Pinkstack/roblox-luau-corpus-text huggingface dataset:
--
-- Verify that everything is where it should be


    assert(Self:FindFirstChild'bot' ~= nil, 'Monster does not have a humanoid')
    assert(Settings ~= nil, 'Monster does not have a Configurations object')
	assert(Settings:FindFirstChild'MaximumDetectionDistance' ~= nil and Settings.MaximumDetectionDistance:IsA'NumberValue', 'Monster does not have a MaximumDetectionDistance (NumberValue) setting')
	assert(Settings:FindFirstChild'CanGiveUp' ~= nil and Settings.CanGiveUp:IsA'BoolValue', 'Monster does not have a CanGiveUp (BoolValue) setting')
	assert(Settings:FindFirstChild'CanRespawn' ~= nil and Settings.CanRespawn:IsA'BoolValue', 'Monster does not have a CanRespawn (BoolValue) setting')
	assert(Settings:FindFirstChild'SpawnPoint' ~= nil and Settings.SpawnPoint:IsA'Vector3Value', 'Monster does not have a SpawnPoint (Vector3Value) setting')
	assert(Settings:FindFirstChild'AutoDetectSpawnPoint' ~= nil and Settings.AutoDetectSpawnPoint:IsA'BoolValue', 'Monster does not have a AutoDetectSpawnPoint (BoolValue) setting')
	assert(Settings:FindFirstChild'FriendlyTeam' ~= nil and Settings.FriendlyTeam:IsA'BrickColorValue', 'Monster does not have a FriendlyTeam (BrickColorValue) setting')
	assert(Settings:FindFirstChild'AttackDamage' ~= nil and Settings.AttackDamage:IsA'NumberValue', 'Monster does not have a AttackDamage (NumberValue) setting')
	assert(Settings:FindFirstChild'AttackFrequency' ~= nil and Settings.AttackFrequency:IsA'NumberValue', 'Monster does not have a AttackFrequency (NumberValue) setting')
	assert(Settings:FindFirstChild'AttackRange' ~= nil and Settings.AttackRange:IsA'NumberValue', 'Monster does not have a AttackRange (NumberValue) setting')
    assert(Mind ~= nil, 'Monster does not have a Mind object')
	assert(Mind:FindFirstChild'CurrentTargetHumanoid' ~= nil and Mind.CurrentTargetHumanoid:IsA'ObjectValue', 'Monster does not have a CurrentTargetHumanoid (ObjectValue) mind setting')
--[=[
	Creates a producer enhancer that applies the given middleware to the
	producer.

	Initially, a middleware is called once when it is applied to a producer.
	Next, the returned function is called on a dispatcher in the producer.
	The final function is called whenever the dispatcher is called.

	```lua
	local loggerMiddleware: Reflex.Middleware = function(producer)
		print("Initial state:", producer.getState())
		return function(dispatch, name)
			return function(...)
				print(`Dispatching {name}:`, ...args)
				return dispatch(...)
			end
		end
	end

	producer:enhance(applyMiddleware(loggerMiddleware))
	```

	@param middlewares A list of middleware to apply.
	@return A producer enhancer.
]=]


local function applyMiddleware(...: types.Middleware): <T>(producer: T) -> T
	local arguments = { ... }

	return function(producer)
		local middlewares = table.clone(arguments)
		local dispatchers = producer:getDispatchers()

		for index, middleware in middlewares do
			middlewares[index] = middleware(producer)
		end

		for name, dispatcher in dispatchers do
			for index = #middlewares, 1, -1 do
				dispatcher = middlewares[index](dispatcher, name)
			end

			dispatchers[name] = dispatcher
			producer[name] = dispatcher
		end

		return producer
	end
end

return applyMiddleware
---------------------------------------------------



This = script.Parent
Lift = This.Lift.Value
CustomLabel = require(Lift.CustomLabel)
Characters = require(script.Characters)

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

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

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



function SetDisplay(ID,CHAR)
	if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
 		for i,l in pairs(Characters[CHAR]) do 
			for r=1,16 do	
				This.Display["DIG"..ID]["D"..r].Transparency = (l:sub(r,r) == "1" and 0 or 0.95)
			end
		end
	end
end

while true do
	
	-- -- -- -- -- -- --
	--DIRECTION SCROLL--
	-- -- -- -- -- -- --
    if Lift:WaitForChild("Direction").Value == 1 then
		This.Display.ARW1.UP.Transparency = 0
		This.Display.ARW1.MID.Transparency = 0
		This.Display.ARW1.DOWN.Transparency = 0.95
    elseif Lift:WaitForChild("Direction").Value == -1 then
		This.Display.ARW1.UP.Transparency = 0.95
		This.Display.ARW1.MID.Transparency = 0
		This.Display.ARW1.DOWN.Transparency = 0
	else
		This.Display.ARW1.UP.Transparency = 0.95
		This.Display.ARW1.MID.Transparency = 0.95
		This.Display.ARW1.DOWN.Transparency = 0.95
    end

	wait()
end
-- evento para atacar


eventAttack.OnServerEvent:Connect(function(player, isAttackingLeft, isAttackingRight, rightSword)
	local character = player.Character
	local leftSword = character.LeftHand.Sword
	-- aqui hacemos el daño cuando el usuario acciona su espada 
	leftSword.Touched:Connect(function(hit)
		local humanoid = hit.Parent:FindFirstChild("Humanoid")
		if isAttackingLeft and humanoid then
			humanoid:TakeDamage(DAMAGE)
			isAttackingLeft = false
		end
	end)
	
	rightSword.Touched:Connect(function(hit)
		local humanoid = hit.Parent:FindFirstChild("Humanoid")
		
		if isAttackingRight and humanoid then
			humanoid:TakeDamage(DAMAGE)
			isAttackingRight = false
		end
	end)
	
end)
--[[Read line 24 of the script. Just edit the word "D4Tide" to whatever the gun name you want. The gun must be in the lighting for this to work. I'd reccomend you add a regen.]]



local debounce = false

function getPlayer(humanoid) 
local players = game.Players:children() 
for i = 1, #players do 
if players[i].Character.Humanoid == humanoid then return players[i] end 
end 
return nil 
end 

function onTouch(part) 

local human = part.Parent:findFirstChild("Humanoid") 
if (human ~= nil) and debounce == false then

debounce = true

local player = getPlayer(human) 

if (player == nil) then return end 

game.Lighting.AUG:clone().Parent = player.Backpack

wait(5)
debounce = false
end
end


script.Parent.Touched:connect(onTouch)
--// Aim|Zoom|Sensitivity Customization


	ZoomSpeed = 0.25; -- The lower the number the slower and smoother the tween
	AimZoom = 50; -- Default zoom
	AimSpeed = 0.20;
	UnaimSpeed = 0.35;
	CycleAimZoom = 4; -- Cycled zoom
	MouseSensitivity = 0.5; -- Number between 0.1 and 1
	SensitivityIncrement = 0.05; -- No touchy
------------------------------------------------------------------------------------------------------------



function configureAnimationSetOld(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	local allowCustomAnimations = true

	local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
	if not success then
		allowCustomAnimations = true
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and config ~= nil) then
		table.insert(animTable[name].connections, config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList) end))
		local idx = 1
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				table.insert(animTable[name].connections, childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList) end))
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject == nil) then
					animTable[name][idx].weight = 1
				else
					animTable[name][idx].weight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				idx = idx + 1
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
			-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
		end
	end

	-- preload anims
	for i, animType in pairs(animTable) do
		for idx = 1, animType.count, 1 do 
			Humanoid:LoadAnimation(animType[idx].anim)
		end
	end
end
-- upstream: https://github.com/facebook/react/blob/cb141681750c8221ac799074df09df2bb448c7a4/packages/shared/consoleWithStackDev.js
--[[*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
]]


local Packages = script.Parent.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
local console = LuauPolyfill.console
local Array = LuauPolyfill.Array

local ReactSharedInternals = require(script.Parent.ReactSharedInternals)
--[[ Local Functions ]]

--
function MasterControl:GetHumanoid()
	local character = LocalPlayer and LocalPlayer.Character
	if character then
		if CachedHumanoid and CachedHumanoid.Parent == character then
			return CachedHumanoid
		else
			CachedHumanoid = nil
			for _,child in pairs(character:GetChildren()) do
				if child:IsA('Humanoid') then
					CachedHumanoid = child
					return CachedHumanoid
				end
			end
		end
	end
end
--!strict



local ContextActionService = game:GetService("ContextActionService")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local RunService = game:GetService("RunService")
local GuiService = game:GetService("GuiService")
local Players = game:GetService("Players")

local SpringService = require(script.SpringService)

local UserGameSettings = UserSettings():GetService("UserGameSettings")

local LocalPlayer = Players.LocalPlayer
if RunService:IsClient() then
	while not LocalPlayer do
		Players.PlayerAdded:Wait()
		LocalPlayer = Players.LocalPlayer
	end
end
local Settings = UserSettings()
local GameSettings = Settings.GameSettings

local CAMERA_RENDERSTEP_NAME = "ShoulderCameraUpdate"
local ZOOM_ACTION_NAME = "ShoulderCameraZoom"
local CONTROLLABLE_HUMANOID_STATES = {
	[Enum.HumanoidStateType.Running] = true,
	[Enum.HumanoidStateType.RunningNoPhysics] = true,
	[Enum.HumanoidStateType.Freefall] = true,
	[Enum.HumanoidStateType.Jumping] = true,
	[Enum.HumanoidStateType.Swimming] = false,
	[Enum.HumanoidStateType.Landed] = true
}

local _instance = nil
--
-- Start Lua 5.2 "bit32" compat section.
--



M.bit32 = {} -- Lua 5.2 'bit32' compatibility

M.bit32.bits = M.bits

M.bit32.cast = M.cast

local function bit32_bnot(x)
  return (-1 - x) % MOD
end
M.bit32.bnot = bit32_bnot

local function bit32_bxor(a, b, c, ...)
  local z
  if b then
    a = a % MOD
    b = b % MOD
    z = bxor(a, b)
    if c then
      z = bit32_bxor(z, c, ...)
    end
    return z
  elseif a then
    return a % MOD
  else
    return 0
  end
end
M.bit32.bxor = bit32_bxor

local function bit32_band(a, b, c, ...)
  local z
  if b then
    a = a % MOD
    b = b % MOD
    z = ((a+b) - bxor(a,b)) / 2
    if c then
      z = bit32_band(z, c, ...)
    end
    return z
  elseif a then
    return a % MOD
  else
    return MODM
  end
end
M.bit32.band = bit32_band

local function bit32_bor(a, b, c, ...)
  local z
  if b then
    a = a % MOD
    b = b % MOD
    z = MODM - band(MODM - a, MODM - b)
    if c then
      z = bit32_bor(z, c, ...)
    end
    return z
  elseif a then
    return a % MOD
  else
    return 0
  end
end
M.bit32.bor = bit32_bor

function M.bit32.btest(...)
  return bit32_band(...) ~= 0
end

function M.bit32.lrotate(x, disp)
  return lrotate(x % MOD, disp)
end

function M.bit32.rrotate(x, disp)
  return rrotate(x % MOD, disp)
end

function M.bit32.lshift(x,disp)
  if disp > 31 or disp < -31 then return 0 end
  return lshift(x % MOD, disp)
end

function M.bit32.rshift(x,disp)
  if disp > 31 or disp < -31 then return 0 end
  return rshift(x % MOD, disp)
end

function M.bit32.arshift(x,disp)
  x = x % MOD
  if disp >= 0 then
    if disp > 31 then
      return (x >= 0x80000000) and MODM or 0
    else
      local z = rshift(x, disp)
      if x >= 0x80000000 then z = z + lshift(2^disp-1, 32-disp) end
      return z
    end
  else
    return lshift(x, -disp)
  end
end

function M.bit32.extract(x, field, ...)
  local width = ... or 1
  if field < 0 or field > 31 or width < 0 or field+width > 32 then error 'out of range' end
  x = x % MOD
  return extract(x, field, ...)
end

function M.bit32.replace(x, v, field, ...)
  local width = ... or 1
  if field < 0 or field > 31 or width < 0 or field+width > 32 then error 'out of range' end
  x = x % MOD
  v = v % MOD
  return replace(x, v, field, ...)
end
--ignore table stuff



workspace.DescendantAdded:Connect(function(WHAT)
	if WHAT:IsA("Accessory") or WHAT:IsA("Hat") or WHAT.Name == "HumanoidRootPart" then
		--print("added "..WHAT.Name)
		table.insert(rayignore, WHAT)
	elseif WHAT:IsA("BasePart") and not WHAT.CanCollide then
		--print("found nocollide")
		table.insert(rayignore, WHAT)
	end
end)
workspace.DescendantRemoving:Connect(function(WHAT)
	local findthing = table.find(rayignore, WHAT)
	if findthing then
		--print("removed "..WHAT.Name)
		table.remove(rayignore, findthing)
	end
end)

for i,v in pairs(workspace:GetDescendants()) do
	if v:IsA("Accessory") or v:IsA("Hat") or v.Name == "HumanoidRootPart" then
		--print("added "..v.Name.." on start")
		table.insert(rayignore, v)
	elseif v:IsA("BasePart") and not v.CanCollide then
		--print("found nocollide on start")
		table.insert(rayignore, v)
	end
end
--[[
	Dispatch an action to the store. This allows the store's reducer to mutate
	the state of the application by creating a new copy of the state.

	Listeners on the changed event of the store are notified when the state
	changes, but not necessarily on every Dispatch.
]]


function Store:dispatch(action)
	if typeof(action) ~= "table" then
		error(("Actions must be tables. " ..
			"Use custom middleware for %q actions."):format(typeof(action)),
			2
		)
	end

	if action.type == nil then
		error("Actions may not have an undefined 'type' property. " ..
			"Have you misspelled a constant? \n" ..
			tostring(action), 2)
	end

	if self._isDispatching then
		error("Reducers may not dispatch actions.")
	end

	local ok, result = pcall(function()
		self._isDispatching = true
		self._state = self._reducer(self._state, action)
		self._mutatedSinceFlush = true
	end)

	self._isDispatching = false

	if not ok then
		self._errorReporter.reportReducerError(
			self._state,
			action,
			{
				message = "Caught error in reducer",
				thrownValue = result,
			}
		)
	end

	if #self._actionLog == ACTION_LOG_LENGTH then
		table.remove(self._actionLog, 1)
	end
	table.insert(self._actionLog, action)
end
--local InfoBindable = EventsFolder:FindFirstChild("GetInfo")
--local ToClient = EventsFolder:FindFirstChild("SendButtonToClient")


local Notification = EventsFolder:FindFirstChild("Notification")
local EditPlot = EventsFolder:FindFirstChild("EditPlot")

local MarketPlaceService = game:GetService("MarketplaceService")

local OwnerLabel = script.Parent.Parent.Parent.Parent.SignDescription.SurfaceGui.Frame.OwnerLabel

local StarterGui = game:GetService("StarterGui")
local StandNum = script.Parent.Parent.Parent.Parent.Name

local PriceFolder = StarterGui:FindFirstChild("SignPrices")
local UI = PriceFolder[StandNum]

local Template = UI.ScrollingFrame:FindFirstChild("Template")


function Triggered(Player)

	local PlayerName = Player.Name

	if Owner.Value == nil or "NoOne" then -- If booth hasn't been claimed
		if Player:FindFirstChild("Owner") then  -- If Player has claimed one
			Notification:FireClient(Player,"Claimed") -- Let them know they already own one
		else -- If Player hasn't claimed one
			Owner.Value = PlayerName
			OwnerLabel.Text = PlayerName .. "'s Stand"
			Notification:FireClient(Player,true) -- Claimed

			local UserID = game:GetService("Players"):GetUserIdFromNameAsync(PlayerName)
			Bindable:Fire(script.Parent.Parent.Parent.Parent.Name, PlayerName, UserID)

			-- This should be for giving a player a value
			OwnerLabel.Parent.MoneyRaised.Text = Player.leaderstats.Raised.Value .. "$ Raised"

			local OwnerValue = Instance.new("IntValue")
			OwnerValue.Value = script.Parent.Parent.Parent.Parent.Name -- set int value to booth name
			OwnerValue.Name = "Owner"
			OwnerValue.Parent = Player

			-- Would this be the best way to do this? Yes, absolutely!

			-- We want the editPrompt to ONLY show for the client player.

			EditPlot:FireClient(Player, script.Parent.Parent.Parent.Parent.Name, true)
			Prompt.Enabled = false
		end
	end	
end

script.Parent.Triggered:Connect(Triggered)


local Players = game:GetService("Players")
local RemoveButtonsFromClient = EventsFolder:FindFirstChild("RemoveButtonFromClient")

Players.PlayerRemoving:Connect(function(player)
	local plrRemovingName = player.Name
	if plrRemovingName == Owner.Value then
		RemoveButtonsFromClient:FireAllClients(script.Parent.Parent.Parent.Parent.Name)
		Owner.Value = "NoOne"
		EditPlot:FireClient(player, script.Parent.Parent.Parent.Parent.Name, false)
		Prompt.Enabled = true

		OwnerLabel.Text = "No One's Stand"
		script.Parent.Parent.Parent.Parent.SignTitle.SurfaceGui.Frame.SignLabel.Text = "PLS DONATE"
		OwnerLabel.Parent.MoneyRaised.Text = "0$ Raised"

		local Children = StarterGui.SignPrices[script.Parent.Parent.Parent.Parent.Name].ScrollingFrame:GetChildren()
		for _, child in ipairs(Children) do
			if child:IsA("Frame") and child.Name ~= "Template" then
				child:Destroy()
			end
		end
	else
		return -- Not the Owner
	end
end)
--// Aim|Zoom|Sensitivity Customization


	ZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween
	AimZoom = 70; -- Default zoom
	AimSpeed = 0.23;
	UnaimSpeed = 0.23;
	CycleAimZoom = 50; -- Cycled zoom
	MouseSensitivity = 0.5; -- Number between 0.1 and 1
	SensitivityIncrement = 0.05; -- No touchy
--[[Initialize]]



	script.Parent:WaitForChild("A-Chassis Interface")
	script.Parent:WaitForChild("Plugins")
	script.Parent:WaitForChild("README")
	
	local car=script.Parent.Parent
	local _Tune=require(script.Parent)

	wait(_Tune.LoadDelay)

	--Update Checker
	
	if _Tune.AutoUpdate then
		local newModel 
		local s,m = pcall(function() newModel = game:GetService("InsertService"):LoadAsset(5181235975) end)
		if s then
			local MinorUpdate = false
			local MajorUpdate = false
			local ChassisUpdate = false
			local lChassis = script.Parent["A-Chassis Interface"].Version.Chassis
			local nChassis = newModel["A-Chassis 6C by Novena"]["A-Chassis Tune"]["A-Chassis Interface"].Version:FindFirstChild("Chassis")
			local localVersion = script.Parent["A-Chassis Interface"].Version
			local newVersion = newModel["A-Chassis 6C by Novena"]["A-Chassis Tune"]["A-Chassis Interface"].Version
			if nChassis~=nil then
				if lChassis.Value < nChassis.Value then
					ChassisUpdate = true
				end
			end
			if localVersion.Value < newVersion.Value or localVersion.LastMajorUpdate.Value < newVersion.LastMajorUpdate.Value then
				if localVersion.LastMajorUpdate.Value < newVersion.LastMajorUpdate.Value then
					MajorUpdate = true
				else
					MinorUpdate = true
				end
			end
			if ChassisUpdate then
				print("[AC6C]: Chassis update!"
						.."\nA-Chassis 6C has been updated to "..(nChassis.Value/10).."."
						.."\nThe changes cannot be ported due to the update."
						.."\nYou are advised to update your chassis ASAP.")
			elseif MajorUpdate then
				print("[AC6C]: Major update!"
						.."\nA major update to A-Chassis 6C has been found."
						.."\nThe changes cannot be ported due to the update."
						.."\nYou are advised to update your chassis ASAP.")
			elseif MinorUpdate then
				localVersion.Value = newVersion.Value
				print("[AC6C]: Drive script update!"
					.."\nAn update to A-Chassis' Drive script has been found."
					.."\nThe updated script will take effect next time you get in."
					.."\nYou are advised to update your chassis soon.")
				script.Parent["A-Chassis Interface"].Drive:Destroy()
				newModel["A-Chassis 6C by Novena"]["A-Chassis Tune"]["A-Chassis Interface"].Drive.Parent = script.Parent["A-Chassis Interface"]
			end
			newModel:Destroy()
		end
	end

	--Weight Scaling
	local weightScaling = _Tune.WeightScaling

	local Drive=car.Wheels:GetChildren()
	
	--Remove Existing Mass
	function DReduce(p)
		for i,v in pairs(p:GetChildren())do
			if v:IsA("BasePart") then
				if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
				v.CustomPhysicalProperties = PhysicalProperties.new(
					0,
					v.CustomPhysicalProperties.Friction,
					v.CustomPhysicalProperties.Elasticity,
					v.CustomPhysicalProperties.FrictionWeight,
					v.CustomPhysicalProperties.ElasticityWeight
				)
				v.Massless = true --(LuaInt) but it's just this line
			end
			DReduce(v)
		end
	end
	DReduce(car)
--script:Destroy();


folder.Parent = nil;
spawn(function()
	wait(0.5)
	if folder.Parent ~= nil and folder.Parent ~= player then
		folder.Parent = nil;
	end
end)


if module and module:IsA("ModuleScript") then
	warn("Loading Folder...")
	local nameVal
	local origName
	local depsFolder
	local clientModule
	
	warn("Waiting for Client & Special")
	nameVal = folder:WaitForChild("Special", 30)
	
	warn("Checking Client & Special")
	--callCheck(nameVal)
	--callCheck(clientModule)
	
	warn("Getting origName")
	origName = (nameVal and nameVal.Value) or folder.Name
	warn("Got name: "..tostring(origName))
	
	warn("Changing child parent...")
	folder.Parent = nil
		
	warn("Destroying parent...")
	
	print("Debug: Loading the client?")
	local meta = require(module)
	warn("Got metatable: "..tostring(meta))
	if meta and type(meta) == "userdata" and tostring(meta) == "Adonis" then
		local ran,ret = pcall(meta,{
			Module = module, 
			Start = start,
			Loader = script,
			Name = origName, 
			LoadingTime = loadingTime,
			CallCheck = callCheck,
			Kill = Kill
		})
				
		warn("Got return: "..tostring(ret))
		if ret ~= "SUCCESS" then
			warn(ret)
			Kill("ACLI: Loading Error [Bad Module Return]")
		else
			print("Debug: The client was found and loaded?")
			warn("Client Loaded")
			--folder.Parent = nil
			
			if container and container:IsA("ScreenGui") then
				container:Destroy();
			end
		end
	end
end
------------------------------------------------------------------------
-- main number conversion function
-- * "^%w$" needed in the scan in order to detect "EOZ"
------------------------------------------------------------------------


function luaX:read_numeral(ls, Token)
  -- lua_assert(string.find(ls.current, "%d"))
  repeat
    self:save_and_next(ls)
  until string.find(ls.current, "%D") and ls.current ~= "."
  if self:check_next(ls, "Ee") then  -- 'E'?
    self:check_next(ls, "+-")  -- optional exponent sign
  end
  while string.find(ls.current, "^%w$") or ls.current == "_" do
    self:save_and_next(ls)
  end
  self:buffreplace(ls, ".", ls.decpoint)  -- follow locale for decimal point
  local seminfo = self:str2d(ls.buff)
  Token.seminfo = seminfo
  if not seminfo then  -- format error?
    self:trydecpoint(ls, Token) -- try to update decimal point separator
  end
end