Prompt:
-- Each note takes up exactly 8 seconds in audio. i.e C2 lasts 8 secs, C2# lasts 8 secs, C3 lasts 8 secs, C3# lasts 8 secs etc. for each audio
-- These are the IDs of the piano sounds.

Response:
settings.SoundSource = Piano.Keys.KeyBox

settings.CameraCFrame = CFrame.new(
    (Box.CFrame * CFrame.new(0, 0, 1)).p, -- +z is towards player
    (Box.CFrame * CFrame.new(0, 0, 0)).p
)


Prompt: -- This is the same as Icon.new(), except it adds additional behaviour for certain specified names designed to mimic core icons, such as 'Chat'

Response:
function Icon.mimic(coreIconToMimic)
	local iconName = coreIconToMimic.."Mimic"
	local icon = IconController.getIcon(iconName)
	if icon then
		return icon
	end
	icon = Icon.new()
	icon:setName(iconName)

	if coreIconToMimic == "Chat" then
		icon:setOrder(-1)
		icon:setImage("rbxasset://textures/ui/TopBar/chatOff.png", "deselected")
		icon:setImage("rbxasset://textures/ui/TopBar/chatOn.png", "selected")
		icon:setImageYScale(0.625)
		-- Since roblox's core gui api sucks melons I reverted to listening for signals within the chat modules
		-- unfortunately however they've just gone and removed *these* signals therefore
		-- this mimic chat and similar features are now impossible to recreate accurately, so I'm disabling for now
		-- ill go ahead and post a feature request; fingers crossed we get something by the next decade

		--[[
		-- Setup maid and cleanup actioon
		local maid = icon._maid
		icon._fakeChatMaid = maid:give(Maid.new())
		maid.chatMimicCleanup = function()
			starterGui:SetCoreGuiEnabled("Chat", icon.enabled)
		end
		-- Tap into chat module
		local chatMainModule = players.LocalPlayer.PlayerScripts:WaitForChild("ChatScript").ChatMain
		local ChatMain = require(chatMainModule)
		local function displayChatBar(visibility)
			icon.ignoreVisibilityStateChange = true
			ChatMain.CoreGuiEnabled:fire(visibility)
			ChatMain.IsCoreGuiEnabled = false
			ChatMain:SetVisible(visibility)
			icon.ignoreVisibilityStateChange = nil
		end
		local function setIconEnabled(visibility)
			icon.ignoreVisibilityStateChange = true
			ChatMain.CoreGuiEnabled:fire(visibility)
			icon:setEnabled(visibility)
			starterGui:SetCoreGuiEnabled("Chat", false)
			icon:deselect()
			icon.updated:Fire()
			icon.ignoreVisibilityStateChange = nil
		end
		-- Open chat via Slash key
		icon._fakeChatMaid:give(userInputService.InputEnded:Connect(function(inputObject, gameProcessedEvent)
			if gameProcessedEvent then
				return "Another menu has priority"
			elseif not(inputObject.KeyCode == Enum.KeyCode.Slash or inputObject.KeyCode == Enum.SpecialKey.ChatHotkey) then
				return "No relavent key pressed"
			elseif ChatMain.IsFocused() then
				return "Chat bar already open"
			elseif not icon.enabled then
				return "Icon disabled"
			end
			ChatMain:FocusChatBar(true)
			icon:select()
		end))
		-- ChatActive
		icon._fakeChatMaid:give(ChatMain.VisibilityStateChanged:Connect(function(visibility)
			if not icon.ignoreVisibilityStateChange then
				if visibility == true then
					icon:select()
				else
					icon:deselect()
				end
			end
		end))
		-- Keep when other icons selected
		icon.deselectWhenOtherIconSelected = false
		-- Mimic chat notifications
		icon._fakeChatMaid:give(ChatMain.MessagesChanged:connect(function()
			if ChatMain:GetVisibility() == true then
				return "ChatWindow was open"
			end
			icon:notify(icon.selected)
		end))
		-- Mimic visibility when StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, state) is called
		coroutine.wrap(function()
			runService.Heartbeat:Wait()
			icon._fakeChatMaid:give(ChatMain.CoreGuiEnabled:connect(function(newState)
				if icon.ignoreVisibilityStateChange then
					return "ignoreVisibilityStateChange enabled"
				end
				local topbarEnabled = starterGui:GetCore("TopbarEnabled")
				if topbarEnabled ~= IconController.previousTopbarEnabled then
					return "SetCore was called instead of SetCoreGuiEnabled"
				end
				if not icon.enabled and userInputService:IsKeyDown(Enum.KeyCode.LeftShift) and userInputService:IsKeyDown(Enum.KeyCode.P) then
					icon:setEnabled(true)
				else
					setIconEnabled(newState)
				end
			end))
		end)()
		icon.deselected:Connect(function()
			displayChatBar(false)
		end)
		icon.selected:Connect(function()
			displayChatBar(true)
		end)
		setIconEnabled(starterGui:GetCoreGuiEnabled("Chat"))
		--]]
	end
	return icon
end


Prompt:
--[=[
	Instantiates a new Janitor object.
	@return Janitor
]=]

Response:
function Janitor.new()
	return setmetatable({
		CurrentlyCleaning = false;
		[IndicesReference] = nil;
	}, Janitor)
end

export type Janitor = typeof(Janitor.new())
return Janitor


Prompt: --// All global vars will be wiped/replaced except script

Response:
return function(data, env)
	if env then
		setfenv(1, env)
	end

	local playergui = service.PlayerGui
	local localplayer = service.Players.LocalPlayer
	local scr = client.UI.Prepare(script.Parent.Parent)
	local main = scr.Main
	local t1 = main.Title
	local t2 = main.Message
	local msg = data.Message
	local color = data.Color

	local found = client.UI.Get("Output")
	if found then
		for i,v in pairs(found) do
			local p = v.Object
			if p and p.Parent then
				p.Main.Position = UDim2.new(0, 0, 0.35, p.Main.Position.Y.Offset+50)
			end
		end
	end

	t2.Text = msg

	spawn(function()
		local sound = Instance.new("Sound",service.LocalContainer())
		sound.SoundId = "rbxassetid://7152562261"
		sound.Volume = 0.1
		sound:Play()
		wait(0.8)
		sound:Destroy()
	end)

	main.Size = UDim2.new(1, 0, 0, 0)
	gTable.Ready()
	main:TweenSize(UDim2.new(1, 0, 0, 50), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.1)
	wait(5)
	gTable.Destroy()
end


Prompt: --Close MainFrame

Response:
function module:CloseMainFrame()
	TopBarButton.ImageRectOffset = Vector2.new(0,0)
	mainFrame.Visible = false
end
module:CloseMainFrame()
updateDragBar()


Prompt:
-- setup emote chat hook
--Game.Players.LocalPlayer.Chatted:connect(function(msg)
--	local emote = ""
--	if (string.sub(msg, 1, 3) == "/e ") then
--		emote = string.sub(msg, 4)
--	elseif (string.sub(msg, 1, 7) == "/emote ") then
--		emote = string.sub(msg, 8)
--	end
--
--	if (pose == "Standing" and emoteNames[emote] ~= nil) then
--		playAnimation(emote, 0.1, Humanoid)
--	end
--	print("===> " .. string.sub(msg, 1, 3) .. "(" .. emote .. ")")
--end)


Prompt:
--[=[
	Gets the value in the children

	@param parent Instance
	@param instanceType string
	@param name string
	@param default any?
	@return any
]=]

Response:
function ValueBaseUtils.getValue(parent, instanceType, name, default)
	assert(typeof(parent) == "Instance", "Bad argument 'parent'")
	assert(type(instanceType) == "string", "Bad argument 'instanceType'")
	assert(type(name) == "string", "Bad argument 'name'")

	local foundChild = parent:FindFirstChild(name)
	if foundChild then
		if foundChild:IsA(instanceType) then
			return foundChild.Value
		else
			warn(("[ValueBaseUtils.getValue] - Value of type %q of name %q is of type %q in %s instead")
				:format(instanceType, name, foundChild.ClassName, foundChild:GetFullName()))
			return nil
		end
	else
		return default
	end
end


Prompt:
--[[
	Fired when state is left
]]

Response:
function Transitions.onLeaveWarmup(stateMachine, event, from, to, playerComponent)
	PlayerWarmup.leave(stateMachine, playerComponent)
end


Prompt: --// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol

Response:
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local TR = script.Parent.Tracker
local limitButton = HUB.Name
local lightOn = false
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local winfob = HUB.Parent.Windows


Prompt:
--[[
	Indents a list of strings and then concatenates them together with newlines
	into a single string.
]]

Response:
local function indentLines(lines, indentLevel)
	local outputBuffer = {}

	for _, line in ipairs(lines) do
		table.insert(outputBuffer, indent(line, indentLevel))
	end

	return table.concat(outputBuffer, "\n")
end

local logInfoMetatable = {}


Prompt: -- functions

Response:
local function ProcessReceipt(receiptInfo)
	local player	= Players:GetPlayerByUserId(receiptInfo.PlayerId)
	if player then
		if receiptInfo.ProductId == TIER_SKIP_ID then
			print(player.Name .. " skipped a tier")
			local success	= script.Parent.Ranking.RankingScript.SkipTier:Invoke(player)
			if success then
				return Enum.ProductPurchaseDecision.PurchaseGranted
			else
				return Enum.ProductPurchaseDecision.NotProcessedYet
			end
		elseif CURRENCY_IDS[receiptInfo.ProductId] then
			local tickets		= CURRENCY_IDS[receiptInfo.ProductId]
			local playerData	= PLAYER_DATA:FindFirstChild(player.Name)

			if playerData then
				print(player, "purchased", tickets, "tickets")
				playerData.Currency.Tickets.Value	= playerData.Currency.Tickets.Value + tickets
				local success	= script.Parent.DataScript.SaveData:Invoke(player)
				if success then
					return Enum.ProductPurchaseDecision.PurchaseGranted
				else
					return Enum.ProductPurchaseDecision.NotProcessedYet
				end
			else
				return Enum.ProductPurchaseDecision.NotProcessedYet
			end
		end
	else
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end
end


Prompt:
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
-- Apply Gamepad Deadzone

Response:
local function ApplyDeadzone(n)
	if math.abs(n) < GAMEPAD_DEADZONE then return 0 end
	return (n + (n > 0 and -GAMEPAD_DEADZONE or GAMEPAD_DEADZONE)) / (1 - GAMEPAD_DEADZONE)
end -- ApplyDeadzone()

local function UpdateBoost(boost, step)
	-- Update boost amount
	if boost and boostAmount > step then
		boostAmount = boostAmount - step
	elseif ((boostAmount >= 0) and (boostAmount < maxBoostAmount)) then
		-- Restore boost when boost is off (restores at half speed of use rate)
		boostAmount = boostAmount + step/2
		boost = false
	end

	return boost
end


Prompt: -- Basic settings

Response:
local ROTATION_SPEED = math.pi * 4.5

local plr = game.Players.LocalPlayer
local tweenService = game:GetService("TweenService")

game.ReplicatedStorage.Interactions.Client.BeginKnifeThrow.OnClientEvent:connect(function(knife, rotateAxis, velocity)

	-- Connect end knife throw
	local stopLoop = false
	local finalCFrame = nil
	local endEvent = game.ReplicatedStorage.Interactions.Client.EndKnifeThrow.OnClientEvent:connect(function(otherKnife, cframe)
		if otherKnife == knife then
			stopLoop = true
			finalCFrame = cframe
		end
	end)

	-- Make knife move smoothly
	local currentTween = nil
	while not stopLoop do

		-- Wait
		local waitTime = wait()

		-- Tween
		local rotateAmt = rotateAxis * (-ROTATION_SPEED) * waitTime
		local goal = {
			CFrame = (knife.CFrame + (velocity * waitTime)) * CFrame.fromEulerAnglesXYZ(rotateAmt.X, rotateAmt.Y, rotateAmt.Z)
		}
		currentTween = tweenService:Create(knife, TweenInfo.new(waitTime, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), goal)
		currentTween:Play()

	end

	-- Disconnect event
	endEvent:disconnect()

	-- End tween
	if currentTween ~= nil then
		currentTween:Cancel()
	end

	-- Set final CFrame
	if knife.Parent ~= nil and finalCFrame ~= nil then
		knife.CFrame = finalCFrame
	end

end)


Prompt: -- Modifies an array of path parts in place by interpreting "." and ".." segments

Response:
function Path:_normalizeArray(parts: Array<string>, isrelative: boolean)
	local skip = 0
	for i = #parts, 1, -1 do
		local part = parts[i]
		if part == "." then
			table.remove(parts, i)
		elseif part == ".." then
			table.remove(parts, i)
			skip = skip + 1
		elseif skip > 0 then
			table.remove(parts, i)
			skip = skip - 1
		end
	end
	if isrelative then
		while skip > 0 do
			table.insert(parts, 1, "..")
			skip = skip - 1
		end
	end
end

function Path:_splitBySeparators(filepath: string)
	local parts = {}
	for part in filepath:gmatch("[^" .. self.sep .. "]+") do
		parts[#parts + 1] = part
	end
	return parts
end

function Path:normalize(filepath: string)
	filepath = self:normalizeSeparators(filepath)
	local is_absolute = self:isAbsolute(filepath)
	local root = is_absolute and self:getRoot(filepath) or nil
	local trailing_slash = filepath:sub(#filepath) == self.sep

	if root then
		filepath = filepath:sub(root:len() + 1)
	end

	local parts = self:_splitBySeparators(filepath)
	self:_normalizeArray(parts, not is_absolute)
	filepath = table.concat(parts, self.sep)

	if #filepath == 0 then
		if is_absolute then
			return root
		end
		return "."
	end
	if trailing_slash then
		filepath = filepath .. self.sep
	end
	if is_absolute then
		filepath = root .. filepath
	end
	return filepath
end

function Path:_filterparts(parts: Array<string>)
	local filteredparts = {}
	-- filter out empty parts
	for i, part in ipairs(parts) do
		if part and part ~= "" then
			table.insert(filteredparts, part)
		end
	end
	for i, part in ipairs(filteredparts) do
		-- Strip leading slashes on all but first item
		if i > 1 then
			while part:sub(1, 1) == self.sep do
				part = part:sub(2)
			end
		end
		-- Strip trailing slashes on all but last item
		if i < #filteredparts then
			while part:sub(#part) == self.sep do
				part = part:sub(1, #part - 1)
			end
		end
		filteredparts[i] = part
	end
	return filteredparts
end

function Path:_rawjoin(parts: Array<string>)
	return table.concat(parts, self.sep)
end

function Path:_filteredjoin(...: string)
	local parts: Array<string> = { ... }
	for i, part in ipairs(parts) do
		parts[i] = self:normalizeSeparators(part)
	end
	local filteredparts = self:_filterparts(parts)
	local joined = self:_rawjoin(filteredparts)
	return joined, filteredparts
end

function Path:join(...: string)
	local joined = self:_filteredjoin(...)
	return self:normalize(joined)
end


Response:
UIS.InputBegan:connect(function(i,GP) if not GP then if i.KeyCode == KeyCode then Inn:play() end end end)
UIS.InputEnded:connect(function(i,GP) if not GP then if i.KeyCode == KeyCode then Out:play() end end end)


Prompt:
-- ROBLOX TODO: Not sure how to model this, upstream: https://github.com/facebook/flow/blob/main/tests/react_instance/class.js#L10
-- ROBLOX FIXME Luau: if I make this Object, we run into normalization issues: '{| current: React_ElementRef<any>? |}' could not be converted into '(((?) -> any) | {| current: ? |})?

Response:
export type React_ElementRef<C> = C

export type React_Ref<ElementType> =
	{ current: React_ElementRef<ElementType> | nil }
	| ((React_ElementRef<ElementType> | nil) -> ())


Prompt:
-- Note: Overrides base class GetIsJumping with get-and-clear behavior to do a single jump
-- rather than sustained jumping. This is only to preserve the current behavior through the refactor.

Response:
function DynamicThumbstick:GetIsJumping()
	local wasJumping = self.isJumping
	self.isJumping = false
	return wasJumping
end

function DynamicThumbstick:Enable(enable: boolean?, uiParentFrame): boolean?
	if enable == nil then return false end			-- If nil, return false (invalid argument)
	enable = enable and true or false				-- Force anything non-nil to boolean before comparison
	if self.enabled == enable then return true end	-- If no state change, return true indicating already in requested state

	if enable then
		-- Enable
		if not self.thumbstickFrame then
			self:Create(uiParentFrame)
		end

		self:BindContextActions()
	else
		ContextActionService:UnbindAction(DYNAMIC_THUMBSTICK_ACTION_NAME)
		-- Disable
		self:OnInputEnded() -- Cleanup
	end

	self.enabled = enable
	self.thumbstickFrame.Visible = enable
	return nil
end


Prompt: --- Skill

Response:
local UIS = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
local Mouse = plr:GetMouse()
local Debounce = true
Player = game.Players.LocalPlayer
local Track1 : Animation = script:WaitForChild("Anim01")
Track1 = Player.Character:WaitForChild("Humanoid"):LoadAnimation(script.Anim01)
local PrevWalkSpeed = nil
local Tween = game:GetService("TweenService")
local Gui = Player.PlayerGui:WaitForChild("Mochi_Skill_List".. Player.Name):WaitForChild("Frame")

local Cooldown = 5

UIS.InputBegan:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.X and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then
		Tool.Active.Value = "2BurningDough"
		PrevWalkSpeed = Player.Character:WaitForChild("Humanoid").WalkSpeed
		Gui:FindFirstChild(Tool.Active.Value).Frame.Size = UDim2.new(1, 0, 1, 0)
		Player.Character:WaitForChild("Humanoid").WalkSpeed = 5
		Track1:Play()
		Track1:AdjustSpeed(0)
		wait(0.15)
		script.Fire:FireServer("hold")
	end
end)

UIS.InputEnded:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.X and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "2BurningDough" then
		Debounce = false
		Tool.Active.Value = "2BurningDough"
		Track1:AdjustSpeed(1)
		wait(0.1)
		script.Fire:FireServer(plr)
		local hum =  Player.Character.Humanoid
		for i = 1,10 do
			wait()
			hum.CameraOffset = Vector3.new(
				math.random(-1,1),
				math.random(-1,1),
				math.random(-1,1))
		end
		hum.CameraOffset = Vector3.new(0,0,0)
		Tween:Create(Gui:FindFirstChild(Tool.Active.Value).Frame, TweenInfo.new(Cooldown), {Size = UDim2.new(0, 0, 1, 0)}):Play()
		Tool.Active.Value = "None"
		Player.Character:WaitForChild("Humanoid").WalkSpeed = PrevWalkSpeed
		wait(Cooldown)
		Debounce = true
	end
end)


Prompt: -- connect up

Response:
function stopLoopedSounds()
	sRunning:Stop()
	sClimbing:Stop()
	sSwimming:Stop()
end

if hasPlayer == nil then
	Humanoid.Died:connect(onDied)
	Humanoid.Running:connect(onRunning)
	Humanoid.Swimming:connect(onSwimming)
	Humanoid.Climbing:connect(onClimbing)
	Humanoid.Jumping:connect(function(state) onStateNoStop(state, sJumping) prevState = "Jump" end)
	Humanoid.GettingUp:connect(function(state) stopLoopedSounds() onStateNoStop(state, sGettingUp) prevState = "GetUp" end)
	Humanoid.FreeFalling:connect(function(state) stopLoopedSounds() onStateFall(state, sFreeFalling) prevState = "FreeFall" end)
	Humanoid.FallingDown:connect(function(state) stopLoopedSounds() end)
	Humanoid.StateChanged:connect(function(old, new)
		if not (new.Name == "Dead" or
				new.Name == "Running" or
				new.Name == "RunningNoPhysics" or
				new.Name == "Swimming" or
				new.Name == "Jumping" or
				new.Name == "GettingUp" or
				new.Name == "Freefall" or
				new.Name == "FallingDown") then
			stopLoopedSounds()
		end
	end)
end


Prompt:
--[[
{Madwork}

-[RateLimiter]---------------------------------------
	Prevents RemoteEvent spamming; Player references are automatically removed as they leave

	Members:

		RateLimiter.Default   [RateLimiter]

	Functions:

		RateLimiter.NewRateLimiter(rate) --> [RateLimiter]
			rate   [number] -- Events per second allowed; Excessive events are dropped

	Methods [RateLimiter]:

		RateLimiter:CheckRate(source) --> is_to_be_processed [bool] -- Whether event should be processed
			source   [any]

		RateLimiter:CleanSource(source) -- Forgets about the source - must be called for any object that
			has been passed to RateLimiter:CheckRate() after that object is no longer going to be used;
			Does not have to be called for Player instances!

		RateLimiter:Cleanup() -- Forgets all sources

		RateLimiter:Destroy() -- Make the RateLimiter module forget about this RateLimiter object

--]]

Response:
local SETTINGS = {
	DefaultRateLimiterRate = 120,
}


Prompt:
--[=[
	@param observer (any) -> nil
	@return Connection
	Observes the value of the property. The observer will
	be called right when the value is first ready, and
	every time the value changes. This is safe to call
	immediately (i.e. no need to use `IsReady` or `OnReady`
	before using this method).

	Observing is essentially listening to `Changed`, but
	also sends the initial value right away (or at least
	once `OnReady` is completed).

	```lua
	local function ObserveValue(value)
		print(value)
	end

	clientRemoteProperty:Observe(ObserveValue)
	```
]=]

Response:
function ClientRemoteProperty:Observe(observer: (any) -> nil)
	if self._ready then
		task.defer(observer, self._value)
	end
	return self.Changed:Connect(observer)
end


Prompt: -- Code for handling controls of various data types --

Response:
local Controls = {}

Controls["default"] = function(object, propertyData, readOnly)
	local propertyName = propertyData["Name"]
	local propertyType = propertyData["ValueType"]

	local box = CreateTextBox(readOnly)
	box.Size = UDim2.new(1, -2 * Styles.Margin, 1, 0)
	box.Position = UDim2.new(0, Styles.Margin, 0, 0)

	local function update()
		local value = object[propertyName]
		box.Text = ToString(value, propertyType.Name)
	end

	if not readOnly then
		box.FocusLost:connect(function(enterPressed)
			Set(object, propertyData, ToValue(box.Text,propertyType.Name))
			update()
		end)
	end

	update()

	object.Changed:connect(function(property)
		if (property == propertyName) then
			update()
		end
	end)

	return box
end

Controls["bool"] = function(object, propertyData, readOnly)
	local propertyName = propertyData["Name"]
	local checked = object[propertyName]

	local checkbox, setValue = CreateCheckbox(checked, readOnly, function(value)
		Set(object, propertyData, not checked)
	end)
	checkbox.Position = UDim2.new(0, Styles.Margin, 0, Styles.Margin)

	setValue(checked)

	local function update()
		checked = object[propertyName]
		setValue(checked)
	end

	object.Changed:connect(function(property)
		if (property == propertyName) then
			update()
		end
	end)

	if object:IsA("BoolValue") then
		object.Changed:connect(function(val)
			update()
		end)
	end

	update()

	return checkbox
end

Controls["BrickColor"] = function(object, propertyData, readOnly)
	local propertyName = propertyData["Name"]

	local frame,label,brickColorBox = CreateBrickColor(readOnly, function(brickColor)
		Set(object, propertyData, brickColor)
	end)

	local function update()
		local value = object[propertyName]
		brickColorBox.BackgroundColor3 = value.Color
		label.Text = tostring(value)
	end

	update()

	object.Changed:connect(function(property)
		if (property == propertyName) then
			update()
		end
	end)

	return frame
end

Controls["Color3"] = function(object, propertyData, readOnly)
	local propertyName = propertyData["Name"]

	local frame,textBox,colorBox = CreateColor3Control(readOnly)

	textBox.FocusLost:connect(function(enterPressed)
		Set(object, propertyData, ToValue(textBox.Text,"Color3"))
		local value = object[propertyName]
		colorBox.BackgroundColor3 = value
		textBox.Text = ToString(value, "Color3")
	end)

	local function update()
		local value = object[propertyName]
		colorBox.BackgroundColor3 = value
		textBox.Text = ToString(value, "Color3")
	end

	update()

	object.Changed:connect(function(property)
		if (property == propertyName) then
			update()
		end
	end)

	return frame
end

Controls["Enum"] = function(object, propertyData, readOnly)
	local propertyName = propertyData["Name"]
	local propertyType = propertyData["ValueType"]

	local enumName = object[propertyName].Name

	local enumNames = {}
	for _,enum in pairs(Enum[tostring(propertyType.Name)]:GetEnumItems()) do
		table.insert(enumNames, enum.Name)
	end

	local dropdown, propertyLabel = CreateDropDown(enumNames, enumName, readOnly, function(value)
		Set(object, propertyData, value)
	end)
	--dropdown.Parent = frame

	local function update()
		local value = object[propertyName].Name
		propertyLabel.Text = tostring(value)
	end

	update()

	object.Changed:connect(function(property)
		if (property == propertyName) then
			update()
		end
	end)

	return dropdown
end

Controls["Object"] = function(object, propertyData, readOnly)
	local propertyName = propertyData["Name"]
	local propertyType = propertyData["ValueType"]

	local box = CreateObject(readOnly,function()end)
	box.Size = UDim2.new(1, -2 * Styles.Margin, 1, 0)
	box.Position = UDim2.new(0, Styles.Margin, 0, 0)

	local function update()
		if AwaitingObjectObj == object then
			if AwaitingObjectValue == true then
				box.Text = "Select an Object"
				return
			end
		end
		local value = object[propertyName]
		box.Text = ToString(value, propertyType.Name)
	end

	if not readOnly then
		box.MouseButton1Click:connect(function()
			if AwaitingObjectValue then
				AwaitingObjectValue = false
				update()
				return
			end
			AwaitingObjectValue = true
			AwaitingObjectObj = object
			AwaitingObjectProp = propertyData
			box.Text = "Select an Object"
		end)

		box.Cancel.Visible = true
		box.Cancel.MouseButton1Click:connect(function()
			object[propertyName] = nil
		end)
	end

	update()

	object.Changed:connect(function(property)
		if (property == propertyName) then
			update()
		end
	end)

	if object:IsA("ObjectValue") then
		object.Changed:connect(function(val)
			update()
		end)
	end

	return box
end

function GetControl(object, propertyData, readOnly)
	local propertyType = propertyData["ValueType"]
	local control = nil

	if propertyType.Category == "Enum" and RbxApi.Enums[propertyType.Name] then
		control = Controls["Enum"](object, propertyData, readOnly)
	elseif propertyType.Category == "Class" and RbxApi.Classes[propertyType.Name] then
		control = Controls["Object"](object, propertyData, readOnly)
	elseif Controls[propertyType.Name] then
		control = Controls[propertyType.Name](object, propertyData, readOnly)
	else
		control = Controls["default"](object, propertyData, readOnly)
	end
	return control
end


Prompt: -- Looking for how exactly to set up your background music? Open the Readme/Instructions script!

Response:
local settings = {}

settings.UseGlobalBackgroundMusic = true  -- If you want to play Global Background Music for everyone in your game, set this to true.

settings.UseMusicZones = true  -- If you are using the Background Music Zones to play specific music in certain areas, set this to true.


Prompt:
--										if human.Health <= 0 then
--											torso.Velocity = (torso.Position - position).unit * 10;
--											print("Dead");
--										end

Response:
										print("Took "..(100-(distance-radius)*(100/radius)).." Damage")
									end
								elseif human2 then
									distance = (position-origPos).magnitude


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

Response:
client = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
service = nil;
gTable = nil;
return function(p1)
	local l__PlayerGui__1 = service.Players.LocalPlayer.PlayerGui;
	local l__Parent__2 = script.Parent.Parent;
	local l__Frame__3 = l__Parent__2.Frame;
	local l__ScrollingFrame__4 = l__Parent__2.Frame.ScrollingFrame;
	local v5 = client.Remote.Get("Setting", { "SplitKey", "ConsoleKeyCode", "BatchKey", "Prefix" });
	local v6 = client.Remote.Get("FormattedCommands") or {};
	local v7 = UDim2.new(0.36, 0, 0, 47);
	local v8 = UDim2.new(0.32, 0, 0.353, 0);
	local v9 = UDim2.new(0.32, 0, 0, -200);
	local v10 = TweenInfo.new(0.15);
	local v11 = service.TweenService:Create(l__Frame__3, v10, {
		Size = UDim2.new(0.36, 0, 0, 200)
	});
	local v12 = service.TweenService:Create(l__Frame__3, v10, {
		Size = v7
	});
	l__Frame__3.Position = v9;
	l__Frame__3.Visible = false;
	l__Frame__3.Size = v7;
	l__ScrollingFrame__4.Visible = false;
	client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat");
	client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled("PlayerList");
	local u1 = false;
	local l__PlayerList__2 = l__Parent__2.Frame.PlayerList;
	local u3 = service.TweenService:Create(l__Frame__3, v10, {
		Position = v9
	});
	local u4 = false;
	local u5 = service.TweenService:Create(l__Frame__3, v10, {
		Position = v8
	});
	local l__TextBox__6 = l__Parent__2.Frame.TextBox;
	local function u7()
		if l__Parent__2:IsDescendantOf(game) and not u1 then
			u1 = true;
			l__ScrollingFrame__4:ClearAllChildren();
			l__ScrollingFrame__4.CanvasSize = UDim2.new(0, 0, 0, 0);
			l__ScrollingFrame__4.ScrollingEnabled = false;
			l__Frame__3.Size = v7;
			l__ScrollingFrame__4.Visible = false;
			l__PlayerList__2.Visible = false;
			scrollOpen = false;
			u3:Play();
			u1 = false;
			u4 = false;
		end;
	end;
	l__TextBox__6.FocusLost:Connect(function(p2)
		if p2 and l__TextBox__6.Text ~= "" and string.len(l__TextBox__6.Text) > 1 then
			client.Remote.Send("ProcessCommand", l__TextBox__6.Text);
		end;
		u7();
	end);
	local function u8()
		if l__Parent__2:IsDescendantOf(game) and not u1 then
			u1 = true;
			l__ScrollingFrame__4.ScrollingEnabled = true;
			l__PlayerList__2.ScrollingEnabled = true;
			u5:Play();
			l__Frame__3.Size = v7;
			l__ScrollingFrame__4.Visible = false;
			l__PlayerList__2.Visible = false;
			scrollOpen = false;
			l__TextBox__6.Text = "";
			l__Frame__3.Visible = true;
			l__Frame__3.Position = v8;
			l__TextBox__6:CaptureFocus();
			l__TextBox__6.Text = "";
			wait();
			l__TextBox__6.Text = "";
			u1 = false;
			u4 = true;
		end;
	end;
	local l__Prefix__9 = v5.Prefix;
	local l__BatchKey__10 = v5.BatchKey;
	local l__SplitKey__11 = v5.SplitKey;
	local l__Entry__12 = l__Parent__2.Entry;
	l__TextBox__6.Changed:Connect(function(p3)
		if p3 ~= "Text" or l__TextBox__6.Text == "" or not u8 then
			if p3 == "Text" and l__TextBox__6.Text == "" and u4 then
				v12:Play();
				l__ScrollingFrame__4.Visible = false;
				l__PlayerList__2.Visible = false;
				scrollOpen = false;
				l__ScrollingFrame__4:ClearAllChildren();
				l__ScrollingFrame__4.CanvasSize = UDim2.new(0, 0, 0, 0);
			end;
			return;
		end;
		if string.sub(l__TextBox__6.Text, string.len(l__TextBox__6.Text)) == "\t" then
			if l__PlayerList__2:FindFirstChild("Entry 0") then
				l__TextBox__6.Text = (string.sub(l__TextBox__6.Text, 1, string.len(l__TextBox__6.Text) - 1) .. l__PlayerList__2["Entry 0"].Text) .. " ";
			elseif l__ScrollingFrame__4:FindFirstChild("Entry 0") then
				l__TextBox__6.Text = string.split(l__ScrollingFrame__4["Entry 0"].Text, "<")[1];
			else
				l__TextBox__6.Text = l__TextBox__6.Text .. l__Prefix__9;
			end;
			l__TextBox__6.CursorPosition = string.len(l__TextBox__6.Text) + 1;
			l__TextBox__6.Text = string.gsub(l__TextBox__6.Text, "\t", "");
		end;
		l__ScrollingFrame__4:ClearAllChildren();
		l__PlayerList__2:ClearAllChildren();
		local v13 = l__TextBox__6.Text;
		if string.match(v13, ".*" .. l__BatchKey__10 .. "([^']+)") then
			v13 = string.match(string.match(v13, ".*" .. l__BatchKey__10 .. "([^']+)"), "^%s*(.-)%s*$");
		end;
		local v14 = 0;
		local v15 = string.match(v13, ".+" .. l__SplitKey__11 .. "(.*)$");
		local l__next__16 = next;
		local v17, v18 = service.Players:GetPlayers();
		while true do
			local v19, v20 = l__next__16(v17, v18);
			if not v19 then
				break;
			end;
			v18 = v19;
			if v15 then
				if string.sub(string.lower(tostring(v20)), 1, #v15) == string.lower(v15) or string.match(v13, l__SplitKey__11 .. "$") then
					local v21 = l__Entry__12:Clone();
					v21.Text = tostring(v20);
					v21.Name = "Entry " .. v14;
					v21.TextXAlignment = "Right";
					v21.Visible = true;
					v21.Parent = l__PlayerList__2;
					v21.Position = UDim2.new(0, 0, 0, 20 * v14);
					v21.MouseButton1Down:Connect(function()
						l__TextBox__6.Text = l__TextBox__6.Text .. tostring(v20);
						l__TextBox__6:CaptureFocus();
					end);
					v14 = v14 + 1;
				end;
			elseif string.match(v13, l__SplitKey__11 .. "$") then
				v21 = l__Entry__12:Clone();
				v21.Text = tostring(v20);
				v21.Name = "Entry " .. v14;
				v21.TextXAlignment = "Right";
				v21.Visible = true;
				v21.Parent = l__PlayerList__2;
				v21.Position = UDim2.new(0, 0, 0, 20 * v14);
				v21.MouseButton1Down:Connect(function()
					l__TextBox__6.Text = l__TextBox__6.Text .. tostring(v20);
					l__TextBox__6:CaptureFocus();
				end);
				v14 = v14 + 1;
			end;
		end;
		l__PlayerList__2.CanvasSize = UDim2.new(0, 0, 0, v14 * 20);
		local v22 = 0;
		for v23, v24 in next, v6 do
			if string.sub(string.lower(v24), 1, #v13) == string.lower(v13) or string.find(string.lower(v24), string.match(string.lower(v13), "^(.-)" .. l__SplitKey__11) or string.lower(v13), 1, true) then
				if not scrollOpen then
					v11:Play();
					l__ScrollingFrame__4.Visible = true;
					l__PlayerList__2.Visible = true;
					scrollOpen = true;
				end;
				local v25 = l__Entry__12:Clone();
				v25.Visible = true;
				v25.Parent = l__ScrollingFrame__4;
				v25.Text = v24;
				v25.Name = "Entry " .. v22;
				v25.Position = UDim2.new(0, 0, 0, 20 * v22);
				v25.MouseButton1Down:Connect(function()
					l__TextBox__6.Text = v25.Text;
					l__TextBox__6:CaptureFocus();
				end);
				v22 = v22 + 1;
			end;
		end;
		if v22 > 0 then
			l__Frame__3.Size = UDim2.new(0.36, 0, 0, math.clamp(math.max(v22, v14) * 20 + 53, 47, 200));
		else
			l__PlayerList__2.Visible = false;
			l__Frame__3.Size = v7;
		end;
		l__ScrollingFrame__4.CanvasSize = UDim2.new(0, 0, 0, v22 * 20);
	end);
	local l__ConsoleKeyCode__13 = v5.ConsoleKeyCode;
	gTable.BindEvent(service.UserInputService.InputBegan, function(p4)
		if not service.UserInputService:GetFocusedTextBox() and rawequal(p4.UserInputType, Enum.UserInputType.Keyboard) and p4.KeyCode.Name == (client.Variables.CustomConsoleKey or l__ConsoleKeyCode__13) then
			if u4 then
				u7();
			else
				u8();
			end;
			client.Variables.ConsoleOpen = u4;
		end;
	end);
	gTable:Ready();
end;


Prompt: -- Color shortcuts: you can use these strings instead of defining exact color values

Response:
richText.ColorShortcuts = {}
richText.ColorShortcuts.White = Color3.new(1, 1, 1)
richText.ColorShortcuts.Black = Color3.new(0, 0, 0)
richText.ColorShortcuts.Red = Color3.new(1, 0.4, 0.4)
richText.ColorShortcuts.Green = Color3.new(0.4, 1, 0.4)
richText.ColorShortcuts.Blue = Color3.new(0.4, 0.4, 1)
richText.ColorShortcuts.Cyan = Color3.new(0.4, 0.85, 1)
richText.ColorShortcuts.Orange = Color3.new(1, 0.5, 0.2)
richText.ColorShortcuts.Yellow = Color3.new(1, 0.9, 0.2)


Prompt: --Stoppie tune

Response:
local StoppieD = 15
local StoppieTq = 65
local StoppieP = 10
local StoppieMultiplier = 1
local StoppieDivider = 2

local clock = .0667 --How fast your wheelie script refreshes


Prompt: --// Ammo Settings

Response:
	Ammo = 6;
	StoredAmmo = 6;
	MagCount = math.huge; --  If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
	ExplosiveAmmo = 0;


Prompt: --adjustspeed

Response:
function module.adjustSpeed(anim, hum ,speed)
	local animation = hum.Animator:LoadAnimation(animFold[anim])
	animation:Play()
	animation:AdjustSpeed(speed)

end


Prompt: --Itochu Code Panel Script

Response:
Codes = {1234,1337,9001} --Your code(Support multiple codes)
Input = ""

InputDisabled = false
Code = true

Panel = script.Parent

if Code then Panel.Code.Material = "Neon" end

function DoInput(Data)
	if InputDisabled or not Code then return end
	if string.len(Input) ~= 4 then
		Input = Input..Data
	end
	if string.len(Input) == 4 then
		local Accepted = false
		for _,l in pairs(Codes) do
			if tostring(l) == Input then Accepted = true end
		end
		if Accepted then
			Panel.Code.Material = "SmoothPlastic"
			Panel.Access.Material = "Neon"
			YourFunc()
		else
			Panel.Code.Material = "SmoothPlastic"
			Panel.Denied.Material = "Neon"
		end
		wait(2)
		Input = ""
		if Code then
			Panel.Code.Material = "Neon"
		end
		Panel.Access.Material = "SmoothPlastic"
			Panel.Denied.Material = "SmoothPlastic"
	end
end

function YourFunc() --Script your function here
	script.Parent.Parent.Open.Value = true --For Teknikk Automatic Door
end

for _,l in pairs(script.Parent:GetChildren()) do
	if l.Name:sub(1,3) == "BTN" then
		l.ClickDetector.mouseClick:connect(function()
			DoInput(tonumber(l.Name:sub(4)))
		end)
	end
end

for _,l in pairs(script.Parent:GetChildren()) do
	if l.Name:sub(1,2) == "BT" then
		l.ClickDetector.mouseClick:connect(function()
			Panel.Main.Beep:Play()
		end)
	end
end


Prompt: -- Gyroscopic controller for mobile device (if enabled)

Response: if UseGyroSteering.Value == true and UserInputService.TouchEnabled == true and UserInputService.GyroscopeEnabled == true then


Prompt:
--[[
	Calculates test totals, verifies the tree is valid, and returns results.
]]

Response:
function TestSession:finalize()
	if #self.nodeStack ~= 0 then
		error("Cannot finalize TestResults with nodes still on the stack!", 2)
	end

	self:calculateTotals()
	self:gatherErrors()

	return self.results
end


Prompt:
--	local gateControlNewClone = gateControlNew:Clone()
--	gateControlNewClone.Parent = touchToClaim
--	gateControlNewClone.Disabled = false

Response:
		--local gateControlNewClone = gateControlNew:Clone()
		--gateControlNewClone.Parent = touchToClaim
		--gateControlNewClone.Disabled = false


Prompt:
--[[
	Server Module
--]]

Response:
local Settings = { --, not ; ? | server module!!
	 BulletHoleTexture = 'http://www.roblox.com/asset/?id=64291961'
	,Damage = {40, 60}
	,OneHanded = false --DONT USE YET
	,FakeArms = true
    ,FakeArmTransparency = 0
    ,RightPos = CFrame.new(-1,0.7,0.45) * CFrame.Angles(math.rad(-90), 0, 0)
	,LeftPos = CFrame.new(0.8,0.8,0.3) * CFrame.Angles(math.rad(-90), math.rad(45), 0)
}

return Settings


Prompt: -- Customization

Response:
	AntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)

	MouseSense = 0.5;

	CanAim = true; -- Allows player to aim
	CanBolt = false; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)

	LaserAttached = false;
	LightAttached = false;
	TracerEnabled = false;

	SprintSpeed = 0;

	CanCallout = false;
	SuppressCalloutChance = 0;


Prompt: --Categorises a model based on the location of the start and end points of the path in the model

Response:
function RoomPackager:CategoriseModel(pathModel)
	if pathModel:FindFirstChild("EndParts") then
		return game.ReplicatedStorage.PathModules.Branch
	elseif pathModel.ObjectPrimaryPart.PathName.Value == "Start" then
		return game.ReplicatedStorage.PathModules.StartModule
	elseif pathModel.Start.Position.Y < pathModel.End.Position.Y - 5 then
		return game.ReplicatedStorage.PathModules.GoingUp
	elseif pathModel.Start.Position.Y > pathModel.End.Position.Y + 5 then
		return game.ReplicatedStorage.PathModules.GoingDown
	else
		return game.ReplicatedStorage.PathModules.SameHeight
	end
end

local function addBehavioursRecur(model, behaviourFolder)
	local children = model:GetChildren()
	for i = 1, #children do
		if children[i]:isA("BasePart") then
			behaviourFolder:Clone().Parent = children[i]
		else
			addBehavioursRecur(children[i], behaviourFolder)
		end
	end
end

RoomPackager.setUpBehaviours = function(roomModel)
	if roomModel:FindFirstChild("Behaviours") then
		addBehavioursRecur(roomModel, roomModel.Behaviours)
		return
	end
	local children = roomModel:GetChildren()
	for i = 1, #children do
		RoomPackager.setUpBehaviours(children[i])
	end
end

function RoomPackager:PackageRoom(roomBasePlate)
	local roomModel = Instance.new("Model")
	roomModel.Name = roomBasePlate.PathName.Value
	roomModel.Parent = game.ReplicatedStorage.PathModules

	local region = self:RegionFromBasePlate(roomBasePlate)
	local modelFound = false

	--Repeatedly finds 100 parts in the region, if the parts are seperated into different models more than 100 parts can be used
	while true do
		local parts = game.Workspace:FindPartsInRegion3(region, nil, 100)
		for _, part in pairs(parts) do
			if part.Name == "End" and roomModel:FindFirstChild("End") then
				local endsModel = Instance.new("Model") --Used for branching the path
				endsModel.Name = "EndParts"
				endsModel.Parent = roomModel
				part.Parent = endsModel
				roomModel:FindFirstChild("End").Parent = endsModel
			elseif part.Name == "End" and roomModel:FindFirstChild("EndParts") then
				part.Parent = roomModel:FindFirstChild("EndParts")
			else
				local topLevelParent = closestParentToWorkspace(part)
				if topLevelParent ~= nil then
					if topLevelParent ~= part.Parent then
						--A model has been found, this means we will search again for more parts in the region
						modelFound = true
					end
					topLevelParent.Parent = roomModel
				end
			end
		end
		if modelFound == false then
			break
		else
			modelFound = false
		end
	end

	--Set-up model for use in the path (parts for locating the path are made transparent)
	roomModel.ObjectPrimaryPart.Transparency = 1
	roomModel.Start.Transparency = 1
	if roomModel:FindFirstChild("EndParts") then
		local ends = roomModel:FindFirstChild("EndParts"):GetChildren()
		for i = 1, #ends do
			ends[i].Transparency = 1
		end
	else
		roomModel.End.Transparency = 1
	end
	roomModel.PrimaryPart = roomModel.ObjectPrimaryPart
	roomModel.Parent = self:CategoriseModel(roomModel)
	RoomPackager.setUpBehaviours(roomModel)
	return roomModel
end

return RoomPackager


Response:
	,EnableStatusUI 	= true				--- Don't disabled it...
	,RunWalkSpeed 		= 24
	,NormalWalkSpeed 	= 12
	,SlowPaceWalkSpeed 	= 6
	,CrouchWalkSpeed 	= 6
	,ProneWalksSpeed 	= 3

	,InjuredWalksSpeed 		= 8
	,InjuredCrouchWalkSpeed = 4

	,EnableHunger = true				--- Hunger and Thirst system 		(Removed)
	,HungerWaitTime = 25

	,CanDrown = true 					--- Glub glub glub *ded*

	,EnableStamina = true 				--- Weapon Sway based on stamina	(Unused)
	,RunValue = 1						--- Stamina consumption
	,StandRecover = .25					--- Stamina recovery while stading
	,CrouchRecover = .5					--- Stamina recovery while crouching
	,ProneRecover = 1					--- Stamina recovery while lying

	,EnableGPS = true					--- GPS shows your allies around you
	,GPSdistance = 150

	,InteractionMenuKey = Enum.KeyCode.LeftAlt

	,BuildingEnabled = true
	,BuildingKey = Enum.KeyCode.RightAlt


Prompt: --Hinge Creation--

Response:
local wheelFL = Instance.new("HingeConstraint", FL)
wheelFL.Attachment0 = FL.Attachment
wheelFL.Attachment1 = xSSL.Attachment
wheelFL.ActuatorType = "Motor"
wheelFL.MotorMaxTorque = 200000

local wheelFR = Instance.new("HingeConstraint", FR)
wheelFR.Attachment0 = FR.Attachment
wheelFR.Attachment1 = xSSR.Attachment
wheelFR.ActuatorType = "Motor"
wheelFR.MotorMaxTorque = 200000

local wheelRL = Instance.new("HingeConstraint", RL)
wheelRL.Attachment0 = RL.Attachment
wheelRL.Attachment1 = zBRL.Wheel
wheelRL.ActuatorType = "Motor"
wheelRL.MotorMaxTorque = 200000

local wheelRR = Instance.new("HingeConstraint", RR)
wheelRR.Attachment0 = RR.Attachment
wheelRR.Attachment1 = zBRR.Wheel
wheelRR.ActuatorType = "Motor"
wheelRR.MotorMaxTorque = 200000


Prompt: --(FL.RotVelocity.Magnitude+FR.RotVelocity.Magnitude+RL.RotVelocity.Magnitude+RR.RotVelocity.Magnitude+(speed/1.33034))/5

Response:
while wait() do
speed = carSeat.Velocity.Magnitude
power = 0
average = 10*(1-(carSeat.Storage.BrakeBias.Value/100))
track = carSeat.Velocity.Unit*carSeat.CFrame.lookVector
	slipDetection = track.X+track.Z

	Right = (carSeat.Parent.Parent.Wheels.RR.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FR.Wheel.Velocity.Magnitude)/2
	Left = (carSeat.Parent.Parent.Wheels.RL.Wheel.Velocity.Magnitude+carSeat.Parent.Parent.Wheels.FL.Wheel.Velocity.Magnitude)/2

	if Right > Left then
	left = true
	else
		left = false
	end

if script.OVERRIDE.Value == false then
if carSeat.Storage.ASC.Value == true then
	if speed > 45 then
		if carSeat.Steer ~= 0 then
			if slipDetection < 0.995 and left == true then
						script.Toggle.Value = true
						carSeat.Storage.TC.Value = true
			else
				script.Toggle.Value = false
				carSeat.Storage.TC.Value = false
			end

		elseif carSeat.Steer == 0 then
			if slipDetection < 0.99984 and left == true then
			--carSeat.Storage.TC.Value = true
			--script.Toggle.Value = true

			else
				script.Toggle.Value = false
				carSeat.Storage.TC.Value = false
			end

		else
			script.Toggle.Value = false
		end
		else script.Toggle.Value = false
	end
	--else script.Toggle.Value = false
end

	if speed > 0 then
		if script.Parent.Parent.Storage.Brake.Value ~= 0 or script.Toggle.Value == true then
				if FL.RotVelocity.Magnitude + power > average then
					script.Read.Value = true
					FLBRAKE.CanCollide = true
					FLBRAKEU.CanCollide = true --print("FL")

				elseif FL.RotVelocity.Magnitude + power < average then
					 script.Read.Value = false
					 FLBRAKE.CanCollide = false
					 FLBRAKEU.CanCollide = false
			end

		elseif script.Parent.Parent.Storage.Brake.Value == 0 and script.Toggle.Value == false then
			script.Read.Value = false
			FLBRAKE.CanCollide = false
			FLBRAKEU.CanCollide = false
		end
	end
else
	FLBRAKE.CanCollide = true
	FLBRAKEU.CanCollide = true
					end
end


Prompt: --[[Engine]]

Response:
local fFD = _Tune.FinalDrive*_Tune.FDMult
local fFDr = fFD*30/math.pi
local cGrav = workspace.Gravity*_Tune.InclineComp/32.2
local wDRatio = wDia*math.pi/60
local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)
local cfYRot = CFrame.Angles(0,math.pi,0)
local rtTwo = (2^.5)/2


Response:
local Player = game.Players.LocalPlayer
local Character = Player.Character
local Plane = Character.Plane
local AutoCrash = Plane.AutoCrash
local Crashed = Plane.Crashed
local Weapons = Plane.Weapons
local MainParts = Plane.MainParts
local Gear = MainParts.Gear
local Engine = MainParts.Engine
local Thrust = Engine.Thrust
local Direction = Engine.Direction
local Customize = Plane.Customize
local Tool = script.Parent
local GUI = Tool.PlaneGui
local ToolSelect = Tool.ToolSelect
local Deselect0 = Tool.Deselect0
local FireMain = Tool.FireMain
local Camera = game.Workspace.CurrentCamera
local RunService = game:GetService("RunService")


Prompt:
--!strict
--[=[
	@function unshift
	@within Array

	@param array {T} -- The array to insert the values to.
	@param ... ...T -- The values to insert.
	@return {T} -- The array with the values inserted.

	Inserts values to the beginning of an array.

	#### Aliases

	`prepend`

	```lua
	local array = { 1, 2, 3 }

	local new = Unshift(array, 4, 5) -- { 4, 5, 1, 2, 3 }
	```
]=]

Response:
local function unshift<T>(array: { T }, ...: T): { T }
	local result = { ... }

	for _, value in ipairs(array) do
		table.insert(result, value)
	end

	return result
end

return unshift


Prompt: -- Initialize collision tool

Response:
local CollisionTool = require(CoreTools:WaitForChild 'Collision')
Core.AssignHotkey('K', Core.Support.Call(Core.EquipTool, CollisionTool));
Core.Dock.AddToolButton(Core.Assets.CollisionIcon, 'K', CollisionTool, 'CollisionInfo');


Prompt: -- @specs https://developer.microsoft.com/en-us/fabric#/styles/web/motion#basic-animations

Response:
local FabricStandard = Bezier(0.8, 0, 0.2, 1) -- used for moving.
local FabricAccelerate = Bezier(0.9, 0.1, 1, 0.2) -- used for exiting.
local FabricDecelerate = Bezier(0.1, 0.9, 0.2, 1) -- used for entering.


Prompt:
--[[**
		ensures value is an array and all values of the array match check

		@param check The check to compare all values with

		@returns A function that will return true iff the condition is passed
	**--]]

Response:
	function t.array(check)
		assert(t.callback(check))
		local valuesCheck = t.values(check)

		return function(value)
			local keySuccess, keyErrMsg = arrayKeysCheck(value)
			if keySuccess == false then
				return false, string.format("[array] %s", keyErrMsg or "")
			end

			-- # is unreliable for sparse arrays
			-- Count upwards using ipairs to avoid false positives from the behavior of #
			local arraySize = 0

			for _ in ipairs(value) do
				arraySize = arraySize + 1
			end

			for key in value do
				if key < 1 or key > arraySize then
					return false, string.format("[array] key %s must be sequential", tostring(key))
				end
			end

			local valueSuccess, valueErrMsg = valuesCheck(value)
			if not valueSuccess then
				return false, string.format("[array] %s", valueErrMsg or "")
			end

			return true
		end
	end


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

Response:
return function(player, dialogueFolder)
	--[[game.ReplicatedStorage.Events.Character.BuyWeapon:Fire(player,dialogueFolder.Parent.Name)]]
end


Prompt:
-- string stm_lstring(Stream S)
-- @S - Stream object to read from

Response:
local function stm_lstring(S)
	local len = S:s_szt()
	local str

	if len ~= 0 then str = string.sub(stm_string(S, len), 1, -2) end

	return str
end


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

Response:
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local throt=0
local redline=0

script:WaitForChild("Turbo")

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

handler:FireServer("newSound","Turbo",car.DriveSeat,script.Turbo.SoundId,0,script.Turbo.Volume,true)
handler:FireServer("playSound","Turbo")
car.DriveSeat:WaitForChild("Turbo")

while wait() do
	local _RPM = script.Parent.Values.RPM.Value
	local _Turbo = script.Parent.Values.Boost.Value
	if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
		throt = math.max(.3,throt-.2)
	else
		throt = math.min(1,throt+.1)
	end
	if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
		redline=.5
	else
		redline=1
	end
	if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
	local Pitch = math.max((((script.Turbo.SetPitch.Value + script.Turbo.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Turbo.SetPitch.Value)
	if FE then
		handler:FireServer("updateSound","Turbo",script.Turbo.SoundId,Pitch,script.Turbo.Volume)
	else
		car.DriveSeat.Turbo.Pitch = Pitch
	end
end


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 plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	return plrData.Character.Stats.HasMana.Value ~= true
end


Prompt:
--[=[
	@class TaskQueue
	A queue that flushes all objects at the end of the current
	execution step. This works by scheduling all tasks with
	`task.defer`.

	A possible use-case is to batch all requests being sent through
	a RemoteEvent to help prevent calling it too many times on
	the same frame.

	```lua
	local bulletQueue = TaskQueue.new(function(bullets)
		bulletRemoteEvent:FireAllClients(bullets)
	end)

	-- Add 3 bullets. Because they're all added on the same
	-- execution step, they will all be grouped together on
	-- the next queue flush, which the above function will
	-- handle.
	bulletQueue:Add(someBullet)
	bulletQueue:Add(someBullet)
	bulletQueue:Add(someBullet)
	```
]=]

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


Prompt:
--[=[
	Takes the first entry and terminates the observable. Equivalent to the following:

	```lua
	Rx.take(1)
	```

	https://reactivex.io/documentation/operators/first.html
	@return (source: Observable<T>) -> Observable<T>
]=]

Response:
function Rx.first()
	return Rx.take(1)
end


Prompt: --Wait until humanoid dies

Response:
script.Parent.HumanoidRootPart.Velocity = Vector3.new(math.random(negflng,flng),75,math.random(negflng,flng))
script.Parent.HumanoidRootPart.RotVelocity = Vector3.new(math.random(negflng,flng),math.random(negflng,flng),math.random(negflng,flng))


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

Response:
return function(player, dialogueFolder)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	plrData.Money.Gold.Value = plrData.Money.Gold.Value - 70 -- TODO Track payment for dissertation
	local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation)
	ClassInformationTable:GetClassFolder(player,"Warlock").PocketStep.Value = true
end


Prompt: --SparkleBomb

Response:
game.Players.PlayerAdded:Connect(function(player)
	player.CharacterAdded:Connect(function(character)
		local Humanoid = character:WaitForChild("Humanoid")
		Humanoid.Died:connect(function()
			if player.SparkleBomb.Value == 2 then
				player.SparkleBomb.Value = 1
			end
		end)
	end)
end)
game.Players.PlayerRemoving:Connect(function(player)
	if player.SparkleBomb.Value == 2 then
		player.SparkleBomb.Value = 1
	end
end)


Prompt: --// Handling Settings

Response:
	Firerate = 60 / 350; -- 60 = 1 Minute, 350 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!

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


Prompt: -- Apply the settings

Response: ChatService:SetBubbleChatSettings(bubbleChatSettings)


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

Response:
local l__VRService__1 = game:GetService("VRService");
local l__UserInputService__2 = game:GetService("UserInputService");
local l__RunService__3 = game:GetService("RunService");
local l__PathfindingService__4 = game:GetService("PathfindingService");
local l__ContextActionService__5 = game:GetService("ContextActionService");
local l__StarterGui__6 = game:GetService("StarterGui");
local l__LocalPlayer__7 = game:GetService("Players").LocalPlayer;
local v8 = Vector3.new(0, 0, 0);
local v9 = Vector3.new(1, 0, 1);
local function u1(p1)
	local v10 = false;
	if p1 == p1 then
		v10 = false;
		if p1 ~= (1 / 0) then
			v10 = p1 ~= (-1 / 0);
		end;
	end;
	return v10;
end;
local v11 = Instance.new("BindableEvent");
v11.Name = "MovementUpdate";
v11.Parent = script;
local u2 = nil;
coroutine.wrap(function()
	local l__PathDisplay__12 = script.Parent:WaitForChild("PathDisplay");
	if l__PathDisplay__12 then
		u2 = require(l__PathDisplay__12);
	end;
end)();
local v13 = require(script.Parent:WaitForChild("BaseCharacterController"));
local v14 = setmetatable({}, v13);
v14.__index = v14;
function v14.new(p2)
	local v15 = setmetatable(v13.new(), v14);
	v15.CONTROL_ACTION_PRIORITY = p2;
	v15.navigationRequestedConn = nil;
	v15.heartbeatConn = nil;
	v15.currentDestination = nil;
	v15.currentPath = nil;
	v15.currentPoints = nil;
	v15.currentPointIdx = 0;
	v15.expectedTimeToNextPoint = 0;
	v15.timeReachedLastPoint = tick();
	v15.moving = false;
	v15.isJumpBound = false;
	v15.moveLatch = false;
	v15.userCFrameEnabledConn = nil;
	return v15;
end;
function v14.SetLaserPointerMode(p3, p4)
	pcall(function()
		l__StarterGui__6:SetCore("VRLaserPointerMode", p4);
	end);
end;
function v14.GetLocalHumanoid(p5)
	local l__Character__16 = l__LocalPlayer__7.Character;
	if not l__Character__16 then
		return;
	end;
	for v17, v18 in pairs(l__Character__16:GetChildren()) do
		if v18:IsA("Humanoid") then
			return v18;
		end;
	end;
	return nil;
end;
function v14.HasBothHandControllers(p6)
	return l__VRService__1:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) and l__VRService__1:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand);
end;
function v14.HasAnyHandControllers(p7)
	return l__VRService__1:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) or l__VRService__1:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand);
end;
function v14.IsMobileVR(p8)
	return l__UserInputService__2.TouchEnabled;
end;
function v14.HasGamepad(p9)
	return l__UserInputService__2.GamepadEnabled;
end;
function v14.ShouldUseNavigationLaser(p10)
	if p10:IsMobileVR() then
		return true;
	end;
	if p10:HasBothHandControllers() then
		return false;
	end;
	if p10:HasAnyHandControllers() then
		return true;
	end;
	return not p10:HasGamepad();
end;
function v14.StartFollowingPath(p11, p12)
	currentPath = p12;
	currentPoints = currentPath:GetPointCoordinates();
	currentPointIdx = 1;
	moving = true;
	timeReachedLastPoint = tick();
	local v19 = p11:GetLocalHumanoid();
	if v19 and v19.Torso and #currentPoints >= 1 then
		expectedTimeToNextPoint = (currentPoints[1] - v19.Torso.Position).magnitude / v19.WalkSpeed;
	end;
	v11:Fire("targetPoint", p11.currentDestination);
end;
function v14.GoToPoint(p13, p14)
	currentPath = true;
	currentPoints = { p14 };
	currentPointIdx = 1;
	moving = true;
	local v20 = p13:GetLocalHumanoid();
	timeReachedLastPoint = tick();
	expectedTimeToNextPoint = (v20.Torso.Position - p14).magnitude / v20.WalkSpeed;
	v11:Fire("targetPoint", p14);
end;
function v14.StopFollowingPath(p15)
	currentPath = nil;
	currentPoints = nil;
	currentPointIdx = 0;
	moving = false;
	p15.moveVector = v8;
end;
function v14.TryComputePath(p16, p17, p18)
	local v21 = nil;
	while not v21 and 0 < 5 do
		local v22 = l__PathfindingService__4:ComputeSmoothPathAsync(p17, p18, 200);
		if v22.Status == Enum.PathStatus.ClosestNoPath then
			return nil;
		end;
		if v22.Status == Enum.PathStatus.ClosestOutOfRange then
			return nil;
		end;
		if v22 and v22.Status == Enum.PathStatus.FailStartNotEmpty then
			p17 = p17 + (p18 - p17).unit;
			v22 = nil;
		end;
		if v21 and v21.Status == Enum.PathStatus.FailFinishNotEmpty then
			p18 = p18 + Vector3.new(0, 1, 0);
			v21 = nil;
		end;
	end;
	return v21;
end;
local function u3(p19)
	return u1(p19.x) and (u1(p19.y) and u1(p19.z));
end;
function v14.OnNavigationRequest(p20, p21, p22)
	local l__p__23 = p21.p;
	local l__currentDestination__24 = p20.currentDestination;
	if not u3(l__p__23) then
		return;
	end;
	p20.currentDestination = l__p__23;
	local v25 = p20:GetLocalHumanoid();
	if not v25 or not v25.Torso then
		return;
	end;
	local l__Position__26 = v25.Torso.Position;
	if (p20.currentDestination - l__Position__26).magnitude < 12 then
		p20:GoToPoint(p20.currentDestination);
		return;
	end;
	if not l__currentDestination__24 or (p20.currentDestination - l__currentDestination__24).magnitude > 4 then
		local v27 = p20:TryComputePath(l__Position__26, p20.currentDestination);
		if v27 then
			p20:StartFollowingPath(v27);
			if u2 then
				u2.setCurrentPoints(p20.currentPoints);
				u2.renderPath();
				return;
			end;
		else
			p20:StopFollowingPath();
			if u2 then
				u2.clearRenderedPath();
				return;
			end;
		end;
	else
		if moving then
			p20.currentPoints[#currentPoints] = p20.currentDestination;
			return;
		end;
		p20:GoToPoint(p20.currentDestination);
	end;
end;
function v14.OnJumpAction(p23, p24, p25, p26)
	if p25 == Enum.UserInputState.Begin then
		p23.isJumping = true;
	end;
	return Enum.ContextActionResult.Sink;
end;
function v14.BindJumpAction(p27, p28)
	if p28 then
		if p27.isJumpBound then
			return;
		end;
	else
		if p27.isJumpBound then
			p27.isJumpBound = false;
			l__ContextActionService__5:UnbindAction("VRJumpAction");
		end;
		return;
	end;
	p27.isJumpBound = true;
	l__ContextActionService__5:BindActionAtPriority("VRJumpAction", function()
		return p27:OnJumpAction();
	end, false, p27.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA);
end;
function v14.ControlCharacterGamepad(p29, p30, p31, p32)
	if p32.KeyCode ~= Enum.KeyCode.Thumbstick1 then
		return;
	end;
	if p31 == Enum.UserInputState.Cancel then
		p29.moveVector = v8;
		return;
	end;
	if p31 ~= Enum.UserInputState.End then
		p29:StopFollowingPath();
		if u2 then
			u2.clearRenderedPath();
		end;
		if p29:ShouldUseNavigationLaser() then
			p29:BindJumpAction(true);
			p29:SetLaserPointerMode("Hidden");
		end;
		if p32.Position.magnitude > 0.22 then
			p29.moveVector = Vector3.new(p32.Position.X, 0, -p32.Position.Y);
			if p29.moveVector.magnitude > 0 then
				p29.moveVector = p29.moveVector.unit * math.min(1, p32.Position.magnitude);
			end;
			p29.moveLatch = true;
		end;
	else
		p29.moveVector = v8;
		if p29:ShouldUseNavigationLaser() then
			p29:BindJumpAction(false);
			p29:SetLaserPointerMode("Navigation");
		end;
		if p29.moveLatch then
			p29.moveLatch = false;
			v11:Fire("offtrack");
		end;
	end;
	return Enum.ContextActionResult.Sink;
end;
function v14.OnHeartbeat(p33, p34)
	local v28 = p33.moveVector;
	local v29 = p33:GetLocalHumanoid();
	if not v29 or not v29.Torso then
		return;
	end;
	if p33.moving and p33.currentPoints then
		local l__Position__30 = v29.Torso.Position;
		local v31 = (currentPoints[1] - l__Position__30) * v9;
		local l__magnitude__32 = v31.magnitude;
		local v33 = v31 / l__magnitude__32;
		if l__magnitude__32 < 1 then
			local v34 = 0;
			local v35 = currentPoints[1];
			for v36, v37 in pairs(currentPoints) do
				if v36 ~= 1 then
					v35 = v37;
					v34 = v34 + (v37 - v35).magnitude / v29.WalkSpeed;
				end;
			end;
			table.remove(currentPoints, 1);
			currentPointIdx = currentPointIdx + 1;
			if #currentPoints == 0 then
				p33:StopFollowingPath();
				if u2 then
					u2.clearRenderedPath();
				end;
				return;
			end;
			if u2 then
				u2.setCurrentPoints(currentPoints);
				u2.renderPath();
			end;
			expectedTimeToNextPoint = (currentPoints[1] - l__Position__30).magnitude / v29.WalkSpeed;
			timeReachedLastPoint = tick();
		else
			local v38 = { game.Players.LocalPlayer.Character, workspace.CurrentCamera };
			local v39, v40, v41 = workspace:FindPartOnRayWithIgnoreList(Ray.new(l__Position__30 - Vector3.new(0, 1, 0), v33 * 3), v38);
			if v39 then
				local v42 = Vector3.new(0, 100, 0);
				local v43, v44, v45 = workspace:FindPartOnRayWithIgnoreList(Ray.new(v40 + v33 * 0.5 + v42, -v42), v38);
				local v46 = v44.Y - l__Position__30.Y;
				if v46 < 6 and v46 > -2 then
					v29.Jump = true;
				end;
			end;
			if expectedTimeToNextPoint + 2 < tick() - timeReachedLastPoint then
				p33:StopFollowingPath();
				if u2 then
					u2.clearRenderedPath();
				end;
				v11:Fire("offtrack");
			end;
			v28 = p33.moveVector:Lerp(v33, p34 * 10);
		end;
	end;
	if u3(v28) then
		p33.moveVector = v28;
	end;
end;
function v14.OnUserCFrameEnabled(p35)
	if p35:ShouldUseNavigationLaser() then
		p35:BindJumpAction(false);
		p35:SetLaserPointerMode("Navigation");
		return;
	end;
	p35:BindJumpAction(true);
	p35:SetLaserPointerMode("Hidden");
end;
function v14.Enable(p36, p37)
	p36.moveVector = v8;
	p36.isJumping = false;
	if p37 then
		p36.navigationRequestedConn = l__VRService__1.NavigationRequested:Connect(function(p38, p39)
			p36:OnNavigationRequest(p38, p39);
		end);
		p36.heartbeatConn = l__RunService__3.Heartbeat:Connect(function(p40)
			p36:OnHeartbeat(p40);
		end);
		l__ContextActionService__5:BindAction("MoveThumbstick", function(p41, p42, p43)
			return p36:ControlCharacterGamepad(p41, p42, p43);
		end, false, p36.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1);
		l__ContextActionService__5:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2);
		p36.userCFrameEnabledConn = l__VRService__1.UserCFrameEnabled:Connect(function()
			p36:OnUserCFrameEnabled();
		end);
		p36:OnUserCFrameEnabled();
		l__VRService__1:SetTouchpadMode(Enum.VRTouchpad.Left, Enum.VRTouchpadMode.VirtualThumbstick);
		l__VRService__1:SetTouchpadMode(Enum.VRTouchpad.Right, Enum.VRTouchpadMode.ABXY);
		p36.enabled = true;
		return;
	end;
	p36:StopFollowingPath();
	l__ContextActionService__5:UnbindAction("MoveThumbstick");
	l__ContextActionService__5:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2);
	p36:BindJumpAction(false);
	p36:SetLaserPointerMode("Disabled");
	if p36.navigationRequestedConn then
		p36.navigationRequestedConn:Disconnect();
		p36.navigationRequestedConn = nil;
	end;
	if p36.heartbeatConn then
		p36.heartbeatConn:Disconnect();
		p36.heartbeatConn = nil;
	end;
	if p36.userCFrameEnabledConn then
		p36.userCFrameEnabledConn:Disconnect();
		p36.userCFrameEnabledConn = nil;
	end;
	p36.enabled = false;
end;
return v14;


Response:
local BulletModel =  ACS_Storage.Server

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

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

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

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

end)

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

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

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

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

end)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	Debris:AddItem(BreachPlace,0)

	elseif Mode == 3 then

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

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

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

	end
end)

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

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

	if Settings.ExplosiveHit == true then

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	ServerGun.Parent = Player.Character

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

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

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

end)

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

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

end)

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

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

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

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

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

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

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

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

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

local TS = game:GetService('TweenService')

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

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

end)

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

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

		if stance == 0 then

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

		elseif stance == 2 then

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

		elseif stance == 1 then

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

		elseif stance == -1 then

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

		elseif stance == -2 then

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

		elseif stance == 3 then

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

		end
	end
end)

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

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

end)

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


Prompt:
--[[
How it'll work

client sends "Place" req
server gets "Place" req
server checks spot to place, overlapping note, ratelimiting of notes, etc

if success then
	server sends back "Good" to client
else
	server sends back "Bad" to client
end

]]

Response:
local _RunServ = game:GetService("RunService")
local _Players = game:GetService("Players")
local Replicated = game:GetService("ReplicatedStorage")
local PlacedNotes = workspace.PlacedNotes
local BaseNoteGhost = workspace.BaseNote:Clone()

local SharedBridges = require(Replicated.SharedBridges)

local Bridges = SharedBridges.Bridges
local Identifiers = SharedBridges.Identifiers

local PlaceBridge = Bridges.PlaceNote

local ServerParams = OverlapParams.new()
ServerParams.FilterType = Enum.RaycastFilterType.Whitelist
ServerParams.FilterDescendantsInstances = { PlacedNotes, workspace.Baseplate }

local noteCount = 0

local function CheckOverLap(Note: Part, CF: CFrame)
	local overlaps = workspace:GetPartBoundsInBox(CF, Note.Size, ServerParams)
	return #overlaps > 0 and true or false
end

local function OnPlace(Player: Player, CF: CFrame)
	local Note = BaseNoteGhost:Clone()
	if CheckOverLap(Note, CF) then
		PlaceBridge:FireTo(Player, Identifiers.Bad)
		Note:Destroy()
		return
	end
	noteCount += 1
	Note.CFrame = CF
	Note.Name = tostring(noteCount)
	Note.Parent = PlacedNotes
	PlaceBridge:FireTo(Player, Identifiers.Good)
end

PlaceBridge:Connect(OnPlace)


Prompt:
-----------------
--| Constants |--
-----------------

Response:
local SHOT_SPEED = 100
local SHOT_TIME = 1

local NOZZLE_OFFSET = Vector3.new(0, 0.4, -1.1)

local DEBOUNCE_TAG_NAME = 'Busy'

local GLib = require(206209239)


Prompt: --Tune

Response:
local _Select = "Slicks" --(AllSeason, Slicks, SemiSlicks, AllTerrain, DragRadials, Custom) Caps and space sensitive

local _Custom = {

	TireWearOn         = true    ,

    --Friction and Wear
    FWearSpeed        = .2    , --How fast your tires will degrade (Front)
    FTargetFriction    = 1.23   , --Friction in optimal conditions (Front)
    FMinFriction     = 0.35   , --Friction in worst conditions (Front)

    RWearSpeed        = .2    , --How fast your tires will degrade (Rear)
    RTargetFriction    = 1.23 ,  --Friction in optimal conditions (Rear)
    RMinFriction    = 0.35    , --Friction in worst conditions (Rear)

    --Tire Slip
    TCSOffRatio        = 1/1.7     , --How much optimal grip your car will lose with TCS off, set to 1 if you dont want any losses.
    WheelLockRatio    = 1/6    , --How much grip your car will lose when locking the wheels
    WheelspinRatio    = 1/1.2  , --How much grip your car will lose when spinning the wheels

    --Wheel Properties
    FFrictionWeight    = 2      , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) (PGS)
    RFrictionWeight    = 2      , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) (PGS)
    FLgcyFrWeight    = 0        , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front)
    RLgcyFrWeight    = 0        , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear)

    FElasticity        = 0     , --How much your wheel will bounce (Front) (PGS)
    RElasticity        = 0     , --How much your wheel will bounce (Rear) (PGS)
    FLgcyElasticity    = 0     , --How much your wheel will bounce (Front)
    RLgcyElasticity    = 0     , --How much your wheel will bounce (Rear)

    FElastWeight    = 1      , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) (PGS)
    RElastWeight    = 1      , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) (PGS)
    FLgcyElWeight    = 10    , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front)
    RLgcyElWeight    = 10    , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear)

    --Wear Regen
    RegenSpeed        = 3.6		, --Don't change this
}

local _AllSeason = {

	TireWearOn         = true    ,

    --Friction and Wear
    FWearSpeed        = .2    , --Don't change this
    FTargetFriction    = .6   , -- .58 to .63
    FMinFriction     = 0.35   , --Don't change this

    RWearSpeed        = .2    , --Don't change this
    RTargetFriction    = .6  , -- .58 to .63
    RMinFriction    = 0.35    , --Don't change this

    --Tire Slip
    TCSOffRatio        = 1     , --Don't change this
    WheelLockRatio    = 1/6    , --Don't change this
    WheelspinRatio    = 1/1.2  ,  --Don't change this

    --Wheel Properties
    FFrictionWeight    = 2      , --Don't change this
    RFrictionWeight    = 2      , --Don't change this
    FLgcyFrWeight    = 0        , --Don't change this
    RLgcyFrWeight    = 0        , --Don't change this

    FElasticity        = 0     , --Don't change this
    RElasticity        = 0     , --Don't change this
    FLgcyElasticity    = 0     , --Don't change this
    RLgcyElasticity    = 0     , --Don't change this

    FElastWeight    = 1      , --Don't change this
    RElastWeight    = 1      , --Don't change this
    FLgcyElWeight    = 10    , --Don't change this
    RLgcyElWeight    = 10    , --Don't change this

    --Wear Regen
    RegenSpeed        = 3.6		, --Don't change this
}

local _Slicks = {

	TireWearOn         = true    ,

    --Friction and Wear
    FWearSpeed        = .6    , --Don't change this
    FTargetFriction    = .93   , -- .88 to .93
    FMinFriction     = 0.35   , --Don't change this

    RWearSpeed        = .6    , --Don't change this
    RTargetFriction    = .93  , -- .88 to .93
    RMinFriction    = 0.35    , --Don't change this

    --Tire Slip
    TCSOffRatio        = 1     , --Don't change this
    WheelLockRatio    = 1/6    , --Don't change this
    WheelspinRatio    = 1/1.2  ,  --Don't change this

    --Wheel Properties
    FFrictionWeight    = 0.6      , --Don't change this
    RFrictionWeight    = 0.6      , --Don't change this
    FLgcyFrWeight    = 0        , --Don't change this
    RLgcyFrWeight    = 0        , --Don't change this

    FElasticity        = 0     , --Don't change this
    RElasticity        = 0     , --Don't change this
    FLgcyElasticity    = 0     , --Don't change this
    RLgcyElasticity    = 0     , --Don't change this

    FElastWeight    = 1      , --Don't change this
    RElastWeight    = 1      , --Don't change this
    FLgcyElWeight    = 10    , --Don't change this
    RLgcyElWeight    = 10    , --Don't change this

    --Wear Regen
    RegenSpeed        = 3.6		, --Don't change this
}

local _SemiSlicks = {

	TireWearOn         = true    ,

    --Friction and Wear
    FWearSpeed        = .5    , --Don't change this
    FTargetFriction    = .78   , -- .73 to .78
    FMinFriction     = 0.35   , --Don't change this

    RWearSpeed        = .5    , --Don't change this
    RTargetFriction    = .78  , -- .73 to .78
    RMinFriction    = 0.35    , --Don't change this

    --Tire Slip
    TCSOffRatio        = 1     , --Don't change this
    WheelLockRatio    = 1/6    , --Don't change this
    WheelspinRatio    = 1/1.2  ,  --Don't change this

    --Wheel Properties
    FFrictionWeight    = 0.6      , --Don't change this
    RFrictionWeight    = 0.6      , --Don't change this
    FLgcyFrWeight    = 0        , --Don't change this
    RLgcyFrWeight    = 0        , --Don't change this

    FElasticity        = 0     , --Don't change this
    RElasticity        = 0     , --Don't change this
    FLgcyElasticity    = 0     , --Don't change this
    RLgcyElasticity    = 0     , --Don't change this

    FElastWeight    = 1      , --Don't change this
    RElastWeight    = 1      , --Don't change this
    FLgcyElWeight    = 10    , --Don't change this
    RLgcyElWeight    = 10    , --Don't change this

    --Wear Regen
    RegenSpeed        = 3.6		, --Don't change this
}

local _AllTerrain = {

	TireWearOn         = true    ,

    --Friction and Wear
    FWearSpeed        = .3    , --Don't change this
    FTargetFriction    = .5   , -- .48 to .53
    FMinFriction     = 0.35   , --Don't change this

    RWearSpeed        = .3    , --Don't change this
    RTargetFriction    = .5  , -- .48 to .53
    RMinFriction    = 0.35    , --Don't change this

    --Tire Slip
    TCSOffRatio        = 1     , --Don't change this
    WheelLockRatio    = 1/6    , --Don't change this
    WheelspinRatio    = 1/1.2  ,  --Don't change this

    --Wheel Properties
    FFrictionWeight    = 10      , --Don't change this
    RFrictionWeight    = 10      , --Don't change this
    FLgcyFrWeight    = 0        , --Don't change this
    RLgcyFrWeight    = 0        , --Don't change this

    FElasticity        = 0     , --Don't change this
    RElasticity        = 0     , --Don't change this
    FLgcyElasticity    = 0     , --Don't change this
    RLgcyElasticity    = 0     , --Don't change this

    FElastWeight    = 1      , --Don't change this
    RElastWeight    = 1      , --Don't change this
    FLgcyElWeight    = 10    , --Don't change this
    RLgcyElWeight    = 10    , --Don't change this

    --Wear Regen
    RegenSpeed        = 3.6		, --Don't change this
}

local _DragRadials = {

	TireWearOn         = true    ,

    --Friction and Wear
    FWearSpeed        = 30    , --Don't change this
    FTargetFriction    = 1.2   , -- 1.18 to 1.23
    FMinFriction     = 0.35   , --Don't change this

    RWearSpeed        = 30    , --Don't change this
    RTargetFriction    = 1.2  , -- 1.18 to 1.23
    RMinFriction    = 0.35    , --Don't change this

    --Tire Slip
    TCSOffRatio        = 1     , --Don't change this
    WheelLockRatio    = 1/6    , --Don't change this
    WheelspinRatio    = 1/1.2  ,  --Don't change this

    --Wheel Properties
    FFrictionWeight    = 1      , --Don't change this
    RFrictionWeight    = 1      , --Don't change this
    FLgcyFrWeight    = 0        , --Don't change this
    RLgcyFrWeight    = 0        , --Don't change this

    FElasticity        = 0     , --Don't change this
    RElasticity        = 0     , --Don't change this
    FLgcyElasticity    = 0     , --Don't change this
    RLgcyElasticity    = 0     , --Don't change this

    FElastWeight    = 1      , --Don't change this
    RElastWeight    = 1      , --Don't change this
    FLgcyElWeight    = 10    , --Don't change this
    RLgcyElWeight    = 10    , --Don't change this

    --Wear Regen
    RegenSpeed        = 20		, --Don't change this
}

local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local cValues = script.Parent.Parent:WaitForChild("Values")
local _WHEELTUNE = _AllSeason

if _Select == "DragRadials" then
	_WHEELTUNE = _DragRadials
elseif _Select == "Custom" then
	_WHEELTUNE = _Custom
elseif _Select == "AllTerrain" then
	_WHEELTUNE = _AllTerrain
elseif _Select == "Slicks" then
	_WHEELTUNE = _Slicks
elseif _Select == "SemiSlicks" then
	_WHEELTUNE = _SemiSlicks
else
	_WHEELTUNE = _AllSeason
end

car.DriveSeat.TireStats.Fwear.Value = _WHEELTUNE.FWearSpeed
car.DriveSeat.TireStats.Ffriction.Value = _WHEELTUNE.FTargetFriction
car.DriveSeat.TireStats.Fminfriction.Value = _WHEELTUNE.FMinFriction
car.DriveSeat.TireStats.Ffweight.Value = _WHEELTUNE.FFrictionWeight

car.DriveSeat.TireStats.Rwear.Value = _WHEELTUNE.RWearSpeed
car.DriveSeat.TireStats.Rfriction.Value = _WHEELTUNE.RTargetFriction
car.DriveSeat.TireStats.Rminfriction.Value = _WHEELTUNE.RMinFriction
car.DriveSeat.TireStats.Rfweight.Value = _WHEELTUNE.RFrictionWeight

car.DriveSeat.TireStats.TCS.Value = _WHEELTUNE.TCSOffRatio
car.DriveSeat.TireStats.Lock.Value = _WHEELTUNE.WheelLockRatio
car.DriveSeat.TireStats.Spin.Value = _WHEELTUNE.WheelspinRatio
car.DriveSeat.TireStats.Reg.Value = _WHEELTUNE.RegenSpeed


Prompt: -- MODULES --

Response: local debrisModule = require(Modules.Debris)


Prompt: -- Container for temporary connections (disconnected automatically)

Response:
local Connections = {};

function NewPartTool.Equip()
	-- Enables the tool's equipped functionality

	-- Start up our interface
	ShowUI();
	EnableClickCreation();

	-- Set our current type
	SetType(NewPartTool.Type);

end;

function NewPartTool.Unequip()
	-- Disables the tool's equipped functionality

	-- Clear unnecessary resources
	HideUI();
	ClearConnections();

end;

function ClearConnections()
	-- Clears out temporary connections

	for ConnectionKey, Connection in pairs(Connections) do
		Connection:disconnect();
		Connections[ConnectionKey] = nil;
	end;

end;

function ShowUI()
	-- Creates and reveals the UI

	-- Reveal UI if already created
	if UI then

		-- Reveal the UI
		UI.Visible = true;

		-- Skip UI creation
		return;

	end;

	-- Create the UI
	UI = Core.Tool.Interfaces.BTNewPartToolGUI:Clone();
	UI.Parent = Core.UI;
	UI.Visible = true;

	-- Creatable part types
	Types = { 'Normal', 'Truss', 'Wedge', 'Corner', 'Cylinder', 'Ball', 'Seat', 'Vehicle Seat', 'Spawn' };

	-- Create the type selection dropdown
	TypeDropdown = Core.Cheer(UI.TypeOption.Dropdown).Start(Types, '', function (Type)
		SetType(Type);
	end);

end;

function HideUI()
	-- Hides the tool UI

	-- Make sure there's a UI
	if not UI then
		return;
	end;

	-- Hide the UI
	UI.Visible = false;

end;

function SetType(Type)

	-- Update the tool option
	NewPartTool.Type = Type;

	-- Update the UI
	TypeDropdown.SetOption(Type);

end;

function EnableClickCreation()
	-- Allows the user to click anywhere and create a new part

	-- Listen for clicks
	Connections.ClickCreationListener = UserInputService.InputBegan:connect(function (Input, GameProcessedEvent)

		-- Make sure this is an intentional event
		if GameProcessedEvent then
			return;
		end;

		-- Make sure this was button 1 being released
		if Input.UserInputType ~= Enum.UserInputType.MouseButton1 then
			return;
		end;

		-- Enable new part dragging
		DragNewParts = true;
		Core.Targeting.CancelSelecting();

		-- Create the part
		CreatePart(NewPartTool.Type);

	end);

	-- Listen for click releases
	Connections.ClickReleaseListener = Support.AddUserInputListener('Ended', 'MouseButton1', true, function ()

		-- Cancel dragging new parts if mouse button is released
		DragNewParts = false;

	end);

end;

function CreatePart(Type)

	-- Send the creation request to the server
	local Part = Core.SyncAPI:Invoke('CreatePart', Type, CFrame.new(Core.Mouse.Hit.p));

	-- Make sure the part creation succeeds
	if not Part then
		return;
	end;

	-- Put together the history record
	local HistoryRecord = {
		Part = Part;

		Unapply = function (HistoryRecord)
			-- Reverts this change

			-- Remove the part
			Core.SyncAPI:Invoke('Remove', { HistoryRecord.Part });

		end;

		Apply = function (HistoryRecord)
			-- Reapplies this change

			-- Restore the part
			Core.SyncAPI:Invoke('UndoRemove', { HistoryRecord.Part });

		end;

	};

	-- Register the history record
	Core.History.Add(HistoryRecord);

	-- Select the part
	Selection.Replace({ Part });

	-- Switch to the move tool
	local MoveTool = require(Core.Tool.Tools.MoveTool);
	Core.EquipTool(MoveTool);

	-- Enable dragging to allow easy positioning of the created part
	if DragNewParts then
		MoveTool.SetUpDragging(Part);
	end;

end;


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

Response:
function Maid:GiveTask(task)
	assert(task, "Task cannot be false or nil")

	local taskId = (#self._tasks + 1)
	self[taskId] = task

	if (type(task) == "table" and (not task.Destroy) and (not Promise.Is(task))) then
		warn("[Maid.GiveTask] - Gave table task without .Destroy\n\n" .. debug.traceback())
	end

	return taskId
end

function Maid:GivePromise(promise)
	assert(Promise.Is(promise), "Expected promise")
	if (promise:GetStatus() ~= Promise.Status.Started) then
		return promise
	end
	local newPromise = Promise.Resolve(promise)
	local id = self:GiveTask(newPromise)
	newPromise:Finally(function()
		self[id] = nil
	end)
	return newPromise
end


Prompt: -- Number

Response:
local function Round(number, decimalPlaces)
	return tonumber(string.format("%." .. (decimalPlaces or 0) .. "f", number))
end


Response:
local  Paint = false

script.Parent.MouseButton1Click:connect(function()
	Paint = not Paint
	handler:FireServer("Black",Paint)
end)


Prompt: --local UserInput = game:GetService("UserInputService")

Response:
local AvatarEditor = ReplicatedStorage.AvatarEditor
local remoteEvent = AvatarEditor.RemoteEvent
local Maid = require(AvatarEditor.Shared.Util.Maid)
local TableUtil = require(AvatarEditor.Shared.Util.TableUtil)
local Spring = require(AvatarEditor.Shared.Util.Spring)
local Signal = require(AvatarEditor.Shared.Util.Signal)
local QueryMap = require(AvatarEditor.Shared.QueryMap)
local CatalogData = require(AvatarEditor.Shared.CatalogData)
local Colors = require(AvatarEditor.Shared.Colors)
local Settings = require(AvatarEditor.Shared.Settings)
local UserCanUse = require(AvatarEditor.Shared.UserCanUse)
local TabButton = require(AvatarEditor.Client.TabButton)
local Search = require(AvatarEditor.Client.Search)
local CatalogList = require(AvatarEditor.Client.CatalogList)
local Wearing = require(AvatarEditor.Client.Wearing)
local PromptOverlay = require(AvatarEditor.Client.PromptOverlay)
local ColorList = require(AvatarEditor.Client.ColorList)
local Scale = require(AvatarEditor.Client.Scale)
local Costume = require(AvatarEditor.Client.Costume)
local Theme = require(AvatarEditor.Client.Theme)
local Config = require(AvatarEditor.Client.Config)

local player = Players.LocalPlayer

local mainGui = AvatarEditor.AvatarEditorGui
local editorFrame = mainGui.Frame.Editor
local bodyFrame = editorFrame.Body
local footer = editorFrame.Footer

local viewportFrame = mainGui.Frame.Viewport
local expandButton = viewportFrame.Footer.Expand

local mainFrame = bodyFrame.Main
local mainHeader = mainFrame.Header
local mainContainer = mainFrame.Container

local bodyPageLayout = bodyFrame.UIPageLayout
local subcategoryPageLayout = mainHeader.SubTabs.UIPageLayout

local bodyPageIndex = 1
local categoryPageIndex = 1
local subcategoryPageIndex = 0

local categoryButtons = {}
local subcategoryButtons = {}

local tweenSpring = Spring.new(0)
tweenSpring.Damper = 1
tweenSpring.Speed = 20

local maid = Maid.new()

local search, catalogList, promptOverlay, colorList, scale, costume, config

local searchState = {
	search = "",
	assetType = 8,
	wearing = false,
	uid = "",
}

local module = {}
module.Started = Signal.new()
module.Loaded = Signal.new()
module.PermissionFailed = Signal.new()
module.Destroyed = Signal.new()


Response:
	,FastReload = true					--- Automatically operates the bolt on reload if needed
	,SlideLock = false
	,MoveBolt = false
	,BoltLock = false
	,CanBreachDoor = true
	,CanBreak = true					--- Weapon can jam?
	,JamChance = 1000					--- This old piece of brick doesn't work fine >;c
	,IncludeChamberedBullet = true		--- Include the chambered bullet on next reload
	,Chambered = true					--- Start with the gun chambered?
	,LauncherReady = false				--- Start with the GL ready?
	,CanCheckMag = false				--- You can check the magazine
	,ArcadeMode = true
	,RainbowMode = false				--- Operation: Party Time xD
	,ModoTreino = false					--- Surrender enemies instead of killing them
	,GunSize = 5
	,GunFOVReduction = 5.5

	,BoltExtend = Vector3.new(0, 0, 0.4)
	,SlideExtend = Vector3.new(0, 0, 0.2)


Prompt: --Move this script to Workspace.

Response:
function onPlayerEntered(player)
player.Chatted:connect(function(msg)
if msg == "!rejoin" then
	game:GetService("TeleportService"):Teleport(game.PlaceId, player)
	if player.Character ~= nil then
		player.Character:remove()
	end
end
end)
end

game.Players.PlayerAdded:connect(onPlayerEntered)