Roblox/luau_corpus huggingface dataset:
-- 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(1.1) -- 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.
--//New UI
local loadingScreen = script.ScreenGui
loadingScreen.Parent = game.Players.LocalPlayer.PlayerGui
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --

while wait() do
	if Lift:WaitForChild("Mode").Value == "auto" then
		if Lift.Car.Sensor:FindFirstChild("Overloaded") == true then
			SetDisplayDOT(1,"OL")
		else
		    if Lift:WaitForChild("MotorMode").Value ~= "idle" then
			    if Lift:WaitForChild("Direction").Value == 1 then
					for S=0,7 do
						if Lift:WaitForChild("MotorMode").Value == "idle" then break end
						SetDisplayDOT(1,"U"..S)
						wait(0.5)
					end
			    elseif Lift:WaitForChild("Direction").Value == -1 then
					for S=0,7 do
						if Lift:WaitForChild("MotorMode").Value == "idle" then break end
						SetDisplayDOT(1,"D"..S)
						wait(0.5)
					end
				else
					SetDisplayDOT(1,"NIL")
			    end
			else
			    if Lift:WaitForChild("Direction").Value == 1 then
					SetDisplayDOT(1,"U".."0")
			    elseif Lift:WaitForChild("Direction").Value == -1 then
					SetDisplayDOT(1,"D".."0")
				else
					SetDisplayDOT(1,"NIL")
			    end
			end
		end
	elseif Lift:WaitForChild("Mode").Value == "fire" then
		SetDisplayDOT(1,"FR")
	elseif Lift:WaitForChild("Mode").Value == "manual" then
		SetDisplayDOT(1,"PR")
	elseif Lift:WaitForChild("Mode").Value == "priority" then
		SetDisplayDOT(1,"PR")
	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 plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	return plrData.Classes.Super.PureKnight.ManaBlade.Value == true and plrData.Classes.Super.PureKnight.SwordSpinAttack.Value ~= true
end
-- end of editable values
local Settings = {
	customSettings.Thickness,
	customSettings.MaxLength,
	customSettings.MinLength,
	customSettings.Damping,
	customSettings.FreeLength,
	customSettings.LimitsEnabled,
	customSettings.MaxForce,
	customSettings.Stiffness,
}

do
-------------------------
 
mouse.KeyDown:connect(function (key)
    key = string.lower(key)
        if key == "a" then
            	a = true
        elseif key == "d" then
                d = true
        elseif key == "w" then
                w = true
                rwd.Throttle = 1
				rwd.Torque = tq
				lwd.Throttle = 1
				lwd.Torque = ftq
				rrwd.Throttle = 1
				rrwd.Torque = ftq
				rwd.MaxSpeed = 300
				lwd.MaxSpeed = 300
				rrwd.MaxSpeed = 300
                carSeat.Throttle = 1
                carSeat.Torque = 0
                elseif key == "s" then
                s = true    
                carSeat.Throttle = 0
                carSeat.Torque = 0
				rwd.Throttle = -1
				rwd.Torque = brk
				lwd.Throttle = -1
				lwd.Torque = brk
				rrwd.Throttle = -1
				rrwd.Torque = brk
				rwd.MaxSpeed = 25
				lwd.MaxSpeed = 25
				rrwd.MaxSpeed = 25
                end
end)
 
mouse.KeyUp:connect(function (key)
    key = string.lower(key)
        if key == "a" then
                print("a up")
                if d == false then
                m.DesiredAngle = 0
                        n.DesiredAngle = m.DesiredAngle
                end
        elseif key == "d" then
                print("d up")
                if a == false then
                m.DesiredAngle = 0
                        n.DesiredAngle = m.DesiredAngle
end
        end
        a = false
        d = false
end)
 
mouse.KeyUp:connect(function (key)
    key = string.lower(key)
if key == "w" or key == "s" then
        rwd.Throttle = 0
        rwd.Torque = 0
	    lwd.Throttle = 0
		lwd.Torque = 0
		rrwd.Throttle = 0
		rrwd.Torque = 0

       carSeat.Throttle = 0
carSeat.Torque = cst
        end
end)   
               
 
 
limitButton.MouseButton1Click:connect(function()
--[[

	DeltaRager
	10-09-2021
	
	The following document is an explaination of the system.
	It will follow data formats as follows "mm-dd-yyyy".
	This system was an idea that I, DeltaRager imagined and wanted to test
	with the new MemoryStoreService

	A script that replicates a player to another server
	Replication includes position, orientation, animations etc..
	This will be acheieved using MemoryStoreService and has not been tested yet
	
	Player data will be cached into blocks that update at a yet to be set 
	frequency such that it does not exceed Size and Request Quota restrictions
	
	PlayerBlock will be defined like the following:
	
	PlayerBlock = {
		CF = CFrame [Position, orientation],
		HS = HumanoidState [Replicate humanoid state on dummy],
		Anim = Animation [Current animation being played, not a priority]
	}

	Log #1 10-09-2021:
		-> 	Started documenting
		-> 	Defined the PlayerBlock structure that will cache all
			relevant data related to replicating the player on
			another server. The data will be sent/added to the queue
			at a regular interval which will be set according to Quota
			restrictions.

	Log #2 10-10-2021:
		->	Project setup with Rojo v.6
		->	Create new scripts:
				ModuleScripts:
					1. PlayerBlock : The custom data defined for each player
					2. ClonerService : Module used to for the cloning services
					3. ClonerNetwork : Custom network module
					4. Added maid module
		->	Initialized "ClonerClient" and create event for KeyPress "R" [will be used to activate service]
		->	Maid added for ease of de-referencing and garbage collection
]]--

local RS = game:GetService("ReplicatedStorage")
local RepMods = RS.ReplicatorModules

local playerblock = require(RepMods.PlayerBlock)
local CS = require(RepMods.ClonerService)

local function playerjoin(player : Player)
	local name = player.Name
	local ID = player.UserId

	local block = playerblock:new(name,ID)
	block:Display()

	player.CharacterAdded:Wait()
	local function charadded(character : Model)

	end
end

for _,Player in pairs(game.Players:GetChildren()) do
	playerjoin(Player)
end
game.Players.PlayerAdded:Connect(playerjoin)
-- find player's head pos

	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	--local head = vCharacter:findFirstChild("Head")

	local head = locateHead()
	if head == nil then return end


	--computes a the intended direction of the projectile based on where the mouse was clicked in reference to the head
	local dir = mouse_pos - head.Position
	dir = computeDirection(dir)

	local launch = head.Position + 3 * dir

	local delta = mouse_pos - launch
	
	local dy = delta.y
	
	local new_delta = Vector3.new(delta.x, 0, delta.z)
	delta = new_delta

	local dx = delta.magnitude
	local unit_delta = delta.unit
	
	-- acceleration due to gravity in RBX units
	local g = (-9.81 * 20)

	local theta = computeLaunchAngle( dx, dy, g)

	local vy = math.sin(theta)
	local xz = math.cos(theta)
	local vx = unit_delta.x * xz
	local vz = unit_delta.z * xz
	

	local missile = Pellet:clone()
        

	missile.CanCollide = true
	missile.RotVelocity = Vector3.new(math.random(), math.random(), math.random()) * 10
	missile.Position = launch
	missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY

	
	missile.LightScript.Disabled = false

	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = vPlayer
	creator_tag.Name = "creator"
	creator_tag.Parent = missile
	
	missile.Parent = game.Workspace

end

function locateHead()
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	return vCharacter:findFirstChild("Head")
end
	

function computeLaunchAngle(dx,dy,grav)
	-- arcane
	-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
	
	local g = math.abs(grav)
	local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
	if inRoot <= 0 then
		return .25 * math.pi
	end
	local root = math.sqrt(inRoot)
	local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

	local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
	local answer1 = math.atan(inATan1)
	local answer2 = math.atan(inATan2)
	if answer1 < answer2 then return answer1 end
	return answer2
end

function computeDirection(vec)
	local lenSquared = vec.magnitude * vec.magnitude
	local invSqrt = 1 / math.sqrt(lenSquared)
	return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
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

	local targetPos = humanoid.TargetPoint

	fire(targetPos)

	wait(.3)

	Tool.Enabled = true
	Tool.Handle.Transparency=0
	Tool.Handle.Mesh.VertexColor = colors[math.random(1,#colors)]
end

script.Parent.Activated:connect(onActivated)
---[[ Fade Out and In Settings ]]
module.ChatWindowBackgroundFadeOutTime = .25 --Chat background will fade out after this many seconds.
module.ChatWindowTextFadeOutTime = 6				--Chat text will fade out after this many seconds.
module.ChatDefaultFadeDuration = .5
module.ChatShouldFadeInFromNewInformation = true
module.ChatAnimationFPS = 60.0
-- Wait for the LocalPlayer
repeat
	wait()
until Players.LocalPlayer

local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger)
local CameraController = require(ReplicatedStorage.Source.Controllers.CameraController)
local UIController = require(ReplicatedStorage.Source.Controllers.UIController)
local ClientVehicleManager = require(ReplicatedStorage.Source.Managers.ClientVehicleManager)
local ClientPlayerStatusHandler = require(ReplicatedStorage.Source.Player.ClientPlayerStatusHandler)
local Preloader = require(ReplicatedStorage.Source.Preloader)
local UserInput = require(ReplicatedStorage.Source.UserInput)
local translateDataModel = require(ReplicatedStorage.Source.Common.translateDataModel)
--This is just some simple server script that moves the object around every frame
--The kinematics module handles the rest

game["Run Service"].Heartbeat:Connect(function(deltaTime)
	
	part:PivotTo( CFrame.new(startPos + Vector3.new(math.sin(tick()) * orbit, math.cos(tick()) * orbit, 0)))
end)
-- Client exposed properties:
PointsService.Client.MostPoints = RemoteProperty.new(0)
-- Server for Client, this is so it works in FE

local update = script:WaitForChild('Update')
local Neck_Original = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
function Tween(t,g)
	game.TweenService:Create(t,TweenInfo.new(1,Enum.EasingStyle.Sine,Enum.EasingDirection.Out),g):Play()
end
local SBMode = false
local sine = 0
update.OnServerEvent:connect(function(player, request, mouseposition)
	pcall(function()
	local Torso = player.Character:FindFirstChild('Torso')
	local Arm = Torso:FindFirstChild('Right Shoulder')
	local Arm2 = Torso:FindFirstChild('Left Shoulder')
	if (request == 'Turn') then
		local Offset_O = (Torso.Position.y - mouseposition.y)/100--100 (mouse offset to direction)
		local Mag = (Torso.Position-mouseposition).magnitude/80 --80 (cone of y looking)
		local Offset = Offset_O/Mag
		local NeckWeld = Torso.Neck
			--NeckWeld.C0 = Neck_Original * CFrame.fromEulerAnglesXYZ(Offset-math.rad(90), 0, 0)
	sine = sine + .01
		if Arm ~= nil then
			Arm.C0 = Arm.C0:lerp(CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) * CFrame.fromEulerAnglesXYZ(0, 0, -Offset),0.3)
		end
		if Arm2 ~= nil then
if SBMode == false then
				Arm2.C0 = Arm2.C0:lerp(CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, Offset),0.3)
			else
				
			end
		end
	elseif (request == 'Unequip') then
		sine = 0
		Arm.C0 = CFrame.new(1, 0.5, 0) * CFrame.Angles(0, math.pi/2, 0) -- reset right arm
		Arm2.C0 = CFrame.new(-1, 0.5, 0) * CFrame.Angles(0, -math.pi/2, 0) -- reset left arm
		Torso.Neck.C0 = Neck_Original
		end
		end)
end)
------------------------------------------------------------------------
-- the following priority table consists of pairs of left/right values
-- for binary operators (was a static const struct); grep for ORDER OPR
-- * the following struct is replaced:
--   static const struct {
--     lu_byte left;  /* left priority for each binary operator */
--     lu_byte right; /* right priority */
--   } priority[] = {  /* ORDER OPR */
------------------------------------------------------------------------
luaY.priority = {
  {6, 6}, {6, 6}, {7, 7}, {7, 7}, {7, 7}, -- `+' `-' `/' `%'
  {10, 9}, {5, 4},                 -- power and concat (right associative)
  {3, 3}, {3, 3},                  -- equality
  {3, 3}, {3, 3}, {3, 3}, {3, 3},  -- order
  {2, 2}, {1, 1}                   -- logical (and/or)
}

luaY.UNARY_PRIORITY = 8  -- priority for unary operators
--[=[
	Determines if the passed object is a Janitor. This checks the metatable directly.

	@param Object any -- The object you are checking.
	@return boolean -- `true` if `Object` is a Janitor.
]=]
function Janitor.Is(Object: any): boolean
	return type(Object) == "table" and getmetatable(Object) == Janitor
end

type StringOrTrue = string | boolean
--Services
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
--- Active
script.Parent.OnServerEvent:Connect(function(Player)
	local Projectile = game.ReplicatedStorage.Dragon.SkillZ.LightFX:Clone()
	local BV = Instance.new("BodyVelocity",Projectile)
	BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
	BV.Velocity = Player.Character.HumanoidRootPart.CFrame.LookVector * 0
	Projectile.Parent = workspace
	Projectile.CanCollide = false
	Projectile.Anchored = false
	Projectile.CFrame = Player.Character.HumanoidRootPart.CFrame * CFrame.new(0,2,0) * CFrame.fromEulerAnglesXYZ(0,0,0)
	Projectile.Touched:Connect(function(hit)
	if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= Player.Name and hit.Parent:WaitForChild("Humanoid") ~= nil and hit.Parent:WaitForChild("Humanoid").Health ~= 0 and not hit.Parent:FindFirstChild("AlreadyHit") then
			local Check = Instance.new("IntValue", hit.Parent)
				Check.Name = "AlreadyHit"
				game.Debris:AddItem(Check ,1)
			local VCharacter = game.Workspace:FindFirstChild(Player.Name)
	        local vPlayer = game.Players:GetPlayerFromCharacter(VCharacter)
	        local Humanoid = hit.Parent:WaitForChild("Humanoid")
			Humanoid:TakeDamage(10)
			tagHumanoid(hit.Parent:FindFirstChild("Humanoid"),vPlayer)
			wait(0.05)
			untagHumanoid(hit.Parent:FindFirstChild("Humanoid"))	
		end
	end)
	wait(3)
	BV:Destroy()
	Projectile.Anchored = false
	wait(2)
	Projectile.CanCollide = false
	wait(1)
	for i = 1,5 do
				wait(0.025)
				Projectile.Transparency = Projectile.Transparency + 0.1
				Projectile.Texture1.Transparency = Projectile.Texture1.Transparency + 0.1
				Projectile.Texture2.Transparency = Projectile.Texture2.Transparency + 0.1
			end
    Projectile:Destroy()
    end)
-------- OMG HAX

r = game:service("RunService")


local damage = 0


local slash_damage = 0


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


local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/Asset/?ID=12135982"
SlashSound.Parent = sword
SlashSound.Volume = 0

function isTurbo(character)
	return character:FindFirstChild("PaperHat") ~= nil
end


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
				local d = damage
				if (isTurbo(vCharacter) == true) then d = d * 2.5 end
				tagHumanoid(humanoid, vPlayer)
				humanoid:TakeDamage(d)
				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(.4)

	Tool.Enabled = true
end


function onEquipped()
	SlashSound:play()
end


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


connection = sword.Touched:connect(blow)
--Rear Suspension
Tune.RSusDamping	= 500		-- Spring Dampening
Tune.RSusStiffness	= 9000		-- Spring Force
Tune.RSusLength		= 2			-- Suspension length (in studs)
Tune.RSusMaxExt		= .3		-- Max Extension Travel (in studs)
Tune.RSusMaxComp	= .1		-- Max Compression Travel (in studs)
Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)

Tune.RWsBoneLen		= 5			-- Wishbone Length
Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	--[[Lateral]]		-.4		,	-- positive = outward
	--[[Vertical]]		-.5		,	-- positive = upward
	--[[Forward]]		0		}	-- positive = forward
--script.Parent.Parent.Parent.MusicName.Text = Asset.Name
end

while wait(1) do
	if script.Parent.Playing == false then
		Music()
	end
end
----- MAGIC NUMBERS ABOUT THE TOOL -----
-- How much damage a bullet does
local Damage = 0.5
------------------------------------------------------------------------
--
-- * used in multiple locations
------------------------------------------------------------------------
function luaK:exp2RK(fs, e)
  self:exp2val(fs, e)
  local k = e.k
  if k == "VKNUM" or k == "VTRUE" or k == "VFALSE" or k == "VNIL" then
    if fs.nk <= luaP.MAXINDEXRK then  -- constant fit in RK operand?
      -- converted from a 2-deep ternary operator expression
      if e.k == "VNIL" then
        e.info = self:nilK(fs)
      else
        e.info = (e.k == "VKNUM") and self:numberK(fs, e.nval)
                                  or self:boolK(fs, e.k == "VTRUE")
      end
      e.k = "VK"
      return luaP:RKASK(e.info)
    end
  elseif k == "VK" then
    if e.info <= luaP.MAXINDEXRK then  -- constant fit in argC?
      return luaP:RKASK(e.info)
    end
  else
    -- default
  end
  -- not a constant in the right range: put it in a register
  return self:exp2anyreg(fs, e)
end
--Tune--
local StockHP = 500	--Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve)
local TurboCount = 2	--(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos)
local TurboSize = 65	--bigger the turbo, the more lag it has
local WasteGatePressure = 12	--Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo)
local CompressionRatio = 9/1	--Compression of your car (look up the compression of the engine you are running)
local AntiLag = true	--if true basically keeps the turbo spooled up so less lag

local BOV_Loudness = 1	--volume of the BOV (not exact volume so you kinda have to experiment with it)
local TurboLoudness = 1 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)
--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,"Warlock").FastCasting.Value and ClassInformationTable:GetClassFolder(player,"Warlock").PocketStep.Value ~= true
end
-- Create class
local ArcHandles = {}
ArcHandles.__index = ArcHandles
--Main
return require(ReplicatedStorage.Systems.EntitySystem.EntityClient.Render.EntityRenderController)
-- Position --

local openState = UDim2.new(0.005, 0,0, 0)
local closeState = UDim2.new(0.005, 0,0.996, 0)
--[[
local frame = game.StarterGui.HDAdminGUIs.MainFrame
for a,b in pairs(frame:GetDescendants()) do
	if b:IsA("GuiObject") then
		b.ZIndex = b.ZIndex + 10
	end
end

game:GetService("StarterGui"):SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false)	
game:GetService("StarterGui"):SetCore("TopbarEnabled", false)

--]]



return module
--- All the (>level 2) services, all at EOS to same memory and typing strokes :D
Services.AssetService = 						game:GetService("AssetService")
Services.BadgeService = 						game:GetService("BadgeService")
Services.CollectionService = 					game:GetService("CollectionService")
Services.ContextActionService = 				game:GetService("ContextActionService")
Services.ControllerService = 					game:GetService("ControllerService")
Services.DataStoreService = 					 require(game:GetService("ReplicatedStorage").DataStoreService)
Services.FriendService = 						game:GetService("FriendService")
Services.GamepadService = 						game:GetService("GamepadService")
Services.GamePassService = 						game:GetService("GamePassService")
Services.GroupService = 						game:GetService("GroupService")
Services.GuiService = 							game:GetService("GuiService")
Services.HapticService = 						game:GetService("HapticService")
Services.HttpService = 							game:GetService("HttpService")
Services.InsertService = 						game:GetService("InsertService")
Services.JointsService = 						game:GetService("JointsService")
Services.KeyboardService = 						game:GetService("KeyboardService")
Services.LocalizationService = 					game:GetService("LocalizationService")
Services.LoginService = 						game:GetService("LoginService")
Services.LogService = 							game:GetService("LogService")
Services.MarketplaceService = 					game:GetService("MarketplaceService")
Services.MouseService = 						game:GetService("MouseService")
Services.MessagingService =                     game:GetService("MessagingService")
Services.NotificationService = 					game:GetService("NotificationService")
Services.PathfindingService = 					game:GetService("PathfindingService")
Services.PhysicsService = 						game:GetService("PhysicsService")
Services.PointsService = 						game:GetService("PointsService")
Services.RunService = 							game:GetService("RunService")
Services.SoundService = 						game:GetService("SoundService")
Services.TeleportService = 						game:GetService("TeleportService")
Services.TextService = 							game:GetService("TextService")
Services.TweenService = 						game:GetService("TweenService")
Services.TouchInputService = 					game:GetService("TouchInputService")
Services.UserInputService = 					game:GetService("UserInputService")
Services.VRService = 							game:GetService("VRService")