Prompt:
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]--
--[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]--
--[[end;]]

Response:
--
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0,1,0,1,-0);
local OriginalC0=JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0;
function FindNearestBae()
local NoticeDistance=10000;
local TargetMain;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("Torso")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("Torso");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("Torso")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
Spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
Wait(0.2);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(99999);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
Wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while Wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=true;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=true;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
Spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then
Wait(0.4);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.15);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
JeffTheKillerHumanoid.WalkSpeed=30;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=0.004;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain"));
local NeckRotation=(JeffTheKiller:FindFirstChild("Torso").Position.Y-MainTarget.Parent:FindFirstChild("Head").Position.Y)/10;
if NeckRotation>-1.5 and NeckRotation<1.5 then
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=OriginalC0*CFrame.fromEulerAnglesXYZ(NeckRotation,0,0);
end;
if NeckRotation<-1.5 then
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,-0.993636549,0.112633869,0,0.112633869,0.993636549);
elseif NeckRotation>1.5 then
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0.996671617,0.081521146,0,0.081521146,-0.996671617);
end;
else
end;
else
Notice=false;
NoticeDebounce=false;
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0,1,0,1,-0);
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=12;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="ColdBloodedKiller";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=true;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=500;
JeffTheKillerHumanoid.JumpPower=60;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end;


Prompt: --Opening Hatch--

Response:
	script.Parent.Parent.Part1:Remove()
	script.Parent.Parent.Part2:Remove()
	wait(1)
	script.Parent.Parent.Part3:Remove()
	script.Parent.Parent.Part4:Remove()
	wait(1)
	script.Parent.Parent.Part5:Remove()
	script.Parent.Parent.Part6:Remove()


Prompt: --[[ Public API ]]

Response:
--
function Thumbstick:Enable()
	ThumbstickFrame.Visible = true
	local humanoid = MasterControl:GetHumanoid()
	enableAutoJump(humanoid)
end

function Thumbstick:Disable()
	if RevertAutoJumpEnabledToFalse then
		local humanoid = MasterControl:GetHumanoid()
		if humanoid then
			humanoid.AutoJumpEnabled = false
		end
	end
	ThumbstickFrame.Visible = false
	OnMoveTouchEnded()
end

function Thumbstick:Create(parentFrame)
	if ThumbstickFrame then
		ThumbstickFrame:Destroy()
		ThumbstickFrame = nil
		if OnTouchMovedCn then
			OnTouchMovedCn:disconnect()
			OnTouchMovedCn = nil
		end
		if OnTouchEndedCn then
			OnTouchEndedCn:disconnect()
			OnTouchEndedCn = nil
		end
		if OnRenderSteppedCn then
			OnRenderSteppedCn:disconnect()
			OnRenderSteppedCn = nil
		end
		if TouchActivateCn then
			TouchActivateCn:disconnect()
			TouchActivateCn = nil
		end
	end

	local ThumbstickSize = 40
	local ThumbstickRingSize = 58
	local MiddleSize = 13
	local MiddleSpacing = MiddleSize + 5
	local RadiusOfDeadZone = 2
	local RadiusOfMaxSpeed = 50

	local screenSize = parentFrame.AbsoluteSize
	local isBigScreen = math.min(screenSize.x, screenSize.y) > 500
	if isBigScreen then
		ThumbstickSize = ThumbstickSize * 2
		ThumbstickRingSize = ThumbstickRingSize * 2
		MiddleSize = MiddleSize * 2
		MiddleSpacing = MiddleSpacing * 2
		RadiusOfDeadZone = RadiusOfDeadZone * 2
		RadiusOfMaxSpeed = RadiusOfMaxSpeed * 2
	end

	local color = Color3.fromRGB(255, 255, 255)

	local function layoutThumbstickFrame(portraitMode)
		if portraitMode then
			ThumbstickFrame.Size = UDim2.new(1, 0, .4, 0)
			ThumbstickFrame.Position = UDim2.new(0, 0, 0.6, 0)
		else
			ThumbstickFrame.Size = UDim2.new(1, 0, .5, 18)
			ThumbstickFrame.Position = UDim2.new(0, 0, 0.5, -18)
		end
	end

	ThumbstickFrame = Instance.new('Frame')
	ThumbstickFrame.Name = "DynamicThumbstickFrame"
	ThumbstickFrame.Active = false
	ThumbstickFrame.Visible = false
	ThumbstickFrame.BackgroundTransparency = 1.0
	ThumbstickFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
	layoutThumbstickFrame()

	StartImage = Instance.new("ImageLabel")
	StartImage.Name = "ThumbstickStart"
	StartImage.Visible = false
	StartImage.BackgroundTransparency = 1
	StartImage.Image = IMAGE_RING
	StartImage.AnchorPoint = Vector2.new(0.5, 0.5)
	StartImage.Parent = ThumbstickFrame

	EndImage = Instance.new("ImageLabel")
	EndImage.Name = "ThumbstickEnd"
	EndImage.Visible = false
	EndImage.BackgroundTransparency = 1
	EndImage.Image = IMAGE_DISK
	EndImage.ImageTransparency = 0.20
	EndImage.AnchorPoint = Vector2.new(0.5, 0.5)
	EndImage.Parent = ThumbstickFrame

	for i = 1, NUM_MIDDLE_IMAGES do
		MiddleImages[i] = Instance.new("ImageLabel")
		MiddleImages[i].Name = "ThumbstickMiddle"
		MiddleImages[i].Visible = false
		MiddleImages[i].BackgroundTransparency = 1
		MiddleImages[i].Image = IMAGE_DISK
		MiddleImages[i].ImageTransparency = MIDDLE_TRANSPARENCIES[i]
		MiddleImages[i].AnchorPoint = Vector2.new(0.5, 0.5)
		MiddleImages[i].Parent = ThumbstickFrame
	end

	local CameraChangedConn = nil
	local function onWorkspaceChanged(property)
		if property == 'CurrentCamera' then
			if CameraChangedConn then
				CameraChangedConn:Disconnect()
				CameraChangedConn = nil
			end
			local newCamera = workspace.CurrentCamera
			if newCamera then
				local size = newCamera.ViewportSize
				local portraitMode = size.X < size.Y
				layoutThumbstickFrame(portraitMode)
				CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
					size = newCamera.ViewportSize
					portraitMode = size.X < size.Y
					layoutThumbstickFrame(portraitMode)
				end)
			end
		end
	end
	workspace.Changed:Connect(onWorkspaceChanged)
	if workspace.CurrentCamera then
		onWorkspaceChanged('CurrentCamera')
	end

	local JumpTouchObject = nil
	local JumpTouchStartTime = nil
	local JumpTouchStartPosition = nil

	local MoveTouchObject = nil
	local MoveTouchStartTime = nil
	local MoveTouchStartPosition = nil

	local function doMove(direction)
		MasterControl:AddToPlayerMovement(-currentMoveVector)

		currentMoveVector = direction

		-- Scaled Radial Dead Zone
		local inputAxisMagnitude = currentMoveVector.magnitude
		if inputAxisMagnitude < RadiusOfDeadZone then
			currentMoveVector = Vector3.new()
		else
			currentMoveVector = currentMoveVector.unit*(1 - math.max(0, (RadiusOfMaxSpeed - currentMoveVector.magnitude)/RadiusOfMaxSpeed))
			currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y)
		end

		MasterControl:AddToPlayerMovement(currentMoveVector)
	end

	local TweenInAlphaStart = nil
	local TweenOutAlphaStart = nil
	OnRenderSteppedCn = RunService.RenderStepped:Connect(function(step)
		if TweenInAlphaStart ~= nil then
			local delta = tick() - TweenInAlphaStart
			local fadeInTime = (FadeInAndOutHalfDuration * 2 * FadeInAndOutBalance)
			ThumbstickFrame.BackgroundTransparency = 1 - FadeInAndOutMaxAlpha*math.min(delta/fadeInTime, 1)
			if delta > fadeInTime then
				TweenOutAlphaStart = tick()
				TweenInAlphaStart = nil
			end
		elseif TweenOutAlphaStart ~= nil then
			local delta = tick() - TweenOutAlphaStart
			local fadeOutTime = (FadeInAndOutHalfDuration * 2) - (FadeInAndOutHalfDuration * 2 * FadeInAndOutBalance)
			ThumbstickFrame.BackgroundTransparency = 1 - FadeInAndOutMaxAlpha + FadeInAndOutMaxAlpha*math.min(delta/fadeOutTime, 1)
			if delta > fadeOutTime  then
				TweenOutAlphaStart = nil
			end
		end
	end)

	local function layoutMiddleImages(startPos, endPos)
		local startDist = (ThumbstickSize / 2) + MiddleSize
		local dist = startDist
		local vector = endPos - startPos
		local totalDist = vector.magnitude - (ThumbstickSize / 2) - (ThumbstickRingSize / 2) - (MiddleSize / 2)
		local direction = vector.unit

		local distNeeded = dist + (MiddleSpacing * NUM_MIDDLE_IMAGES)
		local spacing = 0

		if distNeeded > totalDist then
			spacing = MiddleSpacing
		else
			spacing = totalDist / NUM_MIDDLE_IMAGES
		end

		for i = 1, NUM_MIDDLE_IMAGES do
			local image = MiddleImages[i]
			local currentDist = startDist + (spacing * (i - 1))

			if currentDist < totalDist then
				local pos = endPos - direction * currentDist

				image.Visible = true
				image.Position = UDim2.new(0, pos.X, 0, pos.Y)
				image.Size = UDim2.new(0, MiddleSize, 0, MiddleSize)
			else
				image.Visible = false
			end
		end
	end

	local function moveStick(pos)
		local startPos = Vector2.new(MoveTouchStartPosition.X, MoveTouchStartPosition.Y) - ThumbstickFrame.AbsolutePosition
		local endPos = Vector2.new(pos.X, pos.Y) - ThumbstickFrame.AbsolutePosition
		local relativePosition = endPos - startPos
		local length = relativePosition.magnitude
		local maxLength = ThumbstickFrame.AbsoluteSize.X

		length = math.min(length, maxLength)
		relativePosition = relativePosition*length

		EndImage.Position = UDim2.new(0, endPos.X, 0, endPos.Y)
		EndImage.Size = UDim2.new(0, ThumbstickSize, 0, ThumbstickSize)

		layoutMiddleImages(startPos, endPos)
	end

	-- input connections
	ThumbstickFrame.InputBegan:connect(function(inputObject)
		if inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then
			return
		end
		if MoveTouchObject then
			if not JumpTouchObject then
				JumpTouchObject = inputObject
				JumpTouchStartTime = tick()
				JumpTouchStartPosition = inputObject.Position
			end
			return
		end

		MoveTouchObject = inputObject
		MoveTouchStartTime = tick()
		MoveTouchStartPosition = inputObject.Position
		local startPosVec2 = Vector2.new(inputObject.Position.X - ThumbstickFrame.AbsolutePosition.X, inputObject.Position.Y - ThumbstickFrame.AbsolutePosition.Y)

		StartImage.Visible = true
		StartImage.Position = UDim2.new(0, startPosVec2.X, 0, startPosVec2.Y)
		StartImage.Size = UDim2.new(0, ThumbstickRingSize, 0, ThumbstickRingSize)
		EndImage.Visible = true
		EndImage.Position = StartImage.Position
		EndImage.Size = UDim2.new(0, ThumbstickSize, 0, ThumbstickSize)

		if FadeInAndOutBackground then
			local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
			local hasFadedBackgroundInOrientation = false

			-- only fade in/out the background once per orientation
			if playerGui then
				if playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
					playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight then
						hasFadedBackgroundInOrientation = HasFadedBackgroundInLandscape
						HasFadedBackgroundInLandscape = true
				elseif playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait then
						hasFadedBackgroundInOrientation = HasFadedBackgroundInPortrait
						HasFadedBackgroundInPortrait = true
				end
			end

			if not hasFadedBackgroundInOrientation then
				FadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT
				FadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT
				TweenInAlphaStart = tick()
			end
		end
	end)

	OnTouchMovedCn = UserInputService.TouchMoved:connect(function(inputObject, isProcessed)
		if inputObject == MoveTouchObject then

			local direction = Vector2.new(inputObject.Position.x - MoveTouchStartPosition.x, inputObject.Position.y - MoveTouchStartPosition.y)
			if math.abs(direction.x) > 0 or math.abs(direction.y) > 0 then
				doMove(direction)
				moveStick(inputObject.Position)
			end
		end
	end)

	OnMoveTouchEnded = function()
		StartImage.Visible = false
		EndImage.Visible = false

		for i = 1, NUM_MIDDLE_IMAGES do
			MiddleImages[i].Visible = false
		end

		MoveTouchObject = nil

		MasterControl:AddToPlayerMovement(-currentMoveVector)
		currentMoveVector = Vector3.new(0,0,0)
	end

	--todo: remove this pcall when TouchTapInWorld is on for all platforms
	local success = pcall(function()
		local function positionIntersectsGuiObject(position, guiObject)
			if position.X < guiObject.AbsolutePosition.X + guiObject.AbsoluteSize.X
				and position.X > guiObject.AbsolutePosition.X
				and position.Y < guiObject.AbsolutePosition.Y + guiObject.AbsoluteSize.Y
				and position.Y > guiObject.AbsolutePosition.Y then
				return true
			end
			return false
		end

		TouchActivateCn = UserInputService.TouchTapInWorld:connect(function(touchPos, processed)
			if not processed and not IsAToolEquipped and positionIntersectsGuiObject(touchPos, ThumbstickFrame) then
				MasterControl:DoJump()
			end
		end)
	end)

	if not success then
		local function JumpIfTouchIsTap(startTime, startPosition, position)
			if (not IsAToolEquipped) and tick() - startTime < TOUCH_IS_TAP_TIME_THRESHOLD then
				if (position - startPosition).magnitude < TOUCH_IS_TAP_DISTANCE_THRESHOLD then
					MasterControl:DoJump()
				end
			end
		end

		OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject, isProcessed)
			if inputObject == MoveTouchObject then
				JumpIfTouchIsTap(MoveTouchStartTime, MoveTouchStartPosition, inputObject.Position)
				OnMoveTouchEnded()
			elseif inputObject == JumpTouchObject then
				JumpIfTouchIsTap(JumpTouchStartTime, JumpTouchStartPosition, inputObject.Position)
				JumpTouchObject = nil
			end
		end)
	else
		OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject, isProcessed)
			if inputObject == MoveTouchObject then
				OnMoveTouchEnded()
			elseif inputObject == JumpTouchObject then
				JumpTouchObject = nil
			end
		end)
	end

	GuiService.MenuOpened:connect(function()
		if MoveTouchObject then
			OnMoveTouchEnded()
		end
		if JumpTouchObject then
			JumpTouchObject = nil
		end
	end)

	local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
	while not playerGui do
		LocalPlayer.ChildAdded:wait()
		playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
	end

	local playerGuiChangedConn = nil
	local originalScreenOrientationWasLandscape = playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
													playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight

	local function longShowBackground()
		FadeInAndOutHalfDuration = 2.5
		FadeInAndOutBalance = 0.05
		TweenInAlphaStart = tick()
	end

	playerGuiChangedConn = playerGui.Changed:connect(function(prop)
		if prop == "CurrentScreenOrientation" then
			if (originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait) or
				(not originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation ~= Enum.ScreenOrientation.Portrait) then
					playerGuiChangedConn:disconnect()
					longShowBackground()

					if originalScreenOrientationWasLandscape then
						HasFadedBackgroundInPortrait = true
					else
						HasFadedBackgroundInLandscape = true
					end
			end
		end
	end)

	ThumbstickFrame.Parent = parentFrame

	spawn(function()
		if game:IsLoaded() then
			longShowBackground()
		else
			game.Loaded:wait()
			longShowBackground()
		end
	end)
end

return Thumbstick


Prompt:
--[[

	LEMBRANDO QUE esse module não está 100% pronto para usar, pois
	você caso as funções sejam chamadas várias vezes, ele irá bugar.
	Faça alguma forma de evitar isso, pois a ideia do module é apenas
	de dar as base das funções que envolvem uma parte mais "complexa"!

]]

Response:
local module = {}

local TweenService = game:GetService("TweenService")

local Sufixes = {'K','M','B','T','qd','Qn','sx','Sp','O','N','de','Ud','DD','tdD','qdD','QnD','sxD','SpD','OcD','NvD','Vgn','UVg','DVg','TVg','qtV','QnV','SeV','SPG','OVG','NVG','TGN','UTG','DTG','tsTG','qtTG','QnTG','ssTG','SpTG','OcTG','NoAG','UnAG','DuAG','TeAG','QdAG','QnAG','SxAG','SpAG','OcAG','NvAG','CT'}
local digitsProgression = 3

local defaultInfo = {
	Duration = .7,
	EasingStyle = Enum.EasingStyle.Exponential,
	EasingDirection = Enum.EasingDirection.Out
}

function module.formatNumber(number)

	local digits = math.floor(math.log10(math.abs(number)))

	local level = math.floor(digits/digitsProgression)

	if level >= 1 then
		level = math.clamp(level, 1, #Sufixes)

		local sufix = Sufixes[level]
		local divNumber = number / (10^digits)
		return string.format("%.2f %s", divNumber, sufix)
	end
	return string.format("%.2f", number)
end

function module.updateNumber(Label, oldValue, newValue, Info)
	Info = typeof(Info) == table and Info or defaultInfo

	local diference = newValue - oldValue
	local startTick = tick()
	local endTick = startTick + Info.Duration
	repeat
		local currentTick = tick()
		local tickRatio = (currentTick-startTick)/(endTick-startTick)
		local tweenMultiplier = TweenService:GetValue(tickRatio, Info.EasingStyle, Info.EasingDirection)

		local nextNumber = oldValue + diference*tweenMultiplier
		Label.Text = module.formatNumber(nextNumber)

		task.wait()
	until tick() >= endTick
	Label.Text = module.formatNumber(newValue)
end

return module


Prompt: --[[ The Module ]]

Response:
--
local VRBaseCamera = require(script.Parent:WaitForChild("VRBaseCamera"))
local VRCamera = setmetatable({}, VRBaseCamera)
VRCamera.__index = VRCamera

function VRCamera.new()
	local self = setmetatable(VRBaseCamera.new(), VRCamera)

	self.lastUpdate = tick()
	self:Reset()

	return self
end

function VRCamera:Reset()
	self.needsReset = true
	self.needsBlackout = true
	self.motionDetTime = 0.0
	self.blackOutTimer = 0
	self.lastCameraResetPosition = nil
	self.stepRotateTimeout = 0.0
	self.cameraOffsetRotation = 0
	self.cameraOffsetRotationDiscrete = 0
end

function VRCamera:Update(timeDelta)
	local camera = workspace.CurrentCamera
	local newCameraCFrame = camera.CFrame
	local newCameraFocus = camera.Focus

	local player = PlayersService.LocalPlayer
	local humanoid = self:GetHumanoid()
	local cameraSubject = camera.CameraSubject

	if self.lastUpdate == nil or timeDelta > 1 then
		self.lastCameraTransform = nil
	end

	-- update fullscreen effects
	self:UpdateFadeFromBlack(timeDelta)
	self:UpdateEdgeBlur(player, timeDelta)

	local lastSubjPos = self.lastSubjectPosition
	local subjectPosition: Vector3 = self:GetSubjectPosition()
	-- transition from another camera or from spawn
	if self.needsBlackout then
		self:StartFadeFromBlack()

		local dt = math.clamp(timeDelta, 0.0001, 0.1)
		self.blackOutTimer += dt
		if self.blackOutTimer > CAMERA_BLACKOUT_TIME and game:IsLoaded() then
			self.needsBlackout = false
			self.needsReset = true
		end
	end

	if subjectPosition and player and camera then
		newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta)

		if self:IsInFirstPerson() then
			-- update camera CFrame
			newCameraCFrame, newCameraFocus = self:UpdateFirstPersonTransform(
				timeDelta,newCameraCFrame, newCameraFocus, lastSubjPos, subjectPosition)
		else -- 3rd person
			-- update camera CFrame
			newCameraCFrame, newCameraFocus = self:UpdateThirdPersonTransform(
				timeDelta, newCameraCFrame, newCameraFocus, lastSubjPos, subjectPosition)
		end

		self.lastCameraTransform = newCameraCFrame
		self.lastCameraFocus = newCameraFocus
	end

	self.lastUpdate = tick()
	return newCameraCFrame, newCameraFocus
end


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

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

local damage = 5

local slash_damage = 12
local lunge_damage = 35

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

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

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

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

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

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

	end
end

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

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

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

function lunge()
	damage = lunge_damage

	LungeSound:play()

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

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

	damage = slash_damage
end

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

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

function swordAcross()
	-- parry
end

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

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

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

	t = r.Stepped:wait()

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

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end

function onEquipped()
	UnsheathSound:play()
end

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

connection = sword.Touched:connect(blow)


Prompt:
--------------------------------------------------------------------------------
--                           Fast Signal-like class                           --
-- This is a Signal class that is implemented in the most performant way      --
-- possible, sacrificing correctness. The event handlers will be called       --
-- directly, so it is not safe to yield in them, and it is also not safe to   --
-- connect new handlers in the middle of a handler (though it is still safe   --
-- for a handler to specifically disconnect itself)                           --
--------------------------------------------------------------------------------

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

local Connection = {}
Connection.__index = Connection

function Connection.new(signal, handler)
	return setmetatable({
		_handler = handler,
		_signal = signal,
	}, Connection)
end

function Connection:Disconnect()
	self._signal[self] = nil
end

function Signal.new()
	return setmetatable({}, Signal)
end

function Signal:Connect(fn)
	local connection = Connection.new(self, fn)
	self[connection] = true
	return connection
end

function Signal:DisconnectAll()
	table.clear(self)
end

function Signal:Fire(...)
	if next(self) then
		for handler, _ in pairs(self) do
			handler._handler(...)
		end
	end
end

function Signal:Wait()
	local waitingCoroutine = coroutine.running()
	local cn;
	cn = self:Connect(function(...)
		cn:Disconnect()
		task.spawn(waitingCoroutine, ...)
	end)
	return coroutine.yield()
end

function Signal:Once(fn)
	local cn;
	cn = self:Connect(function(...)
		cn:Disconnect()
		fn(...)
	end)
	return cn
end

return Signal


Response:
	script.Parent.Handle3.Hinge1.Transparency = 1
	script.Parent.Handle3.Interactive1.Transparency = 1
	script.Parent.Handle3.Part1.Transparency = 1
	wait(0.06)
end

script.Parent.Push.ClickDetector.MouseClick:connect(toiletHandle)


Prompt: --[[Functions]]

Response:
--
function getRaycastIgnoreList()
	local ignoreList = {};

	for _, v in next, workspace:GetDescendants() do
		if v:IsA("BasePart") and not v.CanCollide or v:FindFirstChildOfClass("Humanoid") then
			table.insert(ignoreList, v);
		end
	end
	raycastParams.FilterDescendantsInstances = ignoreList;

	workspace.DescendantAdded:Connect(function(desc)
		if desc:IsA("BasePart") and not desc.CanCollide or desc:FindFirstChildOfClass("Humanoid") then
			table.insert(ignoreList, desc);
			raycastParams.FilterDescendantsInstances = ignoreList;
		end
	end)
end
getRaycastIgnoreList();

function detectNoclip() : boolean --Returns true if there is a part between the player's current position and last recorded position
	local origin : Vector3 = lastValidCF.Position;
	local hrpPos : Vector3 = hrp.Position;
	local dist : number = (origin - hrpPos).Magnitude;

	local direction : Vector3 = (hrpPos - origin).Unit * dist;

	return workspace:Raycast(origin, direction, raycastParams) ~= nil;
end

function onDescAddedToChar(desc)
	if desc:IsA("BodyVelocity") then
		table.insert(velocityModifiers, desc);
	end
end
char.DescendantAdded:Connect(onDescAddedToChar);

function computeVelocityModifiers() : number --Returns the magnitude of all body velocities acting on the player
	local moddedVelocity = 0;

	for i, v in next, velocityModifiers do
		if v and v:IsDescendantOf(char) then
			moddedVelocity += v.Velocity.Magnitude;
		else
			table.remove(velocityModifiers, i);
		end
	end

	return moddedVelocity;
end

function detectSpeed() : boolean
	local vel : Vector3 = hrp.AssemblyLinearVelocity;
	local horizontalVel : Vector2 = Vector2.new(vel.X, vel.Z);
	local speed : number = horizontalVel.Magnitude;

	local maxAcceptableSpeed = hum.WalkSpeed + 5 + computeVelocityModifiers();
	return speed > maxAcceptableSpeed;
end

function main()
	local isNoclipping = detectNoclip();
	local isSpeeding = detectSpeed();

	--print(isNoclipping, isSpeeding);

	if isNoclipping or isSpeeding then
		hrp.AssemblyLinearVelocity = Vector3.new();
		char:SetPrimaryPartCFrame(lastValidCF * CFrame.new(0, 2 + hum.HipHeight, 0));
		--In my tests without this offset, the script would place anyone caught by this in the floor and infinitely
		--flag them for no-clipping.
	else
		lastValidCF = hrp.CFrame;
	end

	task.wait(0.1);
end

while true do
	main();
end


Prompt:
--[[
	Package link auto-generated by Rotriever
]]

Response:
local PackageIndex = script.Parent.Parent.Parent._Index

local Package = require(PackageIndex["JestReporters"]["JestReporters"])

export type BaseReporter = Package.BaseReporter
export type DefaultReporter = Package.DefaultReporter
export type SummaryReporter = Package.SummaryReporter
export type VerboseReporter = Package.VerboseReporter
export type Context = Package.Context
export type Reporter = Package.Reporter
export type ReporterOnStartOptions = Package.ReporterOnStartOptions
export type SummaryOptions = Package.SummaryOptions
export type Test = Package.Test

return Package


Prompt:
--// Hash: ecae6307170caafeaefa357ea4633b920b73ffa90c901cc069d3cf83cec79e3c6ae301cfab199d30e86fff307f53efc3
-- Decompiled with the Synapse X Luau decompiler.

Response:
return function(p1)
	local v1 = p1;
	while true do
		local v2, v3 = string.gsub(v1, "^(-?%d+)(%d%d%d)", "%1,%2");
		k = v3;
		v1 = v2;
		if k == 0 then
			break;
		end;
	end;
	return v1;
end;


Prompt:
--!nonstrict
--[[

	TouchThumbstick

--]]

Response:
local Players = game:GetService("Players")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")


Prompt: ---Explosive Settings---

Response:
			elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == true then
				Gui.FText.Text = "Semi"
				Settings.Mode = "Semi"
			elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == false and Settings.FireModes.Burst == true  then
				Gui.FText.Text = "Burst"
				Settings.Mode = "Burst"
			elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == false and Settings.FireModes.Burst == false and Settings.FireModes.Auto == true then
				Gui.FText.Text = "Auto"
				Settings.Mode = "Auto"
			end
		Update_Gui()
end
	if (key == "t") and Equipped and (not NVG or ArmaClone.AimPart:FindFirstChild("NVAim") == nil) and not Reloading then
		if Aiming then
			if ArmaClone:FindFirstChild("AimPart2") ~= nil then
				if AimPartMode == 1 then
					AimPartMode = 2
					tweenFoV(Settings.ChangeFOV[2],120)
					if Settings.FocusOnSight2 and Aiming then
						TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus2Distance}):Play()
						--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
					else
						TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
						--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
					end
					if Settings.adsMesh2 then
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "REG" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
								end
							end
						end
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "ADS" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
								end
							end
						end
					else
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "REG" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
								end
							end
						end
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "ADS" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
								end
							end
						end
					end
					if Settings.ZoomAnim then
						ZoomAnim()
						Sprint()
					end
				elseif AimPartMode == 2 then
					AimPartMode = 1
					tweenFoV(Settings.ChangeFOV[1],120)
					if Settings.FocusOnSight and Aiming then
						TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus1Distance}):Play()
						--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
					else
						TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
						--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
					end
					if Settings.adsMesh1 then
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "REG" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
								end
							end
						end
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "ADS" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
								end
							end
						end
					else
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "REG" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
								end
							end
						end
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "ADS" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
								end
							end
						end
					end
					if Settings.ZoomAnim then
						UnZoomAnim()
						Sprint()
					end
				end
			else
				if AimPartMode == 1 then
					AimPartMode = 2
					tweenFoV(Settings.ChangeFOV[2], 120)
					if Settings.FocusOnSight2 and Aiming then
						TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus2Distance}):Play()
						--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
					else
						TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
						--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
					end
					if Settings.adsMesh2 then
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "REG" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
								end
							end
						end
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "ADS" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
								end
							end
						end
					else
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "REG" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
								end
							end
						end
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "ADS" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
								end
							end
						end
					end
					if Settings.ZoomAnim then
						ZoomAnim()
						Sprint()
					end
				elseif AimPartMode == 2 then
					AimPartMode = 1
					tweenFoV(Settings.ChangeFOV[1], 120)
					if Settings.FocusOnSight and Aiming then
						TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus1Distance}):Play()
						--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
					else
						TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
						--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
					end
					if Settings.adsMesh1 then
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "REG" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
								end
							end
						end
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "ADS" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
								end
							end
						end
					else
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "REG" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
								end
							end
						end
						for _,v in pairs(ArmaClone:GetDescendants()) do
							if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
								if v.Name == "ADS" then
									TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
								end
							end
						end
					end
					if Settings.ZoomAnim then
						UnZoomAnim()
						Sprint()
					end
				end
			end
		else
			if AimPartMode == 1 then
				AimPartMode = 2
				if Settings.FocusOnSight2 and Aiming then
					TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus2Distance}):Play()
					--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
				else
					TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
					--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
				end
				if Settings.ZoomAnim then
					ZoomAnim()
					Sprint()
				end
			elseif AimPartMode == 2 then
				AimPartMode = 1
				if Settings.FocusOnSight and Aiming then
					TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = Settings.Focus1Distance}):Play()
					--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
				else
					TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
					--TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
				end
				if Settings.ZoomAnim then
					UnZoomAnim()
					Sprint()
				end
			end
		end
	end

if (key == "[") and Equipped then
	if Zeroing.Value > Zeroing.MinValue then
		Zeroing.Value = Zeroing.Value - 50
		ArmaClone.Handle.Click:play()
		Update_Gui()
	end
end
if (key == "]" ) and Equipped then
	if Zeroing.Value < Zeroing.MaxValue then
		Zeroing.Value = Zeroing.Value + 50
		ArmaClone.Handle.Click:play()
		Update_Gui()
	end
end
if (key == "r") and Equipped and stance > -2 then
   CancelReload = false
	if StoredAmmo.Value > 0  and Settings.Mode ~= "Explosive" and not Reloading and Settings.ReloadType == 1 then
			if Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo + 1 or not Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo and Chambered.Value == true then
				return
			end
			MouseHeld = false
			Can_Shoot = false
			Reloading = true
			if Safe then
				Safe = false
				stance = 0
				Evt.Stance:FireServer(stance,Settings,Anims)
				IdleAnim()
				Update_Gui()
				wait(.25)
			end
				ReloadAnim()
				if Chambered.Value == false and slideback == true and Settings.FastReload == true then
					ChamberBKAnim()
				elseif Chambered.Value == false and slideback == false and Settings.FastReload == true then
					ChamberAnim()
				end
				Sprint()
			Update_Gui()
			Can_Shoot = true
			Reloading = false

		elseif StoredAmmo.Value > 0  and Settings.Mode ~= "Explosive" and not Reloading and Settings.ReloadType == 2 then
			if Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo + 1 or not Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo and Chambered.Value == true or CancelReload then
				Sprint()
				Update_Gui()
				return
			end
				MouseHeld = false
				Can_Shoot = false
				Reloading = true
			if Safe then
				Safe = false
				stance = 0
				Evt.Stance:FireServer(stance)
				Sprint()
				Update_Gui()
				wait(.25)
			end
				for i = 1,Settings.Ammo - Ammo.Value do
				if StoredAmmo.Value > 0 and not CancelReload and Ammo.Value < Settings.Ammo and not AnimDebounce then
					ShellInsertAnim()
				end
				end
			if Chambered.Value == false and slideback == true and Settings.FastReload == true then
				ChamberBKAnim()
			elseif Chambered.Value == false and slideback == false and Settings.FastReload == true then
				ChamberAnim()
			end
			Update_Gui()
			Sprint()
			CancelReload = false
			Can_Shoot = true
			Reloading = false

		elseif StoredAmmo.Value > 0  and Settings.Mode ~= "Explosive" and Reloading and Settings.ReloadType == 2 and AnimDebounce then
			if not CancelReload then
					CancelReload = true
					Sprint()
					Update_Gui()
					wait(.25)
				end
		elseif not Reloading and GLAmmo.Value > 0 and Settings.Mode == "Explosive"  and GLChambered.Value == false then
			MouseHeld = false
			Can_Shoot = false
			Reloading = true
				GLReloadAnim()
				GLChambered.Value = true
			Sprint()
			Update_Gui()
			Can_Shoot = true
			Reloading = false
	end
end
if (key == "f") and Equipped and not Reloading and stance > -2  then
			MouseHeld = false
			Can_Shoot = false
			Reloading = true

			if Safe then
				Safe = false
				stance = 0
				Evt.Stance:FireServer(stance,Settings,Anims)
				IdleAnim()
				Update_Gui()
				--wait(.25)
			end

			if not slideback then
				ChamberAnim()
			else
				ChamberBKAnim()
			end
			Sprint()
			Update_Gui()
			Can_Shoot = true
			Reloading = false
end
if (key == "m") and Equipped and Settings.CanCheckMag and not Reloading and stance > -2 then
			MouseHeld = false
			Can_Shoot = false
			Reloading = true

			if Safe then
				Safe = false
				stance = 0
				Evt.Stance:FireServer(stance,Settings,Anims)
				IdleAnim()
				Update_Gui()
				--wait(.25)
			end
			CheckAnim()
			Sprint()
			Update_Gui()
			Can_Shoot = true
			Reloading = false
end
if (key == "h") and Equipped and ArmaClone:FindFirstChild("LaserPoint") then

	if ServerConfig.RealisticLaser and ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then
		if not LaserAtivo and not IRmode then
			LaserAtivo = not LaserAtivo
			IRmode = not IRmode

			if LaserAtivo then

				Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient)
				Pointer = Instance.new('Part')
				Pointer.Shape = 'Ball'
				Pointer.Size = Vector3.new(0.2, 0.2, 0.2)
				Pointer.Parent = ArmaClone.LaserPoint
				Pointer.CanCollide = false
				Pointer.Color = ArmaClone.LaserPoint.Color
				Pointer.Material = Enum.Material.Neon

				if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then
					Pointer.Transparency = 1
				end

				LaserSP = Instance.new('Attachment')
				LaserSP.Parent = ArmaClone.LaserPoint

				LaserEP = Instance.new('Attachment')
				LaserEP.Parent = ArmaClone.LaserPoint

				Laser = Instance.new('Beam')
				Laser.Parent = ArmaClone.LaserPoint
				Laser.Transparency = NumberSequence.new(0)
				Laser.LightEmission = 1
				Laser.LightInfluence = 0
				Laser.Attachment0 = LaserSP
				Laser.Attachment1 = LaserEP
				Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode)
				Laser.FaceCamera = true
				Laser.Width0 = 0.01
				Laser.Width1 = 0.01

				if ServerConfig.RealisticLaser then
					Laser.Enabled = false
				end

			else
				Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)
				Pointer:Destroy()
				LaserSP:Destroy()
				LaserEP:Destroy()
				Laser:Destroy()
			end

			elseif LaserAtivo and IRmode then
			IRmode = not IRmode
		elseif LaserAtivo and not IRmode then
			LaserAtivo = not LaserAtivo

			if LaserAtivo then

				Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient)
				Pointer = Instance.new('Part')
				Pointer.Shape = 'Ball'
				Pointer.Size = Vector3.new(0.2, 0.2, 0.2)
				Pointer.Parent = ArmaClone.LaserPoint
				Pointer.CanCollide = false
				Pointer.Color = ArmaClone.LaserPoint.Color
				Pointer.Material = Enum.Material.Neon

				if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then
					Pointer.Transparency = 1
				end

				LaserSP = Instance.new('Attachment')
				LaserSP.Parent = ArmaClone.LaserPoint

				LaserEP = Instance.new('Attachment')
				LaserEP.Parent = ArmaClone.LaserPoint

				Laser = Instance.new('Beam')
				Laser.Parent = ArmaClone.LaserPoint
				Laser.Transparency = NumberSequence.new(0)
				Laser.LightEmission = 1
				Laser.LightInfluence = 0
				Laser.Attachment0 = LaserSP
				Laser.Attachment1 = LaserEP
				Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode)
				Laser.FaceCamera = true
				Laser.Width0 = 0.01
				Laser.Width1 = 0.01

				if ServerConfig.RealisticLaser then
					Laser.Enabled = false
				end

			else
				Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)
				Pointer:Destroy()
				LaserSP:Destroy()
				LaserEP:Destroy()
				Laser:Destroy()
			end

		end
	else
		LaserAtivo = not LaserAtivo

		if LaserAtivo then

				Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient)
				Pointer = Instance.new('Part')
				Pointer.Shape = 'Ball'
				Pointer.Size = Vector3.new(0.2, 0.2, 0.2)
				Pointer.Parent = ArmaClone.LaserPoint
				Pointer.CanCollide = false
				Pointer.Color = ArmaClone.LaserPoint.Color
				Pointer.Material = Enum.Material.Neon

				if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then
					Pointer.Transparency = 1
				end

				LaserSP = Instance.new('Attachment')
				LaserSP.Parent = ArmaClone.LaserPoint

				LaserEP = Instance.new('Attachment')
				LaserEP.Parent = ArmaClone.LaserPoint

				Laser = Instance.new('Beam')
				Laser.Parent = ArmaClone.LaserPoint
				Laser.Transparency = NumberSequence.new(0)
				Laser.LightEmission = 1
				Laser.LightInfluence = 0
				Laser.Attachment0 = LaserSP
				Laser.Attachment1 = LaserEP
				Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode)
				Laser.FaceCamera = true
				Laser.Width0 = 0.01
				Laser.Width1 = 0.01

				if ServerConfig.RealisticLaser then
					Laser.Enabled = false
				end

			else
				Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode)
				Pointer:Destroy()
				LaserSP:Destroy()
				LaserEP:Destroy()
				Laser:Destroy()
			end

	end
	ArmaClone.Handle.Click:play()

end
if (key == "j") and Equipped and ArmaClone:FindFirstChild("FlashPoint") then
	LanternaAtiva = not LanternaAtiva
	ArmaClone.Handle.Click:play()
			if LanternaAtiva then
				Evt.SVFlash:FireServer(true,ArmaClient,ArmaClone.FlashPoint.Light.Angle,ArmaClone.FlashPoint.Light.Brightness,ArmaClone.FlashPoint.Light.Color,ArmaClone.FlashPoint.Light.Range)
				ArmaClone.FlashPoint.Light.Enabled = true
			else
				Evt.SVFlash:FireServer(false,ArmaClient,nil,nil,nil,nil)
				ArmaClone.FlashPoint.Light.Enabled = false
			end
end
if (key == "u") and Equipped and ArmaClone:FindFirstChild("Silenciador") then
	Silencer.Value = not Silencer.Value
	ArmaClone.Handle.Click:play()
			if Silencer.Value == true then
				ArmaClone.Silenciador.Transparency = 0
				ArmaClone.SmokePart.FlashFX.Brightness = 0
				ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 0

				Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value)

			else
				ArmaClone.Silenciador.Transparency = 1
				ArmaClone.SmokePart.FlashFX.Brightness = 5
				ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 1000

				Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value)
			end
end
if (key == "b") and Equipped and BipodEnabled and ArmaClone:FindFirstChild("BipodPoint") then
	Bipod = not Bipod
	if Bipod == true then
		if ArmaClone.BipodPoint:FindFirstChild("BipodDeploy") ~= nil then
			ArmaClone.BipodPoint.BipodDeploy:play()
		end
	else
		if ArmaClone.BipodPoint:FindFirstChild("BipodRetract") ~= nil then
			ArmaClone.BipodPoint.BipodRetract:play()
		end
	end
end
if (key == "n") and Laserdebounce == false then

		if Player.Character then
		local helmet = Player.Character:FindFirstChild("Helmet")
		if helmet then
			local nvg = helmet:FindFirstChild("Up")
			if nvg then
				Laserdebounce = true
				delay(.8,function()
					NVG = not NVG

		if Aiming and ArmaClone.AimPart:FindFirstChild("NVAim") ~= nil then
		if NVG then
			tweenFoV(70,120)
			TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
		else
			if AimPartMode == 1 then
			tweenFoV(Settings.ChangeFOV[1],120)
			if Settings.FocusOnSight then
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
				else
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
				end
		elseif AimPartMode == 2 then
			tweenFoV(Settings.ChangeFOV[2],120)
			if Settings.FocusOnSight2 then
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play()
				else
					TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
				end
			end
		end
	end
	Laserdebounce = false
end)

				end
			end
		end
	end
end)


Prompt:
--[=[
	Cleans up all objects in the trove. This is
	similar to calling `Remove` on each object
	within the trove.
]=]

Response:
function Trove:Clean()
	for _,obj in ipairs(self._objects) do
		self:_cleanupObject(obj[1], obj[2])
	end
	table.clear(self._objects)
end

function Trove:_cleanupObject(object, cleanupMethod)
	if cleanupMethod == FN_MARKER then
		object()
	else
		object[cleanupMethod](object)
	end
end


Prompt: --[[Engine]]

Response:
	--Torque Curve
	Tune.Horsepower		= 350		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 800		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6300		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5250
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.195

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

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


Prompt:
--[=[
	Returns a list of alive Brios only

	@param brios {Brio<T>}
	@return {Brio<T>}
]=]

Response:
function BrioUtils.aliveOnly(brios)
	local alive = {}
	for _, brio in pairs(brios) do
		if not brio:IsDead() then
			table.insert(alive, brio)
		end
	end
	return alive
end


Prompt: -- Events

Response:
ClientSceneFramework.LoadSceneRemoteEvent = Orchestra.Events.SceneControl.LoadScene
ClientSceneFramework.AnchorClientForSceneTransition = Orchestra.Events.SceneControl.AnchorClientForSceneTransition
ClientSceneFramework.UnloadSceneClientRemoteEvent = Orchestra.Events.SceneControl.UnloadSceneClientRemoteEvent
ClientSceneFramework.GetCurrentSceneEnvironment = Orchestra.Events.SceneFramework.GetCurrentEnvironment


Prompt: --reg

Response:
script.Parent.Color = Color3.new(math.random(),math.random(),math.random())
wait(1)
mode5()
end

function mode6()


Prompt: -- Tell owner to show footsteps

Response: game.ReplicatedStorage.Interactions.Client.Perks.ShowFootsteps:FireClient(script.Owner.Value, game.ServerScriptService.RoundManager.GetPlayersInGame:Invoke())


Prompt:
--[[
	Create a TestSession related to the given TestPlan.

	The resulting TestResults object will be linked to this TestPlan.
]]

Response:
function TestSession.new(plan)
	local self = {
		results = TestResults.new(plan),
		nodeStack = {},
		contextStack = {},
		expectationContextStack = {},
		hasFocusNodes = false,
	}

	setmetatable(self, TestSession)

	return self
end


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

Response:
return {
	pitchStiffness = 0.5,
	yawStiffness = 2.5,
	autocorrectDelay = 1,
	autocorrectMinCarSpeed = 16,
	autocorrectMaxCarSpeed = 32,
	autocorrectResponse = 0.5,
	cutoffMinAngularVelYaw = 60,
	cutoffMaxAngularVelYaw = 180,
	cutoffMinAngularVelPitch = 15,
	cutoffMaxAngularVelPitch = 60,
	pitchBaseAngle = 18,
	pitchDeadzoneAngle = 12,
	firstPersonResponseMul = 10,
	yawReponseDampingRising = 1,
	yawResponseDampingFalling = 3,
	pitchReponseDampingRising = 1,
	pitchResponseDampingFalling = 3,
	initialZoomRadiusMul = 3,
	verticalCenterOffset = 0.33
};


Prompt: --CHANGE THIS TO TRUE IF YOU WANT TO SET THE USERNAME BY YOURSELF. IF FALSE, THE SCRIPT WILL AUTOMATICALLY USE THE GAME OWNER'S NAME.

Response: local defaultOwnerOverride = true


Prompt: --I think I didn't fail whale....Maybe...Maybe.....I WILL TERMINATE MYSELF!!!--


Prompt: -- lunge and hold

Response:
local plr = game.Players:GetPlayerFromCharacter(target)

_G.SD[plr.UserId].Data.stats.health = _G.SD[plr.UserId].Data.stats.health - 99

if _G.SD[plr.UserId].Data.stats.health < 1 then
	plr.Character:BreakJoints()
end

shark.Head.SharkEat:Play()

local emitter = game.ReplicatedStorage.Particles.Teeth:Clone()
emitter.Parent = shark.Head
emitter.EmissionDirection = Enum.NormalId.Top
wait()
emitter:Emit(1)
holdOrder = tick()
holdDuration = 2
end

end
end -- end of MakeAMove()
MakeAMove()

local scanSurroundings = coroutine.wrap(function()
while true do
stance = "wander"
local surroundingParts = workspace:FindPartsInRegion3WithIgnoreList(Region3.new(
shark.PrimaryPart.Position+Vector3.new(-60,-3,-60),
shark.PrimaryPart.Position+Vector3.new(60,10,60)),
shark:GetChildren())
for _,v in next,surroundingParts do
if v.Parent:FindFirstChild("Humanoid") and v.Parent.Humanoid.Health > 0 and _G.SD[target.UserId].Data.stats.health > 0 then


Prompt: -- Contructors

Response:
function ViewportWindow.new(surfaceGUI)
	local self = setmetatable({}, ViewportWindow)

	self.SurfaceGUI = surfaceGUI
	self.Camera = Instance.new("Camera", surfaceGUI)
	self.ViewportFrame = VPF:Clone()
	self.ViewportFrame.Name = "WorldFrame"
	self.ViewportFrame.ZIndex = 2
	self.ViewportFrame.LightDirection = -LIGHTING:GetSunDirection()
	self.ViewportFrame.Ambient = LIGHTING.Ambient
	self.ViewportFrame.LightColor = Color3.new(0, 0, 0)
	self.ViewportFrame.CurrentCamera = self.Camera
	self.ViewportFrame.Parent = surfaceGUI

	self.SkyboxFrame = VPF:Clone()
	self.SkyboxFrame.Name = "SkyboxFrame"
	self.SkyboxFrame.ZIndex = 1
	self.SkyboxFrame.LightDirection = -LIGHTING:GetSunDirection()
	self.SkyboxFrame.Ambient = LIGHTING.Ambient
	self.SkyboxFrame.LightColor = Color3.new(0, 0, 0)
	self.SkyboxFrame.CurrentCamera = self.Camera
	self.SkyboxFrame.Parent = surfaceGUI

	return self
end

function ViewportWindow.fromPart(part, normalId, parent)
	local surfaceGUI = Instance.new("SurfaceGui")
	surfaceGUI.Face = normalId
	surfaceGUI.CanvasSize = Vector2.new(1024, 1024)
	surfaceGUI.SizingMode = Enum.SurfaceGuiSizingMode.FixedSize
	surfaceGUI.Adornee = part
	surfaceGUI.ClipsDescendants = true
	surfaceGUI.Parent = parent

	return ViewportWindow.new(surfaceGUI)
end


Prompt: -- Create component

Response:
local Component = Cheer.CreateComponent('BTTooltip', View);

local Connections = {};

function Component.Start()

	-- Hide the view
	View.Visible = false;

	-- Show the tooltip on hover
	Connections.ShowOnEnter = Support.AddGuiInputListener(View.Parent, 'Began', 'MouseMovement', true, Component.Show);
	Connections.HideOnLeave = Support.AddGuiInputListener(View.Parent, 'Ended', 'MouseMovement', true, Component.Hide);

	-- Clear connections when the component is removed
	Component.OnRemove:connect(ClearConnections);

	-- Return component for chaining
	return Component;

end;

function Component.Show()
	View.Visible = true;
end;

function Component.Hide()
	View.Visible = false;
end;

function ClearConnections()
	-- Clears out temporary connections

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

end;

return Component.Start();


Prompt: -- Cambia el valor de espera (en segundos) según tus necesidades.

Response:
local tiempoEspera = 15

wait(tiempoEspera)
disableCanCollide()


Response:
function ClickDecimal()
	onSecond()
		if (onSec == true and input2Dec == false) then
			input2 = input2.."."
			input2Dec = true
			disp = disp.."."
			script.Parent.Display.Text = disp
		end
		if (onSec == false and input1Dec == false) then
			input1 = input1.."."
			input1Dec = true
			disp = disp.."."
			script.Parent.Display.Text = disp
		end
end

script.Parent.ClDec.MouseButton1Down:connect (ClickDecimal)

function Click0()
	onSecond()
		if (onSec == true) then
			input2 = input2.."0"
		end
		if (onSec == false) then
			input1 = input1.."0"
		end
		disp = disp.."0"
		script.Parent.Display.Text = disp
end

script.Parent.Cl0.MouseButton1Down:connect(Click0)

function Click1()
	onSecond()
		if (onSec == true) then
			input2 = input2.."1"
		end
		if (onSec == false) then
			input1 = input1.."1"
		end
		disp = disp.."1"
		script.Parent.Display.Text = disp
end

script.Parent.Cl1.MouseButton1Down:connect(Click1)

function Click2()
	onSecond()
		if (onSec == true) then
			input2 = input2.."2"
		end
		if (onSec == false) then
			input1 = input1.."2"
		end
		disp = disp.."2"
		script.Parent.Display.Text = disp
end

script.Parent.Cl2.MouseButton1Down:connect(Click2)

function Click3()
	onSecond()
		if (onSec == true) then
			input2 = input2.."3"
		end
		if (onSec == false) then
			input1 = input1.."3"
		end
		disp = disp.."3"
		script.Parent.Display.Text = disp
end

script.Parent.Cl3.MouseButton1Down:connect(Click3)

function Click4()
	onSecond()
		if (onSec == true) then
			input2 = input2.."4"
		end
		if (onSec == false) then
			input1 = input1.."4"
		end
		disp = disp.."4"
		script.Parent.Display.Text = disp
end

script.Parent.Cl4.MouseButton1Down:connect(Click4)

function Click5()
	onSecond()
		if (onSec == true) then
			input2 = input2.."5"
		end
		if (onSec == false) then
			input1 = input1.."5"
		end
		disp = disp.."5"
		script.Parent.Display.Text = disp
end

script.Parent.Cl5.MouseButton1Down:connect(Click5)

function Click6()
	onSecond()
		if (onSec == true) then
			input2 = input2.."6"
		end
		if (onSec == false) then
			input1 = input1.."6"
		end
		disp = disp.."6"
		script.Parent.Display.Text = disp
end

script.Parent.Cl6.MouseButton1Down:connect(Click6)

function Click7()
	onSecond()
		if (onSec == true) then
			input2 = input2.."7"
		end
		if (onSec == false) then
			input1 = input1.."7"
		end
		disp = disp.."7"
		script.Parent.Display.Text = disp
end

script.Parent.Cl7.MouseButton1Down:connect(Click7)

function Click8()
	onSecond()
		if (onSec == true) then
			input2 = input2.."8"
		end
		if (onSec == false) then
			input1 = input1.."8"
		end
		disp = disp.."8"
		script.Parent.Display.Text = disp
end

script.Parent.Cl8.MouseButton1Down:connect(Click8)

function Click9()
	onSecond()
		if (onSec == true) then
			input2 = input2.."9"
		end
		if (onSec == false) then
			input1 = input1.."9"
		end
		disp = disp.."9"
		script.Parent.Display.Text = disp
end

script.Parent.Cl9.MouseButton1Down:connect(Click9)


Prompt: --[[Brakes]]

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

	Tune.FBrakeForce	= 1800		-- Front brake force
	Tune.RBrakeForce	= 1800		-- Rear brake force
	Tune.PBrakeForce	= 5000		-- Handbrake force

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


Prompt: -- Helper methods:

Response:
local ignoreEmitterList = { Emitter }

local raycastFunctions = {
	[CollisionMode.None] = function(ray, ignoreCharacter)
		return nil-- workspace:FindPartOnRayWithIgnoreList(ray, ignoreCharacter and {Emitter, Players.LocalPlayer and Players.LocalPlayer.Character} or ignoreEmitterList)
	end;
	[CollisionMode.Blacklist] = function(ray)
		return workspace:FindPartOnRayWithIgnoreList(ray, collisionList)
	end;
	[CollisionMode.Whitelist] = function(ray)
		return workspace:FindPartOnRayWithWhitelist(ray, collisionList)
	end;
	[CollisionMode.Function] = function(ray)
		local destination = ray.Origin + ray.Direction
		-- draw multiple raycasts concatenated to each other until no hit / valid hit found
		while ray.Direction.magnitude > 0.001 do
			local part, pos, norm, mat = workspace:FindPartOnRayWithIgnoreList(ray, ignoreEmitterList)
			if not part or collisionFunc(part) then
				return part, pos, norm, mat
			end
			local start = pos + ray.Direction.Unit * 0.001
			ray = Ray.new(start, destination - start)
		end
	end;
}
local raycast = raycastFunctions[collisionMode]

local function connectLoop()

	local rand = Random.new()

	local inside = true					-- Whether camera is currently in a spot occluded from the sky
	local frame = RAIN_UPDATE_PERIOD	-- Frame counter, and force update cycle right now

	-- Update Emitter on RenderStepped since it needs to be synced to Camera
	local updateTick = .05
	local lastUpdate = 0
	table.insert(connections, RunService.RenderStepped:connect(function()
		if tick()-lastUpdate >= updateTick then
			lastUpdate = tick()
		-- Check if camera is outside or inside
		local part, position = raycast(Ray.new(workspace.CurrentCamera.CFrame.p, -rainDirection * RAIN_SCANHEIGHT), true)

		if (not currentCeiling or workspace.CurrentCamera.CFrame.p.y <= currentCeiling) and not part then

			-- Camera is outside and under ceiling

			if volumeTarget < 1 and not disabled then
				volumeTarget = 1
				TweenService:Create(Sound, TweenInfo.new(.5), {Volume = 1}):Play()
			end

			frame = RAIN_UPDATE_PERIOD

			local t = math.abs(workspace.CurrentCamera.CFrame.lookVector:Dot(rainDirection))

			local center = workspace.CurrentCamera.CFrame.p
			local right = workspace.CurrentCamera.CFrame.lookVector:Cross(-rainDirection)
			right = right.magnitude > 0.001 and right.unit or -rainDirection
			local forward = rainDirection:Cross(right).unit

			Emitter.Size = v3(
				RAIN_EMITTER_DIM_DEFAULT,
				RAIN_EMITTER_DIM_DEFAULT,
				RAIN_EMITTER_DIM_DEFAULT + (1 - t)*(RAIN_EMITTER_DIM_MAXFORWARD - RAIN_EMITTER_DIM_DEFAULT)
			)

			Emitter.CFrame =
				CFrame.new(
					center.x, center.y, center.z,
					right.x, -rainDirection.x, forward.x,
					right.y, -rainDirection.y, forward.y,
					right.z, -rainDirection.z, forward.z
				)
				+ (1 - t) * workspace.CurrentCamera.CFrame.lookVector * Emitter.Size.Z/3
				- t * rainDirection * RAIN_EMITTER_UP_MODIFIER

			Emitter.RainStraight.Enabled = true
			Emitter.RainTopDown.Enabled = true

			inside = false

		else

			-- Camera is inside / above ceiling

			Emitter.RainStraight.Enabled = false
			Emitter.RainTopDown.Enabled = false

			inside = true

		end
		end
	end))

	-- Do the other effects on Stepped
	local signal = RunService:IsRunning() and RunService.Stepped or RunService.RenderStepped
	table.insert(connections, signal:connect(function()

		frame = frame + 1

		-- Only do some updates once every few frames
		if frame >= RAIN_UPDATE_PERIOD then

			-- Measure of how much camera is facing down (0-1)
			local t = math.abs(workspace.CurrentCamera.CFrame.lookVector:Dot(rainDirection))

			-- More looking down = see straight particles less and see top-down particles more
			local straightSequence = NumberSequence.new {
				NSK010;
				NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, (1 - t)*straightLowAlpha + t, 0);
				NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, (1 - t)*straightLowAlpha + t, 0);
				NSK110;
			}
			local topdownSequence = NumberSequence.new {
				NSK010;
				NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, t*topdownLowAlpha + (1 - t), 0);
				NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, t*topdownLowAlpha + (1 - t), 0);
				NSK110;
			}

			-- Find desired rotation for the straight rain particles
			local mapped = workspace.Camera.CFrame:inverse() * (workspace.Camera.CFrame.p - rainDirection)
			local straightRotation = NumberRange.new(math.deg(math.atan2(-mapped.x, mapped.y)))

			if inside then

				-- Update emitter properties
				for _,v in pairs(rainAttachments) do
					v.RainStraight.Transparency = straightSequence
					v.RainStraight.Rotation = straightRotation
					v.RainTopDown.Transparency = topdownSequence
				end

				if not disabled then

					-- Only do occluded volume check if not moving towards disabled state

					local volume = 0

					if (not currentCeiling or workspace.CurrentCamera.CFrame.p.y <= currentCeiling) then

						-- Check how far away camera is from a space open to the sky using volume scan grid

						local minDistance = RAIN_VOLUME_SCAN_RADIUS
						local rayDirection = -rainDirection * RAIN_SCANHEIGHT

						for i = 1, #volumeScanGrid do -- In order, so first hit is closest
							if not raycast(Ray.new(workspace.CurrentCamera.CFrame * volumeScanGrid[i], rayDirection), true) then
								minDistance = volumeScanGrid[i].magnitude
								break
							end
						end

						-- Volume is inversely proportionate to minimum distance
						volume = 1 - minDistance / RAIN_VOLUME_SCAN_RADIUS

					end

					if math.abs(volume - volumeTarget) > .01 then
						-- Value is sufficiently different from previous target, overwrite it
						volumeTarget = volume
						TweenService:Create(Sound, TweenInfo.new(1), {Volume = volumeTarget}):Play()
					end

				end

			else

				-- Update emitter properties
				Emitter.RainStraight.Transparency = straightSequence
				Emitter.RainStraight.Rotation = straightRotation
				Emitter.RainTopDown.Transparency = topdownSequence

			end

			-- Reset frame counter
			frame = 0

		end

		local center = workspace.CurrentCamera.CFrame.p
		local right = workspace.CurrentCamera.CFrame.lookVector:Cross(-rainDirection)
		right = right.magnitude > 0.001 and right.unit or -rainDirection
		local forward = rainDirection:Cross(right).unit
		local transform = CFrame.new(
			center.x, center.y, center.z,
			right.x, -rainDirection.x, forward.x,
			right.y, -rainDirection.y, forward.y,
			right.z, -rainDirection.z, forward.z
		)
		local rayDirection = rainDirection * RAIN_OCCLUDECHECK_SCAN_Y

		-- Splash and occlusion effects
		for i = 1, numSplashes do

			local splashAttachment = splashAttachments[i]
			local rainAttachment = rainAttachments[i]

			-- Sample random splash position
			local x = rand:NextNumber(RAIN_OCCLUDECHECK_OFFSET_XZ_MIN, RAIN_OCCLUDECHECK_OFFSET_XZ_MAX)
			local z = rand:NextNumber(RAIN_OCCLUDECHECK_OFFSET_XZ_MIN, RAIN_OCCLUDECHECK_OFFSET_XZ_MAX)
			local part, position, normal = raycast(Ray.new(transform * v3(x, RAIN_OCCLUDECHECK_OFFSET_Y, z), rayDirection))

			if part then

				-- Draw a splash at hit
				splashAttachment.Position = position + normal * RAIN_SPLASH_CORRECTION_Y
				splashAttachment.RainSplash:Emit(1)

				if inside then

					-- Draw occlusion rain particles a little bit above the splash position
					local corrected = position - rainDirection * RAIN_SPLASH_STRAIGHT_OFFSET_Y
					if currentCeiling and corrected.Y > currentCeiling and rainDirection.Y < 0 then
						corrected = corrected + rainDirection * (currentCeiling - corrected.Y) / rainDirection.Y
					end
					rainAttachment.CFrame = transform - transform.p + corrected
					rainAttachment.RainStraight:Emit(intensityOccludedRain)
					rainAttachment.RainTopDown:Emit(intensityOccludedRain)

				end

			elseif inside then

				-- Draw occlusion rain particles on the XZ-position at around the camera's height
				local corrected = transform * v3(x, rand:NextNumber(RAIN_NOSPLASH_STRAIGHT_OFFSET_Y_MIN, RAIN_NOSPLASH_STRAIGHT_OFFSET_Y_MAX), z)
				if currentCeiling and corrected.Y > currentCeiling and rainDirection.Y < 0 then
					corrected = corrected + rainDirection * (currentCeiling - corrected.Y) / rainDirection.Y
				end
				rainAttachment.CFrame = transform - transform.p + corrected
				rainAttachment.RainStraight:Emit(intensityOccludedRain)
				rainAttachment.RainTopDown:Emit(intensityOccludedRain)

			end

		end

	end))

end

local function disconnectLoop()
	-- If present, disconnect all RunService connections
	if #connections > 0 then
		for _,v in pairs(connections) do
			v:disconnect()
		end
		connections = {}
	end
end

local function disableSound(tweenInfo)

	-- Tween the rain sound to be mute over a given easing function
	volumeTarget = 0
	local tween = TweenService:Create(Sound, tweenInfo, {Volume = 0})
	tween.Completed:connect(function(state)
		if state == Enum.PlaybackState.Completed then
			Sound:Stop()
		end
		tween:Destroy()
	end)
	tween:Play()

end

local function disable()

	disconnectLoop()

	-- Hide Emitter
	Emitter.RainStraight.Enabled = false
	Emitter.RainTopDown.Enabled = false
	Emitter.Size = MIN_SIZE

	-- Disable sound now if not tweened into disabled state beforehand
	if not disabled then
		disableSound(TweenInfo.new(RAIN_SOUND_FADEOUT_TIME))
	end

end


Prompt:
-- Removes an object's tree node. Called when the object stops existing in the
-- game tree.

Response:
local function removeObject(object)
	local objectNode = NodeLookup[object]
	if not objectNode then
		return
	end

	local visible = nodeIsVisible(objectNode)

	Selection:Remove(object,true)

	local parent = objectNode.Parent
	remove(parent,objectNode.Index)
	NodeLookup[object] = nil
	connLookup[object]:disconnect()
	connLookup[object] = nil

	if visible then
		updateList()
	elseif nodeIsVisible(parent) then
		updateScroll()
	end
end


Prompt: -- Flashing Lights --

Response:
function Functions.Flash(Color)
	if Color == nil then return end
	for i = 1,2 do
		wait(0.1)
		DoorLogo.BrickColor = BrickColor.new(Color)
		wait(0.1)
		DoorLogo.BrickColor = BrickColor.new("Really blue")
	end
end


Prompt: --print('stun starting')

Response:
if script.Parent.Parent.Parent.CurrentCamera:FindFirstChild("Stun") then
	script.Parent.Parent.Parent.CurrentCamera:FindFirstChild("Stun"):Destroy()
end

local guiMain = Instance.new("ColorCorrectionEffect")
guiMain.Parent = script.Parent.Parent.Parent.CurrentCamera
guiMain.Brightness = script.Parent:WaitForChild("Brightness").Value
guiMain.Name = "Stun"

local stunSound = script["stun"..math.random(1, #script:GetChildren())]:Clone()
stunSound.Parent = script


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(1003)

game.Workspace.doorleft.l12.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1003)

game.Workspace.doorleft.l13.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(1003)

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


Response:
function onRunning(speed)
	if speed>0.01 then
		playAnimation("walk", 0.1, Humanoid)
		pose = "Running"
	else
		playAnimation("idle", 0.1, Humanoid)
		pose = "Standing"
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / 12.0)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

function onSwimming(speed)
	if speed>0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

function getTool()
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == "Tool" then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

function animateTool()

	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid)
		return
	end
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder:SetDesiredAngle(3.14 /2)
	LeftShoulder:SetDesiredAngle(-3.14 /2)
	RightHip:SetDesiredAngle(3.14 /2)
	LeftHip:SetDesiredAngle(-3.14 /2)
end

local lastTick = 0

function move(time)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = time - lastTick
  	lastTick = time

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		stopAllAnimations()
		moveSit()
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.1, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then


Prompt: -- Variables

Response:
local player = Players.LocalPlayer
local character = script.Parent

local npcModel = workspace.LobbyAssets:WaitForChild("NPC")
local animationController = npcModel.AnimationController
local animation = Instance.new("Animation")
local lastWavedAt = 0
local characterIsNear = false
local waveAnimationTrack


Prompt: --local SecArrow = Clock.Sec

Response:
while true do
	local t = os.time()-25200
	local hour=(((t/60)/60)/12)%1
	local minute=(hour*12)%1
	local mint = math.floor(minute*60)


Prompt: -- Local Variables

Response:
local MapSave = game.ServerStorage:FindFirstChild("MapSave")
if not MapSave then
	MapSave = Instance.new("Folder", game.ServerStorage)
	MapSave.Name = "MapSave"
end
local Spawns = { }


Prompt: --HEYECANLIYT ABONE OLMASSANIZ ÇALIŞMAZ!!!

Response:
local StatsName = "TL" -- statsının adı neyse onu buraya yazıyorsunuz
local MaxItems = 10 -- en fazla kaç kişi görünsün tabloda
local MinValueDisplay = 1 -- en az kaç olsun yani taloda kaçın üstünde göstersin
local MaxValueDisplay = 10e15 -- max sınır kaç olsun
local UpdateEvery = 30 -- (saniye cinsinde) ne kadar sürede yenilensin


Prompt:
-------------------
---[[Functions]]---
-------------------

Response:
local function UpdateSpeedometer()

	if Humanoid.SeatPart ~= nil and Humanoid.SeatPart.Parent:FindFirstChild("Stats") then
		Gui.Enabled = true

		local Cached_Magnitude = Char.Head.Velocity.magnitude

		--print(Char.Humanoid.SeatPart.Parent["Stats"].MaxSpeed.Value)

		--print(math.ceil())

		Pointer.Rotation = ( 180 / ( Humanoid.SeatPart.Parent["Stats"].MaxSpeed.Value / ((Cached_Magnitude)*1.62) ) ) ---OLD 1.8
		--print(math.abs(90 - ((Cached_Magnitude)*1.8))/45)
		Pointer.Arc.Size = UDim2.new(4.5 +(math.abs(90 - Pointer.Rotation)/45),0,0.5,0)

		Board.Speed.Text = math.floor((Cached_Magnitude)*1.62).." KM/H" ---OLD 1.8

		---Changing fov based on speed
		workspace.Camera.FieldOfView = 70 + ((Cached_Magnitude)*0.1)

	else
		Gui.Enabled = false

		if script.Parent.Parent.Parent:FindFirstChild("TouchGui") then
			script.Parent.Parent.Parent["TouchGui"].Enabled = true
			script.Parent.Parent.MobileControls.Visible = false
			script.Parent.Parent.PCHandbrake.Visible = false
		end

	end
end

RunService.Heartbeat:Connect(UpdateSpeedometer)


Prompt: --only works for R6

Response:
game.Players.PlayerAdded:connect(function(player)
		player.CharacterAdded:connect(function(character)
		player.Character.Animate.walk.WalkAnim.AnimationId = "http://www.roblox.com/asset/?id=8667134401" -- Insert your animation's ID here or leave this one, I don't really care--
		end)
end)


Prompt: -- Set defaults

Response:
ImageButton.defaultProps = {
    BackgroundTransparency = 1,
    BorderSizePixel = 0,
    Size = UDim2.new(1, 0, 1, 0),
    Image = ''
}

function ImageButton:render()
    local props = Support.CloneTable(self.props)
    local state = self.state

    -- Include aspect ratio constraint if specified
    if props.AspectRatio then
        local Constraint = new('UIAspectRatioConstraint', {
            AspectRatio = props.AspectRatio
        })

        -- Insert constraint into children
        props[Roact.Children] = Support.Merge(
            { AspectRatio = Constraint },
            props[Roact.Children] or {}
        )

        -- Base height off width using the aspect ratio
        if props.DominantAxis == 'Width' then
            props.SizeConstraint = 'RelativeXX'
            if typeof(props.Width) == 'UDim' then
                props.Height = UDim.new(props.Width.Scale / props.AspectRatio, 0)
            else
                props.Size = UDim2.new(
                    props.Size.X,
                    UDim.new(props.Size.X.Scale / props.AspectRatio, 0)
                )
            end

        -- Base width off height using the aspect ratio
        elseif props.DominantAxis == 'Height' then
            props.SizeConstraint = 'RelativeYY'
            if typeof(props.Height) == 'UDim' then
                props.Width = UDim.new(props.Height.Scale * props.AspectRatio, 0)
            else
                props.Size = UDim2.new(
                    UDim.new(props.Size.Y.Scale * props.AspectRatio, 0),
                    props.Size.Y
                )
            end
        end
    end

    -- Include list layout if specified
    if props.Layout == 'List' then
        local Layout = new('UIListLayout', {
            FillDirection = props.LayoutDirection,
            Padding = props.LayoutPadding,
            HorizontalAlignment = props.HorizontalAlignment,
            VerticalAlignment = props.VerticalAlignment,
            SortOrder = props.SortOrder or 'LayoutOrder',
            [Roact.Ref] = function (rbx)
                self:UpdateContentSize(rbx)
            end,
            [Roact.Change.AbsoluteContentSize] = function (rbx)
                self:UpdateContentSize(rbx)
            end
        })

        -- Update size
        props.Size = self:GetSize()

        -- Insert layout into children
        props[Roact.Children] = Support.Merge(
            { Layout = Layout },
            props[Roact.Children]
        )
    end

    -- Parse hex colors
    if type(props.ImageColor) == 'string' then
        local R, G, B = props.ImageColor:lower():match('#?(..)(..)(..)')
        props.ImageColor3 = Color3.fromRGB(tonumber(R, 16), tonumber(G, 16), tonumber(B, 16))
    end

    -- Filter out custom properties
    props.AspectRatio = nil
    props.DominantAxis = nil
    props.Layout = nil
    props.LayoutDirection = nil
    props.LayoutPadding = nil
    props.HorizontalAlignment = nil
    props.VerticalAlignment = nil
    props.HorizontalPadding = nil
    props.VerticalPadding = nil
    props.SortOrder = nil
    props.Width = nil
    props.Height = nil
    props.ImageColor = nil

    -- Display component in wrapper
    return new('ImageButton', props)

end

function ImageButton:GetSize(ContentSize)
    local props = self.props

    -- Determine dynamic dimensions
    local DynamicWidth = props.Size == 'WRAP_CONTENT' or
        props.Width == 'WRAP_CONTENT'
    local DynamicHeight = props.Size == 'WRAP_CONTENT' or
        props.Height == 'WRAP_CONTENT'
    local DynamicSize = DynamicWidth or DynamicHeight

    -- Get padding from props
    local Padding = UDim2.new(
        0, props.HorizontalPadding or 0,
        0, props.VerticalPadding or 0
    )

    -- Calculate size based on content if dynamic
    return Padding + UDim2.new(
        (ContentSize and DynamicWidth) and UDim.new(0, ContentSize.X) or
            (typeof(props.Width) == 'UDim' and props.Width or props.Size.X),
        (ContentSize and DynamicHeight) and UDim.new(0, ContentSize.Y) or
            (typeof(props.Height) == 'UDim' and props.Height or props.Size.Y)
    )
end

function ImageButton:UpdateContentSize(Layout)
    if not (Layout and Layout.Parent) then
        return
    end

    -- Set container size based on content
    Layout.Parent.Size = self:GetSize(Layout.AbsoluteContentSize)
end

return ImageButton


Prompt:
--[[
	Constructs a new computed state object which maps pairs of an array using
	a `processor` function.

	Optionally, a `destructor` function can be specified for cleaning up values.
	If omitted, the default cleanup function will be used instead.
]]

Response:
local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local Types = require(Package.Types)
local captureDependencies = require(Package.Dependencies.captureDependencies)
local initDependency = require(Package.Dependencies.initDependency)
local useDependency = require(Package.Dependencies.useDependency)
local parseError = require(Package.Logging.parseError)
local logErrorNonFatal = require(Package.Logging.logErrorNonFatal)
local cleanup = require(Package.Utility.cleanup)

local class = {}

local CLASS_METATABLE = {__index = class}
local WEAK_KEYS_METATABLE = {__mode = "k"}


Prompt:
--[[

		___      _______                _
	 Ryyujii's Tune
]]

Response: local Tune = {}


Prompt:
--[=[
	@return screenPosition: Vector2

	Gets the 2D mouse position on the screen.
]=]

Response:
function Mouse:GetPosition()
	return UserInputService:GetMouseLocation()
end


Prompt: --Electric Only Setup

Response:
if not _Tune.Engine and _Tune.Electric then
	_Tune.Redline = _Tune.E_Redline
	_Tune.PeakRPM = _Tune.E_Trans2
	_Tune.Turbochargers = 0
	_Tune.Superchargers = 0
	_Tune.Clutch = false
	_Tune.IdleRPM = 0
	_Tune.ClutchType = "Clutch"
	_Tune.AutoShiftType = "DCT"
	_Tune.ShiftUpTime = 0.1
	_Tune.ShiftDnTime = 0.1
end


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

Response:
return function(player, dialogueFolder)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	plrData.Money.Gold.Value = plrData.Money.Gold.Value - 30
end


Prompt: --[Main]--

Response:
game:GetService("RunService").Heartbeat:connect(function()
	if On.Value then
		if NWUD.Value then
			Pitch=script.Parent.Pitch.Value
		else
			if Pitch<MP.Value then
				Pitch=Pitch+(0.005*((1*MP.Value)-((Pitch*MP.Value)*(Pitch*MP.Value)*(Pitch*MP.Value)*(Pitch*MP.Value)*(Pitch*MP.Value)*(Pitch*MP.Value)*(Pitch*MP.Value))))
			else
				Pitch=MP.Value
			end
		end
		if Hi.Volume<1 then
			Hi.Volume=Hi.Volume+(1*(Hi.Volume))
			Lo.Volume=Lo.Volume+(1*(Lo.Volume))
			Hi.Volume=Hi.Volume+1
			Lo.Volume=Lo.Volume+1
		else
			Hi.Volume=1
			Lo.Volume=1
		end
		script.Parent.LEDClip.Material="Neon"
		script.Parent.LEDClip.BrickColor=BrickColor.new("Persimmon")
	else
		if NWUD.Value then
			Pitch=0
			script.Parent.LEDClip.Material="Metal"
			script.Parent.LEDClip.BrickColor=BrickColor.new("Maroon")
		else
			if Pitch>Lowest then
				if NWD.Value and script.Parent.Mode.Value==0 then
					Pitch=Lowest
				else
					if script.Parent.Mode.Value==0 then
						Pitch=Pitch-(0.0015*Pitch*Pitch)
					else
						if script.Parent.Mode.Value==2 then
							Pitch=Pitch-(0.002*Pitch)
						elseif script.Parent.Mode.Value==3 then
							Pitch=Pitch-(0.0015*Pitch)
						elseif script.Parent.Mode.Value==6 then
							Pitch=Pitch-(0.0015*Pitch*Pitch)
						end
					end
				end
			else
				if script.Parent.Mode.Value==0 then
					script.Parent.Rotate.Value=false
				end
				Hi.Volume=0
				Lo.Volume=0
				Pitch=Lowest
				script.Parent.LEDClip.Material="Metal"
				script.Parent.LEDClip.BrickColor=BrickColor.new("Maroon")
			end
		end
	end
	script.Parent.CurrentPitch.Value=Pitch
	Hi.PlaybackSpeed=Pitch*1
	Lo.PlaybackSpeed=Pitch*1
end)


Prompt:
--[=[
	Retrieves the display name color for a given player (for the Roblox chat)

	@param displayName string
	@return Color3
]=]

Response:
function PlayerUtils.getDefaultNameColor(displayName)
	return NAME_COLORS[(hashName(displayName) % #NAME_COLORS) + 1]
end

return PlayerUtils


Prompt:
--[[
	Creates a new monster within the specified room, finding a random clear location to spawn it.
]]

Response:
function MonsterManager.spawnMonsterInRoom(room)
	local regions = room:getRegions()
	local region = regions[math.random(1, #regions)]

	spawn(
		function()
			local position = getRandomClearLocationInRegionAsync(region, CLEAR_AREA_TO_SPAWN)

			monsters:add(monsterId, position, interests)

			monsterId = monsterId + 1
		end
	)
end


Prompt: --!strict

Response:
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")

local donationProducts = require(script.Parent.DonationProducts)
local instances = script.Parent:WaitForChild("Instances")

local player = Players.LocalPlayer :: Player
local playerGui = player:FindFirstChild("PlayerGui") :: PlayerGui
local leaderboard = script.Parent:WaitForChild("Leaderboard")
local leaderboardGui = leaderboard:WaitForChild("Display"):WaitForChild("LeaderboardGui")

local ROBUX_TEMPLATE = utf8.char(0xE002) .. " %d" -- char code 0xE002 is reserved for the Robux icon
local ASSET_TEMPLATE = "rbxassetid://%d"


Response:
This = script.Parent
Elevator = This.Parent.Parent.Parent.Parent.Parent
Characters = require(script.Characters)
CustomLabel = require(Elevator.CustomLabel)

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

This.Parent.Parent.Parent.Parent.Parent:WaitForChild("Floor").Changed:connect(function(floor)
  --custom indicator code--
  ChangeFloor(tostring(floor))
end)

function ChangeFloor(SF)
	if CustomText[tonumber(SF)] then
		SF = CustomText[tonumber(SF)]
	end
	SetDisplay(2,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))
	SetDisplay(3,(string.len(SF) == 2 and SF:sub(2,2) or SF))
end

function SetDisplay(ID,CHAR)
	if This.Display:FindFirstChild("Matrix"..ID) and Characters[CHAR] ~= nil then
 		for i,l in pairs(Characters[CHAR]) do
			for r=1,7 do
				This.Display["Matrix"..ID]["Row"..i]["D"..r].Visible = (l:sub(r,r) == "1" and true or false)
			end
		end
	end
end