Pinkstack/roblox-luau-corpus-text huggingface dataset:
-------- OMG HAX



r = game:service("RunService")


local damage = 10


local slash_damage = 15


sword = script.Parent.Handle
Tool = script.Parent


local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/asset/?id=18471816"
SlashSound.Parent = sword
SlashSound.Volume = 1


local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "http://www.roblox.com/asset/?id=18472672"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1


function blow(hit)
	local humanoid = hit.Parent:findFirstChild("Humanoid")
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid:TakeDamage(damage)
				wait(1)
				untagHumanoid(humanoid)
			end
		end


	end
end


function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = player
	creator_tag.Name = "creator"
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild("creator")
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end


function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
end


function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end



Tool.Enabled = true

function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return 
	end

	

	attack()

	wait(1)

	Tool.Enabled = true
end


function onEquipped()
	UnsheathSound:play()
end


script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)


connection = sword.Touched:connect(blow)
-- Variables (best not to touch these!)


local button = script.Parent .Parent.Parent
local car = script.Parent.Parent.Parent.Parent.Car.Value
local sound = script.Parent.Parent.Start
local st = script.Parent.Parent.Stall
st.Parent = car.DriveSeat
sound.Parent = car.DriveSeat -- What brick the start sound is playing from.
button.MouseButton1Click:connect(function() -- Event when the button is clicked
	if script.Parent.Parent.Parent.Text == "Engine: Off" then -- If the text says it's off then..
		sound:Play() -- Startup sound plays..
		wait(0.85) -- I don't know what to put for this
		script.Parent.Parent.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car.
		button.Text = "Engine: On"  -- You don't really need this, but I would keep it.
	else -- If it's on then when you click the button,
		st:play()
		script.Parent.Parent.Parent.Parent.IsOn.Value = false -- The car is turned off.
		button.Text = "Engine: Off"
	end -- Don't touch this.
end) -- And don't touch this either.
-- // NOTE: This module is not written by me, but slightly modified \\ --



function PriorityQueue.new()
	return setmetatable({
		heap = {},
		current_size = 0
	}, PriorityQueue)
end

function PriorityQueue:isEmpty()
	return self.current_size == 0
end

function PriorityQueue:size()
	return self.current_size
end

function PriorityQueue:swim()
	-- Swim up on the tree and fix the order heap property.
	local floor = floor
	local heap = self.heap
	local i = self.current_size
	
	local half = floor(i / 2)
	
	while half > 0 do
		if heap[i][2] < heap[half][2] then
			heap[i], heap[half] = heap[half], heap[i]
		end

		i = half
		half = floor(i / 2)
	end
end

function PriorityQueue:Push(v, p)
    --[[ Put an item on the queue.
    Args:
        v: the item to be stored
        p(number): the priority of the item
    ]]--
	--
	table.insert(self.heap, {v, p})
	self.current_size += 1
	self:swim()
end
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --



local path
local waypoint

local chaseName = nil

function GetTorso(part)
	local chars = game.Workspace:GetDescendants()
	local chaseRoot = nil
	local chaseTorso = nil
	local chasePlr = nil
	local chaseHuman = nil
	local mag = SearchDistance
	script.Parent.WantToAttack.Changed:Connect(function()
		if script.Parent.WantToAttack.Value == true then
			mag = SearchDistance
		else
			if script.Parent.WantToScare.Value == true then
				mag = SearchDistance/1.5
			else
				mag = 0
			end
		end
	end)
	for i = 1, #chars do
		chasePlr = chars[i]
		if chasePlr:IsA'Model' and not chasePlr:FindFirstChild("Enemy") and chasePlr:FindFirstChild("Seen") then
			chaseHuman = getHumanoid(chasePlr)
			chaseRoot = chasePlr:FindFirstChild'HumanoidRootPart'
			if chaseRoot ~= nil and chaseHuman ~= nil and chaseHuman.Health > 0 and not chaseHuman:FindFirstChild("Enemy") and not chasePlr:FindFirstChild("Helper") then
				if (chaseRoot.Position - part).magnitude < mag then
					chaseName = chasePlr.Name
					chaseTorso = chaseRoot
					mag = (chaseRoot.Position - part).magnitude
				end
			end
		end
	end
	return chaseTorso
end

function GetPlayersBodyParts(t)
	local torso = t
	if torso then
		local figure = torso.Parent
		for _, v in pairs(figure:GetChildren())do
			if v:IsA'Part' then
				return v.Name
			end
		end
	else
		return "HumanoidRootPart"
	end
end
--Drivetrain


Tune.TransModes		= {"Auto", "Semi", "Manual"}		--{"Auto", "Semi", "Manual"}
Tune.AutoShiftMode	= "RPM"				--"RPM" , "Speed"
Tune.AutoUpThresh	= 0
Tune.AutoDownThresh = 1400

Tune.FDiffSlipThres	= 20					-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres	= 40					-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
Tune.RDiffSlipThres	= 20					-- 1 - 100%
Tune.RDiffLockThres	= 40					-- 0 - 100%
Tune.CDiffSlipThres	= 40					-- 1 - 100%				[AWD Only]
Tune.CDiffLockThres	= 30					-- 0 - 100%				[AWD Only]

Tune.TCSThreshold	= 15
Tune.TCSGradient	= 20
Tune.TCSLimit		= .05
Tune.Config			= "RWD"					--"FWD" , "RWD" , "AWD"
Tune.FinalDrive		= 3.9
Tune.Ratios			= {
	--[[Reverse]]	3.62		,
	--[[Neutral]]	0			,
	--[[ 1 ]]		6.8			,
	--[[ 2 ]]		3.9 		,
	--[[ 3 ]]		2.3  		,
	--[[ 4 ]]		1.4	    	,
	--[[ 5 ]]		1.0  		,
	--[[ 6 ]]       0.9         ,
}
Tune.BrakeForce		= 35000
Tune.PBrakeForce	= 40000
-- Player List 


local iswhitelisted = whitelist:CheckWhitelist(game.Players.LocalPlayer.Name)
if iswhitelisted == false then  rs.Whitelist:Destroy() script.Parent.Toggle:Destroy() script.Parent.Panel:Destroy() script:Destroy() return end


function fixcanvas()
	local amount = script.Parent.Panel.PlayerList:GetChildren() 
	local fixedamount = #amount-1
	print(fixedamount)
	script.Parent.Panel.PlayerList.CanvasSize = UDim2.new(0,0,0,fixedamount*35)
end


for i,v in pairs(game.Players:GetPlayers()) do
	local username = script.Username:Clone()
	username.Name = v.Name
	username.Text = v.Name
	username.Parent = script.Parent.Panel.PlayerList
	fixcanvas()
	username.MouseButton1Click:Connect(function()
		if game.Players:FindFirstChild(username.Name) then
			chosenplr =  game.Players:FindFirstChild(username.Name)
		end
	end)
end
game.Players.PlayerAdded:Connect(function(plr)
	local username = script.Username:Clone()
	username.Name = plr.Name
	username.Text = plr.Name
	username.Parent = script.Parent.Panel.PlayerList
		fixcanvas()
username.MouseButton1Click:Connect(function()
		if game.Players:FindFirstChild(username.Name) then
			chosenplr =  game.Players:FindFirstChild(username.Name)
		end
	end)
end)
game.Players.PlayerRemoving:Connect(function(plr)
	local name = script.Parent.Panel.PlayerList:FindFirstChild(plr.Name)
	if name then
		name:Destroy()
	end
		fixcanvas()

end)


for i,buttons in pairs(script.Parent.Panel.Buttons:GetChildren()) do
	buttons.MouseButton1Click:Connect(function()
	local arg2 = nil
	if buttons:FindFirstChildOfClass("TextBox") then
		arg2 = buttons:FindFirstChildOfClass("TextBox").Text
	end
	print(arg2)
	remote:FireServer(buttons.Name,chosenplr,arg2)
	end)
end
script.Parent.Toggle.MouseButton1Click:Connect(function()
	script.Parent.Panel.Visible = not script.Parent.Panel.Visible
end)
----------------------------------------------------------------------------
---  Functions  ------------------------------------------------------------
----------------------------------------------------------------------------



local function DestroyDroplet(d)
	wait(Fade)

	-- Proper GC
	for _, Child in ipairs(d:GetChildren()) do
		local Index = table.find(ignoreList, Child)
		if Index then
			ignoreList[Index] = ignoreList[IgnoreLength]
			ignoreList[IgnoreLength] = nil
			IgnoreLength = IgnoreLength - 1
		end
	end

	local Index = table.find(ignoreList, d)
	if Index then
		ignoreList[Index] = ignoreList[IgnoreLength]
		ignoreList[IgnoreLength] = nil
		IgnoreLength = IgnoreLength - 1
	end

	d:Destroy()
end
--Made by Haustier and Luckymaxer


local detectionDistance = 20

function followNearestPlayer()
	local players = game.Players:GetChildren()
	local head = script.Parent.Head
	
	for i = 1, #players do
		if players[i].Character then
			if players[i].Character.Humanoid.Health > 0 then
				local playerPos = players[i].Character.Head.Position
				local distanceAway = (head.Position - playerPos).magnitude
				if distanceAway <= detectionDistance then
					local ray = Ray.new(head.Position, (playerPos - head.Position).unit * distanceAway)
					local ignore = {script.Parent, players[i].Character}
					local obj, pos = game.Workspace:FindPartOnRayWithIgnoreList(ray, ignore)
					if obj == nil then
						script.Parent.Movement.Disabled = true
						script.Parent.Humanoid:MoveTo(playerPos)
					elseif obj then
						script.Parent.Movement.Disabled = false
					end
				end
			end
		else
			script.Parent.Movement.Disabled = false
		end
	end
end

while wait() do
	followNearestPlayer()
end
--//SS6 PLUGIN; SPLASH//--


  --//INSPARE 2017//--

local ai = script.Parent.Main_Frame.A.Frame.ImageLabel
local bi = script.Parent.Main_Frame.B.Frame.ImageLabel
local ci = script.Parent.Main_Frame.C.Frame.ImageLabel
local di = script.Parent.Main_Frame.D.Frame.ImageLabel
local ei = script.Parent.Main_Frame.E.Frame.ImageLabel
wait(.2)
script.Parent.SplashFade.TH:Play()
while true do
	for i=1,3 do
		for i=1,5 do
			ai.Position = ai.Position - UDim2.new(4,0,0,0)
			bi.Position = bi.Position - UDim2.new(4,0,0,0)
			ci.Position = ci.Position - UDim2.new(4,0,0,0)
			di.Position = di.Position - UDim2.new(4,0,0,0)
			ei.Position = ei.Position - UDim2.new(4,0,0,0)
			wait(.045)
		end
		ai.Position = ai.Position + UDim2.new(20,0,-3,0)
		bi.Position = bi.Position + UDim2.new(20,0,-3,0)
		ci.Position = ci.Position + UDim2.new(20,0,-3,0)
		di.Position = di.Position + UDim2.new(20,0,-3,0)
		ei.Position = ei.Position + UDim2.new(20,0,-3,0)
		wait(.045)
	end
	for i=1,3 do
		ai.Position = ai.Position - UDim2.new(4,0,0,0)
		bi.Position = bi.Position - UDim2.new(4,0,0,0)
		ci.Position = ci.Position - UDim2.new(4,0,0,0)
		di.Position = di.Position - UDim2.new(4,0,0,0)
		ei.Position = ei.Position - UDim2.new(4,0,0,0)
		wait(.045)
	end
	ai.Position = ai.Position + UDim2.new(12,0,9,0)
	bi.Position = bi.Position + UDim2.new(12,0,9,0)
	ci.Position = ci.Position + UDim2.new(12,0,9,0)
	di.Position = di.Position + UDim2.new(12,0,9,0)
	ei.Position = ei.Position + UDim2.new(12,0,9,0)
	wait(.045)
end
-----------------------------------------------------------
----------------------- STATIC DATA -----------------------
-----------------------------------------------------------


local RunService = game:GetService("RunService")
local Workspace = game:GetService("Workspace")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local Modules = ReplicatedStorage:WaitForChild("SharedModules")

local DamageModule = require(Modules.DamageModule)
local Utilities = require(Modules.Utilities)
local Signal = Utilities.Signal
local table = Utilities.Table
local Thread = Utilities.Thread

local TargetEvent
if RunService:IsClient() then
	TargetEvent = RunService.RenderStepped
else
	TargetEvent = RunService.Heartbeat
end

local Projectiles = {}
local RemoveList = {}
-- Developer : AinStrqfe
-- Developer : AinStrqfe
-- Developer : AinStrqfe



local hitbox = script.Parent


hitbox.Touched:Connect(function(touch)
	
	local char = touch.Parent
	
	if game.Players:GetPlayerFromCharacter(char) then
		
		
		if char:FindFirstChild("Humanoid") then
			
			char.Humanoid.MaxHealth = math.huge
			char.Humanoid.Health = math.huge
			char.Humanoid.WalkSpeed = 20
	
			
		end		
	end	
end)


hitbox.TouchEnded:Connect(function(touch)
	
	local char = touch.Parent
	
	if game.Players:GetPlayerFromCharacter(char) then
		
		
		if char:FindFirstChild("Humanoid") then
			
			char.Humanoid.MaxHealth = 100
			char.Humanoid.Health = 100
			char.Humanoid.WalkSpeed = 16
			
		end		
	end	
end)
-- main loop



RunService.Stepped:connect(function(_, deltaTime)
	for i = #projectiles, 1, -1 do
		local projectile	= projectiles[i]
		local alive	= UpdateProjectile(projectile, deltaTime)
		
		if not alive then
			KillProjectile(projectile)
		elseif tick() - projectile.Start > projectile.Lifetime then
			KillProjectile(projectile)
		end
	end
end)
--[=[
	Only takes distinct values from the observable stream.

	http://reactivex.io/documentation/operators/distinct.html

	```lua
	Rx.of(1, 1, 2, 3, 3, 1):Pipe({
		Rx.distinct();
	}):Subscribe(print) --> 1, 2, 3, 1
	```
	@return (source: Observable<T>) -> Observable<T>
]=]


function Rx.distinct()
	return function(source)
		assert(Observable.isObservable(source), "Bad observable")

		return Observable.new(function(sub)
			local last = UNSET_VALUE

			return source:Subscribe(
				function(value)
					-- TODO: Support tuples
					if last == value then
						return
					end

					last = value
					sub:Fire(last)
				end,
				sub:GetFailComplete()
			)
		end)
	end
end
--This module is for any client FX related to the Lab's door



local DoorFX = {}

local tweenService = game:GetService("TweenService")

local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut)

function DoorFX.OPEN(door)
	if not door then return end
	
	tweenService:Create(door.DoorA.Main, tweenInfo, {CFrame = door.DoorA.Goal.CFrame}):Play()
	tweenService:Create(door.DoorB.Main, tweenInfo, {CFrame = door.DoorB.Goal.CFrame}):Play()

	door.DoorA.Main.DoorOpenFADEOUT:Play()
	door.DoorB.Main.DoorOpenFADEOUT:Play()
end

function DoorFX.CLOSE(door)
	if not door then return end

	door.DoorA.Main.CFrame = door.DoorA.Home.CFrame
	door.DoorB.Main.CFrame = door.DoorB.Home.CFrame
end

return DoorFX
--[[
    API Reference:
    This module exposes the following APIs to allow for various configurations and custom interactions. Once the experience
    starts, a `SocialInteractions` ModuleScript will be parented to ReplicatedStorage. To access the following APIs, simply
    require the module as follows (on the client):
]]



local ReplicatedStorage = game:GetService("ReplicatedStorage")
local SocialInteractions = require(ReplicatedStorage:WaitForChild("SocialInteractions"))
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote


local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

function configureAnimationSet(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 = {}

	-- check for config values
	local config = script:FindFirstChild(name)
	if (config ~= nil) then
--[[Engine]]
--Torque Curve


Tune.Horsepower		= 150		--	[TORQUE CURVE VISUAL]
Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM		= 6980		--		Use sliders to manipulate values
Tune.Redline		= 8000		--		Copy and paste slider values into the respective tune values
Tune.EqPoint		= 5500
Tune.PeakSharpness	= 7.5
Tune.CurveMult		= 0.16
--[[
	@plugin UI
	
	Currently converts gui instances into PluginWidgets.
]]



local widget = {}

local plugin = nil

function widget.convertToDockWidget(screenGui, widgetId: string, widgetInfo: DockWidgetPluginGuiInfo, title: string)
	local widget = plugin:CreateDockWidgetPluginGui(widgetId, widgetInfo)
	widget.Title = title
	widget.ZIndexBehavior = screenGui.ZIndexBehavior
	
	screenGui = screenGui:GetChildren()
	
	for i = 1, #screenGui do
		screenGui[i]:Clone().Parent = widget
	end 
	
	return widget
end 

return function(Plugin: Plugin)
	plugin = Plugin
	return widget
end
-- LOCAL


local tweenService = game:GetService("TweenService")
local debris = game:GetService("Debris")
local userInputService = game:GetService("UserInputService")
local httpService = game:GetService("HttpService") -- This is to generate GUIDs
local runService = game:GetService("RunService")
local textService = game:GetService("TextService")
local starterGui = game:GetService("StarterGui")
local guiService = game:GetService("GuiService")
local iconModule = script
local TopbarPlusReference = require(iconModule.TopbarPlusReference)
local referenceObject = TopbarPlusReference.getObject()
local leadPackage = referenceObject and referenceObject.Value
if leadPackage and leadPackage ~= iconModule then
	return require(leadPackage)
end
if not referenceObject then
    TopbarPlusReference.addToReplicatedStorage()
end
local Icon = {}
Icon.__index = Icon
local IconController = require(iconModule.IconController)
local Signal = require(iconModule.Signal)
local Maid = require(iconModule.Maid)
local TopbarPlusGui = require(iconModule.TopbarPlusGui)
local Themes = require(iconModule.Themes)
local activeItems = TopbarPlusGui.ActiveItems
local topbarContainer = TopbarPlusGui.TopbarContainer
local iconTemplate = topbarContainer["IconContainer"]
local DEFAULT_THEME = Themes.Default
local THUMB_OFFSET = 55
local DEFAULT_FORCED_GROUP_VALUES = {}
-- ScreenSpace -> WorldSpace. Taking a screen height that you want that object to be
-- and a world height that is the size of that object, and returning the position to
-- put that object at to satisfy those.


function ScreenSpace.ScreenToWorldByHeight(x, y, screenHeight, worldHeight)
	local aspectRatio = ScreenSpace.AspectRatio()
	local hfactor = math.tan(math.rad(Workspace.CurrentCamera.FieldOfView)/2)
	local wfactor = aspectRatio*hfactor
	local sx, sy = ScreenSpace.ViewSizeX(), ScreenSpace.ViewSizeY()
	--
	local depth = - (sy * worldHeight) / (screenHeight * 2 * hfactor)
	--
	local xf, yf = x/sx*2 - 1, y/sy*2 - 1
	local xpos = xf * -wfactor * depth
	local ypos = yf *  hfactor * depth
	--
	return Vector3.new(xpos, ypos, depth)
end
--- Removes raycast points using only vector3 values. Use the same vector3 table from SetPoints
-- @param object BasePart or Bone, the original instance you used for SetPoints
-- @param table of vector values that are in local space relative to the basePart


function Hitbox:RemovePoints(object: BasePart | Bone, vectorPoints: {[number]: Vector3})
	for i = #self.HitboxRaycastPoints, 1, -1 do
		local part = (self.HitboxRaycastPoints[i] :: Point).Instances[1]

		if part == object then
			local originalVector = (self.HitboxRaycastPoints[i] :: Point).Instances[2]

			for _: number, vector: Vector3 in ipairs(vectorPoints) do
				if vector == originalVector :: Vector3 then
					table.remove(self.HitboxRaycastPoints, i)
					break
				end
			end
		end
	end
end
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name



return function(data)
	local gui = script.Parent.Parent
	local playergui = service.PlayerGui
	local str = data.Message
	local time = data.Time or 15

	--client.UI.Make("HintHolder")
	local container = client.UI.Get("HintHolder",nil,true)
	if not container then
		local holder = service.New("ScreenGui")
		local hTable = client.UI.Register(holder)
		local frame = service.New("ScrollingFrame", holder)
		client.UI.Prepare(holder)
		hTable.Name = "HintHolder"
		frame.Name = "Frame"
		frame.BackgroundTransparency = 1
		frame.Size = UDim2.new(1, 0, 0,150)
		frame.CanvasSize = UDim2.new(0, 0, 0, 0)
		frame.ChildAdded:Connect(function(c)
			if #frame:GetChildren() == 0 then
				frame.Visible = false
			else
				frame.Visible = true
			end
		end)

		frame.ChildRemoved:Connect(function(c)
			if #frame:GetChildren() == 0 then
				frame.Visible = false
			else
				frame.Visible = true
			end
		end)

		container = hTable
		hTable:Ready()
	end
	container = container.Object.Frame

	--// First things first account for notif :)
	local notif = client.UI.Get("Notif")
	local topbar = client.UI.Get("TopBar")

	container.Position = UDim2.new(0,0,0,((notif and 30) or 0) + ((topbar and 40) or 0) - 35)

	local children = container:children()

	gui.Position = UDim2.new(0,0,0,-100)
	gui.Frame.msg.Text = str
	local bounds = gui.Frame.msg.TextBounds.X
	
	spawn(function()
		local sound = Instance.new("Sound",service.LocalContainer())
		sound.SoundId = "rbxassetid://489390072"
		wait(0.1)
		sound:Play()
		wait(0.8)
		sound:Destroy()
	end)

	local function moveGuis(m,ignore)
		m = m or 0
		local max = #container:children()
		for i,v in pairs(container:children()) do
			if v~=ignore then
				local y = (i+m)*28
				v.Position = UDim2.new(0,0,0,y)
				if i~=max then v.Size = UDim2.new(1,0,0,28) end
			end
		end
	end

	local lom = -1
	moveGuis(-1)
	gui.Parent = container
	if #container:children()>5 then lom = -2 end
	UDim2.new(0,0,0,(#container:children()+lom)*28)
	moveGuis(-1)
	--gui:TweenPosition(UDim2.new(0,0,0,(#container:children()+lom)*28),nil,nil,0.3,true,function() if gui and gui.Parent then moveGuis(-1) end end)

	if #container:children()>5 then
		local gui = container:children()[1]
		moveGuis(-2,gui)
		gui:Destroy()
		--gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end)
	end

	wait(data.Time or 5)

	if gui and gui.Parent then
		moveGuis(-2,gui)
		gui:Destroy()
		--gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end)
	end
end
--------END AUDIENCE BACK RIGHT--------



game.Workspace.rightpalette.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l14.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.rightpalette.l24.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)

wait(0.15)
--Funcion Del AutoClick


local plr = script.Parent.Parent.Parent

local lea = plr:WaitForChild("leaderstats")-- Nombre De La Carpeta De Su Sistema De Dinero
local gold = lea:WaitForChild("TimesClicked")-- Nombre De Su Sistema De Dinero
local coin = lea:WaitForChild("Coins")-- Nombre De Su Sistema De Dinero
local boost = plr:WaitForChild("CoinBoost")-- Nombre De Su Sistema De Dinero
local autoclick = false
local autoclickDD = false
function GetAuto()
	gold.Value = gold.Value +1 --Cambiar Por Cuanto Dinero Quieres Que Obtenga
	coin.Value = coin.Value + 1 + boost.Value --Cambiar Por Cuanto Dinero Quieres Que Obtenga
end

script.Parent.AutoClick.MouseButton1Click:Connect(function()
	if autoclick == false then
		autoclick = true
		script.Parent.AutoClick.Text = "ON"
	else
		autoclick = false
		script.Parent.AutoClick.Text = "OFF"
	end
end)

while wait()do
	if autoclick == true then
		if autoclickDD == false then
			autoclickDD = true
			GetAuto(1)-- Cambia El Tiempo De Espera Al Recargar
			wait(.1)-- Tambien Cambia Para El Tiempo De Espera Al Recargar
			autoclickDD = false
		end
	end
end