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

Response:
local l__Players__1 = game:GetService("Players");
local u1 = {
	Climbing = {
		SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
		Looped = true
	},
	Died = {
		SoundId = "rbxasset://sounds/uuhhh.mp3"
	},
	FreeFalling = {
		SoundId = "rbxasset://sounds/action_falling.mp3",
		Looped = true
	},
	GettingUp = {
		SoundId = "rbxasset://sounds/action_get_up.mp3"
	},
	Jumping = {
		SoundId = "rbxasset://sounds/action_jump.mp3"
	},
	Landing = {
		SoundId = "rbxasset://sounds/action_jump_land.mp3"
	},
	Running = {
		SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
		Looped = true,
		Pitch = 1.85
	},
	Splash = {
		SoundId = "rbxasset://sounds/impact_water.mp3"
	},
	Swimming = {
		SoundId = "rbxasset://sounds/action_swim.mp3",
		Looped = true,
		Pitch = 1.6
	}
};
local l__RunService__2 = game:GetService("RunService");
local function u3(...)
	local u4 = { ... };
	local u5 = Instance.new("BindableEvent");
	local function v2(...)
		for v3 = 1, #u4 do
			u4[v3]:Disconnect();
		end;
		return u5:Fire(...);
	end;
	for v4 = 1, #u4 do
		u4[v4] = u4[v4]:Connect(v2);
	end;
	return u5.Event:Wait();
end;
local function u6(p1, p2, p3)
	local v5 = {};
	for v6, v7 in pairs(u1) do
		local v8 = Instance.new("Sound");
		v8.Name = v6;
		v8.Archivable = false;
		v8.EmitterSize = 5;
		v8.MaxDistance = 150;
		v8.Volume = 0.65;
		for v9, v10 in pairs(v7) do
			v8[v9] = v10;
		end;
		v8.Parent = p3;
		v5[v6] = v8;
	end;
	local u7 = {};
	local v11 = {
		[Enum.HumanoidStateType.FallingDown] = function()
			local v12 = {};
			for v13, v14 in pairs(u7) do
				v12[v13] = v14;
			end;
			for v15 in pairs(v12) do
				if v15 ~= nil then
					v15.Playing = false;
					u7[v15] = nil;
				end;
			end;
		end
	};
	v11[Enum.HumanoidStateType.GettingUp] = function()
		local v16 = {};
		for v17, v18 in pairs(u7) do
			v16[v17] = v18;
		end;
		for v19 in pairs(v16) do
			if v19 ~= nil then
				v19.Playing = false;
				u7[v19] = nil;
			end;
		end;
		local l__GettingUp__20 = v5.GettingUp;
		l__GettingUp__20.TimePosition = 0;
		l__GettingUp__20.Playing = true;
	end;
	v11[Enum.HumanoidStateType.Jumping] = function()
		local v21 = {};
		for v22, v23 in pairs(u7) do
			v21[v22] = v23;
		end;
		for v24 in pairs(v21) do
			if v24 ~= nil then
				v24.Playing = false;
				u7[v24] = nil;
			end;
		end;
		local l__Jumping__25 = v5.Jumping;
		l__Jumping__25.TimePosition = 0;
		l__Jumping__25.Playing = true;
	end;
	v11[Enum.HumanoidStateType.Swimming] = function()
		local v26 = math.abs(p3.Velocity.Y);
		if v26 > 0.1 then
			v5.Splash.Volume = math.clamp((v26 - 100) * 0.72 / 250 + 0.28, 0, 1);
			local l__Splash__27 = v5.Splash;
			l__Splash__27.TimePosition = 0;
			l__Splash__27.Playing = true;
		end;
		local l__Swimming__28 = v5.Swimming;
		local v29 = {};
		for v30, v31 in pairs(u7) do
			v29[v30] = v31;
		end;
		for v32 in pairs(v29) do
			if v32 ~= l__Swimming__28 then
				v32.Playing = false;
				u7[v32] = nil;
			end;
		end;
		v5.Swimming.Playing = true;
		u7[v5.Swimming] = true;
	end;
	v11[Enum.HumanoidStateType.Freefall] = function()
		v5.FreeFalling.Volume = 0;
		local l__FreeFalling__33 = v5.FreeFalling;
		local v34 = {};
		for v35, v36 in pairs(u7) do
			v34[v35] = v36;
		end;
		for v37 in pairs(v34) do
			if v37 ~= l__FreeFalling__33 then
				v37.Playing = false;
				u7[v37] = nil;
			end;
		end;
		u7[v5.FreeFalling] = true;
	end;
	v11[Enum.HumanoidStateType.Landed] = function()
		local v38 = {};
		for v39, v40 in pairs(u7) do
			v38[v39] = v40;
		end;
		for v41 in pairs(v38) do
			if v41 ~= nil then
				v41.Playing = false;
				u7[v41] = nil;
			end;
		end;
		local v42 = math.abs(p3.Velocity.Y);
		if v42 > 75 then
			v5.Landing.Volume = math.clamp((v42 - 50) * 1 / 50 + 0, 0, 1);
			local l__Landing__43 = v5.Landing;
			l__Landing__43.TimePosition = 0;
			l__Landing__43.Playing = true;
		end;
	end;
	v11[Enum.HumanoidStateType.Running] = function()
		local l__Running__44 = v5.Running;
		local v45 = {};
		for v46, v47 in pairs(u7) do
			v45[v46] = v47;
		end;
		for v48 in pairs(v45) do
			if v48 ~= l__Running__44 then
				v48.Playing = false;
				u7[v48] = nil;
			end;
		end;
		v5.Running.Playing = true;
		u7[v5.Running] = true;
	end;
	v11[Enum.HumanoidStateType.Climbing] = function()
		local l__Climbing__49 = v5.Climbing;
		if math.abs(p3.Velocity.Y) > 0.1 then
			l__Climbing__49.Playing = true;
			local v50 = {};
			for v51, v52 in pairs(u7) do
				v50[v51] = v52;
			end;
			for v53 in pairs(v50) do
				if v53 ~= l__Climbing__49 then
					v53.Playing = false;
					u7[v53] = nil;
				end;
			end;
		else
			local v54 = {};
			for v55, v56 in pairs(u7) do
				v54[v55] = v56;
			end;
			for v57 in pairs(v54) do
				if v57 ~= nil then
					v57.Playing = false;
					u7[v57] = nil;
				end;
			end;
		end;
		u7[l__Climbing__49] = true;
	end;
	v11[Enum.HumanoidStateType.Seated] = function()
		local v58 = {};
		for v59, v60 in pairs(u7) do
			v58[v59] = v60;
		end;
		for v61 in pairs(v58) do
			if v61 ~= nil then
				v61.Playing = false;
				u7[v61] = nil;
			end;
		end;
	end;
	v11[Enum.HumanoidStateType.Dead] = function()
		local v62 = {};
		for v63, v64 in pairs(u7) do
			v62[v63] = v64;
		end;
		for v65 in pairs(v62) do
			if v65 ~= nil then
				v65.Playing = false;
				u7[v65] = nil;
			end;
		end;
		local l__Died__66 = v5.Died;
		l__Died__66.TimePosition = 0;
		l__Died__66.Playing = true;
	end;
	local v67 = {
		[v5.Climbing] = function(p4, p5, p6)
			p5.Playing = p6.Magnitude > 0.1;
		end,
		[v5.FreeFalling] = function(p7, p8, p9)
			if not (p9.Magnitude > 75) then
				p8.Volume = 0;
				return;
			end;
			p8.Volume = math.clamp(p8.Volume + 0.9 * p7, 0, 1);
		end
	};
	v67[v5.Running] = function(p10, p11, p12)
		local v68 = false;
		if p12.Magnitude > 0.5 then
			v68 = p2.MoveDirection.Magnitude > 0.5;
		end;
		p11.Playing = v68;
	end;
	local v69 = {
		[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running
	};
	local v70 = {};
	local u8 = v69[p2:GetState()] or p2:GetState();
	local u9 = p2.StateChanged:Connect(function(p13, p14)
		p14 = v69[p14] and p14;
		if p14 ~= u8 then
			local v71 = v11[p14];
			if v71 then
				v71();
			end;
			u8 = p14;
		end;
	end);
	local u10 = l__RunService__2.Stepped:Connect(function(p15, p16)
		for v72 in pairs(u7) do
			local v73 = v67[v72];
			if v73 then
				v73(p16, v72, p3.Velocity);
			end;
		end;
	end);
	local u11 = nil;
	local u12 = nil;
	local u13 = nil;
	u11 = p2.AncestryChanged:Connect(function(p17, p18)
		if not p18 then
			u9:Disconnect();
			u10:Disconnect();
			u11:Disconnect();
			u12:Disconnect();
			u13:Disconnect();
		end;
	end);
	u12 = p3.AncestryChanged:Connect(function(p19, p20)
		if not p20 then
			u9:Disconnect();
			u10:Disconnect();
			u11:Disconnect();
			u12:Disconnect();
			u13:Disconnect();
		end;
	end);
	u13 = p1.CharacterAdded:Connect(function()
		u9:Disconnect();
		u10:Disconnect();
		u11:Disconnect();
		u12:Disconnect();
		u13:Disconnect();
	end);
end;
l__Players__1.PlayerAdded:Connect(function(p21)
	local function v74(p22)
		if not p22.Parent then
			u3(p22.AncestryChanged, p21.CharacterAdded);
		end;
		if p21.Character ~= p22 or not p22.Parent then
			return;
		end;
		local v75 = p22:FindFirstChildOfClass("Humanoid");
		while p22:IsDescendantOf(game) and not v75 do
			u3(p22.ChildAdded, p22.AncestryChanged, p21.CharacterAdded);
			v75 = p22:FindFirstChildOfClass("Humanoid");
		end;
		if p21.Character ~= p22 or not p22:IsDescendantOf(game) then
			return;
		end;
		local v76 = p22:FindFirstChild("HumanoidRootPart");
		while p22:IsDescendantOf(game) and not v76 do
			u3(p22.ChildAdded, p22.AncestryChanged, v75.AncestryChanged, p21.CharacterAdded);
			v76 = p22:FindFirstChild("HumanoidRootPart");
		end;
		if v76 and v75:IsDescendantOf(game) and p22:IsDescendantOf(game) and p21.Character == p22 then
			u6(p21, v75, v76);
		end;
	end;
	if p21.Character then
		v74(p21.Character);
	end;
	p21.CharacterAdded:Connect(v74);
end);
local v77, v78, v79 = ipairs(l__Players__1:GetPlayers());
while true do
	v77(v78, v79);
	if not v77 then
		break;
	end;
	v79 = v77;
	local function v80(p23)
		if not p23.Parent then
			u3(p23.AncestryChanged, v78.CharacterAdded);
		end;
		if v78.Character ~= p23 or not p23.Parent then
			return;
		end;
		local v81 = p23:FindFirstChildOfClass("Humanoid");
		while p23:IsDescendantOf(game) and not v81 do
			u3(p23.ChildAdded, p23.AncestryChanged, v78.CharacterAdded);
			v81 = p23:FindFirstChildOfClass("Humanoid");
		end;
		if v78.Character ~= p23 or not p23:IsDescendantOf(game) then
			return;
		end;
		local v82 = p23:FindFirstChild("HumanoidRootPart");
		while p23:IsDescendantOf(game) and not v82 do
			u3(p23.ChildAdded, p23.AncestryChanged, v81.AncestryChanged, v78.CharacterAdded);
			v82 = p23:FindFirstChild("HumanoidRootPart");
		end;
		if v82 and v81:IsDescendantOf(game) and p23:IsDescendantOf(game) and v78.Character == p23 then
			u6(v78, v81, v82);
		end;
	end;
	if v78.Character then
		v80(v78.Character);
	end;
	v78.CharacterAdded:Connect(v80);
end;


Prompt:
---This Script Is Giving Us Special Gui When You Are Premium
---SG Is Here :P


Prompt: -- humanoidR15AnimateLiveUpdates.lua

Response:
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"

local UserGameSettings = UserSettings():GetService("UserGameSettings")

local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue

local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end)
local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue

local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
local HumanoidHipHeight = 2

local humanoidSpeed = 0 -- speed most recently sent to us from onRunning()
local cachedRunningSpeed = 0 -- The most recent speed used to compute blends.  Tiny variations from cachedRunningSpeed will not cause animation updates.
local cachedLocalDirection = {x=0.0, y=0.0} -- unit 2D object space direction of motion
local smallButNotZero = 0.0001 -- We want weights to be small but not so small the animation stops
local runBlendtime = 0.2
local lastLookVector = Vector3.new(0.0, 0.0, 0.0) -- used to track whether rootPart orientation is changing.
local lastBlendTime = 0 -- The last time we blended velocities
local WALK_SPEED = 6.4
local RUN_SPEED = 12.8

local EMOTE_TRANSITION_TIME = 0.1

local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0

local PreloadedAnims = {}

local animTable = {}
local animNames = {
	idle = 	{
		{ id = "http://www.roblox.com/asset/?id=507766666", weight = 1 },
		{ id = "http://www.roblox.com/asset/?id=507766951", weight = 1 },
		{ id = "http://www.roblox.com/asset/?id=507766388", weight = 9 }
	},
	walk = 	{
		{ id = "http://www.roblox.com/asset/?id=507777826", weight = 10 }
	},
	run = 	{
		{ id = "http://www.roblox.com/asset/?id=507767714", weight = 10 }
	},

	swim = 	{
		{ id = "http://www.roblox.com/asset/?id=507784897", weight = 10 }
	},
	swimidle = 	{
		{ id = "http://www.roblox.com/asset/?id=507785072", weight = 10 }
	},
	jump = 	{
		{ id = "http://www.roblox.com/asset/?id=507765000", weight = 10 }
	},
	fall = 	{
		{ id = "http://www.roblox.com/asset/?id=507767968", weight = 10 }
	},
	climb = {
		{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 }
	},
	sit = 	{
		{ id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 }
	},
	toolnone = {
		{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 }
	},
	toolslash = {
		{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 }
	},
	toollunge = {
		{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 }
	},
	wave = {
		{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 }
	},
	point = {
		{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 }
	},
	dance = {
		{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 },
		{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 },
		{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 }
	},
	dance2 = {
		{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 },
		{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 },
		{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 }
	},
	dance3 = {
		{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 },
		{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 },
		{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 }
	},
	laugh = {
		{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 }
	},
	cheer = {
		{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 }
	},
}

local strafingLocomotionMap = {}
local fallbackLocomotionMap = {}
local locomotionMap = strafingLocomotionMap


Prompt:
--[[
	Constructs a new state object, which exposes compatibility APIs for
	integrating with non-reactive code.
]]

Response:
local Package = script.Parent.Parent
local initDependency = require(Package.Dependencies.initDependency)

local class = {}
local CLASS_METATABLE = {__index = class}


Prompt: -- Pre-Setup Functions

Response:
function WaitForItem(Location, Item)
	while (Location:FindFirstChild(Item) == nil) do wait(1) end
	return Location:FindFirstChild(Item)
end


Prompt: --//# Lighting Setup

Response:
function SetupLighting_()
	--//# Instances

	--//# Camera
	local ColorCorrection = Instance.new("ColorCorrectionEffect")
	local SunRays = Instance.new("SunRaysEffect")
	local Blur = Instance.new("BlurEffect")

	--//# Set
	Lighting.Brightness = 2
	Lighting.EnvironmentDiffuseScale = .2
	Lighting.EnvironmentSpecularScale = .82
	SunRays.Parent = Lighting
	Blur.Size = 3.921
	Blur.Parent = Lighting
	ColorCorrection.Parent = Lighting
	ColorCorrection.Saturation = .092
end


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

Response:
local l__HDAdminMain__1 = _G.HDAdminMain;
local u1 = {
	DoubleJumped = function(p1, p2)
		local u2 = true;
		local u3 = 0;
		p2:GetPropertyChangedSignal("Jump"):Connect(function()
			if u2 then
				u2 = false;
				u3 = u3 + 1;
				if u3 == 4 then
					p1:Fire();
				end;
				wait();
				u2 = true;
				wait(0.2);
				u3 = u3 - 1;
			end;
		end);
	end,
	EventName = function(p3, p4)

	end,
	New = function(p5, p6, p7, ...)
		local v2 = Instance.new("BindableEvent");
		u1[p6](v2, p7, ...);
		v2.Parent = p7;
		return v2;
	end
};
return u1;


Prompt:
--[[
	VRVehicleCamera - Roblox VR vehicle camera control module
	2021 Roblox VR
--]]

Response:
local EPSILON = 1e-3
local PITCH_LIMIT = math.rad(80)
local YAW_DEFAULT = math.rad(0)
local ZOOM_MINIMUM = 0.5
local ZOOM_SENSITIVITY_CURVATURE = 0.5
local DEFAULT_CAMERA_DIST = 16
local TP_FOLLOW_DIST = 200
local TP_FOLLOW_ANGLE_DOT = 0.56

local VRBaseCamera = require(script.Parent:WaitForChild("VRBaseCamera"))
local CameraInput = require(script.Parent:WaitForChild("CameraInput"))
local CameraUtils = require(script.Parent:WaitForChild("CameraUtils"))
local ZoomController = require(script.Parent:WaitForChild("ZoomController"))
local VehicleCamera = require(script.Parent:WaitForChild("VehicleCamera"))
local VehicleCameraCore =  require(script.Parent.VehicleCamera:FindFirstChild("VehicleCameraCore"))
local VehicleCameraConfig = require(script.Parent.VehicleCamera:FindFirstChild("VehicleCameraConfig"))
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local VRService = game:GetService("VRService")

local localPlayer = Players.LocalPlayer
local Spring = CameraUtils.Spring
local mapClamp = CameraUtils.mapClamp
local sanitizeAngle = CameraUtils.sanitizeAngle

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


Prompt: --off

Response:
script.Parent.Cover.Transparency = 1

end

end)


Prompt:
--script.Parent.Sign.SurfaceGui.TextLabel.Text = "1 Capitol Sqr"
--script.Parent.Parent.R1.BusA.Disabled = true
--script.Parent.Parent.R1.BusB.Disabled = false

Response:
end

if script.Parent.Value.Value == 3 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end

if script.Parent.Value.Value == 4 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end

if script.Parent.Value.Value == 5 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end

if script.Parent.Value.Value == 6 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end

if script.Parent.Value.Value == 7 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end

if script.Parent.Value.Value == 8 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end

if script.Parent.Value.Value == 9 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end

if script.Parent.Value.Value == 10 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end

if script.Parent.Value.Value == 11 then
script.Parent.Sign.SurfaceGui.TextLabel.Text = "INSERT DESTINATION NAME HERE"
end

if script.Parent.Value.Value == 12 then
script.Parent.Value.Value = 0
end

if script.Parent.Value.Value == -1 then
script.Parent.Value.Value = 11
end

end


Prompt: -- Connect functions to key events

Response:
game:GetService("UserInputService").InputBegan:Connect(handleKeyPress)
game:GetService("UserInputService").InputEnded:Connect(handleKeyRelease)


Prompt:
--////////////////////////////// Methods
--//////////////////////////////////////

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

local function CreateGuiObjects()
	local BaseFrame = Instance.new("Frame")
	BaseFrame.Selectable = false
	BaseFrame.Size = UDim2.new(1, 0, 1, 0)
	BaseFrame.BackgroundTransparency = 1

	local Scroller = Instance.new("ScrollingFrame")
	Scroller.Selectable = ChatSettings.GamepadNavigationEnabled
	Scroller.Name = "Scroller"
	Scroller.BackgroundTransparency = 1
	Scroller.BorderSizePixel = 0
	Scroller.Position = UDim2.new(0, 0, 0, 3)
	Scroller.Size = UDim2.new(1, -4, 1, -6)
	Scroller.CanvasSize = UDim2.new(0, 0, 0, 0)
	Scroller.ScrollBarThickness = module.ScrollBarThickness
	Scroller.Active = true
	Scroller.Parent = BaseFrame

	local Layout = Instance.new("UIListLayout")
	Layout.SortOrder = Enum.SortOrder.LayoutOrder
	Layout.Parent = Scroller

	return BaseFrame, Scroller, Layout
end

function methods:Destroy()
	self.GuiObject:Destroy()
	self.Destroyed = true
end

function methods:SetActive(active)
	self.GuiObject.Visible = active
end

function methods:UpdateMessageFiltered(messageData)
	local messageObject = nil
	local searchIndex = 1
	local searchTable = self.MessageObjectLog

	while (#searchTable >= searchIndex) do
		local obj = searchTable[searchIndex]

		if obj.ID == messageData.ID then
			messageObject = obj
			break
		end

		searchIndex = searchIndex + 1
	end

	if messageObject then
		messageObject.UpdateTextFunction(messageData)
		self:PositionMessageLabelInWindow(messageObject, searchIndex)
	end
end

function methods:AddMessage(messageData)
	self:WaitUntilParentedCorrectly()

	local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName)
	if messageObject == nil then
		return
	end

	table.insert(self.MessageObjectLog, messageObject)
	self:PositionMessageLabelInWindow(messageObject, #self.MessageObjectLog)
end

function methods:AddMessageAtIndex(messageData, index)
	local messageObject = MessageLabelCreator:CreateMessageLabel(messageData, self.CurrentChannelName)
	if messageObject == nil then
		return
	end

	table.insert(self.MessageObjectLog, index, messageObject)

	self:PositionMessageLabelInWindow(messageObject, index)
end

function methods:RemoveLastMessage()
	self:WaitUntilParentedCorrectly()

	local lastMessage = self.MessageObjectLog[1]

	lastMessage:Destroy()
	table.remove(self.MessageObjectLog, 1)
end

function methods:IsScrolledDown()
	local yCanvasSize = self.Scroller.CanvasSize.Y.Offset
	local yContainerSize = self.Scroller.AbsoluteWindowSize.Y
	local yScrolledPosition = self.Scroller.CanvasPosition.Y

	return (yCanvasSize < yContainerSize or
		yCanvasSize - yScrolledPosition <= yContainerSize + 5)
end

function methods:UpdateMessageTextHeight(messageObject)
	local baseFrame = messageObject.BaseFrame
	for i = 1, 10 do
		if messageObject.BaseMessage.TextFits then
			break
		end

		local trySize = self.Scroller.AbsoluteSize.X - i
		baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(trySize))
	end
end

function methods:PositionMessageLabelInWindow(messageObject, index)
	self:WaitUntilParentedCorrectly()

	local wasScrolledDown = self:IsScrolledDown()

	local baseFrame = messageObject.BaseFrame

	local layoutOrder = 1
	if self.MessageObjectLog[index - 1] then
		if index == #self.MessageObjectLog then
			layoutOrder = self.MessageObjectLog[index - 1].BaseFrame.LayoutOrder + 1
		else
			layoutOrder = self.MessageObjectLog[index - 1].BaseFrame.LayoutOrder
		end
	end
	baseFrame.LayoutOrder = layoutOrder

	baseFrame.Size = UDim2.new(1, 0, 0, messageObject.GetHeightFunction(self.Scroller.AbsoluteSize.X))
	baseFrame.Parent = self.Scroller

	if messageObject.BaseMessage then
		self:UpdateMessageTextHeight(messageObject)
	end

	if wasScrolledDown then
		self.Scroller.CanvasPosition = Vector2.new(
			0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y))
	end
end

function methods:ReorderAllMessages()
	self:WaitUntilParentedCorrectly()

	--// Reordering / reparenting with a size less than 1 causes weird glitches to happen
	-- with scrolling as repositioning happens.
	if self.GuiObject.AbsoluteSize.Y < 1 then return end

	local oldCanvasPositon = self.Scroller.CanvasPosition
	local wasScrolledDown = self:IsScrolledDown()

	for _, messageObject in pairs(self.MessageObjectLog) do
		self:UpdateMessageTextHeight(messageObject)
	end

	if not wasScrolledDown then
		self.Scroller.CanvasPosition = oldCanvasPositon
	else
		self.Scroller.CanvasPosition = Vector2.new(
			0, math.max(0, self.Scroller.CanvasSize.Y.Offset - self.Scroller.AbsoluteSize.Y))
	end
end

function methods:Clear()
	for _, v in pairs(self.MessageObjectLog) do
		v:Destroy()
	end
	self.MessageObjectLog = {}
end

function methods:SetCurrentChannelName(name)
	self.CurrentChannelName = name
end

function methods:FadeOutBackground(duration)
	--// Do nothing
end

function methods:FadeInBackground(duration)
	--// Do nothing
end

function methods:FadeOutText(duration)
	for i = 1, #self.MessageObjectLog do
		if self.MessageObjectLog[i].FadeOutFunction then
			self.MessageObjectLog[i].FadeOutFunction(duration, CurveUtil)
		end
	end
end

function methods:FadeInText(duration)
	for i = 1, #self.MessageObjectLog do
		if self.MessageObjectLog[i].FadeInFunction then
			self.MessageObjectLog[i].FadeInFunction(duration, CurveUtil)
		end
	end
end

function methods:Update(dtScale)
	for i = 1, #self.MessageObjectLog do
		if self.MessageObjectLog[i].UpdateAnimFunction then
			self.MessageObjectLog[i].UpdateAnimFunction(dtScale, CurveUtil)
		end
	end
end


Prompt: -- functions

Response:
function onDied()
	sDied:Play()
	wait(2.5)
	script.Parent:Destroy()
end

function onState(state, sound)
	if state then
		sound:Play()
	else
		sound:Pause()
	end
end

function onRunning(speed)
	if speed>0 then
		sRunning:Play()
	else
		sRunning:Pause()
	end
end


Prompt:
--[=[
	@param motor Enum.VibrationMotor
	Stops the given motor. This is equivalent to calling
	`gamepad:SetMotor(motor, 0)`.

	```lua
	gamepad:SetMotor(Enum.VibrationMotor.Large, 1)
	task.wait(0.1)
	gamepad:StopMotor(Enum.VibrationMotor.Large)
	```
]=]

Response:
function Gamepad:StopMotor(motor: Enum.VibrationMotor)
	self:SetMotor(motor, 0)
end


Prompt: -- ROBLOX deviation START: use custom implementations instead of unavailable node API

Response:
local helpersModule = require(CurrentModule.helpers)
local format = helpersModule.format
local formatWithOptions = helpersModule.formatWithOptions

local WriteableModule = require(Packages.RobloxShared)
type Writeable = WriteableModule.Writeable


Prompt: -- Update the previous floor material and current floor material

Response:
humanoid:GetPropertyChangedSignal("FloorMaterial"):Connect(function()
	getFloorMaterial()
	getSoundProperties()
	update()

	if humanoid.MoveDirection.Magnitude > 0 then
		currentSound.Playing = true
	end

end)


Prompt: ---- script -----

Response:
Button.Activated:Connect(function()

	InventoryFrame.Visible = false
	InformationFrame.Visible = false
	CaseInventoryFrame.Visible = true
	CaseInformationFrame.Visible = true

end)


Prompt:
--[[
	Utility script that can create a new cooldown object.
]]

Response: local Cooldown = {}


Prompt: --[[Brakes]]

Response:
--
Tune.FBrakeForce	= 100 		-- Front brake force
Tune.RBrakeForce	= 300 		-- Rear brake force
Tune.PBrakeForce	= 100 		-- Parking brake force

Tune.LinkedBrakes	= false 		-- Links brakes up, uses both brakes while braking
Tune.BrakesRatio	= 0 		-- The ratio of the brakes (0 = rear brake; 100 = front brake)


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

Response:
local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
return {
	Owns = function(p1, p2)
		if not p2 then
			p2 = u1.LocalPlayer;
		end;
		local v1 = u1.StatService.Get(p2);
		if not v1 then
			return;
		end;
		for v2, v3 in pairs(v1.Gamepasses) do
			if tostring(v3) == tostring(p1) then
				return true;
			end;
		end;
		return false;
	end,
	GetAll = function(p3)
		if not p3 then
			p3 = u1.LocalPlayer;
		end;
		local v4 = u1.StatService.Get(p3);
		if not v4 then
			return;
		end;
		return v4.Gamepasses;
	end
};


Prompt:
----------------------------------
------------FUNCTIONS-------------
----------------------------------

Response:
function Jump()
	local character = Player.Character
	if character then
		local humanoid = character:FindFirstChild("Humanoid")
		if humanoid then
			humanoid.Jump = true
		end
	end
end

function HumanoidChanged(humanoid, property)
	if property == "Jump" then
		humanoid.Jump = false
	elseif property == "Sit" then
		humanoid.Sit = true
	elseif property == "Parent" then
		Deactivate()
		Abort()
	end
end
function HumanoidDied()
	Deactivate()
end
function SetCamera(cframe)
	Camera.CameraType = Enum.CameraType.Scriptable
	Camera:Interpolate(cframe, cframe + cframe.lookVector, .5)
	--Camera.CoordinateFrame = cframe
end
function ReturnCamera()
	Camera.CameraType = Enum.CameraType.Custom
end


Prompt: -- Sounds

Response:
local Soundscape = game.Soundscape
local CountdownBeep = Soundscape:FindFirstChild("CountdownBeep")
local CountdownEndBeep = Soundscape:FindFirstChild("CountdownEndBeep")


Prompt:
--[[
	Novena Constraint Type: Motorcycle
			The Bike Chassis

				Avxnturador | Novena
--]]

Response:
local mouse = game.Players.LocalPlayer:GetMouse()
script.Parent.Parent:WaitForChild("Bike")
local bike = script.Parent.Parent.Bike.Value
local on = script.Parent.Parent.IsOn
local _Tune = require(bike["Tuner"])

if not _Tune.Engine and not _Tune.Electric then return end

script.Parent:WaitForChild("TextLabel").Visible = not on.Value

script.Parent.Parent.IsOn.Changed:connect(function()
	script.Parent.TextLabel.Visible = not on.Value
end)

mouse.keyDown:connect(function(k)
	if k=="l" then
		if not on.Value then
			script.Parent.TextLabel.Visible=false
			on.Value = true
		else
			on.Value = false
			script.Parent.TextLabel.Visible=true
		end
	end
end)


Prompt: --------LEFT DOOR --------

Response:
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(1023)

game.Workspace.doorleft.l12.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(106)

game.Workspace.doorleft.l13.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(1013)

game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)


Prompt: --Obj

Response:
local Frame

local RenderDist = {}

function RenderDist:Setup(UI)
    Frame = UI

    Frame.Text.FocusLost:Connect(function()
        local text = math.clamp(tonumber(Frame.Text.Text), 20, self.Modules.Entity.EntitySettings.CacheRemoveDist - 1)
        if (text) then
            Frame.Text.Text = text
            self.Modules.Entity.EntitySettings.MaxRenderDist = text
        else
            Frame.Text.Text = self.Modules.Entity.EntitySettings.MaxRenderDist
        end
    end)
end

return RenderDist


Prompt: -- When character sits, make it go oof!

Response:
Humanoid.StateChanged:Connect(function(_, state)
	if state == Enum.HumanoidStateType.Seated then
		Humanoid:TakeDamage(Humanoid.Health)
	end
end)


Prompt: -- Only used in www builds.

Response: exports.enableSchedulerDebugging = false


Prompt: --[[Chassis Assembly]]

Response:
		--Create Steering Axle
		local arm=Instance.new("Part")
		arm.Name="Arm"
		arm.Anchored=true
		arm.CanCollide=false
		arm.FormFactor=Enum.FormFactor.Custom
		arm.Size=Vector3.new(_Tune.AxleSize,_Tune.AxleSize,_Tune.AxleSize)
		arm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0)
		arm.CustomPhysicalProperties = PhysicalProperties.new(_Tune.AxleDensity,0,0,100,100)
		arm.TopSurface=Enum.SurfaceType.Smooth
		arm.BottomSurface=Enum.SurfaceType.Smooth
		arm.Transparency=1
		arm.Parent = v

		--Create Wheel Spindle
		local base=arm:Clone()
		base.Parent=v
		base.Name="Base"
		base.CFrame=base.CFrame*CFrame.new(0,_Tune.AxleSize,0)
		base.BottomSurface=Enum.SurfaceType.Hinge

		--Create Steering Anchor
		local axle=arm:Clone()
		axle.Parent=v
		axle.Name="Axle"
		axle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0)
		axle.BackSurface=Enum.SurfaceType.Hinge

		if v.Name=="F" or v.Name=="R" then
			local axle2=arm:Clone()
			axle2.Parent=v
			axle2.Name="Axle"
			axle2.CFrame=CFrame.new(v.Position+((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle2.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0)
			axle2.BackSurface=Enum.SurfaceType.Hinge
			MakeWeld(arm,axle2)
		end

		--Create Suspension
		if PGS_ON and _Tune.SusEnabled then
			local sa=arm:Clone()
			sa.Parent=v
			sa.Name="#SA"
			if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then
				local aOff = _Tune.FAnchorOffset
				sa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-fDistX,-fDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0)
			else
				local aOff = _Tune.RAnchorOffset
				sa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-rDistX,-rDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0)
			end

			local sb=sa:Clone()
			sb.Parent=v
			sb.Name="#SB"
			sb.CFrame=sa.CFrame*CFrame.new(0,0,_Tune.AxleSize)

			sb.FrontSurface=Enum.SurfaceType.Hinge

			local g = Instance.new("BodyGyro")
			g.Name = "Stabilizer"
			g.MaxTorque = Vector3.new(0,0,1)
			g.P = 0
			g.Parent = sb

			local sf1 = Instance.new("Attachment")
			sf1.Name = "SAtt"
			sf1.Parent = sa

			local sf2 = sf1:Clone()
			sf2.Parent = sb

			if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then
				sf1.Position = Vector3.new(fDistX-fSLX,-fDistY+fSLY,_Tune.AxleSize/2)
				sf2.Position = Vector3.new(fDistX,-fDistY,-_Tune.AxleSize/2)
			elseif v.Name == "RL" or v.Name=="RR" or v.Name == "R" then
				sf1.Position = Vector3.new(rDistX-rSLX,-rDistY+rSLY,_Tune.AxleSize/2)
				sf2.Position = Vector3.new(rDistX,-rDistY,-_Tune.AxleSize/2)
			end

			sb:MakeJoints()

			local sp = Instance.new("SpringConstraint")
			sp.Name = "Spring"
			sp.Attachment0 = sf1
			sp.Attachment1 = sf2
			sp.LimitsEnabled = true

			sp.Visible=_Tune.SusVisible
			sp.Radius=_Tune.SusRadius
			sp.Thickness=_Tune.SusThickness
			sp.Color=BrickColor.new(_Tune.SusColor)
			sp.Coils=_Tune.SusCoilCount

			if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then
				g.D = _Tune.FAntiRoll
				sp.Damping = _Tune.FSusDamping
				sp.Stiffness = _Tune.FSusStiffness
				sp.FreeLength = _Tune.FSusLength+_Tune.FPreCompress
				sp.MaxLength = _Tune.FSusLength+_Tune.FExtensionLim
				sp.MinLength = _Tune.FSusLength-_Tune.FCompressLim
			else
				g.D = _Tune.RAntiRoll
				sp.Damping = _Tune.RSusDamping
				sp.Stiffness = _Tune.RSusStiffness
				sp.FreeLength = _Tune.RSusLength+_Tune.RPreCompress
				sp.MaxLength = _Tune.RSusLength+_Tune.RExtensionLim
				sp.MinLength = _Tune.RSusLength-_Tune.RCompressLim
			end
			sp.Parent = v
			MakeWeld(car.DriveSeat,sa)
			MakeWeld(sb,base)
		else
			MakeWeld(car.DriveSeat,base)
		end

		--Lock Rear Steering Axle
		if v.Name == "RL" or v.Name == "RR" or v.Name=="R" then
			MakeWeld(base,axle)
		end

		--Weld Assembly
		if v.Parent.Name == "RL" or v.Parent.Name == "RR" or v.Name=="R" then
			MakeWeld(car.DriveSeat,arm)
		end

		MakeWeld(arm,axle)

		arm:MakeJoints()
		axle:MakeJoints()

		--Weld Miscelaneous Parts
		if v:FindFirstChild("SuspensionFixed")~=nil then
			ModelWeld(v.SuspensionFixed,car.DriveSeat)
		end
		if v:FindFirstChild("WheelFixed")~=nil then
			ModelWeld(v.WheelFixed,axle)
		end
		if v:FindFirstChild("Fixed")~=nil then
			ModelWeld(v.Fixed,arm)
		end

		--Weld Wheel Parts
		if v:FindFirstChild("Parts")~=nil then
			ModelWeld(v.Parts,v)
		end

		--Add Steering Gyro
		if v:FindFirstChild("Steer") then
			v:FindFirstChild("Steer"):Destroy()
		end

		if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
			local steer=Instance.new("BodyGyro")
			steer.Name="Steer"
			steer.P=_Tune.SteerP
			steer.D=_Tune.SteerD
			steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0)
			steer.cframe=v.CFrame*CFrame.Angles(0,-math.pi/2,0)
			steer.Parent = arm
		end

		--Add Stabilization Gyro
		local gyro=Instance.new("BodyGyro")
		gyro.Name="Stabilizer"
		gyro.MaxTorque=Vector3.new(1,0,1)
		gyro.P=0
		if v.Name=="FL" or v.Name=="FR"  or v.Name=="F" then
			gyro.D=_Tune.FGyroDamp
		else
			gyro.D=_Tune.RGyroDamp
		end
		gyro.Parent = v

		--Add Rotational BodyMover
		local AV=Instance.new("BodyAngularVelocity")
		AV.Name="#AV"
		AV.angularvelocity=Vector3.new(0,0,0)
		AV.maxTorque=Vector3.new(_Tune.PBrakeForce,0,_Tune.PBrakeForce)
		AV.P=1e9
		AV.Parent = v
	end


Prompt: -- KeyBinding

Response:
if KEY1 then
	ContextActionService:BindAction("ToggleInteraction", toggleKeyboard, false, KEY1)
end


Prompt:
--health.Changed:connect(function()
--root.Velocity = Vector3.new(0,5000,0)
--end)

Response:
local anims = {}
local lastAttack= tick()

local target,targetType

local lastLock = tick()

local fleshDamage = 15
local structureDamage = 10

local path = nil

for _,animObject in next,animations do
anims[animObject.Name] = hum:LoadAnimation(animObject)
end

function Attack(thing,dmg)
if tick()-lastAttack > 2 then
hum:MoveTo(root.Position)
lastAttack = tick()
anims.AntWalk:Stop()
anims.AntMelee:Play()

if thing.ClassName == "Player" then
root.FleshHit:Play()
ant:SetPrimaryPartCFrame(CFrame.new(root.Position,Vector3.new(target.Character.PrimaryPart.Position.X,root.Position.Y,target.Character.PrimaryPart.Position.Z)))

elseif thing.ClassName == "Model" then
root.StructureHit:Play()
end

rep.Events.NPCAttack:Fire(thing,dmg)
end
end

function Move(point)
hum:MoveTo(point)
if not anims.AntWalk.IsPlaying then
anims.AntWalk:Play()
end
end

function ScanForPoint()
local newPoint
local rayDir = Vector3.new(math.random(-100,100)/100,0,math.random(-100,100)/100)
local ray = Ray.new(root.Position,rayDir*math.random(10,50),ant)
local part,pos = workspace:FindPartOnRay(ray)
Move(pos)
enRoute = true
end


Response:
	SignalValues.Signal1.Value = 1
	SignalValues.Signal1a.Value = 1
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 1
	PedValues.PedSignal2a.Value = 1
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(26)--Green Time (BEGIN SIGNAL1 GREEN)
	SignalValues.Signal1.Value = 1
	SignalValues.Signal1a.Value = 1
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 2
	PedValues.PedSignal2a.Value = 2
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(6) -- Green Time + Time for flashing pedestrian signals
	SignalValues.Signal1.Value = 2
	SignalValues.Signal1a.Value = 2
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4) -- Yellow Time
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED
		SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 1
	TurnValues.TurnSignal2a.Value = 1
	wait(12)-- Simultaneous Turn Green
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 2
	TurnValues.TurnSignal2a.Value = 2
	wait(4)-- Simultaneous Turn Yellow
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 1
	SignalValues.Signal2a.Value = 1
	PedValues.PedSignal1.Value = 1
	PedValues.PedSignal1a.Value = 1
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(26)--Green Time (BEGIN SIGNAL2 GREEN)
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 1
	SignalValues.Signal2a.Value = 1
	PedValues.PedSignal1.Value = 2
	PedValues.PedSignal1a.Value = 2
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(6) -- Green Time + Time for flashing pedestrian signals
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 2
	SignalValues.Signal2a.Value = 2
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4) -- Yellow Time
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 1
	TurnValues.TurnSignal1a.Value = 1
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(12)-- Simultaneous Turn Green
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 2
	TurnValues.TurnSignal1a.Value = 2
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4)-- Simultaneous Turn Yellow
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED

end


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

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

Cooldown = 0 -- cooldown for use of the tool again

ZoneModelName = "Spike zone" -- name the zone model

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


Prompt: --  !! This is the uneditable piece. !!

Response:
	randomize = math.random(1,#colortable)

for index, child in pairs(tgt:GetChildren()) do -- Generic for, yay!
    if child:IsA("BasePart") and child.Name == paintpart then -- This will root out false positives
	child.BrickColor = BrickColor.new(colortable[randomize])
else end
end

print("Painted car '" .. tgt.Name  .. "' " .. colortable[randomize] .. ". Destroying script")
script:Destroy()


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

	@param array {T} -- The array to check.
	@param predicate (value: T, index: number, array: {T}) -> any -- The predicate to use to check the array.
	@return boolean -- Whether every item in the array passes the predicate.

	Checks whether every item in the array passes the predicate.

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

	local value = Every(array, function(item, index)
		return item > 0
	end) -- true

	local value = Every(array, function(item, index)
		return item > 1
	end) -- false
	```
]=]

Response:
local function every<T>(array: { T }, predicate: (value: T, index: number, array: { T }) -> any): boolean
	for index, value in ipairs(array) do
		if not predicate(value, index, array) then
			return false
		end
	end

	return true
end

return every


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

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

Cooldown = 1 -- cooldown for use of the tool again

ZoneModelName = "Hard zone of bone" -- name the zone model

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


Prompt: -- Code to continue tracking & jumping on Active Mobs

Response:
task.defer(function()
	while true do
		task.wait(1/4)
		for MobInstance, Mob in ActiveMobs do
			task.spawn(function()
				if not Mob.isDead and not Mob.Destroyed then
					local Player, m = AI:GetClosestPlayer(Mob)
					local Enemy = Mob.Enemy

					-- Simulation
					if Mob.Root.Anchored then
						Mob.Root.Anchored = false
					end
					if not Mob.Root:GetNetworkOwner() then
						Mob.Root:SetNetworkOwner(Player)
						task.wait(0.05) -- Give physics more time so it doesn't appear as choppy
					end

					-- Tracking
					if Player and Enemy then
						Enemy:MoveTo(Player.Character:GetPivot().Position, Player.Character.PrimaryPart)
					else
						ActiveMobs[MobInstance] = nil
						Mob.Root:SetNetworkOwner()
						Enemy:MoveTo(Mob.Origin.Position)
					end

					-- Jumping
					AI:RequestJump(Mob)
				else
					ActiveMobs[MobInstance] = nil
				end
			end)
		end
	end
end)

return AI


Prompt: --- Encode/compress

Response:
Compress.Encode = function(str)
	--- Vars
	local convertedToJSON = false

	--- Convert table to JSON
	if type(str) == "table" then
		--- Attempt to conver to JSON
		local success = pcall(function()
			str = _L.Services.HttpService:JSONEncode(str)
			convertedToJSON = true
		end)

		--- Failed to encode to JSON (userdata or empty?)
		if (not success) or (not str) then
			_L.Print("Failed to convert table to string", true)
			return
		end
	end

	--- Compress string
	local encoded = Encode(str)
	if utf8.len(str) > utf8.len(encoded) then

		--- Successfully compressed
		return encoded
	else

		--- Size of compressed string larger than original
		return str, convertedToJSON
	end
end


Prompt: --[[Transmission]]

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

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

	--Automatic Settings
	Tune.AutoShiftMode	= "RPM"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]
	Tune.AutoUpThresh	= -200		-- Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		-- Automatic downshift point (relative to peak RPM, positive = Under-rev)
	Tune.ShiftTime = 0				-- The time delay in which you initiate a shift and the car changes gear

	--Gear Ratios
	Tune.FinalDrive		= 3.21		 --	[TRANSMISSION CALCULATIONS FOR NERDS]
	Tune.Ratios			= {			 --		SPEED [SPS]	 = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)
		--[[Reverse]]	5.000		,--		WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier
		--[[Neutral]]	0			,
		--[[ 1 ]]		3.519      	,
		--[[ 2 ]]		2.320		,
		--[[ 3 ]]		1.700		,
		--[[ 4 ]]		1.400		,
		--[[ 5 ]]		0.907		,
	}
	Tune.FDMult			= 1.3			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: -- Public Constructors

Response:
function RadioButtonGroupClass.new(frame, radioButtons)
	local self = setmetatable({}, RadioButtonGroupClass)

	self._Maid = Lazy.Utilities.Maid.new()
	self._ChangedBind = Instance.new("BindableEvent")
	self._ActiveRadio = radioButtons[1]

	self.Frame = frame
	self.RadioButtons = radioButtons
	self.Changed = self._ChangedBind.Event

	init(self)

	return self
end

function RadioButtonGroupClass.Create(list, max)
	local radios = {}

	local function instanceFunc(index, option)
		local radio = Lazy.Classes.RadioButtonLabel.Create(option)
		radio.Frame.LayoutOrder = index
		radios[index] = radio
		return radio.Frame
	end

	local frame = Lazy.Constructors.List.Create(list, max or #list, Enum.FillDirection.Vertical, UDim.new(0, 5), instanceFunc)

	return RadioButtonGroupClass.new(frame, radios)
end


Prompt: -- Main class constructor

Response:
function Main.new(player, data)
	for _, v in statesTemplate:GetChildren() do
		v:Clone().Parent = player
	end

	local dataScope = data.Main
	local self = {}
	self.Data = dataScope
	self._player = player
	self.JoinTime = os.time()
	self.LastPlayTime = dataScope.LastPlayTime
	self.FirstJoinTime = dataScope.FirstJoinTime

	setmetatable(self, Main)
	return self
end


Prompt: --------------------mods

Response:
local maincf 		= CFrame.new() --weapon offset of camera
local guncf  		= CFrame.new() --weapon offset of camera
local larmcf 		= CFrame.new() --left arm offset of weapon
local rarmcf 		= CFrame.new() --right arm offset of weapon

local gunbobcf		= CFrame.new()
local recoilcf 		= CFrame.new()
local aimcf 		= CFrame.new()
local AimTween 		= TweenInfo.new(
	0.3,
	Enum.EasingStyle.Linear,
	Enum.EasingDirection.InOut,
	0,
	false,
	0
)

local Ignore_Model = {cam,char,ACS_Workspace.Client,ACS_Workspace.Server}

local ModStorageFolder 	= plr.PlayerGui:FindFirstChild('ModStorage') or Instance.new('Folder')
ModStorageFolder.Parent = plr.PlayerGui
ModStorageFolder.Name 	= 'ModStorage'

function RAND(Min, Max, Accuracy)
	local Inverse = 1 / (Accuracy or 1)
	return (math.random(Min * Inverse, Max * Inverse) / Inverse)
end

SE_GUI = HUDs:WaitForChild("StatusUI"):Clone()
SE_GUI.Parent = plr.PlayerGui

local BloodScreen 		= TS:Create(SE_GUI.Efeitos.Health, TweenInfo.new(1,Enum.EasingStyle.Circular,Enum.EasingDirection.InOut,-1,true), {Size =  UDim2.new(1.2,0,1.4,0)})
local BloodScreenLowHP 	= TS:Create(SE_GUI.Efeitos.LowHealth, TweenInfo.new(1,Enum.EasingStyle.Circular,Enum.EasingDirection.InOut,-1,true), {Size =  UDim2.new(1.2,0,1.4,0)})

local Crosshair = SE_GUI.Crosshair

local RecoilSpring = SpringMod.new(Vector3.new())
RecoilSpring.d = .1
RecoilSpring.s = 20

local cameraspring = SpringMod.new(Vector3.new())
cameraspring.d	= .5
cameraspring.s	= 20

local SwaySpring = SpringMod.new(Vector3.new())
SwaySpring.d = 0.25
SwaySpring.s = 20

local TWAY, XSWY, YSWY = 0,0,0

local oldtick = tick()
local xTilt = 0
local yTilt = 0
local lastPitch = 0
local lastYaw = 0

local Stance = Evt.Stance
local Stances = 0
local Virar = 0
local CameraX = 0
local CameraY = 0

local Sentado 		= false
local Swimming		= false
local falling 		= false
local cansado 		= false
local Crouched 		= false
local Proned		= false
local Steady 		= false
local CanLean 		= true
local ChangeStance 	= true


Prompt: --[[Weight and CG]]

Response:
	Tune.Weight			= 12000		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		8		,
	 --[[Height]]		4		,
	 --[[Length]]		26		}
	Tune.WeightDist		= 60		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= 1	-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible

	--Unsprung Weight
	Tune.FWheelDensity	= .5		-- Front Wheel Density
	Tune.RWheelDensity	= .5		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]

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


Prompt: -- This script will increase every character's walkspeed to 60

Response:
function edit(h)
	if h ~= nil then
		h.WalkSpeed = 60
	end
end

while true do
	cur = game.Players:GetChildren()
	for i = 1, #cur do
		edit(cur[i].Character.Humanoid)
		wait(0.1)
	end
	wait(4)
end


Prompt: -- Update the position of the confetti.

Response:
function _Confetti:Update(paramDeltaTime)
	if (self.Enabled and self.OutOfBounds) then
		--self.Label.ImageColor3 = self.Color;
		self.Position = Vector2.new(0,0);
		self.Power = Vector2.new(self.EmitterPower.X + math.random(10)-5, self.EmitterPower.Y + math.random(10)-5);
		self.Cycles = self.Cycles + 1;
	end;
	if (
		(not(self.Enabled) and self.OutOfBounds) or
			(not(self.Enabled) and (self.Cycles == 0))) then
		self.Label.Visible = false;
		self.OutOfBounds = true;
		--self.Color = colors[math.random(#colors)];
		return;
	else
		self.Label.Visible = true;
	end;
	local startPosition, currentPosition, currentPower = self.EmitterPosition, self.Position, self.Power;
	local imageLabel = self.Label;
	-- Apply change.
	if (imageLabel) then
		-- Update position.
		local newPosition = Vector2.new(currentPosition.X - currentPower.X, currentPosition.Y - currentPower.Y);
		local newPower = Vector2.new((currentPower.X/1.09) - gravity.X, (currentPower.Y/1.1) - gravity.Y);
		local ViewportSize = Camera.ViewportSize;
		imageLabel.Position = UDim2.new(startPosition.X, newPosition.X, startPosition.Y, newPosition.Y);
		self.OutOfBounds =
			(imageLabel.AbsolutePosition.X > ViewportSize.X and gravity.X > 0) or
			(imageLabel.AbsolutePosition.Y > ViewportSize.Y and gravity.Y > 0) or
			(imageLabel.AbsolutePosition.X < 0  and gravity.X < 0) or
			(imageLabel.AbsolutePosition.Y < 0 and gravity.Y < 0);
		self.Position, self.Power = newPosition, newPower;
		-- Start spinning if it's reached max height.
		if (newPower.Y < 0) then
			if (self.Size <= 0) then
				self.Side = 1;
				--imageLabel.ImageColor3 = self.Color;
			end;
			if (self.Size >= self.DefaultSize) then
				self.Side = -1;
				--imageLabel.ImageColor3 = Color3.new(self.Color.r * 0.65, self.Color.g * 0.65, self.Color.b * 0.65);
			end;
			self.Size = self.Size + (self.Side * 2);
			imageLabel.Size = UDim2.new(0, self.DefaultSize, 0, self.Size);
		end;
	end;
end;


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

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


Prompt: -- Add Points:

Response:
function PointsService:AddPoints(player, amount)
    local points = self:GetPoints(player)
    points += amount
    self.PointsPerPlayer[player] = points
    if (amount ~= 0) then
        self.PointsChanged:Fire(player, points)
        self.Client.PointsChanged:Fire(player, points)
    end
    if (points > self.Client.MostPoints:Get()) then
        self.Client.MostPoints:Set(points)
    end
end


Prompt:
--[[*
 * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
 *
 * This source code is licensed under the MIT license found in the
 * LICENSE file in the root directory of this source tree.
 ]]

Response:
local CurrentModule = script.Parent
local Packages = CurrentModule.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
local Array = LuauPolyfill.Array
local Object = LuauPolyfill.Object
local Set = LuauPolyfill.Set
local WeakMap = LuauPolyfill.WeakMap
type Array<T> = LuauPolyfill.Array<T>
type Set<T> = LuauPolyfill.Set<T>
type WeakMap<T, U> = LuauPolyfill.WeakMap<T, U>
local exports = {}


Prompt: --/Other

Response:
module.EnableLaser 		= true
module.EnableFlashlight = true
module.InfraRed 		= true


Prompt:
--[[
	The entry point for the Fusion library.
]]

Response:
local PubTypes = require(script.PubTypes)
local restrictRead = require(script.Utility.restrictRead)

export type StateObject<T> = PubTypes.StateObject<T>
export type CanBeState<T> = PubTypes.CanBeState<T>
export type Symbol = PubTypes.Symbol
export type Value<T> = PubTypes.Value<T>
export type Computed<T> = PubTypes.Computed<T>
export type ForPairs<KO, VO> = PubTypes.ForPairs<KO, VO>
export type ForKeys<KI, KO> = PubTypes.ForKeys<KI, KO>
export type ForValues<VI, VO> = PubTypes.ForKeys<VI, VO>
export type Observer = PubTypes.Observer
export type Tween<T> = PubTypes.Tween<T>
export type Spring<T> = PubTypes.Spring<T>

type Fusion = {
	version: PubTypes.Version,

	New: (className: string) -> ((propertyTable: PubTypes.PropertyTable) -> Instance),
	Hydrate: (target: Instance) -> ((propertyTable: PubTypes.PropertyTable) -> Instance),
	Ref: PubTypes.SpecialKey,
	Cleanup: PubTypes.SpecialKey,
	Children: PubTypes.SpecialKey,
	Out: PubTypes.SpecialKey,
	OnEvent: (eventName: string) -> PubTypes.SpecialKey,
	OnChange: (propertyName: string) -> PubTypes.SpecialKey,

	Value: <T>(initialValue: T) -> Value<T>,
	Computed: <T>(callback: () -> T, destructor: (T) -> ()?) -> Computed<T>,
	ForPairs: <KI, VI, KO, VO, M>(inputTable: CanBeState<{[KI]: VI}>, processor: (KI, VI) -> (KO, VO, M?), destructor: (KO, VO, M?) -> ()?) -> ForPairs<KO, VO>,
	ForKeys: <KI, KO, M>(inputTable: CanBeState<{[KI]: unknown}>, processor: (KI) -> (KO, M?), destructor: (KO, M?) -> ()?) -> ForKeys<KO, unknown>,
	ForValues: <VI, VO, M>(inputTable: CanBeState<{[unknown]: VI}>, processor: (VI) -> (VO, M?), destructor: (VO, M?) -> ()?) -> ForValues<unknown, VO>,
	Observer: (watchedState: StateObject<unknown>) -> Observer,

	Tween: <T>(goalState: StateObject<T>, tweenInfo: TweenInfo?) -> Tween<T>,
	Spring: <T>(goalState: StateObject<T>, speed: number?, damping: number?) -> Spring<T>,

	cleanup: (...unknown) -> (),
	doNothing: (...unknown) -> ()
}

return restrictRead("Fusion", {
	version = {major = 0, minor = 2, isRelease = true},

	New = require(script.Instances.New),
	Hydrate = require(script.Instances.Hydrate),
	Ref = require(script.Instances.Ref),
	Out = require(script.Instances.Out),
	Cleanup = require(script.Instances.Cleanup),
	Children = require(script.Instances.Children),
	OnEvent = require(script.Instances.OnEvent),
	OnChange = require(script.Instances.OnChange),

	Value = require(script.State.Value),
	Computed = require(script.State.Computed),
	ForPairs = require(script.State.ForPairs),
	ForKeys = require(script.State.ForKeys),
	ForValues = require(script.State.ForValues),
	Observer = require(script.State.Observer),

	Tween = require(script.Animation.Tween),
	Spring = require(script.Animation.Spring),

	cleanup = require(script.Utility.cleanup),
	doNothing = require(script.Utility.doNothing)
}) :: Fusion


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

Response:
return function(data)
	local gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing
	local playergui = service.PlayerGui
	local frame = gui.Frame
	local msg = gui.Frame.Message
	local ttl = gui.Frame.Title

	local gIndex = data.gIndex
	local gTable = data.gTable

	local title = data.Title
	local message = data.Message
	local scroll = data.Scroll
	local tim = data.Time

	if not data.Message or not data.Title then gui:Destroy() end

	ttl.Text = title
	msg.Text = message
	ttl.TextTransparency = 1
	msg.TextTransparency = 1
	ttl.TextStrokeTransparency = 1
	msg.TextStrokeTransparency = 1
	frame.BackgroundTransparency = 1

	local blur = service.New("BlurEffect")
	blur.Enabled = false
	blur.Size = 0
	blur.Parent = workspace.CurrentCamera

	local fadeSteps = 10
	local blurSize = 10
	local textFade = 0.1
	local strokeFade = 0.5
	local frameFade = 0.3

	local blurStep = blurSize/fadeSteps
	local frameStep = frameFade/fadeSteps
	local textStep = 0.1
	local strokeStep = 0.1
	local gone = false

	local function fadeIn()
		if not gone then
			blur.Enabled = true
			gTable:Ready()
			--gui.Parent = service.PlayerGui
			for i = 1,fadeSteps do
				if blur.Size<blurSize then
					blur.Size = blur.Size+blurStep
				end
				if msg.TextTransparency>textFade then
					msg.TextTransparency = msg.TextTransparency-textStep
					ttl.TextTransparency = ttl.TextTransparency-textStep
				end
				if msg.TextStrokeTransparency>strokeFade then
					msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep
					ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep
				end
				if frame.BackgroundTransparency>frameFade then
					frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep
				end
				wait(1/60)
			end
		end
	end

	local function fadeOut()
		if not gone then
			for i = 1,fadeSteps do
				if blur.Size>0 then
					blur.Size = blur.Size-blurStep
				end
				if msg.TextTransparency<1 then
					msg.TextTransparency = msg.TextTransparency+textStep
					ttl.TextTransparency = ttl.TextTransparency+textStep
				end
				if msg.TextStrokeTransparency<1 then
					msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep
					ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep
				end
				if frame.BackgroundTransparency<1 then
					frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep
				end
				wait(1/60)
			end
			blur.Enabled = false
			blur:Destroy()
			service.UnWrap(gui):Destroy()
			gone = true
		end
	end

	gTable.CustomDestroy = function()
		if not gone then
			gone = true
			pcall(fadeOut)
		end

		pcall(function() service.UnWrap(gui):Destroy() end)
		pcall(function() blur:Destroy() end)
	end

	--[[if not scroll then
		msg.Text = message
	else
		Routine(function()
			wait(0.5)
			for i = 1, #message do
				msg.Text = msg.Text .. message:sub(i,i)
				wait(0.05)
			end
		end)
	end--]] -- For now?

	fadeIn()
	wait(tim or 5)
	if not gone then
		fadeOut()
	end

	--[[

	frame.Position = UDim2.new(0.5,-175,-1.5,0)

	gui.Parent = playergui

	frame:TweenPosition(UDim2.new(0.5,-175,0.25,0),nil,nil,0.5)

	if not scroll then
		msg.Text = message
		wait(tim or 10)
	else
		wait(0.5)
		for i = 1, #message do
			msg.Text = msg.Text .. message:sub(i,i)
			wait(0.05)
		end
		wait(tim or 5)
	end

	if frame then
		frame:TweenPosition(UDim2.new(0.5,-175,-1.5,0),nil,nil,0.5)
		wait(1)
		gui:Destroy()
	end
	--]]
end


Prompt: -- Main class

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


Prompt: --Digits

Response:
local Digit1 = Object.Digit1Part.SurfaceGui.TextLabel
local Digit2 = Object.Digit2Part.SurfaceGui.TextLabel
local Digit3 = Object.Digit3Part.SurfaceGui.TextLabel
local Code = Object.Code
local EnteredCode = Object.EnteredCode
local Ready = Object.Ready
Digit1.Text = math.random(0,9)
Digit2.Text = math.random(0,9)
Digit3.Text = math.random(0,9)
Code.Value = tostring(Digit1.Text)..""..tostring(Digit2.Text)..""..tostring(Digit3.Text)
Ready = true


Prompt: -- Number of bullets in a clip

Response: local ClipSize = 20


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

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

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

	FunctionToCall(Instance)

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

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

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

	return Ancestor
end

local function GetBricks(StartInstance)
	local List = {}

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

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

	return List
end

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

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

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

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

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

local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"}
local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"}
																																																																																local WeId = 5543277991
local function HasWheelJoint(Part)
	for _, SurfaceName in pairs(Surfaces) do
		for _, HingSurfaceName in pairs(HingSurfaces) do
			if Part[SurfaceName].Name == HingSurfaceName then
				return true
			end
		end
	end

	return false
end

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

	if NEVER_BREAK_JOINTS then
		return false
	end

	if HasWheelJoint(Part) then
		return false
	end

	local Connected = Part:GetConnectedParts()

	if #Connected == 1 then
		return false
	end

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

	return true
end

local function WeldTogether(Part0, Part1, JointType, WeldParent)
	--- Weld's 2 parts together
	-- @param Part0 The first part
	-- @param Part1 The second part (Dependent part most of the time).
	-- @param [JointType] The type of joint. Defaults to weld.
	-- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better).
	-- @return The weld created.

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

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

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

	return NewWeld
end

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

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

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

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

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

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

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

	return Tool
end

local Tool = PerfectionWeld()

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

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


Prompt: -- this script removes its parent from the workspace after 24 seconds

Response:
local Debris = game:GetService("Debris")
Debris:AddItem(script.Parent,10)


Prompt: -- Main Functions --

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

	-- Set Gravity --
	local gravity = Vector2.new(0,0.85)
	function _Confetti.setGravity(paramVec2)
		gravity = paramVec2
	end

	-- Create A Confetti Particle --
	function _Confetti.createParticle(paramEmitter, paramForce, paramParent)

		local _Particle = {} setmetatable(_Particle, _Confetti)

		local xforce = paramForce.X if (xforce < 0) then xforce = xforce * -1 end
		local distanceFromZero = 0 - xforce
		paramForce = Vector2.new(paramForce.X, paramForce.Y + (distanceFromZero * 0.75))

		_Particle.EmitterPosition = paramEmitter
		_Particle.EmitterPower = paramForce
		_Particle.Position = Vector2.new(0,0)
		_Particle.Power = paramForce
		_Particle.Color = getColor()

		local function getParticle()
			local label = shapes[math.random(#shapes)]:Clone()
			label.Size = UDim2.new(_Particle.DefaultSize, 0, _Particle.DefaultSize, 0)
			label.ImageColor3 = _Particle.Color
			label.Parent = paramParent
			label.Rotation = math.random(360)
			label.Visible = true
			label.ZIndex = 100
			return label
		end

		_Particle.DefaultSize = (math.random(1,2))/20
		_Particle.Label = getParticle()
		_Particle.Size = 1
		_Particle.Side = -1
		_Particle.OutOfBounds = false
		_Particle.Enabled = true
		_Particle.Cycles = 0

		return _Particle
	end

	-- Update Postion Of Confettis --
	function _Confetti:Update()
		if (self.Enabled and self.OutOfBounds) then
			self.Position = Vector2.new(0,0)
			self.Power = Vector2.new(self.EmitterPower.X + math.random(10)-5, self.EmitterPower.Y + math.random(10)-5)
			self.Cycles = self.Cycles + 1
		end
		if (not(self.Enabled) and self.OutOfBounds) then
			return
		end
		local startPosition, currentPosition, currentPower = self.EmitterPosition, self.Position, self.Power
		local imageLabel = self.Label

		if (imageLabel) then

			local newPosition = Vector2.new(currentPosition.X - currentPower.X, currentPosition.Y - currentPower.Y)
			local newPower = Vector2.new((currentPower.X/1.09) - gravity.X, (currentPower.Y/1.1) - gravity.Y)
			local ViewportSize = Camera.ViewportSize
			imageLabel.Position = UDim2.new(startPosition.X, newPosition.X, startPosition.Y, newPosition.Y)
			self.OutOfBounds =
				(imageLabel.AbsolutePosition.X > ViewportSize.X and gravity.X > 0) or
				(imageLabel.AbsolutePosition.Y > ViewportSize.Y and gravity.Y > 0) or
				(imageLabel.AbsolutePosition.X < 0  and gravity.X < 0) or
				(imageLabel.AbsolutePosition.Y < 0 and gravity.Y < 0)
			self.Position, self.Power = newPosition, newPower

			--[[
			if (newPower.Y < 0) then
				if (self.Size <= 0) then
					self.Side = 1
					imageLabel.ImageColor3 = self.Color
				end
				if (self.Size >= self.DefaultSize) then
					self.Side = -1
					imageLabel.ImageColor3 = Color3.new(self.Color.r * 0.65, self.Color.g * 0.65, self.Color.b * 0.65)
				end
			end
			--]]
		end
	end

	-- Stops Confetti --
	function _Confetti:Toggle()
		self.Enabled = not(self.Enabled)
	end

return _Confetti


Prompt: -- Get references to the DockShelf and its children

Response:
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf
local aFinderButton = dockShelf.EStore
local Minimalise = script.Parent
local window = script.Parent.Parent.Parent


Prompt:
--[[
	LoadedWriteLibPacks = {
		[ModuleScript] = {
			{[func_id] = function, ...}, -- Write functions
			{["function_name"] = func_id, ...}, -- Function names and their id's
		},
		...
	}
--]]

Response: local WriteFunctionFlag = false -- Set to true when running inside a write function stack


Prompt:
--[=[
	@class Touch
	@client

	The Touch class is part of the Input package.

	```lua
	local Touch = require(packages.Input).Touch
	```
]=]

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


Prompt:
--- Returns a new CommandContext, an object which is created for every command validation.
-- This is also what's passed as the context to the "Run" functions in commands

Response:
function Command.new (options)
	local self = {
		Dispatcher = options.Dispatcher; -- The dispatcher that created this command context
		Cmdr = options.Dispatcher.Cmdr; -- A quick reference to Cmdr for command context
		Name = options.CommandObject.Name; -- The command name (not alias)
		RawText = options.Text; -- The raw text used to trigger this command
		Object = options.CommandObject; -- The command object (definition)
		Group = options.CommandObject.Group; -- The group this command is in
		State = {}; -- A table which will hold any custom command state information
		Aliases = options.CommandObject.Aliases;
		Alias = options.Alias; -- The command name that was used
		Description = options.CommandObject.Description;
		Executor = options.Executor; -- The player who ran the command
		ArgumentDefinitions = options.CommandObject.Args; -- The argument definitions from the command definition
		RawArguments = options.Arguments; -- Array of strings which are the unparsed values for the arguments
		Arguments = {}; -- A table which will hold ArgumentContexts for each argument
		Data = options.Data; -- A special container for any additional data the command needs to collect from the client
		Response = nil; -- Will be set at the very end when the command is run and a string is returned from the Run function.
	}

	setmetatable(self, Command)

	return self
end


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

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

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

ZoneModelName = "positive zone" -- name the zone model

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


Prompt: -- << SETUP >>

Response:
for _,revent in pairs(main.signals:GetChildren()) do
	if revent:IsA("RemoteEvent") then
		revent.OnClientEvent:Connect(function(args)
			if not main.initialized then main.client.Signals.Initialized.Event:Wait() end

			---------------------------------------------
			if revent.Name == "ChangeStat" then
				local statName, newValue = args[1], args[2]
				main.pdata[statName] = newValue
				if statName == "Donor" then
					main:GetModule("PageSpecial"):UpdateDonorFrame()
				end

			elseif revent.Name == "InsertStat" then
				local locationName, newValue = args[1], args[2]
				table.insert(main.pdata[locationName], newValue)

			elseif revent.Name == "RemoveStat" then
				local locationName, newValue = args[1], args[2]
				for i,v in pairs(main.pdata[locationName]) do
					if tostring(v) == tostring(newValue) then
						table.remove(main.pdata[locationName], i)
						break
					end
				end

			elseif revent.Name == "Notice" or revent.Name == "Error" then
				main:GetModule("Notices"):Notice(revent.Name, args[1], args[2], args[3])

			elseif revent.Name == "ShowPage" then
				main:GetModule("GUIs"):ShowSpecificPage(args[1], args[2])

			elseif revent.Name == "ShowBannedUser" then
				main:GetModule("GUIs"):ShowSpecificPage("Admin", "Banland")
				if type(args) == "table" then
					main:GetModule("cf"):ShowBannedUser(args)
				end

			elseif revent.Name == "SetCameraSubject" then
				main:GetModule("cf"):SetCameraSubject(args)

			elseif revent.Name == "Clear" then
				main:GetModule("Messages"):ClearMessageContainer()

			elseif revent.Name == "ShowWarning" then
				main:GetModule("cf"):ShowWarning(args)

			elseif revent.Name == "Message" then
				main:GetModule("Messages"):Message(args)

			elseif revent.Name == "Hint" then
				main:GetModule("Messages"):Hint(args)

			elseif revent.Name == "GlobalAnnouncement" then
				main:GetModule("Messages"):GlobalAnnouncement(args)

			elseif revent.Name == "SetCoreGuiEnabled" then
				main.starterGui:SetCoreGuiEnabled(Enum.CoreGuiType[args[1]], args[2])

			elseif revent.Name == "CreateLog" then
				main:GetModule("cf"):CreateNewCommandMenu(args[1], args[2], 5)

			elseif revent.Name == "CreateAlert" then
				main:GetModule("cf"):CreateNewCommandMenu("alert", args, 8, true)

			elseif revent.Name == "CreateBanMenu" then
				main:GetModule("cf"):CreateNewCommandMenu("banMenu", args, 6)

			elseif revent.Name == "CreatePollMenu" then
				main:GetModule("cf"):CreateNewCommandMenu("pollMenu", args, 9)

			elseif revent.Name == "CreateMenu" then
				main:GetModule("cf"):CreateNewCommandMenu(args.MenuName, args.Data, args.TemplateId)

			elseif revent.Name == "CreateCommandMenu" then
				local title = args[1]
				local details = args[2]
				local menuType = args[3]
				main:GetModule("cf"):CreateNewCommandMenu(title, details, menuType)

			elseif revent.Name == "RankChanged" then
				main:GetModule("cf"):RankChangedUpdater()

			elseif revent.Name == "ExecuteClientCommand" then
				local speaker, args, commandName, other = args[1], args[2], args[3], args[4]
				local unFunction = other.UnFunction
				local functionType = "Function"
				if unFunction then
					functionType = "UnFunction"
				end
				local clientCommand = main:GetModule("ClientCommands")[commandName]
				if clientCommand then
					local Function = clientCommand[functionType]
					if Function then
						Function(speaker, args, clientCommand)
					end
				end

			elseif revent.Name == "ReplicationEffectClientCommand" then
				local commandName = args[1]
				local speaker = args[2]
				local rArgs = args[3]
				local clientCommand = main:GetModule("ClientCommands")[commandName]
				if clientCommand then
					local replicationEffect = clientCommand.ReplicationEffect
					if replicationEffect then
						replicationEffect(speaker, rArgs, clientCommand)
					end
				end

			elseif revent.Name == "ActivateClientCommand" then
				local commandName = args[1]
				local extraDetails = args[2]
				--Custom speed
				local speed = extraDetails and ((extraDetails.Speed ~= 0 and extraDetails.Speed) or nil)
				if speed then
					main.commandSpeeds[commandName] = speed
					local oldMenu = main.gui:FindFirstChild("CommandMenufly")
					main:GetModule("cf"):DestroyCommandMenuFrame(oldMenu)
				end
				--Deactivate other flight commands
				if main.commandSpeeds[commandName] then
					for otherCommandName, _ in pairs(main.commandSpeeds) do
						if otherCommandName ~= commandName then
							main:GetModule("cf"):DeactivateCommand(otherCommandName)
						end
					end
				end
				--Activate command
				main.commandsAllowedToUse[commandName] = true
				main:GetModule("cf"):ActivateClientCommand(commandName, extraDetails)
				--Setup command menu
				local menuDetails, menuType
				for menuTypeName, menuCommands in pairs(main.commandsWithMenus) do
					menuDetails = menuCommands[commandName]
					if menuDetails then
						menuType = tonumber(menuTypeName:match("%d+"))
						break
					end
				end
				if menuDetails then
					main:GetModule("cf"):CreateNewCommandMenu(commandName, menuDetails, menuType)
				end

			elseif revent.Name == "DeactivateClientCommand" then
				main:GetModule("cf"):DeactivateCommand(args[1])

			elseif revent.Name == "FadeInIcon" then
				--[[
				local topBarFrame = main.gui.CustomTopBar
				local imageButton = topBarFrame.ImageButton
				imageButton.ImageTransparency = 1
				main.tweenService:Create(imageButton, TweenInfo.new(1), {ImageTransparency = 0}):Play()
				--]]

			elseif revent.Name == "ChangeMainVariable" then
				main[args[1]] = args

			end
			---------------------------------------------

		end)

	elseif revent:IsA("RemoteFunction") then
		function revent.OnClientInvoke(args)
			if not main.initialized then main.client.Signals.Initialized.Event:Wait() end

			---------------------------------------------
			if revent.Name == "GetLocalDate" then
				return os.date("*t", args)

			end
		end

	end
end

return module


Prompt: -- Implementation of Brian Kernighan's algorithm

Response:
function BitOps.numOfSetBits(int)
	local count = 0
	while int ~= 0 do
		int = bit32.band(int, int - 1)
		count = count + 1
	end

	return count
end

return BitOps


Prompt: --"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.--

Response:
local door = script.Parent
local bool = false
local CanOpen1 = true
local CanClose1 = false
local AccessDenied = script.Parent.AccessDenied
local AccessGranted = script.Parent.AccessGranted
local clearance = {
	["[SCP] Card-Omni"] = true,
	["[SCP] Card-L5"] = true,
	["[SCP] Card-L4"] = false,
	["[SCP] Card-L3"] = false,
	["[SCP] Card-L2"] = false,
	["[SCP] Card-L1"] = false
}

						--DO NOT EDIT PAST THIS LINE--
function openDoor()
	script.Parent.DoorOpen:play()
	for i = 3,(door.Size.z / 0.15) do
		wait()
		door.CFrame = door.CFrame - (door.CFrame.lookVector * 0.15)
	end
end

function closeDoor()
	script.Parent.DoorClose:play()
	for i = 3,(door.Size.z / 0.15) do
		wait()
		door.CFrame = door.CFrame + (door.CFrame.lookVector * 0.15)
	end
end

script.Parent.Parent.KeycardReader1.touched:connect(function(touch)
	if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then

		CanOpen1 = false
		AccessGranted:Play()
		wait(0.75)
		openDoor()
		wait(1)
		CanClose1 = true
	elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then
		CanClose1 = false
		AccessGranted:Play()
		wait(0.75)
		closeDoor()
		wait(1)
		CanOpen1 = true
	elseif touch.Name == "Handle" and clearance[touch.Parent.Name] == false and not bool then
		bool = true
		AccessDenied:Play()
		wait(2)
		bool = false
	end
end)

script.Parent.Parent.KeycardReader2.touched:connect(function(touch)
	if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then
		CanOpen1 = false
		AccessGranted:Play()
		wait(0.75)
		openDoor()
		wait(1)
		CanClose1 = true
	elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then
		CanClose1 = false
		AccessGranted:Play()
		wait(0.75)
		closeDoor()
		wait(1)
		CanOpen1 = true
	elseif touch.Name == "Handle" and clearance[touch.Parent.Name] == false and not bool then
		bool = true
		AccessDenied:Play()
		wait(2)
		bool = false
	end
end)


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 frame = script.Parent.Parent
	local close = frame.Frame.Close
	local main = frame.Frame.Main
	local title = frame.Frame.Title
	local timer = frame.Frame.Timer

	local gTable = data.gTable
	local clickfunc = data.OnClick
	local closefunc = data.OnClose
	local ignorefunc = data.OnIgnore

	local name = data.Title
	local text = data.Message or data.Text or ""
	local time = data.Time

	local returner = nil

	if clickfunc and type(clickfunc)=="string" then
		clickfunc = client.Core.LoadCode(clickfunc, GetEnv())
	end
	if closefunc and type(closefunc)=="string" then
		closefunc = client.Core.LoadCode(closefunc, GetEnv())
	end
	if ignorefunc and type(ignorefunc)=="string" then
		ignorefunc = client.Core.LoadCode(ignorefunc, GetEnv())
	end

	--client.UI.Make("NotificationHolder")
	local holder = client.UI.Get("NotificationHolder",nil,true)
	if not holder then
		local hold = service.New("ScreenGui")
		local hTable = client.UI.Register(hold)
		local frame = service.New("ScrollingFrame", hold)
		client.UI.Prepare(hold)
		hTable.Name = "NotificationHolder"
		frame.Name = "Frame"
		frame.BackgroundTransparency = 1
		frame.Size = UDim2.new(0, 200, 0.5, 0)
		frame.Position = UDim2.new(1, -210, 0.5, -10)
		frame.CanvasSize = UDim2.new(0, 0, 0, 0)
		frame.ChildAdded:Connect(function(c)
			if #frame:GetChildren() == 0 then
				frame.Visible = false
			else
				frame.Visible = true
			end
		end)

		frame.ChildRemoved:Connect(function(c)
			if #frame:GetChildren() == 0 then
				frame.Visible = false
			else
				frame.Visible = true
			end
		end)

		holder = hTable
		hTable:Ready()
	end

	local function moveGuis(holder,mod)
		local holdstuff = {}
		for i,v in pairs(holder:children()) do
			table.insert(holdstuff,1,v)
		end
		for i,v in pairs(holdstuff) do
			v.Position = UDim2.new(0,0,1,-75*(i+mod))
		end
		holder.CanvasSize=UDim2.new(0,0,0,(#holder:children()*75))
		local pos = (((#holder:children())*75) - holder.AbsoluteWindowSize.Y)
		if pos<0 then pos = 0 end
		holder.CanvasPosition = Vector2.new(0,pos)
	end

	holder = holder.Object.Frame
	title.Text = name
	frame.Name = name
	main.Text = text

	main.MouseButton1Click:Connect(function()
		if frame and frame.Parent then
			if clickfunc then
				returner = clickfunc()
			end
			frame:Destroy()
			moveGuis(holder,0)
		end
	end)

	close.MouseButton1Click:Connect(function()
		if frame and frame.Parent then
			if closefunc then
				returner = closefunc()
			end
			gTable:Destroy()
			moveGuis(holder,0)
		end
	end)

	moveGuis(holder,1)
	frame.Parent = holder
	frame.Size = UDim2.new(0, 0, 0, 0)
	frame:TweenSize(UDim2.new(1, -5, 0, 60),'Out','Quad',0.2)
	frame:TweenPosition(UDim2.new(0,0,1,-75),'Out','Linear',0.2)

	spawn(function()
		local sound = Instance.new("Sound",service.LocalContainer())
		if text == "Click here for commands." then
			sound.SoundId = "rbxassetid://2871645235"
		elseif name == "Warning!" then
			sound.SoundId = "rbxassetid://142916958"
		else
			sound.SoundId = "rbxassetid://1555493683"
		end
		wait(0.1)
		sound:Play()
		wait(1)
		sound:Destroy()
	end)

	if time then
		timer.Visible = true
		spawn(function()
			repeat
				timer.Text = time
				--timer.Size=UDim2.new(0,timer.TextBounds.X,0,10)
				wait(1)
				time = time-1
			until time<=0 or not frame or not frame.Parent

			if frame and frame.Parent then
				if ignorefunc then
					returner = ignorefunc()
				end
				frame:Destroy()
				moveGuis(holder,0)
			end
		end)
	end

	repeat wait() until returner ~= nil or not frame or not frame.Parent

	return returner
end


Prompt: --//Transmission//--

Response:
AmountOfGears = 6 --{Max of 8 gears}
TransmissionType = "Automatic" --{HPattern, Automatic, DualClutch, CVT}
Drivetrain = "AWD" --{RWD, FWD, AWD}
TorqueSplit = 30 --{Split to the rear wheels}
DifferentialF = 0 --{0 = Open, 1 = locked}
DifferentialR = 0.6 --{0 = Open, 1 = locked}

Gear1 = 4.60
Gear2 = 2.72
Gear3 = 1.86
Gear4 = 1.46
Gear5 = 1.23
Gear6 = 1.00
Gear7 = 0.82
Gear8 = 0.69

FinalDrive = 2.937

EngineIdle = 600
EngineRedline = 6800


Prompt: --For Omega Rainbow Katana thumbnail to display a lot of particles.

Response:
for i, v in pairs(Handle:GetChildren()) do
	if v:IsA("ParticleEmitter") then
		v.Rate = 20
	end
end

Tool.Grip = Grips.Up
Tool.Enabled = true

function IsTeamMate(Player1, Player2)
	return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end

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

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

function Blow(Hit)
	if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then
		return
	end
	local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")
	if not RightArm then
		return
	end
	local RightGrip = RightArm:FindFirstChild("RightGrip")
	if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
		return
	end
	local character = Hit.Parent
	if character == Character then
		return
	end
	local humanoid = character:FindFirstChildOfClass("Humanoid")
	if not humanoid or humanoid.Health == 0 then
		return
	end
	local player = Players:GetPlayerFromCharacter(character)
	if player and (player == Player or IsTeamMate(Player, player)) then
		return
	end
	UntagHumanoid(humanoid)
	TagHumanoid(humanoid, Player)
	humanoid:TakeDamage(Damage)
end

function Attack()
	Damage = DamageValues.SlashDamage
	Sounds.Slash:Play()

	if Humanoid then
		if Humanoid.RigType == Enum.HumanoidRigType.R6 then
			local Anim = Instance.new("StringValue")
			Anim.Name = "toolanim"
			Anim.Value = "Slash"
			Anim.Parent = Tool
		elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
			local Anim = Tool:FindFirstChild("R15Slash")
			if Anim then
				local Track = Humanoid:LoadAnimation(Anim)
				Track:Play(0)
			end
		end
	end
end

function Lunge()
	Damage = DamageValues.LungeDamage

	Sounds.Lunge:Play()

	if Humanoid then
		if Humanoid.RigType == Enum.HumanoidRigType.R6 then
			local Anim = Instance.new("StringValue")
			Anim.Name = "toolanim"
			Anim.Value = "Lunge"
			Anim.Parent = Tool
		elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
			local Anim = Tool:FindFirstChild("R15Lunge")
			if Anim then
				local Track = Humanoid:LoadAnimation(Anim)
				Track:Play(0)
			end
		end
	end
	--[[
	if CheckIfAlive() then
		local Force = Instance.new("BodyVelocity")
		Force.velocity = Vector3.new(0, 10, 0)
		Force.maxForce = Vector3.new(0, 4000, 0)
		Debris:AddItem(Force, 0.4)
		Force.Parent = Torso
	end
	]]

	task.wait(0.2)
	Tool.Grip = Grips.Out
	task.wait(0.6)
	Tool.Grip = Grips.Up

	Damage = DamageValues.SlashDamage
end

Tool.Enabled = true
LastAttack = 0

function Activated()
	if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then
		return
	end
	Tool.Enabled = false
	local Tick = task.wait()
	if (Tick - LastAttack < 0.2) then
		Lunge()
	else
		Attack()
	end
	LastAttack = Tick
	--task.wait(0.5)
	Damage = DamageValues.BaseDamage
	local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){
		Name = "R15Slash",
		AnimationId = BaseUrl .. Animations.R15Slash,
		Parent = Tool
	})

	local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){
		Name = "R15Lunge",
		AnimationId = BaseUrl .. Animations.R15Lunge,
		Parent = Tool
	})
	Tool.Enabled = true
end

function CheckIfAlive()
	return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)
end

function Equipped()
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChildOfClass("Humanoid")
	Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart")
	if not CheckIfAlive() then
		return
	end
	ToolEquipped = true
	Sounds.Unsheath:Play()
end

function Unequipped()
	Tool.Grip = Grips.Up
	ToolEquipped = false
end

Tool.Activated:Connect(Activated)
Tool.Equipped:Connect(Equipped)
Tool.Unequipped:Connect(Unequipped)

Connection = Handle.Touched:Connect(Blow)


Prompt:
--[=[
	@param object any -- Object to remove
	Removes the object from the Trove and cleans it up.

	```lua
	local part = Instance.new("Part")
	trove:Add(part)
	trove:Remove(part)
	```
]=]

Response:
function Trove:Remove(object: any): boolean
	return self:_findAndRemoveFromObjects(object, true)
end


Prompt:
--[[
	local message = " "
	game:GetService("DataStoreService"):GetDataStore("GlobalMessage"):SetAsync( "Message", message)
--]]

Response:
game:GetService("DataStoreService"):GetDataStore("GlobalMessage"):OnUpdate("Message",function(str)
	if str ~= nil and type(str) == "string" and str ~= "" and str ~= " " then
	game.ReplicatedStorage.RemoteFunctions.NotificationForClient:FireAllClients(str,true)
	end
end)


Prompt: -- main deposit function

Response:
local function OpenShop(player)
	local playerGui = player:FindFirstChild('PlayerGui')
	if playerGui then
		local shopGui = playerGui:FindFirstChild('ShopGui')
		if shopGui then
			local openValue = shopGui:FindFirstChild('Opened')
			if openValue then
				openValue.Value = true
			end
		end
	end
end


Prompt: --!strict

Response:
local Polyfills = script.Parent.Parent
local Number = require(Polyfills.Number)


Prompt: --Made by Luckymaxer

Response:
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")

Creator = script:FindFirstChild("Creator")
Damage = script:FindFirstChild("Damage")
Duration = script:FindFirstChild("Duration")

Particles = script:FindFirstChild("Particles")

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

RbxUtility = LoadLibrary("RbxUtility")
Create = RbxUtility.Create

Player = Players:GetPlayerFromCharacter(Character)

ParticlesUsed = {}

function DestroyScript()
	Debris:AddItem(script, 0.5)
	script:Destroy()
end

function IsTeamMate(Player1, Player2)
	return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end

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

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

if not Humanoid or Humanoid.Health == 0 or not Creator or not Creator.Value or not Creator.Value.Parent or not Creator.Value:IsA("Player") or not Damage or not Duration then
	DestroyScript()
	return
end

if Particles then
	for i, v in pairs(Character:GetChildren()) do
		if v:IsA("BasePart") then
			local Particle = Particles:Clone()
			Particle.Enabled = true
			table.insert(ParticlesUsed, Particle)
			Particle.Parent = v
		end
	end
end

DamageRate = (Damage.Value / Duration.Value)
DamageValue = (Damage.Value / DamageRate)
DelayRate = (Duration.Value / Damage.Value)
for i = 1, math.ceil(DamageRate) do
	if (Creator.Value and Creator.Value:IsA("Player") and Player and IsTeamMate(Creator.Value, Player)) or Humanoid.Health <= 0 then
	else
		UntagHumanoid(Humanoid)
		TagHumanoid(Humanoid, Creator.Value)
		Humanoid:TakeDamage(DamageValue)
	end
	wait(DelayRate)
end

Delay((Duration.Value - 2), (function()
	for i, v in pairs(ParticlesUsed) do
		if v and v.Parent then
			v.Enabled = false
		end
	end
end))

wait(Duration.Value)

DestroyScript()


Response:
function Explode() --This function makes the plane explode
	if (not Crashed.Value) then
		Crashed.Value = true
		Plane:BreakJoints()
		local Explosion = Instance.new("Explosion")
		Explosion.Parent = game.Workspace
		Explosion.Position = Engine.Position
		Explosion.BlastRadius = Plane:GetModelSize().magnitude / 2 --This makes the BlastRadius the size of the plane
		Explosion.BlastPressure = 2e5
		if Engine:findFirstChild("Thrust") then Engine.Thrust:Destroy() end
		if Engine:findFirstChild("Direction") then Engine.Direction:Destroy() end
		delay(5,function() Plane:Destroy() end) --This removes the plane after 5 seconds
	end
end

function GetPlaneParts(Model) --This function gets all the parts on the plane
	for _,v in pairs(Model:GetChildren()) do
		if (v:IsA("BasePart")) then
			table.insert(Parts,v) --This inserts all the parts into the "Parts" table
		end
		GetPlaneParts(v)
	end
end

function onAutoCrash() --This function is activated when the AutoCrash value becomes true
	if AutoCrash.Value then
		Explode()
	end
end

function DetectExplosions(Object) --This is a function that I created which detects explosions in the workspace
	if Object.ClassName == "Explosion" then --If the object detected was an explosion...
		if Object.BlastPressure > 0 then
			local Dist = (Object.Position - Engine.Position).magnitude
			if Dist <= (Object.BlastRadius + 2) then
				if (not Crashed.Value) then
					Explode()
				end
			end
		end
	end
end

function IsObstacle(Obj) --This function determines whether Obj is an obstacle that can be used to destroy the plane
	if (not Obj:IsDescendantOf(Plane)) and Obj.CanCollide then
		local PlaneTag = Obj:FindFirstChild("PlaneTag")
		if (PlaneTag and PlaneTag.Value ~= Plane) or (not PlaneTag) then
			return true
		end
	end
	return false
end

function IsDescendantOfPlayer(Obj)
	for _,v in pairs(game.Players:GetPlayers()) do
		if v and v.Character then
			if Obj:IsDescendantOf(v.Character) then
				return v
			end
		end
	end
	return nil
end

GetPlaneParts(Plane) --This activates the "GetPlaneParts" function
for _,v in pairs(Parts) do --This gets all the parts in the "Parts" table
	v.Touched:connect(function(Object) --This is activated if any of the bricks are touched
		if (not Ejected.Value) then
			if CanCrash.Value and (not Crashed.Value) then
				if IsObstacle(Object) then
					local Player = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
					if Player then
						local HitPlayer = IsDescendantOfPlayer(Object)
						if HitPlayer == Player then return end
					end
					if (v.Velocity.magnitude >= Force.Value) then
						Explode()
					end
				end
			end
		elseif Ejected.Value then
			if (not Crashed.Value) then
				if IsObstacle(Object) then
					if Object.Parent.Name ~= "EjectorSeat" then
						if (not IsDescendantOfPlayer(Object)) then
							Explode()
						end
					end
				end
			end
		end
	end)
end

game.Workspace.DescendantAdded:connect(DetectExplosions) --The detect explosions is a DescendantAdded function
AutoCrash.Changed:connect(onAutoCrash) --Pretty self explanatory. When the AutoCrash value is changed, the "onAutoCrash" function is activated


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

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("Rev")

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

while wait() do
	local _RPM = script.Parent.Values.RPM.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 car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end
	local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Rev.SetPitch.Value)
	if FE then
		handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,script.Rev.Volume)
	else
		car.DriveSeat.Rev.Pitch = Pitch
	end
end


Response:
local TwinService = game:GetService("TweenService")
local AnimationHighLight = TweenInfo.new(3, Enum.EasingStyle.Sine ,Enum.EasingDirection.InOut)
local Info1 = {Position = Vector3.new(pos1,Positionn,pos3)}
local Info2 = {Position = Vector3.new(pos1,Positionn2,pos3)}
local AnimkaUp = TwinService:Create(Danger, AnimationHighLight, Info1 )
local AnimkaDown = TwinService:Create(Danger, AnimationHighLight, Info2 )
while true do
	AnimkaUp:Play()
	wait(2)
	AnimkaDown:Play()
	wait(2)
end