commandScript.Name}" (CommandDefinition expected, got {typeof(commandObject)})`
	)

	if commandServerScript then
		commandObject.Run = require(commandServerScript)
	end

	if filter and not filter(commandObject) then
		return
	end

	self:RegisterCommandObject(commandObject)

	commandScript.Parent = self.Cmdr.ReplicatedRoot.Commands
end


Prompt: -- goro7

Response:
local playerGuiBlacklist = {
	"Intro"
}

local plr = game.Players.LocalPlayer

function kick()
	plr:Kick("You have been kicked for cheating.")
end


Prompt: -- NOTE: this needs to be weakly held so gc isn't inhibited

Response:
local overrideParents: {[Instance]: Types.StateOrValue<Instance>} = setmetatable({}, WEAK_KEYS_METATABLE)

local function New(className: string)
	return function(propertyTable: {[string | Types.Symbol]: any})
		-- things to clean up when the instance is destroyed or gc'd
		local cleanupTasks = {}
		-- event handlers to connect
		local toConnect: {[RBXScriptSignal]: () -> ()} = {}

		--[[
			STEP 1: Create a reference to a new instance
		]]
		local refMetatable = {__mode = ""}
		local ref = setmetatable({}, refMetatable)
		local conn

		do
			local createOK, instance = pcall(Instance.new, className)
			if not createOK then
				logError("cannotCreateClass", nil, className)
			end

			local defaultClassProps = defaultProps[className]
			if defaultClassProps ~= nil then
				for property, value in pairs(defaultClassProps) do
					instance[property] = value
				end
			end

			ref.instance = instance

			conn = instance.Changed:Connect(function() end)
			instance = nil
		end

		--[[
			STEP 2: Apply properties and event handlers
		]]
		for key, value in pairs(propertyTable) do
			-- ignore some keys which will be processed later
			if key == Children or key == "Parent" then
				continue

			--[[
				STEP 2.1: Property (string) keys
			]]
			elseif typeof(key) == "string" then

				-- Properties bound to state
				if typeof(value) == "table" and value.type == "State" then
					local assignOK = pcall(function()
						ref.instance[key] = value:get(false)
					end)

					if not assignOK then
						logError("cannotAssignProperty", nil, className, key)
					end

					table.insert(cleanupTasks,
						Compat(value):onChange(function()
							if ref.instance == nil then
								if ENABLE_EXPERIMENTAL_GC_MODE then
									if conn.Connected then
										warn("ref is nil and instance is around!!!")
									else
										print("ref is nil, but instance was destroyed")
									end
								end
								return
							end
							Scheduler.enqueueProperty(ref.instance, key, value:get(false))
						end)
					)

				-- Properties with constant values
				else
					local assignOK = pcall(function()
						ref.instance[key] = value
					end)

					if not assignOK then
						logError("cannotAssignProperty", nil, className, key)
					end
				end

			--[[
				STEP 2.2: Symbol keys
			]]
			elseif typeof(key) == "table" and key.type == "Symbol" then

				-- Event handler
				if key.name == "OnEvent" then
					local event

					if
						not pcall(function()
							event = ref.instance[key.key]
						end) or
						typeof(event) ~= "RBXScriptSignal"
					then
						logError("cannotConnectChange", nil, className, key.key)
					end

					toConnect[event] = value

				-- Property change handler
				elseif key.name == "OnChange" then
					local event

					if
						not pcall(function()
							event = ref.instance:GetPropertyChangedSignal(key.key)
						end)
					then
						logError("cannotConnectChange", nil, className, key.key)
					end

					toConnect[event] = function()
						if ref.instance == nil then
							if ENABLE_EXPERIMENTAL_GC_MODE then
								if conn.Connected then
									warn("ref is nil and instance is around!!!")
								else
									print("ref is nil, but instance was destroyed")
								end
							end
							return
						end
						value(ref.instance[key.key])
					end

				-- Unknown symbol key
				else
					logError("unrecognisedPropertyKey", nil, key.name)
				end

			-- Unknown key of arbitrary type
			else
				logError("unrecognisedPropertyKey", nil, typeof(key))
			end
		end

		--[[
			STEP 3: If provided, parent [Children] to instance
		]]
		local children = propertyTable[Children]
		if children ~= nil then
			local currentChildren = {}
			local prevChildren = {}

			local currentConnections = {}
			local prevConnections = {}

			local function updateCurrentlyParented()
				if ref.instance == nil then
					if ENABLE_EXPERIMENTAL_GC_MODE then
						if conn.Connected then
							warn("ref is nil and instance is around!!!")
						else
							print("ref is nil, but instance was destroyed")
						end
					end
					return
				end

				prevChildren, currentChildren = currentChildren, prevChildren
				prevConnections, currentConnections = currentConnections, prevConnections

				local function recursiveAddChild(child)
					local childType = typeof(child)

					if childType == "Instance" then
						-- single instance child

						currentChildren[child] = true

						-- reused or newly parented logic
						if prevChildren[child] == nil then
							if overrideParents[child] == nil then
								child.Parent = ref.instance
							end
						else
							prevChildren[child] = nil
						end

					elseif childType == "table" then
						-- could either be an array or state object

						if child.type == "State" then
							-- state object

							recursiveAddChild(child:get(false))

							-- reuse old connection change handler if possible
							local prevDisconnect = prevConnections[child]
							if prevDisconnect ~= nil then
								currentConnections[child] = prevDisconnect
								prevConnections[child] = nil
							else
								-- FUTURE: does this need to be cleaned up when
								-- the instance is destroyed at any point?
								-- If so, how?
								currentConnections[child] = Compat(child):onChange(function()
									Scheduler.enqueueCallback(updateCurrentlyParented)
								end)
							end
						else
							-- array of children
							for _, subChild in pairs(child) do
								recursiveAddChild(subChild)
							end
						end

					-- explicitly allow nils (probably inside a state object)
					elseif childType ~= "nil" then
						logWarn("unrecognisedChildType", childType)
					end
				end

				recursiveAddChild(children)

				-- clean up previous children which weren't reused
				for prevChild in pairs(prevChildren) do
					if overrideParents[prevChild] == nil then
						prevChild.Parent = nil
					end
				end

				-- clean up previous connection handlers which weren't reused
				for prevState, disconnect in pairs(prevConnections) do
					disconnect()
				end

				table.clear(prevChildren)
				table.clear(prevConnections)
			end

			updateCurrentlyParented()
		end

		--[[
			STEP 4: If provided, override the Parent of this instance
		]]
		local parent = propertyTable.Parent
		if parent ~= nil then
			overrideParents[ref.instance] = parent

			if typeof(parent) == "table" and parent.type == "State" then
				-- bind parent to state object
				local assignOK = pcall(function()
					ref.instance.Parent = parent:get(false)
				end)

				if not assignOK then
					logError("cannotAssignProperty", nil, className, "Parent")
				end

				table.insert(cleanupTasks,
					Compat(parent):onChange(function()
						if ref.instance == nil then
							if ENABLE_EXPERIMENTAL_GC_MODE then
								if conn.Connected then
									warn("ref is nil and instance is around!!!")
								else
									print("ref is nil, but instance was destroyed")
								end
							end
							return
						end
						Scheduler.enqueueProperty(ref.instance, "Parent", parent:get(false))
					end)
				)

			else
				-- constant parent assignment
				local assignOK = pcall(function()
					ref.instance.Parent = parent
				end)

				if not assignOK then
					logError("cannotAssignProperty", nil, className, "Parent")
				end
			end
		end

		--[[
			STEP 5: Connect event handlers
		]]
		for event, callback in pairs(toConnect) do
			table.insert(cleanupTasks, event:Connect(callback))
		end

		--[[
			STEP 6: Register cleanup tasks if needed
		]]
		if cleanupTasks[1] ~= nil then
			if ENABLE_EXPERIMENTAL_GC_MODE then
				-- TODO: enabling this code sometimes leads to unexpected nil references appearing
				-- it remains to be determined whether this is a bug with the instance being gc'd
				-- too early, or whether this is a by-product of cleanupOnDestroy() taking some time
				-- before detecting gc'd instances.

				-- when the instance changes ancestor, check if it's still in the
				-- data model - if not, we switch to a weak reference to allow for
				-- gc to occur, otherwise hold the reference strongly
				local function updateRefStrength()
					if game:IsAncestorOf(ref.instance) then
						setmetatable(ref, {})
					else
						setmetatable(ref, {__mode = "v"})
					end
				end

				task.defer(updateRefStrength)
				table.insert(cleanupTasks, ref.instance.AncestryChanged:Connect(updateRefStrength))
			end

			cleanupOnDestroy(ref.instance, cleanupTasks)
		end

		return ref.instance
	end
end

return New


Prompt: -- Replace common spaces with middle dot at the end of any line

Response:
function replaceTrailingSpaces(text: string): string
	return text:gsub("%s+$", function(spaces)
		return string.rep(SPACE_SYMBOL, #spaces)
	end)
end

local function printReceived(object: any): string
	return RECEIVED_COLOR(replaceTrailingSpaces(stringify(object)))
end

local function printExpected(value: any): string
	return EXPECTED_COLOR(replaceTrailingSpaces(stringify(value)))
end

local function printWithType(
	name: string, -- 'Expected' or 'Received'
	value: any,
	print_: (any) -> string -- printExpected or printReceived
): string
	local type_ = getType(value)
	local hasType
	if type_ ~= "nil" then
		hasType = string.format("%s has type:  %s\n", name, type_)
	else
		hasType = ""
	end

	local hasValue = string.format("%s has value: %s", name, print_(value))
	return hasType .. hasValue
end

local function ensureNoExpected(expected: any, matcherName: string, options: MatcherHintOptions?): ()
	if typeof(expected) ~= "nil" then
		-- Prepend maybe not only for backward compatibility
		local matcherString = matcherName

		if not options then
			matcherString = "[.never]" .. matcherString
		end

		error(
			Error(
				matcherErrorMessage(
					matcherHint(matcherString, nil, "", options),
					"this matcher must not have an expected argument",
					printWithType("Expected", expected, printExpected)
				)
			)
		)
	end
end


Prompt:
--Made by Repressed_Memories
-- Edited by Truenus

Response:
local component = script.Parent.Parent
local car = script.Parent.Parent.Parent.Parent.Car.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local leftsignal = "z"
local rightsignal = "c"
local hazards = "x"
local hazardson = false
local lefton = false
local righton = false
local leftlight = car.Body.Lights.Left.RLTS.TSL
local rightlight = car.Body.Lights.Right.RRTS.TSL
local leftfront = car.Body.Lights.Left.RLTS
local rightfront = car.Body.Lights.Right.RRTS
local signalblinktime = 0.32
local neonleft = car.Body.Lights.Left.LTS
local neonright = car.Body.Lights.Right.RTS
local leftgui = script.Parent.Parent.Parent.Parent:WaitForChild("AC6_Stock_Gauges").Left
local rightgui = script.Parent.Parent.Parent.Parent:WaitForChild("AC6_Stock_Gauges").Right
local off =  BrickColor.New("Mid gray")
local on = BrickColor.New("Bright orange")
mouse.KeyDown:connect(function(lkey)
	local key = string.lower(lkey)
	if key == leftsignal then
		if lefton == false then
			lefton = true
			script.Parent.Parent.StartSignal:play()
			repeat
				neonleft.BrickColor=on
				leftlight.Enabled = true
				neonleft.Material = "Neon"
				neonleft.Transparency=0
				leftgui.ImageTransparency=0
				leftfront.Material = "Neon"
				component.TurnSignal:play()
				wait(signalblinktime)
				neonleft.Transparency=1
				neonleft.BrickColor=off
				leftgui.ImageTransparency=1
				component.TurnSignal:play()
				neonleft.Material = "Sand"
				leftfront.Material = "Sand"
				leftlight.Enabled = false
				wait(signalblinktime)
			until
			lefton == false or righton == true
		elseif lefton == true or righton == true then
			lefton = false
			component.TurnSignal:stop()
			leftlight.Enabled = false
			wait(0.05)
			script.Parent.Parent.StopSignal:play()
		end
	elseif key == rightsignal then
		if righton == false then
			righton = true
			script.Parent.Parent.StartSignal:play()
			repeat
				rightlight.Enabled = true
				neonright.Material = "Neon"
				rightfront.Material = "Neon"
				component.TurnSignal:play()
				neonright.BrickColor=on
				neonright.Transparency=0
				rightgui.ImageTransparency=0
				wait(signalblinktime)
				neonright.Transparency=1
				neonright.BrickColor=off
				rightgui.ImageTransparency=1
				component.TurnSignal:play()
				neonright.Material = "Sand"
				rightfront.Material = "Sand"
				rightlight.Enabled = false
				wait(signalblinktime)
			until
			righton == false or lefton == true
		elseif righton == true or lefton == true then
			righton = false
			component.TurnSignal:stop()
			wait(0.05)
			script.Parent.Parent.StopSignal:play()
			rightlight.Enabled = false
		end
	elseif key == hazards then
		if hazardson == false then
			script.Parent.Parent.StartSignal:play()
			hazardson = true
			repeat
				neonright.BrickColor=on
				neonleft.BrickColor=on
				neonright.Material = "Neon"
				rightfront.Material = "Neon"
				neonleft.Material = "Neon"
				neonleft.Transparency=0
				neonright.Transparency=0
				leftfront.Material = "Neon"
				component.TurnSignal:play()
				rightlight.Enabled = true
				leftlight.Enabled = true
				leftgui.ImageTransparency=0
				rightgui.ImageTransparency=0
				wait(signalblinktime)
				neonleft.Transparency=1
				neonright.Transparency=1
				neonright.BrickColor=off
				neonleft.BrickColor=off
				leftgui.ImageTransparency=1
				rightgui.ImageTransparency=1
				component.TurnSignal:play()
				neonright.Material = "Sand"
				rightfront.Material = "Sand"
				neonleft.Material = "Sand"
				leftfront.Material = "Sand"
				rightlight.Enabled = false
				leftlight.Enabled = false
				wait(signalblinktime)
			until
			hazardson == false
		elseif hazardson == true then
			hazardson = false
			component.TurnSignal:stop()
			rightlight.Enabled = false
			leftlight.Enabled = false
			wait(0.05)
			script.Parent.Parent.StopSignal:play()
		end
	end
end)


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

Response:
game:GetService("Players").LocalPlayer.CharacterAdded:connect(function(p1)
	p1:WaitForChild("Humanoid").Seated:connect(function(p2, p3)
		if p3 and p3:IsA("VehicleSeat") then
			workspace.CurrentCamera.CameraSubject = p1.Humanoid;
		end;
	end);
end);


Prompt: -- (Hat Giver Script - Loaded.)

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 = "Red ruby crown"
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle"
		p.formFactor = 0
		p.Size = Vector3.new(2, 1, 1)
		p.BottomSurface = 0
		p.TopSurface = 0
		p.Locked = true
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0, -0.9, 0)
		wait(5)
		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)


Prompt: -- Player specific convenience variables

Response:
local MyPlayer = nil
local MyCharacter = nil
local MyHumanoid = nil
local MyTorso = nil

local DebrisService = game:GetService('Debris')

local FireSound

local OnFireConnection = nil
local OnReloadConnection = nil


Prompt:
-- This module is based on the script found on this tutorial: https://www.youtube.com/watch?v=XfedvejJBGY
-- Please watch the video for a better understanding!


Prompt: -- functions

Response:
function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if emoteNames[oldAnim] and emoteNames[oldAnim] == false then
		oldAnim = "idle"
	end

	currentAnim = ""
	if currentAnimKeyframeHandler then
		currentAnimKeyframeHandler:disconnect()
	end
	if currentAnimTrack then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end
	return oldAnim
end

function setAnimationSpeed(speed)
	if speed ~= currentAnimSpeed then
		currentAnimSpeed = speed
		currentAnimTrack:AdjustSpeed(currentAnimSpeed)
	end
end

function keyFrameReachedFunc(frameName)
	if frameName == "End" then


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

Response:
local v1 = require(script.Parent:WaitForChild("BaseCharacterController"));
local v2 = setmetatable({}, v1);
v2.__index = v2;
function v2.new()
	local v3 = setmetatable(v1.new(), v2);
	v3.textFocusReleasedConn = nil;
	v3.textFocusGainedConn = nil;
	v3.windowFocusReleasedConn = nil;
	v3.forwardValue = 0;
	v3.backwardValue = 0;
	v3.leftValue = 0;
	v3.rightValue = 0;
	return v3;
end;
local l__UserInputService__1 = game:GetService("UserInputService");
local u2 = Vector3.new(0, 0, 0);
function v2.Enable(p1, p2)
	if not l__UserInputService__1.KeyboardEnabled then
		return false;
	end;
	if p2 == p1.enabled then
		return true;
	end;
	p1.forwardValue = 0;
	p1.backwardValue = 0;
	p1.leftValue = 0;
	p1.rightValue = 0;
	p1.moveVector = u2;
	p1.isJumping = false;
	if p2 then
		p1:BindContextActions();
		p1:ConnectFocusEventListeners();
	else
		p1:UnbindContextActions();
		p1:DisconnectFocusEventListeners();
	end;
	p1.enabled = p2;
	return true;
end;
function v2.UpdateMovement(p3, p4)
	if p4 == Enum.UserInputState.Cancel then
		p3.moveVector = u2;
		return;
	end;
	p3.moveVector = Vector3.new(p3.leftValue + p3.rightValue, 0, p3.forwardValue + p3.backwardValue);
end;
local l__ContextActionService__3 = game:GetService("ContextActionService");
function v2.BindContextActions(p5)
	l__ContextActionService__3:BindAction("moveForwardAction", function(p6, p7, p8)
		if p7 == Enum.UserInputState.Begin then
			local v4 = -1;
		else
			v4 = 0;
		end;
		p5.forwardValue = v4;
		p5:UpdateMovement(p7);
	end, false, Enum.PlayerActions.CharacterForward);
	l__ContextActionService__3:BindAction("moveBackwardAction", function(p9, p10, p11)
		if p10 == Enum.UserInputState.Begin then
			local v5 = 1;
		else
			v5 = 0;
		end;
		p5.backwardValue = v5;
		p5:UpdateMovement(p10);
	end, false, Enum.PlayerActions.CharacterBackward);
	l__ContextActionService__3:BindAction("moveLeftAction", function(p12, p13, p14)
		if p13 == Enum.UserInputState.Begin then
			local v6 = -1;
		else
			v6 = 0;
		end;
		p5.leftValue = v6;
		p5:UpdateMovement(p13);
	end, false, Enum.PlayerActions.CharacterLeft);
	l__ContextActionService__3:BindAction("moveRightAction", function(p15, p16, p17)
		if p16 == Enum.UserInputState.Begin then
			local v7 = 1;
		else
			v7 = 0;
		end;
		p5.rightValue = v7;
		p5:UpdateMovement(p16);
	end, false, Enum.PlayerActions.CharacterRight);
	l__ContextActionService__3:BindAction("jumpAction", function(p18, p19, p20)
		p5.isJumping = p19 == Enum.UserInputState.Begin;
	end, false, Enum.PlayerActions.CharacterJump);
end;
function v2.UnbindContextActions(p21)
	l__ContextActionService__3:UnbindAction("moveForwardAction");
	l__ContextActionService__3:UnbindAction("moveBackwardAction");
	l__ContextActionService__3:UnbindAction("moveLeftAction");
	l__ContextActionService__3:UnbindAction("moveRightAction");
	l__ContextActionService__3:UnbindAction("jumpAction");
end;
function v2.ConnectFocusEventListeners(p22)
	local function v8()
		p22.moveVector = u2;
		p22.forwardValue = 0;
		p22.backwardValue = 0;
		p22.leftValue = 0;
		p22.rightValue = 0;
		p22.isJumping = false;
	end;
	p22.textFocusReleasedConn = l__UserInputService__1.TextBoxFocusReleased:Connect(v8);
	p22.textFocusGainedConn = l__UserInputService__1.TextBoxFocused:Connect(function(p23)
		p22.isJumping = false;
	end);
	p22.windowFocusReleasedConn = l__UserInputService__1.WindowFocused:Connect(v8);
end;
function v2.DisconnectFocusEventListeners(p24)
	if p24.textFocusReleasedCon then
		p24.textFocusReleasedCon:Disconnect();
		p24.textFocusReleasedCon = nil;
	end;
	if p24.textFocusGainedConn then
		p24.textFocusGainedConn:Disconnect();
		p24.textFocusGainedConn = nil;
	end;
	if p24.windowFocusReleasedConn then
		p24.windowFocusReleasedConn:Disconnect();
		p24.windowFocusReleasedConn = nil;
	end;
end;
return v2;


Prompt: -- ROBLOX MOVED: expect/utils.lua

Response:
local function hasPropertyInObject(object: any, key: string): boolean
	-- We don't have to deal with the complexities around prototype chains in
	-- javascript since a simple key access will look up the
	-- metatable chain for us
	local shouldBeFalse = not toJSBoolean(object) or typeof(object) ~= "table"

	if shouldBeFalse then
		return false
	end

	return object[key] ~= nil
end


Prompt: -- Create the path object

Response:
local path = PathfindingService:CreatePath(agentParams)

path:ComputeAsync(humanoid.Position, destination.Position)


Prompt: -- functions

Response:
function onRunning(speed)
	if isSeated then return end

	if speed>0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	isSeated = false
	pose = "Jumping"
end

function onClimbing()
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	isSeated = true
	pose = "Seated"
	print("Seated")
end

function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	print("Move Sit")
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()

	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == "Tool") then return kidTable[i] end
		end
	end

	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == "toolanim" and c[i].className == "StringValue") then
			return c[i]
		end
	end
	return nil
end

function animateTool()

	if (toolAnim == "None") then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == "Slash") then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == "Lunge") then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == "Jumping") then
		moveJump()
		return
	end

	if (pose == "FreeFall") then
		moveFreeFall()
		return
	end

	if (pose == "Climbing") then
		moveClimb()
		return
	end

	if (pose == "Seated") then
		moveSit()
		return
	end

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == "Running") then
		amplitude = 1
		frequency = 9
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle
	LeftShoulder.DesiredAngle = desiredAngle
	RightHip.DesiredAngle = -desiredAngle/4
	LeftHip.DesiredAngle = -desiredAngle/4

	local tool = getTool()

	if tool ~= nil then

		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()

	else
		toolAnim = "None"
		toolAnimTime = 0
	end
end