2013/processed/53878057.lua

1057 lines
30 KiB
Lua

print("[Mercury]: Loaded corescript 53878057")
if game.CoreGui.Version < 3 then
return
end
local waitForChild
waitForChild = function(instance, name)
while not instance:FindFirstChild(name) do
instance.ChildAdded:wait()
end
return instance:FindFirstChild(name)
end
local waitForProperty
waitForProperty = function(instance, property)
while not instance[property] do
instance.Changed:wait()
end
end
local currentLoadout = script.Parent
local StaticTabName = "gear"
local backpackEnabled = true
local robloxGui = game:GetService("CoreGui"):FindFirstChild("RobloxGui")
assert(robloxGui)
local controlFrame = waitForChild(robloxGui, "ControlFrame")
local backpackButton = waitForChild(controlFrame, "BackpackButton")
local backpack = waitForChild(robloxGui, "Backpack")
waitForChild(robloxGui, "CurrentLoadout")
waitForChild(robloxGui.CurrentLoadout, "TempSlot")
waitForChild(robloxGui.CurrentLoadout.TempSlot, "SlotNumber")
waitForChild(currentLoadout, "Background")
local clBackground = currentLoadout.Background
local IsTouchDevice
IsTouchDevice = function()
local touchEnabled = false
pcall(function()
touchEnabled = Game:GetService("UserInputService").TouchEnabled
end)
return touchEnabled
end
local moveHealthBar
moveHealthBar = function(pGui)
waitForChild(pGui, "HealthGUI")
waitForChild(pGui["HealthGUI"], "tray")
local tray = pGui["HealthGUI"]["tray"]
tray.Position = UDim2.new(0.5, -85, 1, -26)
end
local setHealthBarVisible
setHealthBarVisible = function(pGui, visible)
waitForChild(pGui, "HealthGUI")
waitForChild(pGui["HealthGUI"], "tray")
local tray = pGui["HealthGUI"]["tray"]
tray.Visible = visible
end
waitForChild(game, "Players")
waitForProperty(game.Players, "LocalPlayer")
local player = game.Players.LocalPlayer
waitForChild(player, "PlayerGui")
Spawn(function()
return moveHealthBar(player.PlayerGui)
end)
while not (player.Character ~= nil) do
wait(0.03)
end
local humanoid = waitForChild(player.Character, "Humanoid")
humanoid.Died:connect(function()
backpackButton.Visible = false
end)
waitForChild(game, "LocalBackpack")
game.LocalBackpack:SetOldSchoolBackpack(false)
waitForChild(currentLoadout.Parent, "Backpack")
local guiBackpack = currentLoadout.Parent.Backpack
local backpackManager = waitForChild(guiBackpack, "CoreScripts/BackpackScripts/BackpackManager")
local backpackOpenEvent = waitForChild(backpackManager, "BackpackOpenEvent")
local backpackCloseEvent = waitForChild(backpackManager, "BackpackCloseEvent")
local tabClickedEvent = waitForChild(backpackManager, "TabClickedEvent")
local inGearTab = true
local maxNumLoadoutItems = 10
if robloxGui.AbsoluteSize.Y <= 320 then
maxNumLoadoutItems = 4
end
local characterChildAddedCon, backpackChildCon
local debounce = false
local enlargeFactor = 1.18
local buttonSizeEnlarge = UDim2.new(1 * enlargeFactor, 0, 1 * enlargeFactor, 0)
local buttonSizeNormal = UDim2.new(1, 0, 1, 0)
local enlargeOverride = true
local guiTweenSpeed = 0.5
local firstInstanceOfLoadout = false
local inventory = { }
local gearSlots = { }
for i = 1, maxNumLoadoutItems do
gearSlots[i] = "empty"
end
local backpackWasOpened = false
local backpackIsOpen
backpackIsOpen = function()
if guiBackpack then
return guiBackpack.Visible
end
return false
end
local reorganizeLoadout
local kill
kill = function(prop, con, gear)
if con ~= nil then
con:disconnect()
end
if prop == true and gear then
return reorganizeLoadout(gear, false)
end
end
local registerNumberKeys
registerNumberKeys = function()
for i = 0, 9 do
game:GetService("GuiService"):AddKey(tostring(i))
end
end
local unregisterNumberKeys
unregisterNumberKeys = function()
return pcall(function()
for i = 0, 9 do
game:GetService("GuiService"):RemoveKey(tostring(i))
end
end)
end
local characterInWorkspace
characterInWorkspace = function()
if game.Players["LocalPlayer"] and game.Players.LocalPlayer["Character"] and (game.Players.LocalPlayer.Character ~= nil) and (game.Players.LocalPlayer.Character.Parent ~= nil) then
return true
end
return false
end
local removeGear
removeGear = function(gear)
local emptySlot
for i = 1, #gearSlots do
if gearSlots[i] == gear and (gear.Parent ~= nil) then
emptySlot = i
break
end
end
if emptySlot then
do
local _with_0 = gearSlots[emptySlot]
if _with_0.GearReference.Value then
if _with_0.GearReference.Value.Parent == game.Players.LocalPlayer.Character then
_with_0.GearReference.Value.Parent = game.Players.LocalPlayer.Backpack
end
if _with_0.GearReference.Value:IsA("HopperBin") and _with_0.GearReference.Value.Active then
_with_0.GearReference.Value:Disable()
_with_0.GearReference.Value.Active = false
end
end
end
gearSlots[emptySlot] = "empty"
delay(0, function()
return gear:remove()
end)
return Spawn(function()
while backpackIsOpen() do
wait(0.03)
end
waitForChild(player, "Backpack")
local allEmpty = true
for i = 1, #gearSlots do
if gearSlots[i] ~= "empty" then
allEmpty = false
end
end
if allEmpty then
if #player.Backpack:GetChildren() < 1 then
backpackButton.Visible = false
else
backpackButton.Position = UDim2.new(0.5, -60, 1, -44)
end
clBackground.Visible = false
end
end)
end
end
local insertGear
insertGear = function(gear, addToSlot)
local pos
if not addToSlot then
for i = 1, #gearSlots do
if gearSlots[i] == "empty" then
pos = i
break
end
end
if pos == 1 and gearSlots[1] ~= "empty" then
gear:remove()
return
end
else
pos = addToSlot
local start = 1
for i = 1, #gearSlots do
if gearSlots[i] == "empty" then
start = i
break
end
end
for i = start, pos + 1, -1 do
gearSlots[i] = gearSlots[i - 1]
do
local _tmp_0
if i == 10 then
_tmp_0 = "0"
else
_tmp_0 = i
end
gearSlots[i].SlotNumber.Text = _tmp_0
gearSlots[i].SlotNumberDownShadow.Text = _tmp_0
gearSlots[i].SlotNumberUpShadow.Text = _tmp_0
end
end
end
gearSlots[pos] = gear
if pos ~= maxNumLoadoutItems then
if type(tostring(pos)) == "string" then
local posString = tostring(pos)
gear.SlotNumber.Text = posString
gear.SlotNumberDownShadow.Text = posString
gear.SlotNumberUpShadow.Text = posString
end
else
gear.SlotNumber.Text = "0"
gear.SlotNumberDownShadow.Text = "0"
gear.SlotNumberUpShadow.Text = "0"
end
gear.Visible = true
local con = gear.Kill.Changed:connect(function(prop)
return kill(prop, con, gear)
end)
end
reorganizeLoadout = function(gear, inserting, _, addToSlot)
if inserting then
insertGear(gear, addToSlot)
else
removeGear(gear)
end
if gear ~= "empty" then
gear.ZIndex = 1
end
end
local checkToolAncestry
checkToolAncestry = function(child, parent)
if child:FindFirstChild("RobloxBuildTool") then
return
end
if child:IsA("Tool") or child:IsA("HopperBin") then
for i = 1, #gearSlots do
if gearSlots[i] ~= "empty" and gearSlots[i].GearReference.Value == child then
if not (parent ~= nil) then
gearSlots[i].Kill.Value = true
return false
elseif child.Parent == player.Character then
gearSlots[i].Selected = true
return true
elseif child.Parent == player.Backpack then
if child:IsA("Tool") or child:IsA("HopperBin") then
gearSlots[i].Selected = false
end
return true
end
gearSlots[i].Kill.Value = true
return false
end
end
end
end
local removeAllEquippedGear
removeAllEquippedGear = function(physGear)
local stuff = player.Character:GetChildren()
for i = 1, #stuff do
if (stuff[i]:IsA("Tool") or stuff[i]:IsA("HopperBin")) and stuff[i] ~= physGear then
if stuff[i]:IsA("Tool") then
stuff[i].Parent = player.Backpack
end
if stuff[i]:IsA("HopperBin") then
stuff[i]:Disable()
end
end
end
end
local normalizeButton
normalizeButton = function(button, speed)
if not button then
return
end
if button.Size.Y.Scale <= 1 then
return
end
if button.Selected then
return
end
if not button.Parent then
return
end
local moveSpeed = speed
if not (moveSpeed ~= nil) or type(moveSpeed) ~= "number" then
moveSpeed = guiTweenSpeed / 5
end
if button:FindFirstChild("Highlight") then
button.Highlight.Visible = false
end
if button:IsA("ImageButton") or button:IsA("TextButton") then
button.ZIndex = 1
local centerizeX = -(buttonSizeNormal.X.Scale - button.Size.X.Scale) / 2
local centerizeY = -(buttonSizeNormal.Y.Scale - button.Size.Y.Scale) / 2
return button:TweenSizeAndPosition(buttonSizeNormal, UDim2.new(button.Position.X.Scale + centerizeX, button.Position.X.Offset, button.Position.Y.Scale + centerizeY, button.Position.Y.Offset), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, moveSpeed, enlargeOverride)
end
end
local enlargeButton
enlargeButton = function(button)
if button.Size.Y.Scale > 1 then
return
end
if not button.Parent then
return
end
if not button.Selected then
return
end
for i = 1, #gearSlots do
if gearSlots[i] == "empty" then
break
end
if gearSlots[i] ~= button then
normalizeButton(gearSlots[i])
end
end
if not enlargeOverride then
return
end
if button:FindFirstChild("Highlight") then
button.Highlight.Visible = true
end
if button:IsA("ImageButton") or button:IsA("TextButton") then
button.ZIndex = 5
local centerizeX = -(buttonSizeEnlarge.X.Scale - button.Size.X.Scale) / 2
local centerizeY = -(buttonSizeEnlarge.Y.Scale - button.Size.Y.Scale) / 2
return button:TweenSizeAndPosition(buttonSizeEnlarge, UDim2.new(button.Position.X.Scale + centerizeX, button.Position.X.Offset, button.Position.Y.Scale + centerizeY, button.Position.Y.Offset), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, guiTweenSpeed / 5, enlargeOverride)
end
end
local hopperBinSwitcher
hopperBinSwitcher = function(numKey, physGear)
if not physGear then
return
end
physGear:ToggleSelect()
if gearSlots[numKey] == "empty" then
return
end
if not physGear.Active then
gearSlots[numKey].Selected = false
return normalizeButton(gearSlots[numKey])
else
gearSlots[numKey].Selected = true
return enlargeButton(gearSlots[numKey])
end
end
local toolSwitcher
toolSwitcher = function(numKey)
if not gearSlots[numKey] then
return
end
local physGear = gearSlots[numKey].GearReference.Value
if not (physGear ~= nil) then
return
end
removeAllEquippedGear(physGear)
local key = numKey
if numKey == 0 then
key = 10
end
for i = 1, #gearSlots do
if gearSlots[i] and gearSlots[i] ~= "empty" and i ~= key then
normalizeButton(gearSlots[i])
do
local _with_0 = gearSlots[i]
_with_0.Selected = false
if _with_0.GearReference and _with_0.GearReference.Value and _with_0.GearReference.Value:IsA("HopperBin") and _with_0.GearReference.Value.Active then
_with_0.GearReference.Value:ToggleSelect()
end
end
end
end
if physGear:IsA("HopperBin") then
return hopperBinSwitcher(numKey, physGear)
else
if physGear.Parent == player.Character then
physGear.Parent = player.Backpack
if gearSlots[numKey] ~= "empty" then
gearSlots[numKey].Selected = false
return normalizeButton(gearSlots[numKey])
end
else
physGear.Parent = player.Character
gearSlots[numKey].Selected = true
return enlargeButton(gearSlots[numKey])
end
end
end
local activateGear
activateGear = function(num)
local numKey
if num == "0" then
numKey = 10
else
numKey = tonumber(num)
end
if not (numKey ~= nil) then
return
end
if gearSlots[numKey] ~= "empty" then
return toolSwitcher(numKey)
end
end
local normalizeAllButtons
normalizeAllButtons = function()
for i = 1, #gearSlots do
if gearSlots[i] == "empty" then
break
end
if gearSlots[i] ~= button then
normalizeButton(gearSlots[i], 0.1)
end
end
end
local waitForDebounce
waitForDebounce = function()
while debounce do
wait()
end
end
local pointInRectangle
pointInRectangle = function(point, rectTopLeft, rectSize)
if (point.x > rectTopLeft.x and point.x < (rectTopLeft.x + rectSize.x)) or (point.y > rectTopLeft.y and point.y < (rectTopLeft.y + rectSize.y)) then
return true
end
return false
end
local swapGear
swapGear = function(gearClone, toFrame)
local toFrameChildren = toFrame:GetChildren()
if #toFrameChildren == 1 then
if toFrameChildren[1]:FindFirstChild("SlotNumber") then
local toSlot = tonumber(toFrameChildren[1].SlotNumber.Text)
local gearCloneSlot = tonumber(gearClone.SlotNumber.Text)
if toSlot == 0 then
toSlot = 10
end
if gearCloneSlot == 0 then
gearCloneSlot = 10
end
gearSlots[toSlot] = gearClone
gearSlots[gearCloneSlot] = toFrameChildren[1]
toFrameChildren[1].SlotNumber.Text = gearClone.SlotNumber.Text
toFrameChildren[1].SlotNumberDownShadow.Text = gearClone.SlotNumber.Text
toFrameChildren[1].SlotNumberUpShadow.Text = gearClone.SlotNumber.Text
local subString = string.sub(toFrame.Name, 5)
gearClone.SlotNumber.Text = subString
gearClone.SlotNumberDownShadow.Text = subString
gearClone.SlotNumberUpShadow.Text = subString
gearClone.Position = UDim2.new(gearClone.Position.X.Scale, 0, gearClone.Position.Y.Scale, 0)
toFrameChildren[1].Position = UDim2.new(toFrameChildren[1].Position.X.Scale, 0, toFrameChildren[1].Position.Y.Scale, 0)
toFrameChildren[1].Parent = gearClone.Parent
gearClone.Parent = toFrame
end
else
local slotNum = tonumber(gearClone.SlotNumber.Text)
if slotNum == 0 then
slotNum = 10
end
gearSlots[slotNum] = "empty"
local subString = string.sub(toFrame.Name, 5)
gearClone.SlotNumber.Text = subString
gearClone.SlotNumberDownShadow.Text = subString
gearClone.SlotNumberUpShadow.Text = subString
local toSlotNum = tonumber(gearClone.SlotNumber.Text)
if toSlotNum == 0 then
toSlotNum = 10
end
gearSlots[toSlotNum] = gearClone
gearClone.Position = UDim2.new(gearClone.Position.X.Scale, 0, gearClone.Position.Y.Scale, 0)
gearClone.Parent = toFrame
end
end
local resolveDrag
resolveDrag = function(gearClone, x, y)
local mousePoint = Vector2.new(x, y)
local frame = gearClone.Parent
local frames = frame.Parent:GetChildren()
for i = 1, #frames do
if frames[i]:IsA("Frame") and pointInRectangle(mousePoint, frames[i].AbsolutePosition, frames[i].AbsoluteSize) then
swapGear(gearClone, frames[i])
return true
end
end
if (x < frame.AbsolutePosition.x or x > (frame.AbsolutePosition.x + frame.AbsoluteSize.x)) or (y < frame.AbsolutePosition.y or y > (frame.AbsolutePosition.y + frame.AbsoluteSize.y)) then
reorganizeLoadout(gearClone, false)
return false
else
if dragBeginPos then
gearClone.Position = dragBeginPos
end
return -1
end
end
local unequipAllItems
unequipAllItems = function(dontEquipThis)
for i = 1, #gearSlots do
if gearSlots[i] == "empty" then
break
end
do
local _with_0 = gearSlots[i]
if _with_0.GearReference.Value and _with_0.GearReference.Value ~= dontEquipThis then
if _with_0.GearReference.Value:IsA("HopperBin") then
_with_0.GearReference.Value:Disable()
elseif _with_0.GearReference.Value:IsA("Tool") then
_with_0.GearReference.Value.Parent = game.Players.LocalPlayer.Backpack
end
_with_0.Selected = false
end
end
end
end
local showToolTip
showToolTip = function(button, tip)
if button and button:FindFirstChild("ToolTipLabel") and button.ToolTipLabel:IsA("TextLabel") and not IsTouchDevice() then
button.ToolTipLabel.Text = tostring(tip)
local xSize = button.ToolTipLabel.TextBounds.X + 6
button.ToolTipLabel.Size = UDim2.new(0, xSize, 0, 20)
button.ToolTipLabel.Position = UDim2.new(0.5, -xSize / 2, 0, -30)
button.ToolTipLabel.Visible = true
end
end
local hideToolTip
hideToolTip = function(button, _)
if button and button:FindFirstChild("ToolTipLabel") and button.ToolTipLabel:IsA("TextLabel") then
button.ToolTipLabel.Visible = false
end
end
local removeFromInventory
removeFromInventory = function(child)
for i = 1, #inventory do
if inventory[i] == child then
table.remove(inventory, i)
inventory[i] = nil
end
end
end
local addingPlayerChild
addingPlayerChild = function(child, equipped, addToSlot, inventoryGearButton)
waitForDebounce()
debounce = true
if child:FindFirstChild("RobloxBuildTool") then
debounce = false
return
end
if not child:IsA("Tool") and not child:IsA("HopperBin") then
debounce = false
return
end
if not addToSlot then
for i = 1, #gearSlots do
if gearSlots[i] ~= "empty" and gearSlots[i].GearReference.Value == child then
debounce = false
return
end
end
end
local gearClone = currentLoadout.TempSlot:clone()
gearClone.Name = child.Name
gearClone.GearImage.Image = child.TextureId
if gearClone.GearImage.Image == "" then
gearClone.GearText.Text = child.Name
end
gearClone.GearReference.Value = child
gearClone.MouseEnter:connect(function()
if gearClone.GearReference and gearClone.GearReference.Value["ToolTip"] and gearClone.GearReference.Value.ToolTip ~= "" then
return showToolTip(gearClone, gearClone.GearReference.Value.ToolTip)
end
end)
gearClone.MouseLeave:connect(function()
if gearClone.GearReference and gearClone.GearReference.Value["ToolTip"] and gearClone.GearReference.Value.ToolTip ~= "" then
return hideToolTip(gearClone, gearClone.GearReference.Value.ToolTip)
end
end)
gearClone.RobloxLocked = true
local slotToMod = -1
if not addToSlot then
for i = 1, #gearSlots do
if gearSlots[i] == "empty" then
slotToMod = i
break
end
end
else
slotToMod = addToSlot
end
if slotToMod == -1 then
debounce = false
return
end
local slotNum = slotToMod % 10
local parent = currentLoadout:FindFirstChild("Slot" .. tostring(slotNum))
gearClone.Parent = parent
if inventoryGearButton then
local absolutePositionFinal = inventoryGearButton.AbsolutePosition
local currentAbsolutePosition = gearClone.AbsolutePosition
local diff = absolutePositionFinal - currentAbsolutePosition
gearClone.Position = UDim2.new(gearClone.Position.X.Scale, diff.x, gearClone.Position.Y.Scale, diff.y)
gearClone.ZIndex = 4
end
reorganizeLoadout(gearClone, (function()
if addToSlot then
return true, equipped, addToSlot
else
return true
end
end)())
if not (gearClone.Parent ~= nil) then
debounce = false
return
end
if equipped then
gearClone.Selected = true
unequipAllItems(child)
delay(guiTweenSpeed + 0.01, function()
if gearClone:FindFirstChild("GearReference") and ((gearClone.GearReference.Value:IsA("Tool") and gearClone.GearReference.Value.Parent == player.Character) or (gearClone.GearReference.Value:IsA("HopperBin") and gearClone.GearReference.Value.Active == true)) then
return enlargeButton(gearClone)
end
end)
end
local dragBeginPos
local clickCon, buttonDeleteCon, mouseEnterCon, mouseLeaveCon, dragStop, dragBegin
clickCon = gearClone.MouseButton1Click:connect(function()
if characterInWorkspace() then
if not gearClone.Draggable then
return activateGear(gearClone.SlotNumber.Text)
end
end
end)
mouseEnterCon = gearClone.MouseEnter:connect(function()
if guiBackpack.Visible then
gearClone.Draggable = true
end
end)
dragBegin = gearClone.DragBegin:connect(function(pos)
dragBeginPos = pos
gearClone.ZIndex = 7
local children = gearClone:GetChildren()
for i = 1, #children do
if children[i]:IsA("TextLabel") then
if string.find(children[i].Name, "Shadow") then
children[i].ZIndex = 8
else
children[i].ZIndex = 9
end
elseif children[i]:IsA("Frame") or children[i]:IsA("ImageLabel") then
children[i].ZIndex = 7
end
end
end)
dragStop = gearClone.DragStopped:connect(function(x, y)
if gearClone.Selected then
gearClone.ZIndex = 4
else
gearClone.ZIndex = 3
end
local children = gearClone:GetChildren()
for i = 1, #children do
if children[i]:IsA("TextLabel") then
if string.find(children[i].Name, "Shadow") then
children[i].ZIndex = 3
else
children[i].ZIndex = 4
end
elseif children[i]:IsA("Frame") or children[i]:IsA("ImageLabel") then
children[i].ZIndex = 2
end
end
return resolveDrag(gearClone, x, y)
end)
mouseLeaveCon = gearClone.MouseLeave:connect(function()
gearClone.Draggable = false
end)
buttonDeleteCon = gearClone.AncestryChanged:connect(function()
if gearClone.Parent and gearClone.Parent.Parent == currentLoadout then
return
end
if clickCon ~= nil then
clickCon:disconnect()
end
if buttonDeleteCon ~= nil then
buttonDeleteCon:disconnect()
end
if mouseEnterCon ~= nil then
mouseEnterCon:disconnect()
end
if mouseLeaveCon ~= nil then
mouseLeaveCon:disconnect()
end
if dragStop ~= nil then
dragStop:disconnect()
end
if dragBegin ~= nil then
return dragBegin:disconnect()
end
return nil
end)
local childCon
local childChangeCon
childCon = child.AncestryChanged:connect(function(newChild, parent)
if not checkToolAncestry(newChild, parent) then
if childCon ~= nil then
childCon:disconnect()
end
if childChangeCon ~= nil then
childChangeCon:disconnect()
end
return removeFromInventory(child)
elseif parent == game.Players.LocalPlayer.Backpack then
return normalizeButton(gearClone)
end
end)
childChangeCon = child.Changed:connect(function(prop)
if prop == "Name" then
if gearClone and gearClone.GearImage.Image == "" then
gearClone.GearText.Text = child.Name
end
elseif prop == "Active" then
if child and child:IsA("HopperBin") then
if not child.Active then
gearClone.Selected = false
return normalizeButton(gearClone)
end
end
elseif prop == "TextureId" then
gearClone.GearImage.Image = child.TextureId
end
end)
debounce = false
return Spawn(function()
while backpackIsOpen() do
wait(0.03)
end
for i = 1, #gearSlots do
if gearSlots[i] ~= "empty" then
backpackButton.Position = UDim2.new(0.5, -60, 1, -108)
if backpackEnabled then
backpackButton.Visible = true
clBackground.Visible = true
end
end
end
end)
end
local addToInventory
addToInventory = function(child)
if not child:IsA("Tool") or not child:IsA("HopperBin") then
return
end
local slot
for i = 1, #inventory do
if inventory[i] and inventory[i] == child then
return
end
if not inventory[i] then
slot = i
end
end
if slot then
inventory[slot] = child
elseif #inventory < 1 then
inventory[1] = child
else
inventory[#inventory + 1] = child
end
end
local spreadOutGear
spreadOutGear = function()
local loadoutChildren = currentLoadout:GetChildren()
for i = 1, #loadoutChildren do
if loadoutChildren[i]:IsA("Frame") then
loadoutChildren[i].BackgroundTransparency = 0.5
local slot = tonumber(string.sub(loadoutChildren[i].Name, 5))
if slot == 0 then
slot = 10
end
if robloxGui.AbsoluteSize.Y <= 320 then
loadoutChildren[i]:TweenPosition(UDim2.new(0, (slot - 1) * 60, 0, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.25, true)
else
loadoutChildren[i]:TweenPosition(UDim2.new((slot - 1) / 10, 0, 0, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.25, true)
end
end
end
end
local centerGear
centerGear = function()
local loadoutChildren = currentLoadout:GetChildren()
local gearButtons = { }
local lastSlotAdd
for i = 1, #loadoutChildren do
if loadoutChildren[i]:IsA("Frame") then
if #loadoutChildren[i]:GetChildren() > 0 then
if loadoutChildren[i].Name == "Slot0" then
lastSlotAdd = loadoutChildren[i]
else
table.insert(gearButtons, loadoutChildren[i])
end
end
loadoutChildren[i].BackgroundTransparency = 1
end
end
if lastSlotAdd then
table.insert(gearButtons, lastSlotAdd)
end
local startPos = (1 - (#gearButtons * 0.1)) / 2
for i = 1, #gearButtons do
if robloxGui.AbsoluteSize.Y <= 320 then
startPos = 0.5 - (#gearButtons * 0.333) / 2
gearButtons[i]:TweenPosition(UDim2.new(startPos + (i - 1) * 0.33, 0, 0, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.25, true)
else
gearButtons[i]:TweenPosition(UDim2.new(startPos + ((i - 1) * 0.1), 0, 0, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.25, true)
end
end
end
local editLoadout
editLoadout = function()
backpackWasOpened = true
if inGearTab then
return spreadOutGear()
end
end
local readonlyLoadout
readonlyLoadout = function()
if not inGearTab then
return centerGear()
end
end
local setupBackpackListener
setupBackpackListener = function()
if backpackChildCon ~= nil then
backpackChildCon:disconnect()
end
backpackChildCon = nil
backpackChildCon = player.Backpack.ChildAdded:connect(function(child)
if not firstInstanceOfLoadout then
firstInstanceOfLoadout = true
if backpackEnabled then
backpackButton.Visible = true
clBackground.Visible = true
end
end
addingPlayerChild(child)
return addToInventory(child)
end)
end
local playerCharacterChildAdded
playerCharacterChildAdded = function(child)
addingPlayerChild(child, true)
return addToInventory(child)
end
local activateLoadout
activateLoadout = function()
currentLoadout.Visible = true
end
local deactivateLoadout
deactivateLoadout = function()
currentLoadout.Visible = false
end
local tabHandler
tabHandler = function(inFocus)
inGearTab = inFocus
if inFocus then
return editLoadout()
else
return readonlyLoadout()
end
end
local coreGuiChanged
coreGuiChanged = function(coreGuiType, enabled)
if coreGuiType == Enum.CoreGuiType.Backpack or coreGuiType == Enum.CoreGuiType.All then
backpackButton.Visible = enabled
clBackground.Visible = enabled
backpackEnabled = enabled
if enabled then
registerNumberKeys()
else
unregisterNumberKeys()
end
end
if coreGuiType == Enum.CoreGuiType.Health or coreGuiType == Enum.CoreGuiType.All then
return setHealthBarVisible(game.Players.LocalPlayer.PlayerGui, enabled)
end
end
registerNumberKeys()
pcall(function()
coreGuiChanged(Enum.CoreGuiType.Backpack, Game.StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Backpack))
coreGuiChanged(Enum.CoreGuiType.Health, Game.StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Health))
return Game.StarterGui.CoreGuiChangedSignal:connect(coreGuiChanged)
end)
wait()
waitForChild(player, "Backpack")
waitForProperty(player, "Character")
delay(1, function()
local backpackChildren = player.Backpack:GetChildren()
local size = math.min(10, #backpackChildren)
for i = 1, size do
if backpackEnabled then
backpackButton.Visible = true
clBackground.Visible = true
end
addingPlayerChild(backpackChildren[i], false)
end
return setupBackpackListener()
end)
delay(2, function()
if not backpackWasOpened then
if robloxGui.AbsoluteSize.Y <= 320 then
local cChildren = currentLoadout:GetChildren()
for i = 1, #cChildren do
local slotNum = tonumber(string.sub(cChildren[i].Name, 5, string.len(cChildren[i].Name)))
if type(slotNum) == "number" then
cChildren[i].Position = UDim2.new(0, (slotNum - 1) * 60, 0, 0)
end
end
end
end
return wait(0.25)
end)
player.ChildAdded:connect(function(child)
if child:IsA("PlayerGui") then
return moveHealthBar(child)
end
end)
waitForProperty(player, "Character")
for _, v in ipairs(player.Character:GetChildren()) do
playerCharacterChildAdded(v)
end
characterChildAddedCon = player.Character.ChildAdded:connect(function(child)
return playerCharacterChildAdded(child)
end)
waitForChild(player.Character, "Humanoid")
local humanoidDiedCon = player.Character.Humanoid.Died:connect(function()
do
local _obj_0 = humanoidDiedCon
if _obj_0 ~= nil then
_obj_0:disconnect()
end
end
humanoidDiedCon = nil
deactivateLoadout()
if backpackChildCon ~= nil then
backpackChildCon:disconnect()
end
backpackChildCon = nil
backpackWasOpened = false
end)
player.CharacterRemoving:connect(function()
for i = 1, #gearSlots do
if gearSlots[i] ~= "empty" then
gearSlots[i].Parent = nil
gearSlots[i] = "empty"
end
end
end)
player.CharacterAdded:connect(function()
waitForProperty(game.Players, "LocalPlayer")
player = game.Players.LocalPlayer
waitForChild(player, "Backpack")
delay(1, function()
local backpackChildren = player.Backpack:GetChildren()
local size = math.min(10, #backpackChildren)
for i = 1, size do
if backpackEnabled then
backpackButton.Visible = true
clBackground.Visible = true
end
addingPlayerChild(backpackChildren[i], false)
end
return setupBackpackListener()
end)
activateLoadout()
if characterChildAddedCon ~= nil then
characterChildAddedCon:disconnect()
end
characterChildAddedCon = player.Character.ChildAdded:connect(function(child)
return addingPlayerChild(child, true)
end)
waitForChild(player.Character, "Humanoid")
if backpack.Visible then
backpackOpenEvent:Fire()
end
humanoidDiedCon = player.Character.Humanoid.Died:connect(function()
if backpackEnabled then
backpackButton.Visible = false
clBackground.Visible = false
end
firstInstanceOfLoadout = false
deactivateLoadout()
if humanoidDiedCon ~= nil then
humanoidDiedCon:disconnect()
end
humanoidDiedCon = nil
if backpackChildCon ~= nil then
backpackChildCon:disconnect()
end
backpackChildCon = nil
end)
waitForChild(player, "PlayerGui")
moveHealthBar(player.PlayerGui)
return delay(2, function()
if (not backpackWasOpened) and (robloxGui.AbsoluteSize.Y <= 320) then
local cChildren = currentLoadout:GetChildren()
for i = 1, #cChildren do
local slotNum = tonumber(string.sub(cChildren[i].Name, 5, string.len(cChildren[i].Name)))
if type(slotNum) == "number" then
cChildren[i].Position = UDim2.new(0, (slotNum - 1) * 60, 0, 0)
end
end
end
return wait(0.25)
end)
end)
waitForChild(guiBackpack, "SwapSlot")
guiBackpack.SwapSlot.Changed:connect(function()
if guiBackpack.SwapSlot.Value then
local swapSlot = guiBackpack.SwapSlot
local pos = swapSlot.Slot.Value
if pos == 0 then
pos = 10
end
if gearSlots[pos] then
reorganizeLoadout(gearSlots[pos], false)
end
if swapSlot.GearButton.Value then
addingPlayerChild(swapSlot.GearButton.Value.GearReference.Value, false, pos)
end
guiBackpack.SwapSlot.Value = false
end
end)
game:GetService("GuiService").KeyPressed:connect(function(key)
if characterInWorkspace() then
return activateGear(key)
end
end)
backpackOpenEvent.Event:connect(editLoadout)
backpackCloseEvent.Event:connect(centerGear)
return tabClickedEvent.Event:connect(function(tabName)
return tabHandler(tabName == StaticTabName)
end)