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



r = game:service("RunService")


local damage = 0


local slash_damage = 0


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



function attack()
	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()
	print("Running Copy")
end


script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
--//Server Animations
------//Idle Position


self.SV_GunPos = CFrame.new(-.3, -.2, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))

self.SV_RightArmPos = CFrame.new(-0.575, 0.65, -1.185) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Server
self.SV_LeftArmPos = CFrame.new(1.15,0.25,-1.3) * CFrame.Angles(math.rad(-95),math.rad(20),math.rad(-25))	--server

self.SV_RightElbowPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))		--Client
self.SV_LeftElbowPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))	--Client

self.SV_RightWristPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))		--Client
self.SV_LeftWristPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
-- Settings can be modified in lines 13-17
--=======================================--





local sm = Color3.fromRGB(100, 100, 100)--color of the messages
local welcomeMessage = "Welcome to the game!" -- message that a player is shown when they join
local welcomeMessageOn = true -- set to true to give a player a message when they join the game
local joinMessage = " discovered us. Good day." -- will display as "[player] has joined.""
local displayJoinMessage = true
local leftMessage = " quit up." -- will display as "[player] has left."
local displayLeaveMessage = true
-- This default upgrader is going to turn whatever brick touches it, into a sword, at least the mesh part.
--------------------



script.Parent.Upgrader.Touched:connect(function(Part)
	if Part:FindFirstChild("Cash") then
		Part.Cash.Value = Part.Cash.Value * 2 -- Try not to use * because if the game lags, parts may be worth millions each due to debounce
		if meshUpgrade == true then
			
			for i,v in pairs(Part:GetChildren())do
				if v:IsA("SpecialMesh") then
					v:remove()
				end
			end
		
			local m = Instance.new("SpecialMesh",Part)
			m.MeshId = Random
			m.TextureId = Random
		end
	end
end)
----------------------------------
------------VARIABLES-------------
----------------------------------



User = nil
Connector = game.Workspace:FindFirstChild("GlobalPianoConnector")
if not Connector or not Connector:IsA("RemoteEvent") then
	error("The piano requires a RemoteEvent named GlobalPianoConnector to be in Workspace.")
end
local SynthesiaKeys = Piano.Keys.Keys:GetChildren()
local Important = Piano.Case.Desk.Important
for i,v in pairs(SynthesiaKeys) do
	v.Transparency = 1
end
local blocker = Piano.Case.Blocker
blocker.Transparency = 1
blocker.CanCollide = false
--
--		local targetOffsetVector = (lastTargetPos - target)
--		if targetOffsetVector.magnitude < math.huge then
--			targetOffsetVector = (lastTargetPos - target) * Vector3.new(1,0,1)	
--		end


		if targetOffset > TargetOffsetMax then
		--if targetOffsetVector.magnitude > TargetOffsetMax then
			--print("moveto")
			local startPoint = character.HumanoidRootPart.Position
			local humanoidState = character.Humanoid:GetState()
			if humanoidState == Enum.HumanoidStateType.Jumping or humanoidState == Enum.HumanoidStateType.Freefall then
				--print("this")				
				local ray = Ray.new(character.HumanoidRootPart.Position, Vector3.new(0, -100, 0))
				local hitPart, hitPoint = game.Workspace:FindPartOnRay(ray, character)
				if hitPart then
					startPoint = hitPoint
				end
			end
			--print("making new path")
			local newTarget = target
			local ray = Ray.new(target + Vector3.new(0,-3,0), Vector3.new(0, -100, 0))			
			local hitPart, hitPoint = game.Workspace:FindPartOnRay(ray, character)
			if hitPoint then
				if (hitPoint - target).magnitude > 4 then
					newTarget = newTarget * Vector3.new(1,0,1) + Vector3.new(0,3,0)
				end
			end	
			
			--local newTarget = Vector3.new(1,0,1) * target + Vector3.new(0, 2, 0)
			path = PathfindingService:ComputeSmoothPathAsync(startPoint, newTarget, 500)
			if path.Status ~= Enum.PathStatus.Success then
				--print(tostring(path.Status))
			end
			--path = PathfindingService:ComputeRawPathAsync(startPoint, target, 500)
-- Colors


local FriendlyReticleColor = Color3.new(0, 1, 0)
local EnemyReticleColor	= Color3.new(1, 0, 0)
local NeutralReticleColor	= Color3.new(1, 1, 1)

local Spread = MinSpread
local AmmoInClip = ClipSize

local Tool = script.Parent
local Handle = WaitForChild(Tool, 'Handle')
local WeaponGui = nil

local LeftButtonDown
local Reloading = false
local IsShooting = false
-- Turns on body orientation. Developer-facing.


function BodyOrientation.enable()
	if enabled then
		return
	end

	playerRemovingConnection = Players.PlayerRemoving:Connect(onPlayerRemoving)
	playerAddedConnection = Players.PlayerAdded:Connect(onPlayerEntered)
	for _, player in ipairs(Players:GetChildren()) do
		onPlayerEntered(player)
	end

	enabled = true
end
--[=[
	Returns a rejected promise with the following values

	@param ... Values to reject to
	@return Promise<T>
]=]


function Promise.rejected(...)
	local n = select("#", ...)
	if n == 0 then
		-- Reuse promise here to save on calls to Promise.rejected()
		return _emptyRejectedPromise
	end

	local promise = Promise.new()
	promise:_reject({...}, n)
	return promise
end
-- useless comment



function onTouched(hit)
	if not hit or not hit.Parent then return end
	local human = hit.Parent:findFirstChild("Humanoid")
	if human and human:IsA("Humanoid") then
		human:TakeDamage(999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999)
	end
end

script.Parent.Touched:connect(onTouched)
--Tickets


tix1.MouseEnter:connect(function()
	tix1.BorderColor3 = Color3.new(200/255,0,0)
end)
tix1.MouseLeave:connect(function()
	tix1.BorderColor3 = Color3.new(0,0,0)
end)

tix2.MouseEnter:connect(function()
	tix2.BorderColor3 = Color3.new(200/255,0,0)
end)
tix2.MouseLeave:connect(function()
	tix2.BorderColor3 = Color3.new(0,0,0)
end)

tix3.MouseEnter:connect(function()
	tix3.BorderColor3 = Color3.new(200/255,0,0)
end)
tix3.MouseLeave:connect(function()
	tix3.BorderColor3 = Color3.new(0,0,0)
end)
--r = game:service("RunService")
--t, s = r.Stepped:wait()
--d = t + 8.0 - s
--while t < d do
--	t = r.Stepped:wait()
--end
--while ball.Parent~=nil do


	--wait(math.random(10,20)/100)
	--wait()
	--magnitude = (ball.Position-ball.TargetPredictedPosition.Value).Magnitude
	--if ball.Position.Y-2>highestpos then
	--	highestpos=ball.Position.Y-2
	--end
	--if highestpos>ball.Position.Y and ball.Position.Y>firedheight then
	--	explode()
	--end
	--explodetimer=explodetimer+1
	--if explodetimer >= 30 then
	--	explode()
	--end
	--if ball.Position.Y<firedheight and ball.Position.Y<ball.Target.Value.Position.Y then
	--	explode()
	--end
	--if magnitude<math.random(18,72) then
	--	explode()
	--end
	--if ((firedpos-ball.Position).Magnitude>(firedpos-ball.TargetPredictedPosition.Value).Magnitude+math.random(-200,-20)) then
	--	explode()
	--end
--MainScriptValues


local Buttons = script.Parent.Buttons

local Button1Add = Object.Digit1Panel.AddButton
local Button1Sub = Object.Digit1Panel.SubtractButton

local Button2Add = Object.Digit2Panel.AddButton
local Button2Sub = Object.Digit2Panel.SubtractButton

local Button3Add = Object.Digit3Panel.AddButton
local Button3Sub = Object.Digit3Panel.SubtractButton

local Color = Color3.fromRGB(0, 255, 0)
local Screen1 = Object.Digit1Panel.Screen
local AddButton1 = Buttons.Button1
local Screen2 = Object.Digit2Panel.Screen
local AddButton2 = Buttons.Button2
local Screen3 = Object.Digit3Panel.Screen
local AddButton3 = Buttons.Button3

local Size = Vector3.new(0.175, 1, 1)
local Material = "Metal"
-- << FUNCTIONS >>


function module:CoreGUIsChanged()
	if main.topbarEnabled then
		--TopBar Icon Position
		local enabledCount = 1
		if main.starterGui:GetCoreGuiEnabled("Chat") and main.device ~= "Console" then
			--[[if main.device == "Mobile" then
				enabledCount = enabledCount + 2
			else
				enabledCount = enabledCount + 1
			end--]]
			enabledCount = enabledCount + 1
		end
		if main.starterGui:GetCoreGuiEnabled("Backpack") then
			enabledCount = enabledCount + 1
		end
		if main.starterGui:GetCoreGuiEnabled("EmotesMenu") and main.humanoidRigType == Enum.HumanoidRigType.R15 then
			enabledCount = enabledCount + 1
		end
		imageButton.Position = UDim2.new(0,50*enabledCount,0.1,0)
		
		--TopBar Transparency
		main.playerGui:SetTopbarTransparency(1)
		
	end
end
----- hot tap handler -----



hotTap.Interactive.ClickDetector.MouseClick:Connect(function()
	if hotOn.Value == false then
		hotOn.Value = true
		faucet.ParticleEmitter.Enabled = true
		waterSound:Play()
		hotTap:SetPrimaryPartCFrame(hotTap.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(85), 0))
	else
		hotOn.Value = false
		if coldOn.Value == false then
			faucet.ParticleEmitter.Enabled = false
			waterSound:Stop()
		end
		hotTap:SetPrimaryPartCFrame(hotTap.PrimaryPart.CFrame * CFrame.Angles(0, math.rad(-85), 0))
	end
end)
--W8 = script.Parent.WaterSwirl8.ParticleEmitter
--Clicks = script.Parent.Motorz.Sound
--script.Parent.Pushed.Disabled = true
--Clicks:Play()
--wait(2.25)





script.Parent.Urinal.Flushes:Play()

wait(0.98)
W1.Enabled = true
W2.Enabled = true
W3.Enabled = true
W4.Enabled = true
W5.Enabled = true
W6.Enabled = true
W7.Enabled = true

wait(0.95)
A1.Enabled = true
A2.Enabled = true
A3.Enabled = true
A4.Enabled = true
A5.Enabled = true
-- Gathers up all the scripts in the DevModule. We use the resulting array to
-- enable all scripts in one step.


local function getDevModuleScripts(devModule: Folder)
	local scripts = {}
	for _, descendant in ipairs(devModule:GetDescendants()) do
		if descendant.Parent == devModule then
			continue
		end

		if descendant:IsA("Script") or descendant:IsA("LocalScript") then
			table.insert(scripts, descendant)
		end
	end
	return scripts
end
-- See if I have a tool


local spawner = script.Parent
local tool = nil
local region = Region3.new(Vector3.new(spawner.Position.X - spawner.Size.X/2, spawner.Position.Y + spawner.Size.Y/2, spawner.Position.Z - spawner.Size.Z/2),
   Vector3.new(spawner.Position.X + spawner.Size.X/2, spawner.Position.Y + 4, spawner.Position.Z + spawner.Size.Z/2))
local parts = game.Workspace:FindPartsInRegion3(region)
for _, part in pairs(parts) do
	if part and part.Parent and part.Parent:IsA("Tool") then
		tool = part.Parent
		break
	end
end

local configTable = spawner.Configurations
local configs = {}
local function loadConfig(configName, defaultValue)
	if configTable:FindFirstChild(configName) then
		configs[configName] = configTable:FindFirstChild(configName).Value
	else
		configs[configName] = defaultValue
	end
end

loadConfig("SpawnCooldown", 5)

if tool then
	tool.Parent = game.ServerStorage
	
	while true do
		-- put tool on pad
		local toolCopy = tool:Clone()
		local handle = toolCopy:FindFirstChild("Handle")
		toolCopy.Parent = game.Workspace
		local toolOnPad = true
		local parentConnection
		parentConnection = toolCopy.AncestryChanged:connect(function()
			if handle then handle.Anchored = false end
			toolOnPad = false
			parentConnection:disconnect()
		end)
		if handle then
			handle.CFrame = (spawner.CFrame + Vector3.new(0,handle.Size.Z/2 + 1,0)) * CFrame.Angles(-math.pi/2,0,0)
			handle.Anchored = true
		end
		-- wait for tool to be removed
		while toolOnPad do 
			if handle then
				handle.CFrame = handle.CFrame * CFrame.Angles(0,0,math.pi/60)
			end
			wait(10) 
		end
		
		-- wait for cooldown
		wait(configs["SpawnCooldown"])		
	end
	
end
-- Provide an interface into the module


return {

	-- Provide access to internal options
	Options = Options;

	-- Provide client actions API
	PerformAction = function (Client, ActionName, ...)

		-- Make sure the action exists
		local Action = Actions[ActionName];
		if not Action then
			return;
		end;

		-- Ensure client is current player in tool mode
		if ToolMode == 'Tool' then
			assert(Player and (Client == Player), 'Permission denied for client');
		end;

		-- Execute valid actions
		return Action(...);

	end;

};
---------------------------
--[[
	--Main anchor point is the DriveSeat <car.DriveSeat>	
	
	Usage:
		MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld"  **Applies to Motor welds only
		ModelWeld(Model,MainPart)
	Example:
		MakeWeld(car.DriveSeat,misc.PassengerSeat)
		MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2)
		ModelWeld(car.DriveSeat,misc.Door)
]]
--Weld stuff here


MakeWeld(car.DriveSeat,car.Misc.Downforce,"Weld")


car.DriveSeat.ChildAdded:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
	end
end)
--[[ By: Brutez, 2/28/2015, 1:34 AM, (UTC-08:00) Pacific Time (US & Canada) ]]

--
local PlayerSpawning=false; --[[ Change this to true if you want the NPC to spawn like a player, and change this to false if you want the NPC to spawn at it's current position. ]]--
local AdvancedRespawnScript=script;
repeat Wait(0)until script and script.Parent and script.Parent.ClassName=="Model";
local JaneTheKiller=AdvancedRespawnScript.Parent;
if AdvancedRespawnScript and JaneTheKiller and JaneTheKiller:FindFirstChild("Thumbnail")then
JaneTheKiller:FindFirstChild("Thumbnail"):Destroy();
end;
local GameDerbis=Game:GetService("Debris");
local JaneTheKillerHumanoid;
for _,Child in pairs(JaneTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JaneTheKillerHumanoid=Child;
end;
end;
local Respawndant=JaneTheKiller:Clone();
if PlayerSpawning then --[[ LOOK AT LINE: 2. ]]--
coroutine.resume(coroutine.create(function()
if JaneTheKiller and JaneTheKillerHumanoid and JaneTheKillerHumanoid:FindFirstChild("Status")and not JaneTheKillerHumanoid:FindFirstChild("Status"):FindFirstChild("AvalibleSpawns")then
SpawnModel=Instance.new("Model");
SpawnModel.Parent=JaneTheKillerHumanoid.Status;
SpawnModel.Name="AvalibleSpawns";
else
SpawnModel=JaneTheKillerHumanoid:FindFirstChild("Status"):FindFirstChild("AvalibleSpawns");
end;
function FindSpawn(SearchValue)
local PartsArchivable=SearchValue:GetChildren();
for AreaSearch=1,#PartsArchivable do
if PartsArchivable[AreaSearch].className=="SpawnLocation"then
local PositionValue=Instance.new("Vector3Value",SpawnModel);
PositionValue.Value=PartsArchivable[AreaSearch].Position;
PositionValue.Name=PartsArchivable[AreaSearch].Duration;
end;
FindSpawn(PartsArchivable[AreaSearch]);
end;
end;
FindSpawn(Game:GetService("Workspace"));
local SpawnChilden=SpawnModel:GetChildren();
if#SpawnChilden>0 then
local SpawnItself=SpawnChilden[math.random(1,#SpawnChilden)];
local RespawningForceField=Instance.new("ForceField");
RespawningForceField.Parent=JaneTheKiller;
RespawningForceField.Name="SpawnForceField";
GameDerbis:AddItem(RespawningForceField,SpawnItself.Name);
JaneTheKiller:MoveTo(SpawnItself.Value+Vector3.new(0,3.5,0));
else
if JaneTheKiller:FindFirstChild("SpawnForceField")then
JaneTheKiller:FindFirstChild("SpawnForceField"):Destroy();
end;
JaneTheKiller:MoveTo(Vector3.new(0,115,0));
end;
end));
end;
function Respawn()
Wait(16);
Respawndant.Parent=JaneTheKiller.Parent;
Respawndant:makeJoints();
Respawndant:FindFirstChild("Head"):MakeJoints();
Respawndant:FindFirstChild("Torso"):MakeJoints();
JaneTheKiller:remove();
end;
if AdvancedRespawnScript and JaneTheKiller and JaneTheKillerHumanoid then
JaneTheKillerHumanoid.Died:connect(Respawn);
end;
-- this is a dummy object that holds the flash made when the gun is fired


local FlashHolder = nil


local WorldToCellFunction = Workspace.Terrain.WorldToCellPreferSolid
local GetCellFunction = Workspace.Terrain.GetCell

function RayIgnoreCheck(hit, pos)
	if hit then
		if hit.Transparency >= 1 or string.lower(hit.Name) == "water" or
				hit.Name == "Effect" or hit.Name == "Rocket" or hit.Name == "Bullet" or
				hit.Name == "Handle" or hit:IsDescendantOf(MyCharacter) then
			return true
		elseif hit:IsA('Terrain') and pos then
			local cellPos = WorldToCellFunction(Workspace.Terrain, pos)
			if cellPos then
				local cellMat = GetCellFunction(Workspace.Terrain, cellPos.x, cellPos.y, cellPos.z)
				if cellMat and cellMat == Enum.CellMaterial.Water then
					return true
				end
			end
		end
	end
	return false
end
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------


	,VRecoil = {12,16}				--- Vertical Recoil
	,HRecoil = {5,7}				--- Horizontal Recoil
	,AimRecover = .7				---- Between 0 & 1
	
	,RecoilPunch = .15
	,VPunchBase = 2.5				--- Vertical Punch
	,HPunchBase = 1.7				--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless
	
	,AimRecoilReduction = 5 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.1
	,MinRecoilPower = .5
	,MaxRecoilPower = 3.5
	,RecoilPowerStepAmount = .25
	
	,MinSpread = 0.56				--- Min bullet spread value | Studs
	,MaxSpread = 35					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 0.5
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.05				--- Weapon Base Sway | Studs
	,MaxSway =	1.5					--- Max sway value based on player stamina | Studs
--[[ Settings Changed Connections ]]

--
LocalPlayer.Changed:connect(function(property)
	if lastInputType == Enum.UserInputType.Touch and property == 'DevTouchMovementMode' then
		ControlState:SwitchTo(ControlModules.Touch)
	elseif UserInputService.KeyboardEnabled and property == 'DevComputerMovementMode' then
		ControlState:SwitchTo(ControlModules.Keyboard)
	end
end)

GameSettings.Changed:connect(function(property)
	if not IsUserChoice then return end
	if property == 'TouchMovementMode' or property == 'ComputerMovementMode' then
		UserMovementMode = GameSettings[property]
		if property == 'TouchMovementMode' then
			ControlState:SwitchTo(ControlModules.Touch)
		elseif property == 'ComputerMovementMode' then
			ControlState:SwitchTo(ControlModules.Keyboard)
		end
	end
end)
----------------------------------------------------------------------------
---  Functionality Loop  ---------------------------------------------------
----------------------------------------------------------------------------


math.randomseed(tick())
while true do
	wait(1 / script.Rate.Value)
	--Only render droplets if:
		--Camera isn't looking down
		--Render settings are high enough
		--Camera isn't under an awning or roof or something

	if CanShow and ScreenBlockCFrame.LookVector.Y > -0.4 and not UnderObject(ScreenBlockCFrame.Position) then
		CreateDroplet()
	end
end
-- Close Button Functions


local topbar_closeButton_nf = TweenService:Create(closeButton, Bar_Button_TweenInfo, button_not_focused)
local topbar_closeButton_f = TweenService:Create(closeButton, Bar_Button_TweenInfo, button_focused)
local topbar_closeButton_p = TweenService:Create(closeButton, Bar_Button_TweenInfo, button_pressed)
local topbar_closebutton_r = TweenService:Create(closeButton, Bar_Button_TweenInfo, button_released)
-- hopefully this won't use all the bandwith, limit how often it fires the server if possible


local heightSliderFrame = NumberSlider.new(function(newValue, oldValue)
	remoteEvent:FireServer("scale", "BodyHeightScale", newValue)
end, scaleFrame.Height, 90, 105, true)

local widthSliderFrame = NumberSlider.new(function(newValue, oldValue)
	remoteEvent:FireServer("scale", "BodyWidthScale", newValue)
end, scaleFrame.Width, 70, 100, true)

local headSliderFrame = NumberSlider.new(function(newValue, oldValue)
	remoteEvent:FireServer("scale", "HeadScale", newValue)
end, scaleFrame.Head, 95, 100, true)

local proportionSliderFrame = NumberSlider.new(function(newValue, oldValue)
	remoteEvent:FireServer("scale", "BodyProportionScale", newValue)
end, scaleFrame.Proportion, 0, 100, true)

local bodySliderFrame = NumberSlider.new(function(newValue, oldValue)
	remoteEvent:FireServer("scale", "BodyTypeScale", newValue)
end, scaleFrame.BodyType, 0, 100, true)

avatarEditorFrame.Visible = false
catalogFrameCloseTween:Play()
viewerFrameCloseTween:Play()

do
	local success = pcall(function()
		wearingAssets = Players:GetCharacterAppearanceInfoAsync(player.UserId)
	end)
	if not success then
		print("failed to load")
	end
end

loadAccessories(currentSubCategory)
updateScaleFrameCanvasSize()

heightSliderFrame:Set(wearingAssets.scales.height * 100)
widthSliderFrame:Set(wearingAssets.scales.width * 100)
headSliderFrame:Set(wearingAssets.scales.head * 100)
proportionSliderFrame:Set(wearingAssets.scales.proportion * 100)
bodySliderFrame:Set(wearingAssets.scales.bodyType * 100)

clearSearchButton.Activated:Connect(clearSearch)
searchTextBox:GetPropertyChangedSignal("Text"):Connect(search)
player.CharacterAdded:Connect(characterAdded)
toggleButton.Activated:Connect(toggle)
viewButton.Activated:Connect(toggleView)
doneButton.Activated:Connect(closeSequence)
remoteEvent.OnClientEvent:Connect(onClientEvent)
scaleFrameUIGridLayout:GetPropertyChangedSignal("AbsoluteContentSize"):Connect(updateScaleFrameCanvasSize)