Roblox/luau_corpus huggingface dataset:
--////////////////////////////// Include
--//////////////////////////////////////
local Chat = game:GetService("Chat")
local clientChatModules = Chat:WaitForChild("ClientChatModules")
local modulesFolder = script.Parent
local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings"))
local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil"))

local commandModules = clientChatModules:WaitForChild("CommandModules")
local WhisperModule = require(commandModules:WaitForChild("Whisper"))

local MessageSender = require(modulesFolder:WaitForChild("MessageSender"))

local ChatLocalization = nil
pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end)
if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end

local FFlagUserChatNewMessageLengthCheck2 do
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserChatNewMessageLengthCheck2")
	end)
	FFlagUserChatNewMessageLengthCheck2 = success and result
end
-- Connections
game.Players.PlayerAdded:Connect(function(player)
	DataStore:Load(player)
end)
game.Players.PlayerRemoving:Connect(saveOnExit)
game:BindToClose(function()
    for _, player in ipairs(game.Players:GetPlayers()) do
        saveOnExit(player)
    end
end)


return DataStore
--[=[
	Destroys the timer.
]=]
function Timer:Destroy()
	self.Tick:Destroy()
	self:Stop()
end


return Timer
--[[Transmission]]
	Tune.TransModes		= {"Semi", "Manual"}												--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch
		
		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}								
		>First mode is default mode													]]
	
	--Automatic Settings
	Tune.AutoShiftMode	= "RPM"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]	
	Tune.AutoUpThresh	= -200		-- Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		-- Automatic downshift point (relative to peak RPM, positive = Under-rev)
	Tune.ShiftTime = 0				-- The time delay in which you initiate a shift and the car changes gear
	
	--Gear Ratios
	Tune.FinalDrive		= 3.21		 --	[TRANSMISSION CALCULATIONS FOR NERDS]
	Tune.Ratios			= {			 --		SPEED [SPS]	 = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)
		--[[Reverse]]	5.000		,--		WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier
		--[[Neutral]]	0			,
		--[[ 1 ]]		3.519      	,
		--[[ 2 ]]		2.320		,
		--[[ 3 ]]		1.700		,
		--[[ 4 ]]		1.400		,
		--[[ 5 ]]		0.907		,
	}
	Tune.FDMult			= 1.3			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--Load the Nexus VR Character Model module.
local NexusVRCharacterModelModule
local MainModule = script:FindFirstChild("MainModule")
if MainModule then
    NexusVRCharacterModelModule = require(MainModule)
else
    NexusVRCharacterModelModule = require(6052374981)
end
--[=[
	This allows the storage of subscriptions for keys, such that something
	can subscribe onto a key, and events can be invoked onto keys.
	@class ObservableSubscriptionTable
]=]

local require = require(script.Parent.loader).load(script)

local Observable = require("Observable")

local ObservableSubscriptionTable = {}
ObservableSubscriptionTable.ClassName = "ObservableSubscriptionTable"
ObservableSubscriptionTable.__index = ObservableSubscriptionTable

function ObservableSubscriptionTable.new()
	local self = setmetatable({}, ObservableSubscriptionTable)

	self._subMap = {} -- { TKey: Subscription<TEmit> }

	return self
end
-------------------------------------------
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-0.5,1,-1) * CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0) --Right leg
arms[2].Name = "RDave"
arms[2].CanCollide = true
welds[2] = weld2
--Main Control------------------------------------------------------------------------
SideLight1 = script.Parent.SideLight1
SideLight1A = script.Parent.SideLight1A
SideLight2 = script.Parent.SideLight2
SideLight2A = script.Parent.SideLight2A
Red1 = script.Parent.Red1.Lamp.Light
Red1A = script.Parent.Red1A.Lamp.Light
Red2 = script.Parent.Red2.Lamp.Light
Red2A = script.Parent.Red2A.Lamp.Light
DRed1 = script.Parent.Red1.DynamicLight
DRed1A = script.Parent.Red1A.DynamicLight
DRed2 = script.Parent.Red2.DynamicLight
Ded2A = script.Parent.Red2A.DynamicLight
while true do
	wait()
	if Signal.Value == false then
		SideLight1.Material = "SmoothPlastic"
		SideLight1A.Material = "SmoothPlastic"
		SideLight2.Material = "SmoothPlastic"
		SideLight2A.Material = "SmoothPlastic"
		SideLight1.BrickColor = BrickColor.new(1003)
		SideLight1A.BrickColor = BrickColor.new(1003)
		SideLight2.BrickColor = BrickColor.new(1003)
		SideLight2A.BrickColor = BrickColor.new(1003)
		Red1.Visible = false
		Red1A.Visible = false
		Red2.Visible = false
		Red2A.Visible = false
		DRed1.Enabled = false
		DRed1A.Enabled = false
		DRed2.Enabled = false
		Ded2A.Enabled = false
	else
		if Flash.Value == true then
		SideLight1.Material = "Neon"
		SideLight1A.Material = "SmoothPlastic"
		SideLight2.Material = "Neon"
		SideLight2A.Material = "SmoothPlastic"
		SideLight1.BrickColor = BrickColor.new(1004)
		SideLight1A.BrickColor = BrickColor.new(1003)
		SideLight2.BrickColor = BrickColor.new(1004)
		SideLight2A.BrickColor = BrickColor.new(1003)
		Red1.Visible = true
		Red1A.Visible = false
		Red2.Visible = true
		Red2A.Visible = false
		DRed1.Enabled = true
		DRed1A.Enabled = false
		DRed2.Enabled = true
		Ded2A.Enabled = false
		else
		SideLight1.Material = "SmoothPlastic"
		SideLight1A.Material = "Neon"
		SideLight2.Material = "SmoothPlastic"
		SideLight2A.Material = "Neon"
		SideLight1.BrickColor = BrickColor.new(1003)
		SideLight1A.BrickColor = BrickColor.new(1004)
		SideLight2.BrickColor = BrickColor.new(1003)
		SideLight2A.BrickColor = BrickColor.new(1004)
		Red1.Visible = false
		Red1A.Visible = true
		Red2.Visible = false
		Red2A.Visible = true
		DRed1.Enabled = false
		DRed1A.Enabled = true
		DRed2.Enabled = false
		Ded2A.Enabled = true
		end
	end
end
--//Script
Plaka()
CarColor()

Stats.Locked.Changed:Connect(function()
ToogleLock(Stats.Locked.Value)
end)
Stats.Color.Changed:Connect(function()
CarColor()
end)



Fuel = script.Parent.Parent.Stats.Fuel
MainPart = script.Parent.Parent.Body.Main
while wait(.5) do
if oldpos == nil then
oldpos = MainPart.Position
else
newpos = MainPart.Position
Fuel.Value = Fuel.Value - (oldpos - newpos).Magnitude/150
oldpos = newpos
end
end
--Don't touch anything in this script unless you know what you're doing
script.Parent.MouseButton1Click:connect(function()	
script.Parent.Parent.Parent.Open.Visible=true
script.Parent.Parent.Visible=false
end)
--//Player//--
local Player = game.Players.LocalPlayer
local Mouse = Player:GetMouse()
-- Function to update the text label with the Core's size
local function UpdateLabel()
	local coreSize = core.Size
	textLabel.Text = "Core Size: " .. tostring(coreSize)
end
--// Ammo Settings			
	Ammo = 1;
	StoredAmmo = 1;
	MagCount = math.huge; --  If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
	ExplosiveAmmo = 0;
--[=[
	Gets whatever object is stored with the given index, if it exists. This was added since Maid allows getting the task using `__index`.

	```lua
	local Obliterator = Janitor.new()
	Obliterator:Add(workspace.Baseplate, "Destroy", "Baseplate")
	print(Obliterator:Get("Baseplate")) -- Returns Baseplate.
	```

	```ts
	import { Workspace } from "@rbxts/services";
	import { Janitor } from "@rbxts/janitor";

	const Obliterator = new Janitor<{ Baseplate: Part }>();
	Obliterator.Add(Workspace.FindFirstChild("Baseplate") as Part, "Destroy", "Baseplate");
	print(Obliterator.Get("Baseplate")); // Returns Baseplate.
	```

	@param Index any -- The index that the object is stored under.
	@return any? -- This will return the object if it is found, but it won't return anything if it doesn't exist.
]=]
function Janitor:Get(Index: any): any?
	local This = self[IndicesReference]
	if This then
		return This[Index]
	else
		return nil
	end
end
--ClickFunctions
local Size0 = Vector3.new(0.175, 1, 1)
local Size1 = Vector3.new(0.1, 1, 1)
local Material0 = "Metal"
local Material1 = "Neon"
local Min = 0
local Max = 9
-- See if the game is Team or FFA
IsTeams = FetchConfiguration:FireServer("TEAMS")
-- Implements Javascript's `Array.prototype.reduce` as defined below
-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/reduce
local function reduce(array: Array, callback: Function, initialValue: any?): any
	if typeof(array) ~= "table" then
		error(string.format("Array.reduce called on %s", typeof(array)))
	end
	if typeof(callback) ~= "function" then
		error("callback is not a function")
	end

	local length = #array

	local value
	local initial = 1

	if initialValue ~= nil then
		value = initialValue
	else
		initial = 2
		if length == 0 then
			error("reduce of empty array with no initial value")
		end
		value = array[1]
	end

	for i = initial, length do
		value = callback(value, array[i], i, array)
	end

	return value
end

return reduce
--- An expensive way to spawn a function. However, unlike spawn(), it executes on the same frame, and
-- unlike coroutines, does not obscure errors
-- @module fastSpawn

return function(func, ...)
	local args = {...}
	local count = select("#", ...)

	local bindable = Instance.new("BindableEvent")
	bindable.Event:Connect(function()
		func(unpack(args, 1, count))
	end)

	bindable:Fire()
	bindable:Destroy()
end
--[[Standardized Values: Don't touch unless needed]]
	
	--[WEIGHT // Cubic stud : pounds ratio]
	Tune.WeightScaling = 1/50	--Default = 1/50 (1 cubic stud = 50 lbs)
	Tune.LegacyScaling = 1/10	--Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF]
	--[ENGINE // Caching]
	Tune.CurveCache = true		--Default = true (Caches the engine and boost curves)
	Tune.CacheInc = 100 		--Default = 100 (How many points the curve will have.)
	--[[Examples: 1 = every RPM increment [will freeze your computer at low settings like this], 
				  100 = default and recommended, 
				  1000 or more = death															]]
	
return Tune
--[[Transmission]]
	Tune.TransModes		= {"Auto", "Semi"}								--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch
		
		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}								
		>First mode is default mode													]]
	
	--Automatic Settings
	Tune.AutoShiftMode	= "Speed"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]	
	Tune.AutoUpThresh	= -200		--Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		--Automatic downshift point (relative to peak RPM, positive = Under-rev)
	
	--Gear Ratios
	Tune.FinalDrive		= 4.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.13		,
		--[[ 5 ]]		0.63		,
		--[[ 6 ]]		0.47		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Testing AC FE support

local event = script.Parent
local car=script.Parent.Parent
local LichtNum = 0


event.OnServerEvent:connect(function(player,data)
	if data['ToggleLight'] then
		if car.Body.Light.on.Value==true then
			car.Body.Light.on.Value=false
		else
			car.Body.Light.on.Value=true
		end
	elseif data['EnableBrakes'] then
		car.Body.Brakes.on.Value=true
	elseif data['DisableBrakes'] then
		car.Body.Brakes.on.Value=false
	elseif data['ToggleLeftBlink'] then
		if car.Body.Left.on.Value==true then
			car.Body.Left.on.Value=false
		else
			car.Body.Left.on.Value=true
		end
	elseif data['ToggleRightBlink'] then
		if car.Body.Right.on.Value==true then
			car.Body.Right.on.Value=false
		else
			car.Body.Right.on.Value=true
		end
	elseif data['ReverseOn'] then
		car.Body.Reverse.on.Value=true
	elseif data['ReverseOff'] then
		car.Body.Reverse.on.Value=false
	elseif data['ToggleStandlicht'] then
		if LichtNum == 0 then
			LichtNum = 2
			car.Body.Headlight.on.Value = true
		elseif LichtNum == 1 then
			LichtNum = 2
			car.Body.Headlight.on.Value = true
		elseif LichtNum == 2 then
			LichtNum = 3
			car.Body.Highlight.on.Value = true
		elseif LichtNum == 3 then
			LichtNum = 1
			car.Body.Highlight.on.Value = false
			car.Body.Headlight.on.Value = false
		end
	elseif data["ToggleHazards"] then
		if car.Body.Hazards.on.Value == false then
			car.Body.Hazards.on.Value = true	
		elseif car.Body.Hazards.on.Value == true then
			car.Body.Hazards.on.Value = false
		end
	end
end)
--------|    Variables    |--------
local b = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
local function weld(folder, main, parent)		
	for _,child in pairs(parent:GetChildren()) do
		if ((child:IsA("BasePart")) and (child ~= main) and (child.Name ~= "Head") 
			and (child.Name ~= "UpperTorso")) then
			
			local weld = Instance.new("WeldConstraint")
			weld.Parent = folder
			weld.Name = "Weld"
			weld.Part0, weld.Part1 = child, main
		end
		weld(folder, main, child)
	end
end -- weld()
-- Update loop; on every loop, checks if an object should be made and, if so, creates that object
local last = tick()
while wait() do
    local now = tick()
    local delta = now - last

    for _, object in ipairs(fallingStuffTable) do
        if checkIfShouldDrop(object, delta) then
            local obj = object.MODEL:Clone()
            positionFallingObject(obj)
            setupFallingObjectCollisions(obj, object.DAMAGE)
            objectCleanup(obj, object.CLEANUP_DELAY_IN_SECONDS)
        end
    end

    last = now
end
--Kyles45678

if not game:IsLoaded() then
	game.Loaded:Wait()
end

local ply = game.Players.LocalPlayer
local inGame = ply:WaitForChild("InGame")

local repStoreService = game:GetService("ReplicatedStorage")
local userInputService = game:GetService("UserInputService")

local gui = script.Parent

local defaultView = gui.Default
local mobileView = gui.Mobile

local gameFolder = repStoreService:WaitForChild("Game")
local IM = require(gameFolder.Modules:WaitForChild("IsMobile"))

local function toggleGameUI()
	local ism = IM.isMobile()
	defaultView.Visible = not ism
	mobileView.Visible = ism
end

toggleGameUI()

userInputService.InputBegan:Connect(function(inputObj, GPE)
	--if GPE then return end
	if inputObj.UserInputType == Enum.UserInputType.MouseMovement and userInputService.MouseEnabled and mobileView.Visible then
		toggleGameUI()
	elseif inputObj.UserInputType == Enum.UserInputType.Touch and not userInputService.MouseEnabled and defaultView.Visible then
		toggleGameUI()
	end
end)

local function onInGameChange()
	gui.Enabled = inGame.Value
end

inGame.Changed:Connect(onInGameChange)
onInGameChange()
-- Set up the event handler for the GClippsly button
Minimalise.MouseButton1Click:Connect(toggleWindow)
-- declarations
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
local regening = false
-- Function to bind to Unequip event
local function unequip()
	if connection then connection:disconnect() end
	
	mouse.Icon = oldIcon
	
	neck.C0 = oldNeckC0
	shoulder.C0 = oldShoulderC0
end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 0.5 -- cooldown for use of the tool again

ZoneModelName = "Random homing bone" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- functions

function onDied()
	sDied:Play()
end

function onState(state, sound)
	if state then
		sound:Play()
	else
		sound:Pause()
	end
end

function onRunning(speed)
	if speed>0 then
		sRunning:Play()
	else
		sRunning:Pause()
	end
end
--[=[
	Intended for classes that extend BaseObject only
	@class PromiseRemoteFunctionMixin
]=]

local require = require(script.Parent.loader).load(script)

local promiseChild = require("promiseChild")

local PromiseRemoteFunctionMixin = {}
--edit the below function to execute code when this response is chosen OR this prompt is shown
--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)
	plrData.Money.Gold.Value = plrData.Money.Gold.Value - 100 -- TODO track for dissertation
	local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation)
	ClassInformationTable:GetClassFolder(player,"Mage").WiseCasting.Value = true
end
-- Public Methods

function SpringClass:Update(dt)
	if (not self.instant) then
		local t, k, d, x0, v0 = self.t, self.k, self.d, self.x, self.v
		local a0 = k*(t - x0) + v0*d
		local v1 = v0 + a0*(dt/2)
		local a1 = k*(t - (x0 + v0*(dt/2))) + v1*d
		local v2 = v0 + a1*(dt/2)
		local a2 = k*(t - (x0 + v1*(dt/2))) + v2*d
		local v3 = v0 + a2*dt
		local x4 = x0 + (v0 + 2*(v1 + v2) + v3)*(dt/6)
		self.x, self.v = x4, v0 + (a0 + 2*(a1 + a2) + k*(t - (x0 + v2*dt)) + v3*d)*(dt/6)
		
		if (getAbsDist(x4, self.t) > self.marginOfError) then
			return x4
		end
	end
	
	self.x, self.v = self.t, self.v*0
	return self.x
end
--Plot Current Supercharger Horsepower 
function GetSCurve(x,gear)
	local hp=(math.max(CurveS(x)/(PeakCurveS/HP_S),0))*100
	return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000
end
--Left lean Multiplier
ZR15RightLegLeftLeanM= 1
XR15RightLegLeftLeanM = 1 
YR15RightLegLeftLeanM = 1
R15RightKneeLeftLeanM = 1

ZR15RightArmLeftLeanM = 1
XR15RightArmLeftLeanM = 1
YR15RightArmLeftLeanM = 1
R15RightElbowLeftLeanM = 1

ZR15LeftLegLeftLeanM= 1
XR15LeftLegLeftLeanM = 1 
YR15LeftLegLeftLeanM = 1
R15LeftKneeLeftLeanM = 1

ZR15LeftArmLeftLeanM = 1
XR15LeftArmLeftLeanM = 1
YR15LeftArmLeftLeanM = 1
R15LeftElbowLeftLeanM = 1

ZR15LowerTorsoLeftLeanM = 1
XR15LowerTorsoLeftLeanM = 1
YR15LowerTorsoLeftLeanM = 1
ZR15UpperTorsoLeftLeanM = 1
-- Create target box pool
local SelectionBoxPool = InstancePool.new(60, function ()
	return Make 'SelectionBox' {
		Name = 'BTSelectionBox',
		Parent = GetCore().UI,
		LineThickness = 0.025,
		Transparency = 0.5,
		Color = Selection.Color
	}
end)
-- We get the initial shop size for opening the shop frame.
local initialShopSize = shopFrame.Size

isOpen.Changed:Connect(function()
	if isOpen.Value == true then
		-- open

		shopFrame.Visible = true
		shopFrame.Size = UDim2.new(0,0,0,0)

		local shopTweenInfo = TweenInfo.new(0.15, Enum.EasingStyle.Linear)
		local shopTweenGoal = {
			Size = initialShopSize
		}

		local shopTween = ts:Create(shopFrame, shopTweenInfo, shopTweenGoal)
		shopTween:Play()
		shopBtn.TextLabel.Text = "Close Shop"
	elseif isOpen.Value == false then
		-- close

		local shopTweenInfo = TweenInfo.new(0.15, Enum.EasingStyle.Linear)
		local shopTweenGoal = {
			Size = UDim2.new(0,0,0,0)
		}

		local shopTween = ts:Create(shopFrame, shopTweenInfo, shopTweenGoal)
		shopTween:Play()
		-- When the Tween has finished, the shop frame is hidden.
		shopTween.Completed:Connect(function()
			shopFrame.Visible = false
			shopBtn.TextLabel.Text = "Buy Cash!"
		end)
	end
end)

shopBtn.MouseButton1Click:Connect(function()
	-- used to toggle the isOpen value to fire the Changed event.
	if isOpen.Value == true then
		isOpen.Value = false
	elseif isOpen.Value == false then
		isOpen.Value = true
	end
end)
-- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Selects a random object out of tbl
Table.random = function (tbl)
	return tbl[RNG:NextInteger(1, #tbl)]
end
--[[ if your changing the DataStore name from LB 
		to anything else you should change it inside the saving script too
	]]--
local LeaderBoardStore = DataStore:GetOrderedDataStore("LB")


local function Arrange()
	-- pcall can help us to indentify and silence the errors
	
	local success , errormessage = pcall(function()
		
		local MainPage = LeaderBoardStore:GetSortedAsync(false , 50)
		local ThisPage = MainPage:GetCurrentPage()

		for i , v in pairs(ThisPage) do  
			-- i is the player's rank and v is the player's data

			local Player = game.Players:GetPlayerByUserId(v.key)
			local Coins = v.Value or 0 

			local NewFrame = script:FindFirstChild("Frame"):Clone()
			NewFrame.Player.Text = Player.Name
			NewFrame.Rank.Text = i
			NewFrame.Coins.Text = Coins
			NewFrame.Parent = script.Parent
			
			
			if ChatService then -- first checking if ChatService has loaded or not
				-- Leaderboard tags are added in the below lines
				local Speaker = ChatService:GetSpeaker(Player.Name)
				if Speaker then
					-- You can Change the TagText and TagColor
					Speaker:SetExtraData("Tags" , {{TagText = "#"..i  , TagColor = Color3.fromRGB(0, 255, 127)}})
				end
			end

		end
	end)
	
	if not success then
		-- if there is any error in the script it will warn us here
		warn(errormessage)
	end
	
end

Arrange()
-- play the buzz sound followed by the zap sound when the orb is touched
-- stop both sounds after 1 second
orb.Touched:connect(function()
	buzzSound:Play()
	wait(1)
	zapSound:Play()
	wait(1)
	buzzSound:Stop()
	zapSound:Stop()
end)
--[[
    Returns a dictionary containing all keys and their associated objects
]]
function Registry:getAll()
	local tab = {}
	for key, object in pairs(self.objects) do
		tab[key] = object
	end
	return tab
end
--[[Driver Handling]]
	--Driver Sit	
	car.DriveSeat.ChildAdded:connect(function(child)
		if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
			--Distribute Client Interface
			local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			car.DriveSeat:SetNetworkOwner(p)
			local g=script.Parent["A-Chassis Interface"]:Clone()
			g.Parent=p.PlayerGui
		end
	end)
	
	--Driver Leave
	car.DriveSeat.ChildRemoved:connect(function(child)
		if child.Name=="SeatWeld" and child:IsA("Weld") then
			--Remove Flip Force
			if car.DriveSeat:FindFirstChild("Flip")~=nil then
				car.DriveSeat.Flip.MaxTorque = Vector3.new()
			end
			
			--Remove Wheel Force
			for i,v in pairs(car.Wheels:GetChildren()) do
				if v:FindFirstChild("#AV")~=nil then
					if v["#AV"].AngularVelocity.Magnitude>0 then
						v["#AV"].AngularVelocity = Vector3.new()
						v["#AV"].MaxTorque = Vector3.new()
					end
				end
			end
		end
	end)