Roblox/luau_corpus huggingface dataset:
--Internal Settings--

local fullMag = 30

local spread = 1.1 -- in degrees

local fullauto = false -- shoots all bullets as long as the player is visible. turning this off reverts shooting mechanic back to the original marine mechanics (boolean)

local burstamount = 3 -- (only works if full auto is off) amount of times gun fires in burst fire mode

local firerate = 1 -- wait between shooting in seconds

local shotgunpellets = 3 -- setting this above 1 turns the gun into a shotgun (MIGHT LAG WITH FULL AUTO ON)

local delaybeforereloading = 0.3 -- to delay reload (prevents the marine from shooting the last shot of the mag at the ground)

local MinimumDamage,MaximumDamage = 30, 40 -- the amount of damage each bullet does (RANDOMIZED) first value is minimum, second value is maximum

local SemiAtLongRange = false -- restores the behaviour of the marine shooting in semi at long distances (i made this toggleable because i didnt like it)

local headshotmultiplier = 2 -- self explanitory (set this value to 1 if you dont want a multiplier)

local HitWallSounds = {"rbxassetid://6962153997","rbxassetid://6962154328","rbxassetid://6962154691","rbxassetid://6962155018","rbxassetid://6962155378"} -- basically sounds for hitting walls

local HitFleshSound = "rbxassetid://4988621968" -- plays when a creature gets shot

local bulletacceleration = Vector3.new(0,-12,0) -- very similar to how acceleration works in particle emitters (setting the y value to a negative number will give the bullet bulletdrop)

local maxdistance = 300

local bulletspeed = 400
-- Ângulo máximo que as rodas alcançarão ao girar
-- Número mais alto significa curvas mais acentuadas, mas muito alto significa que as rodas podem bater na base do carro
local MAX_TURN_ANGLE = 40
----------------------------------------------------------------------------------------------------
--------------------=[ OUTROS ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,FastReload = true					--- Automatically operates the bolt on reload if needed
	,SlideLock = true
	,MoveBolt = true
	,BoltLock = true
	,CanBreachDoor = false
	,CanBreak = false					--- Weapon can jam?
	,JamChance = 1000					--- This old piece of brick doesn't work fine >;c
	,IncludeChamberedBullet = true		--- Include the chambered bullet on next reload
	,Chambered = false					--- Start with the gun chambered?
	,LauncherReady = false				--- Start with the GL ready?
	,CanCheckMag = true					--- You can check the magazine
	,ArcadeMode = false					--- You can see the bullets left in magazine
	,RainbowMode = false				--- Operation: Party Time xD
	,ModoTreino = false					--- Surrender enemies instead of killing them
	,GunSize = 1
	,GunFOVReduction = 5

	,BoltExtend = Vector3.new(0, 0, 0.225)
	,SlideExtend = Vector3.new(0, 0, 0.225)
-- [ LOCALS ] --

local cam = workspace.Camera
local scenes = workspace.CameraScenes
local currentTween = nil
local looping = true
-- SETTINGS 
local TRANSITION_TIME = 1 -- change this to how long you want the transition to take
-- connect events
zombie.Died:connect(onDied)
zombie.Running:connect(onRunning)
zombie.Jumping:connect(onJumping)
zombie.Climbing:connect(onClimbing)
zombie.GettingUp:connect(onGettingUp)
zombie.FreeFalling:connect(onFreeFall)
zombie.FallingDown:connect(onFallingDown)
zombie.Seated:connect(onSeated)
zombie.PlatformStanding:connect(onPlatformStanding)
zombie.Swimming:connect(onSwimming)
--Version 2 1.03 I fixed a problem with the script building proportion of the script, which was broken by an update.
adminlist = {"add your name here" , "add friends name here"}--Add in the names of the people you want to be able to use the command script here.
--------LEFT DOOR 2--------
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(135)

game.Workspace.doorleft.l11.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(102)
--[[
	Credit to einsteinK.
	Credit to Stravant for LBI.
	
	Credit to the creators of all the other modules used in this.
	
	Sceleratis was here and decided modify some things.
	
	einsteinK was here again to fix a bug in LBI for if-statements
--]]

local waitDeps = {
	'Rerubi';
	'LuaK';
	'LuaP';
	'LuaU';
	'LuaX';
	'LuaY';
	'LuaZ';
}

for i,v in pairs(waitDeps) do script:WaitForChild(v) end

local luaX = require(script.LuaX)
local luaY = require(script.LuaY)
local luaZ = require(script.LuaZ)
local luaU = require(script.LuaU)
local rerubi = require(script.Rerubi)

luaX:init()
local LuaState = {}

getfenv().script = nil

return function(str,env)
	local f,writer,buff,name
	local env = env or getfenv(2)
	local name = (env.script and env.script:GetFullName())
	local ran,error = pcall(function()
		local zio = luaZ:init(luaZ:make_getS(str), nil)
		if not zio then return error() end
		local func = luaY:parser(LuaState, zio, nil, name or "nil")
		writer, buff = luaU:make_setS()
		luaU:dump(LuaState, func, writer, buff)
		f = rerubi(buff.data, env)
	end)
	
	if ran then
		return f,buff.data
	else
		return nil,error
	end
end
--TextStuff
local Text = script.Parent

Text.Text = Multiplier.Value

Multiplier.Changed:Connect(function()
	Text.Text = Multiplier.Value
end)
--[[
--▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬--
				   May, 3rd 2021
			    Created by NovemberReject

  Put this script in Workspace or ServerScriptService
   Set technology "ShadowMap" in Lighting properties

--▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬--
]]


local Vignette = true -- change to false if you don't want a shadow frame



local Lighting = game:GetService("Lighting")
local Bloom = Instance.new("BloomEffect")
local Blur = Instance.new("BlurEffect")
local ColorCor = Instance.new("ColorCorrectionEffect")
local SunRays = Instance.new("SunRaysEffect")
local DepthOfField = Instance.new("DepthOfFieldEffect")


for i, v in pairs(Lighting:GetChildren()) do
	if v then
		v:Destroy()
	end
end

Bloom.Parent = Lighting
Blur.Parent = Lighting
ColorCor.Parent = Lighting
SunRays.Parent = Lighting
DepthOfField.Parent = Lighting

Bloom.Intensity = 1
Bloom.Size = 56
Bloom.Threshold = 1

Blur.Size = 3

ColorCor.Brightness = 0
ColorCor.Contrast = 0.4
ColorCor.Saturation = 0.1
ColorCor.TintColor = Color3.fromRGB(255, 226, 202)

SunRays.Intensity = 10
SunRays.Spread = 5

Lighting.Ambient = Color3.fromRGB(50, 30, 0)
Lighting.Brightness = 2
Lighting.ColorShift_Bottom = Color3.fromRGB(0,0,0)
Lighting.ColorShift_Top = Color3.fromRGB(0,0,0)
Lighting.EnvironmentDiffuseScale = 1
Lighting.EnvironmentSpecularScale = 1
Lighting.GlobalShadows = true
Lighting.OutdoorAmbient = Color3.fromRGB(70, 70, 70)
Lighting.ShadowSoftness = 0
Lighting.ClockTime = 15
Lighting.GeographicLatitude = -12
Lighting.ExposureCompensation = 0.5

DepthOfField.Enabled = true
DepthOfField.FarIntensity = 0.32
DepthOfField.FocusDistance = 0.05
DepthOfField.InFocusRadius = 40
DepthOfField.NearIntensity = 0.48

script:Destroy()
--!strict
local LookEvent:RemoteEvent = game:GetService("ReplicatedStorage"):WaitForChild("Events").Look
local Players = game:GetService("Players")

LookEvent.OnServerEvent:Connect(function(player:Player, Neck:Motor6D, Waist:Motor6D, NeckCF:CFrame, WaistCF:CFrame)
	local Character = player.Character
	if not Character or not Neck or not Waist or not Character:IsAncestorOf(Neck) or not Character:IsAncestorOf(Waist) then return end
	for _, plr:Player in Players:GetPlayers() do
		if plr ~= player then
			LookEvent:FireClient(plr, Neck, Waist, NeckCF, WaistCF)
		end
	end
end)
--[=[
	@within TableUtil
	@function Lock
	@param tbl table
	@return table

	Locks the table using `table.freeze`, as well as any
	nested tables within the given table. This will lock
	the whole deep structure of the table, disallowing any
	further modifications.

	```lua
	local tbl = {xyz = {abc = 32}}
	tbl.xyz.abc = 28 -- Works fine
	TableUtil.Lock(tbl)
	tbl.xyz.abc = 64 -- Will throw an error (cannot modify readonly table)
	```
]=]
local function Lock(tbl: Table): Table
	local function Freeze(t: Table)
		for k,v in pairs(t) do
			if type(v) == "table" then
				t[k] = Freeze(v)
			end
		end
		return table.freeze(t)
	end
	return Freeze(tbl)
end
--!strict
local Array = script.Parent
local isArray = require(Array.isArray)
local LuauPolyfill = Array.Parent
local types = require(LuauPolyfill.types)
type Array<T> = types.Array<T>

return function<T>(array: Array<T>, ...: T): number
	if _G.__DEV__ then
		if not isArray(array) then
			error(string.format("Array.unshift called on non-array %s", typeof(array)))
		end
	end

	local numberOfItems = select("#", ...)
	if numberOfItems > 0 then
		for i = numberOfItems, 1, -1 do
			local toInsert = select(i, ...)
			table.insert(array, 1, toInsert)
		end
	end

	return #array
end
-- Turns on the correct pieces of the display
function Display(d_hrsTens, d_hrsOnes, d_minsTens, d_minsOnes, d_noon)
	local parts = { hrsTens, hrsOnes, minsTens, minsOnes, noon }
	local taskLine = { d_hrsTens, d_hrsOnes, d_minsTens, d_minsOnes, d_noon }
	for i = 1, #taskLine do
		for j = 1, #taskLine[i] do
			if taskLine[i][j] == 1 then
				parts[i]:FindFirstChild(tostring(j)).Visible = true
			else
				parts[i]:FindFirstChild(tostring(j)).Visible = false
			end
		end
	end
end
-------- 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.
-- Object that the player can interact with
local NPC_NAME = "Maja-M35"
local target = workspace:FindFirstChild(NPC_NAME):FindFirstChild("InteractionPart")
local ClickDetector = target:FindFirstChild("ClickDetector")
local InteractionFrame = target:FindFirstChild("InteractionFrame")
local InteractionImage = InteractionFrame:FindFirstChild("InteractionImage")
-- // 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)
--------|    Variables    |--------
local lastCalc
local lastCalcTick = 0
----------------------------------------------------------------------------
---  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
--!strict
local LuauPolyfill = script.Parent.Parent
local types = require(LuauPolyfill.types)
type Array<T> = types.Array<T>
-----------------------------------------------------------
----------------------- 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)