Prompt:
--------------------------------------------------------------------------------------
--------------------[ TOOL SELECTION AND DESELECTION ]--------------------------------
--------------------------------------------------------------------------------------

Response:
function OnEquipped(M_Icon)
	wait(math.random(10, 40) / 100)
	if Humanoid.Health ~= 0 and (not Selected) and Gun.Parent == Character then
		Selected = true

		BreakReload = false

		--------------------[ FAILSAFE RESETING ]-------------------------------------

		for _, GM in pairs(Ignore_Model:GetChildren()) do
			if GM.Name == "Gun_Ignore_"..Player.Name then
				GM:Destroy()
			end
		end

		for _,c in pairs(Connections) do
			c:disconnect()
		end

		Connections = {}

		--------------------[ CREATING IGNORE MODELS ]--------------------------------

		Gun_Ignore = Instance.new("Model")
		Gun_Ignore.Name = "Gun_Ignore_"..Player.Name
		Gun_Ignore.Parent = Ignore_Model

		--------------------[ MODIFYING THE PLAYER ]----------------------------------

		M_Icon.Icon = "rbxasset://textures\\Blank.png"

		Gui_Clone = Main_Gui:Clone()
		Gui_Clone.Parent = Player.PlayerGui

		SetUpGui()

		Shoulders.Right.Part1 = nil
		Shoulders.Left.Part1 = nil

		PrevNeckCF.C0 = Neck.C0
		PrevNeckCF.C1 = Neck.C1

		BG = Instance.new("BodyGyro", HRP)
		BG.maxTorque = VEC3(HUGE, HUGE, HUGE)
		BG.Name = "BG"
		BG.P = 1e5
		BG.cframe = CF(Torso.CFrame.p, Torso.CFrame.p + Torso.CFrame.lookVector)

		local PlayerFolder = Instance.new("Model")
		PlayerFolder.Name = "PlayerFolder"
		PlayerFolder.Parent = Gun_Ignore

		local AnimBase = Instance.new("Part")
		AnimBase.Transparency = 1
		AnimBase.Name = "AnimBase"
		AnimBase.CanCollide = false
		AnimBase.FormFactor = Enum.FormFactor.Custom
		AnimBase.Size = VEC3(0.2, 0.2, 0.2)
		AnimBase.BottomSurface = Enum.SurfaceType.Smooth
		AnimBase.TopSurface = Enum.SurfaceType.Smooth
		AnimBase.Parent = PlayerFolder

		AnimWeld = Instance.new("Weld")
		AnimWeld.Part0 = AnimBase
		AnimWeld.Part1 = Head
		AnimWeld.C0 = CF(0, 1, 0)
		AnimWeld.Parent = AnimBase

		local ArmBase = Instance.new("Part")
		ArmBase.Transparency = 1
		ArmBase.Name = "ArmBase"
		ArmBase.CanCollide = false
		ArmBase.FormFactor = Enum.FormFactor.Custom
		ArmBase.Size = VEC3(0.2, 0.2, 0.2)
		ArmBase.BottomSurface = Enum.SurfaceType.Smooth
		ArmBase.TopSurface = Enum.SurfaceType.Smooth
		ArmBase.Parent = PlayerFolder

		ABWeld = Instance.new("Weld")
		ABWeld.Part0 = ArmBase
		ABWeld.Part1 = AnimBase
		ABWeld.Parent = ArmBase

		local LArmBase = Instance.new("Part")
		LArmBase.Transparency = 1
		LArmBase.Name = "LArmBase"
		LArmBase.CanCollide = false
		LArmBase.FormFactor = Enum.FormFactor.Custom
		LArmBase.Size = VEC3(0.2, 0.2, 0.2)
		LArmBase.BottomSurface = Enum.SurfaceType.Smooth
		LArmBase.TopSurface = Enum.SurfaceType.Smooth
		LArmBase.Parent = PlayerFolder

		local RArmBase = Instance.new("Part")
		RArmBase.Transparency = 1
		RArmBase.Name = "RArmBase"
		RArmBase.CanCollide = false
		RArmBase.FormFactor = Enum.FormFactor.Custom
		RArmBase.Size = VEC3(0.2, 0.2, 0.2)
		RArmBase.BottomSurface = Enum.SurfaceType.Smooth
		RArmBase.TopSurface = Enum.SurfaceType.Smooth
		RArmBase.Parent = PlayerFolder

		LWeld = Instance.new("Weld")
		LWeld.Name = "LWeld"
		LWeld.Part0 = ArmBase
		LWeld.Part1 = LArmBase
		LWeld.C0 = ArmC0[1]
		LWeld.C1 = S.ArmC1_UnAimed.Left
		LWeld.Parent = ArmBase

		RWeld = Instance.new("Weld")
		RWeld.Name = "RWeld"
		RWeld.Part0 = ArmBase
		RWeld.Part1 = RArmBase
		RWeld.C0 = ArmC0[2]
		RWeld.C1 = S.ArmC1_UnAimed.Right
		RWeld.Parent = ArmBase

		LWeld2 = Instance.new("Weld")
		LWeld2.Name = "LWeld"
		LWeld2.Part0 = LArmBase
		LWeld2.Part1 = LArm
		LWeld2.Parent = LArmBase

		RWeld2 = Instance.new("Weld")
		RWeld2.Name = "RWeld"
		RWeld2.Part0 = RArmBase
		RWeld2.Part1 = RArm
		RWeld2.Parent = RArmBase

		if S.PlayerArms then
			FakeLArm = LArm:Clone()
			FakeLArm.Parent = PlayerFolder
			FakeLArm.Transparency = S.FakeArmTransparency
			FakeLArm:BreakJoints()

			LArm.Transparency = 1

			local FakeLWeld = Instance.new("Weld")
			FakeLWeld.Part0 = FakeLArm
			FakeLWeld.Part1 = LArm
			FakeLWeld.Parent = FakeLArm

			FakeRArm = RArm:Clone()
			FakeRArm.Parent = PlayerFolder
			FakeRArm.Transparency = S.FakeArmTransparency
			FakeRArm:BreakJoints()

			RArm.Transparency = 1

			local FakeRWeld = Instance.new("Weld")
			FakeRWeld.Part0 = FakeRArm
			FakeRWeld.Part1 = RArm
			FakeRWeld.Parent = FakeRArm

			Instance.new("Humanoid", PlayerFolder)

			for _,Obj in pairs(Character:GetChildren()) do
				if Obj:IsA("CharacterMesh") or Obj:IsA("Shirt") then
					Obj:Clone().Parent = PlayerFolder
				end
			end
		else
			local ArmTable = CreateArms()
			ArmTable[1].Model.Parent = PlayerFolder
			ArmTable[2].Model.Parent = PlayerFolder

			FakeLArm = ArmTable[1].ArmPart

			LArm.Transparency = 1

			local FakeLWeld = Instance.new("Weld")
			FakeLWeld.Part0 = FakeLArm
			FakeLWeld.Part1 = LArm
			FakeLWeld.Parent = FakeLArm

			FakeRArm = ArmTable[2].ArmPart

			RArm.Transparency = 1

			local FakeRWeld = Instance.new("Weld")
			FakeRWeld.Part0 = FakeRArm
			FakeRWeld.Part1 = RArm
			FakeRWeld.Parent = FakeRArm
		end

		--------------------[ MODIFYING THE GUN ]-------------------------------------

		for _, Tab in pairs(Parts) do
			local Weld = Instance.new("Weld")
			Weld.Name = "MainWeld"
			Weld.Part0 = Handle
			Weld.Part1 = Tab.Obj
			Weld.C0 = Tab.Obj.WeldCF.Value
			Weld.Parent = Handle
			Tab.Weld = Weld
		end

		Grip = RArm:WaitForChild("RightGrip")

		local HandleCF = ArmBase.CFrame * ArmC0[2] * S.ArmC1_Aimed.Right:inverse() * CF(0, -1, 0, 1, 0, 0, 0, 0, 1, 0, -1, 0)
		local HandleOffset = AimPart.CFrame:toObjectSpace(Handle.CFrame)
		Aimed_GripCF = (Head.CFrame * HandleOffset):toObjectSpace(HandleCF)

		--------------------[ CONNECTIONS ]-------------------------------------------

		INSERT(Connections, Humanoid.Died:connect(function()
			OnUnequipped(true)
		end))

		INSERT(Connections, M2.Button1Down:connect(function()
			MB1_Down = true
			if S.GunType.Auto and (not S.GunType.Semi) and (not S.GunType.Burst) then
				if (not CanFire) then return end
				CanFire = false
				if (not Running) and (not Knifing) and (not ThrowingGrenade) then
					CurrentSpread = (
						Aimed and S.Spread.Aimed or
						((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking)
					)
					while MB1_Down and (not Reloading) do
						if Knifing and (not ThrowingGrenade) then break end
						if Running then break end
						if Ammo.Value > 0 then
							Ammo.Value = Ammo.Value - 1
							if Humanoid.Health ~= 0 then
								if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then
									Run_Key_Pressed = false
									CurrentSteadyTime = 0
								end
								Fire_Gun()
							end
						end
						if Ammo.Value == 0 and S.AutoReload then
							wait(0.2)
							Reload()
						end
						wait(60 / S.FireRate)
					end
				end
				CanFire = true
			elseif (not S.GunType.Auto) and S.GunType.Burst then
				if (not CanFire) then return end
				CanFire = false
				if (not Running) and (not Knifing) and (not ThrowingGrenade) then
					CurrentSpread = (
						Aimed and S.Spread.Aimed or
						((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking)
					)
					for i = 1, S.BurstAmount do
						if Ammo.Value > 0 then
							Ammo.Value = Ammo.Value - 1
							if Humanoid.Health ~= 0 then
								if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then
									Run_Key_Pressed = false
									CurrentSteadyTime = 0
								end
								Fire_Gun()
							end
						end
						if Ammo.Value == 0 and S.AutoReload then
							wait(0.2)
							Reload()
							break
						end
						wait(S.BurstTime / S.BurstAmount)
					end
				end
				wait(S.BurstWait)
				CanFire = true
			elseif (not S.GunType.Auto) and S.GunType.Semi then
				if (not CanFire) then return end
				CanFire = false
				if (not Running) and (not Knifing) and (not ThrowingGrenade) then
					CurrentSpread = (
						Aimed and S.Spread.Aimed or
						((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking)
					)
					if Ammo.Value > 0 then
						Ammo.Value = Ammo.Value - 1
						if Humanoid.Health ~= 0 then
							if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then
								Run_Key_Pressed = false
								CurrentSteadyTime = 0
							end
							Fire_Gun()
						end
					end
					if Ammo.Value == 0 and S.AutoReload then
						wait(0.2)
						Reload()
					end
					wait(60 / S.FireRate)
				end
				CanFire = true
			elseif (not S.GunType.Auto) and (not S.GunType.Semi) and (not S.GunType.Burst) and S.GunType.Shot then
				if (not CanFire) then return end
				CanFire = false
				if (not Running) and (not Knifing) and (not ThrowingGrenade) then
					CurrentSpread = (
						Aimed and S.Spread.Aimed or
						((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking)
					)
					if Ammo.Value > 0 then
						Ammo.Value = Ammo.Value - 1
						if Humanoid.Health ~= 0 then
							if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then
								Run_Key_Pressed = false
								CurrentSteadyTime = 0
							end
							Fire_Gun()
						end
					end
					if Ammo.Value == 0 and S.AutoReload then
						wait(0.2)
						Reload()
					end
					wait(60 / S.FireRate)
				end
				CanFire = true
			elseif (not S.GunType.Auto) and (not S.GunType.Semi) and S.GunType.Burst and (not S.GunType.Shot) then
				if (not CanFire) then return end
				CanFire = false
				if (not Running) and (not Knifing) and (not ThrowingGrenade) then
					CurrentSpread = (
						Aimed and S.Spread.Aimed or
						((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking)
					)
					for i = 1, S.BurstAmount do
						if Ammo.Value > 0 then
							Ammo.Value = Ammo.Value - 1
							if Humanoid.Health ~= 0 then
								if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then
									Run_Key_Pressed = false
									CurrentSteadyTime = 0
								end
								Fire_Gun()
							end
						end
						if Ammo.Value == 0 and S.AutoReload then
							wait(0.2)
							Reload()
							break
						end
						wait(S.BurstTime / S.BurstAmount)
					end
				end
				wait(S.BurstWait)
				CanFire = true
			elseif (not S.GunType.Auto) and (not S.GunType.Burst) and (not S.GunType.Shot) and S.GunType.Explosive then
				if (not CanFire) then return end
				CanFire = false
				if (not Running) and (not Knifing) and (not ThrowingGrenade) then
					CurrentSpread = (
						Aimed and S.Spread.Aimed or
						((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking)
					)
					if Ammo.Value > 0 then
						Ammo.Value = Ammo.Value - 1
						if Humanoid.Health ~= 0 then
							if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then
								Run_Key_Pressed = false
								CurrentSteadyTime = 0
							end
							Fire_Gun()
						end
					end
					if Ammo.Value == 0 and S.AutoReload then
						wait(0.2)
						Reload()
					end
					wait(60 / S.FireRate)
				end
				CanFire = true
			end
		end))

		INSERT(Connections, M2.Button1Up:connect(function()
			MB1_Down = false
			CurrentSpread = (
				Aimed and S.Spread.Aimed or
				((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking)
			)
		end))

		INSERT(Connections, M2.Button2Down:connect(function()
			if S.HoldMouseOrKeyToADS then
				if (not AimingIn) and (not Aimed) then
					AimingIn = true
					AimGun()
					AimingIn = false
				end
			else
				if Aimed then
					UnAimGun()
				else
					AimGun()
				end
			end
		end))

		INSERT(Connections, M2.Button2Up:connect(function()
			if S.HoldMouseOrKeyToADS then
				if (not AimingOut) and Aimed then
					AimingOut = true
					UnAimGun()
					AimingOut = false
				end
			end
		end))

		INSERT(Connections, M2.KeyDown:connect(KeyDown))

		INSERT(Connections, M2.KeyUp:connect(KeyUp))

		INSERT(Connections, RS:connect(function()
			local CrossHair = Gui_Clone:WaitForChild("CrossHair")
			local HitMarker = Gui_Clone:WaitForChild("HitMarker")
			local HUD = Gui_Clone:WaitForChild("HUD")

			CrossHair.Position = UDim2.new(0, M2.X, 0, M2.Y)
			HitMarker.Position = UDim2.new(0, M2.X - 13, 0, M2.Y - 13)

			local Clip_Ammo_L = HUD:WaitForChild("Ammo"):WaitForChild("Clip")
			local Stored_Ammo_L = HUD:WaitForChild("Ammo"):WaitForChild("Stored")
			Clip_Ammo_L.Text = Ammo.Value
			Clip_Ammo_L.TextColor3 = (Ammo.Value <= (ClipSize.Value / 4) and Color3.new(1, 1, 0) or Color3.new(1, 1, 1))
			Stored_Ammo_L.Text = StoredAmmo.Value
			Stored_Ammo_L.TextColor3 = (StoredAmmo.Value <= (ClipSize.Value * 0.5) and Color3.new(1, 0.5, 0.5) or Color3.new(1, 1, 1))

			local Lethal_Grenade_Num_L = HUD:WaitForChild("Grenades"):WaitForChild("Lethals"):WaitForChild("Num")
			Lethal_Grenade_Num_L.Text = LethalGrenades.Value
			Lethal_Grenade_Num_L.TextColor3 = (LethalGrenades.Value < 2 and Color3.new(1, 0.5, 0.5) or Color3.new(1, 1, 1))

			local Tactical_Grenade_Num_L = HUD:WaitForChild("Grenades"):WaitForChild("Tacticals"):WaitForChild("Num")
			Tactical_Grenade_Num_L.Text = TacticalGrenades.Value
			Tactical_Grenade_Num_L.TextColor3 = (TacticalGrenades.Value < 2 and Color3.new(1, 0.5, 0.5) or Color3.new(1, 1, 1))

			local Mode = HUD:WaitForChild("Mode"):WaitForChild("Main")
			if S.GunType.Auto
			and (not S.GunType.Semi)
			and (not S.GunType.Burst)
			and (not S.GunType.Explosive) then

				Mode.Text = "Auto"

			elseif (not S.GunType.Auto)
			and S.GunType.Burst
			and (not S.GunType.Explosive) then

				Mode.Text = "Burst"

			elseif (not S.GunType.Auto)
			and S.GunType.Semi
			and (not S.GunType.Explosive) then

				Mode.Text = "Semi"

			elseif (not S.GunType.Auto)
			and (not S.GunType.Semi)
			and (not S.GunType.Burst)
			and S.GunType.Shot
			and (not S.GunType.Explosive) then

				Mode.Text = "Shotgun"

			elseif (not S.GunType.Auto)
			and (not S.GunType.Semi)
			and S.GunType.Burst
			and (not S.GunType.Shot)
			and (not S.GunType.Explosive) then

				Mode.Text = "Burst"

			elseif S.GunType.Explosive then

				Mode.Text = "Explosive"

			end

			if tick() - LastBeat > (Humanoid.Health / 75) then
				LastBeat = tick()
				HUD.Health.Tray.Beat:TweenPosition(
					UDim2.new(0, -21, 0, 0),
					Enum.EasingDirection.Out,
					Enum.EasingStyle.Linear,
					0.7 - ((100 - Humanoid.Health) / 400),
					false,
					function()
						HUD.Health.Tray.Beat.Position = UDim2.new(1, 0, 0, 0)
					end
				)
			end

			HUD.Health.Num.Text = CEIL(Humanoid.Health).."%"
			HUD.Health.Num.TextColor3 = (
				(Humanoid.Health > 200 / 3) and Color3.new(1, 1, 1) or
				(Humanoid.Health <= 200 / 3 and Humanoid.Health > 100 / 3) and Color3.new(1, 1, 0) or
				(Humanoid.Health <= 100 / 3) and Color3.new(1, 0, 0)
			)
		end))

		INSERT(Connections, RS:connect(function()
			local MDir = M2.UnitRay.Direction.unit

			local HRPCF = HRP.CFrame * CF(0, 1.5, 0) * CF(Humanoid.CameraOffset)
			Neck.C0 = Torso.CFrame:toObjectSpace(HRPCF)

			if MDir.y == MDir.y then
				HeadRot = -math.asin(MDir.y)
				Neck.C1 = CFANG(HeadRot,0,0)

				local RotTarget = VEC3(MDir.x,0,MDir.z)
				local Rotation = CF(Torso.Position,Torso.Position + RotTarget)
				BG.cframe = Rotation

				local MouseX = FLOOR((M2.X - M2.ViewSizeX / 2) + 0.5)
				local MouseY = FLOOR((M2.Y - M2.ViewSizeY / 2) + 0.5)
				local AppliedMaxTorque = nil
				if (Camera.CoordinateFrame.p - Head.Position).magnitude < 0.6 then
					if (MouseX >= 50 or MouseX <= -50)
					or (MouseY >= 50 or MouseY <= -50) then
						AppliedMaxTorque = VEC3()
					else
						AppliedMaxTorque = VEC3(HUGE,HUGE,HUGE)
					end
				else
					AppliedMaxTorque = VEC3(HUGE,HUGE,HUGE)
				end
				if (not S.RotateWhileSitting) and Humanoid.Sit then
					AppliedMaxTorque = VEC3()
				end
				BG.maxTorque = AppliedMaxTorque
			end
		end))

		INSERT(Connections, RS:connect(function()
			local Forward = (Keys["w"] or Keys[string.char(17)])
			local Backward = (Keys["s"] or Keys[string.char(18)])
			local Right = (Keys["d"] or Keys[string.char(19)])
			local Left = (Keys["a"] or Keys[string.char(20)])

			local WalkingForward = (Forward and (not Backward))
			local WalkingBackward = ((not Forward) and Backward)
			local WalkingRight = (Right and (not Left))
			local WalkingLeft = ((not Right) and Left)

			ArmTilt = (
				((WalkingForward or WalkingBackward) and WalkingRight) and 5 or
				((WalkingForward or WalkingBackward) and WalkingLeft) and -5 or
				((not (WalkingForward and WalkingBackward)) and WalkingRight) and 10 or
				((not (WalkingForward and WalkingBackward)) and WalkingLeft) and -10 or 0
			)
		end))

		INSERT(Connections, RS:connect(function()
			if (not Idleing) and Walking then
				if Running then
					Humanoid.WalkSpeed = S.SprintSpeed
				else
					local SpeedRatio = (S.AimedWalkSpeed / S.BaseWalkSpeed)
					if Stance == 0 then
						Humanoid.WalkSpeed = (Aimed and S.AimedWalkSpeed or S.BaseWalkSpeed)
					elseif Stance == 1 then
						Humanoid.WalkSpeed = (Aimed and S.CrouchWalkSpeed * SpeedRatio or S.CrouchWalkSpeed)
					elseif Stance == 2 then
						Humanoid.WalkSpeed = (Aimed and S.ProneWalkSpeed * SpeedRatio or S.ProneWalkSpeed)
					end
				end
			else
				Humanoid.WalkSpeed = 16
			end

			StanceSway = 1 - (0.25 * Stance)
		end))

		--------------------[ ANIMATE GUN ]-------------------------------------------

		Animate()
	end
end

function OnUnequipped(DeleteTool)
	if Selected then
		Selected = false

		BreakReload = true

		--------------------[ MODIFYING THE PLAYER ]----------------------------------

		Camera.FieldOfView = 70

		game:GetService("UserInputService").MouseIconEnabled = true

		Gui_Clone:Destroy()
		BG:Destroy()

		RArm.Transparency = 0
		LArm.Transparency = 0

		Shoulders.Right.Part1 = RArm
		Shoulders.Left.Part1 = LArm

		Neck.C0 = PrevNeckCF.C0
		Neck.C1 = PrevNeckCF.C1

		Humanoid.WalkSpeed = 16

		--------------------[ RESETING THE TOOL ]-------------------------------------

		Gun_Ignore:Destroy()

		Aimed = false

		for _, Tab in pairs(Parts) do
			Tab.Weld:Destroy()
			Tab.Weld = nil
		end

		for _,c in pairs(Connections) do
			c:disconnect()
		end

		Connections = {}

		if DeleteTool then
			Camera:ClearAllChildren()
			Gun:Destroy()
		end

		if S.StandOnDeselect and Stance ~= 0 then Stand(true) end
	end
end

Gun.Equipped:connect(OnEquipped)
Gun.Unequipped:connect(function() OnUnequipped(false) end)


Prompt:
--[[ NOTE:  You don't need to do anything to this script
	DO NOT DO ANYTHING TO THIS SCRIPT IF YOU DON'T KNOW WHAT YOUR DOING!
	  You only need to do things in the String Value named 'TheCharacter'
	   READ INSTRUCTIONS ]]

Response:
--

door = script.Parent
function onChatted(msg, recipient, speaker)
source = string.lower(speaker.Name)
msg = string.lower(msg)
thecharacter = script.Parent.TheCharacter
if (msg == string.lower(thecharacter.Value)) then
door.CanCollide = false
door.Transparency = 0.7
wait(4)
door.CanCollide = true
door.Transparency = 0
end
end
game.Players.ChildAdded:connect(function(plr)
plr.Chatted:connect(function(msg, recipient) onChatted(msg, recipient, plr) end)
end)


Prompt: -- NOTE: This is only works ingame! this will not work in Roblox Studio


Prompt: --[[ Roblox Services ]]

Response:
--
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local StarterGui = game:GetService("StarterGui")
local VRService = game:GetService("VRService")
local UserGameSettings = UserSettings():GetService("UserGameSettings")

local player = Players.LocalPlayer

local FFlagUserFlagEnableNewVRSystem do
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserFlagEnableNewVRSystem")
	end)
	FFlagUserFlagEnableNewVRSystem = success and result
end


Prompt: --[[Weld Functions]]

Response:
--

local JS = game:GetService("JointsService")

function MakeWeld(x,y,type,s)
	if type==nil then type="Weld" end
	local W=Instance.new(type,JS)
	W.Part0=x W.Part1=y
	W.C0=x.CFrame:inverse()*x.CFrame
	W.C1=y.CFrame:inverse()*x.CFrame
	if type=="Motor" and s~=nil then W.MaxVelocity=s end
	return W
end

function ModelWeld(a,b)
	if a:IsA("BasePart") then
		MakeWeld(b,a,"Weld")
	elseif a:IsA("Model") then
		for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end
	end
end

function UnAnchor(a)
	if a:IsA("BasePart") then a.Anchored=false end
	for i,v in pairs(a:GetChildren()) do UnAnchor(v) end
end


Prompt: --stunSound.Volume = 1/(script.Parent.Dist.Value*script.Parent.Dist.Value)

Response:
stunSound:Play()

local tweenInfo = TweenInfo.new(
	script.Parent.Time.Value, -- Time
	Enum.EasingStyle.Linear, -- EasingStyle
	Enum.EasingDirection.InOut, -- EasingDirection
	0, -- RepeatCount (when less than zero the tween will loop indefinitely)
	false, -- Reverses (tween will reverse once reaching it's goal)
	0 -- DelayTime
)

local tween0 = TweenService:Create(stunSound, TweenInfo.new(script.Parent.Time.Value), {Volume = stunSound.Volume*2})
tween0:Play()

local tween = TweenService:Create(guiMain, tweenInfo, {Brightness = 0})
tween:Play()

spawn(function()
	wait(script.Parent.Time.Value)

	local tween = TweenService:Create(stunSound, TweenInfo.new(0.5), {Volume = 0})
	tween:Play()
end)

wait(script.Parent.Time.Value + .5)


Prompt: -- same as jump for now

Response:
function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
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
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == "Slash") then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == "Lunge") then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == "Jumping") then
		moveJump()
		return
	end

	if (pose == "FreeFall") then
		moveFreeFall()
		return
	end

	if (pose == "Seated") then
		moveSit()
		return
	end

	local climbFudge = 0

	if (pose == "Running") then
		RightShoulder.MaxVelocity = 0.15
		LeftShoulder.MaxVelocity = 0.15
		amplitude = 1
		frequency = 9
	elseif (pose == "Climbing") then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		amplitude = 1
		frequency = 9
		climbFudge = 3.14
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle + climbFudge
	LeftShoulder.DesiredAngle = desiredAngle - climbFudge
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle

	local tool = getTool()

	if tool then

		animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()

	else
		toolAnim = "None"
		toolAnimTime = 0
	end
end


Prompt: -- Basic Settings

Response:
AdminCredit=true;				-- Enables the credit GUI for that appears in the bottom right
AutoClean=false;				-- Enables automatic cleaning of hats & tools in the Workspace
AutoCleanDelay=60;				-- The delay between each AutoClean routine
CommandBar=true;				-- Enables the Command Bar | GLOBAL KEYBIND: \
FunCommands=true;				-- Enables fun yet unnecessary commands
FreeAdmin=false;				-- Set to 1-5 to grant admin powers to all, otherwise set to false
PublicLogs=false;				-- Allows all users to see the command & chat logs
Prefix='/';						-- Character to begin a command
								--[[
	Admin Powers

0			Player
1			VIP					Can use nonabusive commands only on self
2			Moderator			Can kick, mute, & use most commands
3			Administrator		Can ban, crash, & set Moderators/VIP
4			SuperAdmin			Can grant permanent powers, & shutdown the game
5			Owner				Can set SuperAdmins, & use all the commands
6			Game Creator		Can set owners & use all the commands

	Group & VIP Admin

		You can set multiple Groups & Ranks to grant users admin powers:

GroupAdmin={
[12345]={[254]=4,[253]=3};
[GROUPID]={[RANK]=ADMINPOWER}
};

		You can set multiple Assets to grant users admin powers:

VIPAdmin={
[12345]=3;
[54321]=4;
[ITEMID]=ADMINPOWER;
};								]]

GroupAdmin={

};

VIPAdmin={

};


Prompt:
--[[
	Find all the ModuleScripts in this tree that are tests.
]]

Response:
function TestBootstrap:getModules(root)
	local modules = {}

	self:getModulesImpl(root, modules)

	for _, child in ipairs(root:GetDescendants()) do
		self:getModulesImpl(root, modules, child)
	end

	return modules
end


Prompt:
--[[local RunService = game:GetService("RunService")
local camera = workspace.CurrentCamera
RunService:BindToRenderStep("UpdateLoop", Enum.RenderPriority.Camera.Value, function()
	local rX, rY, rZ = camera.CFrame:ToOrientation()
	local limY = math.clamp(math.deg(rY), -45, 45)
	camera.CFrame = CFrame.new(camera.CFrame.p) * CFrame.fromOrientation(rX, limY, rZ)
end)]]


Prompt: --[[Susupension]]

Response:
	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled

	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 3500		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 14500	-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness


Prompt: --- Handles user input when the box is focused

Response:
function Window:BeginInput(input, gameProcessed)
	if GuiService.MenuIsOpen then
		self:Hide()
	end

	if gameProcessed and self:IsVisible() == false then
		return
	end

	if self.Cmdr.ActivationKeys[input.KeyCode] then -- Activate the command bar
		if self.Cmdr.MashToEnable and not self.Cmdr.Enabled then
			if tick() - lastPressTime < 1 then
				if pressCount >= 5 then
					return self.Cmdr:SetEnabled(true)
				else
					pressCount = pressCount + 1
				end
			else
				pressCount = 1
			end
			lastPressTime = tick()
		elseif self.Cmdr.Enabled then
			self:SetVisible(not self:IsVisible())
			wait()
			self:SetEntryText("")

			if GuiService.MenuIsOpen then -- Special case for menu getting stuck open (roblox bug)
				self:Hide()
			end
		end

		return
	end

	if self.Cmdr.Enabled == false or not self:IsVisible() then
		if self:IsVisible() then
			self:Hide()
		end

		return
	end

	if input.KeyCode == Enum.KeyCode.Down then -- Auto Complete Down
		self:SelectVertical(1)
	elseif input.KeyCode == Enum.KeyCode.Up then -- Auto Complete Up
		self:SelectVertical(-1)
	elseif input.KeyCode == Enum.KeyCode.Return then -- Eat new lines
		wait()
		self:SetEntryText(self:GetEntryText():gsub("\n", ""):gsub("\r", ""))
	elseif input.KeyCode == Enum.KeyCode.Tab then -- Auto complete
		local item = self.AutoComplete:GetSelectedItem()
		local text = self:GetEntryText()
		if item and not (text:sub(#text, #text):match("%s") and self.AutoComplete.LastItem) then
			local replace = item[2]
			local newText
			local insertSpace = true
			local command = self.AutoComplete.Command

			if command then
				local lastArg = self.AutoComplete.Arg

				newText = command.Alias
				insertSpace = self.AutoComplete.NumArgs ~= #command.ArgumentDefinitions

				local args = command.Arguments
				for i = 1, #args do
					local arg = args[i]
					local segments = arg.RawSegments
					if arg == lastArg then
						segments[#segments] = replace
					end

					local argText = arg.Prefix .. table.concat(segments, ",")

					-- Put auto completion options in quotation marks if they have a space
					if argText:find(" ") then
						argText = ("%q"):format(argText)
					end

					newText = ("%s %s"):format(newText, argText)

					if arg == lastArg then
						break
					end
				end
			else
				newText = replace
			end
			-- need to wait a frame so we can eat the \t
			wait()
			-- Update the text box
			self:SetEntryText(newText .. (insertSpace and " " or ""))
		else
			-- Still need to eat the \t even if there is no auto-complete to show
			wait()
			self:SetEntryText(self:GetEntryText())
		end
	else
		self:ClearHistoryState()
	end
end


Prompt: -- You really had to make me do this exploiters? ;_;

Response:
workspace.FilteringEnabled = true

workspace.Changed:connect(function ()
	workspace.FilteringEnabled = true
end)


Prompt: -- returns the ascendant ScreenGui of an object

Response:
function GetScreen(screen)
	if screen == nil then return nil end
	while not screen:IsA("ScreenGui") do
		screen = screen.Parent
		if screen == nil then return nil end
	end
	return screen
end