Rowblox-V1/asset/backup/18

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%18%
-- A couple of necessary functions
local function waitForChild(instance, name)
while not instance:FindFirstChild(name) do
instance.ChildAdded:wait()
end
return instance:FindFirstChild(name)
end
local function waitForProperty(instance, property)
while not instance[property] do
instance.Changed:wait()
end
end
local useCoreHealthBar = false
pcall(function() useCoreHealthBar = Game.Players:GetUseCoreScriptHealthBar() 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")
local function IsTouchDevice()
return Game:GetService('UserInputService').TouchEnabled
end
local function IsSmallScreen()
return (robloxGui.AbsoluteSize.Y <= 500)
end
local function moveHealthBar(pGui)
waitForChild(pGui, 'HealthGUI')
waitForChild(pGui['HealthGUI'], 'tray')
local tray = pGui['HealthGUI']['tray']
tray.Position = UDim2.new(0.5, -85, 1, -26)
end
local function setHealthBarVisible( pGui, visible )
waitForChild(pGui, 'HealthGUI')
waitForChild(pGui['HealthGUI'], 'tray')
local tray = pGui['HealthGUI']['tray']
tray.Visible = visible
end
--- Begin Locals
waitForChild(game,"Players")
waitForProperty(game.Players,"LocalPlayer")
local player = game.Players.LocalPlayer
if not useCoreHealthBar then
waitForChild(player, 'PlayerGui')
Spawn(function()
moveHealthBar(player.PlayerGui)
end)
end
while 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 resizeEvent = waitForChild(backpackManager,"ResizeEvent")
local inGearTab = true
local maxNumLoadoutItems = 10
if IsSmallScreen() then
maxNumLoadoutItems = 4
end
local characterChildAddedCon = nil
local backpackChildCon = nil
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
--- End Locals
-- Begin Functions
local function backpackIsOpen()
if guiBackpack then
return guiBackpack.Visible
end
return false
end
local function kill(prop,con,gear)
if con then con:disconnect() end
if prop == true and gear then
reorganizeLoadout(gear,false)
end
end
function registerNumberKeys()
for i = 0, 9 do
game:GetService("GuiService"):AddKey(tostring(i))
end
end
function unregisterNumberKeys()
for i = 0, 9 do
game:GetService("GuiService"):RemoveKey(tostring(i))
end
end
function characterInWorkspace()
if game.Players["LocalPlayer"] then
if game.Players.LocalPlayer["Character"] then
if game.Players.LocalPlayer.Character ~= nil then
if game.Players.LocalPlayer.Character.Parent ~= nil then
return true
end
end
end
end
return false
end
function removeGear(gear)
local emptySlot = nil
for i = 1, #gearSlots do
if gearSlots[i] == gear and gear.Parent ~= nil then
emptySlot = i
break
end
end
if emptySlot then
if gearSlots[emptySlot].GearReference.Value then
if gearSlots[emptySlot].GearReference.Value.Parent == game.Players.LocalPlayer.Character then -- if we currently have this equipped, unequip it
gearSlots[emptySlot].GearReference.Value.Parent = game.Players.LocalPlayer.Backpack
end
if gearSlots[emptySlot].GearReference.Value:IsA("HopperBin") and gearSlots[emptySlot].GearReference.Value.Active then -- this is an active hopperbin
gearSlots[emptySlot].GearReference.Value:Disable()
gearSlots[emptySlot].GearReference.Value.Active = false
end
end
gearSlots[emptySlot] = "empty"
local centerizeX = gear.Size.X.Scale/2
local centerizeY = gear.Size.Y.Scale/2
--[[gear:TweenSizeAndPosition(UDim2.new(0,0,0,0),
UDim2.new(gear.Position.X.Scale + centerizeX,gear.Position.X.Offset,gear.Position.Y.Scale + centerizeY,gear.Position.Y.Offset),
Enum.EasingDirection.Out, Enum.EasingStyle.Quad,guiTweenSpeed/4,true)]]
delay(0,
function()
gear:remove()
end)
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, -7, 1, -55)
end
end
end)
end
end
function insertGear(gear, addToSlot)
local pos = nil
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 -- we are currently full, can't add in
else
pos = addToSlot
-- push all gear down one slot
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]
if i == 10 then
gearSlots[i].SlotNumber.Text = "0"
gearSlots[i].SlotNumberDownShadow.Text = "0"
gearSlots[i].SlotNumberUpShadow.Text = "0"
else
gearSlots[i].SlotNumber.Text = i
gearSlots[i].SlotNumberDownShadow.Text = i
gearSlots[i].SlotNumberUpShadow.Text = i
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 -- tenth gear doesn't follow mathematical pattern :(
gear.SlotNumber.Text = "0"
gear.SlotNumberDownShadow.Text = "0"
gear.SlotNumberUpShadow.Text = "0"
end
gear.Visible = true
local con = nil
con = gear.Kill.Changed:connect(function(prop) kill(prop,con,gear) end)
end
function reorganizeLoadout(gear, inserting, equipped, addToSlot)
if inserting then -- add in gear
insertGear(gear, addToSlot)
else
removeGear(gear)
end
if gear ~= "empty" then gear.ZIndex = 1 end
end
function checkToolAncestry(child,parent)
if child:FindFirstChild("RobloxBuildTool") then return end -- don't show roblox build tools
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 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
else
gearSlots[i].Kill.Value = true
return false
end
return true
end
end
end
end
function removeAllEquippedGear(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
function hopperBinSwitcher(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
normalizeButton(gearSlots[numKey])
else
gearSlots[numKey].Selected = true
enlargeButton(gearSlots[numKey])
end
end
function toolSwitcher(numKey)
if not gearSlots[numKey] then return end
local physGear = gearSlots[numKey].GearReference.Value
if physGear == nil then return end
removeAllEquippedGear(physGear) -- we don't remove this gear, as then we get a double switcheroo
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])
gearSlots[i].Selected = false
if gearSlots[i].GearReference and gearSlots[i].GearReference.Value and gearSlots[i].GearReference.Value:IsA("HopperBin") and gearSlots[i].GearReference.Value.Active then
gearSlots[i].GearReference.Value:ToggleSelect()
end
end
end
if physGear:IsA("HopperBin") then
hopperBinSwitcher(numKey,physGear)
else
if physGear.Parent == player.Character then
physGear.Parent = player.Backpack
if gearSlots[numKey] ~= "empty" then
gearSlots[numKey].Selected = false
normalizeButton(gearSlots[numKey])
end
else
--player.Character.Humanoid:EquipTool(physGear)
physGear.Parent = player.Character
gearSlots[numKey].Selected = true
enlargeButton(gearSlots[numKey])
end
end
end
function activateGear(num)
local numKey = nil
if num == "0" then
numKey = 10 -- why do lua indexes have to start at 1? :(
else
numKey = tonumber(num)
end
if(numKey == nil) then return end
if gearSlots[numKey] ~= "empty" then
toolSwitcher(numKey)
end
end
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
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
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
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 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 inverseEnlarge = 1/enlargeFactor
local centerizeX = -(buttonSizeNormal.X.Scale - button.Size.X.Scale)/2
local centerizeY = -(buttonSizeNormal.Y.Scale - button.Size.Y.Scale)/2
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 waitForDebounce = function()
while debounce do
wait()
end
end
function pointInRectangle(point,rectTopLeft,rectSize)
if point.x > rectTopLeft.x and point.x < (rectTopLeft.x + rectSize.x) then
if point.y > rectTopLeft.y and point.y < (rectTopLeft.y + rectSize.y) then
return true
end
end
return false
end
function swapGear(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" -- reset this gear slot
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
function resolveDrag(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") then
if pointInRectangle(mousePoint, frames[i].AbsolutePosition,frames[i].AbsoluteSize) then
swapGear(gearClone,frames[i])
return true
end
end
end
if x < frame.AbsolutePosition.x or x > ( frame.AbsolutePosition.x + frame.AbsoluteSize.x ) then
reorganizeLoadout(gearClone,false)
return false
elseif 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
function unequipAllItems(dontEquipThis)
for i = 1, #gearSlots do
if gearSlots[i] == "empty" then break end
if gearSlots[i].GearReference.Value and gearSlots[i].GearReference.Value ~= dontEquipThis then
if gearSlots[i].GearReference.Value:IsA("HopperBin") then
gearSlots[i].GearReference.Value:Disable()
elseif gearSlots[i].GearReference.Value:IsA("Tool") then
gearSlots[i].GearReference.Value.Parent = game.Players.LocalPlayer.Backpack
end
gearSlots[i].Selected = false
end
end
end
function showToolTip(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
function hideToolTip(button, tip)
if button and button:FindFirstChild("ToolTipLabel") and button.ToolTipLabel:IsA("TextLabel") then
button.ToolTipLabel.Visible = false
end
end
local addingPlayerChild = function(child, equipped, addToSlot, inventoryGearButton)
waitForDebounce()
debounce = true
if child:FindFirstChild("RobloxBuildTool") then debounce = false return end -- don't show roblox build tools
if not child:IsA("Tool") then
if not child:IsA("HopperBin") then
debounce = false
return -- we don't care about anything besides tools (sigh...)
end
end
if not addToSlot then
for i = 1, #gearSlots do
if gearSlots[i] ~= "empty" and gearSlots[i].GearReference.Value == child then -- we already have gear, do nothing
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()
local gear = gearClone.GearReference and gearClone.GearReference.Value
if gear:IsA("Tool") and gear.ToolTip ~= "" then
showToolTip(gearClone, gear.ToolTip)
end
end)
gearClone.MouseLeave:connect(function()
local gear = gearClone.GearReference and gearClone.GearReference.Value
if gear:IsA("Tool") and gear.ToolTip ~= "" then
hideToolTip(gearClone, gear.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 -- No available slot to add in!
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
if addToSlot then
reorganizeLoadout(gearClone, true, equipped, addToSlot)
else
reorganizeLoadout(gearClone, true)
end
if gearClone.Parent == nil then debounce = false return end -- couldn't fit in (hopper is full!)
if equipped then
gearClone.Selected = true
unequipAllItems(child)
delay(guiTweenSpeed + 0.01,function() -- if our gear is equipped, we will want to enlarge it when done moving
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
enlargeButton(gearClone)
end
end)
end
local dragBeginPos = nil
local clickCon, buttonDeleteCon, mouseEnterCon, mouseLeaveCon, dragStop, dragBegin = nil
clickCon = gearClone.MouseButton1Click:connect(function()
if characterInWorkspace() then
if not gearClone.Draggable then
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
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 then clickCon:disconnect() end
if buttonDeleteCon then buttonDeleteCon:disconnect() end
if mouseEnterCon then mouseEnterCon:disconnect() end
if mouseLeaveCon then mouseLeaveCon:disconnect() end
if dragStop then dragStop:disconnect() end
if dragBegin then dragBegin:disconnect() end
end) -- this probably isn't necessary since objects are being deleted (probably), but this might still leak just in case
local childCon = nil
local childChangeCon = nil
childCon = child.AncestryChanged:connect(function(newChild,parent)
if not checkToolAncestry(newChild,parent) then
if childCon then childCon:disconnect() end
if childChangeCon then childChangeCon:disconnect() end
removeFromInventory(child)
elseif parent == game.Players.LocalPlayer.Backpack then
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
normalizeButton(gearClone)
end
end
elseif prop == "TextureId" then
gearClone.GearImage.Image = child.TextureId
end
end)
debounce = false
Spawn(function()
while backpackIsOpen() do wait(0.03) end
backpackButton.Position = UDim2.new(0.5, -7, 1, -55)
for i = 1, #gearSlots do
if gearSlots[i] ~= 'empty' then
backpackButton.Position = UDim2.new(0.5, -7, 1, -108)
if backpackEnabled then
backpackButton.Visible = true
end
end
end
end)
end
function addToInventory(child)
if not child:IsA("Tool") or not child:IsA("HopperBin") then return end
local slot = nil
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
function removeFromInventory(child)
for i = 1, #inventory do
if inventory[i] == child then
table.remove(inventory,i)
inventory[i] = nil
end
end
end
local spreadOutGear = function()
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 IsSmallScreen() 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 = function()
loadoutChildren = currentLoadout:GetChildren()
local gearButtons = {}
local lastSlotAdd = nil
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 IsSmallScreen() 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
function editLoadout()
backpackWasOpened = true
if inGearTab then
spreadOutGear()
end
end
function readonlyLoadout()
if not inGearTab then
centerGear()
end
end
function setupBackpackListener()
if backpackChildCon then backpackChildCon:disconnect() backpackChildCon = nil end
backpackChildCon = player.Backpack.ChildAdded:connect(function(child)
if not firstInstanceOfLoadout then
firstInstanceOfLoadout = true
if backpackEnabled then
backpackButton.Visible = true
end
end
addingPlayerChild(child)
addToInventory(child)
end)
end
function playerCharacterChildAdded(child)
addingPlayerChild(child,true)
addToInventory(child)
end
function activateLoadout()
currentLoadout.Visible = true
end
function deactivateLoadout()
currentLoadout.Visible = false
end
function tabHandler(inFocus)
inGearTab = inFocus
if inFocus then
editLoadout()
else
readonlyLoadout()
end
end
function coreGuiChanged(coreGuiType,enabled)
if coreGuiType == Enum.CoreGuiType.Backpack or coreGuiType == Enum.CoreGuiType.All then
currentLoadout.Visible = enabled -- Thanks, missing line. you know how to confuse everyone. >.<
backpackButton.Visible = enabled
backpackEnabled = enabled
if enabled then
registerNumberKeys()
else
unregisterNumberKeys()
end
end
if not useCoreHealthBar and coreGuiType == Enum.CoreGuiType.Health or coreGuiType == Enum.CoreGuiType.All then
setHealthBarVisible(game.Players.LocalPlayer.PlayerGui, enabled)
end
end
-- End Functions
-- Begin Script
registerNumberKeys()
coreGuiChanged(Enum.CoreGuiType.Backpack, Game.StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Backpack))
if not useCoreHealthBar then
coreGuiChanged(Enum.CoreGuiType.Health, Game.StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Health))
end
Game.StarterGui.CoreGuiChangedSignal:connect(coreGuiChanged)
wait() -- let stuff initialize incase this is first heartbeat...
waitForChild(player,"Backpack")
waitForProperty(player,"Character")
-- not sure why this had no delay but the player.CharacterAdded one had one... this type of error would be easier to avoid with function reusage
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
end
addingPlayerChild(backpackChildren[i],false)
end
setupBackpackListener()
end)
delay(2, function()
--while true do
if not backpackWasOpened then
if IsSmallScreen() 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
wait(0.25)
--end
end)
if not useCoreHealthBar then
player.ChildAdded:connect(function(child)
if child:IsA('PlayerGui') then
moveHealthBar(child)
end
end)
end
waitForProperty(player,"Character")
for i,v in ipairs(player.Character:GetChildren()) do
playerCharacterChildAdded(v)
end
characterChildAddedCon = player.Character.ChildAdded:connect(function(child) playerCharacterChildAdded(child) end)
waitForChild(player.Character,"Humanoid")
humanoidDiedCon = player.Character.Humanoid.Died:connect(function()
if humanoidDiedCon then humanoidDiedCon:disconnect() humanoidDiedCon = nil end
deactivateLoadout()
if backpackChildCon then backpackChildCon:disconnect() backpackChildCon = nil end
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 -- make sure we are still looking at the correct character
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
end
addingPlayerChild(backpackChildren[i],false)
end
setupBackpackListener()
end)
activateLoadout()
if characterChildAddedCon then
characterChildAddedCon:disconnect()
characterChildAddedCon = nil
end
characterChildAddedCon =
player.Character.ChildAdded:connect(function(child)
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
end
firstInstanceOfLoadout = false
deactivateLoadout()
if humanoidDiedCon then humanoidDiedCon:disconnect() humanoidDiedCon = nil end
if backpackChildCon then backpackChildCon:disconnect() backpackChildCon = nil end
end)
if not useCoreHealthBar then
waitForChild(player, 'PlayerGui')
moveHealthBar(player.PlayerGui)
end
delay(2, function()
--while true do
if not backpackWasOpened then
if IsSmallScreen() 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
wait(0.25)
--end
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
activateGear(key)
end
end)
backpackOpenEvent.Event:connect(editLoadout)
backpackCloseEvent.Event:connect(centerGear)
tabClickedEvent.Event:connect(function ( tabName )
tabHandler(tabName == StaticTabName)
end)