Response:
script.Parent:WaitForChild("A-Chassis Interface")
script.Parent:WaitForChild("Plugins")
script.Parent:WaitForChild("README")

local car=script.Parent.Parent
local _Tune=require(script.Parent)

local Drive=car.Wheels:GetChildren()

function getParts(model,t,a)
	for i,v in pairs(model:GetChildren()) do
		if v:IsA("BasePart") then table.insert(t,{v,a.CFrame:toObjectSpace(v.CFrame)})
		elseif v:IsA("Model") then getParts(v,t,a)
		end
	end
end

for _,v in pairs(Drive) do

	for _,a in pairs({"Top","Bottom","Left","Right","Front","Back"}) do
		v[a.."Surface"]=Enum.SurfaceType.SmoothNoOutlines
	end

	local WParts = {}

	local tPos = v.Position-car.DriveSeat.Position
	if v.Name=="FL" or v.Name=="RL" then
		v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90))
	else
		v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90))
	end
	v.CFrame = v.CFrame+tPos

	if v:FindFirstChild("Parts")~=nil then
		getParts(v.Parts,WParts,v)
	end
	if v:FindFirstChild("Fixed")~=nil then
		getParts(v.Fixed,WParts,v)
	end

	if v.Name=="FL" or v.Name=="FR" then
		v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),0,0)
		if v.Name=="FL" then
			v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.FToe))
		else
			v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.FToe))
		end
	elseif v.Name=="RL" or v.Name=="RR" then
		v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),0,0)
		if v.Name=="RL" then
			v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.RToe))
		else
			v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.RToe))
		end
	end

	for _,a in pairs(WParts) do
		a[1].CFrame=v.CFrame:toWorldSpace(a[2])
	end

	if v.Name=="FL" then
		v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.FCaster),0)
	elseif v.Name=="FR" or v.Name=="F" then
		v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.FCaster),0)
	elseif v.Name=="RL" then
		v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.RCaster),0)
	elseif v.Name=="RR" or v.Name=="R" then
		v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.RCaster),0)
	end

	local arm=Instance.new("Part",v)
	arm.Name="Arm"
	arm.Anchored=true
	arm.CanCollide=false
	arm.FormFactor=Enum.FormFactor.Custom
	arm.Size=Vector3.new(1,1,1)
	arm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0)
	arm.TopSurface=Enum.SurfaceType.Smooth
	arm.BottomSurface=Enum.SurfaceType.Smooth
	arm.Transparency=1

	local base=arm:Clone()
	base.Parent=v
	base.Name="Base"
	base.CFrame=base.CFrame*CFrame.new(0,1,0)
	base.BottomSurface=Enum.SurfaceType.Hinge

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

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

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

	MakeWeld(arm,axle)

	arm:MakeJoints()
	axle:MakeJoints()

	if v:FindFirstChild("Fixed")~=nil then
		ModelWeld(v.Fixed,axle)
	end

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

	if v:FindFirstChild("Steer") then
		v:FindFirstChild("Steer"):Destroy()
	end

	local gyro=Instance.new("BodyGyro",v)
	gyro.Name="Stabilizer"
	if v.Name=="FL" or v.Name=="FR"  or v.Name=="F" then
		gyro.D=_Tune.FGyroD
		gyro.MaxTorque=_Tune.FGyroMaxTorque
		gyro.P=_Tune.FGyroP
	else
		gyro.D=_Tune.RGyroD
		gyro.MaxTorque=_Tune.RGyroMaxTorque
		gyro.P=_Tune.RGyroP
	end

	if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
		local steer=Instance.new("BodyGyro",arm)
		steer.Name="Steer"
		steer.P=_Tune.SteerP
		steer.D=_Tune.SteerD
		steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0)
		steer.cframe=base.CFrame
	else
		MakeWeld(base,axle,"Weld")
	end

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

for i,v in pairs(script:GetChildren()) do
	if v:IsA("ModuleScript") then
		require(v)
	end
end

wait()
ModelWeld(car.Body,car.DriveSeat)

local flipG = Instance.new("BodyGyro",car.DriveSeat)
flipG.Name = "Flip"
flipG.D = 0
flipG.MaxTorque = Vector3.new(0,0,0)
flipG.P = 0

wait()

UnAnchor(car)

script.Parent["A-Chassis Interface"].Car.Value=car
for i,v in pairs(script.Parent.Plugins:GetChildren()) do
	for _,a in pairs(v:GetChildren()) do
		if a:IsA("RemoteEvent") or v:IsA("RemoteFunction") then
			a.Parent=car
			for _,b in pairs(a:GetChildren()) do
				if b:IsA("Script") then b.Disabled=false end
			end
		end
	end
	v.Parent = script.Parent["A-Chassis Interface"]
end
script.Parent.Plugins:Destroy()

car.DriveSeat.ChildAdded:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent)
		car.DriveSeat:SetNetworkOwner(p)
		local g=script.Parent["A-Chassis Interface"]:Clone()
		g.Parent=p.PlayerGui
	end
end)
car.DriveSeat.ChildRemoved:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") then
		for i,v in pairs(car.DriveSeat:GetChildren()) do
			if v:IsA("Sound") then v:Stop() end
		end
		if car.DriveSeat:FindFirstChild("Flip")~=nil then
			car.DriveSeat.Flip.MaxTorque = Vector3.new()
		end
		for i,v in pairs(car.Wheels:GetChildren()) do
			if v:FindFirstChild("#AV")~=nil then
				if v["#AV"].AngularVelocity.Magnitude>0 then
					v["#AV"].AngularVelocity = Vector3.new()
					v["#AV"].MaxTorque = Vector3.new()
				end
			end
		end
	end
end)

ver = require(script.Parent.README)


Prompt: -- Hook events

Response:
Entry.TextBox.FocusLost:Connect(function(submit)
	return Window:LoseFocus(submit)
end)

UserInputService.InputBegan:Connect(function(input, gameProcessed)
	return Window:BeginInput(input, gameProcessed)
end)

Entry.TextBox:GetPropertyChangedSignal("Text"):Connect(function()
	if Entry.TextBox.Text:match("\t") then -- Eat \t
		Entry.TextBox.Text = Entry.TextBox.Text:gsub("\t", "")
		return
	end
	if Window.OnTextChanged then
		return Window.OnTextChanged(Entry.TextBox.Text)
	end
end)

Gui.ChildAdded:Connect(Window.UpdateWindowHeight)

return Window


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

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

Cooldown = 3 -- cooldown for use of the tool again

BoneModelName = "Leg zone" -- name the zone model

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


Prompt:
--[=[
	Checks whether the given object is a Promise via duck typing. This only checks if the object is a table and has an `andThen` method.

	@param object any
	@return boolean -- `true` if the given `object` is a Promise.
]=]

Response:
function Promise.is(object)
	if type(object) ~= "table" then
		return false
	end

	local objectMetatable = getmetatable(object)

	if objectMetatable == Promise then
		-- The Promise came from this library.
		return true
	elseif objectMetatable == nil then
		-- No metatable, but we should still chain onto tables with andThen methods
		return type(object.andThen) == "function"
	elseif
		type(objectMetatable) == "table"
		and type(rawget(objectMetatable, "__index")) == "table"
		and type(rawget(rawget(objectMetatable, "__index"), "andThen")) == "function"
	then
		-- Maybe this came from a different or older Promise library.
		return true
	end

	return false
end


Prompt: -- From a LocalScript

Response:
local Knit = require(game:GetService("ReplicatedStorage").Knit)
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local PointsService = Knit.GetService("PointsService")
local CameraController = Knit.GetService("CameraController")

Knit.AddControllers(ReplicatedStorage.Services.ClientControllers)

local function PointsChanged(points)
	print("My points:", points)
end


Prompt: --Give submit button functionality.

Response:
script.Parent.ImageButton.MouseButton1Click:connect(function()
	svh:FireServer(script.Parent.TextBox.Text)
end)


Prompt: -- functions

Response:
function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end

	if currentlyPlayingEmote then
		oldAnim = "idle"
		currentlyPlayingEmote = false
	end

	currentAnim = ""
	currentAnimInstance = nil
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:disconnect()
	end

	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end

	-- clean up walk if there is one
	if (runAnimKeyframeHandler ~= nil) then
		runAnimKeyframeHandler:disconnect()
	end

	if (runAnimTrack ~= nil) then
		runAnimTrack:Stop()
		runAnimTrack:Destroy()
		runAnimTrack = nil
	end

	return oldAnim
end

function getHeightScale()
	if Humanoid then
		if not Humanoid.AutomaticScalingEnabled then
			-- When auto scaling is not enabled, the rig scale stands in for
			-- a computed scale.
			return getRigScale()
		end

		local scale = Humanoid.HipHeight / HumanoidHipHeight
		if AnimationSpeedDampeningObject == nil then
			AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
		end
		if AnimationSpeedDampeningObject ~= nil then
			scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
		end
		return scale
	end
	return getRigScale()
end

local function rootMotionCompensation(speed)
	local speedScaled = speed * 1.25
	local heightScale = getHeightScale()
	local runSpeed = speedScaled / heightScale
	return runSpeed
end

local smallButNotZero = 0.0001
local function setRunSpeed(speed)
	local normalizedWalkSpeed = 0.5 -- established empirically using current `913402848` walk animation
	local normalizedRunSpeed  = 1
	local runSpeed = rootMotionCompensation(speed)

	local walkAnimationWeight = smallButNotZero
	local runAnimationWeight = smallButNotZero
	local walkAnimationTimewarp = runSpeed/normalizedWalkSpeed
	local runAnimationTimerwarp = runSpeed/normalizedRunSpeed

	if runSpeed <= normalizedWalkSpeed then
		walkAnimationWeight = 1
	elseif runSpeed < normalizedRunSpeed then
		local fadeInRun = (runSpeed - normalizedWalkSpeed)/(normalizedRunSpeed - normalizedWalkSpeed)
		walkAnimationWeight = 1 - fadeInRun
		runAnimationWeight  = fadeInRun
		walkAnimationTimewarp = 1
		runAnimationTimerwarp = 1
	else
		runAnimationWeight = 1
	end
	currentAnimTrack:AdjustWeight(walkAnimationWeight)
	runAnimTrack:AdjustWeight(runAnimationWeight)
	currentAnimTrack:AdjustSpeed(walkAnimationTimewarp)
	runAnimTrack:AdjustSpeed(runAnimationTimerwarp)
end

function setAnimationSpeed(speed)
	if currentAnim == "walk" then
		setRunSpeed(speed)
	else
		if speed ~= currentAnimSpeed then
			currentAnimSpeed = speed
			currentAnimTrack:AdjustSpeed(currentAnimSpeed)
		end
	end
end

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then
		if currentAnim == "walk" then
			if userNoUpdateOnLoop == true then
				if runAnimTrack.Looped ~= true then
					runAnimTrack.TimePosition = 0.0
				end
				if currentAnimTrack.Looped ~= true then
					currentAnimTrack.TimePosition = 0.0
				end
			else
				runAnimTrack.TimePosition = 0.0
				currentAnimTrack.TimePosition = 0.0
			end
		else
			local repeatAnim = currentAnim
			-- return to idle if finishing an emote
			if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
				repeatAnim = "idle"
			end

			if currentlyPlayingEmote then
				if currentAnimTrack.Looped then
					-- Allow the emote to loop
					return
				end

				repeatAnim = "idle"
				currentlyPlayingEmote = false
			end

			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.15, Humanoid)
			setAnimationSpeed(animSpeed)
		end
	end
end

function rollAnimation(animName)
	local roll = math.random(1, animTable[animName].totalWeight)
	local origRoll = roll
	local idx = 1
	while (roll > animTable[animName][idx].weight) do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end
	return idx
end

local function switchToAnim(anim, animName, transitionTime, humanoid)
	-- switch animation
	if (anim ~= currentAnimInstance) then

		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop(transitionTime)
			currentAnimTrack:Destroy()
		end

		if (runAnimTrack ~= nil) then
			runAnimTrack:Stop(transitionTime)
			runAnimTrack:Destroy()
			if userNoUpdateOnLoop == true then
				runAnimTrack = nil
			end
		end

		currentAnimSpeed = 1.0

		-- load it to the humanoid; get AnimationTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		currentAnimTrack.Priority = Enum.AnimationPriority.Core

		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName
		currentAnimInstance = anim

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)

		-- check to see if we need to blend a walk/run animation
		if animName == "walk" then
			local runAnimName = "run"
			local runIdx = rollAnimation(runAnimName)

			runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
			runAnimTrack.Priority = Enum.AnimationPriority.Core
			runAnimTrack:Play(transitionTime)

			if (runAnimKeyframeHandler ~= nil) then
				runAnimKeyframeHandler:disconnect()
			end
			runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
		end
	end
end

function playAnimation(animName, transitionTime, humanoid)
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	switchToAnim(anim, animName, transitionTime, humanoid)
	currentlyPlayingEmote = false
end

function playEmote(emoteAnim, transitionTime, humanoid)
	switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)
	currentlyPlayingEmote = true
end


Prompt: --[[Steering]]

Response:
	Tune.SteerInner		= 35		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 35		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .05		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .1		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 320		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree

	--Steer Gyro Tuning
	Tune.SteerD			= 1000		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 100000	-- Steering Aggressiveness


Prompt: --[[ Script Variables ]]

Response:
--
while not Players.LocalPlayer do
	wait()
end
local LocalPlayer = Players.LocalPlayer
local Mouse = LocalPlayer:GetMouse()
local PlayerGui = LocalPlayer:WaitForChild('PlayerGui')
local ScreenGui = nil
local ShiftLockIcon = nil
local IsShiftLockMode = false
local IsShiftLocked = false
local IsActionBound = false


Prompt: -- Functions

Response:
function SPRING.create(mass, force, damping, speed)
	local spring	= {
		Target		= Vector3.new();
		Position	= Vector3.new();
		Velocity	= Vector3.new();
		Time 		= 0;

		Mass		= mass or 5;
		Force		= force or 50;
		Damping		= damping or 4;
		Speed		= speed  or 4;
	}

	return setmetatable(spring, Meta)
end

function SPRING:shove(force)
	local x, y, z	= force.X, force.Y, force.Z
	if x == math.huge or x == -math.huge then
		x	= 0
	end
	if y == math.huge or y == -math.huge then
		y	= 0
	end
	if z == math.huge or z == -math.huge then
		z	= 0
	end
	self.Velocity	+= Vector3.new(x, y, z)
end

function SPRING:update(dt)
	local Time = math.min(self.Time + dt * self.Speed, FixedRate * MaxSkips)

	for i = 1, math.floor(Time / FixedRate) * ITERATIONS do
		local iterationForce = self.Target - self.Position
		local acceleration	 = (iterationForce * self.Force) / self.Mass

		acceleration	-= self.Velocity * self.Damping

		self.Velocity	+= acceleration * iterdt
		self.Position	+= self.Velocity * iterdt
		Time -= iterdt
	end

	self.Time = Time
	if self.Position.Magnitude > .00001 then
		return self.Position
	end
	return Vector3.zero
end


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

Response:
local l__LocalPlayer__1 = game.Players.LocalPlayer;
local v2 = require(l__LocalPlayer__1:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls();
local v3 = game["Run Service"];
local l__mouse__4 = l__LocalPlayer__1:GetMouse();
local v5 = {};
local u1 = require(script.Parent);
local l__TweenService__2 = game:GetService("TweenService");
local l__UserInputService__3 = game:GetService("UserInputService");
local l__MinigameBackout__4 = script:FindFirstAncestor("MainUI").MinigameBackout;
local l__Parent__5 = script.Parent.Parent.Parent;
local function u6(p1)
	for v6 = #p1, 1, -1 do
		local v7 = math.random(v6);
		p1[v6] = p1[v7];
		p1[v7] = p1[v6];
	end;
end;
local function u7(p2)
	if u1.stopcam == true then
		return;
	end;
	u1.hum:UnequipTools();
	if p2 == "Padlock" then
		require(script.Padlock)(u1);
	end;
	local u8 = nil;
	u8 = coroutine.create(function()
		if p2 == "ElevatorBreaker" then
			u1.stopcam = true;
			u1.freemouse = true;
			u1.hideplayers = 2;
			local v8 = CFrame.new(0, 0, 0);
			local v9 = tick() + 2;
			local l__WorldCFrame__10 = workspace:FindFirstChild("ElevatorBreakerCameraCFrame", true).WorldCFrame;
			u1.camShaker:ShakeOnce(2, 0.5, 0.5, 8);
			local l__CFrame__9 = u1.cam.CFrame;
			local l__FieldOfView__10 = u1.cam.FieldOfView;
			local u11 = false;
			task.spawn(function()
				for v11 = 1, 100000 do
					task.wait();
					local v12 = l__TweenService__2:GetValue((2 - math.abs(tick() - v9)) / 2, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
					if not (tick() <= v9) then
						break;
					end;
					u1.cam.CFrame = l__CFrame__9:Lerp(l__WorldCFrame__10, v12) * u1.csgo;
					u1.cam.FieldOfView = l__FieldOfView__10 + (57 - l__FieldOfView__10) * v12;
				end;
				u1.cam.CFrame = l__WorldCFrame__10 * u1.csgo;
				for v13 = 1, 10000000000000 do
					task.wait();
					u1.cam.CFrame = l__WorldCFrame__10 * u1.csgo;
					if u11 == true then
						break;
					end;
				end;
			end);
			wait(1);
			u1.char.PrimaryPart.Anchored = true;
			local l__ElevatorBreaker__14 = workspace:FindFirstChild("ElevatorBreaker", true);
			local l__ActivateEventPrompt__15 = l__ElevatorBreaker__14:FindFirstChild("ActivateEventPrompt");
			l__ActivateEventPrompt__15.Parent = nil;
			local v16 = l__ElevatorBreaker__14:Clone();
			v16.Parent = l__ElevatorBreaker__14.Parent;
			l__ActivateEventPrompt__15.Parent = v16;
			l__ActivateEventPrompt__15.Enabled = false;
			local l__Selector__17 = v16.XBoxUI:FindFirstChild("Selector", true);
			v16.XBoxUI.Enabled = l__UserInputService__3.GamepadEnabled;
			l__ElevatorBreaker__14:Destroy();
			v16:WaitForChild("DoorHinge").TargetAngle = 135;
			local l__Door__18 = v16.Door;
			l__Door__18.CFrame = l__Door__18.CFrame + Vector3.new(0, 0.05, 0);
			local l__SurfaceGui__19 = v16:WaitForChild("SurfaceGui");
			local u12 = {};
			local function v20()
				local v21 = 0;
				for v22, v23 in pairs(v16:GetChildren()) do
					if v23.Name == "BreakerSwitch" then
						local v24 = v23:GetAttribute("ID");
						local v25 = v23:GetAttribute("Enabled");
						for v26, v27 in pairs(u12) do
							if v27[1] == v24 and v27[2] == v25 then
								v21 = v21 + 1;
							end;
						end;
					end;
				end;
				return v21;
			end;
			local u13 = nil;
			local u14 = nil;
			local function u15(p3, p4)
				if p4 == nil then
					p4 = not p3:GetAttribute("Enabled");
				end;
				if p3:GetAttribute("Enabled") ~= p4 then
					p3.Sound:Play();
				end;
				p3:SetAttribute("Enabled", p4);
				if p3:GetAttribute("Enabled") == true then
					p3:FindFirstChild("PrismaticConstraint", true).TargetPosition = -0.2;
					p3.Light.Material = Enum.Material.Neon;
					p3.Light.Attachment.Spark:Emit(1);
					p3.Sound.Pitch = 1.3;
				else
					p3:FindFirstChild("PrismaticConstraint", true).TargetPosition = 0.2;
					p3.Light.Material = Enum.Material.Glass;
					p3.Sound.Pitch = 1.2;
				end;
				p3.Sound:Play();
			end;
			local u16 = 1;
			local function u17()
				if u11 == false then
					pcall(function()
						u13:Disconnect();
						u14:Disconnect();
					end);
					u11 = true;
					l__MinigameBackout__4.Visible = false;
					v16.XBoxUI.Enabled = false;
					u1.hideplayers = 0;
					v16:WaitForChild("DoorHinge").TargetAngle = 0;
					local l__basecamcf__28 = u1.basecamcf;
					local v29 = tick() + 0.5;
					u1.camShaker:ShakeOnce(2, 0.5, 0.5, 8);
					u1.char.PrimaryPart.Anchored = false;
					local l__CFrame__18 = u1.cam.CFrame;
					local l__FieldOfView__19 = u1.cam.FieldOfView;
					task.spawn(function()
						for v30 = 1, 100000 do
							task.wait();
							local v31 = l__TweenService__2:GetValue((0.5 - math.abs(tick() - v29)) / 0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
							if not (tick() <= v29) then
								warn("damn daniel. ar ar ar");
								break;
							end;
							u1.cam.CFrame = l__CFrame__18:Lerp(u1.basecamcf, v31) * u1.csgo;
							u1.cam.FieldOfView = l__FieldOfView__19 + (u1.fovspring - l__FieldOfView__19) * v31;
						end;
						u1.stopcam = false;
						u1.freemouse = false;
						l__ActivateEventPrompt__15.Enabled = true;
					end);
					coroutine.yield(u8);
				end;
			end;
			u13 = l__UserInputService__3.InputBegan:Connect(function(p5)
				if p5.UserInputType == Enum.UserInputType.MouseButton1 or p5.UserInputType == Enum.UserInputType.Touch then
					local v32 = u1.cam:ScreenPointToRay(p5.Position.X, p5.Position.Y);
					local v33, v34 = workspace:FindPartOnRay(Ray.new(v32.Origin, v32.Direction * 1000), u1.char);
					print(v33);
					if v33.Name == "BreakerSwitch" then
						u15(v33);
						u1.camShaker:ShakeOnce(0.5, 2, 0.06, 0.2);
						return;
					end;
				elseif p5.KeyCode == Enum.KeyCode.DPadUp or p5.KeyCode == Enum.KeyCode.DPadDown or p5.KeyCode == Enum.KeyCode.DPadLeft or p5.KeyCode == Enum.KeyCode.DPadRight then
					local v35 = math.floor(u16 / 2);
					if p5.KeyCode == Enum.KeyCode.DPadLeft then
						if u16 % 2 == 0 then
							u16 = math.clamp(u16 - 1, 0, 10);
						else
							print("cant do jack L");
						end;
					end;
					if p5.KeyCode == Enum.KeyCode.DPadRight then
						if u16 % 2 ~= 0 then
							u16 = math.clamp(u16 + 1, 0, 10);
						else
							print("cant do jack L");
						end;
					end;
					if p5.KeyCode == Enum.KeyCode.DPadUp then
						u16 = math.clamp(u16 - 2, 0, 10);
					end;
					if p5.KeyCode == Enum.KeyCode.DPadDown then
						u16 = math.clamp(u16 + 2, 0, 10);
					end;
					v16.XBoxUI.Enabled = true;
					for v36, v37 in pairs(v16.XBoxUI:GetChildren()) do
						if v37:GetAttribute("ID") == u16 then
							l__Selector__17.Parent = v37;
						end;
					end;
					return;
				elseif p5.KeyCode == Enum.KeyCode.ButtonA or p5.KeyCode == Enum.KeyCode.ButtonX then
					for v38, v39 in pairs(v16:GetChildren()) do
						if v39.Name == "BreakerSwitch" and v39:GetAttribute("ID") == u16 then
							u15(v39);
						end;
					end;
					return;
				elseif p5.KeyCode == Enum.KeyCode.ButtonB then
					u17();
				end;
			end);
			local l__MinigameBackout__40 = l__Parent__5.MinigameBackout;
			l__MinigameBackout__40.Visible = true;
			l__TweenService__2:Create(l__MinigameBackout__40, TweenInfo.new(0.4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 3, true), {
				ImageColor3 = Color3.fromRGB(107, 129, 179),
				Size = UDim2.new(0.1, 60, 0.1, 60)
			}):Play();
			u14 = l__MinigameBackout__40.MouseButton1Down:Connect(u17);
			spawn(function()
				for v41, v42 in pairs(v16:GetChildren()) do
					if v42.Name == "BreakerSwitch" and v42:IsA("BasePart") then
						delay(v42:GetAttribute("ID") / 10, function()
							l__TweenService__2:Create(v42, TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 1, true), {
								Color = Color3.fromRGB(107, 107, 148)
							}):Play();
						end);
					end;
				end;
			end);
			wait(3);
			for v43 = 1, 3 do
				for v44 = 1, 10 do
					u12[v44] = { v44, math.random(1, 5) >= 3 };
				end;
				for v45 = 1, 100 do
					u6(u12);
					l__SurfaceGui__19.Frame.Code.Frame.Visible = true;
					for v46, v47 in pairs(u12) do
						l__SurfaceGui__19.Frame.Code.Text = string.format("%.2i", v47[1]);
						if v47[2] == true then
							l__SurfaceGui__19.Frame.Code.Frame.BackgroundTransparency = 0;
							v16.Box.Beep.Pitch = 1.5;
						else
							l__SurfaceGui__19.Frame.Code.Frame.BackgroundTransparency = 1;
							v16.Box.Beep.Pitch = 1;
						end;
						v16.Box.Beep:Play();
						task.wait(0.66);
						if u11 == true then
							break;
						end;
					end;
					if u11 == true then
						break;
					end;
					wait(1.33);
					if v45 >= 5 then
						spawn(function()
							for v48, v49 in pairs(v16:GetChildren()) do
								if v49.Name == "BreakerSwitch" then
									local v50 = v49:GetAttribute("ID");
									v49.Hint.TextLabel.TextTransparency = 1;
									v49.Hint.TextLabel.Text = v50;
									v49.Hint.Enabled = true;
									l__TweenService__2:Create(v49.Hint.TextLabel, TweenInfo.new(3, Enum.EasingStyle.Exponential, Enum.EasingDirection.InOut, 0, v50 / 20), {
										TextTransparency = 0
									}):Play();
								end;
							end;
						end);
					end;
					local v51 = v20();
					l__SurfaceGui__19.Frame.Code.Text = "...";
					l__SurfaceGui__19.Frame.Code.Frame.Visible = false;
					l__SurfaceGui__19.Frame.Bar.Filled:TweenSize(UDim2.new(v51 / 10, 0, 1, 0), "InOut", "Linear", 3, true);
					v16.Box.Progress:Play();
					l__TweenService__2:Create(v16.Box.Progress, TweenInfo.new(3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {
						PlaybackSpeed = 1.01 + v51 / 10
					}):Play();
					wait(3);
					if u11 == true then
						break;
					end;
					v16.Box.Progress:Stop();
					if v51 == 10 then
						if v43 == 3 then
							l__MinigameBackout__40.Visible = false;
						end;
						pcall(function()
							v16.Box.Correct:Play();
							u1.camShaker:ShakeOnce(1, 1, 0.06, 0.5);
							local v52 = l__SurfaceGui__19.Frame.Squares[tostring(v43)];
							v52.BackgroundTransparency = 0;
							v52.Size = UDim2.new(0, 9, 0, 9);
							v52:TweenSize(UDim2.new(0, 5, 0, 5), "In", "Quart", 0.5, true);
							l__SurfaceGui__19.Frame.Squares.Text = v43 .. "/3";
							wait(1);
							v16.Box.Progress.PlaybackSpeed = 1.01;
							l__SurfaceGui__19.Frame.Bar.Filled:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Quad", 0.5, true);
							if v43 == 3 then
								for v53, v54 in pairs(v16:GetChildren()) do
									if v54.Name == "BreakerSwitch" then
										delay(v54:GetAttribute("ID") / 20, function()
											u15(v54, true);
										end);
									end;
								end;
								return;
							end;
							for v55, v56 in pairs(v16:GetChildren()) do
								if v56.Name == "BreakerSwitch" then
									delay(v56:GetAttribute("ID") / 20, function()
										if v56:GetAttribute("Enabled") ~= false then
											u15(v56, false);
										end;
									end);
								end;
							end;
							wait(3);
						end);
						break;
					end;
				end;
				if u11 == true then
					break;
				end;
			end;
			if u11 == true then
				return;
			end;
			print("SENT SIGNAL");
			u1.remotes:WaitForChild("EBF"):FireServer();
			l__SurfaceGui__19.Frame.Code.Visible = false;
			l__SurfaceGui__19.Frame.Squares.Visible = false;
			l__SurfaceGui__19.Frame.Line.Visible = false;
			l__SurfaceGui__19.Frame.Bar.Visible = false;
			l__SurfaceGui__19.Frame.TextLabel.Visible = true;
			wait(1);
			u17();
		end;
	end);
	coroutine.resume(u8);
end;
u1.remotes:WaitForChild("EngageMinigame").OnClientEvent:Connect(function(...)
	u7(...);
end);


Prompt: -- FUNCTIONS --

Response:
Tool.Equipped:Connect(function()
	SkillsHandler:FireServer("Equip")

	Char = Tool.Parent
	HumRP = Char:WaitForChild("HumanoidRootPart")
	Humanoid = Char:WaitForChild("Humanoid")

	Animations = {
		["Z"] = Humanoid:LoadAnimation(script.Animations.Z),
		["X"] = Humanoid:LoadAnimation(script.Animations.X),
		["C"] = Humanoid:LoadAnimation(script.Animations.C),
		["V"] = Humanoid:LoadAnimation(script.Animations.V),
		["R"] = Humanoid:LoadAnimation(script.Animations.R),
	}
end)

Tool.Unequipped:Connect(function()
	SkillsHandler:FireServer("Unequip")
end)


Prompt:
--[=[
	Creates an immediately resolved Promise with the given value.

	@param ... any
	@return Promise<...any>
]=]

Response:
function Promise.resolve(...)
	local length, values = pack(...)
	return Promise._new(debug.traceback(nil, 2), function(resolve)
		resolve(unpack(values, 1, length))
	end)
end


Prompt: --[[Transmission]]

Response:
	Tune.TransModes		= {"Auto","Semi"}								--[[
	[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		= 3.4			-- 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 ]]		5.5			,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.5			,
		--[[ 3 ]]		1.95			,
		--[[ 4 ]]		1.40			,
		--[[ 5 ]]		0.80		,
	--[[ 6 ]]    	0.55        ,

	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)


Prompt: -- Visualizes an impact. This will not run if FastCast.VisualizeCasts is false.

Response:
function DbgVisualizeHit(atCF: CFrame, wasPierce: boolean): SphereHandleAdornment?
	if ClientSettings.Debug.Value == false then return nil end
	local adornment = Instance.new("SphereHandleAdornment")
	adornment.Adornee = workspace.Terrain
	adornment.CFrame = atCF
	adornment.Radius = 0.1
	adornment.Transparency = 0.25
	adornment.Color3 = (wasPierce == false) and Color3.new(0.2, 1, 0.5) or Color3.new(1, 0.2, 0.2)
	adornment.Parent = GetFastCastVisualizationContainer()
	Debris:AddItem(adornment, 3)
	return adornment
end


Prompt:
--[=[
	@return any
	Returns the current value for the given player. This value
	will depend on if `SetFor` or `SetFilter` has affected the
	custom value for the player. If so, that custom value will
	be returned. Otherwise, the top-level value will be used
	(e.g. value from `Set`).

	```lua
	-- Set top level data:
	remoteProperty:Set("Data")
	print(remoteProperty:GetFor(somePlayer)) --> "Data"

	-- Set custom data:
	remoteProperty:SetFor(somePlayer, "CustomData")
	print(remoteProperty:GetFor(somePlayer)) --> "CustomData"

	-- Set top level again, overriding custom data:
	remoteProperty:Set("NewData")
	print(remoteProperty:GetFor(somePlayer)) --> "NewData"

	-- Set custom data again, and set top level without overriding:
	remoteProperty:SetFor(somePlayer, "CustomData")
	remoteProperty:SetTop("Data")
	print(remoteProperty:GetFor(somePlayer)) --> "CustomData"

	-- Clear custom data to use top level data:
	remoteProperty:ClearFor(somePlayer)
	print(remoteProperty:GetFor(somePlayer)) --> "Data"
	```
]=]

Response:
function RemoteProperty:GetFor(player: Player): any
	local playerValue = self._perPlayer[player]
	local value = if playerValue == nil then self._value elseif playerValue == None then nil else playerValue
	return value
end


Prompt: -- Import relevant references

Response:
local Selection = Core.Selection
local Support = Core.Support
local Security = Core.Security


Prompt: -- Enjoy your working pedals and shifting sound! -Mayonez_Mercenary


Prompt: -- CONSTANTS

Response:
local GuiLib = script.Parent.Parent
local Lazy = require(GuiLib:WaitForChild("LazyLoader"))

local UIS = game:GetService("UserInputService")
local RUNSERVICE = game:GetService("RunService")

local DEADZONE2 = 0.15^2
local FLIP_THUMB = Vector3.new(1, -1, 1)

local VALID_PRESS = {
	[Enum.UserInputType.MouseButton1] = true;
	[Enum.UserInputType.Touch] = true;
}

local VALID_MOVEMENT = {
	[Enum.UserInputType.MouseMovement] = true;
	[Enum.UserInputType.Touch] = true;
}


Prompt:
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name
--// Be sure to update the console gui's code if you change stuff

Response:
return function(data)
	if not data.Question then return end

	local gTable = data.gTable
	local baseClip = script.Parent.Parent.BaseClip
	local duration = data.Duration or data.Timeout

	local toReturn
	local confirmationTemplate = baseClip.Frame
	local confirmationClone = confirmationTemplate
	confirmationClone.Parent = baseClip
	confirmationClone.Position = UDim2.new(0.5,-210,0,-confirmationClone.Size.Y.Offset)
	confirmationClone.Visible = true
	local Body = confirmationClone:WaitForChild('Body')
	local Options = Body:WaitForChild('Options')
	local Confirm,Cancel = Options:WaitForChild('Confirm'),Options:WaitForChild('Cancel')
	local commandText = Body:WaitForChild('Command')
	local title = confirmationTemplate.Top.Title

	commandText.Text = data.Subtitle or " "
	Body.Ques.Text = data.Question or "Unknown"
	title.Text = data.Title or "Yes/No Prompt"

	Body.Options.Cancel.Text = data.No or "No"
	Body.Options.Confirm.Text = data.Yes or "Yes"

	gTable:Ready()

	gTable.CustomDestroy = function()
		gTable.CustomDestroy = nil
		gTable.ClearEvents()
		if toReturn == nil then toReturn = data.No or "No" end

		pcall(function()
			confirmationClone:TweenPosition(UDim2.new(0.5,-210,1,0),"Out",'Quint',0.3,true,function(Stat)
				if Stat == Enum.TweenStatus.Completed then
					confirmationClone:Destroy()
				end
			end)

			wait(0.3)
		end)

		gTable:Destroy()
	end

	confirmationClone:TweenPosition(UDim2.new(0.5,-210,0.5,-70),"Out",'Quint',0.3,true)
	local Confirming; Confirming = gTable.BindEvent(Confirm.MouseButton1Click, function()
		Confirming:Disconnect()
		confirmationClone:TweenPosition(UDim2.new(0.5,-210,1,0),"Out",'Quint',0.3,true,function(Stat)
			if Stat == Enum.TweenStatus.Completed then
				confirmationClone:Destroy()
			end
		end)

		toReturn = data.Yes or "Yes"
		wait(0.3)
		gTable:Destroy()
	end)

	local Cancelling; Cancelling = gTable.BindEvent(Cancel.MouseButton1Click, function()
		Cancelling:Disconnect()
		confirmationClone:TweenPosition(UDim2.new(0.5,-210,1,0),"Out",'Quint',0.3,true,function(Stat)
			if Stat == Enum.TweenStatus.Completed then
				confirmationClone:Destroy()
			end
		end)
		toReturn = data.No or "No"
		wait(0.3)
		gTable:Destroy()
	end)

	local start = tick()
	repeat
		wait()
	until toReturn ~= nil or (duration and (tick()-duration) > duration)
	if toReturn == nil then toReturn = false end

	return toReturn
end


Prompt:
--[[
class Spring

Description:
	A physical model of a spring, useful in many applications. Properties only evaluate
	upon index making this model good for lazy applications

API:
	Spring = Spring.new(number position)
		Creates a new spring in 1D
	Spring = Spring.new(Vector3 position)
		Creates a new spring in 3D

	Spring.Position
		Returns the current position
	Spring.Velocity
		Returns the current velocity
	Spring.Target
		Returns the target
	Spring.Damper
		Returns the damper
	Spring.Speed
		Returns the speed

	Spring.Target = number/Vector3
		Sets the target
	Spring.Position = number/Vector3
		Sets the position
	Spring.Velocity = number/Vector3
		Sets the velocity
	Spring.Damper = number [0, 1]
		Sets the spring damper, defaults to 1
	Spring.Speed = number [0, infinity)
		Sets the spring speed, defaults to 1

	Spring:TimeSkip(number DeltaTime)
		Instantly skips the spring forwards by that amount of now
	Spring:Impulse(number/Vector3 velocity)
		Impulses the spring, increasing velocity by the amount given
]]

Response: local Spring = {}


Prompt: --Made by Luckymaxer

Response:
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")

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

Camera = game:GetService("Workspace").CurrentCamera

Animations = {}
LocalObjects = {}

ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")

Rate = (1 / 60)

SpeedMultiplier = 0.5

CameraSpeed = {
	X = 40,
	Z = 60
}

Controls = {
	Forward = {
		Mode = false,
		Keys = {Key = "w", ByteKey = 17}
	},
	Backward = {
		Mode = false,
		Keys = {Key = "s", ByteKey = 18}
	},
	Left = {
		Mode = false,
		Keys = {Key = "a", ByteKey = 20}
	},
	Right = {
		Mode = false,
		Keys = {Key = "d", ByteKey = 19}
	},
}

ToolEquipped = false

function HandleFlightControl()
	if not CheckIfAlive() then
		return
	end
	if FightMonitor then
		FightMonitor:disconnect()
	end
	FightMonitor = Torso.ChildAdded:connect(function(Child)
		if Flying then
			return
		end
		if Child.Name == "FlightHold" then
			local FlightSpin = Torso:FindFirstChild("FlightSpin")
			local FlightPower = Torso:FindFirstChild("FlightPower")
			local FlightHold = Torso:FindFirstChild("FlightHold")
			if not FlightSpin or not FlightPower or not FlightHold then
				return
			end
			Flying = true
			Humanoid.WalkSpeed = 0
			Humanoid.PlatformStand = true
			Humanoid.AutoRotate = false
			DisableJump(true)
			Torso.Velocity = Vector3.new(0, 0, 0)
			Torso.RotVelocity = Vector3.new(0, 0, 0)
			while Flying and FlightSpin.Parent and FlightPower.Parent and FlightHold.Parent and CheckIfAlive() do
				local NewPush = Vector3.new(0, 0, 0)
				local ForwardVector = Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(0, 0, -1))
				local SideVector = Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(-1, 0, 0))

				local CoordinateFrame = Camera.CoordinateFrame
				local localControlVector = CFrame.new(Vector3.new(0,0,0),CoordinateFrame.lookVector*Vector3.new(1,0,1)):vectorToObjectSpace(Humanoid.MoveDirection)

				NewPush = NewPush + ((ForwardVector * CameraSpeed.Z * -localControlVector.z*2) or NewPush)
				NewPush = NewPush + ((SideVector * CameraSpeed.X * -localControlVector.x*2) or NewPush)

				--NewPush = (NewPush + (((Controls.Forward.Mode and not Controls.Backward.Mode) and (ForwardVector * CameraSpeed.Z)) or ((not Controls.Forward.Mode and Controls.Backward.Mode) and (ForwardVector * CameraSpeed.Z * -1)) or NewPush))
				--NewPush = (NewPush + (((Controls.Left.Mode and not Controls.Right.Mode) and (SideVector * CameraSpeed.X)) or ((not Controls.Left.Mode and Controls.Right.Mode) and (SideVector * CameraSpeed.X * -1)) or NewPush))
				FlightSpin.cframe = CFrame.new(Vector3.new(0, 0, 0), ForwardVector)
				if NewPush.magnitude < 1 then
					FlightHold.maxForce = Vector3.new(FlightHold.P, FlightHold.P, FlightHold.P)
					FlightPower.maxForce = Vector3.new(0, 0, 0)
					FlightHold.position = Torso.Position
				else
					FlightHold.maxForce = Vector3.new(0, 0, 0)
					FlightPower.maxForce = Vector3.new((FlightPower.P * 100), (FlightPower.P * 100), (FlightPower.P * 100))
				end
				FlightPower.velocity = NewPush
				wait(Rate)
			end
			Flying = false
			if CheckIfAlive() then
				Torso.Velocity = Vector3.new(0, 0, 0)
				Torso.RotVelocity = Vector3.new(0, 0, 0)
				Humanoid.WalkSpeed = 16
				Humanoid.PlatformStand = false
				Humanoid.AutoRotate = true
				DisableJump(false)
				Humanoid:ChangeState(Enum.HumanoidStateType.Freefall)
			end
		end
	end)
end

function SetAnimation(mode, value)
	if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
		for i, v in pairs(Animations) do
			if v.Animation == value.Animation then
				v.AnimationTrack:Stop()
				table.remove(Animations, i)
			end
		end
		local AnimationTrack = Humanoid:LoadAnimation(value.Animation)
		table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack})
		AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)
	elseif mode == "StopAnimation" and value then
		for i, v in pairs(Animations) do
			if v.Animation == value.Animation then
				v.AnimationTrack:Stop()
				table.remove(Animations, i)
			end
		end
	end
end

function DisableJump(Boolean)
	if PreventJump then
		PreventJump:disconnect()
	end
	if Boolean then
		PreventJump = Humanoid.Changed:connect(function(Property)
			if Property ==  "Jump" then
				Humanoid.Jump = false
			end
		end)
	end
end

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

function KeyPress(Key, Down)
	local Key = string.lower(Key)
	local ByteKey = string.byte(Key)
	for i, v in pairs(Controls) do
		if Key == v.Keys.Key or ByteKey == v.Keys.ByteKey then
			Controls[i].Mode = Down
		end
	end
end

function Equipped(Mouse)
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChildOfClass("Humanoid")
	Torso = Character:FindFirstChild("HumanoidRootPart")
	ToolEquipped = true
	if not CheckIfAlive() then
		return
	end
	Mouse.KeyDown:connect(function(Key)
		KeyPress(Key, true)
	end)
	Mouse.KeyUp:connect(function(Key)
		KeyPress(Key, false)
	end)
	Spawn(HandleFlightControl)
end

function Unequipped()
	Flying = false
	LocalObjects = {}
	for i, v in pairs(Animations) do
		if v and v.AnimationTrack then
			v.AnimationTrack:Stop()
		end
	end
	for i, v in pairs({PreventJump, FightMonitor}) do
		if v then
			v:disconnect()
		end
	end
	for i, v in pairs(Controls) do
		Controls[i].Mode = false
	end
	Animations = {}
	ToolEquipped = false
end

function InvokeServer(mode, value)
	local ServerReturn
	pcall(function()
		ServerReturn = ServerControl:InvokeServer(mode, value)
	end)
	return ServerReturn
end

function OnClientInvoke(mode, value)
	if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
		SetAnimation("PlayAnimation", value)
	elseif mode == "StopAnimation" and value then
		SetAnimation("StopAnimation", value)
	elseif mode == "PlaySound" and value then
		value:Play()
	elseif mode == "StopSound" and value then
		value:Stop()
	end
end

ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)


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

Response:
wait(0.4)
local car = script.Parent.Car.Value
local revon = car.DriveSeat.Rev
local revoff = car.DriveSeat.RevOFF
local throttle = script.Parent.Values.Throttle

throttle.Changed:connect(function()
	if throttle.Value == 1 then
		revon.Volume=0.50
		revoff.Volume=0.75
		wait(0.025)
		revon.Volume=0.50
		revoff.Volume=0.50
		wait(0.025)
		revon.Volume=0.75
		revoff.Volume=0.25
		wait(0.025)
		revon.Volume=1
		revoff.Volume=0
	else
		revon.Volume=0.75
		revoff.Volume=0.25
		wait(0.025)
		revon.Volume=0.50
		revoff.Volume=0.50
		wait(0.025)
		revon.Volume=0.25
		revoff.Volume=0.75
		wait(0.025)
		revon.Volume=0
		revoff.Volume=1
	end
end)


Prompt: -- (Hat Giver Script - 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 = "Belgium hat"
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle"
		p.formFactor = 0
		p.Size = Vector3.new(1, 1.2, 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, 0.05)
		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:
------------------
--SPAWNING--
------------------

Response:
miked=script.Parent

itlh=miked.Torso:findFirstChild("Left Hip")
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild("Left Leg")
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild("Right Hip")
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild("Right Leg")
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild("Left Shoulder")
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild("Left Arm")

itrs=miked.Torso:findFirstChild("Right Shoulder")
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, -1, 0, 1, 0, 0)
itrs.Part0=miked:findFirstChild("Right Arm")

miked.Head:makeJoints()

wait(3)
miked:findFirstChild("Left Arm").Anchored = false
miked:findFirstChild("Right Arm").Anchored = false


Prompt: -- New for AllCameraInLua support

Response:
local function shouldUseOcclusionModule()
	local player = PlayersService.LocalPlayer
	if player and game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CameraType == Enum.CameraType.Custom then
		return true
	end
	return false
end

local function Update()
	if EnabledCamera then
		EnabledCamera:Update()
	end
	if EnabledOcclusion and not VRService.VREnabled then
		EnabledOcclusion:Update(EnabledCamera)
	end
	if shouldUsePlayerScriptsCamera() then
		TransparencyController:Update()
	end
end

local function SetEnabledCamera(newCamera)
	if EnabledCamera ~= newCamera then
		if EnabledCamera then
			EnabledCamera:SetEnabled(false)
		end
		EnabledCamera = newCamera
		if EnabledCamera then
			EnabledCamera:SetEnabled(true)
		end
	end
end

local function OnCameraMovementModeChange(newCameraMode)
	if newCameraMode == Enum.DevComputerMovementMode.ClickToMove.Name then
		if FFlagUserNoCameraClickToMove then
			--No longer responding to ClickToMove here!
			return
		end
		ClickToMove:Start()
		SetEnabledCamera(nil)
		TransparencyController:SetEnabled(true)
	else
		local currentCameraType = workspace.CurrentCamera and workspace.CurrentCamera.CameraType
		if VRService.VREnabled and currentCameraType ~= Enum.CameraType.Scriptable then
			SetEnabledCamera(VRCamera)
			TransparencyController:SetEnabled(false)
		elseif (currentCameraType == Enum.CameraType.Custom or not AllCamerasInLua) and newCameraMode == Enum.ComputerCameraMovementMode.Classic.Name then
			SetEnabledCamera(ClassicCamera)
			TransparencyController:SetEnabled(true)
		elseif (currentCameraType == Enum.CameraType.Custom or not AllCamerasInLua) and newCameraMode == Enum.ComputerCameraMovementMode.Follow.Name then
			SetEnabledCamera(FollowCamera)
			TransparencyController:SetEnabled(true)
		elseif (currentCameraType == Enum.CameraType.Custom or not AllCamerasInLua) and (isOrbitalCameraEnabled and (newCameraMode == Enum.ComputerCameraMovementMode.Orbital.Name)) then
			SetEnabledCamera(OrbitalCamera)
			TransparencyController:SetEnabled(true)
		elseif AllCamerasInLua and CameraTypeEnumMap[currentCameraType] then
			SetEnabledCamera(CameraTypeEnumMap[currentCameraType])
			TransparencyController:SetEnabled(false)
		else -- Our camera movement code was disabled by the developer
			SetEnabledCamera(nil)
			TransparencyController:SetEnabled(false)
		end
		ClickToMove:Stop()
	end

	local useOcclusion = shouldUseOcclusionModule()
	local newOcclusionMode = getCameraOcclusionMode()
	if EnabledOcclusion == Invisicam and (newOcclusionMode ~= Enum.DevCameraOcclusionMode.Invisicam or (not useOcclusion)) then
		Invisicam:Cleanup()
	end

	-- PopperCam does not work with OrbitalCamera, as OrbitalCamera's distance can be fixed.
	if useOcclusion then
		if newOcclusionMode == Enum.DevCameraOcclusionMode.Zoom and ( isOrbitalCameraEnabled and newCameraMode ~= Enum.ComputerCameraMovementMode.Orbital.Name ) then
			EnabledOcclusion = PopperCam
		elseif newOcclusionMode == Enum.DevCameraOcclusionMode.Invisicam then
			EnabledOcclusion = Invisicam
		else
			EnabledOcclusion = nil
		end
	else
		EnabledOcclusion = nil
	end
end

local function OnCameraTypeChanged(newCameraType)
	if newCameraType == Enum.CameraType.Scriptable then
		UserInputService.MouseBehavior = Enum.MouseBehavior.Default
	end
end

local function OnCameraSubjectChanged(newSubject)
	TransparencyController:SetSubject(newSubject)
end

local function OnNewCamera()
	OnCameraMovementModeChange(getCurrentCameraMode())

	local currentCamera = workspace.CurrentCamera
	if currentCamera then
		if cameraSubjectChangedConn then
			cameraSubjectChangedConn:disconnect()
  		end

		if cameraTypeChangedConn then
			cameraTypeChangedConn:disconnect()
		end

		cameraSubjectChangedConn = currentCamera:GetPropertyChangedSignal("CameraSubject"):connect(function()
			OnCameraSubjectChanged(currentCamera.CameraSubject)
		end)

		cameraTypeChangedConn = currentCamera:GetPropertyChangedSignal("CameraType"):connect(function()
			OnCameraMovementModeChange(getCurrentCameraMode())
			OnCameraTypeChanged(currentCamera.CameraType)
  		end)

		OnCameraSubjectChanged(currentCamera.CameraSubject)
		OnCameraTypeChanged(currentCamera.CameraType)
	end
end

local function OnPlayerAdded(player)
	workspace.Changed:connect(function(prop)
		if prop == 'CurrentCamera' then
			OnNewCamera()
		end
	end)

	player.Changed:connect(function(prop)
		OnCameraMovementModeChange(getCurrentCameraMode())
	end)

	GameSettings.Changed:connect(function(prop)
		OnCameraMovementModeChange(getCurrentCameraMode())
	end)

	RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, Update)

	OnNewCamera()
	OnCameraMovementModeChange(getCurrentCameraMode())
end

do
	while PlayersService.LocalPlayer == nil do PlayersService.PlayerAdded:wait() end
	hasLastInput = pcall(function()
		lastInputType = UserInputService:GetLastInputType()
		UserInputService.LastInputTypeChanged:connect(function(newLastInputType)
			lastInputType = newLastInputType
		end)
	end)
	OnPlayerAdded(PlayersService.LocalPlayer)
end

local function OnVREnabled()
	OnCameraMovementModeChange(getCurrentCameraMode())
end

VRService:GetPropertyChangedSignal("VREnabled"):connect(OnVREnabled)


Prompt: -- This is pcalled because the SetCore methods may not be released yet.

Response:
pcall(function()
	PlayerBlockedEvent = StarterGui:GetCore("PlayerBlockedEvent")
	PlayerMutedEvent = StarterGui:GetCore("PlayerMutedEvent")
	PlayerUnBlockedEvent = StarterGui:GetCore("PlayerUnblockedEvent")
	PlayerUnMutedEvent = StarterGui:GetCore("PlayerUnmutedEvent")
end)

function SendSystemMessageToSelf(message)
	local currentChannel = ChatWindow:GetCurrentChannel()

	if currentChannel then
		local messageData =
		{
			ID = -1,
			FromSpeaker = nil,
			SpeakerUserId = 0,
			OriginalChannel = currentChannel.Name,
			IsFiltered = true,
			MessageLength = string.len(message),
			Message = trimTrailingSpaces(message),
			MessageType = ChatConstants.MessageTypeSystem,
			Time = os.time(),
			ExtraData = nil,
		}

		currentChannel:AddMessageToChannel(messageData)
	end
end

function MutePlayer(player)
	local mutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("MutePlayerRequest")
	if mutePlayerRequest then
		return mutePlayerRequest:InvokeServer(player.Name)
	end
	return false
end

if PlayerBlockedEvent then
	PlayerBlockedEvent.Event:connect(function(player)
		if MutePlayer(player) then
			SendSystemMessageToSelf(
				string.gsub(
					ChatLocalization:Get(
						"GameChat_ChatMain_SpeakerHasBeenBlocked",
						string.format("Speaker '%s' has been blocked.", player.Name)
					),
					"{RBX_NAME}",player.Name
				)
			)
		end
	end)
end

if PlayerMutedEvent then
	PlayerMutedEvent.Event:connect(function(player)
		if MutePlayer(player) then
			SendSystemMessageToSelf(
				string.gsub(
					ChatLocalization:Get(
						"GameChat_ChatMain_SpeakerHasBeenMuted",
						string.format("Speaker '%s' has been muted.", player.Name)
					),
					"{RBX_NAME}", player.Name
				)
			)
		end
	end)
end

function UnmutePlayer(player)
	local unmutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("UnMutePlayerRequest")
	if unmutePlayerRequest then
		return unmutePlayerRequest:InvokeServer(player.Name)
	end
	return false
end

if PlayerUnBlockedEvent then
	PlayerUnBlockedEvent.Event:connect(function(player)
		if UnmutePlayer(player) then
			SendSystemMessageToSelf(
				string.gsub(
					ChatLocalization:Get(
						"GameChat_ChatMain_SpeakerHasBeenUnBlocked",
						string.format("Speaker '%s' has been unblocked.", player.Name)
					),
					"{RBX_NAME}",player.Name
				)
			)
		end
	end)
end

if PlayerUnMutedEvent then
	PlayerUnMutedEvent.Event:connect(function(player)
		if UnmutePlayer(player) then
			SendSystemMessageToSelf(
				string.gsub(
					ChatLocalization:Get(
						"GameChat_ChatMain_SpeakerHasBeenUnMuted",
						string.format("Speaker '%s' has been unmuted.", player.Name)
					),
					"{RBX_NAME}",player.Name
				)
			)
		end
	end)
end


Prompt:
--[[Algemado.Changed:Connect(function()
	Stance:FireServer(Stances,Virar,Rendido.Value)
end)]]

Response:
Humanoid.Died:Connect(function()
	TS:Create(char.Humanoid, TweenInfo.new(1), {CameraOffset = Vector3.new(0,0,0)} ):Play()
	Main.Visible = false
end)

local BleedTween = TS:Create(Main.Poses.Bleeding, TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,-1,true), {ImageColor3 =  Color3.fromRGB(150, 0, 0)} )
BleedTween:Play()

saude:GetAttributeChangedSignal("Surrender"):Connect(function()
	local Valor = saude:GetAttribute("Surrender")
	Evt.Stance:FireServer(nil,nil,Valor)
end)

saude:GetAttributeChangedSignal("Bleeding"):Connect(function()
	Main.Poses.Bleeding.Visible = saude:GetAttribute("Bleeding")
end)

saude:GetAttributeChangedSignal("Injured"):Connect(function()
	local Valor = saude:GetAttribute("Injured")

	if Valor == true then
		TS:Create(Main.Poses.Levantado, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageColor3 =  Color3.fromRGB(150, 0, 0)}):Play()
		TS:Create(Main.Poses.Agaixado, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageColor3 =  Color3.fromRGB(150, 0, 0)}):Play()
		TS:Create(Main.Poses.Deitado, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageColor3 =  Color3.fromRGB(150, 0, 0)}):Play()
	else
		TS:Create(Main.Poses.Levantado, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageColor3 =  Color3.fromRGB(255, 255, 255)}):Play()
		TS:Create(Main.Poses.Agaixado, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageColor3 =  Color3.fromRGB(255, 255, 255)}):Play()
		TS:Create(Main.Poses.Deitado, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageColor3 =  Color3.fromRGB(255, 255, 255)}):Play()
	end
end)

local a = Main.Vest
local b = Main.Helm
local Ener = Main.Poses.Energy

function Vest()
	if Protecao.VestProtect.Value <= 0 then
		TS:Create(a, TweenInfo.new(1), {ImageTransparency = 1} ):Play()
	else
		TS:Create(a, TweenInfo.new(1), {ImageTransparency = .125} ):Play()
	end
end

function Helmet()
	if Protecao.HelmetProtect.Value <= 0 then
		TS:Create(b, TweenInfo.new(1), {ImageTransparency = 1} ):Play()
	else
		TS:Create(b, TweenInfo.new(1), {ImageTransparency = .125} ):Play()
	end
end

function Stamina()
	if ServerConfig.EnableStamina then
		if saude.Variaveis.Stamina.Value <= (saude.Variaveis.Stamina.MaxValue/2) then
			Ener.ImageColor3 = Color3.new(1,saude.Variaveis.Stamina.Value/(saude.Variaveis.Stamina.MaxValue/2),saude.Variaveis.Stamina.Value/saude.Variaveis.Stamina.MaxValue)
			Ener.Visible = true
		elseif saude.Variaveis.Stamina.Value < saude.Variaveis.Stamina.MaxValue then
			Ener.ImageColor3 = Color3.new(1,1,saude.Variaveis.Stamina.Value/saude.Variaveis.Stamina.MaxValue)
			Ener.Visible = true
		elseif saude.Variaveis.Stamina.Value >= saude.Variaveis.Stamina.MaxValue then
			Ener.Visible = false
		end
	else
		saude.Variaveis.Stamina.Value = saude.Variaveis.Stamina.MaxValue
		Ener.Visible = false
	end
end

Vest()
Helmet()
Stamina()

Protecao.VestProtect.Changed:Connect(Vest)
Protecao.HelmetProtect.Changed:Connect(Helmet)
saude.Variaveis.Stamina.Changed:Connect(Stamina)

function L_150_.Update()
	if saude.Variaveis.Stamina.Value <= (saude.Variaveis.Stamina.MaxValue/2) then
		local StaminaX = (1 - (saude.Variaveis.Stamina.Value)/(saude.Variaveis.Stamina.MaxValue/2))/20
		Camera.CoordinateFrame = Camera.CoordinateFrame * CFrame.Angles( math.rad( StaminaX * math.sin( tick() * 3.5 )) , math.rad( StaminaX * math.sin( tick() * 1 )), 0)
	end
end

maxAir = 100
air = maxAir

lastHealth = 100
lastHealth2 = 100
maxWidth = 0.96

local Nadando = false
Humanoid.StateChanged:connect(function(state)
	if state == Enum.HumanoidStateType.Swimming then
		Nadando = true
	else
		Nadando = false
	end
end)

game:GetService("RunService"):BindToRenderStep("Camera Update", 200, L_150_.Update)

while wait() do

	if ServerConfig.CanDrown and player.Character:FindFirstChild("Head") then
		local min = player.Character.Head.Position - (.1 * player.Character.Head.Size)
		local max = player.Character.Head.Position + (.1 * player.Character.Head.Size)
		local region = Region3.new(min,max):ExpandToGrid(4)

		local material = workspace.Terrain:ReadVoxels(region,4)[1][1][1]

		if player.Character.Humanoid.Health > 0 then
			if material == Enum.Material.Water then
				if air > 0 then
					air = air-0.15
				elseif air <= 0 then
					air = 0
					player.Character.Humanoid.Health = 0
				end
			else
				if air < maxAir then
					air = air + .5
				end
			end
		end

		if air <= 50 then
			script.Parent.Frame.Oxygen.ImageColor3 = Color3.new(1,air/50,air/100)
			script.Parent.Frame.Oxygen.Visible = true
		elseif air < maxAir then
			script.Parent.Frame.Oxygen.ImageColor3 = Color3.new(1,1,air/100)
			script.Parent.Frame.Oxygen.Visible = true
		elseif air >= maxAir then
			script.Parent.Frame.Oxygen.Visible = false
		end
		script.Parent.Efeitos.Oxigen.ImageTransparency = air/100
		if air <= 25 then
			script.Parent.Efeitos.Oxigen.BackgroundTransparency = air/25
		end
	end
end


Prompt: --Green is info if you are confused--

Response:
wait(70, 180)--time between 70 seconds and 180 seconds your monster or whatever can spawn. you can make this whatever time you want--

game.ReplicatedStorage.YourNPCsName.Parent = game.Workspace
wait(13)
game.Workspace.YourNPCsName.Parent = game.ReplicatedStorage


Prompt: --[[ Last synced 7/20/2021 12:07                                                                                RoSync Loader ]]

Response: getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                ]]--


Prompt: -- Script made by studio, removing may break model.

Response: require(6292696328)


Prompt: -- Returns whether or not the player can level up.

Response:
function PlayerLeveling:CanLevelUp(Player: Player, Level, XP): boolean
	return XP.Value >= Level.Value * XPPerLevel
end


Response:
button = script.Parent
Input = script.Parent.Parent.SCREEN
function Clear()
print("Cleared")
Input.Text = "Cleared"
script.Parent.Parent.Sound4:play()
wait(0.5)
Input.Text = ""
end

button.MouseButton1Click:connect(Clear)


Prompt: --------RIGHT DOOR --------

Response:
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)

game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)

game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)


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.
	:::

	Return a Promise from the success or failure handler and it will be chained onto.

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

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

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


Prompt: --//Shifting//-

Response:
if key == "1" then
	carSeat.Wheels.FR.Spring.Stiffness = 900
 	carSeat.Wheels.FL.Spring.Stiffness = 900
	carSeat.Wheels.RR.Spring.Stiffness = 900
	carSeat.Wheels.RL.Spring.Stiffness = 900
	carSeat.Wheels.FR.Spring.MinLength = 1.6
	carSeat.Wheels.FL.Spring.MinLength = 1.6
	carSeat.Wheels.RR.Spring.MinLength = 1.6
	carSeat.Wheels.RL.Spring.MinLength = 1.6
	car.DriveSeat.Air:Play()
	wait(0.1)
	carSeat.Wheels.FR.Spring.Stiffness = 900
 	carSeat.Wheels.FL.Spring.Stiffness = 900
	carSeat.Wheels.RR.Spring.Stiffness = 900
	carSeat.Wheels.RL.Spring.Stiffness = 900
	carSeat.Wheels.FR.Spring.MinLength = 1.575
	carSeat.Wheels.FL.Spring.MinLength = 1.575
	carSeat.Wheels.RR.Spring.MinLength = 1.575
	carSeat.Wheels.RL.Spring.MinLength = 1.575
	wait(0.1)
	carSeat.Wheels.FR.Spring.Stiffness = 900
 	carSeat.Wheels.FL.Spring.Stiffness = 900
	carSeat.Wheels.RR.Spring.Stiffness = 900
	carSeat.Wheels.RL.Spring.Stiffness = 900
	carSeat.Wheels.FR.Spring.MinLength = 1.560
	carSeat.Wheels.FL.Spring.MinLength = 1.560
	carSeat.Wheels.RR.Spring.MinLength = 1.560
	carSeat.Wheels.RL.Spring.MinLength = 1.560
	wait(0.1)
	carSeat.Wheels.FR.Spring.Stiffness = 900
 	carSeat.Wheels.FL.Spring.Stiffness = 900
	carSeat.Wheels.RR.Spring.Stiffness = 900
	carSeat.Wheels.RL.Spring.Stiffness = 900
	carSeat.Wheels.FR.Spring.MinLength = 1.545
	carSeat.Wheels.FL.Spring.MinLength = 1.545
	carSeat.Wheels.RR.Spring.MinLength = 1.545
	carSeat.Wheels.RL.Spring.MinLength = 1.545
	car.DriveSeat.Air:Stop()
elseif key == "2" then
	carSeat.Wheels.FR.Spring.Stiffness = 9000
	carSeat.Wheels.FL.Spring.Stiffness = 9000
	carSeat.Wheels.RR.Spring.Stiffness = 9000
	carSeat.Wheels.RL.Spring.Stiffness = 9000
elseif key == "3" then
	carSeat.Wheels.RR.Spring.Stiffness = 1500
	carSeat.Wheels.RL.Spring.Stiffness = 1500
elseif key == "4" then
	carSeat.Wheels.FR.Spring.Stiffness = 1500
	carSeat.Wheels.FL.Spring.Stiffness = 1500
	end
end)


Prompt:
----------------------------------
-----------CONNECTIONS------------
----------------------------------

Response:
KeyboardConnection = nil
JumpConnection = nil
FocusConnection = InputService.TextBoxFocused:connect(TextFocus) --always needs to be connected
UnfocusConnection = InputService.TextBoxFocusReleased:connect(TextUnfocus)

function MakeKeyboardConnections()
	KeyboardConnection = InputService.InputBegan:connect(Input)

end
function BreakKeyboardConnections()
	KeyboardConnection:disconnect()
end


Prompt: --Scripted by DermonDarble

Response:
local userInputService = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local character = player.Character
local humanoid = character.Humanoid
local horse = script:WaitForChild("Horse").Value
local horsemain = script.Parent.Parent.Parent
local sprinting = false

local horseGui = script:WaitForChild("HorseGui")
horseGui.Parent = player.PlayerGui

local rideAnimation = humanoid:LoadAnimation(horse.Animations.Ride)
rideAnimation:Play()

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

userInputService.InputBegan:connect(function(inputObject, gameProcessedEvent)
	if not gameProcessedEvent then
		if inputObject.KeyCode == Enum.KeyCode.W or inputObject.KeyCode == Enum.KeyCode.Up then
			movement = Vector3.new(movement.X, movement.Y, -1)
		elseif inputObject.KeyCode == Enum.KeyCode.S or inputObject.KeyCode == Enum.KeyCode.Down then
			movement = Vector3.new(movement.X, movement.Y, 1)
		elseif inputObject.KeyCode == Enum.KeyCode.A or inputObject.KeyCode == Enum.KeyCode.Left then
			movement = Vector3.new(-1, movement.Y, movement.Z)
		elseif inputObject.KeyCode == Enum.KeyCode.D or inputObject.KeyCode == Enum.KeyCode.Right then
			movement = Vector3.new(1, movement.Y, movement.Z)
		elseif inputObject.KeyCode == Enum.KeyCode.LeftShift then
			if horse.Humanoid.WalkSpeed == 45 then
				horse.Humanoid.WalkSpeed = 16
			else
				horse.Humanoid.WalkSpeed = 45
			end

		elseif inputObject.KeyCode == Enum.KeyCode.Q then
			local ray = Ray.new(horse.HumanoidRootPart.Position + Vector3.new(0, -4.3, 0), Vector3.new(0, -1, 0))
			local hit, position = game.Workspace:FindPartOnRay(ray, horse)
			if hit and hit.CanCollide then
				horse.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
			end
		elseif inputObject.KeyCode == Enum.KeyCode.Space then
			humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
		end
	end
end)

userInputService.InputEnded:connect(function(inputObject, gameProcessedEvent)
	if not gameProcessedEvent then
		if inputObject.KeyCode == Enum.KeyCode.W or inputObject.KeyCode == Enum.KeyCode.Up then
			if movement.Z < 0 then
				movement = Vector3.new(movement.X, movement.Y, 0)
			end
		elseif inputObject.KeyCode == Enum.KeyCode.S or inputObject.KeyCode == Enum.KeyCode.Down then
			if movement.Z > 0 then
				movement = Vector3.new(movement.X, movement.Y, 0)
			end
		elseif inputObject.KeyCode == Enum.KeyCode.A or inputObject.KeyCode == Enum.KeyCode.Left then
			if movement.X < 0 then
				movement = Vector3.new(0, movement.Y, movement.Z)
			end
		elseif inputObject.KeyCode == Enum.KeyCode.D or inputObject.KeyCode == Enum.KeyCode.Right then
			if movement.X > 0 then
				movement = Vector3.new(0, movement.Y, movement.Z)
			end
		end
	end
end)

spawn(function()
	while horse.Seat.Occupant == humanoid do
		game:GetService("RunService").RenderStepped:wait()
		horse.Humanoid:Move(movement, true)
	end
	horseGui:Destroy()
	humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
	horse.Humanoid:Move(Vector3.new())
	rideAnimation:Stop()
	script:Destroy()
end)


Prompt: --[[Chassis Assembly]]

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

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

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

		--Create Powered Axle (LuaInt)
		local axlep=arm:Clone()
		axlep.Parent=v
		axlep.Name='AxleP'
		axlep.CFrame=v.CFrame
		MakeWeld(axlep,axle)

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

		--Create Suspension
		if _Tune.SuspensionEnabled==true then
			local SuspensionGeometry=v:FindFirstChild("SuspensionGeometry")
			if SuspensionGeometry then

				local WeldModel=SuspensionGeometry:FindFirstChild('Weld')
				if WeldModel then
					ModelWeld(WeldModel,car.DriveSeat)
				end
				MakeWeld(SuspensionGeometry.SpringTop,car.DriveSeat)
				MakeWeld(SuspensionGeometry.Hub,base)

				local susparts=SuspensionGeometry:GetDescendants()
				for _,p in pairs(susparts) do
				if p:IsA('Part') then
						if _Tune.CustomSuspensionDensity~=0 then
							p.CustomPhysicalProperties=PhysicalProperties.new(_Tune.CustomSuspensionDensity,0,0,0,0)
						else
							p.CustomPhysicalProperties=PhysicalProperties.new(_Tune.CustomSuspensionDensity,0,0,0,0)
							p.Massless=true
						end
					end
				end

				if _Tune.SusVisible==true then
					for _,p in pairs(susparts) do
						if p:IsA('Part') then
							p.Transparency=.5
						elseif p:IsA("SpringConstraint") or p:IsA("HingeConstraint") or p:IsA("BallSocketConstraint") then
							p.Visible=true
						end
					end
				else
					for _,p in pairs(susparts) do
						if p:IsA('Part') then
							p.Transparency=1
						elseif p:IsA("SpringConstraint") or p:IsA("HingeConstraint") or p:IsA("BallSocketConstraint") then
							p.Visible=false
						end
					end
				end

				local g = Instance.new("BodyGyro",SuspensionGeometry:FindFirstChild('SpringBottom'))
				g.Name = "Stabilizer"
				g.MaxTorque = Vector3.new(0,0,1)
				g.P = 0

				sp=SuspensionGeometry:FindFirstChildOfClass('SpringConstraint')
				sp.LimitsEnabled = true
				sp.Visible=_Tune.SusVisible
				sp.Radius=_Tune.SusRadius
				sp.Thickness=_Tune.SusThickness
				sp.Color=BrickColor.new(_Tune.SusColor)
				sp.Coils=_Tune.SusCoilCount

				if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then
					g.D = _Tune.FGyroDampening
					sp.Damping = _Tune.FSusDamping
					sp.Stiffness = _Tune.FSusStiffness
					sp.FreeLength = _Tune.FSusLength+_Tune.FPreCompress
					sp.MaxLength = _Tune.FSusLength+_Tune.FExtensionLim
					sp.MinLength = _Tune.FSusLength-_Tune.FCompressLim
				else
					g.D = _Tune.RGyroDampening
					sp.Damping = _Tune.RSusDamping
					sp.Stiffness = _Tune.RSusStiffness
					sp.FreeLength = _Tune.RSusLength+_Tune.RPreCompress
					sp.MaxLength = _Tune.RSusLength+_Tune.RExtensionLim
					sp.MinLength = _Tune.RSusLength-_Tune.RCompressLim
				end

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

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

				sb.FrontSurface=Enum.SurfaceType.Hinge

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

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

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

				--(Avxnturador) adds spring offset
				if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then
					local aOff = _Tune.FSpringOffset
					if v.Name == "FL" then
						sf1.Position = Vector3.new(fDistX-fSLX+aOff[1],-fDistY+fSLY+aOff[2],_Tune.AxleSize/2+aOff[3])
						sf2.Position = Vector3.new(fDistX+aOff[1],-fDistY+aOff[2],-_Tune.AxleSize/2+aOff[3])
					else
						sf1.Position = Vector3.new(fDistX-fSLX+aOff[1],-fDistY+fSLY+aOff[2],_Tune.AxleSize/2-aOff[3])
						sf2.Position = Vector3.new(fDistX+aOff[1],-fDistY+aOff[2],-_Tune.AxleSize/2-aOff[3])
					end
				elseif v.Name == "RL" or v.Name=="RR" or v.Name == "R" then
					local aOff = _Tune.RSpringOffset
					if v.Name == "RL" then
						sf1.Position = Vector3.new(rDistX-rSLX+aOff[1],-rDistY+rSLY+aOff[2],_Tune.AxleSize/2+aOff[3])
						sf2.Position = Vector3.new(rDistX+aOff[1],-rDistY+aOff[2],-_Tune.AxleSize/2+aOff[3])
					else
						sf1.Position = Vector3.new(rDistX-rSLX+aOff[1],-rDistY+rSLY+aOff[2],_Tune.AxleSize/2-aOff[3])
						sf2.Position = Vector3.new(rDistX+aOff[1],-rDistY+aOff[2],-_Tune.AxleSize/2-aOff[3])
					end
				end

				sb:MakeJoints()
				--(LuaInt) there was axle:makejoints here I believe, but the new powered axle manually welds itself so I ditched it

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

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

				if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then
					g.D = _Tune.FGyroDampening
					sp.Damping = _Tune.FSusDamping
					sp.Stiffness = _Tune.FSusStiffness
					sp.FreeLength = _Tune.FSusLength+_Tune.FPreCompress
					sp.MaxLength = _Tune.FSusLength+_Tune.FExtensionLim
					sp.MinLength = _Tune.FSusLength-_Tune.FCompressLim
				else
					g.D = _Tune.RGyroDampening
					sp.Damping = _Tune.RSusDamping
					sp.Stiffness = _Tune.RSusStiffness
					sp.FreeLength = _Tune.RSusLength+_Tune.RPreCompress
					sp.MaxLength = _Tune.RSusLength+_Tune.RExtensionLim
					sp.MinLength = _Tune.RSusLength-_Tune.RCompressLim
				end

				MakeWeld(car.DriveSeat,sa)
				MakeWeld(sb,base)
			end
		else
			MakeWeld(car.DriveSeat,base)
		end

		--Lock Rear Steering Axle
		if _Tune.FWSteer=='Static' or _Tune.FWSteer=='Speed' or _Tune.FWSteer=='Both' then
		else
			if v.Name == "RL" or v.Name == "RR" or v.Name=="R" then
				MakeWeld(base,axle)
			end
		end

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

		MakeWeld(arm,axle)

		arm:MakeJoints()

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

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

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

		if v.Name=='FR' or v.Name=='FL' or v.Name=='F' then
			local steer=Instance.new("BodyGyro",arm)
			steer.Name="Steer"
			steer.P=_Tune.SteerP
			steer.D=_Tune.SteerD
			steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0)
			steer.cframe=v.CFrame*CFrame.Angles(0,-math.pi/2,0)
		else
			if (_Tune.FWSteer=='Static' or _Tune.FWSteer=='Speed' or _Tune.FWSteer=='Both') then
				local steer=Instance.new("BodyGyro",arm)
				steer.Name="Steer"
				if _Tune.RSteerP~=nil and _Tune.RSteerD~=nil and _Tune.RSteerMaxTorque~=nil then
					steer.P=_Tune.RSteerP
					steer.D=_Tune.RSteerD
					steer.MaxTorque=Vector3.new(0,_Tune.RSteerMaxTorque,0)
				else
					steer.P=_Tune.SteerP
					steer.D=_Tune.SteerD
					steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0)
				end
				steer.cframe=v.CFrame*CFrame.Angles(0,-math.pi/2,0)
			end
		end

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

		--Add Motors (LuaInt)
		local AV=Instance.new("HingeConstraint",v)
		AV.ActuatorType='Motor'
		AV.Attachment0=Instance.new("Attachment",v.AxleP)
		v.AxleP.Attachment.Name='AA'
		AV.Attachment1=Instance.new("Attachment",v)
		v.Attachment.Name='AB'
		AV.Name="#AV"
		AV.AngularVelocity=0
		AV.MotorMaxTorque=0

		local BV=Instance.new("HingeConstraint",v)
		BV.ActuatorType='Motor'
		BV.Attachment0=Instance.new("Attachment",v.AxleP)
		v.AxleP.Attachment.Name='BA'
		BV.Attachment1=Instance.new("Attachment",v)
		v.Attachment.Name='BB'
		BV.Name="#BV"
		BV.AngularVelocity=0
		BV.MotorMaxTorque=_Tune.PBrakeForce

		for _,c in pairs(v:GetDescendants()) do
			if c.ClassName=='Attachment' and c.Name~='SAtt' then
				if c.Parent.Name=='FL' or c.Parent.Name=='RL' or c.Parent.Parent.Name=='FL' or c.Parent.Parent.Name=='RL' then c.Orientation=Vector3.new(0,0,90) end
				if c.Parent.Name=='F' or c.Parent.Name=='R' or c.Parent.Parent.Name=='F' or c.Parent.Parent.Name=='R'
				or c.Parent.Name=='FR' or c.Parent.Name=='RR' or c.Parent.Parent.Name=='FR' or c.Parent.Parent.Name=='RR' then c.Orientation=Vector3.new(180,0,90) end
			end
		end
	end


Prompt: --Ahoj, vím že ze koukaš na tenhle script, tohle je muj první door script. neočekavej že to bude fungovat

Response:
local TweenService = game:GetService("TweenService")
local Hinge = script.Parent
local clickDetector = script.Parent.Parent.MainDoor.ClickDetector

local Goal = {
	CFrame = Hinge.CFrame * CFrame.Angles(0,math.rad(-78),0)
}

local Goal2 = {
	CFrame = Hinge.CFrame * CFrame.Angles(0,0,0)
}

local tweenInfo = TweenInfo.new(1)

local doorOpen = TweenService:Create(Hinge, tweenInfo, Goal)
local doorClose = TweenService:Create(Hinge, tweenInfo, Goal2)

local isOpen = false

clickDetector.MouseClick:Connect(function()
	if isOpen == false then
		doorOpen:Play()
		isOpen = true
	else
		doorClose:Play()
		isOpen = false
	end
end)


Prompt: --CARPLAY VARIABLES--

Response:
local handler = car:WaitForChild("CarPlay_Handler")
local driveseat = car.DriveSeat
local home = script.Parent:WaitForChild("CarPlay"):WaitForChild("Homescreen"):WaitForChild("Apps")
local side = script.Parent:WaitForChild("CarPlay").Side
local music = script.Parent:WaitForChild("CarPlay").Music
local filter = car.DriveSeat:WaitForChild('Filter')
local nowplaying = script.Parent:WaitForChild("CarPlay").NowPlaying
local songData = script.Parent.CarPlay_Data.NowPlayingData.SongNumber
local RecentAppEnabled = true --by default
local debounce = false


Prompt: -- Libraries

Response: local Support = require(Tool:WaitForChild 'SupportLibrary');


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

Response:
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(1)


Prompt:
-----------------
--| Functions |--
-----------------

Response:
local function MakeSkeleton()
	Skeleton = InsertService:LoadAsset(SKELETON_ASSET_ID):GetChildren()[1]
	if Skeleton then
		local head = Skeleton:FindFirstChild('Head')
		if head then
			head.Transparency = 1
		end

		local skeletonScriptClone = SkeletonScript:Clone()
		skeletonScriptClone.Parent = Skeleton
		skeletonScriptClone.Disabled = false

		local creatorTag = Instance.new('ObjectValue')
		creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats
		creatorTag.Value = MyPlayer
		local iconTag = Instance.new('StringValue', creatorTag)
		iconTag.Name = 'icon'
		iconTag.Value = Tool.TextureId
		creatorTag.Parent = Skeleton
	end
end

local function SpawnSkeleton(spawnPosition)
	if Skeleton then
		-- Hellfire
		local firePart = Instance.new('Part')
		firePart.Name = 'Effect'
		firePart.Transparency = 1
		firePart.FormFactor = Enum.FormFactor.Custom
		firePart.Size = Vector3.new()
		firePart.Anchored = true
		firePart.CanCollide = false
		firePart.CFrame = CFrame.new(spawnPosition - Vector3.new(0, 4, 0))
		local fireClone = Fire:Clone()
		fireClone.Parent = firePart
		Delay(0.5, function()
			if fireClone then
				fireClone.Enabled = false
			end
		end)
		DebrisService:AddItem(firePart, 3)
		firePart.Parent = Workspace

		-- Spawn
		local skeletonClone = Skeleton:Clone()
		DebrisService:AddItem(skeletonClone, SKELETON_DURATION)
		skeletonClone.Parent = Workspace
		skeletonClone:MoveTo(spawnPosition) --NOTE: Model must be in Workspace

		-- Rise!
		local torso = skeletonClone:FindFirstChild('Torso')
		if torso then
			torso.CFrame = torso.CFrame - Vector3.new(0, 4.5, 0)
			for i = 0, 4.5, 0.45 do
				torso.CFrame = torso.CFrame + Vector3.new(0, i, 0)
				wait(1/30)
			end
		end
	end
end

local function RaiseSkeletons()
	if not Skeleton then -- Try again
		MakeSkeleton()
	end
	for theta = -135, -45, 45 do
		SpawnSkeleton(MyModel.Torso.CFrame:pointToWorldSpace(Vector3.new(math.cos(theta), 0, math.sin(theta)) * SPAWN_RADIUS))
	end
end


Prompt: -- Libraries

Response:
local Support = require(Libraries:WaitForChild 'SupportLibrary')
local Maid = require(Libraries:WaitForChild 'Maid')
local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))


Prompt: ---[[ Chat Behaviour Settings ]]

Response:
module.WindowDraggable = false
module.WindowResizable = false
module.ShowChannelsBar = false
module.GamepadNavigationEnabled = false
module.AllowMeCommand = true


Prompt: --ScanForPoint()

Response:
hum.MoveToFinished:connect(function()

anims.AntWalk:Stop()
if enRoute then
enRoute = false
end
end)

local movementCoroutine = coroutine.wrap(function()
while true do
if target then
local sessionLock = lastLock
if targetType == "Player" then

while target and lastLock == sessionLock do
if target.Character and target.Character:IsDescendantOf(workspace) and target.Character.Humanoid and target.Character.Humanoid.Health > 0 then
local dist = (root.Position-target.Character.PrimaryPart.Position).magnitude
if dist < 7 then


Prompt:
--[=[
	@type ServiceType Service | ModuleScript
	@within ServiceBag
]=]

Response:
local ServiceBag = setmetatable({}, BaseObject)
ServiceBag.ClassName = "ServiceBag"
ServiceBag.__index = ServiceBag


Prompt: --[[Sword Part Class]]

Response:
--

local SwordPart =
{
	Damage = 20,
	AttackTime = 1,
	CoolDown = 2,

	LastSwing = 0,
	LastHit = 0,

	Part= nil,
	Owner = nil,--player object that owns this sword

	OnHit = nil,
	OnHitHumanoid = nil,
	OnAttackReady = nil,
	OnAttack = nil,

	SwingSound = nil,
	HitSound = nil,
	SwingAnimation = nil, --animation track!

	ActiveConnections = {},

}
do
	UTIL.MakeClass(SwordPart)
	function SwordPart.New(npart,nowner)
		local init= UTIL.DeepCopy(SwordPart)
		init.Part= npart
		init.Owner = nowner
		table.insert(init.ActiveConnections,init.Part.Touched:connect(function(hit) init:SwordTouch(hit) end))

		init.OnHit = InternalEvent.New()
		init.OnHitHumanoid = InternalEvent.New()
		init.OnAttackReady = InternalEvent.New()
		init.OnAttack = InternalEvent.New()

		return init
	end

	function SwordPart:SwordTouch(hit)
		if tick()-self.LastSwing >self.AttackTime or tick()-self.LastHit<self.AttackTime then return end
		self.OnHit:Fire(hit)
		local character,humanoid = UTIL.FindCharacterAncestor(hit)
		if character and character ~= self.Owner.Character then
			humanoid:TakeDamage(self.Damage)
			self.OnHitHumanoid:Fire(humanoid,hit)
			self.LastHit = tick()
			if self.HitSound then
				self.HitSound:Play()
			end
		end

	end

	function SwordPart:DoSwing()
		if tick()-self.LastSwing<self.AttackTime+self.CoolDown then
			return
		end

		if self.SwingAnimation then
			self.SwingAnimation:Play()
		end
		if self.SwingSound then
			self.SwingSound:Play()
		end
		self.LastSwing = tick()
		self.OnAttack:Fire()
	end

	function SwordPart:Destroy()
		for _,i in pairs(self.ActiveConnections) do
			i:disconnect()
		end
	end
end
do
	local Handle = script.Parent
	local Tool = Handle.Parent

	local Player = game.Players.LocalPlayer
	local Character = UTIL.WaitForValidCharacter(Player)
	local SwingAni = UTIL.Instantiate"Animation"
	{AnimationId = "http://www.roblox.com/Asset?ID=89289879"}

	local HitSound = Handle:WaitForChild('Hit')
	local SwingSound = Handle:WaitForChild('Swing')

	local SwingAniTrack

	local Sword

	Tool.Equipped:connect(function(mouse)
		Sword = SwordPart.New(Handle,Player)
		Sword.Damage = 40
		Sword.HitSound = HitSound
		Sword.SwingSound = SwingSound
		Character = UTIL.WaitForValidCharacter(Player)
		local Humanoid = Character:FindFirstChild('Humanoid')

		SwingAniTrack = Humanoid:LoadAnimation(SwingAni)
		Sword.SwingAnimation = SwingAniTrack

		Sword.OnHitHumanoid:Connect(function(humanoid,hit)
			local myTorso = Character:FindFirstChild('Torso')
			local torso = humanoid.Parent:FindFirstChild('Torso')
			if not torso or not myTorso then return end

			if hit.Name=='Right Arm' or hit.Name=='Left Arm' or hit.Name=='Right Leg' or hit.Name=='Left Leg' then
				hit:BreakJoints()
				WeldUtil.WeldBetween(hit, Handle)
				Delay(1,function() hit:BreakJoints() end )
			end
		end)

		mouse.Button1Down:connect(function()
			Sword:DoSwing()
		end)
	end)
	Tool.Unequipped:connect(function()
		Sword:Destroy()
	end)

end


Prompt:
--- Activates the raycasts for the hitbox object.
--- The hitbox will automatically stop and restart if the hitbox was already casting.
-- @param optional number parameter to automatically turn off the hitbox after 'n' seconds

Response:
function Hitbox:HitStart(seconds: number?)
	if self.HitboxActive then
		self:HitStop()
	end

	if seconds then
		self.HitboxStopTime = os.clock() + math.max(MINIMUM_SECONDS_SCHEDULER, seconds)
	end

	self.HitboxActive = true
end


Prompt: --------- CONFIGURATION -----------

Response:
local detectionDistance = 40 -- slime will wander until a player comes within this distance
local wanderSpeed = 1 -- the walk speed at which the slime will wander as long as no player is within detection distance
local wanderDistance = 5 -- how far the slime can wander in any one direction at a time
local chaseSpeed = 12 -- the walk speed at which the slime will chase players
local damage = 0 -- how much damage will be done to a humanoid each time the slime touches one
local damageDebounceDelay = .5 -- how many seconds after dealing damage before damage can be dealt again


Prompt: --[[Weld functions]]

Response:
	local JS = game:GetService("JointsService")
	local PGS_ON = workspace:PGSIsEnabled()

	function MakeWeld(x,y,type,s)
		if type==nil then type="Weld" end
		local W=Instance.new(type,x)
		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") and
			a.Parent.Name ~= ("Hood") then
			MakeWeld(b,a,"Weld")
			for i,v in pairs(a:GetChildren()) do
				if v ~= nil and v:IsA("BasePart") then
					ModelWeld(v,b)
				end
			end
		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:
--[=[
	Uses the constructor to attach a class or resource to the actual object
	for the lifetime of the subscription of that object.
	@param constructor T
	@return (parent: Instance) -> Observable<T>
]=]

Response:
function Blend.Attached(constructor)
	return function(parent)
		return Observable.new(function(sub)
			local maid = Maid.new()

			local resource = constructor(parent)

			if MaidTaskUtils.isValidTask(resource) then
				maid:GiveTask(resource)
			end

			sub:Fire(resource)

			return maid
		end)
	end;
end


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

Response:
function LetterToNote(key, shift)
	local letterNoteMap = "1!2@34$5%6^78*9(0qQwWeErtTyYuiIoOpPasSdDfgGhHjJklLzZxcCvVbBnm"
	local capitalNumberMap = ")!@#$%^&*("
	local letter = string.char(key)
	if shift then
		if tonumber(letter) then
			-- is a number
			letter = string.sub(capitalNumberMap, tonumber(letter) + 1, tonumber(letter) + 1)
		else
			letter = string.upper(letter)
		end
	end
	local note = string.find(letterNoteMap, letter, 1, true)
	if note then
		return note
	end
end

function KeyDown(Object)

	if TextBoxFocused then return end
	local key = Object.KeyCode.Value
	local shift = (InputService:IsKeyDown(303) or InputService:IsKeyDown(304)) == not ShiftLock
	if (key >= 97 and key <= 122) or  (key >= 48 and key <= 57) then
		-- a letter was pressed
		local note = LetterToNote(key, shift)
		if note then PlayNoteClient(note) end
	elseif key == 8 then
		-- backspace was pressed
		Deactivate()
	elseif key == 32 then
		-- space was pressed
		ToggleSheets()
	elseif key == 13 then
		-- return was pressed
		ToggleCaps()
	end
end

function Input(Object)
	local type = Object.UserInputType.Name
	local state = Object.UserInputState.Name -- in case I ever add input types
	if type == "Keyboard" then
		if state == "Begin" then
			if FocusLost then -- this is so when enter is pressed in a textbox, it doesn't toggle caps
				FocusLost = false
				return
			end
			KeyDown(Object)
		end
	end
end

function TextFocus()
	TextBoxFocused = true
end
function TextUnfocus()
	FocusLost = true
	TextBoxFocused = false
end


Prompt: -- Create a table to track players who have clicked

Response:
local playersWhoClicked = {}

local function onPlayerClick(player)
	print(player.Name .. " clicked the object")
	-- Perform any actions you want when a player clicks
	playersWhoClicked[player.UserId] = true
end

partWithClickDetector.MouseButton1Down:Connect(onPlayerClick)


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

Response:
return function(player, dialogueFolder)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	plrData.Classes.Base.Scholar.Ignis.Value = true

end


Prompt: -- Required services

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


Response:
end
wait(0.1)
if game.Workspace.DoorFlashing.Value == true then


Prompt:
--- Creates a new spring
-- @param initial A number or Vector3 (anything with * number and addition/subtraction defined)

Response:
function Spring.new(initial)
	local target = initial or 0

	return setmetatable({
		_time0 = tick();
		_position0 = target;
		_velocity0 = 0*target;
		_target = target;
		_damper = 1;
		_speed = 1;
	}, Spring)
end


Prompt: --Let the world load before starting

Response:
wait(1)

local function Render()
	wait(0.1)
	ViewPort:ClearAllChildren()
	--Render the character
	local Char = instance("Model")
		Char.Name = ""
		Char.Parent = ViewPort
	RenderHumanoid(Character,Char)
end


Prompt:
--API
--RainAPI:StartRain()
--RainAPI:StopRain()
--RainAPI:AddOverrideRegion(X1,Z1,X2,Z2,OverrideY)
--RainAPI:RemoveOverrideRegion(Id)
--RainAPI:SetWindSpeed(X,Z)
--RainAPI:GetWindSpeed()
--RainAPI:SetRainGroupsPerSecond(NewRainGroupsPerSecond)
--RainAPI:GetRainGroupsPerSecond()


Prompt: --Rescripted by Luckymaxer

Response:
Star = script.Parent

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

Creator = Star:FindFirstChild("creator")

HitSound = Star:FindFirstChild("Hit")

Stuck = false

Damage = 23

function IsHuntedVictim(character)
	return character:FindFirstChild("NinjaMaskOfShadows")
end

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

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

function Stick(Object, Hit)
	local Weld = Instance.new("Weld")
	Weld.Part0 = Object
	Weld.Part1 = Hit
	local HitCFrame = CFrame.new(Object.Position)
	Weld.C0 = Object.CFrame:inverse() * HitCFrame
	Weld.C1 = Hit.CFrame:inverse() *  HitCFrame
	Weld.Parent = Object
end

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

function Touched(Hit)
	if not Hit or not Hit.Parent or Stuck then
		return
	end
	local character = Hit.Parent
	if character:IsA("Hat") or character:IsA("Tool") then
		character = character.Parent
	end
	local CreatorPlayer
	if Creator and Creator.Value and Creator.Value:IsA("Player") and Creator.Value.Character then
		CreatorPlayer = Creator.Value
	end
	if CreatorPlayer and CreatorPlayer.Character == character then
		return
	end
	local player = Players:GetPlayerFromCharacter(character)
	if CreatorPlayer and player and IsTeamMate(CreatorPlayer, player) then
		return
	end
	Stuck = true
	Stick(Star, Hit)
	if HitSound then
		HitSound:Play()
	end
	local humanoid = character:FindFirstChild("Humanoid")
	if humanoid and humanoid.Health > 0 then
		UntagHumanoid(humanoid)
		if CreatorPlayer then
			TagHumanoid(humanoid, CreatorPlayer)
		end
		humanoid:TakeDamage(Damage * ((IsHuntedVictim(character) and 2) or 1))
	end
end

Star.Touched:connect(Touched)


Prompt: --Create attachments and contraints for function

Response:
local parts = getParts(boat)
local centerOfMass, totalMass = GetCenterOfMass(parts)

local center = Instance.new("Part")
center.Anchored = true
center.Name = "CenterPart"
center.CanCollide = false
center.Archivable = false
center.Size = Vector3.new()
center.Transparency = 1
center.CFrame = GetRotationInXZPlane(seat.CFrame - seat.CFrame.p) + centerOfMass
center.Parent = boat

local attachment = Instance.new("Attachment")
attachment.CFrame = center.CFrame
attachment.Position = Vector3.new()
attachment.Parent = center

local vectorForce = Instance.new("VectorForce")
vectorForce.ApplyAtCenterOfMass = true
vectorForce.Attachment0 = attachment
vectorForce.Force = Vector3.new()
vectorForce.RelativeTo = Enum.ActuatorRelativeTo.Attachment0
vectorForce.Parent = center

local torque = Instance.new("Torque")
torque.RelativeTo = Enum.ActuatorRelativeTo.Attachment0
torque.Attachment0 = attachment
torque.Torque = Vector3.new()
torque.Parent = center

totalMass = totalMass + center:GetMass()


Response:
	 TeamKill = true					--- Enable TeamKill?
	,TeamDamageMultiplier = 1			--- Between 0-1 | This will make you cause less damage if you hit your teammate

	,ReplicatedBullets = true			--- Keep in mind that some bullets will pass through surfaces...

	,AntiBunnyHop = true				--- Enable anti bunny hop system?
	,JumpCoolDown = 0.1					--- Seconds before you can jump again
	,JumpPower = 50						--- Jump power, default is 50

	,RealisticLaser = true				--- True = Laser line is invisible
	,ReplicatedLaser = true
	,ReplicatedFlashlight = true

	,EnableRagdoll = false				--- Enable ragdoll death?
	,TeamTags = false					--- Aaaaaaa
	,HitmarkerSound = false				--- GGWP MLG 360 NO SCOPE xD


Prompt: --------- Slim AI Script (don't edit unless you know what you're doing) -----------

Response:
local slime = script.Parent
local walkAnimation = slime.Humanoid:LoadAnimation(slime.Humanoid.Animation)
walkAnimation:Play()

slime.Humanoid.Died:Connect(function()
	slime:Destroy()
	-- TODO: Add fancier death or give rewards
end)

local hasDamagedRecently = false
local function damageIfHumanoidDebounced(part)
	if not hasDamagedRecently then
		local humanoid = part.Parent:FindFirstChild("Humanoid")
		if humanoid then
			humanoid.Health -= damage
			hasDamagedRecently = true
			wait(damageDebounceDelay)
			hasDamagedRecently = false
		end
	end
end
for _,part in pairs(slime:GetChildren()) do
	if part:IsA("BasePart") and part.Name ~= "HitBox"  then
		part.Touched:Connect(damageIfHumanoidDebounced)
	end
end

local function getClosestPlayer(position)
	local closestPlayer = false
	local closestDistance = 999999999
	for _,player in pairs(game.Players:GetChildren()) do
		local playerPosition = game.Workspace:WaitForChild(player.Name).HumanoidRootPart.Position
		local dist = (position - playerPosition).magnitude
		if(dist < closestDistance) then
			closestDistance = dist
			closestPlayer = game.Workspace:WaitForChild(player.Name)
		end
	end
	return closestPlayer
end

local isWandering = false
while true do -- main AI loop
	wait(.1)
	local player = getClosestPlayer(slime.Head.Position)
	if player then
		local distance = (player.PrimaryPart.Position - slime.HumanoidRootPart.Position).magnitude
		if distance < detectionDistance then
			isWandering = false
			slime.Humanoid.WalkSpeed = chaseSpeed
			slime.Humanoid:MoveTo(player.PrimaryPart.Position)
		else
			if not isWandering then
				isWandering = true
				slime.Humanoid.WalkSpeed = wanderSpeed
				slime.Humanoid:MoveTo(slime.HumanoidRootPart.Position + Vector3.new(math.random(-wanderDistance, wanderDistance), 0, math.random(-wanderDistance, wanderDistance)))
				slime.Humanoid.MoveToFinished:Connect(function()
					isWandering = false
				end)
			end
		end
	end
end


Prompt: --Func

Response:
local function condensePath(paths)
    local newWaypoints = {
        paths[1].Position
    }
    local lastUnit = (paths[2].Position - paths[1].Position).Unit

    if #paths > 2 then
        for i = 2, #paths - 1 do
            local thisUnit = (paths[i].Position - newWaypoints[#newWaypoints]).Unit

            if not thisUnit ~= lastUnit then
                table.insert(newWaypoints, paths[i].Position)
                lastUnit = thisUnit
            end
        end
    end

    return newWaypoints
end

return function(pointA, pointB, refreshPath)
    if refreshPath then
        path = PathfindingService:CreatePath()
    end
    path:ComputeAsync(pointA, pointB)

    if path.Status == Enum.PathStatus.Success then
        local waypoints = condensePath(path:GetWaypoints())

        return waypoints
    else
        return false
    end
end


Prompt:
--[=[
	Creates a ScriptSignal object.

	@return ScriptSignal
	@ignore
]=]

Response:
function ScriptSignal.new(): Class
	return setmetatable({
		_active = true,
		_head = nil
	}, ScriptSignal)
end