C
@corrupt
HallwayGeneration
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local InsertService = game:GetService("InsertService")
local ModulesFodler = ReplicatedStorage:FindFirstChild("Modules")
local SegmentsFolder = ReplicatedStorage:FindFirstChild("Segments")
local seg_whitelist = { "StartPiece", "EndPiece" };
local AssetLinks = require(ModulesFodler:FindFirstChild("AssetLinks"))
Test1
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local InsertService = game:GetService("InsertService")
local ModulesFodler = ReplicatedStorage:FindFirstChild("Modules")
local SegmentsFolder = ReplicatedStorage:FindFirstChild("Segments")
local seg_whitelist = { "StartPiece", "EndPiece" };
local AssetLinks = require(ModulesFodler:FindFirstChild("AssetLinks"))
Wait() function
local function Wait(seconds)
local time = os.time()
repeat until os.time() > time + seconds
end
local wait_time = 10
for i = wait_time, 1, -1 do
wait_time = wait_time - 1
Inventory.lua
-- Inventory module; Corruptgore, Aug. 13, 2024
local DataStoreService = game:GetService("DataStoreService")
local PlayerData = DataStoreService:GetDataStore("PlayerData")
local Inventory = {}
Inventory.DATA = {}
return Inventory
DynamicResources.lua
local RESOURCES = {}
local InsertService = game:GetService("InsertService")
local ServerStorage = game:GetService("ServerStorage")
RESOURCES.MODELS = {
TestModel = "rbxassetid://",
};
RESOURCES.MESHES = {
local_Client.lua
local PLAYERS = game:GetService("Players")
local PLAYER = PLAYERS.LocalPlayer
local w_CHARACTER = PLAYER.Character or PLAYER.CharacterAdded:Wait()
local HUMANOID = w_CHARACTER:FindFirstChildOfClass("Humanoid")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local fldr_MODULES = ReplicatedStorage:FindFirstChild("Modules")
local FRAMEWORK = require(fldr_MODULES.Framework)
local fldr_WEAPONS = ReplicatedStorage:FindFirstChild("Weapons")
local fldr_VIE
Handler.lua
-- Created by CorruptgoreDev: May 7, 2024
local Players = game:GetService("Players")
local PLAYER = Players.LocalPlayer
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local fldr_RESOURCES = ReplicatedStorage:FindFirstChild("Resources")
local fldr_GAMEMODES = ReplicatedStorage:FindFirstChild("Gamemodes")
local fldr_MODULES = ReplicatedStorage:FindFirstChild("Modules")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService(
ExampleGamemode.lua
local EXAMPLE = {}
function EXAMPLE.Run()
print("oh yeah it's running")
end
return EXAMPLE
FrameworkV2.lua
local FRAMEWORK = {}
FRAMEWORK.inv_DEFAULT = {
"Railgun",
"Handcannon",
"Gaster Blaster",
};
FRAMEWORK.cur_WEAPON = FRAMEWORK.inv_DEFAULT[2] -- Handcannon as the default weapon for anything
FRAMEWORK.cur_VIEWMODEL = "v_" .. FRAMEWORK.cur_WEAPON -- Viewmodels will ALWAYS be the weapon's viewmodel
FRAMEWORK.cur_SKIN = "The Stranded" -- Default skin
ps_Client.lua
local Players = game:GetService("Players")
local PLAYER = Players.LocalPlayer
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local fldr_MODULES = ReplicatedStorage:FindFirstChild("Modules")
local FRAMEWORK = require(fldr_MODULES:FindFirstChild("Framework"))
local fldr_WEAPONS = ReplicatedStorage:FindFirstChild("Weapons")
local fldr_VIEWMODELS = ReplicatedStorage
Test.lua
function FRAMEWORK:GetLastUsedWeapon(weap_NEW)
local weap_LAST = FRAMEWORK.inv_CURRENT[#FRAMEWORK.inv_CURRENT] -- Get the last weapon used
local weap_BEFORE_LAST = FRAMEWORK.inv_CURRENT[#FRAMEWORK.inv_CURRENT - 1] -- Get the weapon used before the last one
if weap_NEW == 1 then -- If the player pressed 1
if weap_LAST == FRAMEWORK.inv_DEFAULT[1] then -- If the last weapon was the primary
FRAMEWORK.cur_WEAPON = FRAMEWORK.inv_DEFAULT[2] -- Set the current weapon to
Client
local PLAYERS = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local fldr_WEAPONS = ReplicatedStorage:FindFirstChild("Weapons")
local fldr_MODULES = ReplicatedStorage:FindFirstChild("Modules")
local fldr_SKINS = ReplicatedStorage:FindFirstChild("Skins")
local fldr_VIEWMODELS = ReplicatedStorage:FindFirstChild("Viewmodels")
Framework.lua
local FRAMEWORK = {}
local PLAYERS = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UserInputService = game:GetService("UserInputService")
local fldr_MODULES = ReplicatedStorage:FindFirstChild("Modules")
local fldr_WEAPONS = ReplicatedStorage:FindFirstChild("Weapons")
local fldr_SKINS = ReplicatedStorage:FindFirstChild("Skins")
local fldr_VIEWMODELS = ReplicatedStorage:FindFirstChild("Viewmodels")
Handler.lua
-- WIP; Apr. 18, 2024
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local fldr_WEAPONS = ReplicatedStorage:FindFirstChild("Weapons")
local fldr_MOD = script.Parent
find_index.lua
function FindSpot(table, value)
local index = -1
for i, v in pairs(table) do
if table[i] == value then
return i
end
end
return index
GetPercentage.lua
local function GetPercentageIncrease(initial_value, final_value)
return ((final_value - initial_value) / math.abs(initial_value)) * 100
end
local function GetPercentageDecrease(initial_value, final_value)
return ((initial_value - final_value) / math.abs(initial_value)) * 100
end
print("Percentage Increase Value: " .. GetPercentageIncrease(16, 18.4) .. "%")
Network.lua
local NETWORK = {
ErrorPages = {
Usr_HighPing_Disconnect = "Kicked: High ping, unstable connecton to the internet/server (To fix this issue ensure you have a working internet connection, use correct troubleshooting steps. If this issue presists, please contact your internet service provider for further consoltation with your internet connection.)"
},
}
function NETWORK:CheckConnection(USER, RECIPIENT)
end
test.java
import java.util.*;
import static java.lang.System.*;
public class LoopsLab {
public static void main(String[] args) {
Scanner reader = new Scanner(System.in);
int number = 0;
boolean go = true;
LoopsLab_TEST.java
import java.util.*;
import static java.lang.System.*;
public class LoopsLab {
public static void main(String[] args) {
Scanner reader = new Scanner(System.in);
int number = 0;
boolean go = true;
dev_FreeCam.lua
local free_cam = {}
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
free_cam.w_camera = workspace.CurrentCamera
free_cam.rotating = false
free_cam.Keys = {}
free_cam.OnMobile = UserInputService