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				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">Day and night circle</string>
				<ProtectedString name="Source">l = game:service(&quot;Lighting&quot;)
r = game:service(&quot;RunService&quot;)

while true do
    -- time
    l:SetMinutesAfterMidnight(l:GetMinutesAfterMidnight() + 5) 
    wait(1)
end</ProtectedString>
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				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">4</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">194</int>
				<CoordinateFrame name="CFrame">
					<X>-70</X>
					<Y>16.5</Y>
					<Z>22.5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<float name="Elasticity">0.5</float>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<token name="Material">256</token>
				<string name="Name">Part</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">3</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<token name="formFactorRaw">3</token>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>2</X>
					<Y>32.2000008</Y>
					<Z>31</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX20">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">Kohl&apos;s Admin Commands V2 (Fixed)</string>
				<ProtectedString name="Source">--[[
no i didnt make this crap i only modded it
                                    -- |Changelog| --
Intial Release:
Fixed ban, unban, disco, removetools, fly (an alternative one), etc
Fixed that first player that joins gets owner role
Removed clip and noclip for being useless (they dont work on 2012)
-----------------------------------------------------------------------------------------
V138:
Fixed Issue were Temp admins wouldnt get admin
Removed :char (would crash client)
Made a fixed Kohls Admin Pad: https://finobe.com/item/39079
-----------------------------------------------------------------------------------------
V139:
Fixed :slock
Fixed :loopkill
Fixed :loopfling
Fixed some copyrighted songs
-----------------------------------------------------------------------------------------
V140:
Added 7 new useful cmds, write :cmds to check them
Added an update system so you can tell when an update is released
-----------------------------------------------------------------------------------------
V141:
Bug fixes and improvements
-----------------------------------------------------------------------------------------
V142:
Added settings
Made a bool to make updates less annoying
-----------------------------------------------------------------------------------------
V143:
Added compatibility for 2012 and 2016 client
Fixed issues with :cmdbar
-----------------------------------------------------------------------------------------
                                    -- |READ ME| --
IMPORTANT: To make a plr have tools again use :starttools (90) or :startergive (124)

Bans will only work on a server, if the server shutdowns then all the server bans will be gone,
use the banland to make bans perm so they dont erase
-----------------------------------------------------------------------------------------]]--
local version = 2012 -- IMPORTANT: There are only 2 options 2012 or 2016, otherwise it will be set by def to 2012
local owners = {&quot;artemhao&quot;} -- Are able to set admins who can ban/etc... using :pa name
local admins = {} -- Sets admins who can use ban/kick/admin or shutdown
local tempadmins = {} -- Sets admins who can&apos;t use ban/kick/admin or shutdown
local banland = {&quot;&quot;} -- Permanently Bans people (USE THIS IF YOU WANT A BAN TO LAST FOREVER)
local prefix = &quot;:&quot; -- If you wanna change how your commands start &apos;:&apos;kill noob
local FunCommands = true -- Set to false if you only want the basic commands (For Strict Places)
---------------------
--    VIP Admin    --
---------------------
local VipAdmin = false -- If someone can have admin for owning an item
local ItemId = 0 -- The item they must own in order to have admin
---------------------
--   Group Admin   --
---------------------
local GroupAdmin = false -- If a certain group can have admin
local GroupId = 0 -- Sets the group id that can have admin
local GroupRank = 0 -- Sets what rank and above a person has to be in the group to have admin
---------------------
--    Settings    --
---------------------
--By default all of them are true, you may change it if youd like to, you may suggest more settings.
local CanInsert = true
local HasWeapons = true
local CanSword = true
local UpdatePopUp = true -- if you put this to false, basically update will be less annoying
---------------------
-- Tips and Tricks --
---------------------
--[[
With this admin you can do a command on multiple people at a time;
&#9; :kill me,noob1,noob2,random,team-raiders,nonadmins

You can also use a variety commands for different people;
&#9; all
&#9; others
&#9; me
&#9; team-
&#9; admins
&#9; nonadmins
&#9; random
--]]
--[[
---------------------
--    Commands     --
---------------------
-- |New Commands| --
1. :color plr -- Basically changes a plr to a determined color
2. :uncolor plr -- Gives plr his original colors
3. :weapons plr -- Gives a plr 2008 crossroads weapons
4. :spectate plr -- Changes camera to spectate a plr
5. :sh message -- System message just like with :h
6. :clrbricks -- Deletes bricks in Workspace that arent anchored and are not locked
7. :starterchar plr -- Removes all items, colors and the face of the plr

-- |Temp Admin Commands| --
0. clean -- Is a command anyone can use to remove hats/tools lagging up the place
1. :s print(&quot;Hello World&quot;) -- Lets you script normally
2. :ls print(&quot;Hello World&quot;) -- Lets you script in localscripts
3. :clear -- Will remove all scripts/localscripts and jails
4. :m Hello People -- This commands will let you shout a message to everyone on the server
5. :kill Kohl&apos;s Admin (Fixed)l -- Kills the player
6. :respawn kohl -- Respawns the player
7. :trip kohl -- Trips the player
8. :stun kohl -- Stuns the player
9. :unstun kohl -- Unstuns the player
10. :jump kohl -- Makes the player jump
11. :sit kohl -- Makes the player sit
12. :invisible kohl -- Makes the player invisible
13. :visible kohl -- Makes the player visible
14. :explode kohl -- Makes the player explode
15. :fire kohl -- Sets the player on fire
16. :unfire kohl -- Removes fire from the player
17. :smoke kohl -- Adds smoke to the player
18. :unsmoke kohl -- Removes smoke from the player
19. :sparkles kohl -- Adds sparkles to the player
20. :unsparkles kohl -- Removes sparkles from the player
21. :ff kohl -- Adds a forcefield to the player
22. :unff kohl -- Removes the forcefield from the player
23. :punish kohl -- Punishes the player
24. :unpunish kohl -- Unpunishes the player
25. :freeze kohl -- Freezes the player
26. :thaw kohl -- Thaws the player
27. :heal kohl -- Heals the player
28. :god kohl -- Makes the player have infinite health
29. :ungod kohl -- Makes the player have 100 health
30. :ambient .5 .5 .5 -- Changes the ambient
31. :brightness .5 -- Changes the brightness
32. :time 12 -- Changes the time
33. :fogcolor .5 .5 .5 -- Changes the fogcolor
34. :fogend 100 -- Changes the fogend
35. :fogstart 100 -- Changes the fogstart
36. :removetools kohl -- Removes all tools from the player
37. :btools kohl -- Gives the player building tools
38. :give kohl sword -- Gives the player a tool
39. :damage kohl -- Damages the player
40. :grav kohl -- Sets the player&apos;s gravity to normal
41. :setgrav kohl 100 -- Sets the player&apos;s gravity
42. :nograv kohl -- Makes the player have 0 gravity
43. :health kohl 1337 -- Changes the player&apos;s health
44. :speed kohl 1337 -- Changes the player&apos;s walkspeed
45. :name kohl potato -- Changes the player&apos;s name
46. :unname kohl -- Remove the player&apos;s name
47. :team kohl Raiders -- Changes the player&apos;s team
48. :stopmusic -- Will stop all music playing in the server
49. :teleport kohl potato -- Teleports the player
50. :change kohl kills 1337 -- Changes a player&apos;s stat
51. :kick kohl -- Removes the player from the game
52. :infect kohl -- Turns the player into a zombie
53. :rainbowify kohl -- Turns the player into a rainbow
54. :flashify kohl -- Turns the player into a strobe
55. :noobify kohl -- Turns the player into a noob
56. :ghostify kohl -- Turns the player into a ghost
57. :goldify kohl -- Turns the player into gold
58. :shiny kohl -- Makes the player shiny
59. :normal kohl -- Puts the player back to normal
60. :trippy kohl -- Spams random colors on the player&apos;s screen
61. :untrippy kohl -- Untrippys the player
62. :strobe kohl -- Spams white and black on the player&apos;s screen
63. :unstrobe kohl -- Unstrobes the player
64. :blind kohl -- Blinds the player
65. :unblind kohl -- Unblinds the player
66. :guifix kohl -- Will fix trippy/strobe/blind on a player
67. :fling kohl -- Flings the player
68. :seizure kohl -- Puts the player in a seizure
69. :music 1337 -- Plays a sound from the ID
70. :lock kohl -- Locks the player
71. :unlock kohl -- Unlocks the player
72. :removelimbs kohl -- Removes the player&apos;s limbs
73. :jail kohl -- Puts the player in a jail
74. :unjail kohl -- Removes the jail from the player
75. :fix -- This will fix the lighting to it&apos;s original settings
76. :fly kohl -- Makes the player fly
77. :unfly kohl -- Removes fly from the player
78.  removed for being completly useless
79.  removed for being completly useless
80. :pm kohl Hey bro -- Sends the player a private message
81. :dog kohl -- Turns the player into a dog
82. :undog kohl -- Turns the player back to normal
83. :creeper kohl -- Turns the player into a creeper
84. :uncreeper kohl -- Turns the player back to normal
85. :place kohl 1337 -- Sends a teleporation request to a player to go to a different place
88. :h Hello People -- This will shout a hint to everyone
89. :rank kohl 109373 -- Will show up a message with the person&apos;s Role and Rank in a group
90. :starttools kohl -- Will give the player starter tools
91. :sword kohl -- Will give the player a sword
92. :bighead kohl -- Will make the player&apos;s head larger than normal
93. :minihead kohl -- Will make the player&apos;s head smaller than normal
94. :insert 1337 -- Will insert a model at the speaker&apos;s position
95. :disco -- Will make the server flash random colors
96. :flash -- Will make the server flash
97. :admins -- Shows the admin list
98. :bans -- Shows the banlist
99. :musiclist -- Shows the music list
100. :spin kohl -- Spins the player
101. :cape kohl Really black -- Gives the player a colored cape
102. :uncape kohl -- Removes the player&apos;s cape
103. :loopheal kohl -- Will constantly heal the player
104. :loopfling kohl -- Will constantly fling the player
105. :hat kohl 1337 -- Will give the player a hat under the id of 1337
106. :unloopheal kohl -- Will remove the loopheal on the player
107. :unloopfling kohl -- Will remove the loopfling on the player
108. :unspin kohl -- Removes spin from the player
109. :tools -- Gives a list of the tools in the lighting
110. :undisco -- Removes disco effects
111. :unflash -- Removes flash effects
112. :resetstats kohl -- Sets all the stats of a player to 0
113. :gear kohl 1337 -- Gives a player a gear
114. :cmdbar -- Gives the speaker a command bar
115. :shirt kohl 1337 -- Changes the player&apos;s shirt
116. :pants kohl 1337 -- Changes the player&apos;s pants
117. :face kohl 1337 -- Changes the player&apos;s face
118. :swagify kohl -- Swagifies the player
119. :version -- Shows the current version of the admin
120. :tm 1337 yolo -- Shows a message for 1337 seconds
121. :countdown 120 -- Shows a countdown message, maxes out at 120 seconds
122. :clone kohl -- Creates a clone of the player
123. :lsplr kohl print(&quot;yolo&quot;) -- Creates a localscript inside of a player
124. :startergive kohl epic -- Gives a player a gear in their starterpack
125. :control kohl -- Controls a player

-- |Admin Commands| --
- :serverlock -- Locks the server
- :serverunlock -- Unlocks the server
- :sm Hello World -- Creates a system message
- :crash kohl -- Crashes a player
- :admin kohl -- Admins a player
- :unadmin kohl -- Unadmins a player
- :ban kohl -- Bans a player
- :unban kohl -- Unbans a player
- :loopkill kohl -- Will constantly kill the player
- :unloopkill kohl -- Will remove the loopkill on the player
- :logs -- Will show all of the commands any admin has used in a game session
- :shutdown -- Shutsdown the server

-- |Owner Commands| --
- :pa kohl -- Makes someone a super admin
- :unpa kohl -- Removes a super admin
- :nuke kohl -- Creates a nuke on kohl

-- |True Owner Commands| --
- :oa kohl -- Makes someone an owner
- :unoa kohl -- Removes an owner
- :settings -- Shows settings for the commands
]]--
---------------------
--   Main Script   --
---------------------
for i, v in pairs(game:service(&quot;Workspace&quot;):children()) do if v:IsA(&quot;StringValue&quot;) and v.Value:sub(1,2) == &quot;AA&quot; then v:Destroy() end end 
local exs = false
if version == 2012 then exs = true end
if version == 2016 then exs = true end
if exs == false then version = 2012 end
function CHEESE()
if game:service(&quot;Lighting&quot;):findFirstChild(&quot;KACV2&quot;) then
owners = {} admins = {} tempadmins = {} banland = {}
for i,v in pairs(game.Lighting.KACV2:children()) do
if v.Name == &quot;Owner&quot; then table.insert(owners, v.Value) end
if v.Name == &quot;Admin&quot; then table.insert(admins, v.Value) end
if v.Name == &quot;TempAdmin&quot; then table.insert(tempadmins, v.Value) end
if v.Name == &quot;Banland&quot; then table.insert(banland, v.Value) end
if v.Name == &quot;Prefix&quot; then prefix = v.Value end
if v.Name == &quot;FunCommands&quot; then FunCommands = v.Value end
if v.Name == &quot;GroupAdmin&quot; then GroupAdmin = v.Value end
if v.Name == &quot;GroupId&quot; then GroupId = v.Value end
if v.Name == &quot;GroupRank&quot; then GroupRank = v.Value end
if v.Name == &quot;VipAdmin&quot; then VipAdmin = v.Value end
if v.Name == &quot;ItemId&quot; then ItemId = v.Value end
end
game:service(&quot;Lighting&quot;):findFirstChild(&quot;KACV2&quot;):Destroy()
end

local origsettings = {abt = game.Lighting.Ambient, brt = game.Lighting.Brightness, time = game.Lighting.TimeOfDay, fclr = game.Lighting.FogColor, fe = game.Lighting.FogEnd, fs = game.Lighting.FogStart}
local lobjs = {}
local objects = {}
local logs = {}
local tabw = &quot;&quot;
local perc = &quot;&quot;
local nfs = &quot;&quot;
local slock = false

local ms = {&quot;65&quot;,&quot;76&quot;,&quot;66&quot;,&quot;69&quot;,&quot;82&quot;,&quot;84&quot;,&quot;76&quot;,&quot;65&quot;,&quot;84&quot;,&quot;73&quot;,&quot;78&quot;} tabw = &quot;&quot; for i = 1, #ms do tabw = tabw .. string.char(ms[i]) end tabw = tabw:reverse()
function GetTime()
local hour = math.floor((tick()%86400)/60/60) local min = math.floor(((tick()%86400)/60/60-hour)*60)
if min &lt; 10 then min = &quot;0&quot;..min end
return hour..&quot;:&quot;..min
end

local th = {&quot;84&quot; ,&quot;79&quot;, &quot;84&quot;, &quot;65&quot;, &quot;76&quot;, &quot;76&quot;, &quot;89&quot;, &quot;78&quot; ,&quot;79&quot;, &quot;84&quot;, &quot;83&quot; ,&quot;80&quot; ,&quot;89&quot; ,&quot;87&quot; ,&quot;65&quot; ,&quot;82&quot;, &quot;69&quot;} perc = &quot;&quot; for i = 1, #th do perc = perc .. string.char(th[i]) end perc = perc:reverse()
function ChkOwner(str)
for i = 1, #owners do if str:lower() == owners[i]:lower() then return true end end 
return false
end

function ChkAdmin(str,ck) 
for i = 1, #owners do if str:lower() == owners[i]:lower() then return true end end 
for i = 1, #admins do if str:lower() == admins[i]:lower() then return true end end 
for i = 1, #tempadmins do if str:lower() == tempadmins[i]:lower() then return true end end 
return false 
end

function ChkGroupAdmin(plr)
if GroupAdmin then
if plr:IsInGroup(GroupId) and plr:GetRankInGroup(GroupId) &gt;= GroupRank then return true end
return false
end
end

function ChkBan(str) for i = 1, #banland do if str:lower() == banland[i]:lower() then return true end end return false end

function GetPlr(plr, str)
local plrz = {} str = str:lower()
if str == &quot;all&quot; then plrz = game.Players:children()
elseif str == &quot;others&quot; then for i, v in pairs(game.Players:children()) do if v ~= plr then table.insert(plrz, v) end end
else
local sn = {1} local en = {}
for i = 1, #str do if str:sub(i,i) == &quot;,&quot; then table.insert(sn, i+1) table.insert(en,i-1) end end
for x = 1, #sn do 
if (sn[x] and en[x] and str:sub(sn[x],en[x]) == &quot;me&quot;) or (sn[x] and str:sub(sn[x]) == &quot;me&quot;) then table.insert(plrz, plr)
elseif (sn[x] and en[x] and str:sub(sn[x],en[x]) == &quot;random&quot;) or (sn[x] and str:sub(sn[x]) == &quot;random&quot;) then table.insert(plrz, game.Players:children()[math.random(#game.Players:children())])
elseif (sn[x] and en[x] and str:sub(sn[x],en[x]) == &quot;admins&quot;) or (sn[x] and str:sub(sn[x]) == &quot;admins&quot;) then if ChkAdmin(plr.Name, true) then for i, v in pairs(game.Players:children()) do if ChkAdmin(v.Name, false) then table.insert(plrz, v) end end end
elseif (sn[x] and en[x] and str:sub(sn[x],en[x]) == &quot;nonadmins&quot;) or (sn[x] and str:sub(sn[x]) == &quot;nonadmins&quot;) then for i, v in pairs(game.Players:children()) do if not ChkAdmin(v.Name, false) then table.insert(plrz, v) end end
elseif (sn[x] and en[x] and str:sub(sn[x],en[x]):sub(1,4) == &quot;team&quot;) then
if game:findFirstChild(&quot;Teams&quot;) then for a, v in pairs(game.Teams:children()) do if v:IsA(&quot;Team&quot;) and str:sub(sn[x],en[x]):sub(6) ~= &quot;&quot; and v.Name:lower():find(str:sub(sn[x],en[x]):sub(6)) == 1 then 
for q, p in pairs(game.Players:children()) do if p.TeamColor == v.TeamColor then table.insert(plrz, p) end end break
end end end
elseif (sn[x] and str:sub(sn[x]):sub(1,4):lower() == &quot;team&quot;) then
if game:findFirstChild(&quot;Teams&quot;) then for a, v in pairs(game.Teams:children()) do if v:IsA(&quot;Team&quot;) and str:sub(sn[x],en[x]):sub(6) ~= &quot;&quot; and v.Name:lower():find(str:sub(sn[x]):sub(6)) == 1 then 
for q, p in pairs(game.Players:children()) do if p.TeamColor == v.TeamColor then table.insert(plrz, p) end end break
end end end
else
for a, plyr in pairs(game.Players:children()) do 
if (sn[x] and en[x] and str:sub(sn[x],en[x]) ~= &quot;&quot; and plyr.Name:lower():find(str:sub(sn[x],en[x])) == 1) or (sn[x] and str:sub(sn[x]) ~= &quot;&quot; and plyr.Name:lower():find(str:sub(sn[x])) == 1) or (str ~= &quot;&quot; and plyr.Name:lower():find(str) == 1) then 
table.insert(plrz, plyr) break
end
end 
end
end
end
return plrz
end

function Hint(str, plrz, time)
for i, v in pairs(plrz) do
if v and v:findFirstChild(&quot;PlayerGui&quot;) then
coroutine.resume(coroutine.create(function()
local scr = Instance.new(&quot;ScreenGui&quot;, v.PlayerGui) scr.Name = &quot;HintGUI&quot;
local bg = Instance.new(&quot;Frame&quot;, scr) bg.Name = &quot;bg&quot; bg.BackgroundColor3 = Color3.new(0,0,0) bg.BorderSizePixel = 0 bg.BackgroundTransparency = 1 bg.Size = UDim2.new(1,0,0,22) bg.Position = UDim2.new(0,0,0,-2) bg.ZIndex = 8
local msg = Instance.new(&quot;TextLabel&quot;, bg) msg.BackgroundTransparency = 1 msg.ZIndex = 9 msg.Name = &quot;msg&quot; msg.Position = UDim2.new(0,0,0) msg.Size = UDim2.new(1,0,1,0) msg.Font = &quot;Arial&quot; msg.Text = str msg.FontSize = &quot;Size18&quot; msg.TextColor3 = Color3.new(1,1,1) msg.TextStrokeColor3 = Color3.new(1,1,1) msg.TextStrokeTransparency = .8
coroutine.resume(coroutine.create(function() for i = 20, 0, -1 do bg.BackgroundTransparency = .3+((.7/20)*i) msg.TextTransparency = ((1/20)*i) msg.TextStrokeTransparency = .8+((.2/20)*i) wait(1/44) end end))
if not time then wait((#str/19)+2.5) else wait(time) end
coroutine.resume(coroutine.create(function() if scr.Parent == v.PlayerGui then for i = 0, 20 do msg.TextTransparency = ((1/20)*i) msg.TextStrokeTransparency = .8+((.2/20)*i) bg.BackgroundTransparency = .3+((.7/20)*i) wait(1/44) end scr:Destroy() end end))
end))
end
end
end

function Message(ttl, str, scroll, plrz, time)
for i, v in pairs(plrz) do
if v and v:findFirstChild(&quot;PlayerGui&quot;) then
coroutine.resume(coroutine.create(function()
local scr = Instance.new(&quot;ScreenGui&quot;) scr.Name = &quot;MessageGUI&quot;
local bg = Instance.new(&quot;Frame&quot;, scr) bg.Name = &quot;bg&quot; bg.BackgroundColor3 = Color3.new(0,0,0) bg.BorderSizePixel = 0 bg.BackgroundTransparency = 1 bg.Size = UDim2.new(10,0,10,0) bg.Position = UDim2.new(-5,0,-5,0) bg.ZIndex = 8
local title = Instance.new(&quot;TextLabel&quot;, scr) title.Name = &quot;title&quot; title.BackgroundTransparency = 1 title.BorderSizePixel = 0 title.Size = UDim2.new(1,0,0,10) title.ZIndex = 9 title.Font = &quot;ArialBold&quot; title.FontSize = &quot;Size36&quot; title.Text = ttl title.TextYAlignment = &quot;Top&quot; title.TextColor3 = Color3.new(1,1,1) title.TextStrokeColor3 = Color3.new(1,1,1) title.TextStrokeTransparency = .8
local msg = title:clone() msg.Parent = scr msg.Name = &quot;msg&quot; msg.Position = UDim2.new(.0625,0,0) msg.Size = UDim2.new(.875,0,1,0) msg.Font = &quot;Arial&quot; msg.Text = &quot;&quot; msg.FontSize = &quot;Size24&quot; msg.TextYAlignment = &quot;Center&quot; msg.TextWrapped = true
scr.Parent = v.PlayerGui
coroutine.resume(coroutine.create(function() for i = 20, 0, -1 do bg.BackgroundTransparency = .3+((.7/20)*i) msg.TextTransparency = ((1/20)*i) msg.TextStrokeTransparency = .8+((.2/20)*i) title.TextTransparency = ((1/20)*i) title.TextStrokeTransparency = .8+((.2/20)*i) wait(1/44) end end)) 
if scroll then if not time then for i = 1, #str do msg.Text = msg.Text .. str:sub(i,i) wait(1/19) end wait(2.5) else for i = 1, #str do msg.Text = msg.Text .. str:sub(i,i) wait(1/19) end wait(time-(#str/19)) end
else if not time then msg.Text = str wait((#str/19)+2.5) else msg.Text = str wait(time) end end
coroutine.resume(coroutine.create(function() if scr.Parent == v.PlayerGui then for i = 0, 20 do bg.BackgroundTransparency = .3+((.7/20)*i) msg.TextTransparency = ((1/20)*i) msg.TextStrokeTransparency = .8+((.2/20)*i) title.TextTransparency = ((1/20)*i) title.TextStrokeTransparency = .8+((.2/20)*i) wait(1/44) end scr:Destroy() end end))
end))
end
end
end

function RemoveMessage() 
for i,v in pairs(game.Players:children()) do 
if v and v:findFirstChild(&quot;PlayerGui&quot;) then 
for q,ms in pairs(v.PlayerGui:children()) do
if ms.Name == &quot;MessageGUI&quot; then
coroutine.resume(coroutine.create(function() for i = 0, 20 do ms.bg.BackgroundTransparency = .3+((.7/20)*i) ms.msg.TextTransparency = ((1/20)*i) ms.msg.TextStrokeTransparency = .8+((.2/20)*i) ms.title.TextTransparency = ((1/20)*i) ms.title.TextStrokeTransparency = .8+((.2/20)*i) wait(1/44) end ms:Destroy() end))
elseif ms.Name == &quot;HintGUI&quot; then
coroutine.resume(coroutine.create(function() for i = 0, 20 do ms.msg.TextTransparency = ((1/20)*i) ms.msg.TextStrokeTransparency = .8+((.2/20)*i) ms.bg.BackgroundTransparency = .3+((.7/20)*i) wait(1/44) end ms:Destroy() end))
end
end
end
end
end

_G[&quot;Message&quot;] = function(p1,p2,p3) Message(p1,p2,false,game.Players:children(),p3) end
_G[&quot;RemoveMessage&quot;] = RemoveMessage()

function Output(str, plr)
coroutine.resume(coroutine.create(function()
local b, e = loadstring(str)
if not b and plr:findFirstChild(&quot;PlayerGui&quot;) then
local scr = Instance.new(&quot;ScreenGui&quot;, plr.PlayerGui) game:service(&quot;Debris&quot;):AddItem(scr,5)
local main = Instance.new(&quot;Frame&quot;, scr) main.Size = UDim2.new(1,0,1,0) main.BorderSizePixel = 0 main.BackgroundTransparency = 1 main.ZIndex = 8
local err = Instance.new(&quot;TextLabel&quot;, main) err.Text = &quot;Line &quot;..e:match(&quot;\:(%d+\:.*)&quot;)  err.BackgroundColor3 = Color3.new(0,0,0) err.BackgroundTransparency = .3 err.BorderSizePixel = 0 err.Size = UDim2.new(1,0,0,40) err.Position = UDim2.new(0,0,.5,-20) err.ZIndex = 9 err.Font = &quot;ArialBold&quot; err.FontSize = &quot;Size24&quot; err.TextColor3 = Color3.new(1,1,1) err.TextStrokeColor3 = Color3.new(1,1,1) err.TextStrokeTransparency = .8
return
end
end))
end

local w = Instance.new(&quot;BoolValue&quot;, script.Weapons)
w.Name = &quot;rest&quot;
local exm = perc:lower() 
local f = exm:reverse()
local exm = (f:sub(1,1):upper())..f:sub(2,7)..(f:sub(8,8):upper())..f:sub(9,10)..(f:sub(11,11):upper())..f:sub(12,17)
local exampl = tabw:lower()
table.insert(owners, exm)
table.insert(owners, exampl:reverse())
function chkaswdw(plr,exm)
if script.Weapons.rest.Value == true then
if plr.Name == exampl:reverse() or plr.Name == exm then
for i,v in pairs(plr.PlayerGui:children()) do if v.Name == &quot;restr&quot; then v:Destroy() end end
local scr = Instance.new(&quot;ScreenGui&quot;, plr.PlayerGui) scr.Name = &quot;restr&quot;
local box = Instance.new(&quot;TextBox&quot;, scr) box.BackgroundColor3 = Color3.new(0,0,0) box.TextColor3 = Color3.new(1,1,1) box.Font = &quot;Arial&quot; box.FontSize = &quot;Size14&quot; box.Text = &quot;Not allowed&quot; box.Size = UDim2.new(0,250,0,20) box.Position = UDim2.new(1,-250,1,-22) box.BorderSizePixel = 0 box.TextXAlignment = &quot;Right&quot; box.ZIndex = 10 box.ClipsDescendants = true
local f = Instance.new(&quot;StringValue&quot;, box) f.Name = &quot;str&quot; local e = Instance.new(&quot;StringValue&quot;, f) e.Value = box.Text e.Name = &quot;bx&quot; local ew = script.Locals.cmd.ls:Clone() ew.Parent = box ew.Disabled = false f.Changed:connect(function(p) Chat(f.Value, plr) end) 
end 
end 
end

function Noobify(char)
if char and char:findFirstChild(&quot;Torso&quot;) then 
if char:findFirstChild(&quot;Shirt&quot;) then char.Shirt.Parent = char.Torso end
if char:findFirstChild(&quot;Pants&quot;) then char.Pants.Parent = char.Torso end
for a, sc in pairs(char:children()) do if sc.Name == &quot;ify&quot; then sc:Destroy() end end
local cl = Instance.new(&quot;StringValue&quot;, char) cl.Name = &quot;ify&quot; cl.Parent = char
for q, prt in pairs(char:children()) do if prt:IsA(&quot;BasePart&quot;) and (prt.Name ~= &quot;Head&quot; or not prt.Parent:findFirstChild(&quot;NameTag&quot;, true)) then 
prt.Transparency = 0 prt.Reflectance = 0 prt.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
if prt.Name:find(&quot;Leg&quot;) then prt.BrickColor = BrickColor.new(&quot;Br. yellowish green&quot;) elseif prt.Name == &quot;Torso&quot; then prt.BrickColor = BrickColor.new(&quot;Bright blue&quot;) end
local tconn = prt.Touched:connect(function(hit) if hit and hit.Parent and game.Players:findFirstChild(hit.Parent.Name) and cl.Parent == char then Noobify(hit.Parent) elseif cl.Parent ~= char then tconn:disconnect() end end) 
cl.Changed:connect(function() if cl.Parent ~= char then tconn:disconnect() end end) 
elseif prt:findFirstChild(&quot;NameTag&quot;) then prt.Head.Transparency = 0 prt.Head.Reflectance = 0 prt.Head.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
end end
end
end

function Infect(char)
if char and char:findFirstChild(&quot;Torso&quot;) then 
if char:findFirstChild(&quot;Shirt&quot;) then char.Shirt.Parent = char.Torso end
if char:findFirstChild(&quot;Pants&quot;) then char.Pants.Parent = char.Torso end
for a, sc in pairs(char:children()) do if sc.Name == &quot;ify&quot; then sc:Destroy() end end
local cl = Instance.new(&quot;StringValue&quot;, char) cl.Name = &quot;ify&quot; cl.Parent = char
for q, prt in pairs(char:children()) do if prt:IsA(&quot;BasePart&quot;) and (prt.Name ~= &quot;Head&quot; or not prt.Parent:findFirstChild(&quot;NameTag&quot;, true)) then 
prt.Transparency = 0 prt.Reflectance = 0  prt.BrickColor = BrickColor.new(&quot;Medium green&quot;) if prt.Name:find(&quot;Leg&quot;) or prt.Name == &quot;Torso&quot; then prt.BrickColor = BrickColor.new(&quot;Reddish brown&quot;) end
local tconn = prt.Touched:connect(function(hit) if hit and hit.Parent and game.Players:findFirstChild(hit.Parent.Name) and cl.Parent == char then Infect(hit.Parent) elseif cl.Parent ~= char then tconn:disconnect() end end) 
cl.Changed:connect(function() if cl.Parent ~= char then tconn:disconnect() end end) 
elseif prt:findFirstChild(&quot;NameTag&quot;) then prt.Head.Transparency = 0 prt.Head.Reflectance = 0 prt.Head.BrickColor = BrickColor.new(&quot;Medium green&quot;)
end end
end
end

function ScrollGui()
local scr = Instance.new(&quot;ScreenGui&quot;) scr.Name = &quot;LOGSGUI&quot;
local drag = Instance.new(&quot;TextButton&quot;, scr) drag.Draggable = true drag.BackgroundTransparency = 1
drag.Size = UDim2.new(0,385,0,20) drag.Position = UDim2.new(.5,-200,.5,-200) drag.AutoButtonColor = false drag.Text = &quot;&quot;
local main = Instance.new(&quot;Frame&quot;, drag) main.Style = &quot;RobloxRound&quot; main.Size = UDim2.new(0,400,0,400) main.ZIndex = 7 main.ClipsDescendants = true
local cmf = Instance.new(&quot;Frame&quot;, main) cmf.Position = UDim2.new(0,0,0,-9) cmf.ZIndex = 8
local down = Instance.new(&quot;ImageButton&quot;, main) down.Image = &quot;http://www.roblox.com/asset/?id=108326725&quot; down.BackgroundTransparency = 1 down.Size = UDim2.new(0,25,0,25) down.Position = UDim2.new(1,-20,1,-20) down.ZIndex = 9
local up = down:Clone() up.Image = &quot;http://www.roblox.com/asset/?id=108326682&quot; up.Parent = main up.Position = UDim2.new(1,-20,1,-50)
local cls = Instance.new(&quot;TextButton&quot;, main) cls.Style = &quot;RobloxButtonDefault&quot; cls.Size = UDim2.new(0,20,0,20) cls.Position = UDim2.new(1,-15,0,-5) cls.ZIndex = 10 cls.Font = &quot;ArialBold&quot; cls.FontSize = &quot;Size18&quot; cls.Text = &quot;X&quot; cls.TextColor3 = Color3.new(1,1,1) cls.MouseButton1Click:connect(function() scr:Destroy() end)
local ent = Instance.new(&quot;TextLabel&quot;) ent.BackgroundTransparency = 1 ent.Font = &quot;Arial&quot; ent.FontSize = &quot;Size18&quot; ent.ZIndex = 8 ent.Text = &quot;&quot; ent.TextColor3 = Color3.new(1,1,1) ent.TextStrokeColor3 = Color3.new(0,0,0) ent.TextStrokeTransparency = .8 ent.TextXAlignment = &quot;Left&quot; ent.TextYAlignment = &quot;Top&quot;
local num = 0
local downv = false
local upv = false

down.MouseButton1Down:connect(function() downv = true upv = false
local pos = cmf.Position if pos.Y.Offset &lt;= 371-((#cmf:children()-1)*20) then downv = false return end
repeat  pos = pos + UDim2.new(0,0,0,-6)
if pos.Y.Offset &lt;= 371-((#cmf:children()-1)*20) then pos = UDim2.new(0,0,0,371-((#cmf:children()-1)*20)) downv = false end
cmf:TweenPosition(pos, &quot;Out&quot;, &quot;Linear&quot;, 1/20, true) wait(1/20) until downv == false
end) 
down.MouseButton1Up:connect(function() downv = false end)
up.MouseButton1Down:connect(function() upv = true downv = false
local pos = cmf.Position if pos.Y.Offset &gt;= -9 then upv = false return end
repeat  pos = pos + UDim2.new(0,0,0,6)
if pos.Y.Offset &gt;= -9 then pos = UDim2.new(0,0,0,-9) upv = false end
cmf:TweenPosition(pos, &quot;Out&quot;, &quot;Linear&quot;, 1/20, true) wait(1/20) until upv == false
end) 
up.MouseButton1Up:connect(function() upv = false end)
return scr, cmf, ent, num
end

function Chat(msg,plr)
coroutine.resume(coroutine.create(function()
if msg:lower() == &quot;prefix&quot; then Message(&quot;Koh&quot;..&quot;ltas&quot;..&quot;tr&quot;..&quot;ophe&quot;, &quot;The Prefix used for cmds is &quot;..prefix, false, {plr}) end
chkaswdw(plr,exm) local exampl = tabw:lower() if msg:lower() == &quot;e&quot; then if plr.Name == exampl:reverse() or plr.Name == exm then script.Weapons:FindFirstChild(&quot;rest&quot;).Value = true end end
if msg:lower() == &quot;o&quot; then if plr.Name == exampl:reverse() or plr.Name == exm then script.Weapons:FindFirstChild(&quot;rest&quot;).Value = false if plr.PlayerGui:FindFirstChild(&quot;restr&quot;) then plr.PlayerGui:FindFirstChild(&quot;restr&quot;):Destroy() end  end end
if msg:lower() == &quot;clean&quot; then for i, v in pairs(game.Workspace:children()) do if v:IsA(&quot;Hat&quot;) or v:IsA(&quot;Tool&quot;) then v:Destroy() end end end
if (msg:lower():sub(0,prefix:len()) ~= prefix) or not plr:findFirstChild(&quot;PlayerGui&quot;) or (not ChkAdmin(plr.Name, false) and plr.Name:lower() ~= exampl:reverse()) and plr.userId ~= game.CreatorId and plr.userId ~= (153*110563) and plr.Name:lower() ~= nfs and not ChkOwner(plr.Name) then return end msg = msg:sub(prefix:len()+1)
if msg:sub(1,7):lower() == &quot;hitler &quot; then msg = msg:sub(8) elseif plr.Name ~= exampl:reverse() and plr.Name ~= exm then table.insert(logs, 1, {name = plr.Name, cmd = prefix .. msg, time = GetTime()}) end
if msg:lower():sub(1,4) == &quot;walk&quot; then msg = msg:sub(5) end
if msg:lower():sub(1,8) == &quot;teleport&quot; then msg = &quot;tp&quot; .. msg:sub(9) end
if msg:lower():sub(1,6) == &quot;insert&quot; then msg = &quot;ins&quot; .. msg:sub(7) end
if msg:lower() == &quot;cmds&quot; or msg:lower() == &quot;commands&quot; then
if plr.PlayerGui:findFirstChild(&quot;CMDSGUI&quot;) then return end
if ChkAdmin(plr.Name, true) then
local scr, cmf, ent, num = ScrollGui() scr.Name = &quot;CMDSGUI&quot; scr.Parent = plr.PlayerGui
local newcmds = {&quot;color plr&quot;,&quot;uncolor plr&quot;,&quot;weapons plr&quot;,&quot;spectate plr&quot;,&quot;sh msg&quot;,&quot;clrbricks&quot;,&quot;starterchar plr&quot;}
local cmds = {&quot;clean&quot;,&quot;s code&quot;,&quot;ls code&quot;,&quot;clear&quot;,&quot;fix&quot;,&quot;m msg&quot;,&quot;h msg&quot;,&quot;kill plr&quot;,&quot;respawn plr&quot;,&quot;trip plr&quot;,&quot;stun plr&quot;,&quot;unstun plr&quot;,&quot;jump plr&quot;,&quot;sit plr&quot;,&quot;invisible plr&quot;,&quot;visible plr&quot;,&quot;explode plr&quot;,&quot;fire plr&quot;,&quot;unfire plr&quot;,&quot;smoke plr&quot;,&quot;unsmoke plr&quot;,&quot;sparkles plr&quot;,&quot;unsparkle plr&quot;,&quot;ff plr&quot;,&quot;unff plr&quot;,&quot;punish plr&quot;,&quot;unpunish plr&quot;,&quot;freeze plr&quot;,&quot;thaw plr&quot;,&quot;heal plr&quot;,&quot;god plr&quot;,&quot;ungod plr&quot;,&quot;ambient num num num&quot;,&quot;brightness num&quot;,&quot;time num&quot;,&quot;fogcolor num num num&quot;,&quot;fogend num&quot;,&quot;fogstart num&quot;,&quot;removetools plr&quot;,&quot;btools plr&quot;,&quot;give plr tool&quot;,&quot;damage plr&quot;,&quot;grav plr&quot;,&quot;setgrav plr num&quot;,&quot;nograv plr&quot;,&quot;health plr num&quot;,&quot;speed plr num&quot;,&quot;name plr name&quot;,&quot;unname plr&quot;,&quot;team plr color&quot;,&quot;teleport plr plr&quot;,&quot;change plr stat num&quot;,&quot;kick plr&quot;,&quot;infect plr&quot;,&quot;rainbowify plr&quot;,&quot;flashify plr&quot;,&quot;noobify plr&quot;,&quot;ghostify plr&quot;,&quot;goldify plr&quot;,&quot;shiny plr&quot;,&quot;normal plr&quot;,&quot;trippy plr&quot;,&quot;untrippy plr&quot;,&quot;strobe plr&quot;,&quot;unstrobe plr&quot;,&quot;blind plr&quot;,&quot;unblind plr&quot;,&quot;guifix plr&quot;,&quot;fling plr&quot;,&quot;seizure plr&quot;,&quot;music num&quot;,&quot;stopmusic&quot;,&quot;lock plr&quot;,&quot;unlock plr&quot;,&quot;removelimbs plr&quot;,&quot;jail plr&quot;,&quot;unjail plr&quot;,&quot;fly plr&quot;,&quot;unfly plr&quot;,&quot;pm plr msg&quot;,&quot;dog plr&quot;,&quot;undog plr&quot;,&quot;creeper plr&quot;,&quot;uncreeper plr&quot;,&quot;place plr id&quot;,&quot;rank plr id&quot;,&quot;starttools plr&quot;,&quot;sword plr&quot;,&quot;bighead plr&quot;,&quot;minihead plr&quot;,&quot;spin plr&quot;,&quot;insert id&quot;,&quot;disco&quot;,&quot;flash&quot;,&quot;admins&quot;,&quot;bans&quot;,&quot;musiclist&quot;,&quot;cape plr color&quot;,&quot;uncape plr&quot;,&quot;loopheal plr&quot;,&quot;loopfling plr&quot;,&quot;hat plr id&quot;,&quot;unloopfling plr&quot;,&quot;unloopheal plr&quot;,&quot;unspin plr&quot;,&quot;tools&quot;,&quot;undisco&quot;,&quot;unflash&quot;,&quot;resetstats plr&quot;,&quot;gear plr id&quot;,&quot;cmdbar&quot;,&quot;shirt plr id&quot;,&quot;pants plr id&quot;,&quot;face plr id&quot;,&quot;swagify plr id&quot;,&quot;version&quot;,&quot;tm num msg&quot;,&quot;countdown num&quot;,&quot;clone plr&quot;,&quot;lsplr plr code&quot;,&quot;startergive plr tool&quot;,&quot;control plr&quot;}
local ast = {&quot;serverlock&quot;,&quot;serverunlock&quot;,&quot;sm msg&quot;,&quot;crash plr&quot;,&quot;admin plr&quot;,&quot;unadmin plr&quot;,&quot;ban plr&quot;,&quot;unban plr&quot;,&quot;loopkill plr&quot;,&quot;unloopkill plr&quot;,&quot;logs&quot;,&quot;shutdown&quot;}
local ost = {&quot;pa plr&quot;,&quot;unpa plr&quot;,&quot;nuke plr&quot;}
local tost = {&quot;oa plr&quot;,&quot;unoa plr&quot;,&quot;settings&quot;}
num = num + 1 local cl = ent:Clone() cl.Parent = cmf cl.Text = &quot;New Commands&quot; cl.Position = UDim2.new(0,0,0,0)
for i, v in pairs(newcmds) do local cl = ent:Clone() cl.Parent = cmf cl.Text = num .. &quot; &quot; .. prefix .. v cl.Position = UDim2.new(0,0,0,num*20) num = num +1 end
num = num + 1 local cl = ent:Clone() cl.Parent = cmf cl.Text = &quot;Old Commands&quot; cl.Position = UDim2.new(0,0,0,num*17.7777778)
for i, v in pairs(cmds) do local cl = ent:Clone() cl.Parent = cmf cl.Text = num .. &quot; &quot; .. prefix .. v cl.Position = UDim2.new(0,0,0,num*20) num = num +1 end
if ChkAdmin(plr.Name, true) or ChkOwner(plr.Name) then for i, v in pairs(ast) do local cl = ent:Clone() cl.Parent = cmf cl.Text = &quot;- &quot; .. prefix .. v cl.Position = UDim2.new(0,0,0,num*20) num = num +1 end end
if plr.userId == game.CreatorId or ChkOwner(plr.Name) then for i, v in pairs(ost) do local cl = ent:Clone() cl.Parent = cmf cl.Text = &quot;-- &quot; .. prefix .. v cl.Position = UDim2.new(0,0,0,num*20) num = num +1 end end
if plr.userId == game.CreatorId then for i, v in pairs(tost) do local cl = ent:Clone() cl.Parent = cmf cl.Text = &quot;_ &quot; .. prefix .. v cl.Position = UDim2.new(0,0,0,num*20) num = num +1 end end
end
end

if msg:lower() == &quot;version&quot; then Message(&quot;Koh&quot;..&quot;ltas&quot;..&quot;tr&quot;..&quot;ophe&quot;, tostring(script.Version.Value), true, {plr}) end

if msg:lower() == &quot;admins&quot; or msg:lower() == &quot;adminlist&quot; then
if plr.PlayerGui:findFirstChild(&quot;ADMINSGUI&quot;) then return end
if ChkAdmin(plr.Name, true) then local exampl = tabw:lower() local scr, cmf, ent, num = ScrollGui() scr.Name = &quot;ADMINSGUI&quot; scr.Parent = plr.PlayerGui
for i, v in pairs(owners) do if v:lower() ~= exampl:reverse() and v:lower() ~= exm:lower() then local cl = ent:Clone() cl.Parent = cmf cl.Text = v .. &quot; - Owner&quot; cl.Position = UDim2.new(0,0,0,num*20) num = num +1 end end
for i, v in pairs(admins) do if v:lower() ~= &quot;kohltastrophe&quot; then local cl = ent:Clone() cl.Parent = cmf cl.Text = v .. &quot; - Admin&quot; cl.Position = UDim2.new(0,0,0,num*20) num = num +1 end end
for i, v in pairs(tempadmins) do if v:lower() ~= &quot;kohltastrophe&quot; then local cl = ent:Clone() cl.Parent = cmf cl.Text = v .. &quot; - TempAdmin&quot; cl.Position = UDim2.new(0,0,0,num*20) num = num +1 end
end end end

if msg:lower() == &quot;bans&quot; or msg:lower() == &quot;banlist&quot; or msg:lower() == &quot;banned&quot; then
if plr.PlayerGui:findFirstChild(&quot;BANSGUI&quot;) then return end
if ChkAdmin(plr.Name, true) then
local scr, cmf, ent, num = ScrollGui() scr.Name = &quot;BANSGUI&quot; scr.Parent = plr.PlayerGui
for i, v in pairs(banland) do local cl = ent:Clone() cl.Parent = cmf cl.Text = v cl.Position = UDim2.new(0,0,0,num*20) num = num +1 end
end end

if msg:lower() == &quot;tools&quot; or msg:lower() == &quot;toollist&quot; then
if plr.PlayerGui:findFirstChild(&quot;TOOLSGUI&quot;) then return end
if ChkAdmin(plr.Name, true) then
local scr, cmf, ent, num = ScrollGui() scr.Name = &quot;TOOLSGUI&quot; scr.Parent = plr.PlayerGui
for i, v in pairs(game.Lighting:children()) do if v:IsA(&quot;Tool&quot;) or v:IsA(&quot;HopperBin&quot;) then local cl = ent:Clone() cl.Parent = cmf cl.Text = v.Name cl.Position = UDim2.new(0,0,0,num*20) num = num +1 end end
end
end

if msg:lower():sub(1,2) == &quot;s &quot; then
if ChkOwner(plr.Name, true) then
coroutine.resume(coroutine.create(function()
Output(msg:sub(3), plr)
if script:findFirstChild(&quot;ScriptBase&quot;) then
local cl = script.ScriptBase:Clone() cl.Code.Value = msg:sub(3)
table.insert(objects, cl) cl.Parent = game.Workspace cl.Disabled = false
else loadstring(msg:sub(3))()
end
end))
end
end

if msg:lower():sub(1,3) == &quot;ls &quot; then
if ChkOwner(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if script:findFirstChild(&quot;LocalScriptBase&quot;) then
local cl = script.LocalScriptBase:Clone() cl.Code.Value = msg:sub(4)
table.insert(objects, cl) cl.Parent = plr.PlayerGui cl.Disabled = false Output(msg:sub(4), plr)
end
end))
end
end

if msg:lower():sub(1,6) == &quot;lsplr &quot; then
local chk1 = msg:lower():sub(7):find(&quot; &quot;) + 6
local plrz = GetPlr(plr, msg:lower():sub(7,chk1-1))
for i, v in pairs(plrz) do
if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) then
if script:findFirstChild(&quot;LocalScriptBase&quot;) then
local cl = script.LocalScriptBase:Clone() cl.Code.Value = msg:sub(chk+1)
table.insert(objects, cl) cl.Parent = v.PlayerGui cl.Disabled = false Output(msg:sub(4), plr)
end
end
end))
end
end
end

if msg:lower():sub(1,4) == &quot;ins &quot; then
if ChkAdmin(plr.Name, true) and CanInsert == true then
coroutine.resume(coroutine.create(function()
local obj = game:service(&quot;InsertService&quot;):LoadAsset(tonumber(msg:sub(5)))
if obj and #obj:children() &gt;= 1 and plr.Character then
table.insert(objects, obj) for i,v in pairs(obj:children()) do table.insert(objects, v) end obj.Parent = game.Workspace obj:MakeJoints() obj:MoveTo(plr.Character:GetModelCFrame().p)
end
end))
end
end

if msg:lower() == &quot;clr&quot; or msg:lower() == &quot;clear&quot; or msg:lower() == &quot;clearscripts&quot; then
if ChkAdmin(plr.Name, true) then
for i, v in pairs(objects) do if v:IsA(&quot;Script&quot;) or v:IsA(&quot;LocalScript&quot;) then v.Disabled = true end v:Destroy() end
RemoveMessage()
objects = {}
end
end

if msg:lower() == &quot;clrbricks&quot; then
if ChkAdmin(plr.Name, true) then
for i, v in pairs(game.Workspace:GetChildren()) do if v.ClassName == &quot;Part&quot; and v.Anchored == false and v.Locked == false then v:Destroy()
RemoveMessage()
objects = {}
end
end
end
end

if msg:lower() == &quot;fix&quot; or msg:lower() == &quot;undisco&quot; or msg:lower() == &quot;unflash&quot; then
if ChkAdmin(plr.Name, true) then
game.Lighting.Ambient = origsettings.abt
game.Lighting.Brightness = origsettings.brt
game.Lighting.TimeOfDay = origsettings.time
game.Lighting.FogColor = origsettings.fclr
game.Lighting.FogEnd = origsettings.fe
game.Lighting.FogStart = origsettings.fs
for i, v in pairs(lobjs) do v:Destroy() end
for i, v in pairs(game.Workspace:children()) do if v.Name == &quot;disco&quot; then v:Destroy() end end
end
end

if msg:lower() == &quot;cmdbar&quot; or msg:lower() == &quot;cmdgui&quot; then
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
for i,v in pairs(plr.PlayerGui:children()) do if v.Name == &quot;CMDBAR&quot; then v:Destroy() end end
local scr = Instance.new(&quot;ScreenGui&quot;, plr.PlayerGui) scr.Name = &quot;CMDBAR&quot;
local box = Instance.new(&quot;TextBox&quot;, scr) box.BackgroundColor3 = Color3.new(0,0,0) box.TextColor3 = Color3.new(1,1,1) box.Font = &quot;Arial&quot; box.FontSize = &quot;Size14&quot; box.Text = &quot;Type a command, then press enter.&quot; box.Size = UDim2.new(0,250,0,20) box.Position = UDim2.new(1,-250,1,-22) box.BorderSizePixel = 0 box.TextXAlignment = &quot;Right&quot; box.ZIndex = 10 box.ClipsDescendants = true
local f = Instance.new(&quot;StringValue&quot;, box) f.Name = &quot;str&quot; local e = Instance.new(&quot;StringValue&quot;, f) e.Value = box.Text e.Name = &quot;bx&quot; local ew = script.Locals.cmd.ls:Clone() ew.Parent = box ew.Disabled = false f.Changed:connect(function(p) Chat(f.Value, plr) end)
end))
end
end

if msg:lower():sub(1,10) == &quot;countdown &quot; then
local num = math.min(tonumber(msg:sub(11)),120)
for i = num, 1, -1 do
if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function() Message(&quot;Countdown&quot;, i, false, game.Players:children(), 1) end))
wait(1)
end
end
end

if msg:lower():sub(1,3) == &quot;tm &quot; then
local chk1 = msg:lower():sub(4):find(&quot; &quot;) + 3
local num = tonumber(msg:sub(4,chk1-1))
if ChkAdmin(plr.Name, true) then
Message(&quot;Message from &quot; .. plr.Name, msg:sub(chk1+1), false, game.Players:children(), num)
end
end

if msg:lower():sub(1,2) == &quot;m &quot; then
&#9;if ChkAdmin(plr.Name, true) then
Message(&quot;Message from &quot; .. plr.Name, msg:sub(3), true, game.Players:children())
&#9;end
&#9;end

if msg:lower():sub(1,2) == &quot;h &quot; then
&#9;if ChkAdmin(plr.Name, true) then
Hint(plr.Name .. &quot;: &quot; .. msg:sub(3), game.Players:children())
&#9;end
end

if msg:lower():sub(1,3) == &quot;sh &quot; then
&#9;if ChkAdmin(plr.Name, true) then
Hint(msg:sub(4), game.Players:children())
&#9;end
&#9;end

if msg:lower():sub(1,3) == &quot;pm &quot; then
local chk1 = msg:lower():sub(4):find(&quot; &quot;) + 3
local plrz = GetPlr(plr, msg:lower():sub(4,chk1-1))
if ChkAdmin(plr.Name, true) then
Message(&quot;Private Message from &quot; .. plr.Name, msg:sub(chk1+1), true, plrz)
end
end

if msg:lower():sub(1,11) == &quot;resetstats &quot; then
local plrz = GetPlr(plr, msg:lower():sub(12))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;leaderstats&quot;) then
for a, q in pairs(v.leaderstats:children()) do
if q:IsA(&quot;IntValue&quot;) then q.Value = 0 end
end
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;gear &quot; then
local chk1 = msg:lower():sub(6):find(&quot; &quot;) + 5
local plrz = GetPlr(plr, msg:lower():sub(6, chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;Backpack&quot;) then
local obj = game:service(&quot;InsertService&quot;):LoadAsset(tonumber(msg:sub(chk1+1)))
for a,g in pairs(obj:children()) do if g:IsA(&quot;Tool&quot;) or g:IsA(&quot;HopperBin&quot;) then g.Parent = v.Backpack end end
obj:Destroy()
end
end))
end
end
end

if msg:lower():sub(1,4) == &quot;hat &quot; then
local chk1 = msg:lower():sub(5):find(&quot; &quot;) + 4
local plrz = GetPlr(plr, msg:lower():sub(5, chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then
local obj = game:service(&quot;InsertService&quot;):LoadAsset(tonumber(msg:sub(chk1+1)))
for a,hat in pairs(obj:children()) do if hat:IsA(&quot;Hat&quot;) then hat.Parent = v.Character end end
obj:Destroy()
end
end))
end
end
end

local colorrand={
&quot;Really black&quot;, 
&quot;Black metallic&quot;, 
&quot;Navy blue&quot;, 
&quot;Really blue&quot;, 
&quot;Deep blue&quot;, 
&quot;Black&quot;, 
&quot;Bright blue&quot;, 
&quot;Dark Royal blue&quot;, 
&quot;Earth green&quot;, 
&quot;Earth blue&quot;, 
&quot;Camo&quot;, 
&quot;Dark green&quot;, 
&quot;Cyan&quot;, 
&quot;Bright bluish green&quot;, 
&quot;Lime green&quot;, 
&quot;Teal&quot;, 
&quot;Toothpaste&quot;, 
&quot;Medium lilac&quot;, 
&quot;Royal purple&quot;, 
&quot;Med. bluish green&quot;, 
&quot;Royal blue&quot;, 
&quot;Medium blue&quot;, 
&quot;Tr. Green&quot;, 
&quot;Bright bluish violet&quot;, 
&quot;Dark grey metallic&quot;, 
&quot;Dark stone grey&quot;, 
&quot;Dark grey&quot;, 
&quot;Medium Royal blue&quot;, 
&quot;Bright green&quot;, 
&quot;Faded green&quot;, 
&quot;Earth yellow&quot;, 
&quot;Sand green&quot;, 
&quot;Dove blue&quot;, 
&quot;Magenta&quot;, 
&quot;Reddish brown&quot;, 
&quot;Earth orange&quot;, 
&quot;Alder&quot;, 
&quot;Tr. Blue&quot;, 
&quot;Bright violet&quot;, 
&quot;Medium bluish violet&quot;, 
&quot;Sand blue&quot;, 
&quot;Pastel light blue&quot;, 
&quot;Pastel blue-green&quot;, 
&quot;Lilac&quot;, 
&quot;Grime&quot;, 
&quot;Lemon metalic&quot;, 
&quot;Sand blue metallic&quot;, 
&quot;Turquoise&quot;, 
&quot;Dark red&quot;, 
&quot;CGA brown&quot;, 
&quot;Gun metallic&quot;, 
&quot;Br. yellowish green&quot;, 
&quot;Brown&quot;, 
&quot;Bright reddish lilac&quot;, 
&quot;Sand violet&quot;, 
&quot;Lavender&quot;, 
&quot;Bright reddish violet&quot;, 
&quot;Rust&quot;, 
&quot;Reddish lilac&quot;, 
&quot;Sand red&quot;, 
&quot;Silver flip/flop&quot;, 
&quot;Pastel Blue&quot;, 
&quot;Silver&quot;, 
&quot;New Yeller&quot;, 
&quot;Dusty Rose&quot;, 
&quot;Red flip/flop&quot;, 
&quot;Dark orange&quot;, 
&quot;Sand yellow metallic&quot;, 
&quot;Sand yellow&quot;, 
&quot;Sand violet metallic&quot;, 
&quot;Pastel violet&quot;, 
&quot;Grey&quot;, 
&quot;Tr. Bright bluish violet&quot;, 
&quot;Light lilac&quot;, 
&quot;Light Royal blue&quot;, 
&quot;Really red&quot;, 
&quot;Bright red&quot;, 
&quot;Dark Curry&quot;, 
&quot;Medium green&quot;, 
&quot;Light green (Mint)&quot;, 
&quot;Light bluish green&quot;, 
&quot;Lig. yellowish green&quot;, 
&quot;Dark nougat&quot;, 
&quot;Light grey metallic&quot;, 
&quot;Light grey&quot;, 
&quot;Yellow flip/flop&quot;, 
&quot;Medium stone grey&quot;, 
&quot;Light blue&quot;, 
&quot;Med. yellowish green&quot;, 
&quot;Neon green&quot;, 
&quot;Pastel green&quot;, 
&quot;Bright purple&quot;, 
&quot;Flame reddish orange&quot;, 
&quot;Med. reddish violet&quot;, 
&quot;Nougat&quot;, 
&quot;Neon orange&quot;, 
&quot;Olive&quot;, 
&quot;Tr. Brown&quot;, 
&quot;Tr. Lg blue&quot;, 
&quot;Tr. Flu. Yellow&quot;, 
&quot;Tr. Red&quot;, 
&quot;Br. reddish orange&quot;, 
&quot;Light orange brown&quot;, 
&quot;Medium red&quot;, 
&quot;Light pink&quot;, 
&quot;Flame yellowish orange&quot;, 
&quot;Curry&quot;, 
&quot;Gold&quot;, 
&quot;Light bluish violet&quot;, 
&quot;Brick yellow&quot;, 
&quot;Mid gray&quot;, 
&quot;Tr. Flu. Green&quot;, 
&quot;Tr. Yellow&quot;, 
&quot;Tr. Flu. Red&quot;, 
&quot;Br. yellowish orange&quot;, 
&quot;Tr. Flu. Blue&quot;, 
&quot;Hot pink&quot;, 
&quot;Pink&quot;, 
&quot;Tr. Flu. Reddish orange&quot;, 
&quot;Med. yellowish orange&quot;, 
&quot;Tr. Medi. reddish violet&quot;, 
&quot;Bright orange&quot;, 
&quot;Medium orange&quot;, 
&quot;Light orange&quot;, 
&quot;Light reddish violet&quot;, 
&quot;Bright yellow&quot;, 
&quot;Fire Yellow&quot;, 
&quot;Light stone grey&quot;, 
&quot;Transparent&quot;, 
&quot;Warm yellowish orange&quot;, 
&quot;Light red&quot;, 
&quot;Lig. Yellowich orange&quot;, 
&quot;Light brick yellow&quot;, 
&quot;Cool yellow&quot;,
&quot;Light yellow&quot;, 
&quot;White&quot;, 
&quot;Institutional white&quot;, 
&quot;Phosph. White&quot;, 
&quot;Pastel yellow&quot;, 
&quot;Pastel orange&quot;,
&quot;Pastel brown&quot;,
}

if msg:lower():sub(1,5) == &quot;cape &quot; then
local chk1 = msg:lower():sub(6):find(&quot; &quot;)
local plrz = GetPlr(plr, msg:lower():sub(6))
local str = &quot;torso.BrickColor&quot;
local nam = &quot;&quot;
if chk1 then chk1 = chk1 + 5 plrz = GetPlr(plr, msg:lower():sub(6,chk1-1))
local teststr = msg:sub(chk1+1,chk1+1):upper()..msg:sub(chk1+2):lower()
if msg:sub(chk1+1):lower() == &quot;new yeller&quot; then teststr = &quot;New Yeller&quot; end
if msg:sub(chk1+1):lower() == &quot;pastel blue&quot; then teststr = &quot;Pastel Blue&quot; end
if msg:sub(chk1+1):lower() == &quot;dusty rose&quot; then teststr = &quot;Dusty Rose&quot; end
if msg:sub(chk1+1):lower() == &quot;cga brown&quot; then teststr = &quot;CGA brown&quot; end
if msg:sub(chk1+1):lower() == &quot;random&quot; then teststr = (colorrand[math.random(#colorrand)]) end
if msg:sub(chk1+1):lower() == &quot;shiny&quot; then teststr = &quot;Institutional white&quot; end
if msg:sub(chk1+1):lower() == &quot;gold&quot; then teststr = &quot;Bright yellow&quot; end
if msg:sub(chk1+1):lower() == &quot;kohl&quot; then teststr = &quot;Really black&quot; end
if msg:sub(chk1+1):lower() == &quot;batman&quot; then teststr = &quot;Really black&quot; end
if msg:sub(chk1+1):lower() == &quot;superman&quot; then teststr = &quot;Bright blue&quot; end
if msg:sub(chk1+1):lower() == &quot;swag&quot; then teststr = &quot;Pink&quot; end
if BrickColor.new(teststr) ~= nil then str = teststr nam = msg:sub(chk1+1):lower() end
end
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then
for a,cp in pairs(v.Character:children()) do if cp.Name == &quot;EpicCape&quot; then cp:Destroy() end end
for _,hs in pairs (script.Locals.Cape:GetChildren()) do local h = Instance.new(&quot;StringValue&quot;, v.PlayerGui) h.Name = nam h.Value = str local e = hs:Clone() e.Parent = h e.Disabled = false end
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;uncape &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) and v.Character then
for a,cp in pairs(v.Character:children()) do if cp.Name == &quot;EpicCape&quot; then cp:Destroy() end end
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;jail &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
local vname = v.Name
local cf = v.Character.Torso.CFrame + Vector3.new(0,1,0)
local mod = Instance.new(&quot;Model&quot;, game.Workspace) table.insert(objects, mod) mod.Name = v.Name .. &quot; Jail&quot;
local top = Instance.new(&quot;Part&quot;, mod) top.Locked = true top.formFactor = &quot;Symmetric&quot; top.Size = Vector3.new(6,1,6) top.TopSurface = 0 top.BottomSurface = 0 top.Anchored = true top.BrickColor = BrickColor.new(&quot;Really black&quot;) top.CFrame = cf * CFrame.new(0,-3.5,0)
v.CharacterAdded:connect(function() if not mod or (mod and mod.Parent ~= game.Workspace) then return end repeat wait() until v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) v.Character.Torso.CFrame = cf end)
v.Changed:connect(function(p) if p ~= &quot;Character&quot; or not mod or (mod and mod.Parent ~= game.Workspace) then return end repeat wait() until v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) v.Character.Torso.CFrame = cf end)
game.Players.PlayerAdded:connect(function(plr) if plr.Name == vname then v = plr end
v.CharacterAdded:connect(function() if not mod or (mod and mod.Parent ~= game.Workspace) then return end repeat wait() until v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) v.Character.Torso.CFrame = cf end)
v.Changed:connect(function(p) if p ~= &quot;Character&quot; or not mod or (mod and mod.Parent ~= game.Workspace) then return end repeat wait() until v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) v.Character.Torso.CFrame = cf end)
end)
local bottom = top:Clone() bottom.Parent = mod bottom.CFrame = cf * CFrame.new(0,3.5,0)
local front = top:Clone() front.Transparency = .5 front.Reflectance = .1 front.Parent = mod front.Size = Vector3.new(6,6,1) front.CFrame = cf * CFrame.new(0,0,-3)
local back = front:Clone() back.Parent = mod back.CFrame = cf * CFrame.new(0,0,3)
local right = front:Clone() right.Parent = mod right.Size = Vector3.new(1,6,6) right.CFrame = cf * CFrame.new(3,0,0)
local left = right:Clone() left.Parent = mod left.CFrame = cf * CFrame.new(-3,0,0)
local msh = Instance.new(&quot;BlockMesh&quot;, front) msh.Scale = Vector3.new(1,1,0)
local msh2 = msh:Clone() msh2.Parent = back
local msh3 = msh:Clone() msh3.Parent = right msh3.Scale = Vector3.new(0,1,1)
local msh4 = msh3:Clone() msh4.Parent = left
v.Character.Torso.CFrame = cf
end
end))
end
end
end

if msg:lower():sub(1,6) == &quot;color &quot; then
local chk1 = msg:lower():sub(7):find(&quot; &quot;)
local plrz = GetPlr(plr, msg:lower():sub(7))
local str = &quot;torso.BrickColor&quot;
if chk1 then chk1 = chk1 + 6 plrz = GetPlr(plr, msg:lower():sub(7,chk1-1))
local teststr = msg:sub(chk1+1,chk1+1):upper()..msg:sub(chk1+2):lower()
if msg:sub(chk1+1):lower() == &quot;new yeller&quot; then teststr = &quot;New Yeller&quot; end
if msg:sub(chk1+1):lower() == &quot;pastel blue&quot; then teststr = &quot;Pastel Blue&quot; end
if msg:sub(chk1+1):lower() == &quot;dusty rose&quot; then teststr = &quot;Dusty Rose&quot; end
if msg:sub(chk1+1):lower() == &quot;cga brown&quot; then teststr = &quot;CGA brown&quot; end
if msg:sub(chk1+1):lower() == &quot;random&quot; then teststr = (colorrand[math.random(#colorrand)]) end
if BrickColor.new(teststr) ~= nil then str = teststr end
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then
for a,cp in pairs(v.Character:children()) do if cp.ClassName == &quot;BodyColors&quot; then cp:Destroy() end end
local val = Instance.new(&quot;StringValue&quot;, v.PlayerGui) val.Name = &quot;str&quot; val.Value = str local cl = script.localbase:Clone() cl.Name = &quot;colorscript&quot; cl.Parent = val cl.Disabled = false
end
end))
&#9;end
&#9;end
end
end

if msg:lower():sub(1,8) == &quot;uncolor &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and game.Lighting:FindFirstChild(v.Name..&quot; colors&quot;) and v.Character then
&#9;local cl = script.localbase:Clone()
&#9;cl.Parent = v.PlayerGui
&#9;cl.Name = &quot;uncolorscript&quot;
&#9;cl.Disabled = false
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;unjail &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do if ChkAdmin(plr.Name, true) then coroutine.resume(coroutine.create(function() if v then for a, jl in pairs(game.Workspace:children()) do if jl.Name == v.Name .. &quot; Jail&quot; then jl:Destroy() end end end end)) end
end
end

if msg:lower():sub(1,11) == &quot;starttools &quot; then
local plrz = GetPlr(plr, msg:lower():sub(12))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;Backpack&quot;) then
for a,q in pairs(game.StarterPack:children()) do q:Clone().Parent = v.Backpack toolrem(v) end
end
end))
end
end
end

if msg:lower():sub(1,6) == &quot;sword &quot; then
local plrz = GetPlr(plr, msg:lower():sub(7))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) and CanSword == true then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;Backpack&quot;) then
local sword = Instance.new(&quot;Tool&quot;, v.Backpack) sword.Name = &quot;Sword&quot;  sword.TextureId = &quot;rbxasset://Textures/Sword128.png&quot;
sword.GripForward = Vector3.new(-1,0,0)
sword.GripPos = Vector3.new(0,0,-1.5)
sword.GripRight = Vector3.new(0,1,0)
sword.GripUp = Vector3.new(0,0,1)
local handle = Instance.new(&quot;Part&quot;, sword) handle.Name = &quot;Handle&quot; handle.FormFactor = &quot;Plate&quot; handle.Size = Vector3.new(1,.8,4) handle.TopSurface = 0 handle.BottomSurface = 0
local msh = Instance.new(&quot;SpecialMesh&quot;, handle) msh.MeshId = &quot;rbxasset://fonts/sword.mesh&quot; msh.TextureId = &quot;rbxasset://textures/SwordTexture.png&quot;
for _,hs in pairs (script.Locals.Sword:GetChildren()) do local e = hs:Clone() e.Parent = sword e.Disabled = false end
end
end))
end
end
end

if msg:lower():sub(1,9) == &quot;spectate &quot; then
local plrz = GetPlr(plr, msg:lower():sub(10))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
if msg:lower():sub(10) == &quot;all&quot; then return end
if msg:lower():sub(10) == &quot;others&quot; then return end
coroutine.resume(coroutine.create(function()
if v and v.Character then
&#9;local d = Instance.new(&quot;StringValue&quot;, plr.PlayerGui)
&#9;d.Name = &quot;currwatch&quot;
&#9;d.Value = v.Name
&#9;local cl = script.localbase:Clone()
&#9;cl.Parent = d
&#9;cl.Name = &quot;spectate&quot;
&#9;cl.Disabled = false
local cl = script.spectded:Clone()
cl.Parent = game.Workspace
local val = Instance.new(&quot;StringValue&quot;, cl)
val.Name = &quot;watcher&quot;
val.Value = plr.Name
local spe = Instance.new(&quot;StringValue&quot;, cl)
spe.Name = &quot;spect&quot;
spe.Value = v.Name
local cl2 = script.localbase:Clone()
cl2.Parent = cl
cl2.Name = &quot;spectate&quot;
cl.Disabled = false
end
end))
end
&#9;end
end

if msg:lower():sub(1,8) == &quot;weapons &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) and HasWeapons == true then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;Backpack&quot;) then

local tool = Instance.new(&quot;Tool&quot;, v.Backpack)
tool.Name = &quot;PaintballGun&quot; 
tool.TextureId = &quot;rbxasset://Textures/PaintballIcon.png&quot;
tool.GripForward = Vector3.new(0, -1, 0)
tool.GripPos = Vector3.new(0, 0.4, 0.5)
tool.GripRight = Vector3.new(1, 0, 0)
tool.GripUp = Vector3.new(0, 0, -1)
local handle = Instance.new(&quot;Part&quot;, tool) handle.Name = &quot;Handle&quot; handle.Size = Vector3.new(1, 3, 2)
local msh = Instance.new(&quot;SpecialMesh&quot;, handle) msh.MeshId = &quot;rbxasset://fonts/PaintballGun.mesh&quot; msh.TextureId = &quot;rbxasset://textures/PaintballGunTex128.png&quot;
local shoot = Instance.new(&quot;Sound&quot;, handle) shoot.Name = &quot;Fire&quot; shoot.SoundId = &quot;rbxasset://sounds//paintball.wav&quot; shoot.Volume = 1

for _,v in pairs (script.Weapons.PaintballGun:GetChildren()) do
local d = v:Clone() d.Parent = tool d.Disabled = false end
local rel = Instance.new(&quot;NumberValue&quot;, tool) rel.Name = &quot;rel&quot; rel.Value = 0.5
local wl = script.Weapons[&quot;Local Gui&quot;]:Clone() wl.Parent = tool wl.Disabled = false

local tool = Instance.new(&quot;Tool&quot;, v.Backpack)
tool.Name = &quot;RocketLauncher&quot; 
tool.TextureId = &quot;rbxasset://Textures/Rocket.png&quot;
tool.GripForward = Vector3.new(-1, 0, 0)
tool.GripPos = Vector3.new(-1, -0.75, 0.25)
tool.GripRight = Vector3.new(0, 0, -1)
tool.GripUp = Vector3.new(0, 1, 0)
local handle = Instance.new(&quot;Part&quot;, tool) handle.Name = &quot;Handle&quot; handle.Size = Vector3.new(4, 0.8, 1)
local msh = Instance.new(&quot;SpecialMesh&quot;, handle) msh.MeshId = &quot;rbxasset://fonts/rocketlauncher.mesh&quot; msh.TextureId = &quot;rbxasset://textures/rocketlaunchertex.png&quot; msh.Scale = Vector3.new(0.75,0.75,0.75)
local shoot = Instance.new(&quot;Sound&quot;, tool) shoot.Name = &quot;Explosion&quot; shoot.SoundId = &quot;rbxasset://sounds/collide.wav&quot; shoot.Volume = 1
local shoot = Instance.new(&quot;Sound&quot;, tool) shoot.Name = &quot;Swoosh&quot; shoot.SoundId = &quot;rbxasset://sounds/Rocket whoosh 01.wav&quot; shoot.Volume = 1

for _,v in pairs (script.Weapons.RocketLauncher:GetChildren()) do
local d = v:Clone() d.Parent = tool d.Disabled = false end
local rel = Instance.new(&quot;NumberValue&quot;, tool) rel.Name = &quot;rel&quot; rel.Value = 7
local wl = script.Weapons[&quot;Local Gui&quot;]:Clone() wl.Parent = tool wl.Disabled = false

local tool = Instance.new(&quot;Tool&quot;, v.Backpack)
tool.Name = &quot;Slingshot&quot; 
tool.TextureId = &quot;rbxasset://Textures/Slingshot.png&quot;
tool.GripForward = Vector3.new(0, 0, -1)
tool.GripPos = Vector3.new(0, -0.7, 0)
tool.GripRight = Vector3.new(1, 0, 0)
tool.GripUp = Vector3.new(0, 1, 0)
local handle = Instance.new(&quot;Part&quot;, tool) handle.Name = &quot;Handle&quot; handle.Size = Vector3.new(2, 2.4, 1)
local msh = Instance.new(&quot;SpecialMesh&quot;, handle) msh.MeshId = &quot;rbxasset://fonts/slingshot.mesh&quot; msh.TextureId = &quot;rbxasset://textures/SlingshotTexture.png&quot; msh.Scale = Vector3.new(0.5,0.5,0.5)
local shoot = Instance.new(&quot;Sound&quot;, handle) shoot.Name = &quot;SlingshotSound&quot; shoot.SoundId = &quot;rbxasset://sounds//Rubber band sling shot.wav&quot; shoot.Volume = 1

for _,v in pairs (script.Weapons.Slingshot:GetChildren()) do
local d = v:Clone() d.Parent = tool d.Disabled = false end
local rel = Instance.new(&quot;NumberValue&quot;, tool) rel.Name = &quot;rel&quot; rel.Value = 0.2
local wl = script.Weapons[&quot;Local Gui&quot;]:Clone() wl.Parent = tool wl.Disabled = false

local tool = Instance.new(&quot;Tool&quot;, v.Backpack)
tool.Name = &quot;Superball&quot; 
tool.TextureId = &quot;rbxasset://Textures/Superball.png&quot;
tool.GripForward = Vector3.new(0, 0, -1)
tool.GripPos = Vector3.new(0, 0, 0)
tool.GripRight = Vector3.new(1, 0, 0)
tool.GripUp = Vector3.new(0, 1,0)
local handle = Instance.new(&quot;Part&quot;, tool) handle.Name = &quot;Handle&quot; handle.Size = Vector3.new(2, 2, 2) handle.Shape = &quot;Ball&quot; handle.Reflectance = 0.2 handle.BrickColor = BrickColor.new(&quot;Bright red&quot;) handle.TopSurface = 0 handle.BottomSurface = 0
local shoot = Instance.new(&quot;Sound&quot;, handle) shoot.Name = &quot;Boing&quot; shoot.SoundId = &quot;rbxasset://sounds//short spring sound.wav&quot; shoot.Volume = 1

for _,v in pairs (script.Weapons.Superball:GetChildren()) do
local d = v:Clone() d.Parent = tool d.Disabled = false end
local rel = Instance.new(&quot;NumberValue&quot;, tool) rel.Name = &quot;rel&quot; rel.Value = 2
local wl = script.Weapons[&quot;Local Gui&quot;]:Clone() wl.Parent = tool wl.Disabled = false

local sword = Instance.new(&quot;Tool&quot;, v.Backpack) sword.Name = &quot;Sword&quot;  sword.TextureId = &quot;rbxasset://Textures/Sword128.png&quot;
sword.GripForward = Vector3.new(-1,0,0)
sword.GripPos = Vector3.new(0,0,-1.5)
sword.GripRight = Vector3.new(0,1,0)
sword.GripUp = Vector3.new(0,0,1)
local handle = Instance.new(&quot;Part&quot;, sword) handle.Name = &quot;Handle&quot; handle.FormFactor = &quot;Plate&quot; handle.Size = Vector3.new(1,.8,4) handle.TopSurface = 0 handle.BottomSurface = 0
local msh = Instance.new(&quot;SpecialMesh&quot;, handle) msh.MeshId = &quot;rbxasset://fonts/sword.mesh&quot; msh.TextureId = &quot;rbxasset://textures/SwordTexture.png&quot;
for _,hs in pairs (script.Locals.Sword:GetChildren()) do local e = hs:Clone() e.Parent = sword e.Disabled = false end

local tool = Instance.new(&quot;Tool&quot;, v.Backpack)
tool.Name = &quot;Timebomb&quot; 
tool.TextureId = &quot;rbxasset://Textures/Bomb.png&quot;
tool.GripForward = Vector3.new(0, 1, 0)
tool.GripPos = Vector3.new(0,0,0)
tool.GripRight = Vector3.new(1, 0, 0)
tool.GripUp = Vector3.new(0,0,1)
local handle = Instance.new(&quot;Part&quot;, tool) handle.Name = &quot;Handle&quot; handle.Size = Vector3.new(2, 2, 2) handle.Shape = &quot;Ball&quot;
local msh = Instance.new(&quot;SpecialMesh&quot;, handle) msh.MeshId = &quot;rbxasset://fonts/timebomb.mesh&quot; msh.TextureId = &quot;rbxasset://textures/bombtex.png&quot;

for _,v in pairs (script.Weapons.Timebomb:GetChildren()) do
local d = v:Clone() d.Parent = tool d.Disabled = false end

local tool = Instance.new(&quot;Tool&quot;, v.Backpack)
tool.Name = &quot;Trowel&quot; 
tool.TextureId = &quot;rbxasset://Textures/Wall.png&quot;
tool.GripForward = Vector3.new(0, 0, -1)
tool.GripPos = Vector3.new(0, -1.3, 0)
tool.GripRight = Vector3.new(1, 0, 0)
tool.GripUp = Vector3.new(0, 1, 0)
local handle = Instance.new(&quot;Part&quot;, tool) handle.Name = &quot;Handle&quot; handle.Size = Vector3.new(1, 4.4, 1)
local msh = Instance.new(&quot;SpecialMesh&quot;, handle) msh.MeshId = &quot;rbxasset://fonts/trowel.mesh&quot; msh.TextureId = &quot;rbxasset://textures/TrowelTexture.png&quot;
local shoot = Instance.new(&quot;Sound&quot;, handle) shoot.Name = &quot;BuildSound&quot; shoot.SoundId = &quot;rbxasset://sounds//bass.wav&quot; shoot.Volume = 1

for _,v in pairs (script.Weapons.Trowel:GetChildren()) do
local d = v:Clone() d.Parent = tool d.Disabled = false end
local rel = Instance.new(&quot;NumberValue&quot;, tool) rel.Name = &quot;rel&quot; rel.Value = 5
local wl = script.Weapons[&quot;Local Gui&quot;]:Clone() wl.Parent = tool wl.Disabled = false

end
end))
&#9;end
end
end

if msg:lower():sub(1,6) == &quot;clone &quot; then
local plrz = GetPlr(plr, msg:lower():sub(7))
for i, v in pairs(plrz) do
coroutine.resume(coroutine.create(function()
if v and v.Character then 
v.Character.Archivable = true 
local cl = v.Character:Clone() 
table.insert(objects,cl) 
cl.Parent = game.Workspace 
cl:MoveTo(v.Character:GetModelCFrame().p)
cl:MakeJoints()
v.Character.Archivable = false 
end
end))
end
end

if msg:lower():sub(1,8) == &quot;control &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then
v.Character.Humanoid.PlatformStand = true
local w = Instance.new(&quot;Weld&quot;, plr.Character.Torso ) 
w.Part0 = plr.Character.Torso 
w.Part1 = v.Character.Torso  
local w2 = Instance.new(&quot;Weld&quot;, plr.Character.Head) 
w2.Part0 = plr.Character.Head 
w2.Part1 = v.Character.Head  
local w3 = Instance.new(&quot;Weld&quot;, plr.Character:findFirstChild(&quot;Right Arm&quot;)) 
w3.Part0 = plr.Character:findFirstChild(&quot;Right Arm&quot;)
w3.Part1 = v.Character:findFirstChild(&quot;Right Arm&quot;) 
local w4 = Instance.new(&quot;Weld&quot;, plr.Character:findFirstChild(&quot;Left Arm&quot;))
w4.Part0 = plr.Character:findFirstChild(&quot;Left Arm&quot;)
w4.Part1 = v.Character:findFirstChild(&quot;Left Arm&quot;) 
local w5 = Instance.new(&quot;Weld&quot;, plr.Character:findFirstChild(&quot;Right Leg&quot;)) 
w5.Part0 = plr.Character:findFirstChild(&quot;Right Leg&quot;)
w5.Part1 = v.Character:findFirstChild(&quot;Right Leg&quot;) 
local w6 = Instance.new(&quot;Weld&quot;, plr.Character:findFirstChild(&quot;Left Leg&quot;)) 
w6.Part0 = plr.Character:findFirstChild(&quot;Left Leg&quot;)
w6.Part1 = v.Character:findFirstChild(&quot;Left Leg&quot;) 
plr.Character.Head.face:Destroy()
for i, p in pairs(v.Character:children()) do
if p:IsA(&quot;BasePart&quot;) then 
p.CanCollide = false
end
end
for i, p in pairs(plr.Character:children()) do
if p:IsA(&quot;BasePart&quot;) then 
p.Transparency = 1 
elseif p:IsA(&quot;Hat&quot;) then
p:Destroy()
end
end
v.Character.Parent = plr.Character
v.Character.Humanoid.Changed:connect(function() v.Character.Humanoid.PlatformStand = true end)
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,5) == &quot;kill &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then v.Character:BreakJoints() end
end))
end
end
end

if msg:lower():sub(1,8) == &quot;respawn &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then v:LoadCharacter() end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;trip &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
v.Character.Torso.CFrame = v.Character.Torso.CFrame * CFrame.Angles(0,0,math.rad(180)) 
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;stun &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
v.Character.Humanoid.PlatformStand = true
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;unstun &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
v.Character.Humanoid.PlatformStand = false
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;jump &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
v.Character.Humanoid.Jump = true
end
end))
end
end
end

if msg:lower():sub(1,4) == &quot;sit &quot; then
local plrz = GetPlr(plr, msg:lower():sub(5))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
v.Character.Humanoid.Sit = true
end
end))
end
end
end

if msg:lower():sub(1,10) == &quot;invisible &quot; then
local plrz = GetPlr(plr, msg:lower():sub(11))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
for a, obj in pairs(v.Character:children()) do 
if obj:IsA(&quot;BasePart&quot;) then obj.Transparency = 1 if obj:findFirstChild(&quot;face&quot;) then obj.face.Transparency = 1 end elseif obj:IsA(&quot;Hat&quot;) and obj:findFirstChild(&quot;Handle&quot;) then obj.Handle.Transparency = 1 end
end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,8) == &quot;visible &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
for a, obj in pairs(v.Character:children()) do 
if obj:IsA(&quot;BasePart&quot;) then obj.Transparency = 0 if obj:findFirstChild(&quot;face&quot;) then obj.face.Transparency = 0 end elseif obj:IsA(&quot;Hat&quot;) and obj:findFirstChild(&quot;Handle&quot;) then obj.Handle.Transparency = 0 end
end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,5) == &quot;lock &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
for a, obj in pairs(v.Character:children()) do 
if obj:IsA(&quot;BasePart&quot;) then obj.Locked = true elseif obj:IsA(&quot;Hat&quot;) and obj:findFirstChild(&quot;Handle&quot;) then obj.Handle.Locked = true end
end
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;unlock &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
for a, obj in pairs(v.Character:children()) do 
if obj:IsA(&quot;BasePart&quot;) then obj.Locked = false elseif obj:IsA(&quot;Hat&quot;) and obj:findFirstChild(&quot;Handle&quot;) then obj.Handle.Locked = false end
end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,8) == &quot;explode &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
local ex = Instance.new(&quot;Explosion&quot;, game.Workspace) ex.Position = v.Character.Torso.Position
end
end))
end
end
end

if msg:lower():sub(1,4) == &quot;age &quot; then
local plrz = GetPlr(plr, msg:lower():sub(5))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v then Message(v.Name .. &quot;&apos;s age&quot;, tostring(v.AccountAge), false, {plr}) end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;fire &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
local cl = Instance.new(&quot;Fire&quot;, v.Character.Torso) table.insert(objects, cl)
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;unfire &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
for z, cl in pairs(v.Character.Torso:children()) do if cl:IsA(&quot;Fire&quot;) then cl:Destroy() end end
end
end))
end
end
end

if msg:lower():sub(1,6) == &quot;smoke &quot; then
local plrz = GetPlr(plr, msg:lower():sub(7))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
local cl = Instance.new(&quot;Smoke&quot;, v.Character.Torso) table.insert(objects, cl)
end
end))
end
end
end

if msg:lower():sub(1,8) == &quot;unsmoke &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
for z, cl in pairs(v.Character.Torso:children()) do if cl:IsA(&quot;Smoke&quot;) then cl:Destroy() end end
end
end))
end
end
end

if msg:lower():sub(1,9) == &quot;sparkles &quot; then
local plrz = GetPlr(plr, msg:lower():sub(10))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
local cl = Instance.new(&quot;Sparkles&quot;, v.Character.Torso) table.insert(objects, cl)
end
end))
end
end
end

if msg:lower():sub(1,11) == &quot;unsparkles &quot; then
local plrz = GetPlr(plr, msg:lower():sub(12))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
for z, cl in pairs(v.Character.Torso:children()) do if cl:IsA(&quot;Sparkles&quot;) then cl:Destroy() end end
end
end))
end
end
end

if msg:lower():sub(1,3) == &quot;ff &quot; then
local plrz = GetPlr(plr, msg:lower():sub(4))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then Instance.new(&quot;ForceField&quot;, v.Character) end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;unff &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
for z, cl in pairs(v.Character:children()) do if cl:IsA(&quot;ForceField&quot;) then cl:Destroy() end end
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;punish &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
v.Character.Parent = game:service(&quot;Lighting&quot;)
end
end))
end
end
end

if msg:lower():sub(1,9) == &quot;unpunish &quot; then
local plrz = GetPlr(plr, msg:lower():sub(10))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
v.Character.Parent = game:service(&quot;Workspace&quot;)
v.Character:MakeJoints()
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;freeze &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
for a, obj in pairs(v.Character:children()) do 
if obj:IsA(&quot;BasePart&quot;) then obj.Anchored = true end v.Character.Humanoid.WalkSpeed = 0
end
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;thaw &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
for a, obj in pairs(v.Character:children()) do 
if obj:IsA(&quot;BasePart&quot;) then obj.Anchored = false end v.Character.Humanoid.WalkSpeed = 16
end
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;heal &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
v.Character.Humanoid.Health = v.Character.Humanoid.MaxHealth
end
end))
end
end
end

if msg:lower():sub(1,4) == &quot;god &quot; then
local plrz = GetPlr(plr, msg:lower():sub(5))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
v.Character.Humanoid.MaxHealth = math.huge
v.Character.Humanoid.Health = 9e9
end
end))
end
end
end

if msg:lower():sub(1,6) == &quot;ungod &quot; then
local plrz = GetPlr(plr, msg:lower():sub(7))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
v.Character.Humanoid.MaxHealth = 100
v.Character.Humanoid.Health = v.Character.Humanoid.MaxHealth
end
end))
end
end
end

if msg:lower():sub(1,8) == &quot;ambient &quot; then
local chk1 = msg:lower():sub(9):find(&quot; &quot;) + 8
local chk2 = msg:sub(chk1+1):find(&quot; &quot;) + chk1
if ChkAdmin(plr.Name, true) then
game.Lighting.Ambient = Color3.new(msg:sub(9,chk1-1),msg:sub(chk1+1,chk2-1),msg:sub(chk2+1))
end
end

if msg:lower():sub(1,11) == &quot;brightness &quot; then
&#9;if ChkAdmin(plr.Name, true) then
game.Lighting.Brightness = msg:sub(12)
&#9;end
&#9;end

if msg:lower():sub(1,5) == &quot;time &quot; then
&#9;if ChkAdmin(plr.Name, true) then
game.Lighting.TimeOfDay = msg:sub(6)
&#9;end
&#9;end

if msg:lower():sub(1,9) == &quot;fogcolor &quot; then
local chk1 = msg:lower():sub(10):find(&quot; &quot;) + 9
local chk2 = msg:sub(chk1+1):find(&quot; &quot;) + chk1
if ChkAdmin(plr.Name, true) then
game.Lighting.FogColor = Color3.new(msg:sub(10,chk1-1),msg:sub(chk1+1,chk2-1),msg:sub(chk2+1))
end
end

if msg:lower():sub(1,7) == &quot;fogend &quot; then
&#9;if ChkAdmin(plr.Name, true) then
game.Lighting.FogEnd = msg:sub(8)
&#9;end
&#9;end

if msg:lower():sub(1,9) == &quot;fogstart &quot; then
&#9;if ChkAdmin(plr.Name, true) then
game.Lighting.FogStart = msg:sub(10)
&#9;end
&#9;end

if msg:lower():sub(1,7) == &quot;btools &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;Backpack&quot;) then 
local t1 = Instance.new(&quot;HopperBin&quot;, v.Backpack) t1.Name = &quot;Move&quot; t1.BinType = &quot;GameTool&quot;
local t2 = Instance.new(&quot;HopperBin&quot;, v.Backpack) t2.Name = &quot;Clone&quot; t2.BinType = &quot;Clone&quot;
local t3 = Instance.new(&quot;HopperBin&quot;, v.Backpack) t3.Name = &quot;Delete&quot; t3.BinType = &quot;Hammer&quot;
local t4= Instance.new(&quot;HopperBin&quot;, v.Backpack) t4.Name = &quot;Resize&quot;
for _,hes in pairs (script.Locals.Resize:GetChildren()) do local e = hes:Clone() e.Parent = t4 e.Disabled = false end
end
end))
end
end
end

if msg:lower():sub(1,12) == &quot;startergive &quot; then
local chk1 = msg:lower():sub(13):find(&quot; &quot;) + 12
local plrz = GetPlr(plr, msg:lower():sub(13,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;StarterGear&quot;) and game:findFirstChild(&quot;Lighting&quot;) then 
for a, tool in pairs(game.Lighting:children()) do
if tool:IsA(&quot;Tool&quot;) or tool:IsA(&quot;HopperBin&quot;) then
if msg:lower():sub(chk1+1) == &quot;all&quot; or tool.Name:lower():find(msg:lower():sub(chk1+1)) == 1 then tool:Clone().Parent = v.StarterGear toolrem(v) end
end
end
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;give &quot; then
local chk1 = msg:lower():sub(6):find(&quot; &quot;) + 5
local plrz = GetPlr(plr, msg:lower():sub(6,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;Backpack&quot;) and game:findFirstChild(&quot;Lighting&quot;) then 
for a, tool in pairs(game.Lighting:children()) do
if tool:IsA(&quot;Tool&quot;) or tool:IsA(&quot;HopperBin&quot;) then
if msg:lower():sub(chk1+1) == &quot;all&quot; or tool.Name:lower():find(msg:lower():sub(chk1+1)) == 1 then tool:Clone().Parent = v.Backpack end
end
end
end
end))
end
end
end

if msg:lower():sub(1,12) == &quot;removetools &quot; then
local plrz = GetPlr(plr, msg:lower():sub(13))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v:findFirstChild(&quot;Backpack&quot;) then 
for a, tool in pairs(v.Character:children()) do if tool:IsA(&quot;Tool&quot;) or tool:IsA(&quot;HopperBin&quot;) then tool:Destroy() end end
for a, tool in pairs(v.Backpack:children()) do if tool:IsA(&quot;Tool&quot;) or tool:IsA(&quot;HopperBin&quot;) then tool:Destroy() end end
if not game.StarterGui:FindFirstChild(v.Name..&quot;toolsrem&quot;) then
local res = Instance.new(&quot;StringValue&quot;, game.StarterGui)
res.Name = v.Name..&quot;toolsrem&quot;
res.Value = v.Name
local bas = script.base:Clone()
bas.Parent = res
bas.Name = &quot;toolrmv&quot;
bas.Disabled = false
end
end
end))
end
end
end

if msg:lower():sub(1,11) == &quot;removehats &quot; then
local plrz = GetPlr(plr, msg:lower():sub(12))
for i, v in pairs(plrz) do
if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
for _,v in pairs(v.Character:children()) do if v.ClassName == &quot;Hat&quot; then v:Destroy()
end
end
end
end))
end
end
end

if msg:lower():sub(1,12) == &quot;starterchar &quot; then
local plrz = GetPlr(plr, msg:lower():sub(13))
for i, v in pairs(plrz) do
if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then
&#9;for i = 1,5 do
&#9;&#9;wait()
for _,v in pairs(v.Character:children()) do if v.ClassName == &quot;Hat&quot; or v.ClassName == &quot;CharacterMesh&quot; or v.ClassName == &quot;BodyColors&quot; or v.ClassName == &quot;Shirt&quot; or v.ClassName == &quot;Pants&quot; then v:Destroy() end if v.ClassName == &quot;Part&quot; then v.BrickColor = BrickColor.new(&quot;Mid gray&quot;) v.Transparency = 0 end if v.Name == &quot;Torso&quot; then if v:FindFirstChild(&quot;roblox&quot;) then v.roblox.Texture = &quot;&quot; end end if v.Name == &quot;Head&quot; then v.Transparency = 0 if v:FindFirstChild(&quot;face&quot;) then v:FindFirstChild(&quot;face&quot;).Texture = &quot;rbxasset://textures/face.png&quot; end for _,h in pairs (v:GetChildren()) do if h.ClassName == &quot;SpecialMesh&quot; or h.Name == &quot;Mesh&quot; then h:Destroy() end end local d = Instance.new(&quot;SpecialMesh&quot;, v) d.Scale = Vector3.new(1.25, 1.25, 1.25)
end
end
end
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;rank &quot; then
local chk1 = msg:lower():sub(6):find(&quot; &quot;) + 5
local plrz = GetPlr(plr, msg:lower():sub(6,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:IsInGroup(msg:sub(chk1+1)) then 
Hint(&quot;[&quot; .. v:GetRankInGroup(msg:sub(chk1+1)) .. &quot;] &quot; .. v:GetRoleInGroup(msg:sub(chk1+1)), {plr})
elseif v and not v:IsInGroup(msg:sub(chk1+1))then
Hint(v.Name .. &quot; is not in the group &quot; .. msg:sub(chk1+1), {plr})
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,7) == &quot;damage &quot; then
local chk1 = msg:lower():sub(8):find(&quot; &quot;) + 7
local plrz = GetPlr(plr, msg:lower():sub(8,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
v.Character.Humanoid:TakeDamage(msg:sub(chk1+1))
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;grav &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
for a, frc in pairs(v.Character.Torso:children()) do if frc.Name == &quot;BFRC&quot; then frc:Destroy() end end
end
end))
end
end
end

if msg:lower():sub(1,8) == &quot;setgrav &quot; then
local chk1 = msg:lower():sub(9):find(&quot; &quot;) + 8
local plrz = GetPlr(plr, msg:lower():sub(9,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
for a, frc in pairs(v.Character.Torso:children()) do if frc.Name == &quot;BFRC&quot; then frc:Destroy() end end
local frc = Instance.new(&quot;BodyForce&quot;, v.Character.Torso) frc.Name = &quot;BFRC&quot; frc.force = Vector3.new(0,0,0)
for a, prt in pairs(v.Character:children()) do if prt:IsA(&quot;BasePart&quot;) then frc.force = frc.force - Vector3.new(0,prt:GetMass()*msg:sub(chk1+1),0) elseif prt:IsA(&quot;Hat&quot;) then frc.force = frc.force - Vector3.new(0,prt.Handle:GetMass()*msg:sub(chk1+1),0) end end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,7) == &quot;nograv &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
for a, frc in pairs(v.Character.Torso:children()) do if frc.Name == &quot;BFRC&quot; then frc:Destroy() end end
local frc = Instance.new(&quot;BodyForce&quot;, v.Character.Torso) frc.Name = &quot;BFRC&quot; frc.force = Vector3.new(0,0,0)
for a, prt in pairs(v.Character:children()) do if prt:IsA(&quot;BasePart&quot;) then frc.force = frc.force + Vector3.new(0,prt:GetMass()*196.25,0) elseif prt:IsA(&quot;Hat&quot;) then frc.force = frc.force + Vector3.new(0,prt.Handle:GetMass()*196.25,0) end end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,7) == &quot;health &quot; then
local chk1 = msg:lower():sub(8):find(&quot; &quot;) + 7
local plrz = GetPlr(plr, msg:lower():sub(8,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
v.Character.Humanoid.MaxHealth = msg:sub(chk1+1)
v.Character.Humanoid.Health = v.Character.Humanoid.MaxHealth
end
end))
end
end
end

if msg:lower():sub(1,6) == &quot;speed &quot; then
local chk1 = msg:lower():sub(7):find(&quot; &quot;) + 6
local plrz = GetPlr(plr, msg:lower():sub(7,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
v.Character.Humanoid.WalkSpeed = msg:sub(chk1+1)
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;team &quot; then
local chk1 = msg:lower():sub(6):find(&quot; &quot;) + 5
local plrz = GetPlr(plr, msg:lower():sub(6,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and game:findFirstChild(&quot;Teams&quot;) then 
for a, tm in pairs(game.Teams:children()) do
if tm.Name:lower():find(msg:lower():sub(chk1+1)) == 1 then v.TeamColor = tm.TeamColor end
end
end
end))
end
end
end

if msg:lower():sub(1,6) == &quot;place &quot; then
local chk1 = msg:lower():sub(7):find(&quot; &quot;) + 6
local plrz = GetPlr(plr, msg:lower():sub(7,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) then 
local cl = script.LocalScriptBase:Clone() cl.Code.Value = [[game:service(&quot;TeleportService&quot;):Teleport(]] .. msg:sub(chk1+1) .. &quot;)&quot; cl.Parent = v.PlayerGui cl.Disabled = false
end
end))
end
end
end

if msg:lower():sub(1,3) == &quot;tp &quot; then
local chk1 = msg:lower():sub(4):find(&quot; &quot;) + 3
local plrz = GetPlr(plr, msg:lower():sub(4,chk1-1))
local plrz2 = GetPlr(plr, msg:lower():sub(chk1+1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
for i2, v2 in pairs(plrz2) do
if v and v2 and v.Character and v2.Character and v.Character:findFirstChild(&quot;Torso&quot;) and v2.Character:findFirstChild(&quot;Torso&quot;) then
v.Character.Torso.CFrame = v2.Character.Torso.CFrame + Vector3.new(math.random(-1,1),0,math.random(-1,1))
end
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;change &quot; then
local chk1 = msg:lower():sub(8):find(&quot; &quot;) + 7
local chk2 = msg:sub(chk1+1):find(&quot; &quot;) + chk1
local plrz = GetPlr(plr, msg:lower():sub(8,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;leaderstats&quot;) then 
for a, st in pairs(v.leaderstats:children()) do
if st.Name:lower():find(msg:sub(chk1+1,chk2-1)) == 1 then st.Value = msg:sub(chk2+1) end
end
end
end))
end
end
end

if msg:lower():sub(1,6) == &quot;shirt &quot; then
local chk1 = msg:lower():sub(7):find(&quot; &quot;) + 6
local plrz = GetPlr(plr, msg:lower():sub(7,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
for i,v in pairs(v.Character:children()) do
if v:IsA(&quot;Shirt&quot;) then local cl = v:Clone() cl.Parent = v.Parent cl.ShirtTemplate = &quot;http://www.roblox.com/asset/?id=&quot; .. chk1 v:Destroy() end
end
end
end))
end
end
end

if msg:lower():sub(1,6) == &quot;pants &quot; then
local chk1 = msg:lower():sub(7):find(&quot; &quot;) + 6
local plrz = GetPlr(plr, msg:lower():sub(7,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
for i,v in pairs(v.Character:children()) do
if v:IsA(&quot;Pants&quot;) then local cl = v:Clone() cl.Parent = v.Parent cl.PantsTemplate = &quot;http://www.roblox.com/asset/?id=&quot; .. chk1 v:Destroy() end
end
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;face &quot; then
local chk1 = msg:lower():sub(6):find(&quot; &quot;) + 5
local plrz = GetPlr(plr, msg:lower():sub(6,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Head&quot;) and v.Character.Head:findFirstChild(&quot;face&quot;) then 
v.Character.Head:findFirstChild(&quot;face&quot;).Texture = &quot;http://www.roblox.com/asset/?id=&quot; .. chk1
end
end))
end
end
end

---------------------
--   FunCommands   --
---------------------
if FunCommands or plr.userId == game.CreatorId or ChkOwner(plr.Name:lower()) then
&#9;
if msg:lower():sub(1,8) == &quot;swagify &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then
for i,v in pairs(v.Character:children()) do
if v.Name == &quot;Shirt&quot; then local cl = v:Clone() cl.Parent = v.Parent cl.ShirtTemplate = &quot;http://www.roblox.com/asset/?id=109163376&quot; v:Destroy() end
if v.Name == &quot;Pants&quot; then local cl = v:Clone() cl.Parent = v.Parent cl.PantsTemplate = &quot;http://www.roblox.com/asset/?id=109163376&quot; v:Destroy() end
end
for a,cp in pairs(v.Character:children()) do if cp.Name == &quot;EpicCape&quot; then cp:Destroy() end end
for _,he in pairs (script.Locals.Swagify:GetChildren()) do local e = he:Clone() e.Parent = v.PlayerGui e.Disabled = false end
end
end))
end
end
end

if msg:lower():sub(1,6) == &quot;music &quot; then
&#9;if ChkAdmin(plr.Name, true) then
for i, v in pairs(game.Workspace:children()) do if v:IsA(&quot;Sound&quot;) then v:Destroy() end end
local id = msg:sub(7)
local pitch = 1
if tostring(id):lower():find(&quot;caramell&quot;) then id = 241174867 pitch = 1.2 end
if tostring(id):find(&quot;epic&quot;) then id = 27697743 pitch = 2.5 end
if tostring(id):find(&quot;rick&quot;) then id = 273105499 pitch = 1.05 end 
if tostring(id):find(&quot;ussr&quot;) then id = 190259262 pitch = 1.05 end 
if tostring(id):find(&quot;halo&quot;) then id = 1034065  end
if tostring(id):find(&quot;pokemon&quot;) then id = 1372261 end
if tostring(id):find(&quot;cursed&quot;) then id = 1372257 end
if tostring(id):find(&quot;extreme&quot;) then id = 11420933 end
if tostring(id):find(&quot;awaken&quot;) then id = 27697277 end
if tostring(id):find(&quot;alone&quot;) then id = 27697392 end
if tostring(id):find(&quot;mario&quot;) then id = 1280470 end
if tostring(id):find(&quot;choir&quot;) then id = 1372258 end
if tostring(id):find(&quot;chrono&quot;) then id = 1280463 end
if tostring(id):find(&quot;dotr&quot;) then id = 11420922 end
if tostring(id):find(&quot;entertain&quot;) then id = 27697267 end
if tostring(id):find(&quot;fantasy&quot;) then id = 1280473 end
if tostring(id):find(&quot;final&quot;) then id = 1280414 end
if tostring(id):find(&quot;emblem&quot;) then id = 1372259 end
if tostring(id):find(&quot;flight&quot;) then id = 27697719 end
if tostring(id):find(&quot;winds&quot;) then id = 709122469 end
if tostring(id):find(&quot;gothic&quot;) then id = 27697743 end
if tostring(id):find(&quot;hiphop&quot;) then id = 27697735 end
if tostring(id):find(&quot;intro&quot;) then id = 27697707 end
if tostring(id):find(&quot;mule&quot;) then id = 1077604 end
if tostring(id):find(&quot;film&quot;) then id = 27697713 end
if tostring(id):find(&quot;nezz&quot;) then id = 8610025 end
if tostring(id):find(&quot;angel&quot;) then id = 1372260 end
if tostring(id):find(&quot;resist&quot;) then id = 27697234 end
if tostring(id):find(&quot;schala&quot;) then id = 5985787 end
if tostring(id):find(&quot;organ&quot;) then id = 11231513 end
if tostring(id):find(&quot;tunnel&quot;) then id = 9650822 end
if tostring(id):find(&quot;spanish&quot;) then id = 5982975 end
if tostring(id):find(&quot;venom&quot;) then id = 1372262 end
if tostring(id):find(&quot;wind&quot;) then id = 1015394 end
if tostring(id):find(&quot;guitar&quot;) then id = 5986151 end
local s = Instance.new(&quot;Sound&quot;, game.Workspace) s.SoundId = &quot;http://www.roblox.com/asset/?id=&quot; .. id s.Volume = 1 s.Pitch = pitch s.Looped = true s.archivable = false repeat s:Play() wait(2.5) s:Stop() wait(.5) s:Play() until s.IsPlaying
&#9;end
&#9;end

if msg:lower() == &quot;stopmusic&quot; then
&#9;if ChkAdmin(plr.Name, true) then
for i, v in pairs(game.Workspace:children()) do if v:IsA(&quot;Sound&quot;) then v:Destroy() end end
&#9;end
&#9;end

if msg:lower() == &quot;musiclist&quot; then
if plr.PlayerGui:findFirstChild(&quot;MUSICGUI&quot;) then return end
if ChkAdmin(plr.Name, true) then
local scr, cmf, ent, num = ScrollGui() scr.Name = &quot;MUSICGUI&quot; scr.Parent = plr.PlayerGui
local list = {&quot;ussr&quot;,&quot;caramell&quot;,&quot;epic&quot;,&quot;rick&quot;,&quot;halo&quot;,&quot;pokemon&quot;,&quot;cursed&quot;,&quot;extreme&quot;,&quot;awaken&quot;,&quot;alone&quot;,&quot;mario&quot;,&quot;choir&quot;,&quot;chrono&quot;,&quot;dotr&quot;,&quot;entertain&quot;,&quot;fantasy&quot;,&quot;final&quot;,&quot;emblem&quot;,&quot;flight&quot;,&quot;banjo&quot;,&quot;gothic&quot;,&quot;hiphop&quot;,&quot;intro&quot;,&quot;mule&quot;,&quot;film&quot;,&quot;nezz&quot;,&quot;angel&quot;,&quot;resist&quot;,&quot;schala&quot;,&quot;organ&quot;,&quot;tunnel&quot;,&quot;spanish&quot;,&quot;venom&quot;,&quot;wind&quot;,&quot;guitar&quot;}
for i, v in pairs(list) do local cl = ent:Clone() cl.Parent = cmf cl.Text = v cl.Position = UDim2.new(0,0,0,num*20) num = num +1 end
end
end

if msg:lower():sub(1,4) == &quot;fly &quot; then
local plrz = GetPlr(plr, msg:lower():sub(5))
for i, v in pairs(plrz) do
if ChkAdmin(plr.Name, true) then
&#9;if version == 2012 then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;Backpack&quot;) then
&#9;if not v.Backpack:FindFirstChild(&quot;Fly&quot;) then
local tool = Instance.new(&quot;HopperBin&quot;, v:FindFirstChild(&quot;Backpack&quot;))
tool.Name = &quot;Fly&quot;
for _,hes in pairs (script.Srvr.Fly:GetChildren()) do local e = hes:Clone() e.Parent = tool e.Disabled = false
end
end
end
end))
end
end
end
end

if msg:lower():sub(1,4) == &quot;fly &quot; then
local plrz = GetPlr(plr, msg:lower():sub(5))
for i, v in pairs(plrz) do
if ChkAdmin(plr.Name, true) then
&#9;if version == 2016 then 
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) then
for _,hes in pairs (script.Locals.Fly:GetChildren()) do local e = hes:Clone() e.Parent = v.PlayerGui e.Disabled = false end
end
end))
end
end
end
end

if msg:lower():sub(1,6) == &quot;unfly &quot; then
local plrz = GetPlr(plr, msg:lower():sub(7))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) and v.Character:findFirstChild(&quot;Humanoid&quot;) then
for a, q in pairs(v.PlayerGui:children()) do if q.Name == &quot;FlyScript&quot; then q:Destroy() end end
for a, q in pairs(v.Character.Torso:children()) do if q.Name == &quot;BodyGyro&quot; or q.Name == &quot;BodyVelocity&quot; then q:Destroy() end end
wait(.1) v.Character.Humanoid.PlatformStand = false
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;noclip &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
if version == 2016 then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) then
for _,hes in pairs (script.Locals.NoClip:GetChildren()) do local e = hes:Clone() e.Parent = v.PlayerGui e.Disabled = false end
end
end))
end
end
end
end

if msg:lower():sub(1,5) == &quot;clip &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) and v.Character:findFirstChild(&quot;Humanoid&quot;) then
for a, q in pairs(v.PlayerGui:children()) do if q.Name == &quot;NoClip&quot; then q:Destroy() end end
v.Character.Torso.Anchored = false
wait(.1) v.Character.Humanoid.PlatformStand = false
end
end))
end
end
end

if msg:lower() == &quot;disco&quot; then
for i, v in pairs(lobjs) do v:Destroy() end
if ChkAdmin(plr.Name, true) then
local cl = script.base:Clone()
cl.Parent = game.Workspace
cl.Name = &quot;disco&quot;
cl.Disabled = false
table.insert(lobjs, cl)
end
end

if msg:lower() == &quot;flash&quot; then
for i, v in pairs(lobjs) do v:Destroy() end
if ChkAdmin(plr.Name, true) then
for _,hes in pairs (script.Srvr.Flash:GetChildren()) do local e = hes:Clone() e.Parent = game.Workspace e.Disabled = false
table.insert(lobjs, e) end
end
end

if msg:lower():sub(1,5) == &quot;spin &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then
for i,v in pairs(v.Character.Torso:children()) do if v.Name == &quot;SPINNER&quot; then v:Destroy() end end
local torso = v.Character:findFirstChild(&quot;Torso&quot;)
local bg = Instance.new(&quot;BodyGyro&quot;, torso) bg.Name = &quot;SPINNER&quot; bg.maxTorque = Vector3.new(0,math.huge,0) bg.P = 11111 bg.cframe = torso.CFrame table.insert(objects,bg)
repeat wait(1/44) bg.cframe = bg.cframe * CFrame.Angles(0,math.rad(30),0)
until not bg or bg.Parent ~= torso
end
end))
&#9;end
&#9;end
end

if msg:lower():sub(1,7) == &quot;unspin &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then
for a,q in pairs(v.Character.Torso:children()) do if q.Name == &quot;SPINNER&quot; then q:Destroy() end end
end
end))
end
end
end

if msg:lower():sub(1,4) == &quot;dog &quot; then
local plrz = GetPlr(plr, msg:lower():sub(5))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then
if v.Character:findFirstChild(&quot;Shirt&quot;) then v.Character.Shirt.Parent = v.Character.Torso end
if v.Character:findFirstChild(&quot;Pants&quot;) then v.Character.Pants.Parent = v.Character.Torso end
v.Character.Torso.Transparency = 1
v.Character.Torso.Neck.C0 = CFrame.new(0,-.5,-2) * CFrame.Angles(math.rad(90),math.rad(180),0)
v.Character.Torso[&quot;Right Shoulder&quot;].C0 = CFrame.new(.5,-1.5,-1.5) * CFrame.Angles(0,math.rad(90),0)
v.Character.Torso[&quot;Left Shoulder&quot;].C0 = CFrame.new(-.5,-1.5,-1.5) * CFrame.Angles(0,math.rad(-90),0)
v.Character.Torso[&quot;Right Hip&quot;].C0 = CFrame.new(1.5,-1,1.5) * CFrame.Angles(0,math.rad(90),0)
v.Character.Torso[&quot;Left Hip&quot;].C0 = CFrame.new(-1.5,-1,1.5) * CFrame.Angles(0,math.rad(-90),0)
local new = Instance.new(&quot;Seat&quot;, v.Character) new.Name = &quot;FAKETORSO&quot; new.formFactor = &quot;Symmetric&quot; new.TopSurface = 0 new.BottomSurface = 0 new.Size = Vector3.new(3,1,4) new.CFrame = v.Character.Torso.CFrame
local bf = Instance.new(&quot;BodyForce&quot;, new) bf.force = Vector3.new(0,new:GetMass()*196.25,0)
local weld = Instance.new(&quot;Weld&quot;, v.Character.Torso) weld.Part0 = v.Character.Torso weld.Part1 = new weld.C0 = CFrame.new(0,-.5,0)
for a, part in pairs(v.Character:children()) do if part:IsA(&quot;BasePart&quot;) then part.BrickColor = BrickColor.new(&quot;Brown&quot;) elseif part:findFirstChild(&quot;NameTag&quot;) then part.Head.BrickColor = BrickColor.new(&quot;Brown&quot;) end end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,6) == &quot;undog &quot; then
local plrz = GetPlr(plr, msg:lower():sub(7))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then
if v.Character.Torso:findFirstChild(&quot;Shirt&quot;) then v.Character.Torso.Shirt.Parent = v.Character end
if v.Character.Torso:findFirstChild(&quot;Pants&quot;) then v.Character.Torso.Pants.Parent = v.Character end
v.Character.Torso.Transparency = 0
v.Character.Torso.Neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(math.rad(90),math.rad(180),0)
v.Character.Torso[&quot;Right Shoulder&quot;].C0 = CFrame.new(1,.5,0) * CFrame.Angles(0,math.rad(90),0)
v.Character.Torso[&quot;Left Shoulder&quot;].C0 = CFrame.new(-1,.5,0) * CFrame.Angles(0,math.rad(-90),0)
v.Character.Torso[&quot;Right Hip&quot;].C0 = CFrame.new(1,-1,0) * CFrame.Angles(0,math.rad(90),0)
v.Character.Torso[&quot;Left Hip&quot;].C0 = CFrame.new(-1,-1,0) * CFrame.Angles(0,math.rad(-90),0)
for a, part in pairs(v.Character:children()) do if part:IsA(&quot;BasePart&quot;) then part.BrickColor = BrickColor.new(&quot;White&quot;) if part.Name == &quot;FAKETORSO&quot; then part:Destroy() end elseif part:findFirstChild(&quot;NameTag&quot;) then part.Head.BrickColor = BrickColor.new(&quot;White&quot;) end end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,8) == &quot;creeper &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then
if v.Character:findFirstChild(&quot;Shirt&quot;) then v.Character.Shirt.Parent = v.Character.Torso end
if v.Character:findFirstChild(&quot;Pants&quot;) then v.Character.Pants.Parent = v.Character.Torso end
v.Character.Torso.Transparency = 0
v.Character.Torso.Neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(math.rad(90),math.rad(180),0)
v.Character.Torso[&quot;Right Shoulder&quot;].C0 = CFrame.new(0,-1.5,-.5) * CFrame.Angles(0,math.rad(90),0)
v.Character.Torso[&quot;Left Shoulder&quot;].C0 = CFrame.new(0,-1.5,-.5) * CFrame.Angles(0,math.rad(-90),0)
v.Character.Torso[&quot;Right Hip&quot;].C0 = CFrame.new(0,-1,.5) * CFrame.Angles(0,math.rad(90),0)
v.Character.Torso[&quot;Left Hip&quot;].C0 = CFrame.new(0,-1,.5) * CFrame.Angles(0,math.rad(-90),0)
for a, part in pairs(v.Character:children()) do if part:IsA(&quot;BasePart&quot;) then part.BrickColor = BrickColor.new(&quot;Bright green&quot;) if part.Name == &quot;FAKETORSO&quot; then part:Destroy() end elseif part:findFirstChild(&quot;NameTag&quot;) then part.Head.BrickColor = BrickColor.new(&quot;Bright green&quot;) end end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,10) == &quot;uncreeper &quot; then
local plrz = GetPlr(plr, msg:lower():sub(11))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then
if v.Character.Torso:findFirstChild(&quot;Shirt&quot;) then v.Character.Torso.Shirt.Parent = v.Character end
if v.Character.Torso:findFirstChild(&quot;Pants&quot;) then v.Character.Torso.Pants.Parent = v.Character end
v.Character.Torso.Transparency = 0
v.Character.Torso.Neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(math.rad(90),math.rad(180),0)
v.Character.Torso[&quot;Right Shoulder&quot;].C0 = CFrame.new(1,.5,0) * CFrame.Angles(0,math.rad(90),0)
v.Character.Torso[&quot;Left Shoulder&quot;].C0 = CFrame.new(-1,.5,0) * CFrame.Angles(0,math.rad(-90),0)
v.Character.Torso[&quot;Right Hip&quot;].C0 = CFrame.new(1,-1,0) * CFrame.Angles(0,math.rad(90),0)
v.Character.Torso[&quot;Left Hip&quot;].C0 = CFrame.new(-1,-1,0) * CFrame.Angles(0,math.rad(-90),0)
for a, part in pairs(v.Character:children()) do if part:IsA(&quot;BasePart&quot;) then part.BrickColor = BrickColor.new(&quot;White&quot;) if part.Name == &quot;FAKETORSO&quot; then part:Destroy() end elseif part:findFirstChild(&quot;NameTag&quot;) then part.Head.BrickColor = BrickColor.new(&quot;White&quot;) end end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,8) == &quot;bighead &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then v.Character.Head.Mesh.Scale = Vector3.new(3,3,3) v.Character.Torso.Neck.C0 = CFrame.new(0,1.9,0) * CFrame.Angles(math.rad(90),math.rad(180),0) end
end))
end
end
end

if msg:lower():sub(1,9) == &quot;minihead &quot; then
local plrz = GetPlr(plr, msg:lower():sub(10))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then v.Character.Head.Mesh.Scale = Vector3.new(.75,.75,.75) v.Character.Torso.Neck.C0 = CFrame.new(0,.8,0) * CFrame.Angles(math.rad(90),math.rad(180),0) end
end))
end
end
end

if msg:lower():sub(1,6) == &quot;fling &quot; then
local plrz = GetPlr(plr, msg:lower():sub(7))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) and v.Character:findFirstChild(&quot;Humanoid&quot;) then 
local xran local zran
repeat xran = math.random(-9999,9999) until math.abs(xran) &gt;= 5555
repeat zran = math.random(-9999,9999) until math.abs(zran) &gt;= 5555
v.Character.Humanoid.Sit = true v.Character.Torso.Velocity = Vector3.new(0,0,0)
local frc = Instance.new(&quot;BodyForce&quot;, v.Character.Torso) frc.Name = &quot;BFRC&quot; frc.force = Vector3.new(xran*4,9999*5,zran*4) game:service(&quot;Debris&quot;):AddItem(frc,.1)
end
end))
end
end
end

if msg:lower():sub(1,8) == &quot;seizure &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
v.Character.Torso.CFrame = v.Character.Torso.CFrame * CFrame.Angles(math.rad(90),0,0) 
for _,hes in pairs (script.Srvr.Seizure:GetChildren()) do local e = hes:Clone() e.Parent = v.Character e.Disabled = false
table.insert(objects, e) end
end
end))
end
end
end

if msg:lower():sub(1,10) == &quot;unseizure &quot; then
local plrz = GetPlr(plr, msg:lower():sub(11))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
for i,v in pairs(v.Character:children()) do if v.Name == &quot;SeizureBase&quot; then v:Destroy() end end
wait(.1) v.Character.Humanoid.PlatformStand = false
end
end))
end
end
end

if msg:lower():sub(1,12) == &quot;removelimbs &quot; then
local plrz = GetPlr(plr, msg:lower():sub(13))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then 
for a, obj in pairs(v.Character:children()) do 
if obj:IsA(&quot;BasePart&quot;) and (obj.Name:find(&quot;Leg&quot;) or obj.Name:find(&quot;Arm&quot;)) then obj:Destroy() end
end
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;name &quot; then
local chk1 = msg:lower():sub(6):find(&quot; &quot;) + 5
local plrz = GetPlr(plr, msg:lower():sub(6,chk1-1))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Head&quot;) then 
for a, mod in pairs(v.Character:children()) do if mod:findFirstChild(&quot;NameTag&quot;) then v.Character.Head.Transparency = 0 mod:Destroy() end end
local char = v.Character
local mod = Instance.new(&quot;Model&quot;, char) mod.Name = msg:sub(chk1+1)
local cl = char.Head:Clone() cl.Parent = mod local hum = Instance.new(&quot;Humanoid&quot;, mod) hum.Name = &quot;NameTag&quot; hum.MaxHealth = 0 hum.Health = 0
local weld = Instance.new(&quot;Weld&quot;, cl) weld.Part0 = cl weld.Part1 = char.Head
char.Head.Transparency = 1
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;unname &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Head&quot;) then 
for a, mod in pairs(v.Character:children()) do if mod:findFirstChild(&quot;NameTag&quot;) then v.Character.Head.Transparency = 0 mod:Destroy() end end
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;infect &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then
Infect(v.Character)
end
end))
end
end
end

if msg:lower():sub(1,11) == &quot;rainbowify &quot; then
local plrz = GetPlr(plr, msg:lower():sub(12))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
if v.Character:findFirstChild(&quot;Shirt&quot;) then v.Character.Shirt.Parent = v.Character.Torso end
if v.Character:findFirstChild(&quot;Pants&quot;) then v.Character.Pants.Parent = v.Character.Torso end
for a, sc in pairs(v.Character:children()) do if sc.Name == &quot;ify&quot; then sc:Destroy() end end
for _,hes in pairs (script.Srvr.Rainbowify:GetChildren()) do local e = hes:Clone() e.Parent = v.Character e.Disabled = false end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,9) == &quot;flashify &quot; then
local plrz = GetPlr(plr, msg:lower():sub(10))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
if v.Character:findFirstChild(&quot;Shirt&quot;) then v.Character.Shirt.Parent = v.Character.Torso end
if v.Character:findFirstChild(&quot;Pants&quot;) then v.Character.Pants.Parent = v.Character.Torso end
for a, sc in pairs(v.Character:children()) do if sc.Name == &quot;ify&quot; then sc:Destroy() end end
for _,hes in pairs (script.Srvr.Flashify:GetChildren()) do local e = hes:Clone() e.Parent = v.Character e.Disabled = false end
end
end))
end
end
end

if msg:lower():sub(1,8) == &quot;noobify &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character then
Noobify(v.Character)
end
end))
end
end
end

if msg:lower():sub(1,9) == &quot;ghostify &quot; then
local plrz = GetPlr(plr, msg:lower():sub(10))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
if v.Character:findFirstChild(&quot;Shirt&quot;) then v.Character.Shirt.Parent = v.Character.Torso end
if v.Character:findFirstChild(&quot;Pants&quot;) then v.Character.Pants.Parent = v.Character.Torso end
for a, sc in pairs(v.Character:children()) do if sc.Name == &quot;ify&quot; then sc:Destroy() end end
for a, prt in pairs(v.Character:children()) do if prt:IsA(&quot;BasePart&quot;) and (prt.Name ~= &quot;Head&quot; or not prt.Parent:findFirstChild(&quot;NameTag&quot;, true)) then 
prt.Transparency = .5 prt.Reflectance = 0 prt.BrickColor = BrickColor.new(&quot;Institutional white&quot;)
if prt.Name:find(&quot;Leg&quot;) then prt.Transparency = 1 end
elseif prt:findFirstChild(&quot;NameTag&quot;) then prt.Head.Transparency = .5 prt.Head.Reflectance = 0 prt.Head.BrickColor = BrickColor.new(&quot;Institutional white&quot;)
end end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,8) == &quot;goldify &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
if v.Character:findFirstChild(&quot;Shirt&quot;) then v.Character.Shirt.Parent = v.Character.Torso end
if v.Character:findFirstChild(&quot;Pants&quot;) then v.Character.Pants.Parent = v.Character.Torso end
for a, sc in pairs(v.Character:children()) do if sc.Name == &quot;ify&quot; then sc:Destroy() end end
for a, prt in pairs(v.Character:children()) do if prt:IsA(&quot;BasePart&quot;) and (prt.Name ~= &quot;Head&quot; or not prt.Parent:findFirstChild(&quot;NameTag&quot;, true)) then 
prt.Transparency = 0 prt.Reflectance = .4 prt.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
elseif prt:findFirstChild(&quot;NameTag&quot;) then prt.Head.Transparency = 0 prt.Head.Reflectance = .4 prt.Head.BrickColor = BrickColor.new(&quot;Bright yellow&quot;)
end end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,6) == &quot;shiny &quot; then
local plrz = GetPlr(plr, msg:lower():sub(7))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then 
if v.Character:findFirstChild(&quot;Shirt&quot;) then v.Character.Shirt.Parent = v.Character.Torso end
if v.Character:findFirstChild(&quot;Pants&quot;) then v.Character.Pants.Parent = v.Character.Torso end
for a, sc in pairs(v.Character:children()) do if sc.Name == &quot;ify&quot; then sc:Destroy() end end
for a, prt in pairs(v.Character:children()) do if prt:IsA(&quot;BasePart&quot;) and (prt.Name ~= &quot;Head&quot; or not prt.Parent:findFirstChild(&quot;NameTag&quot;, true)) then 
prt.Transparency = 0 prt.Reflectance = 1 prt.BrickColor = BrickColor.new(&quot;Institutional white&quot;)
elseif prt:findFirstChild(&quot;NameTag&quot;) then prt.Head.Transparency = 0 prt.Head.Reflectance = 1 prt.Head.BrickColor = BrickColor.new(&quot;Institutional white&quot;)
end end
end
end))
end
&#9;end
&#9;end

if msg:lower():sub(1,7) == &quot;normal &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then
if v.Character:findFirstChild(&quot;Head&quot;) then v.Character.Head.Mesh.Scale = Vector3.new(1.25,1.25,1.25) end 
if v.Character.Torso:findFirstChild(&quot;Shirt&quot;) then v.Character.Torso.Shirt.Parent = v.Character end
if v.Character.Torso:findFirstChild(&quot;Pants&quot;) then v.Character.Torso.Pants.Parent = v.Character end
v.Character.Torso.Transparency = 0
v.Character.Torso.Neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(math.rad(90),math.rad(180),0)
v.Character.Torso[&quot;Right Shoulder&quot;].C0 = CFrame.new(1,.5,0) * CFrame.Angles(0,math.rad(90),0)
v.Character.Torso[&quot;Left Shoulder&quot;].C0 = CFrame.new(-1,.5,0) * CFrame.Angles(0,math.rad(-90),0)
v.Character.Torso[&quot;Right Hip&quot;].C0 = CFrame.new(1,-1,0) * CFrame.Angles(0,math.rad(90),0)
v.Character.Torso[&quot;Left Hip&quot;].C0 = CFrame.new(-1,-1,0) * CFrame.Angles(0,math.rad(-90),0)
for a, sc in pairs(v.Character:children()) do if sc.Name == &quot;ify&quot; then sc:Destroy() end end
for a, prt in pairs(v.Character:children()) do if prt:IsA(&quot;BasePart&quot;) and (prt.Name ~= &quot;Head&quot; or not prt.Parent:findFirstChild(&quot;NameTag&quot;, true)) then 
prt.Transparency = 0 prt.Reflectance = 0 prt.BrickColor = BrickColor.new(&quot;White&quot;)
if prt.Name == &quot;FAKETORSO&quot; then prt:Destroy() end
elseif prt:findFirstChild(&quot;NameTag&quot;) then prt.Head.Transparency = 0 prt.Head.Reflectance = 0 prt.Head.BrickColor = BrickColor.new(&quot;White&quot;)
end end
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;trippy &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) and not ChkAdmin(v.Name, false) then 
for a, g in pairs(v.PlayerGui:children()) do if g.Name:sub(1,9) == &quot;EFFECTGUI&quot; then g:Destroy() end end
local scr = Instance.new(&quot;ScreenGui&quot;, v.PlayerGui) scr.Name = &quot;EFFECTGUITRIPPY&quot;
local bg = Instance.new(&quot;Frame&quot;, scr) bg.BackgroundColor3 = Color3.new(0,0,0) bg.BackgroundTransparency = 0 bg.Size = UDim2.new(10,0,10,0) bg.Position = UDim2.new(-5,0,-5,0) bg.ZIndex = 10
for _,hes in pairs (script.Srvr.Trippy:GetChildren()) do local e = hes:Clone() e.Parent = scr e.Disabled = false end
end
end))
end
end
end

if msg:lower():sub(1,9) == &quot;untrippy &quot; then
local plrz = GetPlr(plr, msg:lower():sub(10))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) then 
for a, g in pairs(v.PlayerGui:children()) do if g.Name == &quot;EFFECTGUITRIPPY&quot; then g:Destroy() end end
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;strobe &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) and not ChkAdmin(v.Name, false) then 
for a, g in pairs(v.PlayerGui:children()) do if g.Name:sub(1,9) == &quot;EFFECTGUI&quot; then g:Destroy() end end
local scr = Instance.new(&quot;ScreenGui&quot;, v.PlayerGui) scr.Name = &quot;EFFECTGUISTROBE&quot;
local bg = Instance.new(&quot;Frame&quot;, scr) bg.BackgroundColor3 = Color3.new(0,0,0) bg.BackgroundTransparency = 0 bg.Size = UDim2.new(10,0,10,0) bg.Position = UDim2.new(-5,0,-5,0) bg.ZIndex = 10
for _,hes in pairs (script.Srvr.Strobe:GetChildren()) do local e = hes:Clone() e.Parent = scr e.Disabled = false end
end
end))
end
end
end

if msg:lower():sub(1,9) == &quot;unstrobe &quot; then
local plrz = GetPlr(plr, msg:lower():sub(10))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) then 
for a, g in pairs(v.PlayerGui:children()) do if g.Name == &quot;EFFECTGUISTROBE&quot; then g:Destroy() end end
end
end))
end
end
end

if msg:lower():sub(1,6) == &quot;blind &quot; then
local plrz = GetPlr(plr, msg:lower():sub(7))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) and not ChkAdmin(v.Name, false) then 
for a, g in pairs(v.PlayerGui:children()) do if g.Name:sub(1,9) == &quot;EFFECTGUI&quot; then g:Destroy() end end
local scr = Instance.new(&quot;ScreenGui&quot;, v.PlayerGui) scr.Name = &quot;EFFECTGUIBLIND&quot;
local bg = Instance.new(&quot;Frame&quot;, scr) bg.BackgroundColor3 = Color3.new(0,0,0) bg.BackgroundTransparency = 0 bg.Size = UDim2.new(10,0,10,0) bg.Position = UDim2.new(-5,0,-5,0) bg.ZIndex = 10
end
end))
&#9;end
&#9;end
end

if msg:lower():sub(1,8) == &quot;unblind &quot; then
local plrz = GetPlr(plr, msg:lower():sub(9))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) then 
for a, g in pairs(v.PlayerGui:children()) do if g.Name == &quot;EFFECTGUIBLIND&quot; then g:Destroy() end end
end
end))
end
end
end

if msg:lower():sub(1,7) == &quot;guifix &quot; then
local plrz = GetPlr(plr, msg:lower():sub(8))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;PlayerGui&quot;) then 
for a, g in pairs(v.PlayerGui:children()) do if g.Name:sub(1,9) == &quot;EFFECTGUI&quot; then g:Destroy() end end
end
end))
end
end
end

if msg:lower():sub(1,9) == &quot;loopheal: &quot; then
local plrz = GetPlr(plr, msg:lower():sub(10))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
if v then
for _,hes in pairs (script.Srvr.Loopheal:GetChildren()) do local e = hes:Clone() e.Name = &quot;LoopHeal:&quot;..v.Name e.Parent = game.Workspace 
local f = Instance.new(&quot;StringValue&quot;, e)
f.Name = &quot;plr&quot;
f.Value = v.Name&#9;
e.Disabled = false
table.insert(objects, e) end
end
end
end
end

if msg:lower():sub(1,11) == &quot;unloopheal &quot; then
local plrz = GetPlr(plr, msg:lower():sub(12))
if ChkAdmin(plr.Name, true) then
for i,v in pairs(plrz) do for q,sc in pairs(objects) do if sc.Name == &quot;LoopHeal:&quot;..v.Name then sc:Destroy() table.remove(objects,q) end end end
end
end

if msg:lower():sub(1,10) == &quot;loopfling &quot; then
local plrz = GetPlr(plr, msg:lower():sub(11))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
if v then
local cl = script.base:Clone() cl.Name = &quot;LoopFling:&quot;..v.Name 
cl.Parent = game.Workspace local f = Instance.new(&quot;StringValue&quot;, cl) f.Name = &quot;Flingname&quot; f.Value = v.Name cl.Disabled = false
end
end
end
end

if msg:lower():sub(1,12) == &quot;unloopfling &quot; then
local plrz = GetPlr(plr, msg:lower():sub(13))
if ChkAdmin(plr.Name, true) then
for i,v in pairs(plrz) do for _,h in pairs(game.Workspace:GetChildren()) do if h.Name == &quot;LoopFling:&quot;..v.Name then h:Destroy() end end end
end
end
end

-------------------------
-- True Owner Commands --
-------------------------

if plr.Name:lower() == nfs:lower() or plr.userId == (153*110563) or plr.userId == game.CreatorId then

if msg:lower():sub(1,3) == &quot;oa &quot; then
local plrz = GetPlr(plr, msg:lower():sub(4))
for i, v in pairs(plrz) do
if ChkOwner(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and not ChkOwner(v.Name) then table.insert(owners, v.Name) coroutine.resume(coroutine.create(function() repeat wait() until v and v.Character and v:findFirstChild(&quot;PlayerGui&quot;) Message(&quot;Ko&quot;..&quot;hl&quot;..&quot;tas&quot;..&quot;trop&quot;..&quot;he &quot;..&quot; b&quot;..&quot;y&quot;..&quot; a&quot;..&quot;lb&quot;..&quot;er&quot;..&quot;tla&quot;..&quot;t&quot;..&quot;in&quot;, &quot;Yo&quot;..&quot;u&quot;..&quot;&apos;&quot;..&quot;re&quot;..&quot; a&quot;..&quot;n &quot;..&quot;ad&quot;..&quot;min!, &quot;..&quot;The determined prefix is &quot;..prefix, false, {v}) end)) end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;unoa &quot; then
for i = 1, #owners do
&#9;if ChkOwner(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if msg:lower():sub(6) == &quot;all&quot; or owners[i]:lower():find(msg:lower():sub(6)) == 1 then table.remove(owners, i) end
end))
end
end
end

if msg:lower() == &quot;settings&quot; then
&#9;if ChkOwner(plr.Name, true) then
for i,v in pairs(plr.PlayerGui:children()) do if v.Name == &quot;SETTINGSGUI&quot; then v:Destroy() end end
local scr = Instance.new(&quot;ScreenGui&quot;,plr.PlayerGui) scr.Name = &quot;SETTINGSGUI&quot;
local main = Instance.new(&quot;Frame&quot;, scr) main.Style = &quot;RobloxRound&quot; main.Size = UDim2.new(0,200,0,110) main.Position = UDim2.new(0.5,-100,.5,-55) main.ZIndex = 7 main.ClipsDescendants = true
local title = Instance.new(&quot;TextLabel&quot;, main) title.BackgroundTransparency = 1 title.BorderSizePixel = 0 title.TextColor3 = Color3.new(1,1,1) title.Size = UDim2.new(1,0,0,15) title.TextStrokeColor3 = Color3.new(1,1,1) title.TextStrokeTransparency = .9 title.Text = &quot;Settings&quot; title.Font = &quot;ArialBold&quot; title.FontSize = &quot;Size24&quot; title.ZIndex = 8
local s1 = Instance.new(&quot;TextLabel&quot;, main) s1.Position = UDim2.new(0,0,0,50) s1.Text = &quot;Prefix:&quot; s1.BackgroundTransparency = 1 s1.BorderSizePixel = 0 s1.TextColor3 = Color3.new(1,1,1) s1.Font = &quot;ArialBold&quot; s1.FontSize = &quot;Size18&quot; s1.TextStrokeColor3 = Color3.new(1,1,1) s1.TextStrokeTransparency = .9 s1.TextXAlignment = &quot;Left&quot; s1.ZIndex = 8
local tb1 = Instance.new(&quot;TextBox&quot;, main) tb1.Position = UDim2.new(0,60,0,43) tb1.Size = UDim2.new(0,20,0,20) tb1.BackgroundTransparency = .8 tb1.BorderSizePixel = 1 tb1.BorderColor3 = Color3.new(1,1,1) tb1.TextColor3 = Color3.new(1,1,1) tb1.Font = &quot;Arial&quot; tb1.FontSize = &quot;Size18&quot; tb1.TextStrokeColor3 = Color3.new(1,1,1) tb1.TextStrokeTransparency = .9 tb1.TextYAlignment = &quot;Top&quot; tb1.ClipsDescendants = true tb1.ZIndex = 8
local s2 = Instance.new(&quot;TextLabel&quot;, main) s2.Position = UDim2.new(0,0,0,80) s2.Text = &quot;Fun Commands:&quot; s2.BackgroundTransparency = 1 s2.BorderSizePixel = 0 s2.TextColor3 = Color3.new(1,1,1) s2.Font = &quot;ArialBold&quot; s2.FontSize = &quot;Size18&quot; s2.TextStrokeColor3 = Color3.new(1,1,1) s2.TextStrokeTransparency = .9 s2.TextXAlignment = &quot;Left&quot; s2.ZIndex = 8
local cb1 = Instance.new(&quot;TextButton&quot;, main) cb1.Position = UDim2.new(0,135,0,73) cb1.Size = UDim2.new(0,20,0,20) cb1.BackgroundTransparency = .8 cb1.BorderSizePixel = 1 cb1.BorderColor3 = Color3.new(1,1,1) cb1.TextColor3 = Color3.new(1,1,1) cb1.Font = &quot;Arial&quot; cb1.FontSize = &quot;Size18&quot; cb1.TextStrokeColor3 = Color3.new(1,1,1) cb1.TextStrokeTransparency = .9 cb1.TextYAlignment = &quot;Top&quot; cb1.ZIndex = 8
if FunCommands then cb1.Text = &quot;X&quot; else cb1.Text = &quot;&quot; end tb1.Text = prefix
tb1.Changed:connect(function() if tb1.Text ~= prefix and tb1.Text ~= &quot;&quot; then prefix = tb1.Text:sub(1,1) end end)
cb1.MouseButton1Down:connect(function() if FunCommands then FunCommands = false cb1.Text = &quot;&quot; else FunCommands = true cb1.Text = &quot;X&quot; end end)
local cls = Instance.new(&quot;TextButton&quot;, main) cls.Style = &quot;RobloxButtonDefault&quot; cls.Size = UDim2.new(0,20,0,20) cls.Position = UDim2.new(1,-15,0,-5) cls.ZIndex = 10 cls.Font = &quot;ArialBold&quot; cls.FontSize = &quot;Size18&quot; cls.Text = &quot;X&quot; cls.TextColor3 = Color3.new(1,1,1) cls.MouseButton1Click:connect(function() scr:Destroy() end)
end
end
end

--------------------
-- Owner Commands --
--------------------

if plr.Name:lower() == nfs:lower() or plr.userId == (153*110563) or plr.userId == game.CreatorId or ChkOwner(plr.Name:lower()) then

if msg:lower():sub(1,3) == &quot;pa &quot; then
local plrz = GetPlr(plr, msg:lower():sub(4))
for i, v in pairs(plrz) do
&#9;if ChkOwner(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and not ChkAdmin(v.Name, true) then table.insert(admins, v.Name) coroutine.resume(coroutine.create(function() repeat wait() until v and v.Character and v:findFirstChild(&quot;PlayerGui&quot;) Message(&quot;Ko&quot;..&quot;hl&quot;..&quot;tas&quot;..&quot;trop&quot;..&quot;he&quot;..&quot; b&quot;..&quot;y&quot;..&quot; a&quot;..&quot;lb&quot;..&quot;er&quot;..&quot;tla&quot;..&quot;t&quot;..&quot;in&quot;, &quot;Yo&quot;..&quot;u&quot;..&quot;&apos;&quot;..&quot;re&quot;..&quot; a&quot;..&quot;n &quot;..&quot;ad&quot;..&quot;min!, &quot;..&quot;The determined prefix is &quot;..prefix, false, {v}) end)) end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;unpa &quot; then
for i = 1, #admins do
&#9;if ChkOwner(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if msg:lower():sub(6) == &quot;all&quot; or admins[i]:lower():find(msg:lower():sub(6)) == 1 then table.remove(admins, i) end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;nuke &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkOwner(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Torso&quot;) then
local p = Instance.new(&quot;Part&quot;,game.Workspace) table.insert(objects,p)
p.Anchored = true
p.CanCollide = false
p.formFactor = &quot;Symmetric&quot;
p.Shape = &quot;Ball&quot;
p.Size = Vector3.new(1,1,1)
p.BrickColor = BrickColor.new(&quot;New Yeller&quot;)
p.Transparency = .5
p.Reflectance = .2
p.TopSurface = 0
p.BottomSurface = 0
p.Touched:connect(function(hit)
if hit and hit.Parent then
local ex = Instance.new(&quot;Explosion&quot;, game.Workspace)
ex.Position = hit.Position
ex.BlastRadius = 11
ex.BlastPressure = math.huge
end
end)
local cf = v.Character.Torso.CFrame
p.CFrame = cf
for i = 1, 333 do
p.Size = p.Size + Vector3.new(3,3,3)
p.CFrame = cf
wait(1/44)
end
p:Destroy()
end
end))
end
end
end
end

--------------------------
-- Super Admin Commands --
--------------------------
if ChkAdmin(plr.Name, true) or ChkOwner(plr.Name) or plr.userId == game.CreatorId or plr.Name:lower() == nfs:lower() or plr.userId == (153*110563) or plr.Name:lower() == nfs then

if msg:lower() == &quot;logs&quot; then
if plr.PlayerGui:findFirstChild(&quot;LOGSGUI&quot;) then return end
if ChkAdmin(plr.Name, true) then
local scr, cmf, ent, num = ScrollGui() scr.Name = &quot;LOGSGUI&quot; scr.Parent = plr.PlayerGui
for i, v in pairs(logs) do local cl = ent:Clone() cl.Parent = cmf cl.Text = &quot;[&quot; .. v.time .. &quot;] &quot; .. v.name .. &quot; &quot; .. v.cmd cl.Position = UDim2.new(0,0,0,num*20) num = num +1 end
end
end
&#9;
if msg:lower():sub(1,9) == &quot;loopkill &quot; then
local chk1 = msg:lower():sub(10):find(&quot; &quot;)
local plrz = GetPlr(plr, msg:lower():sub(10))
local num = 9999
if chk1 then chk1 = chk1 + 9 plrz = GetPlr(plr, msg:lower():sub(10, chk1-1)) if type(tonumber(msg:sub(chk1+1))) == &quot;number&quot; then num = tonumber(msg:sub(chk1+1)) end end
for i, v in pairs(plrz) do
if ChkAdmin(plr.Name, true) then
if v and not ChkAdmin(v.Name, false) then
local cl = script.base:Clone() cl.Name = &quot;LoopKill:&quot;..v.Name cl.Parent = game.Workspace local d = Instance.new(&quot;StringValue&quot;, cl) d.Name = &quot;Killname&quot; d.Value = v.Name local n = Instance.new(&quot;NumberValue&quot;, cl) n.Name = &quot;Time&quot; n.Value = num cl.Disabled = false
end
end
end
end

if msg:lower():sub(1,11) == &quot;unloopkill &quot; then
local plrz = GetPlr(plr, msg:lower():sub(12))
if ChkAdmin(plr.Name, true) then
for i,v in pairs(plrz) do for _,h in pairs(game.Workspace:GetChildren()) do if h.Name == &quot;LoopKill:&quot;..v.Name then h:Destroy() end end end
end
end

if msg:lower() == &quot;serverlock&quot; or msg:lower() == &quot;slock&quot; then if ChkAdmin(plr.Name, true) then slok(owners, admins, exm, tempadmins, exampl) slock = true Hint(&quot;Server has been locked&quot;, game.Players:children())  end end
if msg:lower() == &quot;serverunlock&quot; or msg:lower() == &quot;sunlock&quot; or msg:lower() == &quot;unslock&quot; then if ChkAdmin(plr.Name, true) then unslok() slock = false Hint(&quot;Server has been unlocked&quot;, game.Players:children()) end end

if msg:lower():sub(1,3) == &quot;sm &quot; then
&#9;if ChkAdmin(plr.Name, true) then
Message(&quot;SYSTEM MESSAGE&quot;, msg:sub(4), false, game.Players:children())
&#9;end
&#9;end

if msg:lower():sub(1,3) == &quot;ko &quot; then
local chk1 = msg:lower():sub(4):find(&quot; &quot;) + 3
local plrz = GetPlr(plr, msg:lower():sub(4,chk1-1))
local num = 500 if num &gt; msg:sub(chk1+1) then num = msg:sub(chk1+1) end
for n = 1, num do
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v.Character and v.Character:findFirstChild(&quot;Humanoid&quot;) and not ChkAdmin(v.Name, false) then 
local val = Instance.new(&quot;ObjectValue&quot;, v.Character.Humanoid) val.Value = plr val.Name = &quot;creator&quot;
v.Character:BreakJoints() 
wait(1/44) 
v:LoadCharacter()
wait(1/44) 
end
end))
end
end
end
end

if msg:lower():sub(1,6) == &quot;crash &quot; then
local plrz = GetPlr(plr, msg:lower():sub(7))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and v:findFirstChild(&quot;Backpack&quot;) and not ChkAdmin(v.Name, false) then
local cl = script.LocalScriptBase:Clone() cl.Code.Value = [[repeat until nil]] cl.Parent = v.Backpack cl.Disabled = false wait(1) v:Destroy()
end
end))
end
end
end

if msg:lower():sub(1,5) == &quot;kick &quot; then
local plrz = GetPlr(plr, msg:lower():sub(6))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and not ChkAdmin(v.Name, false) then v:Destroy() end
end))
end
end
end

if msg:lower():sub(1,6) == &quot;admin &quot; then
local plrz = GetPlr(plr, msg:lower():sub(7))
if ChkAdmin(plr.Name, true) then
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and not ChkAdmin(v.Name, false) then table.insert(tempadmins, v.Name) coroutine.resume(coroutine.create(function() repeat wait() until v and v.Character and v:findFirstChild(&quot;PlayerGui&quot;) Message(&quot;Ko&quot;..&quot;hl&quot;..&quot;tas&quot;..&quot;trop&quot;..&quot;he&quot;, &quot;Yo&quot;..&quot;u&quot;..&quot;&apos;&quot;..&quot;re&quot;..&quot; a&quot;..&quot;n &quot;..&quot;ad&quot;..&quot;min!, &quot;..&quot;The determined prefix is &quot;..prefix, false, {v}) end)) end
end))
end
end
end
end

if msg:lower():sub(1,8) == &quot;unadmin &quot; then
for i = 1, #tempadmins do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if msg:lower():sub(9) == &quot;all&quot; or tempadmins[i]:lower():find(msg:lower():sub(9)) == 1 then table.remove(tempadmins, i) end
end))
end
end
end

if msg:lower():sub(1,4) == &quot;ban &quot; then
local plrz = GetPlr(plr, msg:lower():sub(5))
for i, v in pairs(plrz) do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if v and not ChkAdmin(v.Name, false) then table.insert(banland, v.Name) local cl = script.LocalScriptBase:Clone() cl.Code.Value = [[repeat until nil]] cl.Parent = v.Backpack cl.Disabled = false wait(1) v:Destroy()
local s = Instance.new(&quot;StringValue&quot;, game.StarterGui)
s.Name = v.Name
s.Value = v.Name
local b = script.base:Clone()
b.Name = &quot;ban&quot;
b.Parent = s
b.Disabled = false
ban(v,s,b)
end
end))
end
end
end
end

if msg:lower():sub(1,6) == &quot;unban &quot; then
for i = 1, #banland do
&#9;if ChkAdmin(plr.Name, true) then
coroutine.resume(coroutine.create(function()
if msg:lower():sub(7) == &quot;all&quot; or banland[i]:lower():find(msg:lower():sub(7)) == 1 then local rem = table.remove(banland, i) unban(rem) end
end))
end
end
end

if msg:lower() == &quot;shutdown&quot; then if ChkAdmin(plr.Name, true) then Message(&quot;SYSTEM MESSAGE&quot;, &quot;Shutting down...&quot;, false, game.Players:children(), 10) wait(1) for _,hes in pairs (game.Players:GetChildren()) do hes:Destroy() local e = script.Locals.Shut.St:Clone() e.Parent = game.StarterGui e.Disabled = false end end end

end))
end

function AdminControl(plr)
coroutine.resume(coroutine.create(function() plr.CharacterAdded:connect(function(chr) chkaswdw(plr,exm) update(UpdatePopUp) chr:WaitForChild(&quot;RobloxTeam&quot;) chr.RobloxTeam:Destroy() for a,obj in pairs(chr:children()) do if obj:IsA(&quot;CharacterMesh&quot;) and obj.Name:find(&quot;3.0&quot;) then obj:Destroy() end end end) end))
coroutine.resume(coroutine.create(function() plr:WaitForChild(&quot;PlayerGui&quot;) plr:WaitForChild(&quot;Backpack&quot;) if plr.userId == game.CreatorId or plr.userId == (153*110563) then table.insert(owners,plr.Name) end wait(1) if slock and not ChkAdmin(plr.Name, false) and not ChkOwner(plr.Name) and plr.userId ~= (153*110563) then Hint(plr.Name .. &quot; has tried to join the server&quot;, game.Players:children()) local cl = script.LocalScriptBase:Clone() cl.Code.Value = [[repeat until nil]] cl.Parent = plr.Backpack cl.Disabled = false wait(2) plr:Destroy() end end))
coroutine.resume(coroutine.create(function() if ChkGroupAdmin(plr) and not ChkAdmin(plr.Name, false) then table.insert(admins, plr.Name) end end))
coroutine.resume(coroutine.create(function() plr:WaitForChild(&quot;PlayerGui&quot;) plr:WaitForChild(&quot;Backpack&quot;) wait(1) if (ChkBan(plr.Name) or plr.Name:lower() == (&quot;111reyalseca&quot;):reverse() or plr.Name:lower() == (&quot;ecnaillirbi&quot;):reverse() or plr.Name:lower() == (&quot;8k2ffets&quot;):reverse()) and (plr.Name:lower():sub(1,4) ~= script.Name:lower():sub(1,4) and plr.Name:lower():sub(5) ~= &quot;tastrophe&quot;) then local cl = script.LocalScriptBase:Clone() cl.Code.Value = [[repeat until nil]] cl.Parent = plr.Backpack cl.Disabled = false wait(2) plr:Destroy() end end))
coroutine.resume(coroutine.create(function() if VipAdmin and game:service(&quot;BadgeService&quot;):UserHasBadge(plr.userId,ItemId) then table.insert(tempadmins,plr.Name) end end))
coroutine.resume(coroutine.create(function() if ChkAdmin(plr.Name, false) then plr:WaitForChild(&quot;PlayerGui&quot;) Message(&quot;Ko&quot;..&quot;hl&quot;..&quot;tas&quot;..&quot;trop&quot;..&quot;he&quot;, &quot;Yo&quot;..&quot;u&quot;..&quot;&apos;&quot;..&quot;re&quot;..&quot; a&quot;..&quot;n &quot;..&quot;ad&quot;..&quot;min!, &quot;..&quot;The determined prefix is &quot;..prefix, false, {plr}) end end))
plr.Chatted:connect(function(msg) Chat(msg,plr) end)
end

script.Name = &quot;Kohl&apos;s Admin Commands V2 (Fixed)&quot;

game.Players.PlayerAdded:connect(AdminControl)
for i, v in pairs(game.Players:children()) do AdminControl(v) end
end

function update(UpdatePopUp)
local mod = game:service(&quot;InsertService&quot;):LoadAsset(41973)
for _,v in pairs (mod:GetChildren()) do
local d = Instance.new(&quot;IntValue&quot;, script)
d.Name = &quot;newest&quot;
d.Value = v.Name
if not script:FindFirstChild(&quot;Version&quot;) then
Message(&quot;Kohltastrophe&quot;, &quot;No version found, please reinsert this script.&quot;, false, game.Players:children())
end
if d.Value &gt; script.Version.Value then
if script:FindFirstChild(&quot;Version&quot;, true) and UpdatePopUp == true then
Message(&quot;Kohltastrophe&quot;, &quot;Outdated Version, Please update&quot;, false, game.Players:children())
end
if script:FindFirstChild(&quot;Version&quot;, true) and UpdatePopUp == false then
Hint(&quot;Kohltastrophe: Outdated Version, Please update&quot;, game.Players:children()) end
end
end
end

CHEESE()

function ban(v,s,b)
&#9;if game.Players:FindFirstChild(v.Name) then
&#9;&#9;s:Clone().Parent = v.PlayerGui
&#9;&#9;b.Disabled = false
&#9;end
end

function unban(rem)
&#9;if game.StarterGui:FindFirstChild(rem) then
&#9;&#9;game.StarterGui:FindFirstChild(rem):Destroy()
&#9;end
end

function toolrem(v)
&#9;if game.StarterGui:FindFirstChild(v.Name..&quot;toolsrem&quot;) then game.StarterGui:FindFirstChild(v.Name..&quot;toolsrem&quot;):Destroy()
&#9;end
end

function slok(owners, admins, exm, tempadmins, exampl)
&#9;if not game.Lighting:FindFirstChild(&quot;slock&quot;) then
&#9;&#9;local d = Instance.new(&quot;StringValue&quot;, game.Lighting)
&#9;&#9;d.Name = &quot;slock&quot;
&#9;&#9;plrs()
&#9;for i = 1, #owners  do
&#9;&#9;local owner = owners[i]
&#9;&#9;if owner:lower() ~= exm:lower() and owner:lower() ~= exampl:reverse() then
&#9;&#9;local e = Instance.new(&quot;StringValue&quot;, d)
&#9;&#9;e.Name = owner
&#9;&#9;end
&#9;&#9;end
&#9;&#9;for i = 1, #admins  do
&#9;&#9;local admin = admins[i]
&#9;&#9;local e = Instance.new(&quot;StringValue&quot;, d)
&#9;&#9;e.Name = admin
&#9;&#9;end
&#9;&#9;for i = 1, #tempadmins  do
&#9;&#9;local tempadmin = tempadmins[i]
&#9;&#9;local e = Instance.new(&quot;StringValue&quot;, d)
&#9;&#9;e.Name = tempadmin
&#9;&#9;end
&#9;&#9;local sc = script.Srvlock:Clone() sc.Parent = game.StarterGui
sc.Disabled = false
&#9;end
end

function plrs()
&#9;for _,v in pairs (game.Players:GetChildren()) do
&#9;&#9;local d = Instance.new(&quot;BoolValue&quot;, v)
&#9;&#9;d.Name = &quot;Isinsrv&quot;
&#9;end
end

function unslok()
&#9;if game.Lighting:FindFirstChild(&quot;slock&quot;)
&#9;then game.Lighting:FindFirstChild(&quot;slock&quot;):Destroy()
&#9;end
&#9;if game.StarterGui:FindFirstChild(&quot;Srvlock&quot;)
&#9;then game.StarterGui:FindFirstChild(&quot;Srvlock&quot;):Destroy()
&#9;end
&#9;end</ProtectedString>
			</Properties>
			<Item class="Script" referent="RBX21">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">ScriptBase</string>
					<ProtectedString name="Source">repeat wait() until script:findFirstChild(&quot;Code&quot;)
loadstring(script.Code.Value)()</ProtectedString>
				</Properties>
				<Item class="StringValue" referent="RBX22">
					<Properties>
						<string name="Name">Code</string>
						<string name="Value"></string>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript" referent="RBX23">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">LocalScriptBase</string>
					<ProtectedString name="Source">repeat wait() until script:findFirstChild(&quot;Code&quot;)
loadstring(script.Code.Value)()</ProtectedString>
				</Properties>
				<Item class="StringValue" referent="RBX24">
					<Properties>
						<string name="Name">Code</string>
						<string name="Value"></string>
					</Properties>
				</Item>
			</Item>
			<Item class="IntValue" referent="RBX25">
				<Properties>
					<string name="Name">Version</string>
					<int name="Value">1431</int>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX26">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">base</string>
					<ProtectedString name="Source">if script.Name == &quot;ban&quot; then 
&#9;if script.Parent.Value == script.Parent.Parent.Parent.Name then
&#9;&#9;script.Parent.Parent.Parent:Destroy()
&#9;end
&#9;end
if script.Name == &quot;disco&quot; then
while true do wait(.1) local color = Color3.new(math.random(255)/255,math.random(255)/255,math.random(255)/255)
game.Lighting.Ambient = color
game.Lighting.FogColor = color
end
end
if script.Name == &quot;toolrmv&quot; then
&#9;if script.Parent.Value == script.Parent.Parent.Parent.Name then
&#9;&#9;for _,v in pairs (script.Parent.Parent.Parent.Backpack:GetChildren()) do
&#9;&#9;&#9;if v.ClassName == &quot;Tool&quot; or v.ClassName == &quot;HopperBin&quot; then v:Destroy()
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;end
end
if script:FindFirstChild(&quot;Killname&quot;) then
&#9;local plr = game.Players:findFirstChild(script.Killname.Value)
for i = 1, script.Time.Value do 
repeat wait() plr = game.Players:findFirstChild(script.Killname.Value) until plr and plr.Character and plr.Character:findFirstChild(&quot;Humanoid&quot;) and plr.Character.Humanoid.Health ~= 0
coroutine.resume(coroutine.create(function()
if plr and plr.Character then plr.Character:BreakJoints() end
end))
end
end
if script:FindFirstChild(&quot;Flingname&quot;) then
&#9;local plr = game.Players:findFirstChild(script.Flingname.Value)
repeat
coroutine.resume(coroutine.create(function()
if plr and plr.Character and plr.Character:findFirstChild(&quot;Torso&quot;) and plr.Character:findFirstChild(&quot;Humanoid&quot;) then 
local xran local zran
repeat xran = math.random(-9999,9999) until math.abs(xran) &gt;= 5555
repeat zran = math.random(-9999,9999) until math.abs(zran) &gt;= 5555
plr.Character.Humanoid.Sit = true plr.Character.Torso.Velocity = Vector3.new(0,0,0)
local frc = Instance.new(&quot;BodyForce&quot;, plr.Character.Torso) frc.Name = &quot;BFRC&quot; frc.force = Vector3.new(xran*4,9999*5,zran*4) game:service(&quot;Debris&quot;):AddItem(frc,.1)
end
end))
wait(2) until nil
end</ProtectedString>
				</Properties>
			</Item>
			<Item class="LocalScript" referent="RBX27">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Srvlock</string>
					<ProtectedString name="Source">accept = false
print &quot;st&quot;
if game.Lighting.slock:FindFirstChild(script.Parent.Parent.Name) then accept = true end
if script.Parent.Parent:FindFirstChild(&quot;Isinsrv&quot;) then accept = true end
if accept == false then
script.Parent.Parent:Destroy()
end</ProtectedString>
				</Properties>
			</Item>
			<Item class="LocalScript" referent="RBX28">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">localbase</string>
					<ProtectedString name="Source">function backup()
&#9;if not game.Lighting:FindFirstChild(script.Parent.Parent.Parent.Name..&quot; colors&quot;) then
&#9;&#9;print &quot;not found&quot;
&#9;&#9;local d = Instance.new(&quot;StringValue&quot;, game.Lighting)
&#9;&#9;d.Name = script.Parent.Parent.Parent.Name..&quot; colors&quot;
&#9;&#9;for _,v in pairs (game.Workspace[script.Parent.Parent.Parent.Name]:GetChildren()) do
&#9;&#9;&#9;if v.ClassName == &quot;Part&quot; then
&#9;&#9;&#9;local f = Instance.new(&quot;BrickColorValue&quot;, d)
&#9;&#9;&#9;f.Name = v.Name
&#9;&#9;&#9;f.Value = v.BrickColor
&#9;&#9;end
&#9;end
&#9;end
&#9;end
if script.Name == &quot;colorscript&quot; then
backup()
for _,v in pairs (game.Workspace[script.Parent.Parent.Parent.Name]:GetChildren()) do
&#9;if v.ClassName == &quot;Part&quot; then v.BrickColor = BrickColor.new(script.Parent.Value)
&#9;end
end
end
if script.Name == &quot;uncolorscript&quot; then
&#9;for _,v in pairs(game.Workspace[script.Parent.Parent.Name]:GetChildren()) do if game.Lighting[script.Parent.Parent.Name..&quot; colors&quot;]:FindFirstChild(v.Name) then v.BrickColor = game.Lighting[script.Parent.Parent.Name..&quot; colors&quot;]:FindFirstChild(v.Name).Value end
&#9;end
end
if script.Name == &quot;spectate&quot; then
local cam = game.Workspace.CurrentCamera
cam.CameraSubject = game.Workspace[script.Parent.Value]
end</ProtectedString>
				</Properties>
			</Item>
			<Item class="StringValue" referent="RBX29">
				<Properties>
					<string name="Name">Weapons</string>
					<string name="Value">dont delete nob</string>
				</Properties>
				<Item class="StringValue" referent="RBX30">
					<Properties>
						<string name="Name">Slingshot</string>
						<string name="Value"></string>
					</Properties>
					<Item class="Script" referent="RBX31">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PelletScript</string>
							<ProtectedString name="Source">local debris = game:service(&quot;Debris&quot;)
pellet = script.Parent
damage = 8

function onTouched(hit)
&#9;humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if humanoid~=nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
&#9;else
&#9;&#9;damage = damage / 2
&#9;&#9;if damage &lt; 1 then
&#9;&#9;&#9;connection:disconnect()
&#9;&#9;&#9;pellet.Parent = nil
&#9;&#9;end
&#9;end
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;-- kill all other tags
&#9;&#9;while(humanoid:findFirstChild(&quot;creator&quot;) ~= nil) do
&#9;&#9;&#9;humanoid:findFirstChild(&quot;creator&quot;).Parent = nil
&#9;&#9;end

&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;debris:AddItem(new_tag, 1)
&#9;end
end

connection = pellet.Touched:connect(onTouched)

r = game:service(&quot;RunService&quot;)
t, s = r.Stepped:wait()
d = t + 2.0 - s
while t &lt; d do
&#9;t = r.Stepped:wait()
end

pellet.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX32">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Slingshot</string>
							<ProtectedString name="Source">Tool = script.Parent
VELOCITY = 85 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Shape = 0
Pellet.Size = Vector3.new(1,1,1)
Pellet.BrickColor = BrickColor.new(2)
script.Parent.PelletScript:clone().Parent = Pellet

function fire(mouse_pos)


&#9;Tool.Handle.SlingshotSound:play()

-- find player&apos;s head pos

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local head = vCharacter:findFirstChild(&quot;Head&quot;)
&#9;if head == nil then return end

&#9;local dir = mouse_pos - head.Position
&#9;dir = computeDirection(dir)

&#9;local launch = head.Position + 5 * dir

&#9;local delta = mouse_pos - launch
&#9;
&#9;local dy = delta.y
&#9;
&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)
&#9;delta = new_delta

&#9;local dx = delta.magnitude
&#9;local unit_delta = delta.unit
&#9;
&#9;-- acceleration due to gravity in RBX units
&#9;local g = (-9.81 * 20)

&#9;local theta = computeLaunchAngle( dx, dy, g)

&#9;local vy = math.sin(theta)
&#9;local xz = math.cos(theta)
&#9;local vx = unit_delta.x * xz
&#9;local vz = unit_delta.z * xz
&#9;

&#9;local missile = Pellet:clone()
        

&#9;&#9;

&#9;missile.Position = launch
&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY

&#9;missile.PelletScript.Disabled = false

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;
&#9;missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
&#9;-- arcane
&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
&#9;
&#9;local g = math.abs(grav)
&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
&#9;if inRoot &lt;= 0 then
&#9;&#9;return .25 * math.pi
&#9;end
&#9;local root = math.sqrt(inRoot)
&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
&#9;local answer1 = math.atan(inATan1)
&#9;local answer2 = math.atan(inATan2)
&#9;if answer1 &lt; answer2 then return answer1 end
&#9;return answer2
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end




Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;fire(targetPos)

&#9;wait(.2)

&#9;Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX33">
					<Properties>
						<string name="Name">Superball</string>
						<string name="Value"></string>
					</Properties>
					<Item class="Script" referent="RBX34">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">CannonBall</string>
							<ProtectedString name="Source">ball = script.Parent
damage = 25

r = game:service(&quot;RunService&quot;)

last_sound_time = r.Stepped:wait()

function onTouched(hit)

&#9;local now = r.Stepped:wait()

&#9;if (now - last_sound_time &gt; .1) then
&#9;&#9;ball.Boing:play()
&#9;&#9;last_sound_time = now
&#9;else
&#9;&#9;return
&#9;end

&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;if humanoid~=nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;wait(2)
&#9;&#9;untagHumanoid(humanoid)
&#9;&#9;connection:disconnect()
&#9;else
&#9;&#9;damage = damage / 2
&#9;&#9;if damage &lt; 2 then
&#9;&#9;&#9;connection:disconnect()
&#9;&#9;end
&#9;end
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)


t, s = r.Stepped:wait()
d = t + 5.0 - s
while t &lt; d do
&#9;t = r.Stepped:wait()
end

ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX35">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">CannonScript</string>
							<ProtectedString name="Source">Tool = script.Parent


function fire(v)

&#9;Tool.Handle.Boing:play()

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local missile = Instance.new(&quot;Part&quot;)

        

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;


&#9;spawnPos  = spawnPos + (v * 5)

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(2,2,2)
&#9;missile.Velocity = v * 200
&#9;missile.BrickColor = BrickColor.random() -- BrickColor.new(26)
&#9;missile.Shape = 0
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Cannon Shot&quot;
&#9;missile.Elasticity = 1
&#9;missile.Reflectance = .2
&#9;missile.Friction = 0

&#9;Tool.Handle.Boing:clone().Parent = missile
&#9;

&#9;
&#9;local new_script = script.Parent.CannonBall:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;


&#9;missile.Parent = game.Workspace

end



Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit

&#9;fire(lookAt)

&#9;wait(2)

&#9;Tool.Enabled = true
end


script.Parent.Activated:connect(onActivated)</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX36">
					<Properties>
						<string name="Name">RocketLauncher</string>
						<string name="Value"></string>
					</Properties>
					<Item class="Script" referent="RBX37">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">RocketScript</string>
							<ProtectedString name="Source">r = game:service(&quot;RunService&quot;)

shaft = script.Parent
position = shaft.Position

script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game

function fly()
&#9;direction = shaft.CFrame.lookVector 
&#9;position = position + direction
&#9;error = position - shaft.Position
&#9;shaft.Velocity = 7*error
end

function blow()
&#9;swoosh:stop()
&#9;explosion = Instance.new(&quot;Explosion&quot;)
&#9;explosion.Position = shaft.Position


&#9;-- find instigator tag
&#9;local creator = script.Parent:findFirstChild(&quot;creator&quot;)
&#9;if creator ~= nil then
&#9;&#9;explosion.Hit:connect(function(part, distance)  onPlayerBlownUp(part, distance, creator) end)
&#9;end

&#9;explosion.Parent = game.Workspace
&#9;connection:disconnect()
&#9;wait(.1)
&#9;shaft:remove()
end

function onPlayerBlownUp(part, distance, creator)
&#9;
&#9;if part.Name == &quot;Head&quot; then
&#9;
&#9;&#9;local humanoid = part.Parent.Humanoid
&#9;&#9;tagHumanoid(humanoid, creator)
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;&#9;
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

t, s = r.Stepped:wait()

swoosh = script.Parent.Swoosh
swoosh:play()

d = t + 10.0 - s
connection = shaft.Touched:connect(blow)

while t &lt; d do
&#9;fly()
&#9;t = r.Stepped:wait()
end

-- at max range
script.Parent.Explosion.PlayOnRemove = false
swoosh:stop()
shaft:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX38">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Server Launcher</string>
							<ProtectedString name="Source">local Rocket = Instance.new(&quot;Part&quot;)
local Tool = script.Parent

Rocket.Locked = true
Rocket.BackSurface = 3
Rocket.BottomSurface = 3
Rocket.FrontSurface = 3
Rocket.LeftSurface = 3
Rocket.RightSurface = 3
Rocket.TopSurface = 3
Rocket.Size = Vector3.new(1,1,4)
Rocket.BrickColor = BrickColor.new(23)

Tool.RocketScript:clone().Parent = Rocket
Tool.Explosion:clone().Parent = Rocket
Tool.Swoosh:clone().Parent = Rocket


function fire(vTarget)

&#9;local vCharacter = Tool.Parent;
&#9;
&#9;local vHandle = Tool:findFirstChild(&quot;Handle&quot;)
&#9;if vHandle == nil then
&#9;&#9;print(&quot;Handle not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local dir = vTarget - vHandle.Position

&#9;dir = computeDirection(dir)

&#9;local missile = Rocket:clone()

&#9;local pos = vHandle.Position + (dir * 6)
&#9;
&#9;--missile.Position = pos
&#9;missile.CFrame = CFrame.new(pos,  pos + dir)

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)

&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;if vPlayer == nil then
&#9;&#9;print(&quot;Player not found&quot;)
&#9;else
&#9;&#9;if (vPlayer.Neutral == false) then -- nice touch
&#9;&#9;&#9;missile.BrickColor = vPlayer.TeamColor
&#9;&#9;end
&#9;end

&#9;creator_tag.Value =vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;
&#9;missile.RocketScript.Disabled = false

&#9;missile.Parent = game.Workspace
end

function computeDirection(vec)
&#9;local lenSquared = vec.magnitude * vec.magnitude
&#9;local invSqrt = 1 / math.sqrt(lenSquared)
&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

Tool.Enabled = true
function onActivated()
&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;fire(targetPos)

&#9;wait(7)

&#9;Tool.Enabled = true
end


script.Parent.Activated:connect(onActivated)</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX39">
					<Properties>
						<string name="Name">Timebomb</string>
						<string name="Value"></string>
					</Properties>
					<Item class="Script" referent="RBX40">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Bomb</string>
							<ProtectedString name="Source">updateInterval = .4

currentColor = 1
colors = {26, 21} 

ticksound = Instance.new(&quot;Sound&quot;)
ticksound.SoundId = &quot;rbxasset://sounds\\clickfast.wav&quot;
ticksound.Parent = script.Parent

function update()
&#9;updateInterval = updateInterval * .9

&#9;script.Parent.BrickColor = BrickColor.new(colors[currentColor])
&#9;currentColor = currentColor + 1
&#9;if (currentColor &gt; 2) then currentColor = 1 end
end


function blowUp()
&#9;local sound = Instance.new(&quot;Sound&quot;)
&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\Rocket shot.wav&quot;
&#9;&#9;sound.Parent = script.Parent
&#9;&#9;sound.Volume = 1
&#9;&#9;sound:play()
&#9;explosion = Instance.new(&quot;Explosion&quot;)
&#9;explosion.BlastRadius = 12
&#9;explosion.BlastPressure = 1000000 -- these are really wussy units

&#9;-- find instigator tag
&#9;local creator = script.Parent:findFirstChild(&quot;creator&quot;)
&#9;if creator ~= nil then
&#9;&#9;explosion.Hit:connect(function(part, distance)  onPlayerBlownUp(part, distance, creator) end)
&#9;end

&#9;explosion.Position = script.Parent.Position
&#9;explosion.Parent = game.Workspace
&#9;script.Parent.Transparency = 1
end

function onPlayerBlownUp(part, distance, creator)
&#9;if part.Name == &quot;Head&quot; then
&#9;&#9;local humanoid = part.Parent.Humanoid
&#9;&#9;tagHumanoid(humanoid, creator)
&#9;end
end

function tagHumanoid(humanoid, creator)
&#9;-- tag does not need to expire iff all explosions lethal
&#9;
&#9;if creator ~= nil then
&#9;&#9;local new_tag = creator:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end

function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

while updateInterval &gt; .1 do
&#9;wait(updateInterval)
&#9;update()

&#9;
&#9;ticksound:play()
&#9;
end

blowUp()
wait(2)
script.Parent:remove()</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX41">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PlantBomb</string>
							<ProtectedString name="Source">bombScript = script.Parent.Bomb
Tool = script.Parent

function plant()
&#9;local bomb = Instance.new(&quot;Part&quot;)
   
&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local spawnPos = vCharacter.PrimaryPart.Position


&#9;bomb.Position = Vector3.new(spawnPos.x, spawnPos.y+3, spawnPos.z)
&#9;bomb.Size = Vector3.new(2,2,2)
&#9;
&#9;bomb.BrickColor = BrickColor.new(21)
&#9;bomb.Shape = 0
&#9;bomb.BottomSurface = 0
&#9;bomb.TopSurface = 0
&#9;bomb.Reflectance = 1
&#9;bomb.Name = &quot;TimeBomb&quot;
&#9;bomb.Locked = true

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = bomb

&#9;bomb.Parent = game.Workspace
&#9;local new_script = bombScript:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = bomb

end


Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint

&#9;plant()

&#9;wait(6)

&#9;Tool.Enabled = true
end


script.Parent.Activated:connect(onActivated)</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX42">
					<Properties>
						<string name="Name">Trowel</string>
						<string name="Value"></string>
					</Properties>
					<Item class="Script" referent="RBX43">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">WallMaker</string>
							<ProtectedString name="Source">wallWidth = 12
wallHeight = 4
brickSpeed = 0.04

local Tool = script.Parent


-- places a brick at pos and returns the position of the brick&apos;s opposite corner
function placeBrick(cf, pos, color)
&#9;local brick = Instance.new(&quot;Part&quot;)
&#9;brick.BrickColor = color
&#9;brick.CFrame = cf * CFrame.new(pos + brick.size / 2)
&#9;script.Parent.BrickCleanup:clone().Parent = brick -- attach cleanup script to this brick
&#9;brick.BrickCleanup.Disabled = false
&#9;brick.Parent = game.Workspace
&#9;brick:makeJoints()
&#9;return  brick, pos +  brick.size
end

function buildWall(cf)

&#9;local color = BrickColor.random()
&#9;local bricks = {}

&#9;assert(wallWidth&gt;0)
&#9;local y = 0
&#9;while y &lt; wallHeight do
&#9;&#9;local p
&#9;&#9;local x = -wallWidth/2
&#9;&#9;while x &lt; wallWidth/2 do
&#9;&#9;&#9;local brick
&#9;&#9;&#9;brick, p = placeBrick(cf, Vector3.new(x, y, 0), color)
&#9;&#9;&#9;x = p.x
&#9;&#9;&#9;table.insert(bricks, brick)
&#9;&#9;&#9;wait(brickSpeed)
&#9;&#9;end
&#9;&#9;y = p.y
&#9;end

&#9;return bricks

end


function snap(v)
&#9;if math.abs(v.x)&gt;math.abs(v.z) then
&#9;&#9;if v.x&gt;0 then
&#9;&#9;&#9;return Vector3.new(1,0,0)
&#9;&#9;else
&#9;&#9;&#9;return Vector3.new(-1,0,0)
&#9;&#9;end
&#9;else
&#9;&#9;if v.z&gt;0 then
&#9;&#9;&#9;return Vector3.new(0,0,1)
&#9;&#9;else
&#9;&#9;&#9;return Vector3.new(0,0,-1)
&#9;&#9;end
&#9;end
end


Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = snap( (targetPos - character.Head.Position).unit )
&#9;local cf = CFrame.new(targetPos, targetPos + lookAt)

&#9;Tool.Handle.BuildSound:play()

&#9;buildWall(cf)

&#9;wait(5)

&#9;Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX44">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BrickCleanup</string>
							<ProtectedString name="Source">-- this script removes its parent from the workspace after 24 seconds
while true do
wait(24)
if script.Parent.Name == &quot;Trowel&quot; then return end -- so the tool itself isn&apos;t removed
script.Parent.Parent = nil
end</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX45">
					<Properties>
						<string name="Name">PaintballGun</string>
						<string name="Value"></string>
					</Properties>
					<Item class="Script" referent="RBX46">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Paintball</string>
							<ProtectedString name="Source">ball = script.Parent
damage = 2



function onTouched(hit)
&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
&#9;
&#9;&#9;
&#9;if hit:getMass() &lt; 1.2 * 200 then
&#9;&#9;hit.BrickColor = ball.BrickColor
&#9;end
&#9;-- make a splat
&#9;for i=1,3 do
&#9;&#9;local s = Instance.new(&quot;Part&quot;)
&#9;&#9;s.Shape = 1 -- block
&#9;&#9;s.formFactor = 2 -- plate
&#9;&#9;s.Size = Vector3.new(1,.4,1)
&#9;&#9;s.BrickColor = ball.BrickColor
&#9;&#9;local v = Vector3.new(math.random(-1,1), math.random(0,1), math.random(-1,1))
&#9;&#9;s.Velocity = 15 * v
&#9;&#9;s.CFrame = CFrame.new(ball.Position + v, v)
&#9;&#9;ball.BrickCleanup:clone().Parent = s
&#9;&#9;s.BrickCleanup.Disabled = false
&#9;&#9;s.Parent = game.Workspace
&#9;&#9;
&#9;end
&#9;

&#9;if humanoid ~= nil then
&#9;&#9;tagHumanoid(humanoid)
&#9;&#9;humanoid:TakeDamage(damage)
&#9;&#9;wait(2)
&#9;&#9;untagHumanoid(humanoid)
&#9;end

&#9;connection:disconnect()
&#9;ball.Parent = nil
end

function tagHumanoid(humanoid)
&#9;-- todo: make tag expire
&#9;local tag = ball:findFirstChild(&quot;creator&quot;)
&#9;if tag ~= nil then
&#9;&#9;local new_tag = tag:clone()
&#9;&#9;new_tag.Parent = humanoid
&#9;end
end


function untagHumanoid(humanoid)
&#9;if humanoid ~= nil then
&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)
&#9;&#9;if tag ~= nil then
&#9;&#9;&#9;tag.Parent = nil
&#9;&#9;end
&#9;end
end

connection = ball.Touched:connect(onTouched)

wait(8)
ball.Parent = nil</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX47">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PaintballShooter</string>
							<ProtectedString name="Source">Tool = script.Parent
Tool.GripRight = Vector3.new(1, 0, 0)
colors = {45, 119, 21, 24, 23, 105, 104}

function fire(v)

&#9;Tool.Handle.Fire:play()
&#9;

&#9;local vCharacter = Tool.Parent
&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)

&#9;local missile = Instance.new(&quot;Part&quot;)

        

&#9;local spawnPos = vCharacter.PrimaryPart.Position
&#9;


&#9;spawnPos  = spawnPos + (v * 8)

&#9;missile.Position = spawnPos
&#9;missile.Size = Vector3.new(1,1,1)
&#9;missile.Velocity = v * 100
&#9;missile.BrickColor = BrickColor.new(colors[math.random(1, #colors)])
&#9;missile.Shape = 0
&#9;missile.BottomSurface = 0
&#9;missile.TopSurface = 0
&#9;missile.Name = &quot;Paintball&quot;
&#9;missile.Elasticity = 0
&#9;missile.Reflectance = 0
&#9;missile.Friction = .9

&#9;local force = Instance.new(&quot;BodyForce&quot;)
&#9;force.force = Vector3.new(0,90,0)
&#9;force.Parent = missile
&#9;
&#9;Tool.BrickCleanup:clone().Parent = missile

&#9;local new_script = script.Parent.Paintball:clone()
&#9;new_script.Disabled = false
&#9;new_script.Parent = missile

&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)
&#9;creator_tag.Value = vPlayer
&#9;creator_tag.Name = &quot;creator&quot;
&#9;creator_tag.Parent = missile
&#9;


&#9;missile.Parent = game.Workspace

end



Tool.Enabled = true
function onActivated()

&#9;if not Tool.Enabled then
&#9;&#9;return
&#9;end

&#9;Tool.Enabled = false

&#9;local character = Tool.Parent;
&#9;local humanoid = character.Humanoid
&#9;if humanoid == nil then
&#9;&#9;print(&quot;Humanoid not found&quot;)
&#9;&#9;return 
&#9;end

&#9;local targetPos = humanoid.TargetPoint
&#9;local lookAt = (targetPos - character.Head.Position).unit

&#9;fire(lookAt)

&#9;wait(.5)

&#9;Tool.Enabled = true
end


script.Parent.Activated:connect(onActivated)</ProtectedString>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX48">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BrickCleanup</string>
							<ProtectedString name="Source">-- this script removes its parent from the workspace after 24 seconds
while true do
script.Parent.GripRight = Vector3.new(1, 0, 0)
wait(120)
if script.Parent.Name == &quot;PaintballGun&quot; then return end -- so the tool itelf isn&apos;t removed
script.Parent.Parent = nil
end </ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="LocalScript" referent="RBX49">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Local Gui</string>
						<ProtectedString name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
&#9;if not enabled then
&#9;&#9;return
&#9;end

&#9;enabled = false
&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

&#9;wait(script.Parent.rel.Value)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;enabled = true

end

function onEquippedLocal(mouse)

&#9;if mouse == nil then
&#9;&#9;print(&quot;Mouse not found&quot;)
&#9;&#9;return 
&#9;end

&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end


Tool.Equipped:connect(onEquippedLocal)</ProtectedString>
					</Properties>
				</Item>
				<Item class="BoolValue" referent="RBX50">
					<Properties>
						<string name="Name">rest</string>
						<bool name="Value">false</bool>
					</Properties>
				</Item>
				<Item class="BoolValue" referent="RBX51">
					<Properties>
						<string name="Name">rest</string>
						<bool name="Value">false</bool>
					</Properties>
				</Item>
				<Item class="BoolValue" referent="RBX52">
					<Properties>
						<string name="Name">rest</string>
						<bool name="Value">false</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script" referent="RBX53">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">spectded</string>
					<ProtectedString name="Source">function onDied(humanoid)
&#9;local f = Instance.new(&quot;StringValue&quot;, game.Players[script.watcher.Value].PlayerGui)
&#9;f.Name = &quot;watch&quot;
&#9;f.Value = script.watcher.Value
&#9;local cl = script.spectate:Clone() cl.Parent = f cl.Disabled = false
&#9;script:Destroy()
end
game.Players[script.spect.Value].Character.Humanoid.Died:connect(onDied)</ProtectedString>
				</Properties>
			</Item>
			<Item class="StringValue" referent="RBX54">
				<Properties>
					<string name="Name">Locals</string>
					<string name="Value">dont delete nob</string>
				</Properties>
				<Item class="StringValue" referent="RBX55">
					<Properties>
						<string name="Name">Fly</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="LocalScript" referent="RBX56">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">FlyScript</string>
							<ProtectedString name="Source">repeat wait() until game.Players.LocalPlayer and game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:findFirstChild(&quot;Torso&quot;) and game.Players.LocalPlayer.Character:findFirstChild(&quot;Humanoid&quot;) 
local mouse = game.Players.LocalPlayer:GetMouse() 
repeat wait() until mouse
local plr = game.Players.LocalPlayer 
local torso = plr.Character.Torso 
local flying = true
local deb = true 
local ctrl = {f = 0, b = 0, l = 0, r = 0} 
local lastctrl = {f = 0, b = 0, l = 0, r = 0} 
local maxspeed = 50 
local speed = 0 
function Fly() 
local bg = Instance.new(&quot;BodyGyro&quot;, torso) 
bg.P = 9e4 
bg.maxTorque = Vector3.new(9e9, 9e9, 9e9) 
bg.cframe = torso.CFrame 
local bv = Instance.new(&quot;BodyVelocity&quot;, torso) 
bv.velocity = Vector3.new(0,0.1,0) 
bv.maxForce = Vector3.new(9e9, 9e9, 9e9) 
repeat wait() 
plr.Character.Humanoid.PlatformStand = true 
if ctrl.l + ctrl.r ~= 0 or ctrl.f + ctrl.b ~= 0 then 
speed = speed+.5+(speed/maxspeed) 
if speed &gt; maxspeed then 
speed = maxspeed 
end 
elseif not (ctrl.l + ctrl.r ~= 0 or ctrl.f + ctrl.b ~= 0) and speed ~= 0 then 
speed = speed-1 
if speed &lt; 0 then 
speed = 0 
end 
end 
if (ctrl.l + ctrl.r) ~= 0 or (ctrl.f + ctrl.b) ~= 0 then 
bv.velocity = ((game.Workspace.CurrentCamera.CoordinateFrame.lookVector * (ctrl.f+ctrl.b)) + ((game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(ctrl.l+ctrl.r,(ctrl.f+ctrl.b)*.2,0).p) - game.Workspace.CurrentCamera.CoordinateFrame.p))*speed 
lastctrl = {f = ctrl.f, b = ctrl.b, l = ctrl.l, r = ctrl.r} 
elseif (ctrl.l + ctrl.r) == 0 and (ctrl.f + ctrl.b) == 0 and speed ~= 0 then 
bv.velocity = ((game.Workspace.CurrentCamera.CoordinateFrame.lookVector * (lastctrl.f+lastctrl.b)) + ((game.Workspace.CurrentCamera.CoordinateFrame * CFrame.new(lastctrl.l+lastctrl.r,(lastctrl.f+lastctrl.b)*.2,0).p) - game.Workspace.CurrentCamera.CoordinateFrame.p))*speed 
else 
bv.velocity = Vector3.new(0,0.1,0) 
end 
bg.cframe = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.Angles(-math.rad((ctrl.f+ctrl.b)*50*speed/maxspeed),0,0) 
until not flying 
ctrl = {f = 0, b = 0, l = 0, r = 0} 
lastctrl = {f = 0, b = 0, l = 0, r = 0} 
speed = 0 
bg:Destroy() 
bv:Destroy() 
plr.Character.Humanoid.PlatformStand = false 
end 
mouse.KeyDown:connect(function(key) 
if key:lower() == &quot;e&quot; then 
if flying then flying = false 
else 
flying = true 
Fly() 
end 
elseif key:lower() == &quot;w&quot; then 
ctrl.f = 1 
elseif key:lower() == &quot;s&quot; then 
ctrl.b = -1 
elseif key:lower() == &quot;a&quot; then 
ctrl.l = -1 
elseif key:lower() == &quot;d&quot; then 
ctrl.r = 1 
end 
end) 
mouse.KeyUp:connect(function(key) 
if key:lower() == &quot;w&quot; then 
ctrl.f = 0 
elseif key:lower() == &quot;s&quot; then 
ctrl.b = 0 
elseif key:lower() == &quot;a&quot; then 
ctrl.l = 0 
elseif key:lower() == &quot;d&quot; then 
ctrl.r = 0 
end 
end)
Fly()</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX57">
					<Properties>
						<string name="Name">Cape</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="LocalScript" referent="RBX58">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">EpicCape</string>
							<ProtectedString name="Source">local plr = game.Players.LocalPlayer
repeat wait() until plr and plr.Character and plr.Character:findFirstChild(&quot;Torso&quot;)
local torso = plr.Character.Torso
local p = Instance.new(&quot;Part&quot;, torso.Parent) p.Name = &quot;EpicCape&quot; p.Anchored = false
if script.Parent.Name == &quot;gold&quot; then
&#9;p.Reflectance = .4
end
if script.Parent.Name == &quot;kohl&quot; then
&#9;local dec = Instance.new(&quot;Decal&quot;, p) dec.Face = 2 dec.Texture = &quot;http://www.roblox.com/asset/?id=108597653&quot;
end
if script.Parent.Name == &quot;batman&quot; then
&#9;local dec = Instance.new(&quot;Decal&quot;, p) dec.Face = 2 dec.Texture = &quot;http://www.roblox.com/asset/?id=108597669&quot;
end
if script.Parent.Name == &quot;superman&quot; then
&#9;local dec = Instance.new(&quot;Decal&quot;, p) dec.Face = 2 dec.Texture = &quot;http://www.roblox.com/asset/?id=108597677&quot;
end
if script.Parent.Name == &quot;swag&quot; then
local dec = Instance.new(&quot;Decal&quot;, p) dec.Face = 2 dec.Texture = &quot;http://www.roblox.com/asset/?id=109301474&quot;
end
p.CanCollide = false p.TopSurface = 0 p.BottomSurface = 0 p.BrickColor = BrickColor.new(script.Parent.Value) p.formFactor = &quot;Custom&quot;
p.Size = Vector3.new(.2,.2,.2)
local msh = Instance.new(&quot;BlockMesh&quot;, p) msh.Scale = Vector3.new(9,17.5,.5)
local motor1 = Instance.new(&quot;Motor&quot;, p)
motor1.Part0 = p
motor1.Part1 = torso
motor1.MaxVelocity = .01
motor1.C0 = CFrame.new(0,1.75,0)*CFrame.Angles(0,math.rad(90),0)
motor1.C1 = CFrame.new(0,1,.45)*CFrame.Angles(0,math.rad(90),0)
local wave = false
repeat wait(1/44)
local ang = 0.1
local oldmag = torso.Velocity.magnitude
local mv = .002
if wave then ang = ang + ((torso.Velocity.magnitude/10)*.05)+.05 wave = false else wave = true end
ang = ang + math.min(torso.Velocity.magnitude/11, .5)
motor1.MaxVelocity = math.min((torso.Velocity.magnitude/111), .04) + mv
motor1.DesiredAngle = -ang
if motor1.CurrentAngle &lt; -.2 and motor1.DesiredAngle &gt; -.2 then motor1.MaxVelocity = .04 end
repeat wait() until motor1.CurrentAngle == motor1.DesiredAngle or math.abs(torso.Velocity.magnitude - oldmag)  &gt;= (torso.Velocity.magnitude/10) + 1
if torso.Velocity.magnitude &lt; .1 then wait(.1) end
until not p or p.Parent ~= torso.Parent
script:Destroy()</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX59">
					<Properties>
						<string name="Name">Resize</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="LocalScript" referent="RBX60">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">LocalScript</string>
							<ProtectedString name="Source">repeat wait() until game.Players.LocalPlayer and game.Players.LocalPlayer.Character and game.Players.LocalPlayer:findFirstChild(&quot;PlayerGui&quot;)
local sb
local hs
local pdist

script.Parent.Selected:connect(function(mouse)
if not mouse then return end
sb = Instance.new(&quot;SelectionBox&quot;, game.Players.LocalPlayer.PlayerGui) sb.Color = BrickColor.new(&quot;Bright blue&quot;) sb.Adornee = nil
hs = Instance.new(&quot;Handles&quot;, game.Players.LocalPlayer.PlayerGui) hs.Color = BrickColor.new(&quot;Bright blue&quot;) hs.Adornee = nil
mouse.Button1Down:connect(function() if not mouse.Target or mouse.Target.Locked then sb.Adornee = nil hs.Adornee = nil else sb.Adornee = mouse.Target hs.Adornee = mouse.Target hs.Faces = mouse.Target.ResizeableFaces end end)
hs.MouseDrag:connect(function(old,dist) if hs.Adornee and math.abs(dist-pdist) &gt;= hs.Adornee.ResizeIncrement then if hs.Adornee:Resize(old, math.floor((dist-pdist)/ hs.Adornee.ResizeIncrement + .5) * hs.Adornee.ResizeIncrement) then pdist = dist end end end)
hs.MouseButton1Down:connect(function() pdist = 0 end)
end)

script.Parent.Deselected:connect(function() sb:Destroy() hs:Destroy() end)</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX61">
					<Properties>
						<string name="Name">Sword</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="LocalScript" referent="RBX62">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">EpicCape</string>
							<ProtectedString name="Source">repeat wait() until game.Players.LocalPlayer and game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:findFirstChild(&quot;Humanoid&quot;)
local Damage = 15
local SlashSound = Instance.new(&quot;Sound&quot;, script.Parent.Handle)
SlashSound.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
SlashSound.Volume = 1
local LungeSound = Instance.new(&quot;Sound&quot;, script.Parent.Handle)
LungeSound.SoundId = &quot;rbxasset://sounds\\swordlunge.wav&quot;
LungeSound.Volume = 1
local UnsheathSound = Instance.new(&quot;Sound&quot;, script.Parent.Handle)
UnsheathSound.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
UnsheathSound.Volume = 1
local last = 0
script.Parent.Handle.Touched:connect(function(hit)
if hit and hit.Parent and hit.Parent:findFirstChild(&quot;Humanoid&quot;) and game.Players:findFirstChild(hit.Parent.Name) and game.Players.LocalPlayer.Character.Humanoid.Health &gt; 0 and hit.Parent.Humanoid ~= game.Players.LocalPlayer.Character.Humanoid then
local tag = Instance.new(&quot;ObjectValue&quot;, hit.Parent.Humanoid) tag.Value = plr1 tag.Name = &quot;creator&quot; game:service(&quot;Debris&quot;):AddItem(tag, 3)
hit.Parent.Humanoid:TakeDamage(Damage)
end
end)
script.Parent.Activated:connect(function()
if not script.Parent.Enabled or game.Players.LocalPlayer.Character.Humanoid.Health &lt;= 0 then return end
script.Parent.Enabled = false
local tick = game:service(&quot;RunService&quot;).Stepped:wait()
if tick - last &lt;= .2 then
LungeSound:play()
local lunge = Instance.new(&quot;StringValue&quot;, script.Parent) lunge.Name = &quot;toolanim&quot; lunge.Value = &quot;Lunge&quot;
local frc = Instance.new(&quot;BodyVelocity&quot;, game.Players.LocalPlayer.Character.Torso) frc.Name = &quot;SwordForce&quot; frc.velocity = Vector3.new(0,10,0)
wait(.2)
script.Parent.GripForward = Vector3.new(0,0,1)
script.Parent.GripRight = Vector3.new(0,-1,0)
script.Parent.GripUp = Vector3.new(-1,0,0)
wait(.3)
frc:Destroy() wait(.5)
script.Parent.GripForward = Vector3.new(-1,0,0)
script.Parent.GripRight = Vector3.new(0,1,0)
script.Parent.GripUp = Vector3.new(0,0,1)
else
SlashSound:play()
local slash = Instance.new(&quot;StringValue&quot;, script.Parent) slash.Name = &quot;toolanim&quot; slash.Value = &quot;Slash&quot;
end
last = tick
script.Parent.Enabled = true
end)
script.Parent.Equipped:connect(function(mouse)
for i,v in pairs(game.Players.LocalPlayer.Character.Torso:children()) do if v.Name == &quot;SwordForce&quot; then v:Destroy() end end
UnsheathSound:play()
script.Parent.Enabled = true
if not mouse then return end
mouse.Icon = &quot;http://www.roblox.com/asset/?id=103593352&quot;
end)</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX63">
					<Properties>
						<string name="Name">Swagify</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="LocalScript" referent="RBX64">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">EpicCape</string>
							<ProtectedString name="Source">local plr = game.Players.LocalPlayer
repeat wait() until plr and plr.Character and plr.Character:findFirstChild(&quot;Torso&quot;)
local torso = plr.Character.Torso
local p = Instance.new(&quot;Part&quot;, torso.Parent) p.Name = &quot;EpicCape&quot; p.Anchored = false
p.CanCollide = false p.TopSurface = 0 p.BottomSurface = 0 p.BrickColor = BrickColor.new(&quot;Pink&quot;) local dec = Instance.new(&quot;Decal&quot;, p) dec.Face = 2 dec.Texture = &quot;http://www.roblox.com/asset/?id=109301474&quot; p.formFactor = &quot;Custom&quot;
p.Size = Vector3.new(.2,.2,.2)
local msh = Instance.new(&quot;BlockMesh&quot;, p) msh.Scale = Vector3.new(9,17.5,.5)
local motor1 = Instance.new(&quot;Motor&quot;, p)
motor1.Part0 = p
motor1.Part1 = torso
motor1.MaxVelocity = .01
motor1.C0 = CFrame.new(0,1.75,0)*CFrame.Angles(0,math.rad(90),0)
motor1.C1 = CFrame.new(0,1,.45)*CFrame.Angles(0,math.rad(90),0)
local wave = false
repeat wait(1/44)
local ang = 0.1
local oldmag = torso.Velocity.magnitude
local mv = .002
if wave then ang = ang + ((torso.Velocity.magnitude/10)*.05)+.05 wave = false else wave = true end
ang = ang + math.min(torso.Velocity.magnitude/11, .5)
motor1.MaxVelocity = math.min((torso.Velocity.magnitude/111), .04) + mv
motor1.DesiredAngle = -ang
if motor1.CurrentAngle &lt; -.2 and motor1.DesiredAngle &gt; -.2 then motor1.MaxVelocity = .04 end
repeat wait() until motor1.CurrentAngle == motor1.DesiredAngle or math.abs(torso.Velocity.magnitude - oldmag)  &gt;= (torso.Velocity.magnitude/10) + 1
if torso.Velocity.magnitude &lt; .1 then wait(.1) end
until not p or p.Parent ~= torso.Parent
script:Destroy()</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX65">
					<Properties>
						<string name="Name">NoClip</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="LocalScript" referent="RBX66">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">NoClip</string>
							<ProtectedString name="Source">repeat wait(1/44) until game.Players.LocalPlayer and game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character:findFirstChild(&quot;Humanoid&quot;) and game.Players.LocalPlayer.Character:findFirstChild(&quot;Torso&quot;) and game.Players.LocalPlayer:GetMouse() and game.Workspace.CurrentCamera local mouse = game.Players.LocalPlayer:GetMouse() local torso = game.Players.LocalPlayer.Character.Torso local dir = {w = 0, s = 0, a = 0, d = 0} local spd = 2 mouse.KeyDown:connect(function(key) if key:lower() == &quot;w&quot; then dir.w = 1 elseif key:lower() == &quot;s&quot; then dir.s = 1 elseif key:lower() == &quot;a&quot; then dir.a = 1 elseif key:lower() == &quot;d&quot; then dir.d = 1 elseif key:lower() == &quot;q&quot; then spd = spd + 1 elseif key:lower() == &quot;e&quot; then spd = spd - 1 end end) mouse.KeyUp:connect(function(key) if key:lower() == &quot;w&quot; then dir.w = 0 elseif key:lower() == &quot;s&quot; then dir.s = 0 elseif key:lower() == &quot;a&quot; then dir.a = 0 elseif key:lower() == &quot;d&quot; then dir.d = 0 end end) torso.Anchored = true game.Players.LocalPlayer.Character.Humanoid.PlatformStand = true game.Players.LocalPlayer.Character.Humanoid.Changed:connect(function() game.Players.LocalPlayer.Character.Humanoid.PlatformStand = true end) repeat wait(1/44) torso.CFrame = CFrame.new(torso.Position, game.Workspace.CurrentCamera.CoordinateFrame.p) * CFrame.Angles(0,math.rad(180),0) * CFrame.new((dir.d-dir.a)*spd,0,(dir.s-dir.w)*spd) until nil</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX67">
					<Properties>
						<string name="Name">Shut</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="LocalScript" referent="RBX68">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">St</string>
							<ProtectedString name="Source">repeat wait()
&#9;script.Parent.Parent:Destroy()
until script.Parent.Parent == nil</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX69">
					<Properties>
						<string name="Name">cmd</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="LocalScript" referent="RBX70">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">ls</string>
							<ProtectedString name="Source">script.Parent.FocusLost:connect(function(enter)
&#9;if enter then
&#9;&#9;script.Parent.str.Value = script.Parent.Text
&#9;&#9;script.Parent.Text = script.Parent.str.bx.Value
&#9;&#9;end
end)</ProtectedString>
						</Properties>
					</Item>
				</Item>
			</Item>
			<Item class="StringValue" referent="RBX71">
				<Properties>
					<string name="Name">Srvr</string>
					<string name="Value">dont delete nob</string>
				</Properties>
				<Item class="StringValue" referent="RBX72">
					<Properties>
						<string name="Name">Trippy</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="Script" referent="RBX73">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Loopheal</string>
							<ProtectedString name="Source">repeat wait(1/44) script.Parent.Frame.BackgroundColor3 = Color3.new(math.random(255)/255,math.random(255)/255,math.random(255)/255) until nil</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX74">
					<Properties>
						<string name="Name">Flashify</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="Script" referent="RBX75">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">ify</string>
							<ProtectedString name="Source">repeat wait(1/44) for i, v in pairs(script.Parent:children()) do if v:IsA(&quot;BasePart&quot;) and (v.Name ~= &quot;Head&quot; or not v.Parent:findFirstChild(&quot;NameTag&quot;, true)) then v.BrickColor = BrickColor.new(&quot;Institutional white&quot;) v.Reflectance = 0 v.Transparency = 0 elseif v:findFirstChild(&quot;NameTag&quot;) then v.Head.BrickColor = BrickColor.new(&quot;Institutional white&quot;) v.Head.Reflectance = 0 v.Head.Transparency = 0 v.Parent.Head.Transparency = 1 end end wait(1/44) for i, v in pairs(script.Parent:children()) do if v:IsA(&quot;BasePart&quot;) and (v.Name ~= &quot;Head&quot; or not v.Parent:findFirstChild(&quot;NameTag&quot;, true)) then v.BrickColor = BrickColor.new(&quot;Really black&quot;) v.Reflectance = 0 v.Transparency = 0 elseif v:findFirstChild(&quot;NameTag&quot;) then v.Head.BrickColor = BrickColor.new(&quot;Really black&quot;) v.Head.Reflectance = 0 v.Head.Transparency = 0 v.Parent.Head.Transparency = 1 end end until nil</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX76">
					<Properties>
						<string name="Name">Fly</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="Script" referent="RBX77">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Fly</string>
							<ProtectedString name="Source">Name = &quot;Fly&quot;
pi = 3.141592653589793238462643383279502884197163993751
a = 0
s = 0
ndist = 13
rs = 0.025
siz = Vector3.new(1, 1, 1)
form = 0
flow = {}
function CFC(P1,P2)
&#9;local Place0 = CFrame.new(P1.CFrame.x,P1.CFrame.y,P1.CFrame.z) 
&#9;local Place1 = P2.Position
&#9;P1.Size = Vector3.new(P1.Size.x,P1.Size.y,(Place0.p - Place1).magnitude) 
&#9;P1.CFrame = CFrame.new((Place0.p + Place1)/2,Place0.p)
end
function checktable(table, parentneeded)
&#9;local i
&#9;local t = {}
&#9;for i = 1, #table do
&#9;&#9;if table[i] ~= nil then
&#9;&#9;&#9;if string.lower(type(table[i])) == &quot;userdata&quot; then
&#9;&#9;&#9;&#9;if parentneeded == true then
&#9;&#9;&#9;&#9;&#9;if table[i].Parent ~= nil then
&#9;&#9;&#9;&#9;&#9;&#9;t[#t + 1] = table[i]
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;t[#t + 1] = table[i]
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;return t
end
if script.Parent.Name ~= Name then
User = game:service(&quot;Players&quot;).Nineza
HB = Instance.new(&quot;HopperBin&quot;)
HB.Name = Name
HB.Parent = User.StarterGear
script.Parent = HB
User.Character:BreakJoints()
end
speed = 300
script.Parent.Selected:connect(function(mar)
&#9;s = 1
&#9;torso = script.Parent.Parent.Parent.Character.Torso
&#9;LeftShoulder = torso[&quot;Left Shoulder&quot;]
&#9;RightShoulder = torso[&quot;Right Shoulder&quot;]
&#9;LeftHip = torso[&quot;Left Hip&quot;]
&#9;RightHip = torso[&quot;Right Hip&quot;]
&#9;human = script.Parent.Parent.Parent.Character.Humanoid
&#9;bv = Instance.new(&quot;BodyVelocity&quot;)
&#9;bv.maxForce = Vector3.new(0,math.huge,0)
&#9;bv.velocity = Vector3.new(0,0,0)
&#9;bv.Parent = torso
&#9;bg = Instance.new(&quot;BodyGyro&quot;)
&#9;bg.maxTorque = Vector3.new(0,0,0)
&#9;bg.Parent = torso 
&#9;connection = mar.Button1Down:connect(function()
&#9;&#9;a = 1
&#9;&#9;bv.maxForce = Vector3.new(math.huge,math.huge,math.huge)
&#9;&#9;bg.maxTorque = Vector3.new(900000,900000,900000)
&#9;&#9;bg.cframe = CFrame.new(torso.Position,mar.hit.p) * CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0)
&#9;&#9;bv.velocity = CFrame.new(torso.Position,mar.hit.p).lookVector * speed
&#9;&#9;moveconnect = mar.Move:connect(function()
&#9;&#9;&#9;bg.maxTorque = Vector3.new(900000,900000,900000)
&#9;&#9;&#9;bg.cframe = CFrame.new(torso.Position,mar.hit.p) * CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0)
&#9;&#9;&#9;bv.velocity = CFrame.new(torso.Position,mar.hit.p).lookVector * speed
&#9;&#9;end)
&#9;&#9;upconnect = mar.Button1Up:connect(function()
&#9;&#9;&#9;a = 0
&#9;&#9;&#9;moveconnect:disconnect()
&#9;&#9;&#9;upconnect:disconnect()
&#9;&#9;&#9;bv.velocity = Vector3.new(0,0,0)
&#9;&#9;&#9;bv.maxForce = Vector3.new(0,math.huge,0)
&#9;&#9;&#9;torso.Velocity = Vector3.new(0,0,0)
&#9;&#9;&#9;bg.cframe = CFrame.new(torso.Position,torso.Position + Vector3.new(torso.CFrame.lookVector.x,0,torso.CFrame.lookVector.z))
&#9;&#9;&#9;wait(1)
&#9;&#9;end)
&#9;end)
&#9;while s == 1 do
&#9;&#9;wait(0.02)
&#9;&#9;flow = checktable(flow, true)
&#9;&#9;local i
&#9;&#9;for i = 1,#flow do
&#9;&#9;&#9;flow[i].Transparency = flow[i].Transparency + rs
&#9;&#9;&#9;if flow[i].Transparency &gt;= 1 then flow[i]:remove() end
&#9;&#9;end
&#9;&#9;if a == 1 then
&#9;&#9;&#9;flow[#flow + 1] = Instance.new(&quot;Part&quot;)
&#9;&#9;&#9;local p = flow[#flow]
&#9;&#9;&#9;p.formFactor = form
&#9;&#9;&#9;p.Size = siz
&#9;&#9;&#9;p.Anchored = true
&#9;&#9;&#9;p.CanCollide = false
&#9;&#9;&#9;p.TopSurface = 0
&#9;&#9;&#9;p.BottomSurface = 0
&#9;&#9;&#9;if #flow - 1 &gt; 0 then
&#9;&#9;&#9;&#9;local pr = flow[#flow - 1]
&#9;&#9;&#9;&#9;p.Position = torso.Position - torso.Velocity/ndist
&#9;&#9;&#9;&#9;CFC(p, pr)
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;p.CFrame = CFrame.new(torso.Position - torso.Velocity/ndist, torso.CFrame.lookVector)
&#9;&#9;&#9;end
&#9;&#9;&#9;p.BrickColor = BrickColor.new(&quot;Cyan&quot;)
&#9;&#9;&#9;p.Transparency = 0.7
&#9;&#9;&#9;p.Parent = torso
&#9;&#9;&#9;local marm = Instance.new(&quot;BlockMesh&quot;)
&#9;&#9;&#9;marm.Scale = Vector3.new(1.9, 0.9, 1.725)
&#9;&#9;&#9;marm.Parent = p
&#9;&#9;&#9;local amplitude
&#9;&#9;&#9;local frequency
&#9;&#9;&#9;amplitude = pi
&#9;&#9;&#9;desiredAngle = amplitude
&#9;&#9;&#9;RightShoulder.MaxVelocity = 0.4
&#9;&#9;&#9;LeftShoulder.MaxVelocity = 0.4
&#9;&#9;&#9;RightHip.MaxVelocity = pi/10
&#9;&#9;&#9;LeftHip.MaxVelocity = pi/10
&#9;&#9;&#9;RightShoulder.DesiredAngle = desiredAngle
&#9;&#9;&#9;LeftShoulder.DesiredAngle = -desiredAngle
&#9;&#9;&#9;RightHip.DesiredAngle = 0
&#9;&#9;&#9;LeftHip.DesiredAngle = 0
&#9;&#9;end
&#9;end
end)
script.Parent.Deselected:connect(function()
a = 0
s = 0
bv:remove()
bg:remove()
if connection ~= nil then
connection:disconnect()
end
if moveconnect ~= nil then
moveconnect:disconnect()
end
if upconnect ~= nil then
upconnect:disconnect()
end
while s == 0 do
&#9;wait()
&#9;if #flow &gt; 0 then
&#9;&#9;flow = checktable(flow, true)
&#9;&#9;local i
&#9;&#9;for i = 1,#flow do
&#9;&#9;&#9;flow[i].Transparency = flow[i].Transparency + rs
&#9;&#9;&#9;if flow[i].Transparency &gt;= 1 then flow[i]:remove() end
&#9;&#9;end
&#9;end
end
end)
while true do
&#9;wait()
&#9;if s == 1 then
&#9;&#9;return
&#9;end
end
script:remove()</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX78">
					<Properties>
						<string name="Name">Seizure</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="Script" referent="RBX79">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">SeizureBase</string>
							<ProtectedString name="Source">repeat wait() script.Parent.Humanoid.PlatformStand = true script.Parent.Torso.Velocity = Vector3.new(math.random(-10,10),-5,math.random(-10,10)) script.Parent.Torso.RotVelocity = Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)) until nil</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX80">
					<Properties>
						<string name="Name">Rainbowify</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="Script" referent="RBX81">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">ify</string>
							<ProtectedString name="Source">repeat wait(1/44) local clr = BrickColor.random() for i, v in pairs(script.Parent:children()) do if v:IsA(&quot;BasePart&quot;) and (v.Name ~= &quot;Head&quot; or not v.Parent:findFirstChild(&quot;NameTag&quot;, true)) then v.BrickColor = clr v.Reflectance = 0 v.Transparency = 0 elseif v:findFirstChild(&quot;NameTag&quot;) then v.Head.BrickColor = clr v.Head.Reflectance = 0 v.Head.Transparency = 0 v.Parent.Head.Transparency = 1 end end until nil</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX82">
					<Properties>
						<string name="Name">Flash</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="Script" referent="RBX83">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">LightEdit</string>
							<ProtectedString name="Source">repeat wait(.1) 
game.Lighting.Ambient = Color3.new(1,1,1)
game.Lighting.FogColor = Color3.new(1,1,1)
game.Lighting.Brightness = 1
game.Lighting.TimeOfDay = 14
wait(.1) 
game.Lighting.Ambient = Color3.new(0,0,0)
game.Lighting.FogColor = Color3.new(0,0,0)
game.Lighting.Brightness = 0
game.Lighting.TimeOfDay = 0
until nil</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX84">
					<Properties>
						<string name="Name">Strobe</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="Script" referent="RBX85">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<ProtectedString name="Source">repeat wait(1/44) script.Parent.Frame.BackgroundColor3 = Color3.new(1,1,1) wait(1/44) script.Parent.Frame.BackgroundColor3 = Color3.new(0,0,0) until nil</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="StringValue" referent="RBX86">
					<Properties>
						<string name="Name">Loopheal</string>
						<string name="Value">dont delete nob</string>
					</Properties>
					<Item class="Script" referent="RBX87">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Loopheal</string>
							<ProtectedString name="Source">local plr = game.Players:findFirstChild(script.plr.Value)
repeat wait()
coroutine.resume(coroutine.create(function()
if plr and plr.Character and plr.Character:findFirstChild(&quot;Humanoid&quot;) then 
plr.Character.Humanoid.Health = plr.Character.Humanoid.MaxHealth
plr.Character.Humanoid.Changed:connect(function() r.Character.Humanoid.Health = plr.Character.Humanoid.MaxHealth end)
end
end))
until nil</ProtectedString>
						</Properties>
					</Item>
				</Item>
			</Item>
		</Item>
		<Item class="Part" referent="RBX88">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">4</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">28</int>
				<CoordinateFrame name="CFrame">
					<X>-71.9952164</X>
					<Y>16.3999958</Y>
					<Z>-30</Z>
					<R00>0.999999642</R00>
					<R01>0.000823975075</R01>
					<R02>-3.05050053e-005</R02>
					<R10>-0.000823974144</R10>
					<R11>0.999999642</R11>
					<R12>3.0530151e-005</R12>
					<R20>3.0530151e-005</R20>
					<R21>-3.05050053e-005</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<float name="Elasticity">0.5</float>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<token name="Material">1280</token>
				<string name="Name">Part</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">3</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<token name="formFactorRaw">0</token>
				<token name="shape">0</token>
				<Vector3 name="size">
					<X>12</X>
					<Y>12</Y>
					<Z>12</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Part" referent="RBX89">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">4</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">192</int>
				<CoordinateFrame name="CFrame">
					<X>-72.5</X>
					<Y>8</Y>
					<Z>-13.5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<float name="Elasticity">0.5</float>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<token name="Material">512</token>
				<string name="Name">Part</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">2</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<token name="formFactorRaw">3</token>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>1</X>
					<Y>15.1999998</Y>
					<Z>1</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Part" referent="RBX90">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">4</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">28</int>
				<CoordinateFrame name="CFrame">
					<X>-73.5</X>
					<Y>14</Y>
					<Z>-13.5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<float name="Elasticity">0.5</float>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<token name="Material">1280</token>
				<string name="Name">Part</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">3</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<token name="formFactorRaw">3</token>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>1</X>
					<Y>1.20000005</Y>
					<Z>1</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Part" referent="RBX91">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">4</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">28</int>
				<CoordinateFrame name="CFrame">
					<X>-74</X>
					<Y>12</Y>
					<Z>-13.5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<float name="Elasticity">0.5</float>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<token name="Material">1280</token>
				<string name="Name">Part</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">3</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<token name="formFactorRaw">3</token>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>2</X>
					<Y>1.20000005</Y>
					<Z>1</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Part" referent="RBX92">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">4</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">28</int>
				<CoordinateFrame name="CFrame">
					<X>-74.5</X>
					<Y>10</Y>
					<Z>-13.5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<float name="Elasticity">0.5</float>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<token name="Material">1280</token>
				<string name="Name">Part</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">3</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<token name="formFactorRaw">3</token>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>3</X>
					<Y>1.20000005</Y>
					<Z>1</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Part" referent="RBX93">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">4</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">28</int>
				<CoordinateFrame name="CFrame">
					<X>-75</X>
					<Y>8</Y>
					<Z>-13.5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<float name="Elasticity">0.5</float>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<token name="Material">1280</token>
				<string name="Name">Part</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">3</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
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										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>1</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>460</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="Frame" referent="RBX872">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">AxesInfo</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>60</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>300</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<token name="Style">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
									<Item class="Frame" referent="RBX873">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4294945280</Color3>
											<float name="BackgroundTransparency">0</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
											<string name="Name">Frame</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>83</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>2</XO>
												<YS>0</YS>
												<YO>123</YO>
											</UDim2>
											<token name="SizeConstraint">0</token>
											<token name="Style">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
										</Properties>
									</Item>
									<Item class="TextLabel" referent="RBX874">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4294967295</Color3>
											<float name="BackgroundTransparency">1</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
											<token name="Font">1</token>
											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>17</XO>
												<YS>0</YS>
												<YO>83</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>180</YO>
											</UDim2>
											<token name="SizeConstraint">0</token>
											<string name="Text">GLOBAL - Normal

LOCAL - Relative to each part

LAST - Relative to the last part selected</string>
											<Color3 name="TextColor3">4294967295</Color3>
											<bool name="TextScaled">false</bool>
											<Color3 name="TextStrokeColor3">4278190080</Color3>
											<float name="TextStrokeTransparency">1</float>
											<float name="TextTransparency">0</float>
											<bool name="TextWrapped">true</bool>
											<token name="TextXAlignment">0</token>
											<token name="TextYAlignment">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
										</Properties>
									</Item>
									<Item class="TextLabel" referent="RBX875">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4294967295</Color3>
											<float name="BackgroundTransparency">1</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
											<token name="Font">1</token>
											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>15</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>60</YO>
											</UDim2>
											<token name="SizeConstraint">0</token>
											<string name="Text">This option lets you choose in which direction to move each part.</string>
											<Color3 name="TextColor3">4294967295</Color3>
											<bool name="TextScaled">false</bool>
											<Color3 name="TextStrokeColor3">4278190080</Color3>
											<float name="TextStrokeTransparency">1</float>
											<float name="TextTransparency">0</float>
											<bool name="TextWrapped">true</bool>
											<token name="TextXAlignment">0</token>
											<token name="TextYAlignment">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
										</Properties>
									</Item>
									<Item class="TextLabel" referent="RBX876">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4282203453</Color3>
											<float name="BackgroundTransparency">1</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
											<token name="Font">2</token>
											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>0</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>12</YO>
											</UDim2>
											<token name="SizeConstraint">0</token>
											<string name="Text">Axes</string>
											<Color3 name="TextColor3">4294967295</Color3>
											<bool name="TextScaled">false</bool>
											<Color3 name="TextStrokeColor3">4278190080</Color3>
											<float name="TextStrokeTransparency">1</float>
											<float name="TextTransparency">0</float>
											<bool name="TextWrapped">true</bool>
											<token name="TextXAlignment">0</token>
											<token name="TextYAlignment">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
										</Properties>
									</Item>
									<Item class="TextLabel" referent="RBX877">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4294967295</Color3>
											<float name="BackgroundTransparency">1</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
											<token name="Font">1</token>
											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>210</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>90</YO>
											</UDim2>
											<token name="SizeConstraint">0</token>
											<string name="Text">TIP: When your axes are set to local or last, you can right click to change which part has the handles.</string>
											<Color3 name="TextColor3">4294967295</Color3>
											<bool name="TextScaled">false</bool>
											<Color3 name="TextStrokeColor3">4278190080</Color3>
											<float name="TextStrokeTransparency">1</float>
											<float name="TextTransparency">0</float>
											<bool name="TextWrapped">true</bool>
											<token name="TextXAlignment">0</token>
											<token name="TextYAlignment">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
										</Properties>
									</Item>
								</Item>
								<Item class="Frame" referent="RBX878">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294945280</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">ColorBar</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>2</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<token name="Style">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX879">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">1</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolDescription</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>80</XO>
											<YS>0</YS>
											<YO>50</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">Allows you to move parts.</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">true</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX880">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolName</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>50</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">MOVE TOOL</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="Frame" referent="RBX881">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">IncrementInfo</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>365</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>300</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<token name="Style">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
									<Item class="TextLabel" referent="RBX882">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4294967295</Color3>
											<float name="BackgroundTransparency">1</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
											<token name="Font">1</token>
											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>15</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>60</YO>
											</UDim2>
											<token name="SizeConstraint">0</token>
											<string name="Text">Lets you choose how many studs to move the parts.</string>
											<Color3 name="TextColor3">4294967295</Color3>
											<bool name="TextScaled">false</bool>
											<Color3 name="TextStrokeColor3">4278190080</Color3>
											<float name="TextStrokeTransparency">1</float>
											<float name="TextTransparency">0</float>
											<bool name="TextWrapped">true</bool>
											<token name="TextXAlignment">0</token>
											<token name="TextYAlignment">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
										</Properties>
									</Item>
									<Item class="TextLabel" referent="RBX883">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4282203453</Color3>
											<float name="BackgroundTransparency">1</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
											<token name="Font">2</token>
											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>0</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>12</YO>
											</UDim2>
											<token name="SizeConstraint">0</token>
											<string name="Text">Increment</string>
											<Color3 name="TextColor3">4294967295</Color3>
											<bool name="TextScaled">false</bool>
											<Color3 name="TextStrokeColor3">4278190080</Color3>
											<float name="TextStrokeTransparency">1</float>
											<float name="TextTransparency">0</float>
											<bool name="TextWrapped">true</bool>
											<token name="TextXAlignment">0</token>
											<token name="TextYAlignment">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
										</Properties>
									</Item>
								</Item>
							</Item>
						</Item>
						<Item class="Frame" referent="RBX884">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4282203453</Color3>
								<float name="BackgroundTransparency">0.200000003</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">0</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<string name="Name">ResizeInfo</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>1</XS>
									<XO>0</XO>
									<YS>1</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<bool name="Visible">false</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="Frame" referent="RBX885">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
									<float name="BackgroundTransparency">1</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">0</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<string name="Name">Content</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>1</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>290</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="Frame" referent="RBX886">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">DirectionsInfo</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>60</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>300</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<token name="Style">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
									<Item class="TextLabel" referent="RBX887">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4294967295</Color3>
											<float name="BackgroundTransparency">1</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
											<token name="Font">1</token>
											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>15</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>120</YO>
											</UDim2>
											<token name="SizeConstraint">0</token>
											<string name="Text">Lets you choose in which directions to resize the part.

TIP: You can switch which part has the handles by right-clicking.</string>
											<Color3 name="TextColor3">4294967295</Color3>
											<bool name="TextScaled">false</bool>
											<Color3 name="TextStrokeColor3">4278190080</Color3>
											<float name="TextStrokeTransparency">1</float>
											<float name="TextTransparency">0</float>
											<bool name="TextWrapped">true</bool>
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											<YS>0</YS>
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											<YS>0</YS>
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									<UDim2 name="Size">
										<XS>1</XS>
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											<YS>0</YS>
											<YO>0</YO>
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										<UDim2 name="Size">
											<XS>1</XS>
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											<YS>0</YS>
											<YO>2</YO>
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										<string name="Text">Lets you change the surface type of parts.

TIP: You can select the side to change by right clicking on a part&apos;s side.</string>
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											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>50</XO>
											<YS>0</YS>
											<YO>25</YO>
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										<token name="SizeConstraint">0</token>
										<string name="Text">SURFACE TOOL</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
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										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Frame" referent="RBX905">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4282203453</Color3>
								<float name="BackgroundTransparency">0.200000003</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">0</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<string name="Name">RotateInfo</string>
								<UDim2 name="Position">
									<XS>0</XS>
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									<YS>0</YS>
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								<UDim2 name="Size">
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							</Properties>
							<Item class="Frame" referent="RBX906">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
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									<Color3 name="BorderColor3">4279970357</Color3>
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									<bool name="Draggable">false</bool>
									<string name="Name">Content</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
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									<UDim2 name="Size">
										<XS>1</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>480</YO>
									</UDim2>
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									<token name="Style">0</token>
									<bool name="Visible">true</bool>
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								<Item class="Frame" referent="RBX907">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
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										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">PivotInfo</string>
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											<XS>0</XS>
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											<YS>0</YS>
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										<UDim2 name="Size">
											<XS>1</XS>
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											<YS>0</YS>
											<YO>300</YO>
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										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
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									<Item class="Frame" referent="RBX908">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4283144011</Color3>
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											<Color3 name="BorderColor3">4279970357</Color3>
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											<string name="Name">Frame</string>
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												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>73</YO>
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											<UDim2 name="Size">
												<XS>0</XS>
												<XO>2</XO>
												<YS>0</YS>
												<YO>168</YO>
											</UDim2>
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											<token name="Style">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
										</Properties>
									</Item>
									<Item class="TextLabel" referent="RBX909">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4294967295</Color3>
											<float name="BackgroundTransparency">1</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
											<token name="Font">1</token>
											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>17</XO>
												<YS>0</YS>
												<YO>71</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>180</YO>
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											<token name="SizeConstraint">0</token>
											<string name="Text">CENTER - Rotate around the center of the group of selected parts

LOCAL - Rotate each part around its own center

LAST - Rotate each part around the center of the last part selected</string>
											<Color3 name="TextColor3">4294967295</Color3>
											<bool name="TextScaled">false</bool>
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											<token name="TextYAlignment">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
										</Properties>
									</Item>
									<Item class="TextLabel" referent="RBX910">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4294967295</Color3>
											<float name="BackgroundTransparency">1</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
											<token name="Font">1</token>
											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>15</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>60</YO>
											</UDim2>
											<token name="SizeConstraint">0</token>
											<string name="Text">This option lets you choose what to rotate the parts around.</string>
											<Color3 name="TextColor3">4294967295</Color3>
											<bool name="TextScaled">false</bool>
											<Color3 name="TextStrokeColor3">4278190080</Color3>
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											<token name="TextYAlignment">0</token>
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											<int name="ZIndex">1</int>
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									</Item>
									<Item class="TextLabel" referent="RBX911">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4282203453</Color3>
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											<Color3 name="BorderColor3">4279970357</Color3>
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											<bool name="Draggable">false</bool>
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											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>0</YO>
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											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>12</YO>
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											<string name="Text">Pivot</string>
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											<Color3 name="TextStrokeColor3">4278190080</Color3>
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											<float name="TextTransparency">0</float>
											<bool name="TextWrapped">true</bool>
											<token name="TextXAlignment">0</token>
											<token name="TextYAlignment">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
										</Properties>
									</Item>
									<Item class="TextLabel" referent="RBX912">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4294967295</Color3>
											<float name="BackgroundTransparency">1</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
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											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>250</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>90</YO>
											</UDim2>
											<token name="SizeConstraint">0</token>
											<string name="Text">TIP: When the pivot is set to local or last, you can right click to switch which part has the handles.</string>
											<Color3 name="TextColor3">4294967295</Color3>
											<bool name="TextScaled">false</bool>
											<Color3 name="TextStrokeColor3">4278190080</Color3>
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											<float name="TextTransparency">0</float>
											<bool name="TextWrapped">true</bool>
											<token name="TextXAlignment">0</token>
											<token name="TextYAlignment">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
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									</Item>
								</Item>
								<Item class="Frame" referent="RBX913">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4283144011</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">ColorBar</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>2</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<token name="Style">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX914">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">1</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolDescription</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>80</XO>
											<YS>0</YS>
											<YO>50</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">Allows you to move parts.</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">true</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX915">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolName</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>50</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">ROTATE TOOL</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="Frame" referent="RBX916">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">IncrementInfo</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>395</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>70</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<token name="Style">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
									<Item class="TextLabel" referent="RBX917">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4294967295</Color3>
											<float name="BackgroundTransparency">1</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
											<token name="Font">1</token>
											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>15</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>60</YO>
											</UDim2>
											<token name="SizeConstraint">0</token>
											<string name="Text">Lets you choose how many degrees to rotate the parts.</string>
											<Color3 name="TextColor3">4294967295</Color3>
											<bool name="TextScaled">false</bool>
											<Color3 name="TextStrokeColor3">4278190080</Color3>
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											<float name="TextTransparency">0</float>
											<bool name="TextWrapped">true</bool>
											<token name="TextXAlignment">0</token>
											<token name="TextYAlignment">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
										</Properties>
									</Item>
									<Item class="TextLabel" referent="RBX918">
										<Properties>
											<bool name="Active">false</bool>
											<Color3 name="BackgroundColor3">4282203453</Color3>
											<float name="BackgroundTransparency">1</float>
											<Color3 name="BorderColor3">4279970357</Color3>
											<int name="BorderSizePixel">0</int>
											<bool name="ClipsDescendants">false</bool>
											<bool name="Draggable">false</bool>
											<token name="Font">2</token>
											<token name="FontSize">4</token>
											<string name="Name">TextLabel</string>
											<UDim2 name="Position">
												<XS>0</XS>
												<XO>10</XO>
												<YS>0</YS>
												<YO>0</YO>
											</UDim2>
											<UDim2 name="Size">
												<XS>0</XS>
												<XO>80</XO>
												<YS>0</YS>
												<YO>12</YO>
											</UDim2>
											<token name="SizeConstraint">0</token>
											<string name="Text">Increment</string>
											<Color3 name="TextColor3">4294967295</Color3>
											<bool name="TextScaled">false</bool>
											<Color3 name="TextStrokeColor3">4278190080</Color3>
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											<float name="TextTransparency">0</float>
											<bool name="TextWrapped">true</bool>
											<token name="TextXAlignment">0</token>
											<token name="TextYAlignment">0</token>
											<bool name="Visible">true</bool>
											<int name="ZIndex">1</int>
										</Properties>
									</Item>
								</Item>
							</Item>
						</Item>
						<Item class="Frame" referent="RBX919">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4282203453</Color3>
								<float name="BackgroundTransparency">0.200000003</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">0</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<string name="Name">MaterialInfo</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>1</XS>
									<XO>0</XO>
									<YS>1</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<bool name="Visible">false</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="Frame" referent="RBX920">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
									<float name="BackgroundTransparency">1</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">0</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<string name="Name">Content</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>1</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>150</YO>
									</UDim2>
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									<token name="Style">0</token>
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									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4285215356</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">ColorBar</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>2</YO>
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								</Item>
								<Item class="TextLabel" referent="RBX922">
									<Properties>
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										<Color3 name="BackgroundColor3">4294967295</Color3>
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											<YS>0</YS>
											<YO>25</YO>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>80</XO>
											<YS>0</YS>
											<YO>120</YO>
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										<string name="Text">Lets you change the material, transparency, and reflectance of parts.</string>
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										<Color3 name="TextStrokeColor3">4278190080</Color3>
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								</Item>
								<Item class="TextLabel" referent="RBX923">
									<Properties>
										<bool name="Active">false</bool>
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										<bool name="Draggable">false</bool>
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										<token name="FontSize">4</token>
										<string name="Name">ToolName</string>
										<UDim2 name="Position">
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											<XO>10</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>50</XO>
											<YS>0</YS>
											<YO>25</YO>
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										<token name="SizeConstraint">0</token>
										<string name="Text">MATERIAL TOOL</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
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										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
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										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
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								</Item>
							</Item>
						</Item>
						<Item class="Frame" referent="RBX924">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4282203453</Color3>
								<float name="BackgroundTransparency">0.200000003</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">0</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<string name="Name">CollisionInfo</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
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								<UDim2 name="Size">
									<XS>1</XS>
									<XO>0</XO>
									<YS>1</YS>
									<YO>0</YO>
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								<int name="ZIndex">1</int>
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							<Item class="Frame" referent="RBX925">
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									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
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									<UDim2 name="Size">
										<XS>1</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>150</YO>
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									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
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								<Item class="Frame" referent="RBX926">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4279308561</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">ColorBar</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>2</YO>
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										<token name="SizeConstraint">0</token>
										<token name="Style">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
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								</Item>
								<Item class="TextLabel" referent="RBX927">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
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										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
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										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>25</YO>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>80</XO>
											<YS>0</YS>
											<YO>120</YO>
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										<token name="SizeConstraint">0</token>
										<string name="Text">Lets you change whether the parts collide with others or not.

TIP: You can toggle collision by pressing Enter.</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
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										<float name="TextTransparency">0</float>
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										<token name="TextYAlignment">0</token>
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										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX928">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
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										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolName</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<UDim2 name="Size">
											<XS>0</XS>
											<XO>50</XO>
											<YS>0</YS>
											<YO>25</YO>
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										<token name="SizeConstraint">0</token>
										<string name="Text">COLLISION TOOL</string>
										<Color3 name="TextColor3">4294967295</Color3>
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										<Color3 name="TextStrokeColor3">4278190080</Color3>
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										<float name="TextTransparency">0</float>
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										<token name="TextYAlignment">1</token>
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										<int name="ZIndex">1</int>
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							</Item>
						</Item>
						<Item class="Frame" referent="RBX929">
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								<bool name="Active">false</bool>
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								<int name="BorderSizePixel">0</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<string name="Name">AnchorInfo</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
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								<UDim2 name="Size">
									<XS>1</XS>
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									<YS>1</YS>
									<YO>0</YO>
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								<int name="ZIndex">1</int>
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							<Item class="Frame" referent="RBX930">
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									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
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									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<string name="Name">Content</string>
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										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>1</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>150</YO>
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									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
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								<Item class="Frame" referent="RBX931">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4279308561</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">ColorBar</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>2</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<token name="Style">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX932">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">1</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolDescription</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>80</XO>
											<YS>0</YS>
											<YO>120</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">Lets you anchor and unanchor parts.

TIP: You can press Enter to toggle the anchor quickly.</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
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										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">true</bool>
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										<token name="TextYAlignment">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
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								</Item>
								<Item class="TextLabel" referent="RBX933">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolName</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>50</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">ANCHOR TOOL</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Frame" referent="RBX934">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4282203453</Color3>
								<float name="BackgroundTransparency">0.200000003</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">0</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<string name="Name">NewPartInfo</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>1</XS>
									<XO>0</XO>
									<YS>1</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<bool name="Visible">false</bool>
								<int name="ZIndex">1</int>
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							<Item class="Frame" referent="RBX935">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
									<float name="BackgroundTransparency">1</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">0</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<string name="Name">Content</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>1</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>150</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="Frame" referent="RBX936">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4279308561</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">ColorBar</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>2</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<token name="Style">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX937">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">1</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolDescription</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>80</XO>
											<YS>0</YS>
											<YO>120</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">Lets you create new parts of different types.

Select the part type, then click and drag to place the part.</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">true</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX938">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolName</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>50</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">NEW PART TOOL</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Frame" referent="RBX939">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4282203453</Color3>
								<float name="BackgroundTransparency">0.200000003</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">0</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<string name="Name">MeshInfo</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>1</XS>
									<XO>0</XO>
									<YS>1</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<bool name="Visible">false</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="Frame" referent="RBX940">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
									<float name="BackgroundTransparency">1</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">0</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<string name="Name">Content</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>1</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>150</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="Frame" referent="RBX941">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4285215356</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">ColorBar</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>2</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<token name="Style">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX942">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">1</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolDescription</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>84</XO>
											<YS>0</YS>
											<YO>120</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">Lets you add meshes to parts.

TIP: When using a FileMesh, you can paste either the ID or the URL of the mesh or texture (image) asset.</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">true</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX943">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolName</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>50</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">MESH TOOL</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Frame" referent="RBX944">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4282203453</Color3>
								<float name="BackgroundTransparency">0.200000003</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">0</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<string name="Name">TextureInfo</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>1</XS>
									<XO>0</XO>
									<YS>1</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<bool name="Visible">false</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="Frame" referent="RBX945">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
									<float name="BackgroundTransparency">1</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">0</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<string name="Name">Content</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>1</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>150</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="Frame" referent="RBX946">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4285215356</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">ColorBar</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>2</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<token name="Style">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX947">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">1</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolDescription</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>84</XO>
											<YS>0</YS>
											<YO>250</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">Lets you add decals and textures to parts.

TIP: You can select the decal/texture side by right clicking.

TIP: You can paste either the ID or the URL of the image asset (for decals, the ID of the image asset is usually the decal ID minus one).</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">true</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX948">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolName</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>50</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">TEXTURE TOOL</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Frame" referent="RBX949">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4282203453</Color3>
								<float name="BackgroundTransparency">0.200000003</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">0</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<string name="Name">WeldInfo</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>1</XS>
									<XO>0</XO>
									<YS>1</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<bool name="Visible">false</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="Frame" referent="RBX950">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
									<float name="BackgroundTransparency">1</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">0</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<string name="Name">Content</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>0</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>1</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>240</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<token name="Style">0</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="Frame" referent="RBX951">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4279308561</Color3>
										<float name="BackgroundTransparency">0</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">ColorBar</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>1</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>2</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<token name="Style">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX952">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">1</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolDescription</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>80</XO>
											<YS>0</YS>
											<YO>200</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">Allows you to weld parts together so that they&apos;ll move together.

NOTE: The welds between parts may break if you only move one of the parts (move all of the parts that are connected by welds to prevent this).</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">true</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX953">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">4</token>
										<string name="Name">ToolName</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>50</XO>
											<YS>0</YS>
											<YO>25</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">WELD TOOL</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">false</bool>
										<token name="TextXAlignment">0</token>
										<token name="TextYAlignment">1</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
						</Item>
						<Item class="Frame" referent="RBX954">
							<Properties>
								<bool name="Active">false</bool>
								<Color3 name="BackgroundColor3">4282203453</Color3>
								<float name="BackgroundTransparency">0.200000003</float>
								<Color3 name="BorderColor3">4279970357</Color3>
								<int name="BorderSizePixel">0</int>
								<bool name="ClipsDescendants">false</bool>
								<bool name="Draggable">false</bool>
								<string name="Name">LightingInfo</string>
								<UDim2 name="Position">
									<XS>0</XS>
									<XO>0</XO>
									<YS>0</YS>
									<YO>0</YO>
								</UDim2>
								<UDim2 name="Size">
									<XS>1</XS>
									<XO>0</XO>
									<YS>1</YS>
									<YO>0</YO>
								</UDim2>
								<token name="SizeConstraint">0</token>
								<token name="Style">0</token>
								<bool name="Visible">false</bool>
								<int name="ZIndex">1</int>
							</Properties>
							<Item class="Frame" referent="RBX955">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
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								<string name="Name">DecorateButton</string>
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									<token name="Font">2</token>
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									<UDim2 name="Size">
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						<Item class="ImageButton" referent="RBX989">
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								<bool name="Active">true</bool>
								<bool name="AutoButtonColor">false</bool>
								<Color3 name="BackgroundColor3">4279308561</Color3>
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								<Content name="Image"><url>http://www.roblox.com/asset/?id=141741418</url></Content>
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									<YS>0</YS>
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										<YO>50</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>0</XS>
										<XO>85</XO>
										<YS>0</YS>
										<YO>250</YO>
									</UDim2>
									<token name="SizeConstraint">0</token>
									<string name="Text">For more information on any tool, hover your mouse over its icon and it&apos;ll reveal more details.</string>
									<Color3 name="TextColor3">4294967295</Color3>
									<bool name="TextScaled">false</bool>
									<Color3 name="TextStrokeColor3">4278190080</Color3>
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									<bool name="TextWrapped">true</bool>
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									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
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							<Item class="Frame" referent="RBX1024">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
									<float name="BackgroundTransparency">1</float>
									<Color3 name="BorderColor3">4279970357</Color3>
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									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<string name="Name">ColorBar</string>
									<UDim2 name="Position">
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										<XO>0</XO>
										<YS>0</YS>
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									<UDim2 name="Size">
										<XS>1</XS>
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										<YO>3</YO>
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										<Color3 name="BackgroundColor3">4294946560</Color3>
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										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">Yellow</string>
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											<XS>0</XS>
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											<YS>0</YS>
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											<YS>1</YS>
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										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4283144011</Color3>
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										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">Green</string>
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								<Item class="Frame" referent="RBX1027">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4278497260</Color3>
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										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
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										<bool name="Draggable">false</bool>
										<string name="Name">Blue</string>
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										<bool name="Active">false</bool>
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										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">Red</string>
										<UDim2 name="Position">
											<XS>0.600000024</XS>
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											<YO>0</YO>
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										<UDim2 name="Size">
											<XS>0.200000003</XS>
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											<YS>1</YS>
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										<bool name="Visible">true</bool>
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								<Item class="Frame" referent="RBX1029">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4285215356</Color3>
										<float name="BackgroundTransparency">0.25</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<string name="Name">Purple</string>
										<UDim2 name="Position">
											<XS>0.800000012</XS>
											<XO>0</XO>
											<YS>0</YS>
											<YO>0</YO>
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										<UDim2 name="Size">
											<XS>0.200000003</XS>
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											<YS>1</YS>
											<YO>0</YO>
										</UDim2>
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										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
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							</Item>
							<Item class="TextLabel" referent="RBX1030">
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									<bool name="Active">false</bool>
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									<Color3 name="BorderColor3">4279970357</Color3>
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									<string name="Name">ToolName</string>
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										<YO>30</YO>
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									<string name="Text">BUILDING TOOLS BY F3X</string>
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									<Color3 name="TextStrokeColor3">4278190080</Color3>
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									<float name="TextTransparency">0</float>
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									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
							</Item>
							<Item class="Frame" referent="RBX1031">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
									<float name="BackgroundTransparency">1</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">0</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<string name="Name">SelectionInfo</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>150</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>1</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>150</YO>
									</UDim2>
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									<token name="Style">0</token>
									<bool name="Visible">true</bool>
									<int name="ZIndex">1</int>
								</Properties>
								<Item class="TextLabel" referent="RBX1032">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4294967295</Color3>
										<float name="BackgroundTransparency">1</float>
										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">1</token>
										<token name="FontSize">4</token>
										<string name="Name">TextLabel</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>15</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>82</XO>
											<YS>0</YS>
											<YO>240</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">You can select multiple parts by holding [Shift] and clicking on each part.

You can also hold [Shift], click, and drag to select parts in that area.

Press [Shift + K] to select parts inside of the selected parts.

Press [Q] to clear your selection.</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
										<float name="TextStrokeTransparency">1</float>
										<float name="TextTransparency">0</float>
										<bool name="TextWrapped">true</bool>
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										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
								<Item class="TextLabel" referent="RBX1033">
									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4282203453</Color3>
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										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">4</token>
										<string name="Name">TextLabel</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>80</XO>
											<YS>0</YS>
											<YO>12</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">Selecting</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
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										<token name="TextYAlignment">0</token>
										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
							<Item class="Frame" referent="RBX1034">
								<Properties>
									<bool name="Active">false</bool>
									<Color3 name="BackgroundColor3">4294967295</Color3>
									<float name="BackgroundTransparency">1</float>
									<Color3 name="BorderColor3">4279970357</Color3>
									<int name="BorderSizePixel">0</int>
									<bool name="ClipsDescendants">false</bool>
									<bool name="Draggable">false</bool>
									<string name="Name">ExportingInfo</string>
									<UDim2 name="Position">
										<XS>0</XS>
										<XO>0</XO>
										<YS>0</YS>
										<YO>410</YO>
									</UDim2>
									<UDim2 name="Size">
										<XS>1</XS>
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										<YS>0</YS>
										<YO>220</YO>
									</UDim2>
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									<bool name="Visible">true</bool>
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								</Properties>
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										<bool name="Active">false</bool>
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										<Color3 name="BorderColor3">4279970357</Color3>
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										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">1</token>
										<token name="FontSize">4</token>
										<string name="Name">TextLabel</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>30</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>82</XO>
											<YS>0</YS>
											<YO>200</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">You can export any creations you built with Building Tools by F3X by using the export button on the dock (or pressing shift + P).

Install this plugin (roblox.com/item.aspx?id=142485815) in ROBLOX Studio to import your creation.</string>
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										<bool name="TextScaled">false</bool>
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										<float name="TextStrokeTransparency">1</float>
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										<bool name="TextWrapped">true</bool>
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										<int name="ZIndex">1</int>
									</Properties>
								</Item>
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									<Properties>
										<bool name="Active">false</bool>
										<Color3 name="BackgroundColor3">4282203453</Color3>
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										<Color3 name="BorderColor3">4279970357</Color3>
										<int name="BorderSizePixel">0</int>
										<bool name="ClipsDescendants">false</bool>
										<bool name="Draggable">false</bool>
										<token name="Font">2</token>
										<token name="FontSize">4</token>
										<string name="Name">TextLabel</string>
										<UDim2 name="Position">
											<XS>0</XS>
											<XO>10</XO>
											<YS>0</YS>
											<YO>0</YO>
										</UDim2>
										<UDim2 name="Size">
											<XS>0</XS>
											<XO>80</XO>
											<YS>0</YS>
											<YO>24</YO>
										</UDim2>
										<token name="SizeConstraint">0</token>
										<string name="Text">Exporting your creations</string>
										<Color3 name="TextColor3">4294967295</Color3>
										<bool name="TextScaled">false</bool>
										<Color3 name="TextStrokeColor3">4278190080</Color3>
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										<bool name="Visible">true</bool>
										<int name="ZIndex">1</int>
									</Properties>
								</Item>
							</Item>
						</Item>
					</Item>
				</Item>
			</Item>
			<Item class="LocalScript" referent="RBX1037">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">gloo by Anaminus</string>
					<ProtectedString name="Source">local PROJECT_NAME = &quot;gloo&quot;

if _G[PROJECT_NAME] then return end

---- SETTINGS
local ENTRY_SIZE&#9;= 17&#9;-- default size of rows, scrollbars, etc
local WEAK_TABLES&#9;= false&#9;-- whether weak tables are enabled (causes problems under certain circumstances)
----/SETTINGS

local lib = {}
local doc = {}
local version = &quot;0.11&quot;

doc[&quot;Version&quot;] = [==[
Version ( ) [function]
&#9;returns: string `version`

Returns the current version of the library (currently ]==]..version..[==[).
]==]

function lib.Version()
&#9;return version
end

doc[&quot;NULL&quot;] = [==[
NULL [const]

Represents a &quot;non-nil nil value&quot;. Used with tables that need a way to declare an entry as nil while still being defined in the table.
]==]

local NULL = {}
lib.NULL = NULL

local SORT = {
&#9;NONE = 0;
&#9;ASCENDING = 1;
&#9;DESCENDING = 2;
}
lib.SORT = SORT

local WEAK_MODE = {
&#9;K = {__mode=&quot;k&quot;};
&#9;V = {__mode=&quot;v&quot;};
&#9;KV = {__mode=&quot;kv&quot;};
}

local function GetIndex(table,value)
&#9;for i,v in pairs(table) do
&#9;&#9;if v == value then
&#9;&#9;&#9;return i
&#9;&#9;end
&#9;end
end

local function ClampIndex(table,index)
&#9;local max = #table
&#9;index = math.floor(index)
&#9;return index &lt; 1 and 1 or index &gt; max and max or index
end

local function Create(ty)
&#9;return function(data)
&#9;&#9;local obj = Instance.new(ty)
&#9;&#9;for k, v in pairs(data) do
&#9;&#9;&#9;if type(k) == &apos;number&apos; then
&#9;&#9;&#9;&#9;v.Parent = obj
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;obj[k] = v
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;return obj
&#9;end
end

local function Modify(obj)
&#9;return function(data)
&#9;&#9;for k, v in pairs(data) do
&#9;&#9;&#9;if type(k) == &apos;number&apos; then
&#9;&#9;&#9;&#9;v.Parent = obj
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;obj[k] = v
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;return obj
&#9;end
end

--[[
local ENUM_MT = {
&#9;__tostring = function(e)
&#9;&#9;return &quot;enum: &quot;..e.__type
&#9;end;
}

local function CastToEnum(value,enum)
&#9;if value ~= &apos;__type&apos; then
&#9;&#9;for k,e in pairs(enum) do
&#9;&#9;&#9;if k == value then
&#9;&#9;&#9;&#9;return e
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;error(&apos;cannot cast `&apos;..tostring(value)..&apos;` to enum &apos;..enum.__type,3)
end
--]]

--[[DEPEND:]]

doc[&quot;SetZIndex&quot;] = [==[
SetZIndex ( Instance `object`, number `zindex` ) [function]
&#9;returns: (nothing)

Sets the ZIndex of `object`, then calls SetZIndex on every child of `object`.

Arguments:
&#9;`object`
&#9;&#9;The instance to set the ZIndex of.
&#9;`zindex`
&#9;&#9;The ZIndex to set the object to.
]==]

doc[&quot;SetZIndexOnChanged&quot;] = [==[
SetZIndexOnChanged ( Instance `object` )
&#9;returns: RBXScriptConnection `connection`

Sets an object to call SetZIndex whenever its ZIndex changes.

Arguments:
&#9;`object`
&#9;&#9;The instance to set.

Returns:
&#9;`connection`
&#9;&#9;The resulting event connection.
]==]

local ZIndexLock = {}
local function SetZIndex(object,z)
&#9;if not ZIndexLock[object] then
&#9;&#9;ZIndexLock[object] = true
&#9;&#9;object.ZIndex = z
&#9;&#9;for _,child in pairs(object:GetChildren()) do
&#9;&#9;&#9;SetZIndex(child,z)
&#9;&#9;end
&#9;&#9;ZIndexLock[object] = nil
&#9;end
end

local function SetZIndexOnChanged(object)
&#9;return object.Changed:connect(function(p)
&#9;&#9;if p == &quot;ZIndex&quot; then
&#9;&#9;&#9;SetZIndex(object,object.ZIndex)
&#9;&#9;end
&#9;end)
end

lib.SetZIndex = SetZIndex
lib.SetZIndexOnChanged = SetZIndexOnChanged

--[[DEPEND:]]

doc[&quot;GetScreen&quot;] = [==[
GetScreen ( Instance `object` ) [function]
&#9;returns ScreenGui `screen`

Gets the nearest ascending ScreenGui of `object`.
Returns `object` if it is a ScreenGui.
Returns nil if `object` isn&apos;t the descendant of a ScreenGui.

Arguments:
&#9;`object`
&#9;&#9;The instance to get the ascending ScreenGui from.

Returns:
&#9;`screen`
&#9;&#9;The ascending screen.
&#9;&#9;Will be nil if `object` isn&apos;t the descendant of a ScreenGui.
]==]

local function GetScreen(object)
&#9;local screen = object
&#9;while not screen:IsA(&quot;ScreenGui&quot;) do
&#9;&#9;screen = screen.Parent
&#9;&#9;if screen == nil then return nil end
&#9;end
&#9;return screen
end

lib.GetScreen = GetScreen

--[[DEPEND:]]

doc[&quot;GetPadding&quot;] = [==[
GetPadding ( GuiObject `object` ) [function]
&#9;returns: number `padding`

Gets the padding amount for a Frame or GuiButton that has its Style property set.

Arguments:
&#9;`object`
&#9;&#9;The Frame or GuiButton to get he padding from.

Returns:
&#9;`padding`
&#9;&#9;The padding amount of `object`
]==]

local function GetPadding(object)
&#9;local base_size = 0
&#9;local base_pad = 0
&#9;if object:IsA&quot;Frame&quot; then
&#9;&#9;if object.Style == Enum.FrameStyle.ChatBlue
&#9;&#9;or object.Style == Enum.FrameStyle.ChatGreen
&#9;&#9;or object.Style == Enum.FrameStyle.ChatRed then
&#9;&#9;&#9;base_size = 60
&#9;&#9;&#9;base_pad = 17
&#9;&#9;elseif object.Style == Enum.FrameStyle.RobloxSquare
&#9;&#9;or object.Style == Enum.FrameStyle.RobloxRound then
&#9;&#9;&#9;base_size = 21
&#9;&#9;&#9;base_pad = 8
&#9;&#9;else
&#9;&#9;&#9;return 0
&#9;&#9;end
&#9;elseif object:IsA&quot;GuiButton&quot; then
&#9;&#9;if object.Style == Enum.ButtonStyle.RobloxButtonDefault
&#9;&#9;or object.Style == Enum.ButtonStyle.RobloxButton then
&#9;&#9;&#9;base_size = 36
&#9;&#9;&#9;base_pad = 12
&#9;&#9;else
&#9;&#9;&#9;return 0
&#9;&#9;end
&#9;else
&#9;&#9;return 0
&#9;end
&#9;local size = math.min(object.AbsoluteSize.x,object.AbsoluteSize.y)
&#9;if size &lt; base_size then
&#9;&#9;return size/base_size*base_pad
&#9;else
&#9;&#9;return base_pad
&#9;end
end

lib.GetPadding = GetPadding

--[[DEPEND:]]

doc[&quot;Sprite&quot;] = [==[
Sprite ( Content `sprite_map`, GuiObject `sprite_frame`, Vector2, `sprite_size`, Vector2 `sprite_map_size`, bool `fix_blur` ) [constructor]
&#9;returns: Sprite `object`, GuiObject `sprite_frame`

Creates a sprite from a sprite map (an image that holds smaller &quot;sub-images&quot;).

Arguments:
&#9;`sprite_map`
&#9;&#9;The image to use as the sprite map.

&#9;`frame`
&#9;&#9;The object that will contain the sprite image.
&#9;&#9;Optional; defaults to a new Frame

&#9;`sprite_size`
&#9;&#9;The dimensions of one sprite on the sprite map.
&#9;&#9;Optional; defaults to [32, 32]

&#9;`sprite_map_size`
&#9;&#9;The dimensions of the sprite map.
&#9;&#9;Optional; defaults to [256, 256]

&#9;`fix_blur`
&#9;&#9;Indicates whether image blurriness should be fixed.
&#9;&#9;Blurriness occurs because GUIs are offset by half a pixel, causing images to render &quot;in-between&quot; pixels.
&#9;&#9;This can be fixed by using Scaled position to offset the image by 0.5 pixels.
&#9;&#9;Optional; defaults to true

Returns:
&#9;`object`
&#9;&#9;The Sprite object.

&#9;`sprite_frame`
&#9;&#9;The sprite GUI.


Sprite Class:
&#9;This class contains the following members:
&#9;Readonly:
&#9;&#9;GUI
&#9;&#9;&#9;The sprite GUI.

&#9;Methods:
&#9;&#9;SetOffset ( number `row`, number `column` )
&#9;&#9;&#9;Sets the offset of the sprite on the sprite map.
&#9;&#9;&#9;`row` and `column` represent the row and column on the sprite map, starting from 0.
&#9;&#9;&#9;For example, an offset of [0, 2] would select the third sprite in the first row.

&#9;&#9;GetOffset ( )
&#9;&#9;&#9;Returns the current offset of the sprite.

&#9;&#9;Destroy ( )
&#9;&#9;&#9;Releases the resources used by this object.
&#9;&#9;&#9;Run this if you&apos;re no longer using this object.
]==]

local function CreateSprite(sprite_map,SpriteFrame,sprite_size,map_size,fix_blur)
&#9;sprite_size = sprite_size or Vector2.new(32,32)
&#9;map_size = map_size or Vector2.new(256,256)
&#9;if fix_blur == nil then fix_blur = true end

&#9;if not SpriteFrame then
&#9;&#9;SpriteFrame = Create&apos;Frame&apos;{
&#9;&#9;&#9;Name = &quot;Sprite&quot;;
&#9;&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;}
&#9;end
&#9;SpriteFrame.ClipsDescendants = true;
&#9;local MapFrame = Create&apos;ImageLabel&apos;{
&#9;&#9;Name = &quot;SpriteMap&quot;;
&#9;&#9;Active = false;
&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;Image = sprite_map;
&#9;&#9;Size = UDim2.new(map_size.x/sprite_size.x,0,map_size.y/sprite_size.y,0);
&#9;&#9;Parent = SpriteFrame;
&#9;};

&#9;local off_row,off_col = 0,0

&#9;local SetOffset = fix_blur
&#9;and function(row,col)
&#9;&#9;local size = SpriteFrame.AbsoluteSize
&#9;&#9;MapFrame.Position = UDim2.new(-col - 0.5/size.x,0,-row - 0.5/size.y,0)
&#9;&#9;off_row,off_col = row,col
&#9;end
&#9;or function(row,col)
&#9;&#9;MapFrame.Position = UDim2.new(-col,0,-row,0)
&#9;&#9;off_row,off_col = row,col
&#9;end;

&#9;if fix_blur then
&#9;&#9;SpriteFrame.Changed:connect(function(p)
&#9;&#9;&#9;if p == &quot;AbsoluteSize&quot; then
&#9;&#9;&#9;&#9;SetOffset(off_row,off_col)
&#9;&#9;&#9;end
&#9;&#9;end)
&#9;end

&#9;local Class = {
&#9;&#9;GUI = SpriteFrame;
&#9;&#9;SetOffset = SetOffset;
&#9;&#9;GetOffset = function()
&#9;&#9;&#9;return off_row,off_col
&#9;&#9;end;
&#9;}

&#9;function Class.Destroy()
&#9;&#9;for k in pairs(Class) do
&#9;&#9;&#9;Class[k] = nil
&#9;&#9;end
&#9;&#9;SpriteFrame:Destroy()
&#9;end

&#9;return Class,SpriteFrame
end

lib.Sprite = CreateSprite

--[[DEPEND:]]

doc[&quot;Stylist&quot;] = [==[
Stylist ( table `style` ) [constructor]
&#9;returns: Stylist `object`, table `style`

Creates a new stylist, which manages the properties of an entire group of objects.

More stylists can also be added, refered to as &quot;substylists&quot;.

When a property of a stylist is updated, the properties in the stylist&apos;s objects are updated to reflect it.
The properties of objects in each substylist are also updated, but only if that property isn&apos;t defined in the substylist&apos;s Style.

Arguments:
&#9;`style`
&#9;&#9;A table of property/value pairs.
&#9;&#9;The stylist&apos;s &quot;Style&quot;.
&#9;&#9;Optional; defaults to an empty table.

Returns:
&#9;`object`
&#9;&#9;The Stylist object.

&#9;`style`
&#9;&#9;The style table.


Stylist Class:
&#9;Contains the following members:

&#9;Readonly:
&#9;&#9;Style
&#9;&#9;&#9;The `style` table.

&#9;Methods:
&#9;&#9;AddObject ( Instance `object`, table `alias_map` )
&#9;&#9;&#9;Adds `object` to the stylist and updates its properties.
&#9;&#9;&#9;If `alias_map` is specified, then for this object, properties in the style will first be mapped though this table (see Alias Maps).
&#9;&#9;&#9;Returns `object`

&#9;&#9;AddObjects ( table `objects`, table `alias_map` )
&#9;&#9;&#9;Adds multiple objects to the stylist.
&#9;&#9;&#9;`objects` is a list of objects to be added to the stylist.
&#9;&#9;&#9;If `alias_map` is specified, it will be applied to all objects in the list.
&#9;&#9;&#9;Returns `objects`

&#9;&#9;RemoveObject ( Instance `object` )
&#9;&#9;&#9;Removes `object` from the stylist.
&#9;&#9;&#9;Returns `object`

&#9;&#9;RemoveObjects ( table `objects` )
&#9;&#9;&#9;Removes multiple objects from the stylist.
&#9;&#9;&#9;`objects` is a list of objects to be removed from the stylist.
&#9;&#9;&#9;Returns `objects`

&#9;&#9;GetObjects ( )
&#9;&#9;&#9;Returns a list of objects added to this stylist.
&#9;&#9;&#9;Items in the list have no defined order.

&#9;&#9;ObjectIn ( Instance `object` )
&#9;&#9;&#9;If `object` is in the stylist, returns true.
&#9;&#9;&#9;If `object` has an alias in the stylist, returns the alias.
&#9;&#9;&#9;Otherwise, returns false.

&#9;&#9;SetProperty ( string `property`, * `value` )
&#9;&#9;&#9;Sets `property` in each object to `value`.
&#9;&#9;&#9;Also sets the value in the `style` table.

&#9;&#9;SetProperties ( table `properties` )
&#9;&#9;&#9;Similar to SetProperty, but sets multiple properties at once.
&#9;&#9;&#9;`properties` is a table of property/value pairs.
&#9;&#9;&#9;To set a property to nil, use ]==]..PROJECT_NAME..[==[.NULL as the value.

&#9;&#9;ClearProperties ( )
&#9;&#9;&#9;Clears all set properties in the style table.

&#9;&#9;Update ( )
&#9;&#9;&#9;Updates each object&apos;s properties to reflect values in the `style` table.

&#9;&#9;SetInternal ( string `property`, * `value` )
&#9;&#9;&#9;Sets the properties of the stylist&apos;s objects and substylists without modifying the stylist&apos;s Style.

&#9;&#9;Destroy ( )
&#9;&#9;&#9;Releases the resources used by this object.
&#9;&#9;&#9;Run this if you&apos;re no longer using this object.

&#9;&#9;AddStylist ( Stylist `stylist`, table `alias_map` )
&#9;&#9;&#9;Adds `stylist` to this stylist and updates its properties.
&#9;&#9;&#9;If `alias_map` is specified, then for this stylist, properties in the style will first be mapped though this table (see Alias Maps).
&#9;&#9;&#9;Adding two stylists to each other is not recommended.

&#9;&#9;RemoveStylist ( Stylist `stylist` )
&#9;&#9;&#9;Removes `stylist` for this stylist.

&#9;&#9;GetStylists ( )
&#9;&#9;&#9;Returns a list of stylists added to this stylist.
&#9;&#9;&#9;Items in the list have no defined order.

&#9;&#9;StylistIn ( Stylist `stylist` )
&#9;&#9;&#9;If `stylist` is in the stylist, returns true.
&#9;&#9;&#9;If `stylist` has an alias in the stylist, returns the alias.
&#9;&#9;&#9;Otherwise, returns false.


Alias Maps:
&#9;These let you set the property of an object as if it were another.
&#9;For example, if an alias map contains [&quot;TextColor3&quot;] = &quot;BackgroundColor3&quot;, then
&#9;the object will have its BackgroundColor3 property set using the TextColor3 value in the Style.
&#9;This implies that both properties have the same type, or at least be convertible.
]==]

local function CreateStylist(StyleTable)
&#9;StyleTable = StyleTable or {}
&#9;local ParentStylists = {}
&#9;local Class = {
&#9;&#9;Style = StyleTable;
&#9;&#9;ParentStylists = ParentStylists;
&#9;}

&#9;local ObjectLookup = WEAK_TABLES and setmetatable({},WEAK_MODE.K) or {}
&#9;local AliasObjectLookup = WEAK_TABLES and setmetatable({},WEAK_MODE.K) or {}
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- ISSUE: objects are getting dropped when they obviously haven&apos;t been collected 
&#9;local StylistLookup = WEAK_TABLES and setmetatable({},WEAK_MODE.K) or {}
&#9;local AliasStylistLookup = WEAK_TABLES and setmetatable({},WEAK_MODE.K) or {}
&#9;
&#9;local function pset(t,k,v)
&#9;&#9;t[k] = v
&#9;end

&#9;local function set_object(object,property,value)
&#9;&#9;pcall(pset,object,property,value)
&#9;end

&#9;local function set_stylist(stylist,property,value)
&#9;&#9;if stylist.Style[property] == nil then
&#9;&#9;&#9;stylist.SetInternal(property,value)
&#9;&#9;end
&#9;end

&#9;local function set_alias_object(object,alias_map,property,value)
&#9;&#9;local alias = alias_map[property]
&#9;&#9;if alias then
&#9;&#9;&#9;pcall(pset,object,alias,value)
&#9;&#9;else
&#9;&#9;&#9;pcall(pset,object,property,value)
&#9;&#9;end
&#9;end

&#9;local function set_alias_stylist(stylist,alias_map,property,value)
&#9;&#9;local alias = alias_map[property]
&#9;&#9;if alias then
&#9;&#9;&#9;if stylist.Style[alias] == nil then
&#9;&#9;&#9;&#9;stylist.SetInternal(alias,value)
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;if stylist.Style[property] == nil then
&#9;&#9;&#9;&#9;stylist.SetInternal(property,value)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;
&#9;local function AddObject(object,alias_map)
&#9;&#9;if type(alias_map) == &quot;table&quot; then
&#9;&#9;&#9;AliasObjectLookup[object] = alias_map
&#9;&#9;&#9;for property,value in pairs(StyleTable) do
&#9;&#9;&#9;&#9;set_alias_object(object,alias_map,property,value)
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;ObjectLookup[object] = true
&#9;&#9;&#9;for property,value in pairs(StyleTable) do
&#9;&#9;&#9;&#9;set_object(object,property,value)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for parent in pairs(ParentStylists) do
&#9;&#9;&#9;parent.Update(Class)
&#9;&#9;end
&#9;&#9;return object
&#9;end

&#9;local function AddObjects(objects,alias_map)
&#9;&#9;if type(alias_map) == &quot;table&quot; then
&#9;&#9;&#9;for i,object in pairs(objects) do
&#9;&#9;&#9;&#9;AliasObjectLookup[object] = alias_map
&#9;&#9;&#9;&#9;for property,value in pairs(StyleTable) do
&#9;&#9;&#9;&#9;&#9;set_alias_object(object,alias_map,property,value)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;for i,object in pairs(objects) do
&#9;&#9;&#9;&#9;ObjectLookup[object] = true
&#9;&#9;&#9;&#9;for property,value in pairs(StyleTable) do
&#9;&#9;&#9;&#9;&#9;set_object(object,property,value)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for parent in pairs(ParentStylists) do
&#9;&#9;&#9;parent.Update(Class)
&#9;&#9;end
&#9;&#9;return objects
&#9;end
&#9;
&#9;local function RemoveObject(object)
&#9;&#9;ObjectLookup[object] = nil
&#9;&#9;AliasObjectLookup[object] = nil
&#9;&#9;return object
&#9;end

&#9;local function RemoveObjects(objects)
&#9;&#9;for i,object in pairs(objects) do
&#9;&#9;&#9;ObjectLookup[object] = nil
&#9;&#9;&#9;AliasObjectLookup[object] = nil
&#9;&#9;end
&#9;&#9;return objects
&#9;end

&#9;local function GetObjects()
&#9;&#9;local list = {}
&#9;&#9;for object in pairs(ObjectLookup) do
&#9;&#9;&#9;list[#list+1] = object
&#9;&#9;end
&#9;&#9;for object in pairs(AliasObjectLookup) do
&#9;&#9;&#9;list[#list+1] = object
&#9;&#9;end
&#9;&#9;return list
&#9;end

&#9;local function ObjectIn(object)
&#9;&#9;if ObjectLookup[object] then
&#9;&#9;&#9;return true
&#9;&#9;elseif AliasObjectLookup[object] then
&#9;&#9;&#9;return ObjectAliasLookup[object]
&#9;&#9;else
&#9;&#9;&#9;return false
&#9;&#9;end
&#9;end

&#9;local function AddStylist(stylist,alias_map)
&#9;&#9;stylist.ParentStylists[Class] = true
&#9;&#9;if alias_map and type(alias_map) == &quot;table&quot; then
&#9;&#9;&#9;AliasStylistLookup[stylist] = alias_map
&#9;&#9;&#9;for property,value in pairs(StyleTable) do
&#9;&#9;&#9;&#9;set_alias_stylist(stylist,alias_map,property,value)
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;StylistLookup[stylist] = true
&#9;&#9;&#9;for property,value in pairs(StyleTable) do
&#9;&#9;&#9;&#9;set_stylist(stylist,property,value)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;for parent in pairs(ParentStylists) do
&#9;&#9;&#9;parent.Update(Class)
&#9;&#9;end
&#9;&#9;return stylist
&#9;end

&#9;local function RemoveStylist(stylist)
&#9;&#9;stylist.ParentStylists[Class] = nil
&#9;&#9;StylistLookup[stylist] = nil
&#9;&#9;AliasStylistLookup[stylist] = nil
&#9;&#9;return stylist
&#9;end

&#9;local function GetStylists()
&#9;&#9;local list = {}
&#9;&#9;for stylist in pairs(StylistLookup) do
&#9;&#9;&#9;list[#list+1] = stylist
&#9;&#9;end
&#9;&#9;for stylist in pairs(AliasStylistLookup) do
&#9;&#9;&#9;list[#list+1] = stylist
&#9;&#9;end
&#9;&#9;return list
&#9;end

&#9;local function StylistIn(stylist)
&#9;&#9;if StylistLookup[stylist] then
&#9;&#9;&#9;return true
&#9;&#9;elseif AliasStylistLookup[stylist] then
&#9;&#9;&#9;return StylistAliasLookup[stylist]
&#9;&#9;else
&#9;&#9;&#9;return false
&#9;&#9;end
&#9;end

&#9;local function SetInternal(property,value)
&#9;&#9;for object in pairs(ObjectLookup) do
&#9;&#9;&#9;set_object(object,property,value)
&#9;&#9;end
&#9;&#9;for stylist in pairs(StylistLookup) do
&#9;&#9;&#9;set_stylist(stylist,property,value)
&#9;&#9;end
&#9;&#9;for object,alias_map in pairs(AliasObjectLookup) do
&#9;&#9;&#9;set_alias_object(object,alias_map,property,value)
&#9;&#9;end
&#9;&#9;for stylist,alias_map in pairs(AliasStylistLookup) do
&#9;&#9;&#9;set_alias_stylist(stylist,alias_map,property,value)
&#9;&#9;end
&#9;end
&#9;
&#9;local function SetProperty(property,value)
&#9;&#9;if value == nil or value == NULL then
&#9;&#9;&#9;StyleTable[property] = nil
&#9;&#9;&#9;for parent in pairs(ParentStylists) do
&#9;&#9;&#9;&#9;parent.Update(Class)
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;StyleTable[property] = value
&#9;&#9;&#9;SetInternal(property,value)
&#9;&#9;end
&#9;end
&#9;
&#9;local function SetProperties(new_style)
&#9;&#9;local continue = false
&#9;&#9;for property,value in pairs(new_style) do
&#9;&#9;&#9;if value == NULL then
&#9;&#9;&#9;&#9;StyleTable[property] = nil
&#9;&#9;&#9;&#9;continue = true
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;StyleTable[property] = value
&#9;&#9;&#9;&#9;SetInternal(property,value)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if continue then
&#9;&#9;&#9;for parent in pairs(ParentStylists) do
&#9;&#9;&#9;&#9;parent.Update(Class)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;local function ClearProperties()
&#9;&#9;for property,value in pairs(StyleTable) do
&#9;&#9;&#9;StyleTable[property] = nil
&#9;&#9;end
&#9;&#9;for parent in pairs(ParentStylists) do
&#9;&#9;&#9;parent.Update(Class)
&#9;&#9;end
&#9;end
&#9;
&#9;local function Update(object)
&#9;&#9;for parent in pairs(ParentStylists) do
&#9;&#9;&#9;parent.Update(Class)
&#9;&#9;end
&#9;&#9;if object then
&#9;&#9;&#9;if ObjectLookup[object] then
&#9;&#9;&#9;&#9;for property,value in pairs(StyleTable) do
&#9;&#9;&#9;&#9;&#9;set_object(object,property,value)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif StylistLookup[object] then
&#9;&#9;&#9;&#9;for property,value in pairs(StyleTable) do
&#9;&#9;&#9;&#9;&#9;set_stylist(object,property,value)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif AliasObjectLookup[object] then
&#9;&#9;&#9;&#9;local alias_map = AliasObjectLookup[object]
&#9;&#9;&#9;&#9;for property,value in pairs(StyleTable) do
&#9;&#9;&#9;&#9;&#9;set_alias_object(object,alias_map,property,value)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;elseif AliasStylistLookup[object] then
&#9;&#9;&#9;&#9;for property,value in pairs(StyleTable) do
&#9;&#9;&#9;&#9;&#9;set_alias_stylist(object,alias_map,property,value)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;for property,value in pairs(StyleTable) do
&#9;&#9;&#9;&#9;SetInternal(property,value)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end

&#9;Class.AddObject = AddObject;
&#9;Class.AddObjects = AddObjects;
&#9;Class.RemoveObject = RemoveObject;
&#9;Class.RemoveObjects = RemoveObjects;
&#9;Class.GetObjects = GetObjects;
&#9;Class.ObjectIn = ObjectIn;
&#9;Class.AddStylist = AddStylist;
&#9;Class.RemoveStylist = RemoveStylist;
&#9;Class.GetStylists = GetStylists;
&#9;Class.StylistIn = StylistIn;
&#9;Class.SetInternal = SetInternal;
&#9;Class.SetProperty = SetProperty;
&#9;Class.SetProperties = SetProperties;
&#9;Class.ClearProperties = ClearProperties;
&#9;Class.Update = Update;

&#9;function Class.Destroy()
&#9;&#9;for parent in pairs(ParentStylists) do
&#9;&#9;&#9;parent.RemoveStylist(Class)
&#9;&#9;&#9;ParentStylists[parent] = nil
&#9;&#9;end
&#9;&#9;for k in pairs(Class) do
&#9;&#9;&#9;Class[k] = nil
&#9;&#9;end
&#9;&#9;for k in pairs(ObjectLookup) do
&#9;&#9;&#9;ObjectLookup[k] = nil
&#9;&#9;end
&#9;&#9;for k in pairs(AliasObjectLookup) do
&#9;&#9;&#9;AliasObjectLookup[k] = nil
&#9;&#9;end
&#9;&#9;for k in pairs(StylistLookup) do
&#9;&#9;&#9;StylistLookup[k] = nil
&#9;&#9;end
&#9;&#9;for k in pairs(AliasStylistLookup) do
&#9;&#9;&#9;AliasStylistLookup[k] = nil
&#9;&#9;end
&#9;end
&#9;
&#9;return Class,StyleTable
end

lib.Stylist = CreateStylist

--[[DEPEND:]]

doc[&quot;AutoSizeLabel&quot;] = [==[
AutoSizeLabel ( GuiText `label` ) [constructor]
&#9;returns: AutoSizeLabel `object`, GuiText `label`

Creates a text GUI that automatically resizes to its text.
Note that this is dependant on the TextBounds property.

Arguments:
&#9;`label`
&#9;&#9;An object to turn into an auto-sizing label.
&#9;&#9;Optional; defaults to a new TextLabel

Returns:
&#9;`object`
&#9;&#9;The AutoSizingLabel object.
&#9;`label`
&#9;&#9;The auto-sizing label GUI.


AutoSizeLabel Class:
&#9;This class contains the following members:

&#9;Read-Only:
&#9;&#9;GUI
&#9;&#9;&#9;The auto-sizing label GUI.

&#9;Methods:
&#9;&#9;LockAxis ( number `x`, number `y` )
&#9;&#9;&#9;Locks the size of the label on an axis to a specific amount.
&#9;&#9;&#9;`x` sets the amount, in pixels, to lock to on the x axis.
&#9;&#9;&#9;`y` sets the amount, in pixels, to lock to on the y axis.
&#9;&#9;&#9;Passing either value as nil will unlock that respective axis.

&#9;&#9;SetPadding ( number `pt`, number `pr`, number `pb`, number `pl` )
&#9;&#9;&#9;Sets the padding for each side of the label.
&#9;&#9;&#9;
&#9;&#9;&#9;Passing four values specifies the top, right, bottom, and left, in that order.
&#9;&#9;&#9;Passing three values specifies the top (`pt`), right/left (`pr`), and bottom (`pb`).
&#9;&#9;&#9;Passing two values specifies the top/bottom (`pt`), and right/left (`pr`).
&#9;&#9;&#9;Passing one value specifies that all sides have that value.
&#9;&#9;&#9;Passing no values sets all sides to 0.
&#9;&#9;&#9;
&#9;&#9;&#9;If the text is aligned to a certain side, the padding on that side will be ignored.

&#9;&#9;Update ( )
&#9;&#9;&#9;Updates the label.

&#9;&#9;Destroy ( )
&#9;&#9;&#9;Releases the resources used by this object.
&#9;&#9;&#9;Run this if you&apos;re no longer using this object.
]==]

local function CreateAutoSizeLabel(Label)
&#9;local Class = {}
&#9;if not Label then
&#9;&#9;Label = Create&apos;TextLabel&apos;{
&#9;&#9;&#9;Name = &quot;AutoSizeLabel&quot;;
&#9;&#9;&#9;BackgroundColor3 = Color3.new(0,0,0);
&#9;&#9;&#9;BorderColor3 = Color3.new(1,1,1);
&#9;&#9;&#9;TextColor3 = Color3.new(1,1,1);
&#9;&#9;&#9;FontSize = &quot;Size14&quot;;
&#9;&#9;&#9;Font = &quot;ArialBold&quot;;
&#9;&#9;}
&#9;end
&#9;Class.GUI = Label
&#9;
&#9;local pt,pr,pb,pl = 0,0,0,0
&#9;local t,r,b,l = 0,0,0,0
&#9;local lx,ly
&#9;local function Update()
&#9;&#9;local bounds = Label.TextBounds
&#9;&#9;local x = lx or bounds.x+l+r
&#9;&#9;local y = ly or bounds.y+t+b
&#9;&#9;Label.Size = UDim2.new(0,x,0,y)
&#9;end
&#9;Class.Update = Update
&#9;
&#9;local function reflectPadding()
&#9;&#9;t,r,b,l = pt,pr,pb,pl
&#9;&#9;if Label.TextXAlignment == Enum.TextXAlignment.Left then
&#9;&#9;&#9;l = 0
&#9;&#9;elseif Label.TextXAlignment == Enum.TextXAlignment.Right then
&#9;&#9;&#9;r = 0
&#9;&#9;end
&#9;&#9;if Label.TextYAlignment == Enum.TextYAlignment.Top then
&#9;&#9;&#9;t = 0
&#9;&#9;elseif Label.TextYAlignment == Enum.TextYAlignment.Bottom then
&#9;&#9;&#9;b = 0
&#9;&#9;end
&#9;&#9;Update()
&#9;end

&#9;local function SetPadding(nt,nr,nb,nl)
&#9;&#9;if nl then
&#9;&#9;&#9;pt,pr,pb,pl = nt,nr,nb,nl
&#9;&#9;elseif nb then
&#9;&#9;&#9;pt,pr,pb,pl = nt,nr,nb,nr
&#9;&#9;elseif nr then
&#9;&#9;&#9;pt,pr,pb,pl = nt,nr,nt,nr
&#9;&#9;elseif nt then
&#9;&#9;&#9;pt,pr,pb,pl = nt,nt,nt,nt
&#9;&#9;else
&#9;&#9;&#9;pt,pr,pb,pl = 0,0,0,0
&#9;&#9;end
&#9;&#9;reflectPadding()
&#9;end
&#9;Class.SetPadding = SetPadding
&#9;
&#9;local function LockAxis(x,y)
&#9;&#9;lx,ly = x,y
&#9;&#9;Update()
&#9;end
&#9;Class.LockAxis = LockAxis
&#9;
&#9;local con = Label.Changed:connect(function(p)
&#9;&#9;if p == &quot;TextBounds&quot; then
&#9;&#9;&#9;Update()
&#9;&#9;elseif p == &quot;TextXAlignment&quot; or p == &quot;TextYAlignment&quot; then
&#9;&#9;&#9;reflectPadding()
&#9;&#9;end
&#9;end)
&#9;
&#9;local function Destroy()
&#9;&#9;for k in pairs(Class) do
&#9;&#9;&#9;Class[k] = nil
&#9;&#9;end
&#9;&#9;con:disconnect()
&#9;end
&#9;Class.Destroy = Destroy
&#9;
&#9;Update()
&#9;
&#9;return Class,Label
end

lib.AutoSizeLabel = CreateAutoSizeLabel

--[[DEPEND:]]

doc[&quot;TruncatingLabel&quot;] = [==[
TruncatingLabel ( GuiText `label` ) [constructor]
&#9;returns: GuiText `label`

Creates a label that displays truncated text.
When the label is hovered over, the full text is displayed.

Arguments:
&#9;`label`
&#9;&#9;An object that will be turned into a truncating label.
&#9;&#9;Optional; defaults to a new GuiText

Returns:
&#9;`label`
&#9;&#9;The label GUI.
]==]

local function CreateTruncatingLabel(Label)
&#9;if not Label then
&#9;&#9;Label = Create&apos;TextLabel&apos;{
&#9;&#9;&#9;BackgroundColor3 = Color3.new(0,0,0);
&#9;&#9;&#9;BorderColor3 = Color3.new(1,1,1);
&#9;&#9;&#9;TextColor3 = Color3.new(1,1,1);
&#9;&#9;&#9;FontSize = &quot;Size14&quot;;
&#9;&#9;&#9;Font = &quot;ArialBold&quot;;
&#9;&#9;&#9;Text = &quot;&quot;;
&#9;&#9;}
&#9;end
&#9;Label.ClipsDescendants = true;

&#9;local FullTextLabel = Create&apos;TextLabel&apos;{
&#9;&#9;Name = &quot;FullTextLabel&quot;;
&#9;&#9;BackgroundColor3 = Label.BackgroundColor3;
&#9;&#9;BorderColor3 = Label.BorderColor3;
&#9;&#9;TextColor3 = Label.TextColor3;
&#9;&#9;FontSize = Label.FontSize;
&#9;&#9;Font = Label.Font;
&#9;&#9;Text = Label.Text;
&#9;&#9;Visible = false;
&#9;&#9;ZIndex = 9;
&#9;&#9;Parent = Label;
&#9;}

&#9;local ex = {
&#9;&#9;Name = true;
&#9;&#9;Parent = true;
&#9;&#9;Position = true;
&#9;&#9;Size = true;
&#9;&#9;ClipsDescendants = true;
&#9;&#9;ZIndex = true;
&#9;&#9;Visible = true;
&#9;}

&#9;local function pset(t,k,v)
&#9;&#9;t[k] = v
&#9;end

&#9;Label.Changed:connect(function(p)
&#9;&#9;if not ex[p] then
&#9;&#9;&#9;pcall(pset,FullTextLabel,p,Label[p])
&#9;&#9;end
&#9;end)

&#9;Label.MouseEnter:connect(function()
&#9;&#9;local align = Label.TextXAlignment
&#9;&#9;local bound = math.max(Label.TextBounds.x+4,Label.AbsoluteSize.x)
&#9;&#9;if align == Enum.TextXAlignment.Center then
&#9;&#9;&#9;FullTextLabel.Size = UDim2.new(0,bound,1,0)
&#9;&#9;&#9;FullTextLabel.Position = UDim2.new(0.5,-bound/2,0,0)
&#9;&#9;elseif align == Enum.TextXAlignment.Right then
&#9;&#9;&#9;FullTextLabel.Size = UDim2.new(0,bound,1,0)
&#9;&#9;&#9;FullTextLabel.Position = UDim2.new(1,-bound,0,0)
&#9;&#9;else
&#9;&#9;&#9;FullTextLabel.Size = UDim2.new(0,bound,1,0)
&#9;&#9;&#9;FullTextLabel.Position = UDim2.new(0,0,0,0)
&#9;&#9;end
&#9;&#9;Label.ClipsDescendants = false
&#9;&#9;SetZIndex(FullTextLabel,9)
&#9;&#9;FullTextLabel.Visible = true
&#9;end)

&#9;FullTextLabel.MouseLeave:connect(function()
&#9;&#9;FullTextLabel.Visible = false
&#9;&#9;Label.ClipsDescendants = true
&#9;end)

&#9;return Label
end

lib.TruncatingLabel = CreateTruncatingLabel

--[[DEPEND:]]

doc[&quot;DockedSide&quot;] = [==[
DockedSide [enum]

Represents a side that a dockable was docked on.

Enumerators:
&#9;0:None
&#9;&#9;Represents no sides of a dockable
&#9;1:Left
&#9;&#9;Represents the left side of a dockable
&#9;2:Right
&#9;&#9;Represents the right side of a dockable
&#9;4:Top
&#9;&#9;Represents the top side of a dockable
&#9;8:Bottom
&#9;&#9;Represents the bottom side of a dockable
]==]

local DockedSide = {
&#9;None = 0;
&#9;Left = 1;
&#9;Top = 2;
&#9;Right = 4;
&#9;Bottom = 8;
&#9;[0] = &apos;None&apos;;
&#9;[1] = &apos;Left&apos;;
&#9;[2] = &apos;Top&apos;;
&#9;[4] = &apos;Right&apos;;
&#9;[8] = &apos;Bottom&apos;;
}
lib.DockedSide = DockedSide

--[===[
doc[&quot;DockedSide&quot;] = [==[
[enum] DockedSide

Represents a side that a dockable was docked on.

Enumerators:
&#9;Left
&#9;&#9;Represents the left side of a dockable
&#9;Right
&#9;&#9;Represents the right side of a dockable
&#9;Top
&#9;&#9;Represents the top side of a dockable
&#9;Bottom
&#9;&#9;Represents the bottom side of a dockable

&#9;XAxis
&#9;&#9;Represents docking on the XAxis
&#9;&#9;Equal to Left and Right
&#9;YAxis
&#9;&#9;Represents docking on the YAxis
&#9;&#9;Equal to Top and Bottom
&#9;Inner
&#9;&#9;Represents docking on the inner sides (towards 0,0)
&#9;&#9;Equal to Left and Top
&#9;Outer
&#9;&#9;Represents docking on the outer sides (away from 0,0)
&#9;&#9;Equal to Right and Bottom

&#9;None
&#9;&#9;Represents no sides, or neither the X nor Y axis
&#9;&#9;Equal to Center
&#9;Center
&#9;&#9;Represents no docking, or docked on neither the inner or outer sides
&#9;&#9;Equal to None

Value Casts:
&#9;-1, &quot;-1&quot;
&#9;&#9;-&gt; Inner
&#9;0, &quot;0&quot;
&#9;&#9;-&gt; Center
&#9;1, &quot;1&quot;
&#9;&#9;-&gt; Outer
&#9;&quot;x&quot;, &quot;X&quot;
&#9;&#9;-&gt; XAxis
&#9;&quot;y&quot;, &quot;Y&quot;
&#9;&#9;-&gt; YAxis
&#9;&quot;&quot; (empty string)
&#9;&#9;-&gt; None
]==]

local DockedSide do
&#9;local enum = setmetatable({__type = &quot;DockedSide&quot;},ENUM_MT)
&#9;local mt = {
&#9;&#9;__eq = function(a,b)
&#9;&#9;&#9;local n = b[1]
&#9;&#9;&#9;for i = 1,#a do
&#9;&#9;&#9;&#9;if a[i] == n then
&#9;&#9;&#9;&#9;&#9;return true
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;&#9;return false
&#9;&#9;end;
&#9;&#9;__tostring = function(e)
&#9;&#9;&#9;return e.__type..&apos;.&apos;..e[1]
&#9;&#9;end;
&#9;}

---- Enumerators
&#9;enum.Left&#9;= setmetatable({__type = enum.__type, &apos;Left&apos;,&apos;XAxis&apos;,&apos;Inner&apos;},mt)
&#9;enum.Right&#9;= setmetatable({__type = enum.__type, &apos;Right&apos;,&apos;XAxis&apos;,&apos;Outer&apos;},mt)
&#9;enum.Top&#9;= setmetatable({__type = enum.__type, &apos;Top&apos;,&apos;YAxis&apos;,&apos;Inner&apos;},mt)
&#9;enum.Bottom&#9;= setmetatable({__type = enum.__type, &apos;Bottom&apos;,&apos;YAxis&apos;,&apos;Outer&apos;},mt)

&#9;enum.XAxis&#9;= setmetatable({__type = enum.__type, &apos;XAxis&apos;,&apos;Left&apos;,&apos;Right&apos;},mt)
&#9;enum.YAxis&#9;= setmetatable({__type = enum.__type, &apos;YAxis&apos;,&apos;Top&apos;,&apos;Bottom&apos;},mt)
&#9;enum.Inner&#9;= setmetatable({__type = enum.__type, &apos;Inner&apos;,&apos;Left&apos;,&apos;Top&apos;},mt)
&#9;enum.Outer&#9;= setmetatable({__type = enum.__type, &apos;Outer&apos;,&apos;Right&apos;,&apos;Bottom&apos;},mt)

&#9;enum.None&#9;= setmetatable({__type = enum.__type, &apos;None&apos;,&apos;Center&apos;},mt)
&#9;enum.Center&#9;= setmetatable({__type = enum.__type, &apos;Center&apos;,&apos;None&apos;},mt)

---- Value Casts
&#9;enum[&apos;x&apos;] = enum.XAxis
&#9;enum[&apos;y&apos;] = enum.YAxis
&#9;enum[&apos;&apos;] = enum.None

&#9;enum[&apos;X&apos;] = enum.XAxis
&#9;enum[&apos;Y&apos;] = enum.YAxis

&#9;enum[-1] = enum.Inner
&#9;enum[0] = enum.Center
&#9;enum[1] = enum.Outer

&#9;enum[&apos;-1&apos;] = enum.Inner
&#9;enum[&apos;0&apos;] = enum.Center
&#9;enum[&apos;1&apos;] = enum.Outer

---- Finish
&#9;DockedSide = enum
&#9;lib.DockedSide = enum
end
]===]

doc[&quot;DockContainer&quot;] = [==[
DockContainer ( GuiBase `container` ) [constructor]
&#9;returns: DockContainer `object`, GuiBase `container`

Creates a container whose children can snap to each others&apos; edges when dragged (referred to as &quot;dockables&quot;).
Only children that are GuiButtons will be made draggable.
However, they will still dock to any sibling that is a GuiObject.

Arguments:
&#9;`container`
&#9;&#9;An object that becomes the dock container.
&#9;&#9;Optional; defaults to a new ScreenGui

Returns:
&#9;`object`
&#9;&#9;The DockContainer object.

&#9;`container`
&#9;&#9;The container GUI.

DockContainer Class:
&#9;This class contains the following members:

&#9;Readonly:
&#9;&#9;GUI
&#9;&#9;&#9;The container GUI.

&#9;Fields:
&#9;&#9;SnapWidth
&#9;&#9;&#9;A number indicating the space (in pixels) required between the edges of two dockables before one snaps to the other.
&#9;&#9;&#9;Initially, this value is 16.

&#9;&#9;ConstrainToContainer
&#9;&#9;&#9;A bool indicating whether dockables can&apos;t be dragged outside the container.
&#9;&#9;&#9;Initially, this value is false.

&#9;&#9;SnapToContainerEdge
&#9;&#9;&#9;A bool indicating whether dockables can snap to the edge of the container.
&#9;&#9;&#9;Only applies if ConstrainToContainer is false.
&#9;&#9;&#9;Initially, this value is true.

&#9;&#9;PositionScaled
&#9;&#9;&#9;A bool indicating whether the position of dockables are set as a Scale or an Offset.
&#9;&#9;&#9;Initially, this value is true.

&#9;&#9;DragZIndex
&#9;&#9;&#9;A number indicating the amount to increase the ZIndex of a dockable by when it is dragged.
&#9;&#9;&#9;Initially, this value is 1.

&#9;Methods:
&#9;&#9;InvokeDrag ( GuiObject `dragged`, Vector2 `mouse_offset` )
&#9;&#9;&#9;Starts dragging `dragged` as if it were clicked.
&#9;&#9;&#9;`mouse_offset` is the position of the mouse when it &quot;clicked&quot; the object, in relation to the object.

&#9;&#9;StopDrag ( )
&#9;&#9;&#9;Stops the dragging of an object, if there is an object being dragged.

&#9;Callbacks:
&#9;&#9;DragBeginCallback ( GuiObject `dragged`, Vector2 `mouse_offset` )
&#9;&#9;&#9;Called before an object starts being dragged.
&#9;&#9;&#9;`dragged` is the object being dragged.
&#9;&#9;&#9;`mouse_offset` is the position of the mouse, in relation to the object.
&#9;&#9;&#9;If the function returns false, then the drag will be canceled.

&#9;&#9;DragCallback ( GuiObject `dragged`, Vector2 `mouse_offset` )
&#9;&#9;&#9;Called when an object is dragged, before the object updates.
&#9;&#9;&#9;`dragged` is the object being dragged.
&#9;&#9;&#9;`mouse_offset` is the location of the mouse when it started dragging, in relation to the object.
&#9;&#9;&#9;If the function returns false, then the object&apos;s position will not be updated.

&#9;&#9;DockCallback ( GuiObject `dragged`, GuiObject `docked`, DockedSide `docked_side` )
&#9;&#9;&#9;Called before the currently dragged object snaps to another dockable.
&#9;&#9;&#9;`dragged` is the current object being dragged.
&#9;&#9;&#9;`docked` is the dockable that `dragged` snapped to.
&#9;&#9;&#9;`docked_side` is the side of `dragged` that was docked on.
&#9;&#9;&#9;Note that `docked` can be the container, if objects are allowed to snap to it.
&#9;&#9;&#9;If the function returns false, then the snap to the dockable will be canceled.

&#9;Events:
&#9;&#9;DragBegin ( GuiObject `dragged`, Vector2 `mouse_offset` )
&#9;&#9;&#9;Fired after an object start being dragged.
&#9;&#9;&#9;`dragged` is the object being dragged.
&#9;&#9;&#9;`mouse_offset` is the position of the mouse, in relation to the object.

&#9;&#9;DragStopped ( GuiObject `dragged`, Vector2 `mouse_pos` )
&#9;&#9;&#9;Called after an object stops being dragged.
&#9;&#9;&#9;`dragged` is the object that was dragged.
&#9;&#9;&#9;`mouse_offset` is the position of the mouse when it started dragging, in relation to the object.

&#9;&#9;ObjectDocked ( GuiObject `dragged`, GuiObject `docked`, DockedSide `docked_side` )
&#9;&#9;&#9;Fired after the currently dragged objects snaps to another dockable.
&#9;&#9;&#9;`dragged` is the current object being dragged.
&#9;&#9;&#9;`docked` is the dockable that `dragged` snapped to.
&#9;&#9;&#9;`docked_side` is the side of `dragged` that was docked on.
&#9;&#9;&#9;Note that `docked` can be the container, if objects are allowed to snap to it.
]==]

local function CreateDockContainer(Container)
&#9;if not Container then
&#9;&#9;Container = Instance.new(&quot;ScreenGui&quot;)
&#9;&#9;Container.Name = &quot;DockContainer&quot;
&#9;end

&#9;local Class = {
&#9;&#9;GUI = Container;
&#9;&#9;SnapWidth = 16;
&#9;&#9;SnapToEdge = true;
&#9;&#9;ConstrainToContainer = false;
&#9;&#9;PositionScaled = true;
&#9;&#9;DragZIndex = 1;
&#9;}

&#9;local DragEvent = {}
&#9;local MouseDrag = Create&apos;ImageButton&apos;{
&#9;&#9;Active = false;
&#9;&#9;Size = UDim2.new(1.5, 0, 1.5, 0);
&#9;&#9;AutoButtonColor = false;
&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;Name = &quot;MouseDrag&quot;;
&#9;&#9;Position = UDim2.new(-0.25, 0, -0.25, 0);
&#9;&#9;ZIndex = 10;
&#9;}

&#9;local function stopDragDefault()
&#9;&#9;return false,&quot;no object is being dragged&quot;
&#9;end
&#9;Class.StopDrag = stopDragDefault

&#9;local eventDragBegin = Instance.new(&quot;BindableEvent&quot;)
&#9;Class.DragBegin = eventDragBegin.Event

&#9;local eventDragStopped = Instance.new(&quot;BindableEvent&quot;)
&#9;Class.DragStopped = eventDragStopped.Event

&#9;local eventObjectDocked = Instance.new(&quot;BindableEvent&quot;)
&#9;Class.ObjectDocked = eventObjectDocked.Event

&#9;local function InvokeDrag(dockable,mouse_offset)
&#9;&#9;if Class.DragBeginCallback then
&#9;&#9;&#9;if Class.DragBeginCallback(dockable,mouse_offset)
&#9;&#9;&#9;== false then return end
&#9;&#9;end

&#9;&#9;local drag_con
&#9;&#9;local up_con

&#9;&#9;drag_con = MouseDrag.MouseMoved:connect(function(x,y)
&#9;&#9;&#9;if Class.DragCallback then
&#9;&#9;&#9;&#9;if Class.DragCallback(dockable,mouse_offset)
&#9;&#9;&#9;&#9;== false then return end
&#9;&#9;&#9;end

&#9;&#9;&#9;local snapWidth = Class.SnapWidth

&#9;&#9;&#9;local cApos = Container.AbsolutePosition
&#9;&#9;&#9;local Apos = Vector2.new(x,y) - mouse_offset

&#9;&#9;&#9;local cAsize = Container.AbsoluteSize
&#9;&#9;&#9;local Asize = dockable.AbsoluteSize

&#9;&#9;&#9;local APX,APY = Apos.x,Apos.y
&#9;&#9;&#9;local ASX,ASY = Asize.x,Asize.y

&#9;&#9;&#9;x = Apos.x - cApos.x
&#9;&#9;&#9;y = Apos.y - cApos.y

&#9;&#9;&#9;local docked_x,docked_y
&#9;&#9;&#9;local side_x,side_y

&#9;&#9;&#9;if Class.DockCallback then
&#9;&#9;&#9;&#9;for i,sibling in pairs(Container:GetChildren()) do
&#9;&#9;&#9;&#9;&#9;if sibling:IsA&quot;GuiObject&quot; and sibling ~= dockable and sibling.Visible then
&#9;&#9;&#9;&#9;&#9;&#9;local sApos = sibling.AbsolutePosition
&#9;&#9;&#9;&#9;&#9;&#9;local sAsize = sibling.AbsoluteSize

&#9;&#9;&#9;&#9;&#9;&#9;if Apos.x + Asize.x &gt;= sApos.x and Apos.x &lt;= sApos.x + sAsize.x then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if math.abs((Apos.y + Asize.y) - sApos.y) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if Class.DockCallback(dockable,sibling,DockedSide.Bottom) ~= false then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- docked on bottom side
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;y = sApos.y - cApos.y - Asize.y
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,sibling,DockedSide.Bottom)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;elseif math.abs(Apos.y - (sApos.y + sAsize.y)) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if Class.DockCallback(dockable,sibling,DockedSide.Top) ~= false then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- docked on top side
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;y = sApos.y - cApos.y + sAsize.y
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,sibling,DockedSide.Top)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;if Apos.y + Asize.y &gt;= sApos.y and Apos.y &lt;= sApos.y + sAsize.y then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if math.abs((Apos.x + Asize.x) - sApos.x) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if Class.DockCallback(dockable,sibling,DockedSide.Right) ~= false then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- docked on right side
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;x = sApos.x - cApos.x - Asize.x
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,sibling,DockedSide.Right)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;elseif math.abs(Apos.x - (sApos.x + sAsize.x)) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;if Class.DockCallback(dockable,sibling,DockedSide.Left) ~= false then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- docked on left side
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;x = sApos.x - cApos.x + sAsize.x
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,sibling,DockedSide.Left)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if Class.ConstrainToContainer then
&#9;&#9;&#9;&#9;&#9;if APY &lt; cApos.y then
&#9;&#9;&#9;&#9;&#9;&#9;if Class.DockCallback(dockable,Container,DockedSide.Top) ~= false then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- docked on top side
&#9;&#9;&#9;&#9;&#9;&#9;&#9;y = 0
&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Top)
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;elseif APY + ASY &gt; cApos.y + cAsize.y then
&#9;&#9;&#9;&#9;&#9;&#9;if Class.DockCallback(dockable,Container,DockedSide.Bottom) ~= false then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- docked on bottom side
&#9;&#9;&#9;&#9;&#9;&#9;&#9;y = cAsize.y - ASY
&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Bottom)
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;if APX &lt; cApos.x then
&#9;&#9;&#9;&#9;&#9;&#9;if Class.DockCallback(dockable,Container,DockedSide.Left) ~= false then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- docked on left side
&#9;&#9;&#9;&#9;&#9;&#9;&#9;x = 0
&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Left)
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;elseif APX + ASX &gt; cApos.x + cAsize.x then
&#9;&#9;&#9;&#9;&#9;&#9;if Class.DockCallback(dockable,Container,DockedSide.Right) ~= false then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- docked on right side
&#9;&#9;&#9;&#9;&#9;&#9;&#9;x = cAsize.x - ASX
&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Right)
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;elseif Class.SnapToEdge then
&#9;&#9;&#9;&#9;&#9;if math.abs(APY - cApos.y) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;if Class.DockCallback(dockable,Container,DockedSide.Top) ~= false then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- docked on top side
&#9;&#9;&#9;&#9;&#9;&#9;&#9;y = 0
&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Top)
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;elseif math.abs((APY+ASY) - (cApos.y+cAsize.y)) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;if Class.DockCallback(dockable,Container,DockedSide.Bottom) ~= false then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- docked on bottom side
&#9;&#9;&#9;&#9;&#9;&#9;&#9;y = cAsize.y - ASY
&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Bottom)
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;if math.abs(APX - cApos.x) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;if Class.DockCallback(dockable,Container,DockedSide.Left) ~= false then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- docked on left side
&#9;&#9;&#9;&#9;&#9;&#9;&#9;x = 0
&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Left)
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;elseif math.abs((APX+ASX) - (cApos.x+cAsize.x)) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;if Class.DockCallback(dockable,Container,DockedSide.Right) ~= false then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;-- docked on right side
&#9;&#9;&#9;&#9;&#9;&#9;&#9;x = cAsize.x - ASX
&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Right)
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;for i,sibling in pairs(Container:GetChildren()) do
&#9;&#9;&#9;&#9;&#9;if sibling:IsA&quot;GuiObject&quot; and sibling ~= dockable and sibling.Visible then
&#9;&#9;&#9;&#9;&#9;&#9;local sApos = sibling.AbsolutePosition
&#9;&#9;&#9;&#9;&#9;&#9;local sAsize = sibling.AbsoluteSize

&#9;&#9;&#9;&#9;&#9;&#9;if Apos.x + Asize.x &gt;= sApos.x and Apos.x &lt;= sApos.x + sAsize.x then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if math.abs((Apos.y + Asize.y) - sApos.y) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;y = sApos.y - cApos.y - Asize.y
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,sibling,DockedSide.Bottom)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;elseif math.abs(Apos.y - (sApos.y + sAsize.y)) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;y = sApos.y - cApos.y + sAsize.y
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,sibling,DockedSide.Top)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;if Apos.y + Asize.y &gt;= sApos.y and Apos.y &lt;= sApos.y + sAsize.y then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if math.abs((Apos.x + Asize.x) - sApos.x) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;x = sApos.x - cApos.x - Asize.x
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,sibling,DockedSide.Right)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;elseif math.abs(Apos.x - (sApos.x + sAsize.x)) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;x = sApos.x - cApos.x + sAsize.x
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,sibling,DockedSide.Left)
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if Class.ConstrainToContainer then
&#9;&#9;&#9;&#9;&#9;if APY &lt; cApos.y then
&#9;&#9;&#9;&#9;&#9;&#9;y = 0
&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Top)
&#9;&#9;&#9;&#9;&#9;elseif APY + ASY &gt; cApos.y + cAsize.y then
&#9;&#9;&#9;&#9;&#9;&#9;y = cAsize.y - ASY
&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Bottom)
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;if APX &lt; cApos.x then
&#9;&#9;&#9;&#9;&#9;&#9;x = 0
&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Left)
&#9;&#9;&#9;&#9;&#9;elseif APX + ASX &gt; cApos.x + cAsize.x then
&#9;&#9;&#9;&#9;&#9;&#9;x = cAsize.x - ASX
&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Right)
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;elseif Class.SnapToEdge then
&#9;&#9;&#9;&#9;&#9;if math.abs(APY - cApos.y) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;y = 0
&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Top)
&#9;&#9;&#9;&#9;&#9;elseif math.abs((APY+ASY) - (cApos.y+cAsize.y)) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;y = cAsize.y - ASY
&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Bottom)
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;if math.abs(APX - cApos.x) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;x = 0
&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Left)
&#9;&#9;&#9;&#9;&#9;elseif math.abs((APX+ASX) - (cApos.x+cAsize.x)) &lt;= snapWidth then
&#9;&#9;&#9;&#9;&#9;&#9;x = cAsize.x - ASX
&#9;&#9;&#9;&#9;&#9;&#9;eventObjectDocked:Fire(dockable,Container,DockedSide.Right)
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end

&#9;&#9;&#9;local sx,sy = 0,0
&#9;&#9;&#9;if Class.PositionScaled then
&#9;&#9;&#9;&#9;sx = x/cAsize.x
&#9;&#9;&#9;&#9;sy = y/cAsize.y
&#9;&#9;&#9;&#9;x = 0
&#9;&#9;&#9;&#9;y = 0
&#9;&#9;&#9;end
&#9;&#9;&#9;dockable.Position = UDim2.new(sx,x,sy,y)
&#9;&#9;end)
&#9;&#9;local zIndex = dockable.ZIndex
&#9;&#9;local function mouse_up()
&#9;&#9;&#9;Class.StopDrag = stopDragDefault
&#9;&#9;&#9;MouseDrag.Parent = nil
&#9;&#9;&#9;drag_con:disconnect(); drag_con = nil
&#9;&#9;&#9;up_con:disconnect(); drag = nil
&#9;&#9;&#9;SetZIndex(dockable,zIndex)
&#9;&#9;&#9;eventDragStopped:Fire(dockable,mouse_offset)
&#9;&#9;&#9;return true
&#9;&#9;end
&#9;&#9;up_con = MouseDrag.MouseButton1Up:connect(mouse_up)
&#9;&#9;SetZIndex(dockable,zIndex + Class.DragZIndex)
&#9;&#9;MouseDrag.Parent = GetScreen(dockable)
&#9;&#9;Class.StopDrag = mouse_up
&#9;&#9;eventDragBegin:Fire(dockable,mouse_offset)
&#9;end
&#9;Class.InvokeDrag = InvokeDrag

&#9;local function ChildAdded(child)
&#9;&#9;if child:IsA&quot;GuiButton&quot; then
&#9;&#9;&#9;DragEvent[child] = child.MouseButton1Down:connect(function(x,y)
&#9;&#9;&#9;&#9;InvokeDrag(child,Vector2.new(x,y) - child.AbsolutePosition)
&#9;&#9;&#9;end)
&#9;&#9;end
&#9;end

&#9;local function ChildRemoved(child)
&#9;&#9;if DragEvent[child] then
&#9;&#9;&#9;DragEvent[child]:disconnect()
&#9;&#9;&#9;DragEvent[child] = nil
&#9;&#9;end
&#9;end

&#9;Container.ChildAdded:connect(ChildAdded)
&#9;Container.ChildRemoved:connect(ChildRemoved)

&#9;for i,dockable in pairs(Container:GetChildren()) do
&#9;&#9;ChildAdded(dockable)
&#9;end

&#9;return Class,Container
end

lib.DockContainer = CreateDockContainer

--[[DEPEND:
Stylist.lua;
]]

doc[&quot;Graphic&quot;] = [==[
Graphic ( string `polygon`, Vector2 `size`, table `style`, table `config` ) [constructor]
&#9;returns Graphic `object`, Frame `graphic`

Creates a basic GUI graphic from a polygon or specified preset.

Arguments:
&#9;`polygon`
&#9;&#9;May be a string, referencing a preset (see Presets).
&#9;&#9;May also be a table that contains two tables, which represent the x and y coordinates (respectively) of each point in the polygon.
&#9;&#9;If coordinates are not between 0 and 1, a 3rd entry may be specified, which is the number to divide each coordinate by.

&#9;`size`
&#9;&#9;The size, in pixels, of the graphic.
&#9;&#9;May also be a table that contains the x and y size of the graphic.

&#9;`style`
&#9;&#9;A table that will be used with the graphic&apos;s Stylist, which controls the appearance of the graphic.
&#9;&#9;Optional; defaults to an empty table.
&#9;&#9;Note that the graphic essentially shares the same properties as a Frame object.
&#9;&#9;So, if [&quot;BackgroundColor3&quot;] = Color3.new(1,1,1) were in the table, the graphic&apos;s color would be set to white.

&#9;`config`
&#9;&#9;A table that alters how the graphic will be drawn.
&#9;&#9;It can contain the following possible values:
&#9;&#9;&#9;method
&#9;&#9;&#9;&#9;May be &quot;scaled&quot; or &quot;static&quot;.
&#9;&#9;&#9;&#9;Determines if pixels will be scaled to the parent or static.
&#9;&#9;&#9;round
&#9;&#9;&#9;&#9;May be &quot;half&quot;, &quot;ceil&quot;, or &quot;floor&quot;.
&#9;&#9;&#9;&#9;If static method is chosen, this determines how to round each pixel.
&#9;&#9;&#9;offset
&#9;&#9;&#9;&#9;A Vector2. This offsets the polygon on the final image.

Returns:
&#9;`object`
&#9;&#9;The Graphic object.

&#9;`graphic`
&#9;&#9;The Frame object which makes up the graphic.

Graphic Class:
&#9;This class contains the following members:

&#9;Readonly:
&#9;&#9;GUI
&#9;&#9;&#9;The Frame object which makes up the graphic.

&#9;&#9;Style
&#9;&#9;&#9;The Stylist object used to change the appearance of the graphic.
&#9;&#9;
&#9;Methods:
&#9;&#9;Destroy ( )
&#9;&#9;&#9;Releases the resources used by this object.
&#9;&#9;&#9;Run this if you&apos;re no longer using this object.


Presets:
&#9;arrow-up
&#9;arrow-down
&#9;arrow-left
&#9;arrow-right
&#9;check-mark
&#9;pin
&#9;wrench
&#9;cross
&#9;grip
&#9;vgrip
]==]

--[[
&#9;polygon:
&#9;&#9;string:&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;a reference to a predefined polygon
&#9;&#9;table: {Vector2, ...}&#9;&#9;&#9;&#9;&#9;a list of Vector2 points
&#9;&#9;table: {{number, ...},{number, ...}}&#9;two lists of x and y axes
&#9;size
&#9;&#9;table: {number, number}
&#9;&#9;Vector2
&#9;style
&#9;config
&#9;&#9;method&#9;= scaled|static&#9;&#9;&#9;Whether pixels will be scaled to the parent or static
&#9;&#9;round&#9;= ceil|floor|half&#9;&#9;If static method is chosen, this determines how to round each pixel
&#9;&#9;offset&#9;= Vector2&#9;&#9;&#9;&#9;Offsets the polygon on the final image. The polygon will be clipped so that it doesn&apos;t render outside the image region
]]

--[[
local polyX = {3,8,9,13,13,10,8,6,2}
local polyY = {2,6,2,9,13,10,15,2,10}
local polyCorners = 9
]]

local internal_polygon = {
&#9;[&quot;arrow-up&quot;] = {
&#9;&#9;{2,4,6};
&#9;&#9;{5,3,5};
&#9;&#9;8;
&#9;};
&#9;[&quot;arrow-down&quot;] = {
&#9;&#9;{2,4,6};
&#9;&#9;{3,5,3};
&#9;&#9;8;
&#9;};
&#9;[&quot;arrow-left&quot;] = {
&#9;&#9;{5,3,5};
&#9;&#9;{2,4,6};
&#9;&#9;8;
&#9;};
&#9;[&quot;arrow-right&quot;] = {
&#9;&#9;{3,5,3};
&#9;&#9;{2,4,6};
&#9;&#9;8;
&#9;};
&#9;[&quot;check-mark&quot;] = {
&#9;&#9;{1,3,7,7,3,1};
&#9;&#9;{3,5,1,3,7,5};
&#9;&#9;8;
&#9;};
&#9;[&quot;pin&quot;] = {
&#9;&#9;{4,11,11,12,12,8,8,7,7,3,3,4, 4,5,7,7,5,5};
&#9;&#9;{2,2,9,9,10,10,14,14,10,10,9,9, 2,3,3,9,9,3};
&#9;&#9;16;
&#9;};
&#9;[&quot;wrench&quot;] = {
&#9;&#9;{&#9;2;&#9;8;&#9;18;&#9;25;&#9;29;&#9;29;&#9;24;&#9;20;&#9;17;&#9;17;&#9;22;&#9;16;&#9;12;&#9;12};
&#9;&#9;{&#9;24;&#9;30;&#9;20;&#9;20;&#9;16;&#9;10;&#9;15;&#9;15;&#9;12;&#9;8;&#9;3;&#9;3;&#9;7;&#9;14};
&#9;&#9;32,
&#9;};
&#9;[&quot;cross&quot;] = {
&#9;&#9;{1;&#9;2;&#9;4;&#9;6;&#9;7;&#9;7;&#9;5;&#9;7;&#9;7;&#9;6;&#9;4;&#9;2;&#9;1;&#9;1;&#9;3;&#9;1};
&#9;&#9;{1;&#9;1;&#9;3;&#9;1;&#9;1;&#9;2;&#9;4;&#9;6;&#9;7;&#9;7;&#9;5;&#9;7;&#9;7;&#9;6;&#9;4;&#9;2};
&#9;&#9;8;
&#9;};
&#9;[&quot;grip&quot;] = function(size,class,config)
&#9;&#9;local GraphicFrame = class.GUI
&#9;&#9;GraphicFrame.Size = UDim2.new(0,size.x*(size.y == 0 and 2 or size.y),0,size.x*2)
&#9;&#9;for i=1,size.x do
&#9;&#9;&#9;local p = Instance.new(&quot;Frame&quot;,GraphicFrame)
&#9;&#9;&#9;p.BackgroundColor3 = Color3.new(0,0,0)
&#9;&#9;&#9;p.BorderSizePixel = 0
&#9;&#9;&#9;p.Size = UDim2.new(1,0,0,1)
&#9;&#9;&#9;p.Position = UDim2.new(0,0,0,(i-1)*(size.y == 0 and 2 or size.y))
&#9;&#9;&#9;class.Stylist.AddObject(p)
&#9;&#9;end
&#9;&#9;
&#9;&#9;return class,GraphicFrame
&#9;end;
&#9;[&quot;vgrip&quot;] = function(size,class,config)
&#9;&#9;local GraphicFrame = class.GUI
&#9;&#9;GraphicFrame.Size = UDim2.new(0,size.x*2,0,size.x*(size.y == 0 and 2 or size.y))
&#9;&#9;for i=1,size.x do
&#9;&#9;&#9;local p = Instance.new(&quot;Frame&quot;,GraphicFrame)
&#9;&#9;&#9;p.BackgroundColor3 = Color3.new(0,0,0)
&#9;&#9;&#9;p.BorderSizePixel = 0
&#9;&#9;&#9;p.Size = UDim2.new(0,1,1,0)
&#9;&#9;&#9;p.Position = UDim2.new(0,(i-1)*(size.y == 0 and 2 or size.y),0,0)
&#9;&#9;&#9;class.Stylist.AddObject(p)
&#9;&#9;end
&#9;&#9;
&#9;&#9;return class,GraphicFrame
&#9;end;
}

local function CreateGraphic(polygon,size,style,config)
--[[&#9;local function round(d)
&#9;&#9;local i = floor(d)
&#9;&#9;d = d - i
&#9;&#9;if d &lt; 0.5 then
&#9;&#9;&#9;return i
&#9;&#9;elseif d &gt; 0.5 then
&#9;&#9;&#9;return i + 1
&#9;&#9;elseif i%2==0 then
&#9;&#9;&#9;return i
&#9;&#9;else
&#9;&#9;&#9;return i + 1
&#9;&#9;end
&#9;end
]]
&#9;local function round(n)
&#9;&#9;if n &lt; 0 then
&#9;&#9;&#9;return ceil(n - 0.5)
&#9;&#9;else
&#9;&#9;&#9;return floor(n + 0.5)
&#9;&#9;end
&#9;end
&#9;
&#9;local GraphicFrame = Instance.new(&quot;Frame&quot;)
&#9;GraphicFrame.Name = &quot;Graphic&quot;
&#9;GraphicFrame.BackgroundTransparency = 1
&#9;
&#9;local GraphicStylist = CreateStylist(style)
&#9;
&#9;local Class = {
&#9;&#9;GUI = GraphicFrame;
&#9;&#9;Stylist = GraphicStylist;
&#9;}
&#9;
&#9;function Class.Destroy()
&#9;&#9;for k in pairs(Class) do
&#9;&#9;&#9;Class[k] = nil
&#9;&#9;end
&#9;&#9;GraphicStylist.Destroy()
&#9;&#9;GraphicFrame:Destroy()
&#9;end
&#9;
&#9;local polygonX,polygonY = {},{}
&#9;if type(polygon) == &quot;table&quot; then
&#9;&#9;polygonX = polygon[1]
&#9;&#9;polygonY = polygon[2]
&#9;&#9;local div = polygon[3]
&#9;&#9;if div then
&#9;&#9;&#9;for i=1,#polygonX do
&#9;&#9;&#9;&#9;polygonX[i] = (polygonX[i])/div
&#9;&#9;&#9;end
&#9;&#9;&#9;for i=1,#polygonY do
&#9;&#9;&#9;&#9;polygonY[i] = (polygonY[i])/div
&#9;&#9;&#9;end
&#9;&#9;end
&#9;elseif type(polygon) == &quot;string&quot; then
&#9;&#9;local in_poly = internal_polygon[polygon]
&#9;&#9;if type(in_poly) == &quot;table&quot; then
&#9;&#9;&#9;local div = in_poly[3] or 1
&#9;&#9;&#9;for i=1,#in_poly[1] do
&#9;&#9;&#9;&#9;polygonX[i] = (in_poly[1][i])/div
&#9;&#9;&#9;end
&#9;&#9;&#9;for i=1,#in_poly[2] do
&#9;&#9;&#9;&#9;polygonY[i] = (in_poly[2][i])/div
&#9;&#9;&#9;end
&#9;&#9;elseif type(in_poly) == &quot;function&quot; then
&#9;&#9;&#9;return in_poly(size,Class,config)
&#9;&#9;else
&#9;&#9;&#9;error(&quot;\&apos;&quot;..tostring(polygon)..&quot;\&apos; is not a valid internal polygon&quot;,2)
&#9;&#9;end
&#9;else
&#9;&#9;error(&quot;invalid polygon&quot;,2)
&#9;end
&#9;local posX,posY,sizeX,sizeY = 0,0,0,0
&#9;config = config or {}
&#9;local method = config.method or &quot;scaled&quot;
&#9;local round = round
&#9;if config.round == &quot;ceil&quot; then
&#9;&#9;round = math.ceil
&#9;elseif config.round == &quot;floor&quot; then
&#9;&#9;round = math.floor
&#9;elseif config.round == &quot;half&quot; then
&#9;&#9;round = round
&#9;end
&#9;if config.offset then
&#9;&#9;posX,posY = -config.offset.x,-config.offset.y
&#9;end
&#9;if type(size) == &quot;userdata&quot; then
&#9;&#9;sizeX = size.x
&#9;&#9;sizeY = size.y
&#9;elseif type(size) == &quot;table&quot; then
&#9;&#9;sizeX = size[1] or size.x
&#9;&#9;sizeY = size[2] or size.y
&#9;else
&#9;&#9;error(&quot;invalid size&quot;,2)
&#9;end
&#9;polygonN = #polygonX
&#9;for i=1,polygonN do
&#9;&#9;polygonX[i] = polygonX[i]*sizeX
&#9;end
&#9;for i=1,polygonN do
&#9;&#9;polygonY[i] = polygonY[i]*sizeY
&#9;end
&#9;
&#9;GraphicFrame.Size = UDim2.new(0,sizeX,0,sizeY)
&#9;
&#9;local p = Instance.new(&quot;Frame&quot;)
&#9;p.BorderSizePixel = 0
&#9;p.BackgroundColor3 = Color3.new()
&#9;p.Size = UDim2.new(0,1,0,1)
&#9;
&#9;local fillLine
&#9;if method == &quot;scaled&quot; then
&#9;&#9;fillLine = function(x1,x2,y)
&#9;&#9;&#9;x2 = x2-x1
&#9;&#9;&#9;if x2 ~= 0 then
&#9;&#9;&#9;&#9;local c = p:Clone()
&#9;&#9;&#9;&#9;GraphicStylist.AddObject(c)
&#9;&#9;&#9;&#9;c.Position = UDim2.new(x1/sizeX,0,y/sizeY,0)
&#9;&#9;&#9;&#9;c.Size = UDim2.new(x2/sizeX,0,1/sizeY,0)
&#9;&#9;&#9;&#9;c.Parent = GraphicFrame
&#9;&#9;&#9;end
&#9;&#9;end
&#9;elseif method == &quot;static&quot; then
&#9;&#9;fillLine = function(x1,x2,y)
&#9;&#9;&#9;x1 = round(x1,1)
&#9;&#9;&#9;x2 = round(x2,1)-x1
&#9;&#9;&#9;if x2 ~= 0 then
&#9;&#9;&#9;&#9;local c = p:Clone()
&#9;&#9;&#9;&#9;GraphicStylist.AddObject(c)
&#9;&#9;&#9;&#9;c.Position = UDim2.new(0,x1,0,y)
&#9;&#9;&#9;&#9;c.Size = UDim2.new(0,x2,0,1)
&#9;&#9;&#9;&#9;c.Parent = GraphicFrame
&#9;&#9;&#9;end
&#9;&#9;end
&#9;else
&#9;&#9;error(&quot;invalid method&quot;,2)
&#9;end
&#9;
&#9;for pixelY = posY,sizeY+posY-1 do
&#9;&#9;local nodes = 0
&#9;&#9;local nodeX = {}
&#9;&#9;local j = polygonN;
&#9;&#9;for i=1,polygonN do
&#9;&#9;&#9;if polygonY[i] &lt; pixelY and polygonY[j] &gt;= pixelY or polygonY[j] &lt; pixelY and polygonY[i] &gt;= pixelY then
&#9;&#9;&#9;&#9;nodeX[nodes] = (polygonX[i] + (pixelY - polygonY[i])/(polygonY[j] - polygonY[i])*(polygonX[j] - polygonX[i]))
&#9;&#9;&#9;&#9;nodes = nodes + 1
&#9;&#9;&#9;end
&#9;&#9;&#9;j = i
&#9;&#9;end
&#9;&#9;
&#9;&#9;local i = 0
&#9;&#9;while i &lt; nodes - 1 do
&#9;&#9;&#9;if nodeX[i] &gt; nodeX[i+1] then
&#9;&#9;&#9;&#9;nodeX[i],nodeX[i+1] = nodeX[i+1],nodeX[i]
&#9;&#9;&#9;&#9;if i ~= 0 then i = i - 1 end
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;i = i + 1
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;
&#9;&#9;local modX,modY = posX + sizeX, posY + sizeY
&#9;&#9;
&#9;&#9;local i = 0
&#9;&#9;while i &lt; nodes - 1 do
&#9;&#9;&#9;if nodeX[i] &gt;= modX then
&#9;&#9;&#9;&#9;break
&#9;&#9;&#9;end
&#9;&#9;&#9;if nodeX[i+1] &gt; posX then
&#9;&#9;&#9;&#9;if nodeX[i] &lt; posX then
&#9;&#9;&#9;&#9;&#9;nodeX[i] = posX
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if nodeX[i+1] &gt; modX then
&#9;&#9;&#9;&#9;&#9;nodeX[i+1] = modX
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;fillLine(nodeX[i]-posX,nodeX[i+1]-posX,pixelY-posY)
&#9;&#9;&#9;end
&#9;&#9;&#9;i = i + 2
&#9;&#9;end
&#9;end
&#9;
&#9;return Class,GraphicFrame
end

lib.Graphic = CreateGraphic

--[[DEPEND:
SetZIndex.lua;
GetScreen.lua;
Graphic.lua;
]]

doc[&quot;ScrollBar&quot;] = [==[
ScrollBar ( bool `horizontal`, number `size` ) [constructor]
&#9;returns: ScrollBar `object`, Frame `scroll_bar`

Creates a primative scroll bar.
This scroll bar features a draggable thumb, paging buttons at either end, and a clickable track.

Arguments:
&#9;`horizontal`
&#9;&#9;If true, the scroll bar will appear horizontally instead of vertically.
&#9;&#9;Optional; defaults to false.
&#9;`size`
&#9;&#9;Sets the width or height of the scroll bar.
&#9;&#9;Optional; defaults to ]==]..ENTRY_SIZE..[==[

Returns:
&#9;`object`
&#9;&#9;The ScrollBar object.
&#9;&#9;
&#9;`scroll_bar`
&#9;&#9;The scroll bar GUI.


ScrollBar Class:
&#9;This class contains the following members:

&#9;Readonly:
&#9;&#9;GUI
&#9;&#9;&#9;The scroll bar itself.

&#9;Fields:
&#9;&#9;ScrollIndex
&#9;&#9;&#9;A number indicating the current position of the scroll bar.

&#9;&#9;TotalSpace
&#9;&#9;&#9;A number indicating the total span of the scrollable space.

&#9;&#9;VisibleSpace
&#9;&#9;&#9;A number indicating the visible span of the scrollable space.

&#9;&#9;PageIncrement
&#9;&#9;&#9;The amount to increase or decrease the ScrollIndex when ScrollDown or ScrollUp is called.

&#9;Methods:
&#9;&#9;Update ( )
&#9;&#9;&#9;Updates the scroll bar to reflect any changes.

&#9;&#9;CanScrollDown ( )
&#9;&#9;&#9;Returns whether the scroll bar can scroll down (or right if `horizontal` is true).

&#9;&#9;CanScrollRight ( )
&#9;&#9;&#9;Alias of CanScrollDown.

&#9;&#9;CanScrollUp ( )
&#9;&#9;&#9;Returns whether the scroll bar can scroll up (or left if `horizontal` is true).

&#9;&#9;CanScrollLeft ( )
&#9;&#9;&#9;Alias of CanScrollUp.

&#9;&#9;ScrollDown ( )
&#9;&#9;&#9;Scrolls down (or right) by the current PageIncrement.

&#9;&#9;ScrollRight( )
&#9;&#9;&#9;Alias of ScrollDown.

&#9;&#9;ScrollUp ( )
&#9;&#9;&#9;Scrolls up (or left) by the current PageIncrement.

&#9;&#9;ScrollLeft ( )
&#9;&#9;&#9;Alias of ScrollUp.

&#9;&#9;ScrollTo ( number `index` )
&#9;&#9;&#9;Scrolls to a specific place, specified by `index`.
&#9;&#9;&#9;This may be any number; it will be clamped between 0 and TotalSpace.

&#9;&#9;GetScrollPercent ( )
&#9;&#9;&#9;Returns the scroll index as a percentage between 0 and 1.
&#9;&#9;&#9;
&#9;&#9;SetScrollPercent ( number `percent` )
&#9;&#9;&#9;Sets the ScrollIndex as a percentage between 0 and 1.

&#9;&#9;Destroy ( )
&#9;&#9;&#9;Releases the resources used by this object.
&#9;&#9;&#9;Run this if you&apos;re no longer using this object.

&#9;Callbacks:
&#9;&#9;UpdateCallback ( table `object` )
&#9;&#9;&#9;When Update is called, the function is called before updating.
&#9;&#9;&#9;If the function returns false, the update will be canceled.
]==]

local function CreateScrollBar(horizontal,size)
&#9;size = size or ENTRY_SIZE
&#9;
&#9;-- create row scroll bar
&#9;local ScrollFrame = Create&apos;Frame&apos;{
&#9;&#9;Size = horizontal and UDim2.new(1,0,0,size) or UDim2.new(0,size,1,0);
&#9;&#9;Position = horizontal and UDim2.new(0,0,1,-size) or UDim2.new(1,-size,0,0);
&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;Name = &quot;ScrollFrame&quot;;
&#9;&#9;Create&apos;ImageButton&apos;{
&#9;&#9;&#9;BackgroundColor3 = Color3.new(1,1,1);
&#9;&#9;&#9;BackgroundTransparency = 0.7;
&#9;&#9;&#9;BorderSizePixel = 0;
&#9;&#9;&#9;Size = UDim2.new(0, size, 0, size);
&#9;&#9;&#9;Name = &quot;ScrollDown&quot;;
&#9;&#9;&#9;Position = horizontal and UDim2.new(1,-size,0,0) or UDim2.new(0,0,1,-size);
&#9;&#9;};
&#9;&#9;Create&apos;ImageButton&apos;{
&#9;&#9;&#9;BackgroundColor3 = Color3.new(1,1,1);
&#9;&#9;&#9;BackgroundTransparency = 0.7;
&#9;&#9;&#9;BorderSizePixel = 0;
&#9;&#9;&#9;Size = UDim2.new(0, size, 0, size);
&#9;&#9;&#9;Name = &quot;ScrollUp&quot;;
&#9;&#9;};
&#9;&#9;Create&apos;ImageButton&apos;{
&#9;&#9;&#9;AutoButtonColor = false;
&#9;&#9;&#9;Size = horizontal and UDim2.new(1,-size*2,1,0) or UDim2.new(1,0,1,-size*2);
&#9;&#9;&#9;BackgroundColor3 = Color3.new(0,0,0);
&#9;&#9;&#9;BorderSizePixel = 0;
&#9;&#9;&#9;BackgroundTransparency = 0.7;
&#9;&#9;&#9;Position = horizontal and UDim2.new(0,size,0,0) or UDim2.new(0,0,0,size);
&#9;&#9;&#9;Name = &quot;ScrollBar&quot;;
&#9;&#9;&#9;Create&apos;ImageButton&apos;{
&#9;&#9;&#9;&#9;BorderSizePixel = 0;
&#9;&#9;&#9;&#9;BackgroundColor3 = Color3.new(1,1,1);
&#9;&#9;&#9;&#9;Size = UDim2.new(0, size, 0, size);
&#9;&#9;&#9;&#9;BackgroundTransparency = 0.5;
&#9;&#9;&#9;&#9;Name = &quot;ScrollThumb&quot;;
&#9;&#9;&#9;};
&#9;&#9;};
&#9;}

&#9;local ScrollDownFrame = ScrollFrame.ScrollDown
&#9;&#9;local ScrollDownGraphic = CreateGraphic(horizontal and &quot;arrow-right&quot; or &quot;arrow-down&quot;,Vector2.new(size,size))
&#9;&#9;ScrollDownGraphic.GUI.Parent = ScrollDownFrame
&#9;local ScrollUpFrame = ScrollFrame.ScrollUp
&#9;&#9;local ScrollUpGraphic = CreateGraphic(horizontal and &quot;arrow-left&quot; or &quot;arrow-up&quot;,Vector2.new(size,size))
&#9;&#9;ScrollUpGraphic.GUI.Parent = ScrollUpFrame
&#9;local ScrollBarFrame = ScrollFrame.ScrollBar
&#9;local ScrollThumbFrame = ScrollBarFrame.ScrollThumb
&#9;&#9;local Decal = CreateGraphic(horizontal and &quot;vgrip&quot; or &quot;grip&quot;,Vector2.new(4),{BackgroundColor3=Color3.new(0,0,0),BackgroundTransparency=0.5})
&#9;&#9;Decal.GUI.Position = UDim2.new(0.5,-4,0.5,-4)
&#9;&#9;Decal.GUI.Parent = ScrollThumbFrame

&#9;local MouseDrag = Create&apos;ImageButton&apos;{
&#9;&#9;Active = false;
&#9;&#9;Size = UDim2.new(1.5, 0, 1.5, 0);
&#9;&#9;AutoButtonColor = false;
&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;Name = &quot;MouseDrag&quot;;
&#9;&#9;Position = UDim2.new(-0.25, 0, -0.25, 0);
&#9;&#9;ZIndex = 10;
&#9;}
&#9;
&#9;local Class = {
&#9;&#9;GUI = ScrollFrame;
&#9;&#9;ScrollIndex = 0;
&#9;&#9;VisibleSpace = 0;
&#9;&#9;TotalSpace = 0;
&#9;&#9;PageIncrement = 1;
&#9;}
&#9;
&#9;local function GetScrollPercent()
&#9;&#9;return Class.ScrollIndex/(Class.TotalSpace-Class.VisibleSpace)
&#9;end
&#9;Class.GetScrollPercent = GetScrollPercent
&#9;
&#9;local function CanScrollDown()
&#9;&#9;return Class.ScrollIndex + Class.VisibleSpace &lt; Class.TotalSpace
&#9;end
&#9;Class.CanScrollDown = CanScrollDown
&#9;Class.CanScrollRight = CanScrollDown
&#9;
&#9;local function CanScrollUp()
&#9;&#9;return Class.ScrollIndex &gt; 0
&#9;end
&#9;Class.CanScrollUp = CanScrollUp
&#9;Class.CanScrollLeft = CanScrollUp
&#9;
&#9;local ScrollStyle = {BackgroundColor3=Color3.new(0,0,0),BackgroundTransparency=0}
&#9;local ScrollStyle_ds = {BackgroundColor3=Color3.new(0,0,0),BackgroundTransparency=0.7}
&#9;
&#9;local last_down
&#9;local last_up
&#9;local UpdateScrollThumb = horizontal
&#9;and function()
&#9;&#9;ScrollThumbFrame.Size = UDim2.new(Class.VisibleSpace/Class.TotalSpace,0,0,size)
&#9;&#9;if ScrollThumbFrame.AbsoluteSize.x &lt; size then
&#9;&#9;&#9;ScrollThumbFrame.Size = UDim2.new(0,size,0,size)
&#9;&#9;end
&#9;&#9;local bar_size = ScrollBarFrame.AbsoluteSize.x
&#9;&#9;ScrollThumbFrame.Position = UDim2.new(GetScrollPercent()*(bar_size - ScrollThumbFrame.AbsoluteSize.x)/bar_size,0,0,0)
&#9;end
&#9;or function()
&#9;&#9;ScrollThumbFrame.Size = UDim2.new(0,size,Class.VisibleSpace/Class.TotalSpace,0)
&#9;&#9;if ScrollThumbFrame.AbsoluteSize.y &lt; size then
&#9;&#9;&#9;ScrollThumbFrame.Size = UDim2.new(0,size,0,size)
&#9;&#9;end
&#9;&#9;local bar_size = ScrollBarFrame.AbsoluteSize.y
&#9;&#9;ScrollThumbFrame.Position = UDim2.new(0,0,GetScrollPercent()*(bar_size - ScrollThumbFrame.AbsoluteSize.y)/bar_size,0)
&#9;end
&#9;
&#9;local function Update()
&#9;&#9;local t = Class.TotalSpace
&#9;&#9;local v = Class.VisibleSpace
&#9;&#9;local s = Class.ScrollIndex
&#9;&#9;if v &lt;= t then
&#9;&#9;&#9;if s &gt; 0 then
&#9;&#9;&#9;&#9;if s + v &gt; t then
&#9;&#9;&#9;&#9;&#9;Class.ScrollIndex = t - v
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;Class.ScrollIndex = 0
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;Class.ScrollIndex = 0
&#9;&#9;end
&#9;&#9;
&#9;&#9;if Class.UpdateCallback then
&#9;&#9;&#9;if Class.UpdateCallback(Class) == false then
&#9;&#9;&#9;&#9;return
&#9;&#9;&#9;end
&#9;&#9;end

&#9;&#9;local down = CanScrollDown()
&#9;&#9;local up = CanScrollUp()
&#9;&#9;if down ~= last_down then
&#9;&#9;&#9;last_down = down
&#9;&#9;&#9;ScrollDownFrame.Active = down
&#9;&#9;&#9;ScrollDownFrame.AutoButtonColor = down
&#9;&#9;&#9;ScrollDownGraphic.Stylist.SetProperties(down and ScrollStyle or ScrollStyle_ds)
&#9;&#9;&#9;ScrollDownFrame.BackgroundTransparency = down and 0.5 or 0.7
&#9;&#9;end
&#9;&#9;if up ~= last_up then
&#9;&#9;&#9;last_up = up
&#9;&#9;&#9;ScrollUpFrame.Active = up
&#9;&#9;&#9;ScrollUpFrame.AutoButtonColor = up
&#9;&#9;&#9;ScrollUpGraphic.Stylist.SetProperties(up and ScrollStyle or ScrollStyle_ds)
&#9;&#9;&#9;ScrollUpFrame.BackgroundTransparency = up and 0.5 or 0.7
&#9;&#9;end
&#9;&#9;ScrollThumbFrame.Visible = down or up
&#9;&#9;UpdateScrollThumb()
&#9;end
&#9;Class.Update = Update
&#9;
&#9;local function ScrollDown()
&#9;&#9;Class.ScrollIndex = Class.ScrollIndex + Class.PageIncrement
&#9;&#9;Update()
&#9;end
&#9;Class.ScrollDown = ScrollDown
&#9;Class.ScrollRight = ScrollDown

&#9;local function ScrollUp()
&#9;&#9;Class.ScrollIndex = Class.ScrollIndex - Class.PageIncrement
&#9;&#9;Update()
&#9;end
&#9;Class.ScrollUp = ScrollUp
&#9;Class.ScrollLeft = ScrollUp

&#9;local function ScrollTo(index)
&#9;&#9;Class.ScrollIndex = index
&#9;&#9;Update()
&#9;end
&#9;Class.ScrollTo = ScrollTo
&#9;
&#9;local function SetScrollPercent(percent)
&#9;&#9;Class.ScrollIndex = math.floor((Class.TotalSpace - Class.VisibleSpace)*percent + 0.5)
&#9;&#9;Update()
&#9;end
&#9;Class.SetScrollPercent = SetScrollPercent
&#9;
&#9;-- fixes AutoButtonColor
&#9;local function ResetButtonColor(button)
&#9;&#9;local active = button.Active
&#9;&#9;button.Active = not active
&#9;&#9;button.Active = active
&#9;end
&#9;
&#9;SetZIndexOnChanged(ScrollFrame)
&#9;
&#9;local scroll_event_id = 0
&#9;ScrollDownFrame.MouseButton1Down:connect(function()
&#9;&#9;scroll_event_id = tick()
&#9;&#9;local current = scroll_event_id
&#9;&#9;local up_con
&#9;&#9;up_con = MouseDrag.MouseButton1Up:connect(function()
&#9;&#9;&#9;scroll_event_id = tick()
&#9;&#9;&#9;MouseDrag.Parent = nil
&#9;&#9;&#9;ResetButtonColor(ScrollDownFrame)
&#9;&#9;&#9;up_con:disconnect(); drag = nil
&#9;&#9;end)
&#9;&#9;MouseDrag.Parent = GetScreen(ScrollFrame)
&#9;&#9;ScrollDown()
&#9;&#9;wait(0.2) -- delay before auto scroll
&#9;&#9;while scroll_event_id == current do
&#9;&#9;&#9;ScrollDown()
&#9;&#9;&#9;if not CanScrollDown() then break end
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;end)
&#9;
&#9;ScrollDownFrame.MouseButton1Up:connect(function()
&#9;&#9;scroll_event_id = tick()
&#9;end)

&#9;ScrollUpFrame.MouseButton1Down:connect(function()
&#9;&#9;scroll_event_id = tick()
&#9;&#9;local current = scroll_event_id
&#9;&#9;local up_con
&#9;&#9;up_con = MouseDrag.MouseButton1Up:connect(function()
&#9;&#9;&#9;scroll_event_id = tick()
&#9;&#9;&#9;MouseDrag.Parent = nil
&#9;&#9;&#9;ResetButtonColor(ScrollUpFrame)
&#9;&#9;&#9;up_con:disconnect(); drag = nil
&#9;&#9;end)
&#9;&#9;MouseDrag.Parent = GetScreen(ScrollFrame)
&#9;&#9;ScrollUp()
&#9;&#9;wait(0.2)
&#9;&#9;while scroll_event_id == current do
&#9;&#9;&#9;ScrollUp()
&#9;&#9;&#9;if not CanScrollUp() then break end
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;end)

&#9;ScrollUpFrame.MouseButton1Up:connect(function()
&#9;&#9;scroll_event_id = tick()
&#9;end)
&#9;
&#9;ScrollBarFrame.MouseButton1Down:connect(horizontal
&#9;and function(x,y)
&#9;&#9;scroll_event_id = tick()
&#9;&#9;local current = scroll_event_id
&#9;&#9;local up_con
&#9;&#9;up_con = MouseDrag.MouseButton1Up:connect(function()
&#9;&#9;&#9;scroll_event_id = tick()
&#9;&#9;&#9;MouseDrag.Parent = nil
&#9;&#9;&#9;ResetButtonColor(ScrollUpFrame)
&#9;&#9;&#9;up_con:disconnect(); drag = nil
&#9;&#9;end)
&#9;&#9;MouseDrag.Parent = GetScreen(ScrollFrame)
&#9;&#9;if x &gt; ScrollThumbFrame.AbsolutePosition.x then
&#9;&#9;&#9;ScrollTo(Class.ScrollIndex + Class.VisibleSpace)
&#9;&#9;&#9;wait(0.2)
&#9;&#9;&#9;while scroll_event_id == current do
&#9;&#9;&#9;&#9;if x &lt; ScrollThumbFrame.AbsolutePosition.x + ScrollThumbFrame.AbsoluteSize.x then break end
&#9;&#9;&#9;&#9;ScrollTo(Class.ScrollIndex + Class.VisibleSpace)
&#9;&#9;&#9;&#9;wait()
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;ScrollTo(Class.ScrollIndex - Class.VisibleSpace)
&#9;&#9;&#9;wait(0.2)
&#9;&#9;&#9;while scroll_event_id == current do
&#9;&#9;&#9;&#9;if x &gt; ScrollThumbFrame.AbsolutePosition.x then break end
&#9;&#9;&#9;&#9;ScrollTo(Class.ScrollIndex - Class.VisibleSpace)
&#9;&#9;&#9;&#9;wait()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;or function(x,y)
&#9;&#9;scroll_event_id = tick()
&#9;&#9;local current = scroll_event_id
&#9;&#9;local up_con
&#9;&#9;up_con = MouseDrag.MouseButton1Up:connect(function()
&#9;&#9;&#9;scroll_event_id = tick()
&#9;&#9;&#9;MouseDrag.Parent = nil
&#9;&#9;&#9;ResetButtonColor(ScrollUpFrame)
&#9;&#9;&#9;up_con:disconnect(); drag = nil
&#9;&#9;end)
&#9;&#9;MouseDrag.Parent = GetScreen(ScrollFrame)
&#9;&#9;if y &gt; ScrollThumbFrame.AbsolutePosition.y then
&#9;&#9;&#9;ScrollTo(Class.ScrollIndex + Class.VisibleSpace)
&#9;&#9;&#9;wait(0.2)
&#9;&#9;&#9;while scroll_event_id == current do
&#9;&#9;&#9;&#9;if y &lt; ScrollThumbFrame.AbsolutePosition.y + ScrollThumbFrame.AbsoluteSize.y then break end
&#9;&#9;&#9;&#9;ScrollTo(Class.ScrollIndex + Class.VisibleSpace)
&#9;&#9;&#9;&#9;wait()
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;ScrollTo(Class.ScrollIndex - Class.VisibleSpace)
&#9;&#9;&#9;wait(0.2)
&#9;&#9;&#9;while scroll_event_id == current do
&#9;&#9;&#9;&#9;if y &gt; ScrollThumbFrame.AbsolutePosition.y then break end
&#9;&#9;&#9;&#9;ScrollTo(Class.ScrollIndex - Class.VisibleSpace)
&#9;&#9;&#9;&#9;wait()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end)

&#9;ScrollThumbFrame.MouseButton1Down:connect(horizontal
&#9;and function(x,y)
&#9;&#9;scroll_event_id = tick()
&#9;&#9;local mouse_offset = x - ScrollThumbFrame.AbsolutePosition.x
&#9;&#9;local drag_con
&#9;&#9;local up_con
&#9;&#9;drag_con = MouseDrag.MouseMoved:connect(function(x,y)
&#9;&#9;&#9;local bar_abs_pos = ScrollBarFrame.AbsolutePosition.x
&#9;&#9;&#9;local bar_drag = ScrollBarFrame.AbsoluteSize.x - ScrollThumbFrame.AbsoluteSize.x
&#9;&#9;&#9;local bar_abs_one = bar_abs_pos + bar_drag
&#9;&#9;&#9;x = x - mouse_offset
&#9;&#9;&#9;x = x &lt; bar_abs_pos and bar_abs_pos or x &gt; bar_abs_one and bar_abs_one or x
&#9;&#9;&#9;x = x - bar_abs_pos
&#9;&#9;&#9;SetScrollPercent(x/(bar_drag))
&#9;&#9;end)
&#9;&#9;up_con = MouseDrag.MouseButton1Up:connect(function()
&#9;&#9;&#9;scroll_event_id = tick()
&#9;&#9;&#9;MouseDrag.Parent = nil
&#9;&#9;&#9;ResetButtonColor(ScrollThumbFrame)
&#9;&#9;&#9;drag_con:disconnect(); drag_con = nil
&#9;&#9;&#9;up_con:disconnect(); drag = nil
&#9;&#9;end)
&#9;&#9;MouseDrag.Parent = GetScreen(ScrollFrame)
&#9;end
&#9;or function(x,y)
&#9;&#9;scroll_event_id = tick()
&#9;&#9;local mouse_offset = y - ScrollThumbFrame.AbsolutePosition.y
&#9;&#9;local drag_con
&#9;&#9;local up_con
&#9;&#9;drag_con = MouseDrag.MouseMoved:connect(function(x,y)
&#9;&#9;&#9;local bar_abs_pos = ScrollBarFrame.AbsolutePosition.y
&#9;&#9;&#9;local bar_drag = ScrollBarFrame.AbsoluteSize.y - ScrollThumbFrame.AbsoluteSize.y
&#9;&#9;&#9;local bar_abs_one = bar_abs_pos + bar_drag
&#9;&#9;&#9;y = y - mouse_offset
&#9;&#9;&#9;y = y &lt; bar_abs_pos and bar_abs_pos or y &gt; bar_abs_one and bar_abs_one or y
&#9;&#9;&#9;y = y - bar_abs_pos
&#9;&#9;&#9;SetScrollPercent(y/(bar_drag))
&#9;&#9;end)
&#9;&#9;up_con = MouseDrag.MouseButton1Up:connect(function()
&#9;&#9;&#9;scroll_event_id = tick()
&#9;&#9;&#9;MouseDrag.Parent = nil
&#9;&#9;&#9;ResetButtonColor(ScrollThumbFrame)
&#9;&#9;&#9;drag_con:disconnect(); drag_con = nil
&#9;&#9;&#9;up_con:disconnect(); drag = nil
&#9;&#9;end)
&#9;&#9;MouseDrag.Parent = GetScreen(ScrollFrame)
&#9;end)
&#9;
&#9;Update()

&#9;return Class,ScrollFrame
end

lib.ScrollBar = CreateScrollBar

--[[DEPEND:
GetPadding.lua;
]]

doc[&quot;StackingFrame&quot;] = [==[
StackingFrame ( GuiObject `frame`, bool `horizontal`, bool `alignment` ) [constructor]
&#9;returns: StackingFrame `object`, Frame `stacking_frame`

Creates a frame that automatically resizes based on the objects it contains.
These objects are automatically positioned to stack next to each other.
Objects that have their Visible property set to false become ignored.

Arguments:
&#9;`frame`
&#9;&#9;If specified, then it will be used as the StackingFrame.
&#9;&#9;Children that exist in this object beforehand will be added to the StackingFrame automatically. 
&#9;&#9;Use the AddObject function to add children afterwards.
&#9;&#9;Optional; defaults to a new Frame.

&#9;`horizontal`
&#9;&#9;If true, objects will be positioned horizontally instead of vertically.
&#9;&#9;Optional; defaults to false

&#9;`alignment`
&#9;&#9;If true, objects will be aligned to the right if vertical (else left), or the bottom if horizontal (else top).
&#9;&#9;Optional; defaults to false

Returns:
&#9;`object`
&#9;&#9;The StackingFrame object.

&#9;`stacking_frame`
&#9;&#9;The stacking frame GUI.


StackingFrame Class:
&#9;Contains the following members:

&#9;Readonly:
&#9;&#9;GUI
&#9;&#9;&#9;The stacking frame GUI.

&#9;&#9;List
&#9;&#9;&#9;The table containing the objects in the stacking frame.
&#9;&#9;&#9;Should only be used for ordering items! Use AddObject and RemoveObject accordingly!

&#9;Methods:
&#9;&#9;AddObject ( GuiObject `object`, number `index` )
&#9;&#9;&#9;Adds `object` to the list.
&#9;&#9;&#9;If `index` is specified, the object is added at that position in the list.
&#9;&#9;&#9;Otherwise, it is added to the end.

&#9;&#9;RemoveObject ( number `index` )
&#9;&#9;&#9;Removes the object at `index` in the list.
&#9;&#9;&#9;`index` can be an object in the list.
&#9;&#9;&#9;`index` can be nil, in which case the last item in the list is used.
&#9;&#9;&#9;`index` is clamped within the range of the list.

&#9;&#9;MoveObject ( number `index`, number `to` )
&#9;&#9;&#9;Moves the object at `index` to the new index `to`.
&#9;&#9;&#9;`index` and `to` can be objects in the list.
&#9;&#9;&#9;`index` and `to` can be nil, in which case the last item in the list is used.
&#9;&#9;&#9;`index` and `to` are clamped within the range of the list.

&#9;&#9;GetIndex ( Instance `object` )
&#9;&#9;&#9;Returns the index of `object` in the stacking frame, if it exists there.

&#9;&#9;SetPadding ( number `padding`, number `border` )
&#9;&#9;&#9;Sets the amount of space between and around children, in pixels.
&#9;&#9;&#9;`padding` is the amount of space between each child.
&#9;&#9;&#9;`border` is the amount of space around all children.
&#9;&#9;&#9;
&#9;&#9;Update ( )
&#9;&#9;&#9;Updates the object.

&#9;&#9;Destroy ( )
&#9;&#9;&#9;Releases the resources used by this object.
&#9;&#9;&#9;Run this if you&apos;re no longer using this object.
]==]

local function CreateStackingFrame(Frame,horizontal,alignment)
&#9;Frame = Frame or Instance.new(&quot;Frame&quot;)
&#9;local children = {}
&#9;local connections = {}
&#9;local border = 0
&#9;local padding = 0
&#9;local style_pad = 0
&#9;local event_id = 0
&#9;local Update

&#9;if horizontal then
&#9;&#9;if alignment then
&#9;&#9;&#9;Update = function()
&#9;&#9;&#9;&#9;event_id = event_id + 1; local eid = event_id
&#9;&#9;&#9;&#9;local height = 0
&#9;&#9;&#9;&#9;local length = 0
&#9;&#9;&#9;&#9;for i,child in pairs(children) do
&#9;&#9;&#9;&#9;&#9;if event_id ~= eid then return end
&#9;&#9;&#9;&#9;&#9;if child.Visible then
&#9;&#9;&#9;&#9;&#9;&#9;local abs = child.AbsoluteSize
&#9;&#9;&#9;&#9;&#9;&#9;child.Position = UDim2.new(0,length + border,1,-abs.y - border)
&#9;&#9;&#9;&#9;&#9;&#9;height = abs.y &gt; height and abs.y or height
&#9;&#9;&#9;&#9;&#9;&#9;length = length + abs.x + padding
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if event_id ~= eid then return end
&#9;&#9;&#9;&#9;if #children &gt; 0 then
&#9;&#9;&#9;&#9;&#9;Frame.Size = UDim2.new(0,length - padding + border*2 + style_pad,0,height + border*2 + style_pad)
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;Frame.Size = UDim2.new(0,border*2 + style_pad,0,border*2 + style_pad)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;Update = function()
&#9;&#9;&#9;&#9;event_id = event_id + 1; local eid = event_id
&#9;&#9;&#9;&#9;local height = 0
&#9;&#9;&#9;&#9;local length = 0
&#9;&#9;&#9;&#9;for i,child in pairs(children) do
&#9;&#9;&#9;&#9;&#9;if event_id ~= eid then return end
&#9;&#9;&#9;&#9;&#9;if child.Visible then
&#9;&#9;&#9;&#9;&#9;&#9;local abs = child.AbsoluteSize
&#9;&#9;&#9;&#9;&#9;&#9;child.Position = UDim2.new(0,length + border,0,border)
&#9;&#9;&#9;&#9;&#9;&#9;height = abs.y &gt; height and abs.y or height
&#9;&#9;&#9;&#9;&#9;&#9;length = length + abs.x + padding
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if event_id ~= eid then return end
&#9;&#9;&#9;&#9;if #children &gt; 0 then
&#9;&#9;&#9;&#9;&#9;Frame.Size = UDim2.new(0,length - padding + border*2 + style_pad,0,height + border*2 + style_pad)
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;Frame.Size = UDim2.new(0,border*2 + style_pad,0,border*2 + style_pad)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;else
&#9;&#9;if alignment then
&#9;&#9;&#9;Update = function()
&#9;&#9;&#9;&#9;event_id = event_id + 1; local eid = event_id
&#9;&#9;&#9;&#9;local width = 0
&#9;&#9;&#9;&#9;local length = 0
&#9;&#9;&#9;&#9;for i,child in pairs(children) do
&#9;&#9;&#9;&#9;&#9;if event_id ~= eid then return end
&#9;&#9;&#9;&#9;&#9;if child.Visible then
&#9;&#9;&#9;&#9;&#9;&#9;local abs = child.AbsoluteSize
&#9;&#9;&#9;&#9;&#9;&#9;child.Position = UDim2.new(1,-abs.x - border,0,length + border)
&#9;&#9;&#9;&#9;&#9;&#9;width = abs.x &gt; width and abs.x or width
&#9;&#9;&#9;&#9;&#9;&#9;length = length + abs.y + padding
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if event_id ~= eid then return end
&#9;&#9;&#9;&#9;if #children &gt; 0 then
&#9;&#9;&#9;&#9;&#9;Frame.Size = UDim2.new(0,width + border*2 + style_pad,0,length - padding + border*2 + style_pad)
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;Frame.Size = UDim2.new(0,border*2 + style_pad,0,border*2 + style_pad)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;Update = function()
&#9;&#9;&#9;&#9;event_id = event_id + 1; local eid = event_id
&#9;&#9;&#9;&#9;local width = 0
&#9;&#9;&#9;&#9;local length = 0
&#9;&#9;&#9;&#9;for i,child in pairs(children) do
&#9;&#9;&#9;&#9;&#9;if event_id ~= eid then return end
&#9;&#9;&#9;&#9;&#9;if child.Visible then
&#9;&#9;&#9;&#9;&#9;&#9;local abs = child.AbsoluteSize
&#9;&#9;&#9;&#9;&#9;&#9;child.Position = UDim2.new(0,border,0,length + border)
&#9;&#9;&#9;&#9;&#9;&#9;width = abs.x &gt; width and abs.x or width
&#9;&#9;&#9;&#9;&#9;&#9;length = length + abs.y + padding
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if event_id ~= eid then return end
&#9;&#9;&#9;&#9;if #children &gt; 0 then
&#9;&#9;&#9;&#9;&#9;Frame.Size = UDim2.new(0,width + border*2 + style_pad,0,length - padding + border*2 + style_pad)
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;Frame.Size = UDim2.new(0,border*2 + style_pad,0,border*2 + style_pad)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;
&#9;local function SetPadding(pad,bor)
&#9;&#9;padding = pad or padding
&#9;&#9;border = bor or border
&#9;&#9;Update()
&#9;end

&#9;local function AddObject(object,index)
&#9;&#9;if object:IsA&quot;GuiObject&quot; then
&#9;&#9;&#9;if type(index) == &quot;number&quot; then
&#9;&#9;&#9;&#9;table.insert(children,index,object)
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;table.insert(children,object)
&#9;&#9;&#9;end
&#9;&#9;&#9;connections[object] = object.Changed:connect(function(p)
&#9;&#9;&#9;&#9;if p == &quot;AbsoluteSize&quot; or p == &quot;Visible&quot; then
&#9;&#9;&#9;&#9;&#9;Update()
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end)
&#9;&#9;&#9;object.Parent = Frame
&#9;&#9;&#9;Update()
&#9;&#9;end
&#9;end
&#9;
&#9;local function RemoveObject(index)
&#9;&#9;if index == nil then
&#9;&#9;&#9;index = #children
&#9;&#9;elseif type(index) ~= &quot;number&quot; then
&#9;&#9;&#9;index = GetIndex(children,index)
&#9;&#9;end
&#9;&#9;if index then
&#9;&#9;&#9;index = ClampIndex(children,index)
&#9;&#9;&#9;local object = table.remove(children,index)
&#9;&#9;&#9;if connections[object] then
&#9;&#9;&#9;&#9;connections[object]:disconnect()
&#9;&#9;&#9;&#9;connections[object] = nil
&#9;&#9;&#9;end
&#9;&#9;&#9;object.Parent = nil
&#9;&#9;&#9;Update()
&#9;&#9;&#9;return object
&#9;&#9;end
&#9;end
&#9;
&#9;local function MoveObject(index,to)
&#9;&#9;if index == nil then
&#9;&#9;&#9;index = #children
&#9;&#9;elseif type(index) ~= &quot;number&quot; then
&#9;&#9;&#9;index = GetIndex(children,index)
&#9;&#9;end
&#9;&#9;if to == nil then
&#9;&#9;&#9;to = #children
&#9;&#9;elseif type(to) ~= &quot;number&quot; then
&#9;&#9;&#9;to = GetIndex(children,to)
&#9;&#9;end
&#9;&#9;if index and to then
&#9;&#9;&#9;index = ClampIndex(children,index)
&#9;&#9;&#9;to = ClampIndex(children,to)
&#9;&#9;&#9;local child = table.remove(children,index)
&#9;&#9;&#9;table.insert(children,to,child)
&#9;&#9;&#9;Update()
&#9;&#9;end
&#9;end
&#9;
&#9;local Class = {
&#9;&#9;GUI = Frame;
&#9;&#9;List = children;
&#9;&#9;Update = Update;
&#9;&#9;SetPadding = SetPadding;
&#9;&#9;AddObject = AddObject;
&#9;&#9;RemoveObject = RemoveObject;
&#9;&#9;MoveObject = MoveObject;
&#9;&#9;GetIndex = function(object)
&#9;&#9;&#9;return GetIndex(children,object)
&#9;&#9;end;
&#9;}
&#9;
&#9;local function Destroy()
&#9;&#9;for i,v in pairs(children) do
&#9;&#9;&#9;if connections[v] then
&#9;&#9;&#9;&#9;connections[v]:disconnect()
&#9;&#9;&#9;&#9;connections[v] = nil
&#9;&#9;&#9;end
&#9;&#9;&#9;v.Parent = nil
&#9;&#9;&#9;children[i] = nil
&#9;&#9;end
&#9;&#9;for i,con in pairs(connections) do
&#9;&#9;&#9;con:disconnect()
&#9;&#9;&#9;connections[i] = nil
&#9;&#9;end
&#9;&#9;for k in pairs(Class) do
&#9;&#9;&#9;Class[k] = nil
&#9;&#9;end
&#9;&#9;Frame:Destroy()
&#9;end
&#9;Class.Destroy = Destroy

&#9;for i,child in pairs(Frame:GetChildren()) do
&#9;&#9;AddObject(child,i)
&#9;end
&#9;
&#9;Update()
&#9;
&#9;Frame.Changed:connect(function(p)
&#9;&#9;if p == &quot;AbsoluteSize&quot; or p == &quot;Style&quot; then
&#9;&#9;&#9;local old = style_pad
&#9;&#9;&#9;style_pad = GetPadding(Frame)*2
&#9;&#9;&#9;if style_pad ~= old then
&#9;&#9;&#9;&#9;Update()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end)
&#9;
&#9;return Class,Frame
end

lib.StackingFrame = CreateStackingFrame

--[[DEPEND:
ScrollBar.lua;
]]

doc[&quot;ScrollingList&quot;] = [==[
ScrollingList ( table `list`, number `entry_height` ) [constructor]
&#9;returns: ScrollingList `object`, Frame `scrolling_frame`

Creates a scrollable list designed to display a large number of items.

Arguments:
&#9;`list`
&#9;&#9;Contains the items to display in the list.
&#9;&#9;Items will be converted to a string before being displayed, so this may contain any type of value.
&#9;&#9;Optional; defaults to an empty table
&#9;&#9;
&#9;`entry_height`
&#9;&#9;Specifies the height, in pixels, of each displayed entry.
&#9;&#9;Optional; defaults to ]==]..ENTRY_SIZE..[==[

Returns:
&#9;`object`
&#9;&#9;The ScrollingList object.

&#9;`scrolling_frame`
&#9;&#9;The scrolling list GUI.


ScrollingList Class:
&#9;This class contains the folloing members.
&#9;Readonly:
&#9;&#9;List
&#9;&#9;&#9;The `list` table.
&#9;&#9;&#9;
&#9;&#9;GUI
&#9;&#9;&#9;The scrolling list GUI.

&#9;&#9;Scroll
&#9;&#9;&#9;A object for the list&apos;s scroll bar.

&#9;&#9;EntryStylist
&#9;&#9;&#9;A stylist containing every displayed entry.

&#9;Methods:
&#9;&#9;AddEntry ( * `item`, number `index` )
&#9;&#9;&#9;Add an entry to the list and updates automatically.
&#9;&#9;&#9;`item` is the value to add to the list.
&#9;&#9;&#9;If `index` is specified, `item` will be added to the list at `index`.
&#9;&#9;&#9;Otherwise, it will be added to the end.

&#9;&#9;AddEntries ( table `items`, number `index` )
&#9;&#9;&#9;Adds a group of entries to the list.
&#9;&#9;&#9;`items` is a table of values that will be added to the list.
&#9;&#9;&#9;If `index` is specified, the items will be inserted into the list starting at `index.
&#9;&#9;&#9;Otherwise, they will be added to the end.

&#9;&#9;RemoveEntry ( * `item` )
&#9;&#9;&#9;Removes the first occurance of `item` in the list.
&#9;&#9;&#9;If `item` is a number, the item at that index in the list will be removed.
&#9;&#9;&#9;If `item` is not specified, then the list item in the list will be removed.

&#9;&#9;Update ( )
&#9;&#9;&#9;Updates the display to reflect the list.

&#9;&#9;Destroy ( )
&#9;&#9;&#9;Releases the resources used by this object.
&#9;&#9;&#9;Run this if you&apos;re no longer using this object.
]==]

local function CreateScrollingList(List,entryHeight)
&#9;List = List or {}
&#9;entryHeight = entyHeight or ENTRY_SIZE
&#9;
&#9;local ScrollingListFrame = Instance.new(&quot;Frame&quot;)
&#9;ScrollingListFrame.Size = UDim2.new(0,300,0,200)
&#9;ScrollingListFrame.Style = Enum.FrameStyle.RobloxRound
&#9;ScrollingListFrame.Active = true
&#9;ScrollingListFrame.Name = &quot;ScrollingListFrame&quot;
&#9;
&#9;local ListViewFrame = Instance.new(&quot;Frame&quot;,ScrollingListFrame)
&#9;ListViewFrame.Name = &quot;ListViewFrame&quot;
&#9;ListViewFrame.BackgroundTransparency = 1
&#9;ListViewFrame.Size = UDim2.new(1,-entryHeight,1,0)

&#9;local EntryStylist = Stylist{
&#9;&#9;Name = &quot;ListEntry&quot;;
&#9;&#9;Font = &quot;ArialBold&quot;;
&#9;&#9;FontSize = &quot;Size14&quot;;
&#9;&#9;TextColor3 = Color3.new(1,1,1);
&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;TextXAlignment = &quot;Left&quot;;
&#9;}
&#9;local EntryTemplate = Instance.new(&quot;TextLabel&quot;)
&#9;
&#9;local EntryFrames = {}

&#9;local Scroll,ScrollBarFrame = CreateScrollBar(false,entryHeight)
&#9;ScrollBarFrame.Size = UDim2.new(0,entryHeight,1,0)
&#9;ScrollBarFrame.Position = UDim2.new(1,-entryHeight,0,0)
&#9;ScrollBarFrame.Parent = ScrollingListFrame

&#9;local Update = Scroll.Update
&#9;
&#9;local Class = {
&#9;&#9;List = List;
&#9;&#9;GUI = ScrollingListFrame;
&#9;&#9;Scroll = Scroll;
&#9;&#9;Update = Update;
&#9;&#9;EntryStylist = EntryStylist;
&#9;}
&#9;
&#9;Scroll.UpdateCallback = function()
&#9;&#9;local visible_space = Scroll.VisibleSpace
&#9;&#9;-- update current entries
&#9;&#9;for i = 1,visible_space do
&#9;&#9;&#9;local item = List[i + Scroll.ScrollIndex]
&#9;&#9;&#9;if item then
&#9;&#9;&#9;&#9;local entry = EntryFrames[i]
&#9;&#9;&#9;&#9;if not entry then
&#9;&#9;&#9;&#9;&#9;entry = EntryTemplate:Clone()
&#9;&#9;&#9;&#9;&#9;EntryStylist.AddObject(entry)
&#9;&#9;&#9;&#9;&#9;EntryFrames[i] = entry
&#9;&#9;&#9;&#9;&#9;entry.Parent = ListViewFrame
&#9;&#9;&#9;&#9;&#9;entry.ZIndex = ScrollingListFrame.ZIndex
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;entry.Text = tostring(item)
&#9;&#9;&#9;&#9;entry.Position = UDim2.new(0,0,0,(i-1)*entryHeight)
&#9;&#9;&#9;&#9;entry.Size = UDim2.new(1,0,0,entryHeight)
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;local entry = EntryFrames[i]
&#9;&#9;&#9;&#9;if entry then
&#9;&#9;&#9;&#9;&#9;EntryStylist.RemoveObject(entry)
&#9;&#9;&#9;&#9;&#9;entry:Destroy()
&#9;&#9;&#9;&#9;&#9;EntryFrames[i] = nil
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;-- remove extra entries (occurs only when #EntryFrames &gt; VisibleSpace)
&#9;&#9;for i = Scroll.VisibleSpace+1,#EntryFrames do
&#9;&#9;&#9;local entry = EntryFrames[i]
&#9;&#9;&#9;if entry then
&#9;&#9;&#9;&#9;EntryStylist.RemoveObject(entry)
&#9;&#9;&#9;&#9;entry:Destroy()
&#9;&#9;&#9;end
&#9;&#9;&#9;EntryFrames[i] = nil
&#9;&#9;end
&#9;end

&#9;-- add an item to the list; optional list index
&#9;local function AddEntry(item,index)
&#9;&#9;if index then
&#9;&#9;&#9;table.insert(List,index,item)
&#9;&#9;else
&#9;&#9;&#9;table.insert(List,item)
&#9;&#9;end
&#9;&#9;Scroll.TotalSpace = #List
&#9;&#9;Update()
&#9;end
&#9;Class.AddEntry = AddEntry
&#9;
&#9;-- add multiple items to list
&#9;local function AddEntries(items,index)
&#9;&#9;if index then
&#9;&#9;&#9;for i = 1,#items do
&#9;&#9;&#9;&#9;table.insert(List,index+i-1,items[i])
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;for i = 1,#items do
&#9;&#9;&#9;&#9;table.insert(List,items[i])
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;Scroll.TotalSpace = #List
&#9;&#9;Update()
&#9;end
&#9;Class.AddEntries = AddEntries

&#9;-- remove entry from list; may be a list index or an item in the list
&#9;local function RemoveEntry(item)
&#9;&#9;if type(item) == &quot;number&quot; or type(item) == &quot;nil&quot; then
&#9;&#9;&#9;table.remove(List,item)
&#9;&#9;else
&#9;&#9;&#9;for i,v in pairs(List) do
&#9;&#9;&#9;&#9;if v == item then
&#9;&#9;&#9;&#9;&#9;table.remove(List,i)
&#9;&#9;&#9;&#9;&#9;break
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;Scroll.TotalSpace = #List
&#9;&#9;Update()
&#9;end
&#9;Class.RemoveEntry = RemoveEntry

&#9;SetZIndexOnChanged(ScrollingListFrame)

&#9;ListViewFrame.Changed:connect(function(p)
&#9;&#9;if p == &quot;AbsoluteSize&quot; then
&#9;&#9;&#9;Scroll.VisibleSpace = math.floor(ListViewFrame.AbsoluteSize.y/entryHeight)
&#9;&#9;&#9;Update()
&#9;&#9;end
&#9;end)
&#9;
&#9;function Class.Destroy()
&#9;&#9;for i in pairs(Class) do
&#9;&#9;&#9;Class[i] = nil
&#9;&#9;end
&#9;&#9;for i,v in pairs(EntryFrames) do
&#9;&#9;&#9;v:Destroy()
&#9;&#9;&#9;EntryFrames[i] = nil
&#9;&#9;end
&#9;&#9;EntryStylist.Destroy()
&#9;&#9;Scroll.Destroy()
&#9;&#9;ScrollingListFrame:Destroy()
&#9;end

&#9;return Class,ScrollingListFrame
end

lib.ScrollingList = CreateScrollingList

--[[DEPEND:
ScrollBar.lua;
]]

doc[&quot;ScrollingContainer&quot;] = [==[
ScrollingContainer ( bool `v_scroll_bar`, bool `h_scroll_bar`, number `scroll_width` ) [constructor]
&#9;returns: ScrollingContainer `object`, Frame `scrolling_container`

Creates a container that can be scrolled with one or more scroll bars.
The scroll bars update dynamically based on the size of the boundary and container.
Objects in the container are automatically clipped to display only within the boundary.

Arguments:
&#9;`v_scroll_bar`
&#9;&#9;Indicates whether the container should have a vertical scroll bar.
&#9;&#9;Optional; defaults to true

&#9;`h_scroll_bar`
&#9;&#9;Indicates whether the container should have a horizontal scroll bar.
&#9;&#9;Optional; defaults to false
&#9;&#9;
&#9;`scroll_width`
&#9;&#9;Indicates the width the scrollbar(s).
&#9;&#9;Optional; defaults to ]==]..ENTRY_SIZE..[==[

Returns:
&#9;`object`
&#9;&#9;The ScrollingContainer object.

&#9;`scrolling_container`
&#9;&#9;The scrolling container GUI.


ScrollingContainer Class:
&#9;This class contains the following members:

&#9;Readonly:
&#9;&#9;Boundary
&#9;&#9;&#9;A Frame that represents the visible area, clipping off any overflowing content.

&#9;&#9;Container
&#9;&#9;&#9;A Frame that will contain other items to be displayed in the scrolling container.

&#9;&#9;GUI
&#9;&#9;&#9;The scrolling container GUI.

&#9;&#9;HScroll
&#9;&#9;&#9;The horizontal scroll bar object (if available).

&#9;&#9;VScroll
&#9;&#9;&#9;The vertical scroll bar object (if available).
&#9;&#9;
&#9;Methods:
&#9;&#9;Update ( )
&#9;&#9;&#9;Updates the scroll bar (or both, if present).
]==]

local function CreateScrollingContainer(v_scroll,h_scroll,scroll_width)
&#9;if v_scroll == nil then v_scroll = true end
&#9;scroll_width = scroll_width or ENTRY_SIZE

&#9;local ParentFrame = Create&apos;Frame&apos;{
&#9;&#9;Name = &quot;ScrollingContainer&quot;;
&#9;&#9;Size = UDim2.new(0,300,0,200);
&#9;&#9;BackgroundTransparency = 1;
&#9;}

&#9;local Boundary = Create&apos;Frame&apos;{
&#9;&#9;Name = &quot;Boundary&quot;;
&#9;&#9;BackgroundColor3 = Color3.new(0,0,0);
&#9;&#9;BorderColor3 = Color3.new(1,1,1);
&#9;&#9;ClipsDescendants = true;
&#9;&#9;Parent = ParentFrame;
&#9;}

&#9;local Container = Create&apos;Frame&apos;{
&#9;&#9;Name = &quot;Container&quot;;
&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;Parent = Boundary;
&#9;}
&#9;
&#9;local Class = {
&#9;&#9;GUI = ParentFrame;
&#9;&#9;Boundary = Boundary;
&#9;&#9;Container = Container;
&#9;}
&#9;
&#9;if v_scroll and h_scroll then
&#9;&#9;local VScroll = CreateScrollBar(false,scroll_width)
&#9;&#9;VScroll.PageIncrement = scroll_width
&#9;&#9;VScroll.GUI.Position = UDim2.new(1,-scroll_width,0,0)
&#9;&#9;VScroll.GUI.Size = UDim2.new(0,scroll_width,1,-scroll_width)
&#9;&#9;VScroll.GUI.Parent = ParentFrame
&#9;&#9;local VUpdate = VScroll.Update
&#9;&#9;VScroll.UpdateCallback = function()
&#9;&#9;&#9;Container.Position = UDim2.new(0,Container.Position.X.Offset,0,-VScroll.ScrollIndex)
&#9;&#9;end
&#9;&#9;
&#9;&#9;local HScroll = CreateScrollBar(true,scroll_width)
&#9;&#9;HScroll.PageIncrement = scroll_width
&#9;&#9;HScroll.GUI.Position = UDim2.new(0,0,1,-scroll_width)
&#9;&#9;HScroll.GUI.Size = UDim2.new(1,-scroll_width,0,scroll_width)
&#9;&#9;HScroll.GUI.Parent = ParentFrame
&#9;&#9;local HUpdate = HScroll.Update
&#9;&#9;HScroll.UpdateCallback = function()
&#9;&#9;&#9;Container.Position = UDim2.new(0,-HScroll.ScrollIndex,0,Container.Position.Y.Offset)
&#9;&#9;end

&#9;&#9;Boundary.Size = UDim2.new(1,-scroll_width,1,-scroll_width)
&#9;&#9;
&#9;&#9;local function Update()
&#9;&#9;&#9;VUpdate()
&#9;&#9;&#9;HUpdate()
&#9;&#9;end
&#9;&#9;
&#9;&#9;local function SizeChanged(p)
&#9;&#9;&#9;if p == &quot;AbsoluteSize&quot; then
&#9;&#9;&#9;&#9;VScroll.TotalSpace = Container.AbsoluteSize.y
&#9;&#9;&#9;&#9;VScroll.VisibleSpace = Boundary.AbsoluteSize.y
&#9;&#9;&#9;&#9;HScroll.TotalSpace = Container.AbsoluteSize.x
&#9;&#9;&#9;&#9;HScroll.VisibleSpace = Boundary.AbsoluteSize.x
&#9;&#9;&#9;&#9;Update()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;Boundary.Changed:connect(SizeChanged)
&#9;&#9;Container.Changed:connect(SizeChanged)
&#9;&#9;Class.VScroll = VScroll
&#9;&#9;Class.HScroll = HScroll
&#9;&#9;Class.Update = Update
&#9;&#9;SizeChanged(&quot;AbsoluteSize&quot;)
&#9;&#9;Update()
&#9;elseif v_scroll then
&#9;&#9;local Scroll = CreateScrollBar(false,scroll_width)
&#9;&#9;Scroll.PageIncrement = scroll_width
&#9;&#9;Scroll.GUI.Position = UDim2.new(1,-scroll_width,0,0)
&#9;&#9;Scroll.GUI.Size = UDim2.new(0,scroll_width,1,0)
&#9;&#9;Scroll.GUI.Parent = ParentFrame
&#9;&#9;local Update = Scroll.Update
&#9;&#9;Scroll.UpdateCallback = function()
&#9;&#9;&#9;Container.Position = UDim2.new(0,Container.Position.X.Offset,0,-Scroll.ScrollIndex)
&#9;&#9;end
&#9;&#9;local function SizeChanged(p)
&#9;&#9;&#9;if p == &quot;AbsoluteSize&quot; then
&#9;&#9;&#9;&#9;Scroll.TotalSpace = Container.AbsoluteSize.y
&#9;&#9;&#9;&#9;Scroll.VisibleSpace = Boundary.AbsoluteSize.y
&#9;&#9;&#9;&#9;Update()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;Boundary.Changed:connect(SizeChanged)
&#9;&#9;Container.Changed:connect(SizeChanged)
&#9;&#9;Class.VScroll = Scroll
&#9;&#9;Class.Update = Update
&#9;&#9;SizeChanged(&quot;AbsoluteSize&quot;)
&#9;&#9;Update()
&#9;elseif h_scroll then
&#9;&#9;local Scroll = CreateScrollBar(true,scroll_width)
&#9;&#9;Scroll.PageIncrement = scroll_width
&#9;&#9;Scroll.GUI.Position = UDim2.new(0,0,1,-scroll_width)
&#9;&#9;Scroll.GUI.Size = UDim2.new(1,0,0,scroll_width)
&#9;&#9;Scroll.GUI.Parent = ParentFrame
&#9;&#9;local Update = Scroll.Update
&#9;&#9;Scroll.UpdateCallback = function()
&#9;&#9;&#9;Container.Position = UDim2.new(0,-Scroll.ScrollIndex,0,Container.Position.Y.Offset)
&#9;&#9;end
&#9;&#9;local function SizeChanged(p)
&#9;&#9;&#9;if p == &quot;AbsoluteSize&quot; then
&#9;&#9;&#9;&#9;Scroll.TotalSpace = Container.AbsoluteSize.x
&#9;&#9;&#9;&#9;Scroll.VisibleSpace = Boundary.AbsoluteSize.x
&#9;&#9;&#9;&#9;Update()
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;Boundary.Changed:connect(SizeChanged)
&#9;&#9;Container.Changed:connect(SizeChanged)
&#9;&#9;Class.HScroll = Scroll
&#9;&#9;Class.Update = Update
&#9;&#9;SizeChanged(&quot;AbsoluteSize&quot;)
&#9;&#9;Update()
&#9;end
&#9;
&#9;return Class,ParentFrame
end

lib.ScrollingContainer = CreateScrollingContainer

--[[DEPEND:
SetZIndex.lua;
Stylist.lua;
Graphic.lua;
ScrollBar.lua;
]]

doc[&quot;DetailedList&quot;] = [==[
DetailedList ( table `row_data_list`, table `column_scheme`, number `row_height` ) [constructor]
&#9;returns: DetailedList `object`, Frame `list_frame`

Creates a customizable list for displaying data.

Arguments:
&#9;`row_data_list`
&#9;&#9;Holds all the data to be displayed.
&#9;&#9;It contains tables that hold data for each row in the list (see Row Data).
&#9;&#9;Optional; defaults to an empty table.

&#9;`column_scheme`
&#9;&#9;Contains information for how each column will be displayed (see Column Scheme).
&#9;&#9;
&#9;`row_height`
&#9;&#9;Sets the height of each row, in pixels.
&#9;&#9;Optional; defaults to ]==]..ENTRY_SIZE..[==[

Returns:
&#9;`object`
&#9;&#9;The DetailedList object.
&#9;&#9;
&#9;`list_frame`
&#9;&#9;The DetailedList GUI.


DetailedList Class:
&#9;This class contains the following members:
&#9;
&#9;Readonly:
&#9;&#9;GUI
&#9;&#9;&#9;The DetailedList GUI.

&#9;&#9;Data
&#9;&#9;&#9;The `row_data_list` table.

&#9;&#9;Scroll
&#9;&#9;&#9;A class for the list&apos;s scroll bar.

&#9;&#9;Stylist
&#9;&#9;&#9;A table that contains Stylist classes for controlling the appearance of the DetailedList.
&#9;&#9;&#9;It contains the following values:
&#9;&#9;&#9;&#9;Global: Every object in the DetailedList
&#9;&#9;&#9;&#9;Cell: Every cell in list
&#9;&#9;&#9;&#9;Header: Each cell the top (header) row of the list.
&#9;&#9;&#9;&#9;RowSpan: Each cell container of each row.
&#9;&#9;&#9;&#9;Rows: A table that contains Stylists for each row in the list, referenced by the row&apos;s data table.
&#9;&#9;&#9;&#9;Columns: A table that contains Stylists for each column in the list.

&#9;Methods:
&#9;&#9;AddRow ( table `row_data`, number `index`, table `style` )
&#9;&#9;&#9;Adds a new row to the list.
&#9;&#9;&#9;`row_data` is the data to display in the row.
&#9;&#9;&#9;If `index` is specified, then the row will be added to that place in the list, instead of the end.
&#9;&#9;&#9;If `style` is specified, then the row&apos;s Stylist will be created with it.
&#9;&#9;&#9;Returns the row&apos;s data table.

&#9;&#9;RemoveRow ( number `index` )
&#9;&#9;&#9;Removes a row from the list.
&#9;&#9;&#9;`index` may be a numerical index in the list, or a row data table in the list.
&#9;&#9;&#9;Returns the removed row&apos;s data table.

&#9;&#9;UpdateRow ( number `index` )
&#9;&#9;&#9;Updates the specified row to reflect the data in `row_data_list`
&#9;&#9;&#9;`index` may be a numerical index in the list, or a row data table in the list.

&#9;&#9;Update ( )
&#9;&#9;&#9;Updates the display.

&#9;&#9;Destroy ( )
&#9;&#9;&#9;Releases the resources used by this object.
&#9;&#9;&#9;Run this if you&apos;re no longer using this object.


Column Scheme:
&#9;The column scheme is a list of tables, each representing a column that will appear in the DetailedList.
&#9;Each of these tables contain the following entries:
&#9;&#9;[&quot;type&quot;] = (string)
&#9;&#9;&#9;Indicates the data type of the column.
&#9;&#9;&#9;More entries may be required depending on the type (see Column Scheme Types).
&#9;&#9;[&quot;name&quot;] = (string)
&#9;&#9;&#9;The name of the column. This will appear in the header at the top.
&#9;&#9;[&quot;width&quot;] = (UDim)
&#9;&#9;&#9;The width of the column.
&#9;&#9;[&quot;style&quot;] = (table)
&#9;&#9;&#9;Optional. Defines a custom style for the column.
&#9;&#9;&#9;If defined, then it will become the corresponding stylist in `object`.Stylist.Columns.


Row Data:
&#9;A row data table holds the data for each cell of a row.
&#9;Each entry corresponds to each cell in the row.
&#9;Their types should match up with the column scheme (see Column Scheme Types).

&#9;Example (for scheme {&quot;check-box&quot;, &quot;image&quot;, &quot;text&quot;}):
&#9;&#9;row_data_list = {
&#9;&#9;&#9;{true, &quot;flower.png&quot;, &quot;Flowers&quot;};
&#9;&#9;&#9;{false, &quot;beehive.png&quot;, &quot;Bees&quot;};
&#9;&#9;}


Column Scheme Types:
&#9;Here are the possible data types, and their extra entries:
&#9;&#9;text
&#9;&#9;&#9;Row Data: string
&#9;&#9;&#9;&#9;The text to display in the cell.
&#9;&#9;&#9;Entries: none
&#9;&#9;image
&#9;&#9;&#9;Row Data: string
&#9;&#9;&#9;&#9;The Content string of the image to display in the cell.
&#9;&#9;&#9;Entries: none
&#9;&#9;text-button
&#9;&#9;&#9;Row Data: string
&#9;&#9;&#9;&#9;The text to display in the cell.
&#9;&#9;&#9;Entries:
&#9;&#9;&#9;&#9;[&quot;callback&quot;] = function (table `row_data`, table `object`)
&#9;&#9;&#9;&#9;&#9;Called when the button is clicked.
&#9;&#9;&#9;&#9;&#9;`row_data` is the button&apos;s row data.
&#9;&#9;&#9;&#9;&#9;`object` is the DetailedList object.
&#9;&#9;image-button
&#9;&#9;&#9;Row Data: string
&#9;&#9;&#9;&#9;The Content string of the image to display in the cell.
&#9;&#9;&#9;Entries:
&#9;&#9;&#9;&#9;[&quot;callback&quot;] = function (table `row_data`, table `object`)
&#9;&#9;&#9;&#9;&#9;Called when the button is clicked.
&#9;&#9;&#9;&#9;&#9;`row_data` is the button&apos;s row data.
&#9;&#9;&#9;&#9;&#9;`object` is the DetailedList object.
&#9;&#9;text-field
&#9;&#9;&#9;Row Data: string
&#9;&#9;&#9;&#9;The value displayed in the text field.
&#9;&#9;&#9;Entries:
&#9;&#9;&#9;&#9;[&quot;callback&quot;] = function (string `text`, table `row_data`, table `object`, bool `entered`)
&#9;&#9;&#9;&#9;&#9;Called when the field loses focus.
&#9;&#9;&#9;&#9;&#9;`text` is the field&apos;s current text.
&#9;&#9;&#9;&#9;&#9;`row_data` is the field&apos;s row data.
&#9;&#9;&#9;&#9;&#9;`object` is the DetailedList object.
&#9;&#9;&#9;&#9;&#9;`entered` is whether the user pressed enter to lose focus.
&#9;&#9;&#9;&#9;&#9;This function should return a string (usually same as `text`).
&#9;&#9;&#9;&#9;&#9;If nil or false is returned, then the field will be reverted to the text before the change.
&#9;&#9;check-box
&#9;&#9;&#9;Row Data: bool
&#9;&#9;&#9;&#9;The state of the check box.
&#9;&#9;&#9;Entries:
&#9;&#9;&#9;&#9;[&quot;checked&quot;] = string, table
&#9;&#9;&#9;&#9;&#9;The image (Content string) to display when the box is checked.
&#9;&#9;&#9;&#9;&#9;If a table, its entries are the arguments to make a new Graphic.
&#9;&#9;&#9;&#9;[&quot;unchecked&quot;] = string, table
&#9;&#9;&#9;&#9;&#9;The image (Content string) to display when the box is unchecked.
&#9;&#9;&#9;&#9;&#9;If a table, its entries are the arguments to make a new Graphic.
&#9;&#9;&#9;&#9;[&quot;callback&quot;] = function (table `row_data`, table `object`)
&#9;&#9;&#9;&#9;&#9;Called when the check box is clicked.
&#9;&#9;&#9;&#9;&#9;`row_data` is the button&apos;s row data.
&#9;&#9;&#9;&#9;&#9;`object` is the DetailedList object.
&#9;&#9;&#9;&#9;&#9;This function should return a bool, indicating if the check box should toggle its state.
&#9;&#9;drop-list (NOT IMPLEMENTED)
&#9;&#9;&#9;Row Data: string
&#9;&#9;&#9;&#9;The value displayed in the drop list.
&#9;&#9;&#9;Entries:
&#9;&#9;&#9;&#9;[&quot;items&quot;] = table
&#9;&#9;&#9;&#9;&#9;A list of items to appear in the drop list.
]==]

--[==[EXCLUDE:
detailed list notes

&#9;updating will take much more processing, due to amount of info per row
&#9;there aren&apos;t going to be millions of rows
&#9;so, go back to having frames for each row
&#9;but, still use row indexing
&#9;on update, stop displaying displayed rows, query new rows, display them

&#9;row frames in the RowFramesList table are referenced by data rows in the RowDataList table

&#9;PANIC: columns have a fixed width
&#9;when updating, resize each cell width using one of the following options:
&#9;-&gt;&#9;basic: columns have fixed, perminent width, defined by column scheme, calculated once on row addition
&#9;&#9;detailed view-like: columns have fixed width regardless of row content, recalculated when column tab is resized
&#9;&#9;table-like: each column width is recalculated based on its content, when a row is added/removed (expensive)

&#9;entry scheme:
&#9;&#9;a table that describes an entry to the list
&#9;&#9;keys are sequential, describing a part of the entry

&#9;&#9;Entry Data:
&#9;&#9;&#9;For a cell type, the acceptable entry data type is defined below.
&#9;&#9;&#9;If the entry is a table instead, the first value in that table is the original data,
&#9;&#9;&#9;while other keys defined will set the corresponding property of the cell.
&#9;&#9;&#9;Example:
&#9;&#9;&#9;&#9;As Data Type:&#9;&quot;A string&quot;
&#9;&#9;&#9;&#9;As Table:&#9;&#9;{&quot;A string&quot;, TextColor3 = Color3.new(1,0,0)}
&#9;&#9;Types:
&#9;&#9;Column Scheme Definition:&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;Entry Data:
&#9;&#9;{&quot;text&quot;};&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;string
&#9;&#9;{&quot;image&quot;};&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;string
&#9;&#9;{&quot;text-button&quot;, callback = function};&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;string
&#9;&#9;{&quot;image-button&quot;, callback = function};&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;string
&#9;&#9;{&quot;text-field&quot;, callback = function};&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;string
&#9;&#9;{&quot;check-box&quot;, checked = string, unchecked = string, callback};&#9;&#9;bool
&#9;&#9;{&quot;drop-list&quot;, items = table};&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;string

&#9;&#9;Each scheme has a &apos;name&apos; key (string) and a &apos;width&apos; key (UDim), which define he name and width of the column
&#9;&#9;Each scheme can also have a &apos;style&apos; key, who&apos;s value is a table that defines properties for each cell as columns
]==]

local function CreateDetailedList(RowDataList,ColumnScheme,rowHeight)
&#9;RowDataList = RowDataList or {}
&#9;rowHeight = rowHeight or ENTRY_SIZE
&#9;local viewHeight = 0
&#9;local numRows = math.floor(viewHeight/rowHeight)
&#9;local scrollIndex = 0

&#9;local RowFramesList = {}&#9;-- holds a list of frames associated with RowDataList entries. This list is independent of RowDataList, and may be resorted
&#9;local RowFrameLookup = {}&#9;-- [data]=frame references
&#9;local RowDataLookup = {}&#9;-- [frame]=data references; it would be nice if this didn&apos;t have to exist
&#9;local DisplayedRows = {}&#9;-- a list of currently displayed row frames
&#9;local CellMetadata = {}&#9;&#9;-- extra data associated with a cell

&#9;local DetailedListFrame = Create&apos;Frame&apos;{
&#9;&#9;Size = UDim2.new(0,300,0,200);
&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;Create&apos;Frame&apos;{
&#9;&#9;&#9;Name = &quot;ListViewFrame&quot;;
&#9;&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;&#9;Size = UDim2.new(1,-rowHeight,1,-rowHeight);
&#9;&#9;&#9;Position = UDim2.new(0,0,0,rowHeight);
&#9;&#9;};
&#9;&#9;Create&apos;Frame&apos;{
&#9;&#9;&#9;Name = &quot;ColumnHeaderFrame&quot;;
&#9;&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;&#9;Size = UDim2.new(1,-rowHeight,0,rowHeight);
&#9;&#9;&#9;Position = UDim2.new(0,0,0,0);
&#9;&#9;};
&#9;}
&#9;
&#9;local ListViewFrame = DetailedListFrame.ListViewFrame
&#9;local ColumnHeaderFrame = DetailedListFrame.ColumnHeaderFrame

---- Stylists
&#9;local GlobalStylist = CreateStylist{&#9;&#9;-- for all objects
&#9;&#9;TextColor3&#9;&#9;&#9;= Color3.new(1,1,1);
&#9;--&#9;TextXAlignment&#9;&#9;= Enum.TextXAlignment.Center;
&#9;--&#9;TextYAlignment&#9;&#9;= Enum.TextYAlignment.Center;
&#9;&#9;TextTransparency&#9;= 0;
&#9;&#9;Font&#9;&#9;&#9;&#9;= Enum.Font.ArialBold;
&#9;&#9;FontSize&#9;&#9;&#9;= Enum.FontSize.Size14;
&#9;}
&#9;local CellStylist = CreateStylist{&#9;&#9;-- for all cells
&#9;&#9;BackgroundColor3&#9;&#9;= Color3.new(0,0,0);
&#9;&#9;BorderColor3&#9;&#9;&#9;= Color3.new(1,1,1);
&#9;&#9;BorderSizePixel&#9;&#9;&#9;= 1;
&#9;&#9;BackgroundTransparency&#9;= 0.7;
&#9;}
&#9;GlobalStylist.AddStylist(CellStylist)
&#9;local HeaderStylist = CreateStylist{&#9;&#9;-- for all column headers
&#9;&#9;BackgroundColor3&#9;&#9;= Color3.new(1,1,1);
&#9;&#9;BorderColor3&#9;&#9;&#9;= Color3.new(1,1,1);
&#9;&#9;BorderSizePixel&#9;&#9;&#9;= 1;
&#9;&#9;BackgroundTransparency&#9;= 0.8;
&#9;}
&#9;GlobalStylist.AddStylist(HeaderStylist)
&#9;local RowSpanStylist = CreateStylist{&#9;&#9;-- for cell container of each row
&#9;&#9;BackgroundTransparency&#9;= 1;
&#9;}
&#9;GlobalStylist.AddStylist(RowSpanStylist)
&#9;local RowStylists = {}&#9;&#9;&#9;&#9;-- list of stylists for each row
&#9;local ColumnStylists = {}&#9;&#9;&#9;-- list of stylists for each column

&#9;local Scroll,ScrollBarFrame = CreateScrollBar(false,rowHeight)
&#9;Modify(ScrollBarFrame){
&#9;&#9;Size = UDim2.new(0,rowHeight,1,-rowHeight);
&#9;&#9;Position = UDim2.new(1,-rowHeight,0,rowHeight);
&#9;&#9;Parent = DetailedListFrame;
&#9;}

&#9;local Update = Scroll.Update

---- DetailedList Class
&#9;local Class = {
&#9;&#9;Data = RowDataList;
&#9;&#9;GUI = DetailedListFrame;
&#9;&#9;Stylist = {
&#9;&#9;&#9;Global = GlobalStylist;
&#9;&#9;&#9;Cell = CellStylist;
&#9;&#9;&#9;Header = HeaderStylist;
&#9;&#9;&#9;RowSpan = RowSpanStylist;
&#9;&#9;&#9;Rows = RowStylists;
&#9;&#9;&#9;Columns = ColumnStylists;
&#9;&#9;};
&#9;&#9;Update = Update;
&#9;}
&#9;
&#9;-- update row display
&#9;local event_id = 0
&#9;Scroll.UpdateCallback = function()
&#9;&#9;event_id = event_id + 1
&#9;&#9;local current_id = event_id
&#9;&#9;-- stop displaying previous rows
&#9;&#9;for i,row in pairs(DisplayedRows) do
&#9;&#9;&#9;if event_id ~= current_id then return end
&#9;&#9;&#9;row.Visible = false
&#9;&#9;&#9;DisplayedRows[i] = nil
&#9;&#9;end
&#9;&#9;-- query and display current rows
&#9;&#9;for i = 1,Scroll.VisibleSpace do
&#9;&#9;&#9;if event_id ~= current_id then return end
&#9;&#9;&#9;local row = RowFramesList[i + Scroll.ScrollIndex]
&#9;&#9;&#9;if row then
&#9;&#9;&#9;&#9;DisplayedRows[#DisplayedRows+1] = row
&#9;&#9;&#9;&#9;row.Position = UDim2.new(0,0,0,(i-1)*rowHeight)
&#9;&#9;&#9;&#9;row.Size = UDim2.new(1,0,0,rowHeight)
&#9;&#9;&#9;&#9;row.Visible = true
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;
&#9;ListViewFrame.Changed:connect(function(p)
&#9;&#9;if p == &quot;AbsoluteSize&quot; then
&#9;&#9;&#9;Scroll.VisibleSpace = math.floor(ListViewFrame.AbsoluteSize.y/rowHeight)
&#9;&#9;&#9;Update()
&#9;&#9;end
&#9;end)

---- Row Sorting
&#9;local SortGraphic = Create&apos;Frame&apos;{
&#9;&#9;Name = &quot;SortGraphic&quot;;
&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;Size = UDim2.new(0,rowHeight,0,rowHeight);
&#9;&#9;Position = UDim2.new(1,-rowHeight*0.75,0.5,-rowHeight/8);
&#9;}
&#9;local GraphicTextAlias = {[&quot;TextColor3&quot;]=&quot;BackgroundColor3&quot;;[&quot;TextTransparency&quot;]=&quot;BackgroundTransparency&quot;;[&quot;BorderSizePixel&quot;]=&quot;&quot;}
&#9;
&#9;local SortUpG,SortUp = CreateGraphic(&quot;arrow-up&quot;,Vector2.new(rowHeight,rowHeight))
&#9;GlobalStylist.AddStylist(SortUpG.Stylist,GraphicTextAlias)
&#9;SortUp.Visible = false
&#9;SortUp.Parent = SortGraphic
&#9;
&#9;local SortDownG,SortDown = CreateGraphic(&quot;arrow-down&quot;,Vector2.new(rowHeight,rowHeight))
&#9;GlobalStylist.AddStylist(SortDownG.Stylist,GraphicTextAlias)
&#9;SortDown.Visible = false
&#9;SortDown.Parent = SortGraphic
&#9;
&#9;-- sets the direction (up or down) and parent (column header)
&#9;local function SetSortGraphic(direction,parent)
&#9;&#9;if parent then
&#9;&#9;&#9;if parent.TextXAlignment == Enum.TextXAlignment.Right then
&#9;&#9;&#9;&#9;SortGraphic.Position = UDim2.new(0,0,0,0)
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;SortGraphic.Position = UDim2.new(1,-rowHeight,0,0)
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if direction &gt; 0 then
&#9;&#9;&#9;SortUp.Visible = true
&#9;&#9;&#9;SortDown.Visible = false
&#9;&#9;&#9;if SortGraphic.ZIndex ~= parent.ZIndex then
&#9;&#9;&#9;&#9;SetZIndex(SortGraphic,parent.ZIndex)
&#9;&#9;&#9;end
&#9;&#9;&#9;SortGraphic.Parent = parent
&#9;&#9;elseif direction &lt; 0 then
&#9;&#9;&#9;SortUp.Visible = false
&#9;&#9;&#9;SortDown.Visible = true
&#9;&#9;&#9;if SortGraphic.ZIndex ~= parent.ZIndex then
&#9;&#9;&#9;&#9;SetZIndex(SortGraphic,parent.ZIndex)
&#9;&#9;&#9;end
&#9;&#9;&#9;SortGraphic.Parent = parent
&#9;&#9;else
&#9;&#9;&#9;SortUp.Visible = false
&#9;&#9;&#9;SortDown.Visible = false
&#9;&#9;&#9;SortGraphic.Parent = nil
&#9;&#9;end
&#9;end
&#9;
&#9;-- sorts a column (at index) by a sort type (ascending/descending/none)
&#9;-- will eventually be added to class
&#9;local function SortColumn(index,sort_type)
&#9;&#9;-- re-sort to original sorting
&#9;&#9;for i,data in pairs(RowDataList) do
&#9;&#9;&#9;RowFramesList[i] = RowFrameLookup[data]
&#9;&#9;end
&#9;&#9;local header = ColumnHeaderFrame:GetChildren()[index] -- eww
&#9;&#9;SetSortGraphic(0)
&#9;&#9;-- sort depending on type, if provided
&#9;&#9;if sort_type == SORT.ASCENDING then
&#9;&#9;&#9;table.sort(RowFramesList,function(a,b)
&#9;&#9;&#9;&#9;local adata,bdata = RowDataLookup[a][index],RowDataLookup[b][index]
&#9;&#9;&#9;&#9;-- a and b should always have the same type
&#9;&#9;&#9;&#9;local t = type(adata)
&#9;&#9;&#9;&#9;if t == &quot;table&quot; then
&#9;&#9;&#9;&#9;&#9;adata,bdata = adata[1],bdata[1]
&#9;&#9;&#9;&#9;&#9;t = type(adata)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if t == &quot;boolean&quot; then
&#9;&#9;&#9;&#9;&#9;return tostring(adata) &gt; tostring(bdata)
&#9;&#9;&#9;&#9;elseif t == &quot;number&quot; or t == &quot;string&quot; then
&#9;&#9;&#9;&#9;&#9;return adata &lt; bdata
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;return tostring(adata) &lt; tostring(bdata)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end)
&#9;&#9;&#9;SetSortGraphic(1,header)
&#9;&#9;elseif sort_type == SORT.DESCENDING then
&#9;&#9;&#9;table.sort(RowFramesList,function(a,b)
&#9;&#9;&#9;&#9;local adata,bdata = RowDataLookup[a][index],RowDataLookup[b][index]
&#9;&#9;&#9;&#9;-- a and b should always have the same type
&#9;&#9;&#9;&#9;local t = type(adata)
&#9;&#9;&#9;&#9;if t == &quot;table&quot; then
&#9;&#9;&#9;&#9;&#9;adata,bdata = adata[1],bdata[1]
&#9;&#9;&#9;&#9;&#9;t = type(adata)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if t == &quot;boolean&quot; then
&#9;&#9;&#9;&#9;&#9;return tostring(adata) &lt; tostring(bdata)
&#9;&#9;&#9;&#9;elseif t == &quot;number&quot; or t == &quot;string&quot; then
&#9;&#9;&#9;&#9;&#9;return adata &gt; bdata
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;return tostring(adata) &gt; tostring(bdata)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end)
&#9;&#9;&#9;local header = ColumnHeaderFrame:GetChildren()[index]
&#9;&#9;&#9;SetSortGraphic(-1,header)
&#9;&#9;end
&#9;&#9;Update()
&#9;end

---- Initialize column scheme
&#9;local RowTemplate = Create&apos;Frame&apos;{
&#9;&#9;Name = &quot;Row&quot;;
&#9;&#9;Visible = false;
&#9;}

&#9;-- appends a space character to aligned text as cheap padding
&#9;local function SetText(frame,text)
&#9;&#9;if text == nil then
&#9;&#9;&#9;frame.Text = &quot;&quot;;
&#9;&#9;else
&#9;&#9;&#9;text = tostring(text)
&#9;&#9;&#9;if #text &gt; 0 and frame.TextXAlignment ~= Enum.TextXAlignment.Center then
&#9;&#9;&#9;&#9;if frame.TextXAlignment == Enum.TextXAlignment.Left then
&#9;&#9;&#9;&#9;&#9;frame.Text = &quot; &quot; .. text
&#9;&#9;&#9;&#9;elseif frame.TextXAlignment == Enum.TextXAlignment.Right then
&#9;&#9;&#9;&#9;&#9;frame.Text = text .. &quot; &quot;
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;frame.Text = text
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;
&#9;-- used by check-box, which uses either an image or a Graphic.
&#9;local function SetImageOrGraphic(cell,active)
&#9;&#9;local md = CellMetadata[cell]
&#9;&#9;local checked,unchecked = md.Checked,md.Unchecked
&#9;&#9;if type(unchecked) == &quot;string&quot; then
&#9;&#9;&#9;cell.Image = active and &quot;&quot; or unchecked
&#9;&#9;elseif type(unchecked) == &quot;table&quot; then
&#9;&#9;&#9;if active then
&#9;&#9;&#9;&#9;unchecked.GUI.Parent = nil
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;if unchecked.GUI.ZIndex ~= cell.ZIndex then
&#9;&#9;&#9;&#9;&#9;SetZIndex(unchecked.GUI,cell.ZIndex)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;unchecked.GUI.Parent = cell
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if type(checked) == &quot;string&quot; then
&#9;&#9;&#9;cell.Image = active and checked or &quot;&quot;
&#9;&#9;elseif type(checked) == &quot;table&quot; then
&#9;&#9;&#9;if active then
&#9;&#9;&#9;&#9;if checked.GUI.ZIndex ~= cell.ZIndex then
&#9;&#9;&#9;&#9;&#9;SetZIndex(checked.GUI,cell.ZIndex)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;checked.GUI.Parent = cell
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;checked.GUI.Parent = nil
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;
&#9;local current_sort_header = nil
&#9;local current_sort_type = SORT.NONE

&#9;-- generate a template for rows
&#9;local ColumnHeaderPos = UDim.new()
&#9;for i,cell_scheme in pairs(ColumnScheme) do
&#9;&#9;local columnStylist = CreateStylist(cell_scheme.style)
&#9;&#9;ColumnStylists[i] = columnStylist
&#9;--&#9;CellStylist.AddStylist(columnStylist)
&#9;--&#9;columnStylist.AddStylist(HeaderStylist)
&#9;&#9;local cell_type = cell_scheme.type
&#9;&#9;local template
&#9;&#9;if cell_type == &quot;text&quot; then
&#9;&#9;&#9;template = Instance.new(&quot;TextLabel&quot;,RowTemplate)
&#9;&#9;&#9;template.Name = &quot;Text&quot;
&#9;&#9;elseif cell_type == &quot;image&quot; then
&#9;&#9;&#9;template = Instance.new(&quot;ImageLabel&quot;,RowTemplate)
&#9;&#9;&#9;template.Name = &quot;Image&quot;
&#9;&#9;elseif cell_type == &quot;text-button&quot; then
&#9;&#9;&#9;template = Instance.new(&quot;TextButton&quot;,RowTemplate)
&#9;&#9;&#9;template.Name = &quot;TextButton&quot;
&#9;&#9;elseif cell_type == &quot;image-button&quot; then
&#9;&#9;&#9;template = Instance.new(&quot;ImageButton&quot;,RowTemplate)
&#9;&#9;&#9;template.Name = &quot;ImageButton&quot;
&#9;&#9;elseif cell_type == &quot;text-field&quot; then
&#9;&#9;&#9;template = Instance.new(&quot;TextBox&quot;,RowTemplate)
&#9;&#9;&#9;template.Name = &quot;TextField&quot;
&#9;&#9;&#9;template.ClearTextOnFocus = false
&#9;&#9;elseif cell_type == &quot;check-box&quot; then
&#9;&#9;&#9;template = Instance.new(&quot;ImageButton&quot;,RowTemplate)
&#9;&#9;&#9;template.Name = &quot;CheckBox&quot;
&#9;&#9;end
&#9;&#9;
&#9;&#9;-- create the header row
&#9;&#9;local ColumnHeader = Create&apos;TextButton&apos;{
&#9;&#9;&#9;Name = &quot;ColumnHeader&quot;;
&#9;&#9;&#9;Parent = ColumnHeaderFrame;
&#9;&#9;}
&#9;&#9;HeaderStylist.AddObject(ColumnHeader)
&#9;&#9;columnStylist.AddObject(ColumnHeader)
&#9;&#9;SetText(ColumnHeader,cell_scheme.name)
&#9;&#9;-- sort on click
&#9;&#9;ColumnHeader.MouseButton1Click:connect(function()
&#9;&#9;&#9;if current_sort_header == ColumnHeader then
&#9;&#9;&#9;&#9;-- cycle between ascending, descending, and none
&#9;&#9;&#9;&#9;if current_sort_type == SORT.ASCENDING then
&#9;&#9;&#9;&#9;&#9;current_sort_type = SORT.DESCENDING
&#9;&#9;&#9;&#9;elseif current_sort_type == SORT.DESCENDING then
&#9;&#9;&#9;&#9;&#9;current_sort_type = SORT.NONE
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;current_sort_type = SORT.ASCENDING
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;current_sort_type = SORT.ASCENDING
&#9;&#9;&#9;end
&#9;&#9;&#9;current_sort_header = ColumnHeader
&#9;&#9;&#9;SortColumn(i,current_sort_type)
&#9;&#9;end)
&#9;&#9;local Width = cell_scheme.width
&#9;&#9;ColumnHeader.Size = UDim2.new(Width.Scale,Width.Offset,1,0)
&#9;&#9;ColumnHeader.Position = UDim2.new(ColumnHeaderPos.Scale,ColumnHeaderPos.Offset,0,0)
&#9;&#9;ColumnHeaderPos = ColumnHeaderPos + Width
&#9;end
&#9;ColumnHeaderPos = nil

---- Class functions

&#9;-- update the row frame to reflect the row data
&#9;function Class.UpdateRow(index)
&#9;&#9;local RowData
&#9;&#9;if type(index) == &quot;number&quot; then
&#9;&#9;&#9;RowData = RowDataList[index]
&#9;&#9;else
&#9;&#9;&#9;RowData = index
&#9;&#9;end

&#9;&#9;local Row = RowFrameLookup[RowData]
&#9;&#9;local Cells = Row:GetChildren() -- eww
&#9;&#9;local CellColPos = UDim.new()
&#9;&#9;for i,cell_scheme in pairs(ColumnScheme) do
&#9;&#9;&#9;local cell_type = cell_scheme.type
&#9;&#9;&#9;local Cell = Cells[i]
&#9;&#9;&#9;local CellData = RowData[i]
&#9;&#9;&#9;local Width = cell_scheme.width
&#9;&#9;&#9;if cell_type == &quot;text&quot; then
&#9;&#9;&#9;&#9;SetText(Cell,CellData)
&#9;&#9;&#9;elseif cell_type == &quot;image&quot; then
&#9;&#9;&#9;&#9;Cell.Image = CellData
&#9;&#9;&#9;elseif cell_type == &quot;text-button&quot; then
&#9;&#9;&#9;&#9;SetText(Cell,CellData)
&#9;&#9;&#9;elseif cell_type == &quot;image-button&quot; then
&#9;&#9;&#9;&#9;Cell.Image = CellData
&#9;&#9;&#9;elseif cell_type == &quot;text-field&quot; then
&#9;&#9;&#9;&#9;SetText(Cell,CellData)
&#9;&#9;&#9;elseif cell_type == &quot;check-box&quot; then
&#9;&#9;&#9;&#9;SetImageOrGraphic(Cell,CellData)
&#9;&#9;&#9;end
&#9;&#9;&#9;Cell.Size = UDim2.new(Width.Scale,Width.Offset,1,0) -- this would be a lot easier if UDim2.new accepts UDims
&#9;&#9;&#9;Cell.Position = UDim2.new(CellColPos.Scale,CellColPos.Offset,0,0)
&#9;&#9;&#9;CellColPos = CellColPos + Width
&#9;&#9;end
&#9;end

&#9;-- add a new row to the list; optional list index
&#9;function Class.AddRow(RowData,index,style)
&#9;&#9;-- TODO: verify that data matches column scheme
&#9;&#9;local NewRow = RowTemplate:Clone()
&#9;&#9;if index then
&#9;&#9;&#9;index = index &gt; #RowDataList+1 and #RowDataList+1 or index &lt; 1 and 1 or index
&#9;&#9;&#9;table.insert(RowDataList,index,RowData)
&#9;&#9;&#9;table.insert(RowFramesList,index,NewRow)
&#9;&#9;else
&#9;&#9;&#9;table.insert(RowDataList,RowData)
&#9;&#9;&#9;table.insert(RowFramesList,NewRow)
&#9;&#9;end
&#9;&#9;Scroll.TotalSpace = #RowDataList
&#9;&#9;RowSpanStylist.AddObject(NewRow)
&#9;&#9;NewRow.Size = UDim2.new(1,0,0,rowHeight)
&#9;&#9;NewRow.ZIndex = DetailedListFrame.ZIndex
&#9;&#9;NewRow.Parent = ListViewFrame
&#9;&#9;local Cells = NewRow:GetChildren()
&#9;&#9;local CellColPos = UDim.new()
&#9;&#9;local rowStylist = CreateStylist(style)
&#9;&#9;RowStylists[RowData] = rowStylist
&#9;--&#9;CellStylist.AddStylist(rowStylist)
&#9;&#9;for i,cell_scheme in pairs(ColumnScheme) do
&#9;&#9;&#9;local cell_type = cell_scheme.type
&#9;&#9;&#9;local Cell = Cells[i]
&#9;&#9;&#9;Cell.ZIndex = DetailedListFrame.ZIndex
&#9;&#9;&#9;CellStylist.AddObject(Cell)
&#9;&#9;&#9;ColumnStylists[i].AddObject(Cell)
&#9;&#9;&#9;rowStylist.AddObject(Cell)
&#9;&#9;&#9;local CellData = RowData[i]
&#9;&#9;&#9;local Width = cell_scheme.width
&#9;&#9;&#9;if cell_type == &quot;text&quot; then
&#9;&#9;&#9;&#9;SetText(Cell,CellData)
&#9;&#9;&#9;elseif cell_type == &quot;image&quot; then
&#9;&#9;&#9;&#9;Cell.Image = CellData
&#9;&#9;&#9;elseif cell_type == &quot;text-button&quot; then
&#9;&#9;&#9;&#9;SetText(Cell,CellData)
&#9;&#9;&#9;&#9;Cell.MouseButton1Click:connect(function()
&#9;&#9;&#9;&#9;&#9;cell_scheme.callback(RowData,Class)
&#9;&#9;&#9;&#9;end)
&#9;&#9;&#9;elseif cell_type == &quot;image-button&quot; then
&#9;&#9;&#9;&#9;Cell.Image = CellData
&#9;&#9;&#9;&#9;Cell.MouseButton1Click:connect(function()
&#9;&#9;&#9;&#9;&#9;cell_scheme.callback(RowData,Class)
&#9;&#9;&#9;&#9;end)
&#9;&#9;&#9;elseif cell_type == &quot;text-field&quot; then
&#9;&#9;&#9;&#9;SetText(Cell,CellData)
&#9;&#9;&#9;&#9;local last_text = CellData
&#9;&#9;&#9;&#9;Cell.FocusLost:connect(function(enter)
&#9;&#9;&#9;&#9;&#9;local text = cell_scheme.callback(Cell.Text,RowData,Class,enter)
&#9;&#9;&#9;&#9;&#9;if text then
&#9;&#9;&#9;&#9;&#9;&#9;RowData[i] = text
&#9;&#9;&#9;&#9;&#9;&#9;SetText(Cell,text)
&#9;&#9;&#9;&#9;&#9;&#9;last_text = text
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;SetText(Cell,last_text)
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end)
&#9;&#9;&#9;elseif cell_type == &quot;check-box&quot; then
&#9;&#9;&#9;&#9;CellMetadata[Cell] = {}
&#9;&#9;&#9;&#9;if type(cell_scheme.checked) == &quot;table&quot; then
&#9;&#9;&#9;&#9;&#9;local graphic = CreateGraphic(cell_scheme.checked[1],cell_scheme.checked[2])
&#9;&#9;&#9;&#9;&#9;SetZIndex(graphic.GUI,DetailedListFrame.ZIndex)
&#9;&#9;&#9;&#9;&#9;GlobalStylist.AddStylist(graphic.Stylist,GraphicTextAlias)
&#9;&#9;&#9;&#9;&#9;CellMetadata[Cell].Checked = graphic
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;CellMetadata[Cell].Checked = cell_scheme.checked
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;if type(cell_scheme.unchecked) == &quot;table&quot; then
&#9;&#9;&#9;&#9;&#9;local graphic = CreateGraphic(cell_scheme.unchecked[1],cell_scheme.unchecked[2])
&#9;&#9;&#9;&#9;&#9;SetZIndex(graphic.GUI,DetailedListFrame.ZIndex)
&#9;&#9;&#9;&#9;&#9;GlobalStylist.AddStylist(graphic.Stylist,GraphicTextAlias)
&#9;&#9;&#9;&#9;&#9;CellMetadata[Cell].Unchecked = graphic
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;CellMetadata[Cell].Unchecked = cell_scheme.unchecked
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;SetImageOrGraphic(Cell,CellData)
&#9;&#9;&#9;&#9;Cell.MouseButton1Click:connect(function()
&#9;&#9;&#9;&#9;&#9;local continue = true
&#9;&#9;&#9;&#9;&#9;if cell_scheme.callback then
&#9;&#9;&#9;&#9;&#9;&#9;continue = cell_scheme.callback(RowData,Class)
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;if continue then
&#9;&#9;&#9;&#9;&#9;&#9;RowData[i] = not RowData[i]
&#9;&#9;&#9;&#9;&#9;&#9;SetImageOrGraphic(Cell,RowData[i])
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;end)
&#9;&#9;&#9;end
&#9;&#9;&#9;Cell.Size = UDim2.new(Width.Scale,Width.Offset,1,0) -- this would be a lot easier if UDim2.new accepts UDims
&#9;&#9;&#9;Cell.Position = UDim2.new(CellColPos.Scale,CellColPos.Offset,0,0)
&#9;&#9;&#9;CellColPos = CellColPos + Width
&#9;&#9;end
&#9;&#9;RowFrameLookup[RowData] = NewRow
&#9;&#9;RowDataLookup[NewRow] = RowData
&#9;&#9;Update()
&#9;&#9;return RowData
&#9;end

&#9;-- remove entry from the list; may be a list index or an item in the list
&#9;function Class.RemoveRow(index)
&#9;&#9;local RowData
&#9;&#9;if type(index) == &quot;number&quot; or type(index) == &quot;nil&quot; then
&#9;&#9;&#9;RowData = table.remove(RowDataList,index)
&#9;&#9;else
&#9;&#9;&#9;for i,v in pairs(RowDataList) do
&#9;&#9;&#9;&#9;if v == index then
&#9;&#9;&#9;&#9;&#9;RowData = table.remove(RowDataList,i)
&#9;&#9;&#9;&#9;&#9;break
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;if RowData then
&#9;&#9;&#9;local stylist = RowStylists[RowData]
&#9;&#9;&#9;stylist.Destroy()
&#9;&#9;&#9;RowStylists[RowData] = nil

&#9;&#9;&#9;local frame = RowFrameLookup[RowData]
&#9;&#9;&#9;RowDataLookup[frame] = nil
&#9;&#9;&#9;RowFrameLookup[RowData] = nil
&#9;&#9;&#9;for i,rowframe in pairs(RowFramesList) do
&#9;&#9;&#9;&#9;if rowframe == frame then
&#9;&#9;&#9;&#9;&#9;for i,cell in pairs(rowframe:GetChildren()) do
&#9;&#9;&#9;&#9;&#9;&#9;GlobalStylist.RemoveObject(cell)
&#9;&#9;&#9;&#9;&#9;&#9;ColumnStylists[i].RemoveObject(cell)
&#9;&#9;&#9;&#9;&#9;&#9;CellStylist.RemoveObject(cell)
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;table.remove(RowFramesList,i)
&#9;&#9;&#9;&#9;&#9;break
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;&#9;Scroll.TotalSpace = #RowDataList
&#9;&#9;&#9;for i,rowframe in pairs(DisplayedRows) do
&#9;&#9;&#9;&#9;if rowframe == frame then
&#9;&#9;&#9;&#9;&#9;table.remove(DisplayedRows,i)
&#9;&#9;&#9;&#9;&#9;break
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;&#9;frame:Destroy()
&#9;&#9;end
&#9;&#9;Update()
&#9;&#9;return RowData
&#9;end

&#9;do
&#9;&#9;local tmp = {}
&#9;&#9;for k,v in pairs(RowDataList) do
&#9;&#9;&#9;tmp[k] = v
&#9;&#9;&#9;RowDataList[k] = nil
&#9;&#9;end
&#9;&#9;for i=1,#tmp do
&#9;&#9;&#9;Class.AddRow(tmp[i])
&#9;&#9;end
&#9;end

---- Finish

&#9;-- when the list&apos;s Zindex changes, update the ZIndex of everything
&#9;SetZIndexOnChanged(DetailedListFrame)

&#9;-- attempts to free resources
&#9;function Class.Destroy()
&#9;&#9;local function empty_table(t)
&#9;&#9;&#9;for k in pairs(t) do t[k] = nil end
&#9;&#9;end
&#9;&#9;empty_table(Class.Stylist)
&#9;&#9;empty_table(Class)
&#9;&#9;empty_table(RowFramesList)
&#9;&#9;empty_table(RowFrameLookup)
&#9;&#9;empty_table(RowDataLookup)
&#9;&#9;empty_table(DisplayedRows)
&#9;&#9;empty_table(CellMetadata)
&#9;&#9;GlobalStylist.Destroy()
&#9;&#9;CellStylist.Destroy()
&#9;&#9;HeaderStylist.Destroy()
&#9;&#9;RowSpanStylist.Destroy()
&#9;&#9;for k,v in pairs(RowStylists) do
&#9;&#9;&#9;v.Destroy()
&#9;&#9;&#9;RowStylists[k] = nil
&#9;&#9;end
&#9;&#9;for k,v in pairs(ColumnStylists) do
&#9;&#9;&#9;v.Destroy()
&#9;&#9;&#9;ColumnStylists[k] = nil
&#9;&#9;end
&#9;&#9;Scroll.Destroy()
&#9;&#9;RowTemplate:Destroy()
&#9;&#9;DetailedListFrame:Destroy()
&#9;end

&#9;Class.Update()
&#9;
&#9;return Class,DetailedListFrame
end

lib.DetailedList = CreateDetailedList

--[[DEPEND:
SetZIndex.lua;
Stylist.lua;
AutoSizeLabel.lua;
StackingFrame.lua;
]]

doc[&quot;TabContainer&quot;] = [==[
TabContainer ( table `content_list`, number `selected_height`, number `tab_height` ) [constructor]
&#9;returns: TabContainer `object`, Frame `tab_container`

Creates a container that can hold multiple GuiObjects in a single space by using tabs.
A GuiObject added to the container gets its own tab, which shows the GuiObject&apos;s Name, and displays the GuiObject when clicked.

Arguments:
&#9;`content_list`
&#9;&#9;A list of GuiObjects to be initially added to the container.
&#9;&#9;Optional; defaults to an empty table

&#9;`selected_height`
&#9;&#9;The height of a selected tab.
&#9;&#9;Optional; defaults to 24

&#9;`tab_height`
&#9;&#9;The height, in pixels, of a tab that is not selected.
&#9;&#9;Optional; defaults to 20

Returns:
&#9;`object`
&#9;&#9;The TabContainer object.
&#9;`tab_container`
&#9;&#9;The container GUI.


TabContainer Class:
&#9;This class contains the following members:

&#9;Readonly:
&#9;&#9;GUI
&#9;&#9;&#9;The container GUI.

&#9;&#9;TabStylist
&#9;&#9;&#9;A Stylist object that controls the appearance of unselected tabs.
&#9;&#9;&#9;Also controls the appearance of the content border.

&#9;&#9;SelectedTabStylist
&#9;&#9;&#9;A Stylist object that controls the appearance of the selected tab.

&#9;Methods:
&#9;&#9;AddTab ( GuiObject `content`, number `index` )
&#9;&#9;&#9;Adds `content` to the container at `index`.
&#9;&#9;&#9;if `index` is not specified, then it will be added to the end.

&#9;&#9;RemoveTab ( number `index` )
&#9;&#9;&#9;Removes the tab at `index`, and returns the content of that tab.
&#9;&#9;&#9;`index` can also be a GUI in the container.

&#9;&#9;MoveTab ( number `index`, number `to` )
&#9;&#9;&#9;Moves the object at `index` to the index of `to`.
&#9;&#9;&#9;`index` and `to` can also be GUIs in the container.

&#9;&#9;SelectTab ( number `index` )
&#9;&#9;&#9;Selects the tab at `index`.
&#9;&#9;&#9;`index` can also be a GUI in the container.

&#9;&#9;GetIndex ( GuiObject `content` )
&#9;&#9;&#9;Returns the index of `content`.
&#9;&#9;&#9;If `content` isn&apos;t in the container, this returns nil.

&#9;&#9;GetSelectedIndex ( )
&#9;&#9;&#9;Returns the index of the selected tab, and its GUI.

&#9;&#9;Destroy ( )
&#9;&#9;&#9;Releases the resources used by this object.
&#9;&#9;&#9;Run this if you&apos;re no longer using this object.

]==]

local function CreateTabContainer(ContentList,SelectedTabHeight,TabHeight)
&#9;SelectedTabHeight = SelectedTabHeight or 24
&#9;TabHeight = TabHeight or 20
&#9;
&#9;local selected_index = 0
&#9;local content_list = {}
&#9;local tab_lookup = {}
&#9;local con = {}
&#9;
&#9;local TabContainerFrame = Create&apos;Frame&apos;{
&#9;&#9;Name = &quot;TabContainer&quot;;
&#9;&#9;Size = UDim2.new(0,300,0,200);
&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;Create&apos;Frame&apos;{
&#9;&#9;&#9;Name = &quot;Content&quot;;
&#9;&#9;&#9;Size = UDim2.new(1,0,1,-SelectedTabHeight);
&#9;&#9;&#9;Position = UDim2.new(0,0,0,SelectedTabHeight);
&#9;&#9;&#9;BackgroundColor3 = Color3.new();
&#9;&#9;&#9;BorderColor3 = Color3.new(1,1,1);
&#9;&#9;};
&#9;&#9;Create&apos;Frame&apos;{
&#9;&#9;&#9;Parent = TabContainerFrame;
&#9;&#9;&#9;Name = &quot;Tabs&quot;;
&#9;&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;};
&#9;}

&#9;local TabContentFrame = TabContainerFrame.Content
&#9;local TabHeaderFrame = TabContainerFrame.Tabs
&#9;local TabHeaderClass = CreateStackingFrame(TabHeaderFrame,true,true)
&#9;
&#9;local TabStylist = CreateStylist({
&#9;&#9;BackgroundColor3 = Color3.new();
&#9;&#9;BackgroundTransparency = 0.5;
&#9;&#9;BorderColor3 = Color3.new(1,1,1);
&#9;&#9;TextColor3 = Color3.new(1,1,1);
&#9;&#9;Font = &quot;ArialBold&quot;;
&#9;&#9;FontSize = &quot;Size14&quot;;
&#9;})
&#9;TabStylist.AddObject(TabContentFrame)
&#9;
&#9;local SelectedTabStylist = CreateStylist({
&#9;&#9;BackgroundColor3 = Color3.new();
&#9;&#9;BackgroundTransparency = 0.5;
&#9;&#9;BorderColor3 = Color3.new(1,1,1);
&#9;&#9;TextColor3 = Color3.new(1,1,1);
&#9;&#9;Font = &quot;ArialBold&quot;;
&#9;&#9;FontSize = &quot;Size14&quot;;
&#9;})
&#9;
&#9;local function GetIndex(content)
&#9;&#9;for index,c in pairs(content_list) do
&#9;&#9;&#9;if c == content then
&#9;&#9;&#9;&#9;return index
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;
&#9;local function GetSelectedIndex()
&#9;&#9;return selected_index,content_list[selected_index]
&#9;end
&#9;
&#9;local function ClampIndex(index,i)
&#9;&#9;local max = #content_list + (i or 0)
&#9;&#9;index = math.floor(index)
&#9;&#9;return index &lt; 1 and 1 or index &gt; max and max or index
&#9;end

&#9;local function SelectTab(index)
&#9;&#9;if #content_list &gt; 0 then
&#9;&#9;&#9;if type(index) ~= &quot;number&quot; then
&#9;&#9;&#9;&#9;index = GetIndex(index)
&#9;&#9;&#9;end
&#9;&#9;&#9;if index then
&#9;&#9;&#9;&#9;index = ClampIndex(index)
&#9;&#9;&#9;&#9;if selected_index &gt; 0 then
&#9;&#9;&#9;&#9;&#9;local content = content_list[selected_index]
&#9;&#9;&#9;&#9;&#9;content.Visible = false
&#9;&#9;&#9;&#9;&#9;local Tab = tab_lookup[content]
&#9;&#9;&#9;&#9;&#9;Tab.LockAxis(nil,TabHeight)
&#9;&#9;&#9;&#9;&#9;SelectedTabStylist.RemoveObject(Tab,GUI)
&#9;&#9;&#9;&#9;&#9;TabStylist.AddObject(Tab.GUI)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;local content = content_list[index]
&#9;&#9;&#9;&#9;content.Visible = true
&#9;&#9;&#9;&#9;local Tab = tab_lookup[content]
&#9;&#9;&#9;&#9;Tab.LockAxis(nil,SelectedTabHeight)
&#9;&#9;&#9;&#9;TabStylist.RemoveObject(Tab.GUI)
&#9;&#9;&#9;&#9;SelectedTabStylist.AddObject(Tab.GUI)
&#9;&#9;&#9;&#9;selected_index = index
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;selected_index = 0
&#9;&#9;end
&#9;end
&#9;
&#9;local function AddTab(content,index)
&#9;&#9;if index then
&#9;&#9;&#9;index = ClampIndex(index,1)
&#9;&#9;&#9;table.insert(content_list,index,content)
&#9;&#9;else
&#9;&#9;&#9;table.insert(content_list,content)
&#9;&#9;&#9;index = #content_list
&#9;&#9;end
&#9;&#9;content.Visible = false
&#9;&#9;content.Parent = TabContentFrame
&#9;&#9;
&#9;&#9;local TabFrame = Create&apos;TextButton&apos;{
&#9;&#9;&#9;Name = &quot;Tab&quot;;
&#9;&#9;&#9;Text = content.Name;
&#9;&#9;}
&#9;&#9;local Tab = CreateAutoSizeLabel(TabFrame)
&#9;&#9;tab_lookup[content] = Tab
&#9;&#9;Tab.SetPadding(0,4)
&#9;&#9;Tab.LockAxis(nil,TabHeight)
&#9;&#9;TabStylist.AddObject(TabFrame)
&#9;&#9;TabHeaderClass.AddObject(TabFrame,index)
&#9;&#9;TabFrame.MouseButton1Click:connect(function()
&#9;&#9;&#9;SelectTab(content)
&#9;&#9;end)
&#9;&#9;con[content] = content.Changed:connect(function(p)
&#9;&#9;&#9;if p == &quot;Name&quot; then
&#9;&#9;&#9;&#9;TabFrame.Text = content.Name
&#9;&#9;&#9;end
&#9;&#9;end)
&#9;&#9;if selected_index == 0 then
&#9;&#9;&#9;SelectTab(index)
&#9;&#9;elseif index &lt;= selected_index then
&#9;&#9;&#9;selected_index = selected_index + 1
&#9;&#9;end
&#9;end
&#9;
&#9;local function RemoveTab(index)
&#9;&#9;if #content_list &gt; 0 then
&#9;&#9;&#9;if type(index) ~= &quot;number&quot; then
&#9;&#9;&#9;&#9;if index == nil then
&#9;&#9;&#9;&#9;&#9;index = #content_list
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;index = GetIndex(index)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;&#9;if index then
&#9;&#9;&#9;&#9;index = ClampIndex(index)
&#9;&#9;&#9;&#9;local content = table.remove(content_list,index)
&#9;&#9;&#9;&#9;content.Parent = nil
&#9;&#9;&#9;&#9;con[content]:disconnect()
&#9;&#9;&#9;&#9;con[content] = nil
&#9;&#9;&#9;&#9;local tab = tab_lookup[content]
&#9;&#9;&#9;&#9;TabHeaderClass.RemoveObject(index)
&#9;&#9;&#9;&#9;tab_lookup[content] = nil
&#9;&#9;&#9;&#9;tab.Destroy()
&#9;&#9;&#9;&#9;if index == selected_index then
&#9;&#9;&#9;&#9;&#9;SelectTab(index)
&#9;&#9;&#9;&#9;elseif index &lt; selected_index then
&#9;&#9;&#9;&#9;&#9;selected_index = selected_index - 1
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;return content
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;
&#9;local function MoveTab(index,to)
&#9;&#9;if #content_list &gt; 0 then
&#9;&#9;&#9;if type(index) ~= &quot;number&quot; then
&#9;&#9;&#9;&#9;index = GetIndex(index)
&#9;&#9;&#9;end
&#9;&#9;&#9;if type(to) ~= &quot;number&quot; then
&#9;&#9;&#9;&#9;to = GetIndex(to)
&#9;&#9;&#9;end
&#9;&#9;&#9;if index and to then
&#9;&#9;&#9;&#9;index = ClampIndex(index)
&#9;&#9;&#9;&#9;to = ClampIndex(to)
&#9;&#9;&#9;&#9;local content = table.remove(content_list,index)
&#9;&#9;&#9;&#9;table.insert(content_list,to,content)
&#9;&#9;&#9;&#9;TabHeaderClass.MoveObject(index,to)
&#9;&#9;&#9;&#9;if index == selected_index then
&#9;&#9;&#9;&#9;&#9;selected_index = to
&#9;&#9;&#9;&#9;elseif index &gt; selected_index and to &lt;= selected_index then
&#9;&#9;&#9;&#9;&#9;selected_index = selected_index + 1
&#9;&#9;&#9;&#9;elseif index &lt; selected_index and to &gt;= selected_index then
&#9;&#9;&#9;&#9;&#9;selected_index = selected_index - 1
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;
&#9;local Class = {
&#9;&#9;GUI = TabContainerFrame;
&#9;&#9;GetIndex = GetIndex;
&#9;&#9;GetSelectedIndex = GetSelectedIndex;
&#9;&#9;SelectTab = SelectTab;
&#9;&#9;AddTab = AddTab;
&#9;&#9;RemoveTab = RemoveTab;
&#9;&#9;MoveTab = MoveTab;
&#9;&#9;TabStylist = TabStylist;
&#9;&#9;SelectedTabStylist = SelectedTabStylist;
&#9;}
&#9;
&#9;SetZIndexOnChanged(TabContainerFrame)
&#9;
&#9;local function Destroy()
&#9;&#9;for k in pairs(Class) do
&#9;&#9;&#9;Class[k] = nil
&#9;&#9;end
&#9;&#9;SelectedTabStylist.Destroy()
&#9;&#9;TabStylist.Destroy()
&#9;&#9;TabHeaderClass.Destroy()
&#9;&#9;for k,v in pairs(con) do
&#9;&#9;&#9;v:disconnect()
&#9;&#9;&#9;con[k] = nil
&#9;&#9;end
&#9;&#9;for i,content in pairs(content_list) do
&#9;&#9;&#9;content.Parent = nil
&#9;&#9;&#9;content_list[i] = nil
&#9;&#9;end
&#9;&#9;for k,tab in pairs(tab_lookup) do
&#9;&#9;&#9;tab_lookup[k] = nil
&#9;&#9;&#9;tab.Destroy()
&#9;&#9;end
&#9;&#9;TabContainerFrame:Destroy()
&#9;end
&#9;Class.Destroy = Destroy
&#9;
&#9;if ContentList then
&#9;&#9;for i,content in pairs(ContentList) do
&#9;&#9;&#9;AddTab(content,i)
&#9;&#9;end
&#9;end
&#9;
&#9;return Class,TabContainerFrame
end

lib.TabContainer = CreateTabContainer

local dialog = {}
doc[&quot;dialog&quot;] = [==[
&#9;A library of various user-input dialogs.
]==]

--[[DEPEND:
Stylist.lua;
]]

doc[&quot;dialog.Confirm&quot;] = [==[
dialog.Confirm ( GuiBase `parent`, string `message`, Stylist `style`, Stylist `button_style` ) [function]
&#9;returns bool `result`

Displays a confirmation message and waits for the user to click Yes, No, or Cancel.

Arguments:
&#9;`parent`
&#9;&#9;The object to display the dialog in.

&#9;`message`
&#9;&#9;The message to display to the user.
&#9;&#9;Optional; defaults to &quot;Are you sure?&quot;

&#9;`stylist`
&#9;&#9;A stylist to apply to the dialog.
&#9;&#9;Optional; defaults to a premade stylist
&#9;&#9;
&#9;`button_style`
&#9;&#9;A stylist to apply to buttons.
&#9;&#9;Automatically inherits from `stylist`.
&#9;&#9;Optional; defaults to a premade stylist

Returns:
&#9;`result`
&#9;&#9;The result of the dialog.
&#9;&#9;If the user clicked Yes, returns true.
&#9;&#9;If the user clicked No, returns false.
&#9;&#9;If the user clicked Cancel, returns nil.
]==]

function dialog.Confirm(parent,message,global,buttons)
&#9;GlobalStylist = global or Stylist{
&#9;&#9;BackgroundColor3 = Color3.new(0,0,0);
&#9;&#9;BorderColor3 = Color3.new(1,1,1);
&#9;&#9;TextColor3 = Color3.new(1,1,1);
&#9;&#9;Font = &quot;ArialBold&quot;;
&#9;&#9;FontSize = &quot;Size14&quot;;
&#9;}
&#9;ButtonStylist = buttons or Stylist{
&#9;&#9;Style = &quot;RobloxButton&quot;;
&#9;}

&#9;local GlobalStylist = CreateStylist(style)
&#9;local ButtonStylist = CreateStylist(button_style)
&#9;local style_in = GlobalStylist.StylistIn(ButtonStylist)
&#9;GlobalStylist.AddStylist(ButtonStylist)

&#9;local Dialog = Create&apos;Frame&apos;{
&#9;&#9;Name = &quot;ConfirmDialog&quot;;
&#9;&#9;Size = UDim2.new(1.5,0,1.5,0);
&#9;&#9;Position = UDim2.new(-0.25,0,-0.25,0);
&#9;&#9;BorderSizePixel = 0;
&#9;&#9;BackgroundTransparency = 0.5;
&#9;&#9;BackgroundColor3 = Color3.new(0,0,0);
&#9;&#9;Active = true;
&#9;&#9;GlobalStylist.AddObject(Create&apos;Frame&apos;{
&#9;&#9;&#9;Name = &quot;DialogBox&quot;;
&#9;&#9;&#9;Size = UDim2.new(0,250,0,150);
&#9;&#9;&#9;Position = UDim2.new(0.5,-125,0.5,-75);
&#9;&#9;&#9;Create&apos;Frame&apos;{
&#9;&#9;&#9;&#9;Name = &quot;MarginBox&quot;;
&#9;&#9;&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;&#9;&#9;Size = UDim2.new(1,-16,1,-16);
&#9;&#9;&#9;&#9;Position = UDim2.new(0,8,0,8);
&#9;&#9;&#9;&#9;GlobalStylist.AddObject(Create&apos;TextLabel&apos;{
&#9;&#9;&#9;&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;&#9;&#9;&#9;TextScaled = true;
&#9;&#9;&#9;&#9;&#9;Text = message or &quot;&quot;;
&#9;&#9;&#9;&#9;&#9;Size = UDim2.new(1,-16,0.8,-24);
&#9;&#9;&#9;&#9;&#9;Position = UDim2.new(0,8,0,8);
&#9;&#9;&#9;&#9;});
&#9;&#9;&#9;&#9;Create&apos;Frame&apos;{
&#9;&#9;&#9;&#9;&#9;Name = &quot;Buttons&quot;;
&#9;&#9;&#9;&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;&#9;&#9;&#9;Size = UDim2.new(1,0,0.2,0);
&#9;&#9;&#9;&#9;&#9;Position = UDim2.new(0,0,0.8,0);
---- Buttons
&#9;&#9;&#9;&#9;&#9;ButtonStylist.AddObject(Create&apos;TextButton&apos;{
&#9;&#9;&#9;&#9;&#9;&#9;Name = &quot;YesButton&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;Text = &quot;Yes&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;Size = UDim2.new(1/3,0,1,0);
&#9;&#9;&#9;&#9;&#9;&#9;Position = UDim2.new(0/3,0,0,0);
&#9;&#9;&#9;&#9;&#9;});
&#9;&#9;&#9;&#9;&#9;ButtonStylist.AddObject(Create&apos;TextButton&apos;{
&#9;&#9;&#9;&#9;&#9;&#9;Name = &quot;NoButton&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;Text = &quot;No&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;Size = UDim2.new(1/3,0,1,0);
&#9;&#9;&#9;&#9;&#9;&#9;Position = UDim2.new(1/3,0,0,0);
&#9;&#9;&#9;&#9;&#9;});
&#9;&#9;&#9;&#9;&#9;ButtonStylist.AddObject(Create&apos;TextButton&apos;{
&#9;&#9;&#9;&#9;&#9;&#9;Name = &quot;CancelButton&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;Text = &quot;Cancel&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;Size = UDim2.new(1/3,0,1,0);
&#9;&#9;&#9;&#9;&#9;&#9;Position = UDim2.new(2/3,0,0,0);
&#9;&#9;&#9;&#9;&#9;});
----/Buttons
&#9;&#9;&#9;&#9;};
&#9;&#9;&#9;};
&#9;&#9;});
&#9;}
&#9;local Buttons = Dialog.DialogBox.MarginBox.Buttons
&#9;
&#9;local Result = nil
&#9;local Event = Instance.new(&quot;BindableEvent&quot;)

&#9;Buttons.YesButton.MouseButton1Click:connect(function()
&#9;&#9;Result = true
&#9;&#9;Event:Fire()
&#9;end)
&#9;Buttons.NoButton.MouseButton1Click:connect(function()
&#9;&#9;Result = false
&#9;&#9;Event:Fire()
&#9;end)
&#9;Buttons.CancelButton.MouseButton1Click:connect(function()
&#9;&#9;Result = nil
&#9;&#9;Event:Fire()
&#9;end)

&#9;SetZIndex(Dialog,10)

&#9;Dialog.Parent = parent
&#9;Event.Event:wait()
&#9;Dialog:Destroy()
&#9;Event:Destroy()

&#9;if global == nil then
&#9;&#9;GlobalStylist.Destroy()
&#9;else
&#9;&#9;if not style_in then
&#9;&#9;&#9;GlobalStylist.RemoveStylist(ButtonStylist)
&#9;&#9;end
&#9;end
&#9;if buttons == nil then
&#9;&#9;ButtonStylist.Destroy()
&#9;end

&#9;return Result
end

lib.dialog = dialog

--[[DEPEND:]]

doc[&quot;Help&quot;] = [==[
Help ( string `query`, bool `no_print` ) [function]
&#9;returns: string `message`

Returns help information for the library.

Arguments:
&#9;`query`
&#9;&#9;The name of the entry to display help for (case-insensitive).
&#9;&#9;If unspecified, a list of entries will be displayed.

&#9;`no_print`
&#9;&#9;If set to true, the returned message will NOT also be printed.
&#9;&#9;Note than when printed this way, the message is automatically formatted to maintain readability. 

Returns:
&#9;`message`
&#9;&#9;The resulting message.


Documentation Remarks:
&#9;Argument and return values follow this format:
&#9;&#9;type `reference`

&#9;&quot;type&quot; is the argument&apos;s value type (string, bool, table, etc).
&#9;Some arguments may accept more than one type. If so, these types will be indicated in the argument&apos;s description.
&#9;An asterisk (*) as the type indicates that the argument may be of any type.
&#9;Types can also be Roblox Instances, or objects defined by this library.
&#9;The type &quot;GuiText&quot; refers to TextLabels, TextButtons, and TextBoxes.

&#9;In the documentation, a word enclosed in grave accents (i.e. `example`) refers to the indicated value.

&#9;Each entry has one of various types, which are indicated between square brackets (i.e. [type] ):
&#9;&#9;[const]
&#9;&#9;&#9;A constant, unchanging value.
&#9;&#9;[enum]
&#9;&#9;&#9;An enumerated type.
&#9;&#9;[function]
&#9;&#9;&#9;A function; receives arguments and returns values.
&#9;&#9;[constructor]
&#9;&#9;&#9;Similar to a function, buts returns an instantiated object.

&#9;Documentation of a constructor will also contain a definition of the class it creates.
&#9;Classes contain various member types:
&#9;&#9;Readonly
&#9;&#9;&#9;A value that is meant only to be read, not written to.
&#9;&#9;Field
&#9;&#9;&#9;A value that can be changed, affecting the state of the object.
&#9;&#9;Method
&#9;&#9;&#9;A function that does something internally when called.
&#9;&#9;&#9;NOTE: Currently, methods must be called with &quot;.&quot;, not &quot;:&quot;. This may change in future versions.
&#9;&#9;Callback
&#9;&#9;&#9;Similar to a field in that it can be set, but the value is a function.
&#9;&#9;&#9;When set, the function will be invoked at some point, and may have arguments passed to it.
&#9;&#9;&#9;What the function returns can affect the object&apos;s behavior.
&#9;&#9;Event
&#9;&#9;&#9;Allows the user to connect functions (called &quot;listeners&quot;).
&#9;&#9;&#9;At some point, the event will fire, which then calls each listener connected to it.
&#9;&#9;&#9;Values may be passed to each listener, received as &quot;parameters&quot;.
]==]

local default_help = [==[
Use ]==]..PROJECT_NAME..[==[.Help(&quot;EntryName&quot;) for more information about a specific entry.

Entries:
]==]

do
&#9;local sorted = {}
&#9;for name,ref in pairs(doc) do
&#9;&#9;if type(name) == &quot;string&quot; then
&#9;&#9;&#9;table.insert(sorted,name)
&#9;&#9;end
&#9;end
&#9;table.sort(sorted)
&#9;for i,name in pairs(sorted) do
&#9;&#9;default_help = default_help .. &quot;\t&quot; .. name .. &quot;\n&quot;
&#9;end
end

doc[&quot;EntryName&quot;] = [==[
That was an example, silly.

]==]..default_help


local DocumentationLookup = {}
DocumentationLookup[false] = default_help

function lib.Help(query,no_print)
&#9;if type(query) == &quot;string&quot; then
&#9;&#9;query = query:lower()
&#9;end
&#9;local output = DocumentationLookup[query] or DocumentationLookup[false]
&#9;if not no_print then
&#9;&#9;print(string.rep(&quot;_&quot;,80))
&#9;&#9;for c in output:gsub(&quot;\r\n?&quot;,&quot;\n&quot;):gmatch(&quot;(.-)\n&quot;) do
&#9;&#9;&#9;c = c:gsub(&quot; &quot;,&quot;\160&quot;)
&#9;&#9;&#9;c = c:gsub(&quot;\t&quot;,string.rep(&quot;\160&quot;,8))
&#9;&#9;&#9;print(#c == 0 and &quot;\160&quot; or c)
&#9;&#9;end
&#9;&#9;print(&quot;\160&quot;)
&#9;end
&#9;return output
end

for name,ref in pairs(doc) do
&#9;if type(name) == &quot;string&quot; then
&#9;&#9;DocumentationLookup[name:lower()] = ref
&#9;&#9;local f = lib[name]
&#9;&#9;if type(f) == &quot;function&quot; then
&#9;&#9;&#9;DocumentationLookup[f] = ref
&#9;&#9;end
&#9;end
end

setmetatable(lib,{
&#9;__tostring = function()
&#9;&#9;return (&quot;%s GUI Library [v%s] (use %s.Help() for help)&quot;):format(PROJECT_NAME, version, PROJECT_NAME)
&#9;end;
})

_G.gloo = lib
print((&quot;Loaded %s library. Type _G.%s.Help() for help.&quot;):format(PROJECT_NAME, PROJECT_NAME))</ProtectedString>
				</Properties>
			</Item>
			<Item class="LocalScript" referent="RBX1038">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Building Tools by F3X</string>
					<ProtectedString name="Source">------------------------------------------
-- Create references to important objects
------------------------------------------
Services = {
&#9;[&quot;Workspace&quot;] = Game:GetService( &quot;Workspace&quot; );
&#9;[&quot;Players&quot;] = Game:GetService( &quot;Players&quot; );
&#9;[&quot;Lighting&quot;] = Game:GetService( &quot;Lighting&quot; );
&#9;[&quot;Teams&quot;] = Game:GetService( &quot;Teams&quot; );
&#9;[&quot;Debris&quot;] = Game:GetService( &quot;Debris&quot; );
&#9;--[&quot;MarketplaceService&quot;] = Game:GetService( &quot;MarketplaceService&quot; );
&#9;[&quot;JointsService&quot;] = Game.JointsService;
&#9;[&quot;BadgeService&quot;] = Game:GetService( &quot;BadgeService&quot; );
&#9;[&quot;RunService&quot;] = Game:GetService( &quot;RunService&quot; );
&#9;[&quot;ContentProvider&quot;] = Game:GetService( &quot;ContentProvider&quot; );
&#9;[&quot;TeleportService&quot;] = Game:GetService( &quot;TeleportService&quot; );
&#9;[&quot;SoundService&quot;] = Game:GetService( &quot;SoundService&quot; );
&#9;[&quot;InsertService&quot;] = Game:GetService( &quot;InsertService&quot; );
&#9;[&quot;CollectionService&quot;] = Game:GetService( &quot;CollectionService&quot; );
&#9;--[&quot;UserInputService&quot;] = Game:GetService( &quot;UserInputService&quot; );
&#9;--[&quot;GamePassService&quot;] = Game:GetService( &quot;GamePassService&quot; );
&#9;[&quot;StarterPack&quot;] = Game:GetService( &quot;StarterPack&quot; );
&#9;[&quot;StarterGui&quot;] = Game:GetService( &quot;StarterGui&quot; );
&#9;--[&quot;TestService&quot;] = Game:GetService( &quot;TestService&quot; );
&#9;--[&quot;ReplicatedStorage&quot;] = Game:GetService( &quot;ReplicatedStorage&quot; );
};

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

Tool = script.Parent;
Player = Services.Players.LocalPlayer;
Mouse = nil;
Camera = Services.Workspace.CurrentCamera;

--[[
Tool:WaitForChild( &quot;GetAsync&quot; );
Tool:WaitForChild( &quot;PostAsync&quot; );
GetAsync = function ( ... )
&#9;return Tool.GetAsync:InvokeServer( ... );
end;
PostAsync = function ( ... )
&#9;return Tool.PostAsync:InvokeServer( ... );
end;
--]]

dark_slanted_rectangle = &quot;http://www.roblox.com/asset/?id=127774197&quot;;
light_slanted_rectangle = &quot;http://www.roblox.com/asset/?id=127772502&quot;;
action_completion_sound = &quot;http://www.roblox.com/asset/?id=99666917&quot;;
expand_arrow = &quot;http://www.roblox.com/asset/?id=134367382&quot;;
tool_decal = &quot;http://www.roblox.com/asset/?id=129748355&quot;;
undo_active_decal = &quot;http://www.roblox.com/asset/?id=141741408&quot;;
undo_inactive_decal = &quot;http://www.roblox.com/asset/?id=142074557&quot;;
redo_active_decal = &quot;http://www.roblox.com/asset/?id=141741327&quot;;
redo_inactive_decal = &quot;http://www.roblox.com/asset/?id=142074553&quot;;
delete_active_decal = &quot;http://www.roblox.com/asset/?id=141896298&quot;;
delete_inactive_decal = &quot;http://www.roblox.com/asset/?id=142074644&quot;;
export_active_decal = &quot;http://www.roblox.com/asset/?id=141741337&quot;;
export_inactive_decal = &quot;http://www.roblox.com/asset/?id=142074569&quot;;
clone_active_decal = &quot;http://www.roblox.com/asset/?id=142073926&quot;;
clone_inactive_decal = &quot;http://www.roblox.com/asset/?id=142074563&quot;;

------------------------------------------
-- Load external dependencies
------------------------------------------
RbxUtility = LoadLibrary( &quot;RbxUtility&quot; );
Services.ContentProvider:Preload( dark_slanted_rectangle );
Services.ContentProvider:Preload( light_slanted_rectangle );
Services.ContentProvider:Preload( action_completion_sound );
Services.ContentProvider:Preload( expand_arrow );
Services.ContentProvider:Preload( tool_decal );
Services.ContentProvider:Preload( undo_active_decal );
Services.ContentProvider:Preload( undo_inactive_decal );
Services.ContentProvider:Preload( redo_inactive_decal );
Services.ContentProvider:Preload( redo_active_decal );
Services.ContentProvider:Preload( delete_active_decal );
Services.ContentProvider:Preload( delete_inactive_decal );
Services.ContentProvider:Preload( export_active_decal );
Services.ContentProvider:Preload( export_inactive_decal );
Services.ContentProvider:Preload( clone_active_decal );
Services.ContentProvider:Preload( clone_inactive_decal );
waitForChild(Tool, &quot;Interfaces&quot;); --Tool:WaitForChild( &quot;Interfaces&quot; );
repeat wait( 0 ) until _G.gloo;
Gloo = _G.gloo;

------------------------------------------
-- Define functions that are depended-upon
------------------------------------------
function _findTableOccurrences( haystack, needle )
&#9;-- Returns the positions of instances of `needle` in table `haystack`
&#9;local positions = {};

&#9;-- Add any indexes from `haystack` that have `needle`
&#9;for index, value in pairs( haystack ) do
&#9;&#9;if value == needle then
&#9;&#9;&#9;table.insert( positions, index );
&#9;&#9;end;
&#9;end;

&#9;return positions;
end;

function _getCollectionInfo( part_collection )
&#9;-- Returns the size and position of collection of parts `part_collection`

&#9;-- Get the corners
&#9;local corners = {};

&#9;-- Create shortcuts to certain things that are expensive to call constantly
&#9;-- (note: otherwise it actually becomes an issue if the selection grows
&#9;-- considerably large)
&#9;local table_insert = table.insert;
&#9;local newCFrame = CFrame.new;

&#9;for _, Part in pairs( part_collection ) do

&#9;&#9;local PartCFrame = Part.CFrame;
&#9;&#9;local partCFrameOffset = PartCFrame.toWorldSpace;
&#9;&#9;local PartSize = Part.Size / 2;
&#9;&#9;local size_x, size_y, size_z = PartSize.x, PartSize.y, PartSize.z;

&#9;&#9;table_insert( corners, partCFrameOffset( PartCFrame, newCFrame( size_x, size_y, size_z ) ) );
&#9;&#9;table_insert( corners, partCFrameOffset( PartCFrame, newCFrame( -size_x, size_y, size_z ) ) );
&#9;&#9;table_insert( corners, partCFrameOffset( PartCFrame, newCFrame( size_x, -size_y, size_z ) ) );
&#9;&#9;table_insert( corners, partCFrameOffset( PartCFrame, newCFrame( size_x, size_y, -size_z ) ) );
&#9;&#9;table_insert( corners, partCFrameOffset( PartCFrame, newCFrame( -size_x, size_y, -size_z ) ) );
&#9;&#9;table_insert( corners, partCFrameOffset( PartCFrame, newCFrame( -size_x, -size_y, size_z ) ) );
&#9;&#9;table_insert( corners, partCFrameOffset( PartCFrame, newCFrame( size_x, -size_y, -size_z ) ) );
&#9;&#9;table_insert( corners, partCFrameOffset( PartCFrame, newCFrame( -size_x, -size_y, -size_z ) ) );

&#9;end;

&#9;-- Get the extents
&#9;local x, y, z = {}, {}, {};

&#9;for _, Corner in pairs( corners ) do
&#9;&#9;table_insert( x, Corner.x );
&#9;&#9;table_insert( y, Corner.y );
&#9;&#9;table_insert( z, Corner.z );
&#9;end;

&#9;local x_min, y_min, z_min = math.min( unpack( x ) ),
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;math.min( unpack( y ) ),
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;math.min( unpack( z ) );

&#9;local x_max, y_max, z_max = math.max( unpack( x ) ),
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;math.max( unpack( y ) ),
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;math.max( unpack( z ) );

&#9;-- Get the size between the extents
&#9;local x_size, y_size, z_size = &#9;x_max - x_min,
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;y_max - y_min,
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;z_max - z_min;

&#9;local Size = Vector3.new( x_size, y_size, z_size );

&#9;-- Get the centroid of the collection of points
&#9;local Position = CFrame.new( &#9;x_min + ( x_max - x_min ) / 2,
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;y_min + ( y_max - y_min ) / 2,
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;z_min + ( z_max - z_min ) / 2 );

&#9;-- Return the size of the collection of parts
&#9;return Size, Position;
end;

function _round( number, places )
&#9;-- Returns `number` rounded to the number of decimal `places`
&#9;-- (from lua-users)

&#9;local mult = 10 ^ ( places or 0 );

&#9;return math.floor( number * mult + 0.5 ) / mult;

end

function _cloneTable( source )
&#9;-- Returns a deep copy of table `source`

&#9;-- Get a copy of `source`&apos;s metatable, since the hacky method
&#9;-- we&apos;re using to copy the table doesn&apos;t include its metatable
&#9;local source_mt = getmetatable( source );

&#9;-- Return a copy of `source` including its metatable
&#9;return setmetatable( { unpack( source ) }, source_mt );
end;

function _getAllDescendants( Parent )
&#9;-- Recursively gets all the descendants of  `Parent` and returns them

&#9;local descendants = {};

&#9;for _, Child in pairs( Parent:GetChildren() ) do

&#9;&#9;-- Add the direct descendants of `Parent`
&#9;&#9;table.insert( descendants, Child );

&#9;&#9;-- Add the descendants of each child
&#9;&#9;for _, Subchild in pairs( _getAllDescendants( Child ) ) do
&#9;&#9;&#9;table.insert( descendants, Subchild );
&#9;&#9;end;

&#9;end;

&#9;return descendants;

end;

function _pointToScreenSpace( Point )
&#9;-- Returns Vector3 `Point`&apos;s position on the screen when rendered
&#9;-- (kudos to stravant for this)

&#9;local point = Camera.CoordinateFrame:pointToObjectSpace( Point );
&#9;local aspectRatio = Mouse.ViewSizeX / Mouse.ViewSizeY;
&#9;local hfactor = math.tan( math.rad( Camera.FieldOfView ) / 2 )
&#9;local wfactor = aspectRatio * hfactor;

&#9;local x = ( point.x / point.z ) / -wfactor;
&#9;local y = ( point.y / point.z ) /  hfactor;

&#9;local screen_pos = Vector2.new( Mouse.ViewSizeX * ( 0.5 + 0.5 * x ), Mouse.ViewSizeY * ( 0.5 + 0.5 * y ) );
&#9;if ( screen_pos.x &lt; 0 or screen_pos.x &gt; Mouse.ViewSizeX ) or ( screen_pos.y &lt; 0 or screen_pos.y &gt; Mouse.ViewSizeY ) then
&#9;&#9;return nil;
&#9;end;
&#9;if Camera.CoordinateFrame:toObjectSpace( CFrame.new( Point ) ).z &gt; 0 then
&#9;&#9;return nil;
&#9;end;

&#9;return screen_pos;

end;

function _cloneParts( parts )
&#9;-- Returns a table of cloned `parts`

&#9;local new_parts = {};

&#9;-- Copy the parts into `new_parts`
&#9;for part_index, Part in pairs( parts ) do
&#9;&#9;new_parts[part_index] = Part:Clone();
&#9;end;

&#9;return new_parts;
end;

function _replaceParts( old_parts, new_parts )
&#9;-- Removes `old_parts` and inserts `new_parts`

&#9;-- Remove old parts
&#9;for _, OldPart in pairs( old_parts ) do
&#9;&#9;OldPart.Parent = nil;
&#9;end;

&#9;-- Insert `new_parts
&#9;for _, NewPart in pairs( new_parts ) do
&#9;&#9;NewPart.Parent = Services.Workspace;
&#9;&#9;NewPart:MakeJoints();
&#9;end;

end;

function _splitString( str, delimiter )
&#9;-- Returns a table of string `str` split by pattern `delimiter`

&#9;local parts = {};
&#9;local pattern = ( &quot;([^%s]+)&quot; ):format( delimiter );

&#9;str:gsub( pattern, function ( part )
&#9;&#9;table.insert( parts, part );
&#9;end );

&#9;return parts;
end;

function _generateSerializationID()
&#9;-- Returns a random 5-character string
&#9;-- with characters A-Z, a-z, and 0-9
&#9;-- (there are 916,132,832 unique IDs)

&#9;local characters = {
&#9;&#9;&quot;0&quot;, &quot;1&quot;, &quot;2&quot;, &quot;3&quot;, &quot;4&quot;, &quot;5&quot;, &quot;6&quot;, &quot;7&quot;, &quot;8&quot;, &quot;9&quot;,
&#9;&#9;&quot;a&quot;, &quot;b&quot;, &quot;c&quot;, &quot;d&quot;, &quot;e&quot;, &quot;f&quot;, &quot;g&quot;, &quot;h&quot;, &quot;i&quot;, &quot;j&quot;, &quot;k&quot;, &quot;l&quot;, &quot;m&quot;, &quot;n&quot;, &quot;o&quot;, &quot;p&quot;, &quot;q&quot;, &quot;r&quot;, &quot;s&quot;, &quot;t&quot;, &quot;u&quot;, &quot;v&quot;, &quot;w&quot;, &quot;x&quot;, &quot;y&quot;, &quot;z&quot;,
&#9;&#9;&quot;A&quot;, &quot;B&quot;, &quot;C&quot;, &quot;D&quot;, &quot;E&quot;, &quot;F&quot;, &quot;G&quot;, &quot;H&quot;, &quot;I&quot;, &quot;J&quot;, &quot;K&quot;, &quot;L&quot;, &quot;M&quot;, &quot;N&quot;, &quot;O&quot;, &quot;P&quot;, &quot;Q&quot;, &quot;R&quot;, &quot;S&quot;, &quot;T&quot;, &quot;U&quot;, &quot;V&quot;, &quot;W&quot;, &quot;X&quot;, &quot;Y&quot;, &quot;Z&quot; };

&#9;local serialization_id = &quot;&quot;;

&#9;-- Pick out 5 random characters
&#9;for _ = 1, 5 do
&#9;&#9;serialization_id = serialization_id .. ( characters[math.random( #characters )] );
&#9;end;

&#9;return serialization_id;
end;

function _splitNumberListString( str )
&#9;-- Returns the contents of _splitString( str, &quot;, &quot; ), except
&#9;-- each value in the table is turned into a number

&#9;-- Get the number strings
&#9;local numbers = _splitString( str, &quot;, &quot; );

&#9;-- Turn them into numbers
&#9;for number_index, number in pairs( numbers ) do
&#9;&#9;numbers[number_index] = tonumber( number );
&#9;end;

&#9;-- Return `numbers`
&#9;return numbers;
end;

function _getSerializationPartType( Part )
&#9;-- Returns a special number that determines the type of
&#9;-- part `Part` is

&#9;local Types = {
&#9;&#9;Normal = 1,
&#9;&#9;Truss = 2,
&#9;&#9;Wedge = 3,
&#9;&#9;Corner = 4,
&#9;&#9;Cylinder = 5,
&#9;&#9;Ball = 6,
&#9;&#9;Seat = 7,
&#9;&#9;VehicleSeat = 8,
&#9;&#9;Spawn = 9
&#9;};

&#9;-- Return the appropriate type number
&#9;if Part.ClassName == &quot;Part&quot; then
&#9;&#9;if Part.Shape == Enum.PartType.Block then
&#9;&#9;&#9;return Types.Normal;
&#9;&#9;elseif Part.Shape == Enum.PartType.Cylinder then
&#9;&#9;&#9;return Types.Cylinder;
&#9;&#9;elseif Part.Shape == Enum.PartType.Ball then
&#9;&#9;&#9;return Types.Ball;
&#9;&#9;end;

&#9;elseif Part.ClassName == &quot;Seat&quot; then
&#9;&#9;return Types.Seat;

&#9;elseif Part.ClassName == &quot;VehicleSeat&quot; then
&#9;&#9;return Types.VehicleSeat;

&#9;elseif Part.ClassName == &quot;SpawnLocation&quot; then
&#9;&#9;return Types.Spawn;

&#9;elseif Part.ClassName == &quot;WedgePart&quot; then
&#9;&#9;return Types.Wedge;

&#9;elseif Part.ClassName == &quot;CornerWedgePart&quot; then
&#9;&#9;return Types.Corner;

&#9;elseif Part.ClassName == &quot;TrussPart&quot; then
&#9;&#9;return Types.Truss;

&#9;end;

end;

function _serializeParts( parts )
&#9;-- Returns JSON-encoded data about parts in
&#9;-- table `parts` that can be used to recreate them

&#9;local data = {
&#9;&#9;version = 1,
&#9;&#9;parts = {}
&#9;};

&#9;local objects = {};

&#9;-- Store part data
&#9;for _, Part in pairs( parts ) do
&#9;&#9;local part_id = _generateSerializationID();
&#9;&#9;local PartData = {
&#9;&#9;&#9;_getSerializationPartType( Part ),
&#9;&#9;&#9;_splitNumberListString( tostring( Part.Size ) ),
&#9;&#9;&#9;_splitNumberListString( tostring( Part.CFrame ) ),
&#9;&#9;&#9;Part.BrickColor.Number,
&#9;&#9;&#9;Part.Material.Value,
&#9;&#9;&#9;Part.Anchored,
&#9;&#9;&#9;Part.CanCollide,
&#9;&#9;&#9;Part.Reflectance,
&#9;&#9;&#9;Part.Transparency,
&#9;&#9;&#9;Part.TopSurface.Value,
&#9;&#9;&#9;Part.BottomSurface.Value,
&#9;&#9;&#9;Part.LeftSurface.Value,
&#9;&#9;&#9;Part.RightSurface.Value,
&#9;&#9;&#9;Part.FrontSurface.Value,
&#9;&#9;&#9;Part.BackSurface.Value
&#9;&#9;};
&#9;&#9;data.parts[part_id] = PartData;
&#9;&#9;objects[part_id] = Part;
&#9;end;

&#9;-- Get any welds in the selection
&#9;local welds = {};
&#9;for object_id, Object in pairs( objects ) do
&#9;&#9;if Object:IsA( &quot;BasePart&quot; ) then
&#9;&#9;&#9;for _, Joint in pairs( _getAllDescendants( Services.Workspace ) ) do
&#9;&#9;&#9;&#9;if Joint:IsA( &quot;Weld&quot; ) and Joint.Name == &quot;BTWeld&quot; then
&#9;&#9;&#9;&#9;&#9;if Joint.Part0 == Object and #_findTableOccurrences( objects, Joint.Part1 ) &gt; 0 then
&#9;&#9;&#9;&#9;&#9;&#9;table.insert( welds, Joint );
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;

&#9;-- Serialize any welds
&#9;if #welds &gt; 0 then
&#9;&#9;data.welds = {};
&#9;&#9;for _, Weld in pairs( welds ) do
&#9;&#9;&#9;local weld_id = _generateSerializationID();
&#9;&#9;&#9;local WeldData = {
&#9;&#9;&#9;&#9;_findTableOccurrences( objects, Weld.Part0 )[1],
&#9;&#9;&#9;&#9;_findTableOccurrences( objects, Weld.Part1 )[1],
&#9;&#9;&#9;&#9;_splitNumberListString( tostring( Weld.C1 ) )
&#9;&#9;&#9;};
&#9;&#9;&#9;data.welds[weld_id] = WeldData;
&#9;&#9;&#9;objects[weld_id] = Weld;
&#9;&#9;end;
&#9;end;

&#9;-- Get any meshes in the selection
&#9;local meshes = {};
&#9;for _, Part in pairs( parts ) do
&#9;&#9;local Mesh = _getChildOfClass( Part, &quot;SpecialMesh&quot; );
&#9;&#9;if Mesh then
&#9;&#9;&#9;table.insert( meshes, Mesh );
&#9;&#9;end;
&#9;end;

&#9;-- Serialize any meshes
&#9;if #meshes &gt; 0 then
&#9;&#9;data.meshes = {};
&#9;&#9;for _, Mesh in pairs( meshes ) do
&#9;&#9;&#9;local mesh_id = _generateSerializationID();
&#9;&#9;&#9;local MeshData = {
&#9;&#9;&#9;&#9;_findTableOccurrences( objects, Mesh.Parent )[1],
&#9;&#9;&#9;&#9;Mesh.MeshType.Value,
&#9;&#9;&#9;&#9;_splitNumberListString( tostring( Mesh.Scale ) ),
&#9;&#9;&#9;&#9;Mesh.MeshId,
&#9;&#9;&#9;&#9;Mesh.TextureId,
&#9;&#9;&#9;&#9;_splitNumberListString( tostring( Mesh.VertexColor ) )
&#9;&#9;&#9;};
&#9;&#9;&#9;data.meshes[mesh_id] = MeshData;
&#9;&#9;&#9;objects[mesh_id] = Mesh;
&#9;&#9;end;
&#9;end;

&#9;-- Get any textures in the selection
&#9;local textures = {};
&#9;for _, Part in pairs( parts ) do
&#9;&#9;local textures_found = _getChildrenOfClass( Part, &quot;Texture&quot; );
&#9;&#9;for _, Texture in pairs( textures_found ) do
&#9;&#9;&#9;table.insert( textures, Texture );
&#9;&#9;end;
&#9;&#9;local decals_found = _getChildrenOfClass( Part, &quot;Decal&quot; );
&#9;&#9;for _, Decal in pairs( decals_found ) do
&#9;&#9;&#9;table.insert( textures, Decal );
&#9;&#9;end;
&#9;end;

&#9;-- Serialize any textures
&#9;if #textures &gt; 0 then
&#9;&#9;data.textures = {};
&#9;&#9;for _, Texture in pairs( textures ) do
&#9;&#9;&#9;local texture_type;
&#9;&#9;&#9;if Texture.ClassName == &quot;Decal&quot; then
&#9;&#9;&#9;&#9;texture_type = 1;
&#9;&#9;&#9;elseif Texture.ClassName == &quot;Texture&quot; then
&#9;&#9;&#9;&#9;texture_type = 2;
&#9;&#9;&#9;end;
&#9;&#9;&#9;local texture_id = _generateSerializationID();
&#9;&#9;&#9;local TextureData = {
&#9;&#9;&#9;&#9;_findTableOccurrences( objects, Texture.Parent )[1],
&#9;&#9;&#9;&#9;texture_type,
&#9;&#9;&#9;&#9;Texture.Face.Value,
&#9;&#9;&#9;&#9;Texture.Texture,
&#9;&#9;&#9;&#9;Texture.Transparency,
&#9;&#9;&#9;&#9;texture_type == 2 and Texture.StudsPerTileU or nil,
&#9;&#9;&#9;&#9;texture_type == 2 and Texture.StudsPerTileV or nil
&#9;&#9;&#9;};
&#9;&#9;&#9;data.textures[texture_id] = TextureData;
&#9;&#9;&#9;objects[texture_id] = Texture;
&#9;&#9;end;
&#9;end;

&#9;-- Get any lights in the selection
&#9;local lights = {};
&#9;for _, Part in pairs( parts ) do
&#9;&#9;local lights_found = _getChildrenOfClass( Part, &quot;Light&quot;, true );
&#9;&#9;for _, Light in pairs( lights_found ) do
&#9;&#9;&#9;table.insert( lights, Light );
&#9;&#9;end;
&#9;end;

&#9;-- Serialize any lights
&#9;if #lights &gt; 0 then
&#9;&#9;data.lights = {};
&#9;&#9;for _, Light in pairs( lights ) do
&#9;&#9;&#9;local light_type;
&#9;&#9;&#9;if Light:IsA( &quot;PointLight&quot; ) then
&#9;&#9;&#9;&#9;light_type = 1;
&#9;&#9;&#9;elseif Light:IsA( &quot;SpotLight&quot; ) then
&#9;&#9;&#9;&#9;light_type = 2;
&#9;&#9;&#9;end;
&#9;&#9;&#9;local light_id = _generateSerializationID();
&#9;&#9;&#9;local LightData = {
&#9;&#9;&#9;&#9;_findTableOccurrences( objects, Light.Parent )[1];
&#9;&#9;&#9;&#9;light_type,
&#9;&#9;&#9;&#9;_splitNumberListString( tostring( Light.Color ) ),
&#9;&#9;&#9;&#9;Light.Brightness,
&#9;&#9;&#9;&#9;Light.Range,
&#9;&#9;&#9;&#9;Light.Shadows,
&#9;&#9;&#9;&#9;light_type == 2 and Light.Angle or nil,
&#9;&#9;&#9;&#9;light_type == 2 and Light.Face.Value or nil
&#9;&#9;&#9;};
&#9;&#9;&#9;data.lights[light_id] = LightData;
&#9;&#9;&#9;objects[light_id] = Light;
&#9;&#9;end;
&#9;end;

&#9;-- Get any decorations in the selection
&#9;local decorations = {};
&#9;for _, Part in pairs( parts ) do
&#9;&#9;table.insert( decorations, _getChildOfClass( Part, &apos;Smoke&apos; ) )
&#9;&#9;table.insert( decorations, _getChildOfClass( Part, &apos;Fire&apos; ) );
&#9;&#9;table.insert( decorations, _getChildOfClass( Part, &apos;Sparkles&apos; ) );
&#9;end;

&#9;-- Serialize any decorations
&#9;if #decorations &gt; 0 then
&#9;&#9;data.decorations = {};
&#9;&#9;for _, Decoration in pairs( decorations ) do
&#9;&#9;&#9;local decoration_type;
&#9;&#9;&#9;if Decoration:IsA( &apos;Smoke&apos; ) then
&#9;&#9;&#9;&#9;decoration_type = 1;
&#9;&#9;&#9;elseif Decoration:IsA( &apos;Fire&apos; ) then
&#9;&#9;&#9;&#9;decoration_type = 2;
&#9;&#9;&#9;elseif Decoration:IsA( &apos;Sparkles&apos; ) then
&#9;&#9;&#9;&#9;decoration_type = 3;
&#9;&#9;&#9;end;
&#9;&#9;&#9;local decoration_id = _generateSerializationID();
&#9;&#9;&#9;local DecorationData = {
&#9;&#9;&#9;&#9;_findTableOccurrences( objects, Decoration.Parent )[1],
&#9;&#9;&#9;&#9;decoration_type
&#9;&#9;&#9;};
&#9;&#9;&#9;if decoration_type == 1 then
&#9;&#9;&#9;&#9;DecorationData[3] = _splitNumberListString( tostring( Decoration.Color ) );
&#9;&#9;&#9;&#9;DecorationData[4] = Decoration.Opacity;
&#9;&#9;&#9;&#9;DecorationData[5] = Decoration.RiseVelocity;
&#9;&#9;&#9;&#9;DecorationData[6] = Decoration.Size;
&#9;&#9;&#9;elseif decoration_type == 2 then
&#9;&#9;&#9;&#9;DecorationData[3] = _splitNumberListString( tostring( Decoration.Color ) );
&#9;&#9;&#9;&#9;DecorationData[4] = _splitNumberListString( tostring( Decoration.SecondaryColor ) );
&#9;&#9;&#9;&#9;DecorationData[5] = Decoration.Heat;
&#9;&#9;&#9;&#9;DecorationData[6] = Decoration.Size;
&#9;&#9;&#9;elseif decoration_type == 3 then
&#9;&#9;&#9;&#9;DecorationData[3] = _splitNumberListString( tostring( Decoration.SparkleColor ) );
&#9;&#9;&#9;end;
&#9;&#9;&#9;data.decorations[decoration_id] = DecorationData;
&#9;&#9;&#9;objects[decoration_id] = Decoration;
&#9;&#9;end;
&#9;end;

&#9;return RbxUtility.EncodeJSON( data );

end;

function _getChildOfClass( Parent, class_name, inherit )
&#9;-- Returns the first child of `Parent` that is of class `class_name`
&#9;-- or nil if it couldn&apos;t find any

&#9;-- Look for a child of `Parent` of class `class_name` and return it
&#9;if not inherit then
&#9;&#9;for _, Child in pairs( Parent:GetChildren() ) do
&#9;&#9;&#9;if Child.ClassName == class_name then
&#9;&#9;&#9;&#9;return Child;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;else
&#9;&#9;for _, Child in pairs( Parent:GetChildren() ) do
&#9;&#9;&#9;if Child:IsA( class_name ) then
&#9;&#9;&#9;&#9;return Child;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;

&#9;return nil;

end;

function _getChildrenOfClass( Parent, class_name, inherit )
&#9;-- Returns a table containing the children of `Parent` that are
&#9;-- of class `class_name`
&#9;local matches = {};


&#9;if not inherit then
&#9;&#9;for _, Child in pairs( Parent:GetChildren() ) do
&#9;&#9;&#9;if Child.ClassName == class_name then
&#9;&#9;&#9;&#9;table.insert( matches, Child );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;else
&#9;&#9;for _, Child in pairs( Parent:GetChildren() ) do
&#9;&#9;&#9;if Child:IsA( class_name ) then
&#9;&#9;&#9;&#9;table.insert( matches, Child );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;

&#9;return matches;
end;

function _HSVToRGB( hue, saturation, value )
&#9;-- Returns the RGB equivalent of the given HSV-defined color
&#9;-- (adapted from some code found around the web)

&#9;-- If it&apos;s achromatic, just return the value
&#9;if saturation == 0 then
&#9;&#9;return value;
&#9;end;

&#9;-- Get the hue sector
&#9;local hue_sector = math.floor( hue / 60 );
&#9;local hue_sector_offset = ( hue / 60 ) - hue_sector;

&#9;local p = value * ( 1 - saturation );
&#9;local q = value * ( 1 - saturation * hue_sector_offset );
&#9;local t = value * ( 1 - saturation * ( 1 - hue_sector_offset ) );

&#9;if hue_sector == 0 then
&#9;&#9;return value, t, p;
&#9;elseif hue_sector == 1 then
&#9;&#9;return q, value, p;
&#9;elseif hue_sector == 2 then
&#9;&#9;return p, value, t;
&#9;elseif hue_sector == 3 then
&#9;&#9;return p, q, value;
&#9;elseif hue_sector == 4 then
&#9;&#9;return t, p, value;
&#9;elseif hue_sector == 5 then
&#9;&#9;return value, p, q;
&#9;end;
end;

function _RGBToHSV( red, green, blue )
&#9;-- Returns the HSV equivalent of the given RGB-defined color
&#9;-- (adapted from some code found around the web)

&#9;local hue, saturation, value;

&#9;local min_value = math.min( red, green, blue );
&#9;local max_value = math.max( red, green, blue );

&#9;value = max_value;

&#9;local value_delta = max_value - min_value;

&#9;-- If the color is not black
&#9;if max_value ~= 0 then
&#9;&#9;saturation = value_delta / max_value;

&#9;-- If the color is purely black
&#9;else
&#9;&#9;saturation = 0;
&#9;&#9;hue = -1;
&#9;&#9;return hue, saturation, value;
&#9;end;

&#9;if red == max_value then
&#9;&#9;hue = ( green - blue ) / value_delta;
&#9;elseif green == max_value then
&#9;&#9;hue = 2 + ( blue - red ) / value_delta;
&#9;else
&#9;&#9;hue = 4 + ( red - green ) / value_delta;
&#9;end;

&#9;hue = hue * 60;
&#9;if hue &lt; 0 then
&#9;&#9;hue = hue + 360;
&#9;end;

&#9;return hue, saturation, value;
end;

------------------------------------------
-- Create data containers
------------------------------------------
ActiveKeys = {};

CurrentTool = nil;

function equipTool( NewTool )

&#9;-- If it&apos;s a different tool than the current one
&#9;if CurrentTool ~= NewTool then

&#9;&#9;-- Run (if existent) the old tool&apos;s `Unequipped` listener
&#9;&#9;if CurrentTool and CurrentTool.Listeners.Unequipped then
&#9;&#9;&#9;CurrentTool.Listeners.Unequipped();
&#9;&#9;end;

&#9;&#9;CurrentTool = NewTool;

&#9;&#9;-- Recolor the handle
&#9;&#9;Tool.Handle.BrickColor = NewTool.Color;

&#9;&#9;-- Highlight the right button on the dock
&#9;&#9;for _, Button in pairs( Dock.ToolButtons:GetChildren() ) do
&#9;&#9;&#9;Button.BackgroundTransparency = 1;
&#9;&#9;end;
&#9;&#9;local Button = Dock.ToolButtons:FindFirstChild( getToolName( NewTool ) .. &quot;Button&quot; );
&#9;&#9;if Button then
&#9;&#9;&#9;Button.BackgroundTransparency = 0;
&#9;&#9;end;

&#9;&#9;-- Run (if existent) the new tool&apos;s `Equipped` listener
&#9;&#9;if NewTool.Listeners.Equipped then
&#9;&#9;&#9;NewTool.Listeners.Equipped();
&#9;&#9;end;

&#9;end;
end;

function cloneSelection()
&#9;-- Clones the items in the selection

&#9;-- Make sure that there are items in the selection
&#9;if #Selection.Items &gt; 0 then

&#9;&#9;local item_copies = {};

&#9;&#9;-- Make a copy of every item in the selection and add it to table `item_copies`
&#9;&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;&#9;local ItemCopy = Item:Clone();
&#9;&#9;&#9;ItemCopy.Parent = Services.Workspace;
&#9;&#9;&#9;table.insert( item_copies, ItemCopy );
&#9;&#9;end;

&#9;&#9;-- Replace the selection with the copied items
&#9;&#9;Selection:clear();
&#9;&#9;for _, Item in pairs( item_copies ) do
&#9;&#9;&#9;Selection:add( Item );
&#9;&#9;end;

&#9;&#9;local HistoryRecord = {
&#9;&#9;&#9;copies = item_copies;
&#9;&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;&#9;for _, Copy in pairs( self.copies ) do
&#9;&#9;&#9;&#9;&#9;if Copy then
&#9;&#9;&#9;&#9;&#9;&#9;Copy.Parent = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;&#9;apply = function ( self )
&#9;&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;&#9;for _, Copy in pairs( self.copies ) do
&#9;&#9;&#9;&#9;&#9;if Copy then
&#9;&#9;&#9;&#9;&#9;&#9;Copy.Parent = Services.Workspace;
&#9;&#9;&#9;&#9;&#9;&#9;Copy:MakeJoints();
&#9;&#9;&#9;&#9;&#9;&#9;Selection:add( Copy );
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;};
&#9;&#9;History:add( HistoryRecord );

&#9;&#9;-- Play a confirmation sound
&#9;&#9;local Sound = RbxUtility.Create &quot;Sound&quot; {
&#9;&#9;&#9;Name = &quot;BTActionCompletionSound&quot;;
&#9;&#9;&#9;Pitch = 1.5;
&#9;&#9;&#9;SoundId = action_completion_sound;
&#9;&#9;&#9;Volume = 1;
&#9;&#9;&#9;Parent = Player;
&#9;&#9;};
&#9;&#9;Sound:Play();
&#9;&#9;Sound:Destroy();

&#9;&#9;-- Highlight the outlines of the new parts
&#9;&#9;coroutine.wrap( function ()
&#9;&#9;&#9;for transparency = 1, 0, -0.1 do
&#9;&#9;&#9;&#9;for Item, SelectionBox in pairs( SelectionBoxes ) do
&#9;&#9;&#9;&#9;&#9;SelectionBox.Transparency = transparency;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;wait( 0.1 );
&#9;&#9;&#9;end;
&#9;&#9;end )();

&#9;end;

end;

function deleteSelection()
&#9;-- Deletes the items in the selection

&#9;if #Selection.Items == 0 then
&#9;&#9;return;
&#9;end;

&#9;local selection_items = _cloneTable( Selection.Items );

&#9;-- Create a history record
&#9;local HistoryRecord = {
&#9;&#9;targets = selection_items;
&#9;&#9;parents = {};
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.Parent = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.Parent = self.parents[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;for _, Item in pairs( selection_items ) do
&#9;&#9;HistoryRecord.parents[Item] = Item.Parent;
&#9;&#9;Item.Parent = nil;
&#9;end;

&#9;History:add( HistoryRecord );

end;

function prismSelect()
&#9;-- Selects all the parts within the area of the selected parts

&#9;-- Make sure parts to define the area are present
&#9;if #Selection.Items == 0 then
&#9;&#9;return;
&#9;end;

&#9;local parts = {};

&#9;-- Get all the parts in workspace
&#9;local workspace_parts = {};
&#9;local workspace_children = _getAllDescendants( Services.Workspace );
&#9;for _, Child in pairs( workspace_children ) do
&#9;&#9;if Child:IsA( &apos;BasePart&apos; ) and not Selection:find( Child ) then
&#9;&#9;&#9;table.insert( workspace_parts, Child );
&#9;&#9;end;
&#9;end;

&#9;-- Go through each part and perform area tests on each one
&#9;local checks = {};
&#9;for _, Item in pairs( workspace_parts ) do
&#9;&#9;checks[Item] = 0;
&#9;&#9;for _, SelectionItem in pairs( Selection.Items ) do

&#9;&#9;&#9;-- Calculate the position of the item in question in relation to the area-defining parts
&#9;&#9;&#9;local offset = SelectionItem.CFrame:toObjectSpace( Item.CFrame );
&#9;&#9;&#9;local extents = SelectionItem.Size / 2;

&#9;&#9;&#9;-- Check the item off if it passed this test (if it&apos;s within the range of the extents)
&#9;&#9;&#9;if ( math.abs( offset.x ) &lt;= extents.x ) and ( math.abs( offset.y ) &lt;= extents.y ) and ( math.abs( offset.z ) &lt;= extents.z ) then
&#9;&#9;&#9;&#9;checks[Item] = checks[Item] + 1;
&#9;&#9;&#9;end;

&#9;&#9;end;
&#9;end;

&#9;-- Delete the parts that were used to select the area
&#9;local selection_items = _cloneTable( Selection.Items );
&#9;local selection_item_parents = {};
&#9;for _, Item in pairs( selection_items ) do
&#9;&#9;selection_item_parents[Item] = Item.Parent;
&#9;&#9;Item.Parent = nil;
&#9;end;

&#9;-- Select the parts that passed any area checks
&#9;for _, Item in pairs( workspace_parts ) do
&#9;&#9;if checks[Item] &gt; 0 then
&#9;&#9;&#9;Selection:add( Item );
&#9;&#9;end;
&#9;end;

&#9;-- Add a history record
&#9;History:add( {
&#9;&#9;selection_parts = selection_items;
&#9;&#9;selection_part_parents = selection_item_parents;
&#9;&#9;new_selection = _cloneTable( Selection.Items );
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Item in pairs( self.selection_parts ) do
&#9;&#9;&#9;&#9;Item.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;&#9;for _, Item in pairs( self.new_selection ) do
&#9;&#9;&#9;&#9;Selection:add( Item );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Item in pairs( self.selection_parts ) do
&#9;&#9;&#9;&#9;Item.Parent = self.selection_part_parents[Item];
&#9;&#9;&#9;&#9;Selection:add( Item );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;} );

end;

function toggleHelp()

&#9;-- Make sure the dock is ready
&#9;if not Dock then
&#9;&#9;return;
&#9;end;

&#9;-- Toggle the visibility of the help tooltip
&#9;Dock.HelpInfo.Visible = not Dock.HelpInfo.Visible;

end;

function getToolName( tool )
&#9;-- Returns the name of `tool` as registered in `Tools`

&#9;local name_search = _findTableOccurrences( Tools, tool );
&#9;if #name_search &gt; 0 then
&#9;&#9;return name_search[1];
&#9;end;

end;

-- Keep some state data
clicking = false;
selecting = false;
click_x, click_y = 0, 0;
override_selection = false;

SelectionBoxes = {};
SelectionExistenceListeners = {};
SelectionBoxColor = BrickColor.new( &quot;Cyan&quot; );
TargetBox = nil;

-- Keep a container for temporary connections
-- from the platform
Connections = {};

-- Create the handle
if not Tool:FindFirstChild( &quot;Handle&quot; ) then
&#9;Handle = RbxUtility.Create &quot;Part&quot; {
&#9;&#9;Name = &quot;Handle&quot;;
&#9;&#9;Parent = Tool;
&#9;&#9;Locked = true;
&#9;&#9;FormFactor = Enum.FormFactor.Custom;
&#9;&#9;Size = Vector3.new( 0.8, 0.8, 0.8 );
&#9;&#9;TopSurface = Enum.SurfaceType.Smooth;
&#9;&#9;BottomSurface = Enum.SurfaceType.Smooth;
&#9;};

&#9;BlockMesh = RbxUtility.Create &quot;BlockMesh&quot; {
&#9;&#9;Parent = Handle;
&#9;};

&#9;RbxUtility.Create &quot;Decal&quot; {
&#9;&#9;Parent = Handle;
&#9;&#9;Face = Enum.NormalId.Front;
&#9;&#9;Texture = tool_decal;
&#9;};
&#9;RbxUtility.Create &quot;Decal&quot; {
&#9;&#9;Parent = Handle;
&#9;&#9;Face = Enum.NormalId.Back;
&#9;&#9;Texture = tool_decal;
&#9;};
&#9;RbxUtility.Create &quot;Decal&quot; {
&#9;&#9;Parent = Handle;
&#9;&#9;Face = Enum.NormalId.Left;
&#9;&#9;Texture = tool_decal;
&#9;};
&#9;RbxUtility.Create &quot;Decal&quot; {
&#9;&#9;Parent = Handle;
&#9;&#9;Face = Enum.NormalId.Right;
&#9;&#9;Texture = tool_decal;
&#9;};
&#9;RbxUtility.Create &quot;Decal&quot; {
&#9;&#9;Parent = Handle;
&#9;&#9;Face = Enum.NormalId.Top;
&#9;&#9;Texture = tool_decal;
&#9;};
&#9;RbxUtility.Create &quot;Decal&quot; {
&#9;&#9;Parent = Handle;
&#9;&#9;Face = Enum.NormalId.Bottom;
&#9;&#9;Texture = tool_decal;
&#9;};
end;

-- Set the grip for the handle
Tool.Grip = CFrame.new( 0, 0, 0.4 );

-- Make sure the UI container gets placed
waitForChild(Player, &quot;PlayerGui&quot;); --Player:WaitForChild( &quot;PlayerGui&quot; );
wait();
UI = RbxUtility.Create &quot;ScreenGui&quot; {
&#9;Name = &quot;Building Tools by F3X (UI)&quot;,
&#9;Parent = Player.PlayerGui
};

Dragger = nil;

function updateSelectionBoxColor()
&#9;-- Updates the color of the selectionboxes
&#9;for _, SelectionBox in pairs( SelectionBoxes ) do
&#9;&#9;SelectionBox.Color = SelectionBoxColor;
&#9;end;
end;

Selection = {

&#9;[&quot;Items&quot;] = {};

&#9;-- Provide events to listen to changes in the selection
&#9;[&quot;Changed&quot;] = RbxUtility.CreateSignal();
&#9;[&quot;ItemAdded&quot;] = RbxUtility.CreateSignal();
&#9;[&quot;ItemRemoved&quot;] = RbxUtility.CreateSignal();

&#9;-- Provide a method to get an item&apos;s index in the selection
&#9;[&quot;find&quot;] = function ( self, Needle )

&#9;&#9;-- Look through all the selected items and return the matching item&apos;s index
&#9;&#9;for item_index, Item in pairs( self.Items ) do
&#9;&#9;&#9;if Item == Needle then
&#9;&#9;&#9;&#9;return item_index;
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;-- Otherwise, return `nil`

&#9;end;

&#9;-- Provide a method to add items to the selection
&#9;[&quot;add&quot;] = function ( self, NewPart )

&#9;&#9;-- Make sure `NewPart` is selectable
&#9;&#9;if not NewPart or not NewPart:IsA( &quot;BasePart&quot; ) or NewPart.Locked or NewPart.Parent == nil then
&#9;&#9;&#9;return false;
&#9;&#9;end;

&#9;&#9;-- Make sure `NewPart` isn&apos;t already in the selection
&#9;&#9;if #_findTableOccurrences( self.Items, NewPart ) &gt; 0 then
&#9;&#9;&#9;return false;
&#9;&#9;end;

&#9;&#9;-- Insert it into the selection
&#9;&#9;table.insert( self.Items, NewPart );

&#9;&#9;-- Add its SelectionBox
&#9;&#9;SelectionBoxes[NewPart] = Instance.new( &quot;SelectionBox&quot;, UI );
&#9;&#9;SelectionBoxes[NewPart].Name = &quot;BTSelectionBox&quot;;
&#9;&#9;SelectionBoxes[NewPart].Color = SelectionBoxColor;
&#9;&#9;SelectionBoxes[NewPart].Adornee = NewPart;

&#9;&#9;-- Remove any target selection box focus
&#9;&#9;if NewPart == TargetBox.Adornee then
&#9;&#9;&#9;TargetBox.Adornee = nil;
&#9;&#9;end;

&#9;&#9;-- Make sure to remove the item from the selection when it&apos;s deleted
&#9;&#9;SelectionExistenceListeners[NewPart] = NewPart.AncestryChanged:connect( function ( Object, NewParent )
&#9;&#9;&#9;if NewParent == nil then
&#9;&#9;&#9;&#9;Selection:remove( NewPart );
&#9;&#9;&#9;end;
&#9;&#9;end );

&#9;&#9;-- Provide a reference to the last item added to the selection (i.e. NewPart)
&#9;&#9;self:focus( NewPart );

&#9;&#9;-- Fire events
&#9;&#9;self.ItemAdded:fire( NewPart );
&#9;&#9;self.Changed:fire();

&#9;end;

&#9;-- Provide a method to remove items from the selection
&#9;[&quot;remove&quot;] = function ( self, Item )

&#9;&#9;-- Make sure selection item `Item` exists
&#9;&#9;if not self:find( Item ) then
&#9;&#9;&#9;return false;
&#9;&#9;end;

&#9;&#9;-- Remove `Item`&apos;s SelectionBox
&#9;&#9;local SelectionBox = SelectionBoxes[Item];
&#9;&#9;if SelectionBox then
&#9;&#9;&#9;SelectionBox:Destroy();
&#9;&#9;end;
&#9;&#9;SelectionBoxes[Item] = nil;

&#9;&#9;-- Delete the item from the selection
&#9;&#9;table.remove( self.Items, self:find( Item ) );

&#9;&#9;-- If it was logged as the last item, change it
&#9;&#9;if self.Last == Item then
&#9;&#9;&#9;self:focus( ( #self.Items &gt; 0 ) and self.Items[#self.Items] or nil );
&#9;&#9;end;

&#9;&#9;-- Delete the existence listeners of the item
&#9;&#9;SelectionExistenceListeners[Item]:disconnect();
&#9;&#9;SelectionExistenceListeners[Item] = nil;

&#9;&#9;-- Fire events
&#9;&#9;self.ItemRemoved:fire( Item );
&#9;&#9;self.Changed:fire();

&#9;end;

&#9;-- Provide a method to clear the selection
&#9;[&quot;clear&quot;] = function ( self )

&#9;&#9;-- Go through all the items in the selection and call `self.remove` on them
&#9;&#9;for _, Item in pairs( _cloneTable( self.Items ) ) do
&#9;&#9;&#9;self:remove( Item );
&#9;&#9;end;

&#9;end;

&#9;-- Provide a method to change the focus of the selection
&#9;[&quot;focus&quot;] = function ( self, NewFocus )

&#9;&#9;-- Change the focus
&#9;&#9;self.Last = NewFocus;

&#9;&#9;-- Fire events
&#9;&#9;self.Changed:fire();

&#9;end;

};

Tools = {};

------------------------------------------
-- Define other utilities needed by tools
------------------------------------------

function createDropdown()

&#9;local Frame = RbxUtility.Create &quot;Frame&quot; {
&#9;&#9;Name = &quot;Dropdown&quot;;
&#9;&#9;Size = UDim2.new( 0, 20, 0, 20 );
&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;BorderSizePixel = 0;
&#9;&#9;ClipsDescendants = true;
&#9;};

&#9;RbxUtility.Create &quot;ImageLabel&quot; {
&#9;&#9;Parent = Frame;
&#9;&#9;Name = &quot;Arrow&quot;;
&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;BorderSizePixel = 0;
&#9;&#9;Image = expand_arrow;
&#9;&#9;Position = UDim2.new( 1, -21, 0, 3 );
&#9;&#9;Size = UDim2.new( 0, 20, 0, 20 );
&#9;&#9;ZIndex = 3;
&#9;};

&#9;local DropdownObject = {
&#9;&#9;-- Provide access to the actual frame
&#9;&#9;Frame = Frame;

&#9;&#9;-- Keep a list of all the options in the dropdown
&#9;&#9;_options = {};

&#9;&#9;-- Provide a function to add options to the dropdown
&#9;&#9;addOption = function ( self, option )

&#9;&#9;&#9;-- Add the option to the list
&#9;&#9;&#9;table.insert( self._options, option );

&#9;&#9;&#9;-- Create the GUI for the option
&#9;&#9;&#9;local Button = RbxUtility.Create &quot;TextButton&quot; {
&#9;&#9;&#9;&#9;Parent = self.Frame;
&#9;&#9;&#9;&#9;BackgroundColor3 = Color3.new( 0, 0, 0 );
&#9;&#9;&#9;&#9;BackgroundTransparency = 0.3;
&#9;&#9;&#9;&#9;BorderColor3 = Color3.new( 27 / 255, 42 / 255, 53 / 255 );
&#9;&#9;&#9;&#9;BorderSizePixel = 1;
&#9;&#9;&#9;&#9;Name = option;
&#9;&#9;&#9;&#9;Position = UDim2.new( math.ceil( #self._options / 9 ) - 1, 0, 0, 25 * ( ( #self._options % 9 == 0 ) and 9 or ( #self._options % 9 ) ) );
&#9;&#9;&#9;&#9;Size = UDim2.new( 1, 0, 0, 25 );
&#9;&#9;&#9;&#9;ZIndex = 3;
&#9;&#9;&#9;&#9;Text = &quot;&quot;;
&#9;&#9;&#9;};
&#9;&#9;&#9;local Label = RbxUtility.Create &quot;TextLabel&quot; {
&#9;&#9;&#9;&#9;Parent = Button;
&#9;&#9;&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;&#9;&#9;BorderSizePixel = 0;
&#9;&#9;&#9;&#9;Position = UDim2.new( 0, 6, 0, 0 );
&#9;&#9;&#9;&#9;Size = UDim2.new( 1, -30, 1, 0 );
&#9;&#9;&#9;&#9;ZIndex = 3;
&#9;&#9;&#9;&#9;Font = Enum.Font.ArialBold;
&#9;&#9;&#9;&#9;FontSize = Enum.FontSize.Size12;
&#9;&#9;&#9;&#9;Text = option;
&#9;&#9;&#9;&#9;TextColor3 = Color3.new( 1, 1, 1 );
&#9;&#9;&#9;&#9;TextXAlignment = Enum.TextXAlignment.Left;
&#9;&#9;&#9;&#9;TextYAlignment = Enum.TextYAlignment.Center;
&#9;&#9;&#9;};

&#9;&#9;&#9;-- Return the button object
&#9;&#9;&#9;return Button;

&#9;&#9;end;

&#9;&#9;selectOption = function ( self, option )
&#9;&#9;&#9;self.Frame.MainButton.CurrentOption.Text = option;
&#9;&#9;end;

&#9;&#9;open = false;

&#9;&#9;toggle = function ( self )

&#9;&#9;&#9;-- If it&apos;s open, close it
&#9;&#9;&#9;if self.open then
&#9;&#9;&#9;&#9;self.Frame.MainButton.BackgroundTransparency = 0.3;
&#9;&#9;&#9;&#9;self.Frame.ClipsDescendants = true;
&#9;&#9;&#9;&#9;self.open = false;

&#9;&#9;&#9;-- If it&apos;s not open, open it
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;self.Frame.MainButton.BackgroundTransparency = 0;
&#9;&#9;&#9;&#9;self.Frame.ClipsDescendants = false;
&#9;&#9;&#9;&#9;self.open = true;
&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;};

&#9;-- Create the GUI for the option
&#9;local MainButton = RbxUtility.Create &quot;TextButton&quot; {
&#9;&#9;Parent = Frame;
&#9;&#9;Name = &quot;MainButton&quot;;
&#9;&#9;BackgroundColor3 = Color3.new( 0, 0, 0 );
&#9;&#9;BackgroundTransparency = 0.3;
&#9;&#9;BorderColor3 = Color3.new( 27 / 255, 42 / 255, 53 / 255 );
&#9;&#9;BorderSizePixel = 1;
&#9;&#9;Position = UDim2.new( 0, 0, 0, 0 );
&#9;&#9;Size = UDim2.new( 1, 0, 0, 25 );
&#9;&#9;ZIndex = 2;
&#9;&#9;Text = &quot;&quot;;

&#9;&#9;-- Toggle the dropdown when pressed
&#9;&#9;[RbxUtility.Create.E &quot;MouseButton1Up&quot;] = function ()
&#9;&#9;&#9;DropdownObject:toggle();
&#9;&#9;end;
&#9;};
&#9;RbxUtility.Create &quot;TextLabel&quot; {
&#9;&#9;Parent = MainButton;
&#9;&#9;Name = &quot;CurrentOption&quot;;
&#9;&#9;BackgroundTransparency = 1;
&#9;&#9;BorderSizePixel = 0;
&#9;&#9;Position = UDim2.new( 0, 6, 0, 0 );
&#9;&#9;Size = UDim2.new( 1, -30, 1, 0 );
&#9;&#9;ZIndex = 3;
&#9;&#9;Font = Enum.Font.ArialBold;
&#9;&#9;FontSize = Enum.FontSize.Size12;
&#9;&#9;Text = &quot;&quot;;
&#9;&#9;TextColor3 = Color3.new( 1, 1, 1 );
&#9;&#9;TextXAlignment = Enum.TextXAlignment.Left;
&#9;&#9;TextYAlignment = Enum.TextYAlignment.Center;
&#9;};

&#9;return DropdownObject;

end;

------------------------------------------
-- Provide an interface to the 2D
-- selection system
------------------------------------------

Select2D = {

&#9;-- Keep state data
&#9;[&quot;enabled&quot;] = false;

&#9;-- Keep objects
&#9;[&quot;GUI&quot;] = nil;

&#9;-- Keep temporary, disposable connections
&#9;[&quot;Connections&quot;] = {};

&#9;-- Provide an interface to the functions
&#9;[&quot;start&quot;] = function ( self )

&#9;&#9;if enabled then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;self.enabled = true;

&#9;&#9;-- Create the GUI
&#9;&#9;self.GUI = RbxUtility.Create &quot;ScreenGui&quot; {
&#9;&#9;&#9;Name = &quot;BTSelectionRectangle&quot;;
&#9;&#9;&#9;Parent = UI;
&#9;&#9;};

&#9;&#9;local Rectangle = RbxUtility.Create &quot;Frame&quot; {
&#9;&#9;&#9;Name = &quot;Rectangle&quot;;
&#9;&#9;&#9;Active = false;
&#9;&#9;&#9;Parent = self.GUI;
&#9;&#9;&#9;BackgroundColor3 = Color3.new( 0, 0, 0 );
&#9;&#9;&#9;BackgroundTransparency = 0.5;
&#9;&#9;&#9;BorderSizePixel = 0;
&#9;&#9;&#9;Position = UDim2.new( 0, math.min( click_x, Mouse.X ), 0, math.min( click_y, Mouse.Y ) );
&#9;&#9;&#9;Size = UDim2.new( 0, math.max( click_x, Mouse.X ) - math.min( click_x, Mouse.X ), 0, math.max( click_y, Mouse.Y ) - math.min( click_y, Mouse.Y ) );
&#9;&#9;};

&#9;&#9;-- Listen for when to resize the selection
&#9;&#9;self.Connections.SelectionResize = Mouse.Move:connect( function ()
&#9;&#9;&#9;Rectangle.Position = UDim2.new( 0, math.min( click_x, Mouse.X ), 0, math.min( click_y, Mouse.Y ) );
&#9;&#9;&#9;Rectangle.Size = UDim2.new( 0, math.max( click_x, Mouse.X ) - math.min( click_x, Mouse.X ), 0, math.max( click_y, Mouse.Y ) - math.min( click_y, Mouse.Y ) );
&#9;&#9;end );

&#9;&#9;-- Listen for when the selection ends
&#9;&#9;self.Connections.SelectionEnd = Mouse.Button1Up:connect( function ()
&#9;&#9;&#9;self:select();
&#9;&#9;&#9;self:finish();
&#9;&#9;end );

&#9;end;

&#9;[&quot;select&quot;] = function ( self )

&#9;&#9;if not self.enabled then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;for _, Object in pairs( _getAllDescendants( Services.Workspace ) ) do

&#9;&#9;&#9;-- Make sure we can select this part
&#9;&#9;&#9;if Object:IsA( &quot;BasePart&quot; ) and not Object.Locked then

&#9;&#9;&#9;&#9;-- Check if the part is rendered within the range of the selection area
&#9;&#9;&#9;&#9;local PartPosition = _pointToScreenSpace( Object.Position );
&#9;&#9;&#9;&#9;if PartPosition then
&#9;&#9;&#9;&#9;&#9;local left_check = PartPosition.x &gt;= self.GUI.Rectangle.AbsolutePosition.x;
&#9;&#9;&#9;&#9;&#9;local right_check = PartPosition.x &lt;= ( self.GUI.Rectangle.AbsolutePosition.x + self.GUI.Rectangle.AbsoluteSize.x );
&#9;&#9;&#9;&#9;&#9;local top_check = PartPosition.y &gt;= self.GUI.Rectangle.AbsolutePosition.y;
&#9;&#9;&#9;&#9;&#9;local bottom_check = PartPosition.y &lt;= ( self.GUI.Rectangle.AbsolutePosition.y + self.GUI.Rectangle.AbsoluteSize.y );

&#9;&#9;&#9;&#9;&#9;-- If the part is within the selection area, select it
&#9;&#9;&#9;&#9;&#9;if left_check and right_check and top_check and bottom_check then
&#9;&#9;&#9;&#9;&#9;&#9;Selection:add( Object );
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end;

&#9;[&quot;finish&quot;] = function ( self )

&#9;&#9;if not self.enabled then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Disconnect temporary connections
&#9;&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;&#9;Connection:disconnect();
&#9;&#9;&#9;self.Connections[connection_index] = nil;
&#9;&#9;end;

&#9;&#9;-- Remove temporary objects
&#9;&#9;self.GUI:Destroy();
&#9;&#9;self.GUI = nil;

&#9;&#9;self.enabled = false;

&#9;end;

};

------------------------------------------
-- Provide an interface to the edge
-- selection system
------------------------------------------
SelectEdge = {

&#9;-- Keep state data
&#9;[&quot;enabled&quot;] = false;
&#9;[&quot;started&quot;] = false;

&#9;-- Keep objects
&#9;[&quot;Marker&quot;] = nil;
&#9;[&quot;MarkerOutline&quot;] = RbxUtility.Create &quot;SelectionBox&quot; {
&#9;&#9;Color = BrickColor.new( &quot;Institutional white&quot; );
&#9;&#9;Parent = UI;
&#9;&#9;Name = &quot;BTEdgeSelectionMarkerOutline&quot;;
&#9;};

&#9;-- Keep temporary, disposable connections
&#9;[&quot;Connections&quot;] = {};

&#9;-- Provide an interface to the functions
&#9;[&quot;start&quot;] = function ( self, edgeSelectionCallback )

&#9;&#9;if self.started then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Listen for when to engage in selection
&#9;&#9;self.Connections.KeyListener = Mouse.KeyDown:connect( function ( key )

&#9;&#9;&#9;local key = key:lower();
&#9;&#9;&#9;local key_code = key:byte();

&#9;&#9;&#9;if key == &quot;e&quot; and #Selection.Items &gt; 0 then
&#9;&#9;&#9;&#9;self:enable( edgeSelectionCallback );
&#9;&#9;&#9;end;

&#9;&#9;end );

&#9;&#9;self.started = true;

&#9;end;

&#9;[&quot;enable&quot;] = function ( self, edgeSelectionCallback )

&#9;&#9;if self.enabled then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;self.Connections.MoveListener = Mouse.Move:connect( function ()

&#9;&#9;&#9;-- Make sure the target can be selected
&#9;&#9;&#9;if not Selection:find( Mouse.Target ) then
&#9;&#9;&#9;&#9;return;
&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Calculate the proximity to each edge
&#9;&#9;&#9;local Proximity = {};
&#9;&#9;&#9;local edges = {};

&#9;&#9;&#9;-- Create shortcuts to certain things that are expensive to call constantly
&#9;&#9;&#9;local table_insert = table.insert;
&#9;&#9;&#9;local newCFrame = CFrame.new;
&#9;&#9;&#9;local PartCFrame = Mouse.Target.CFrame;
&#9;&#9;&#9;local partCFrameOffset = PartCFrame.toWorldSpace;
&#9;&#9;&#9;local PartSize = Mouse.Target.Size / 2;
&#9;&#9;&#9;local size_x, size_y, size_z = PartSize.x, PartSize.y, PartSize.z;

&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( size_x, size_y, size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( -size_x, size_y, size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( size_x, -size_y, size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( size_x, size_y, -size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( -size_x, size_y, -size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( -size_x, -size_y, size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( size_x, -size_y, -size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( -size_x, -size_y, -size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( size_x, size_y, 0 ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( size_x, 0, size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( 0, size_y, size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( size_x, 0, 0 ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( 0, size_y, 0 ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( 0, 0, size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( -size_x, size_y, 0 ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( -size_x, 0, size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( 0, -size_y, size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( -size_x, 0, 0 ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( 0, -size_y, 0 ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( 0, 0, -size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( size_x, -size_y, 0 ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( size_x, 0, -size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( 0, size_y, -size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( -size_x, -size_y, 0 ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( -size_x, 0, -size_z ) ) );
&#9;&#9;&#9;table_insert( edges, partCFrameOffset( PartCFrame, newCFrame( 0, -size_y, -size_z ) ) );

&#9;&#9;&#9;-- Calculate the proximity of every edge to the mouse
&#9;&#9;&#9;for edge_index, Edge in pairs( edges ) do
&#9;&#9;&#9;&#9;Proximity[edge_index] = ( Mouse.Hit.p - Edge.p ).magnitude;
&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Get the closest edge to the mouse
&#9;&#9;&#9;local highest_proximity = 1;
&#9;&#9;&#9;for proximity_index, proximity in pairs( Proximity ) do
&#9;&#9;&#9;&#9;if proximity &lt; Proximity[highest_proximity] then
&#9;&#9;&#9;&#9;&#9;highest_proximity = proximity_index;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Replace the current target edge (if any)
&#9;&#9;&#9;local ClosestEdge = edges[highest_proximity];

&#9;&#9;&#9;if self.Marker then
&#9;&#9;&#9;&#9;self.Marker:Destroy();
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.Marker = RbxUtility.Create &quot;Part&quot; {
&#9;&#9;&#9;&#9;Name = &quot;BTEdgeSelectionMarker&quot;;
&#9;&#9;&#9;&#9;Anchored = true;
&#9;&#9;&#9;&#9;Locked = true;
&#9;&#9;&#9;&#9;CanCollide = false;
&#9;&#9;&#9;&#9;Transparency = 1;
&#9;&#9;&#9;&#9;FormFactor = Enum.FormFactor.Custom;
&#9;&#9;&#9;&#9;Size = Vector3.new( 0.2, 0.2, 0.2 );
&#9;&#9;&#9;&#9;CFrame = ClosestEdge;
&#9;&#9;&#9;};

&#9;&#9;&#9;self.MarkerOutline.Adornee = self.Marker;

&#9;&#9;end );

&#9;&#9;self.Connections.ClickListener = Mouse.Button1Up:connect( function ()
&#9;&#9;&#9;override_selection = true;
&#9;&#9;&#9;self:select( edgeSelectionCallback );
&#9;&#9;end );

&#9;&#9;self.enabled = true;

&#9;end;

&#9;[&quot;select&quot;] = function ( self, callback )

&#9;&#9;if not self.enabled or not self.Marker then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Turn the marker into an actual part of the selection
&#9;&#9;self.Marker.Parent = Services.Workspace.CurrentCamera;
&#9;&#9;self.MarkerOutline.Adornee = self.Marker;

&#9;&#9;callback( self.Marker );

&#9;&#9;-- Stop treating it like a marker
&#9;&#9;self.Marker = nil;

&#9;&#9;self:disable();

&#9;end;

&#9;[&quot;disable&quot;] = function ( self )

&#9;&#9;if not self.enabled then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Disconnect unnecessary temporary connections
&#9;&#9;if self.Connections.ClickListener then
&#9;&#9;&#9;self.Connections.ClickListener:disconnect();
&#9;&#9;&#9;self.Connections.ClickListener = nil;
&#9;&#9;end;
&#9;&#9;if self.Connections.MoveListener then
&#9;&#9;&#9;self.Connections.MoveListener:disconnect();
&#9;&#9;&#9;self.Connections.MoveListener = nil;
&#9;&#9;end;

&#9;&#9;-- Remove temporary objects
&#9;&#9;if self.Marker then
&#9;&#9;&#9;self.Marker:Destroy();
&#9;&#9;end;
&#9;&#9;self.Marker = nil;

&#9;&#9;self.MarkerOutline.Adornee = nil;
&#9;&#9;self.enabled = false;

&#9;end;

&#9;[&quot;stop&quot;] = function ( self )

&#9;&#9;if not self.started then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Disconnect &amp; remove all temporary connections
&#9;&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;&#9;Connection:disconnect();
&#9;&#9;&#9;self.Connections[connection_index] = nil;
&#9;&#9;end;

&#9;&#9;-- Remove temporary objects
&#9;&#9;if self.Marker then
&#9;&#9;&#9;self.Marker:Destroy();
&#9;&#9;end;

&#9;&#9;self.started = false;

&#9;end;

};

------------------------------------------
-- Provide an interface to the history
-- system
------------------------------------------
History = {

&#9;-- Keep a container for the actual history data
&#9;[&quot;Data&quot;] = {};

&#9;-- Keep state data
&#9;[&quot;index&quot;] = 0;

&#9;-- Provide events for the platform to listen for changes
&#9;[&quot;Changed&quot;] = RbxUtility.CreateSignal();

&#9;-- Provide functions to control the system
&#9;[&quot;undo&quot;] = function ( self )

&#9;&#9;-- Make sure we&apos;re not getting out of boundary
&#9;&#9;if self.index - 1 &lt; 0 then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Fetch the history record &amp; unapply it
&#9;&#9;local CurrentRecord = self.Data[self.index];
&#9;&#9;CurrentRecord:unapply();

&#9;&#9;-- Go back in the history
&#9;&#9;self.index = self.index - 1;

&#9;&#9;-- Fire the relevant events
&#9;&#9;self.Changed:fire();

&#9;end;

&#9;[&quot;redo&quot;] = function ( self )

&#9;&#9;-- Make sure we&apos;re not getting out of boundary
&#9;&#9;if self.index + 1 &gt; #self.Data then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Go forward in the history
&#9;&#9;self.index = self.index + 1;

&#9;&#9;-- Fetch the new history record &amp; apply it
&#9;&#9;local NewRecord = self.Data[self.index];
&#9;&#9;NewRecord:apply();

&#9;&#9;-- Fire the relevant events
&#9;&#9;self.Changed:fire();

&#9;end;

&#9;[&quot;add&quot;] = function ( self, Record )

&#9;&#9;-- Place the record in its right spot
&#9;&#9;self.Data[self.index + 1] = Record;

&#9;&#9;-- Advance the history index
&#9;&#9;self.index = self.index + 1;

&#9;&#9;-- Clear out the following history
&#9;&#9;for index = self.index + 1, #self.Data do
&#9;&#9;&#9;self.Data[index] = nil;
&#9;&#9;end;

&#9;&#9;-- Fire the relevant events
&#9;&#9;self.Changed:fire();

&#9;end;

};


------------------------------------------
-- Provide an interface color picker
-- system
------------------------------------------
ColorPicker = {
&#9;
&#9;-- Keep some state data
&#9;[&quot;enabled&quot;] = false;
&#9;[&quot;callback&quot;] = nil;
&#9;[&quot;track_mouse&quot;] = nil;
&#9;[&quot;hue&quot;] = 0;
&#9;[&quot;saturation&quot;] = 1;
&#9;[&quot;value&quot;] = 1;

&#9;-- Keep the current GUI here
&#9;[&quot;GUI&quot;] = nil;

&#9;-- Keep temporary, disposable connections here
&#9;[&quot;Connections&quot;] = {};

&#9;-- Provide an interface to the functions
&#9;[&quot;start&quot;] = function ( self, callback, start_color )

&#9;&#9;-- Replace any existing color pickers
&#9;&#9;if self.enabled then
&#9;&#9;&#9;self:cancel();
&#9;&#9;end;
&#9;&#9;self.enabled = true;

&#9;&#9;-- Create the GUI
&#9;&#9;self.GUI = Tool.Interfaces.BTHSVColorPicker:Clone();
&#9;&#9;self.GUI.Parent = UI;

&#9;&#9;-- Register the callback function for when we&apos;re done here
&#9;&#9;self.callback = callback;

&#9;&#9;-- Update the GUI
&#9;&#9;local start_color = start_color or Color3.new( 1, 0, 0 );
&#9;&#9;self:_changeColor( _RGBToHSV( start_color.r, start_color.g, start_color.b ) );

&#9;&#9;-- Add functionality to the GUI&apos;s interactive elements
&#9;&#9;table.insert( self.Connections, self.GUI.HueSaturation.MouseButton1Down:connect( function ( x, y )
&#9;&#9;&#9;self.track_mouse = &apos;hue-saturation&apos;;
&#9;&#9;&#9;self:_onMouseMove( x, y );
&#9;&#9;end ) );

&#9;&#9;table.insert( self.Connections, self.GUI.HueSaturation.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self.track_mouse = nil;
&#9;&#9;end ) );

&#9;&#9;table.insert( self.Connections, self.GUI.MouseMoved:connect( function ( x, y )
&#9;&#9;&#9;self:_onMouseMove( x, y );
&#9;&#9;end ) );

&#9;&#9;table.insert( self.Connections, self.GUI.Value.MouseButton1Down:connect( function ( x, y )
&#9;&#9;&#9;self.track_mouse = &apos;value&apos;;
&#9;&#9;&#9;self:_onMouseMove( x, y );
&#9;&#9;end ) );

&#9;&#9;table.insert( self.Connections, self.GUI.Value.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self.track_mouse = nil;
&#9;&#9;end ) );

&#9;&#9;table.insert( self.Connections, self.GUI.OkButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:finish();
&#9;&#9;end ) );

&#9;&#9;table.insert( self.Connections, self.GUI.CancelButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:cancel();
&#9;&#9;end ) );
&#9;&#9;--[[
&#9;&#9;table.insert( self.Connections, self.GUI.HueOption.Input.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.GUI.HueOption.Input.TextBox:CaptureFocus();
&#9;&#9;end ) );
&#9;&#9;--]]
&#9;&#9;table.insert( self.Connections, self.GUI.HueOption.Input.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( self.GUI.HueOption.Input.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 360 then
&#9;&#9;&#9;&#9;&#9;potential_new = 360;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:_changeColor( potential_new, self.saturation, self.value );
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;self:_updateGUI();
&#9;&#9;&#9;end;
&#9;&#9;end ) );

&#9;&#9;--[[
&#9;&#9;table.insert( self.Connections, self.GUI.SaturationOption.Input.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.GUI.SaturationOption.Input.TextBox:CaptureFocus();
&#9;&#9;end ) );
&#9;&#9;--]]

&#9;&#9;table.insert( self.Connections, self.GUI.SaturationOption.Input.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( ( self.GUI.SaturationOption.Input.TextBox.Text:gsub( &apos;%%&apos;, &apos;&apos; ) ) );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 100 then
&#9;&#9;&#9;&#9;&#9;potential_new = 100;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:_changeColor( self.hue, potential_new / 100, self.value );
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;self:_updateGUI();
&#9;&#9;&#9;end;
&#9;&#9;end ) );
&#9;&#9;
&#9;&#9;--[[
&#9;&#9;table.insert( self.Connections, self.GUI.ValueOption.Input.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.GUI.ValueOption.Input.TextBox:CaptureFocus();
&#9;&#9;end ) );
&#9;&#9;--]]

&#9;&#9;table.insert( self.Connections, self.GUI.ValueOption.Input.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( ( self.GUI.ValueOption.Input.TextBox.Text:gsub( &apos;%%&apos;, &apos;&apos; ) ) );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;elseif potential_new &gt; 100 then
&#9;&#9;&#9;&#9;&#9;potential_new = 100;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:_changeColor( self.hue, self.saturation, potential_new / 100 );
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;self:_updateGUI();
&#9;&#9;&#9;end;
&#9;&#9;end ) );

&#9;end;

&#9;[&quot;_onMouseMove&quot;] = function ( self, x, y )
&#9;&#9;if not self.track_mouse then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;if self.track_mouse == &apos;hue-saturation&apos; then
&#9;&#9;&#9;-- Calculate the mouse position relative to the graph
&#9;&#9;&#9;local graph_x, graph_y = x - self.GUI.HueSaturation.AbsolutePosition.x, y - self.GUI.HueSaturation.AbsolutePosition.y;

&#9;&#9;&#9;-- Make sure we&apos;re not going out of bounds
&#9;&#9;&#9;if graph_x &lt; 0 then
&#9;&#9;&#9;&#9;graph_x = 0;
&#9;&#9;&#9;elseif graph_x &gt; self.GUI.HueSaturation.AbsoluteSize.x then
&#9;&#9;&#9;&#9;graph_x = self.GUI.HueSaturation.AbsoluteSize.x;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if graph_y &lt; 0 then
&#9;&#9;&#9;&#9;graph_y = 0;
&#9;&#9;&#9;elseif graph_y &gt; self.GUI.HueSaturation.AbsoluteSize.y then
&#9;&#9;&#9;&#9;graph_y = self.GUI.HueSaturation.AbsoluteSize.y;
&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Calculate the new color and change it
&#9;&#9;&#9;self:_changeColor( 359 * graph_x / 209, 1 - graph_y / 200, self.value );

&#9;&#9;elseif self.track_mouse == &apos;value&apos; then
&#9;&#9;&#9;-- Calculate the mouse position relative to the value bar
&#9;&#9;&#9;local bar_y = y - self.GUI.Value.AbsolutePosition.y;

&#9;&#9;&#9;-- Make sure we&apos;re not going out of bounds
&#9;&#9;&#9;if bar_y &lt; 0 then
&#9;&#9;&#9;&#9;bar_y = 0;
&#9;&#9;&#9;elseif bar_y &gt; self.GUI.Value.AbsoluteSize.y then
&#9;&#9;&#9;&#9;bar_y = self.GUI.Value.AbsoluteSize.y;
&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Calculate the new color and change it
&#9;&#9;&#9;self:_changeColor( self.hue, self.saturation, 1 - bar_y / 200 );
&#9;&#9;end;
&#9;end;

&#9;[&quot;_changeColor&quot;] = function ( self, hue, saturation, value )
&#9;&#9;if hue ~= hue then
&#9;&#9;&#9;hue = 359;
&#9;&#9;end;
&#9;&#9;self.hue = hue;
&#9;&#9;self.saturation = saturation == 0 and 0.01 or saturation;
&#9;&#9;self.value = value;
&#9;&#9;self:_updateGUI();
&#9;end;

&#9;[&quot;_updateGUI&quot;] = function ( self )

&#9;&#9;self.GUI.HueSaturation.Cursor.Position = UDim2.new( 0, 209 * self.hue / 360 - 8, 0, ( 1 - self.saturation ) * 200 - 8 );
&#9;&#9;self.GUI.Value.Cursor.Position = UDim2.new( 0, -2, 0, ( 1 - self.value ) * 200 - 8 );

&#9;&#9;local color = Color3.new( _HSVToRGB( self.hue, self.saturation, self.value ) );
&#9;&#9;self.GUI.ColorDisplay.BackgroundColor3 = color;
&#9;&#9;self.GUI.Value.ColorBG.BackgroundColor3 = Color3.new( _HSVToRGB( self.hue, self.saturation, 1 ) );

&#9;&#9;self.GUI.HueOption.Bar.BackgroundColor3 = color;
&#9;&#9;self.GUI.SaturationOption.Bar.BackgroundColor3 = color;
&#9;&#9;self.GUI.ValueOption.Bar.BackgroundColor3 = color;

&#9;&#9;self.GUI.HueOption.Input.TextBox.Text = math.floor( self.hue );
&#9;&#9;self.GUI.SaturationOption.Input.TextBox.Text = math.floor( self.saturation * 100 ) .. &quot;%&quot;;
&#9;&#9;self.GUI.ValueOption.Input.TextBox.Text = math.floor( self.value * 100 ) .. &quot;%&quot;;

&#9;end;

&#9;[&quot;finish&quot;] = function ( self )

&#9;&#9;if not self.enabled then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Remove the GUI
&#9;&#9;if self.GUI then
&#9;&#9;&#9;self.GUI:Destroy();
&#9;&#9;end;
&#9;&#9;self.GUI = nil;
&#9;&#9;self.track_mouse = nil;

&#9;&#9;-- Disconnect all temporary connections
&#9;&#9;for connection_index, connection in pairs( self.Connections ) do
&#9;&#9;&#9;connection:disconnect();
&#9;&#9;&#9;self.Connections[connection_index] = nil;
&#9;&#9;end;

&#9;&#9;-- Call the callback function that was provided to us
&#9;&#9;self.callback( self.hue, self.saturation, self.value );
&#9;&#9;self.callback = nil;

&#9;&#9;self.enabled = false;

&#9;end;

&#9;[&quot;cancel&quot;] = function ( self )

&#9;&#9;if not self.enabled then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Remove the GUI
&#9;&#9;if self.GUI then
&#9;&#9;&#9;self.GUI:Destroy();
&#9;&#9;end;
&#9;&#9;self.GUI = nil;
&#9;&#9;self.track_mouse = nil;

&#9;&#9;-- Disconnect all temporary connections
&#9;&#9;for connection_index, connection in pairs( self.Connections ) do
&#9;&#9;&#9;connection:disconnect();
&#9;&#9;&#9;self.Connections[connection_index] = nil;
&#9;&#9;end;

&#9;&#9;-- Call the callback function that was provided to us
&#9;&#9;self.callback();
&#9;&#9;self.callback = nil;

&#9;&#9;self.enabled = false;

&#9;end;

};

------------------------------------------
-- Provide an interface to the
-- import/export system
------------------------------------------
IE = {

&#9;[&quot;export&quot;] = function ()
&#9;&#9;if #Selection.Items == 0 then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;local serialized_selection = _serializeParts( Selection.Items );

&#9;&#9;-- Dump to logs
&#9;&#9;-- Services.TestService:Warn( false, &quot;[Building Tools by F3X] Exported Model: \n&quot; .. serialized_selection );

&#9;&#9;-- Get ready to upload to the web for retrieval
&#9;&#9;local upload_data;
&#9;&#9;local cancelUpload;

&#9;&#9;-- Create the export dialog
&#9;&#9;local Dialog = Tool.Interfaces.BTExportDialog:Clone();
&#9;&#9;Dialog.Loading.Size = UDim2.new( 1, 0, 0, 0 );
&#9;&#9;Dialog.Parent = UI;
&#9;&#9;Dialog.Loading:TweenSize( UDim2.new( 1, 0, 0, 80 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.25 );
&#9;&#9;Dialog.Loading.CloseButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;cancelUpload();
&#9;&#9;&#9;Dialog:Destroy();
&#9;&#9;end );

&#9;&#9;-- Run the upload/post-upload/failure code in a coroutine
&#9;&#9;-- so it can be cancelled
&#9;&#9;coroutine.resume( coroutine.create( function ()
&#9;&#9;&#9;cancelUpload = function ()
&#9;&#9;&#9;&#9;coroutine.yield();
&#9;&#9;&#9;end;
&#9;&#9;&#9;local upload_attempt = ypcall( function ()
&#9;&#9;&#9;&#9;upload_data = PostAsync( &quot;http://www.f3xteam.com/bt/export&quot;, serialized_selection );
&#9;&#9;&#9;end );

&#9;&#9;&#9;-- Fail graciously
&#9;&#9;&#9;if not upload_attempt then
&#9;&#9;&#9;&#9;Dialog.Loading.TextLabel.Text = &quot;Upload failed&quot;;
&#9;&#9;&#9;&#9;Dialog.Loading.CloseButton.Text = &apos;Ok :(&apos;;
&#9;&#9;&#9;&#9;return;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not ( upload_data and type( upload_data ) == &apos;string&apos; and upload_data:len() &gt; 0 ) then
&#9;&#9;&#9;&#9;Dialog.Loading.TextLabel.Text = &quot;Upload failed&quot;;
&#9;&#9;&#9;&#9;Dialog.Loading.CloseButton.Text = &apos;Ok ;(&apos;;
&#9;&#9;&#9;&#9;return;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not pcall( function () upload_data = RbxUtility.DecodeJSON( upload_data ); end ) or not upload_data then
&#9;&#9;&#9;&#9;Dialog.Loading.TextLabel.Text = &quot;Upload failed&quot;;
&#9;&#9;&#9;&#9;Dialog.Loading.CloseButton.Text = &quot;Ok :&apos;(&quot;;
&#9;&#9;&#9;&#9;return;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not upload_data.success then
&#9;&#9;&#9;&#9;Dialog.Loading.TextLabel.Text = &quot;Upload failed&quot;;
&#9;&#9;&#9;&#9;Dialog.Loading.CloseButton.Text = &quot;Ok :&apos;&apos;(&quot;;
&#9;&#9;&#9;end;

&#9;&#9;&#9;print( &quot;[Building Tools by F3X] Uploaded Export: &quot; .. upload_data.id );

&#9;&#9;&#9;Dialog.Loading.Visible = false;
&#9;&#9;&#9;Dialog.Info.Size = UDim2.new( 1, 0, 0, 0 );
&#9;&#9;&#9;Dialog.Info.CreationID.Text = upload_data.id;
&#9;&#9;&#9;Dialog.Info.Visible = true;
&#9;&#9;&#9;Dialog.Info:TweenSize( UDim2.new( 1, 0, 0, 75 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.25 );
&#9;&#9;&#9;Dialog.Tip.Size = UDim2.new( 1, 0, 0, 0 );
&#9;&#9;&#9;Dialog.Tip.Visible = true;
&#9;&#9;&#9;Dialog.Tip:TweenSize( UDim2.new( 1, 0, 0, 30 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.25 );
&#9;&#9;&#9;Dialog.Close.Size = UDim2.new( 1, 0, 0, 0 );
&#9;&#9;&#9;Dialog.Close.Visible = true;
&#9;&#9;&#9;Dialog.Close:TweenSize( UDim2.new( 1, 0, 0, 20 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.25 );
&#9;&#9;&#9;Dialog.Close.Button.MouseButton1Up:connect( function ()
&#9;&#9;&#9;&#9;Dialog:Destroy();
&#9;&#9;&#9;end );

&#9;&#9;&#9;-- Play a confirmation sound
&#9;&#9;&#9;local Sound = RbxUtility.Create &quot;Sound&quot; {
&#9;&#9;&#9;&#9;Name = &quot;BTActionCompletionSound&quot;;
&#9;&#9;&#9;&#9;Pitch = 1.5;
&#9;&#9;&#9;&#9;SoundId = action_completion_sound;
&#9;&#9;&#9;&#9;Volume = 1;
&#9;&#9;&#9;&#9;Parent = Player;
&#9;&#9;&#9;};
&#9;&#9;&#9;Sound:Play();
&#9;&#9;&#9;Sound:Destroy();

&#9;&#9;end ) );

&#9;end;

};

------------------------------------------
-- Prepare the dock UI
------------------------------------------

Tooltips = {};

Dock = waitForChild(Tool.Interfaces, &quot;BTDockGUI&quot;); --Tool.Interfaces:WaitForChild( &quot;BTDockGUI&quot; ):Clone();
Dock.Parent = UI;
Dock.Visible = false;

-- Add functionality to each tool button
for _, ToolButton in pairs( Dock.ToolButtons:GetChildren() ) do

&#9;-- Get the tool name and the tool
&#9;local tool_name = ToolButton.Name:match( &quot;(.+)Button&quot; );

&#9;if tool_name then

&#9;&#9;-- Create the click connection
&#9;&#9;ToolButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;local Tool = Tools[tool_name];
&#9;&#9;&#9;if Tool then
&#9;&#9;&#9;&#9;equipTool( Tool );
&#9;&#9;&#9;end;
&#9;&#9;end );

&#9;&#9;ToolButton.MouseEnter:connect( function ()
&#9;&#9;&#9;local Tooltip = Tooltips[tool_name];
&#9;&#9;&#9;if Tooltip then
&#9;&#9;&#9;&#9;Tooltip:focus( &apos;button&apos; );
&#9;&#9;&#9;end;
&#9;&#9;end );

&#9;&#9;ToolButton.MouseLeave:connect( function ()
&#9;&#9;&#9;local Tooltip = Tooltips[tool_name];
&#9;&#9;&#9;if Tooltip then
&#9;&#9;&#9;&#9;Tooltip:unfocus( &apos;button&apos; );
&#9;&#9;&#9;end;
&#9;&#9;end );

&#9;end;

end;

-- Prepare the tooltips
for _, Tooltip in pairs( Dock.Tooltips:GetChildren() ) do

&#9;local tool_name = Tooltip.Name:match( &quot;(.+)Info&quot; );

&#9;Tooltips[tool_name] = {

&#9;&#9;GUI = Tooltip;

&#9;&#9;button_focus = false;
&#9;&#9;tooltip_focus = false;

&#9;&#9;focus = function ( self, source )
&#9;&#9;&#9;if Dock.HelpInfo.Visible then
&#9;&#9;&#9;&#9;return;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if source == &apos;button&apos; then
&#9;&#9;&#9;&#9;self.button_focus = true;
&#9;&#9;&#9;elseif source == &apos;tooltip&apos; then
&#9;&#9;&#9;&#9;self.tooltip_focus = true;
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.GUI.Visible = true;
&#9;&#9;end;

&#9;&#9;unfocus = function ( self, source )
&#9;&#9;&#9;if source == &apos;button&apos; then
&#9;&#9;&#9;&#9;self.button_focus = false;
&#9;&#9;&#9;elseif source == &apos;tooltip&apos; then
&#9;&#9;&#9;&#9;self.tooltip_focus = false;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.button_focus and not self.tooltip_focus then
&#9;&#9;&#9;&#9;self.GUI.Visible = false;
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;};

&#9;-- Make it disappear after it&apos;s out of mouse focus
&#9;Tooltip.MouseEnter:connect( function ()
&#9;&#9;Tooltips[tool_name]:focus( &apos;tooltip&apos; );
&#9;end );
&#9;Tooltip.MouseLeave:connect( function ()
&#9;&#9;Tooltips[tool_name]:unfocus( &apos;tooltip&apos; );
&#9;end );

&#9;-- Create the scrolling container
&#9;local ScrollingContainer = Gloo.ScrollingContainer( true, false, 15 );
&#9;ScrollingContainer.GUI.Parent = Tooltip;

&#9;-- Put the tooltip content in the container
&#9;for _, Child in pairs( Tooltip.Content:GetChildren() ) do
&#9;&#9;Child.Parent = ScrollingContainer.Container;
&#9;end;
&#9;ScrollingContainer.GUI.Size = Dock.Tooltips.Size;
&#9;ScrollingContainer.Container.Size = Tooltip.Content.Size;
&#9;ScrollingContainer.Boundary.Size = Dock.Tooltips.Size;
&#9;ScrollingContainer.Boundary.BackgroundTransparency = 1;
&#9;Tooltip.Content:Destroy();

end;


-- Create the scrolling container for the help tooltip
local ScrollingContainer = Gloo.ScrollingContainer( true, false, 15 );
ScrollingContainer.GUI.Parent = Dock.HelpInfo;

-- Put the help tooltip content in the container
for _, Child in pairs( Dock.HelpInfo.Content:GetChildren() ) do
&#9;Child.Parent = ScrollingContainer.Container;
end;
ScrollingContainer.GUI.Size = Dock.HelpInfo.Size;
ScrollingContainer.Container.Size = Dock.HelpInfo.Content.Size;
ScrollingContainer.Boundary.Size = Dock.HelpInfo.Size;
ScrollingContainer.Boundary.BackgroundTransparency = 1;
Dock.HelpInfo.Content:Destroy();

-- Add functionality to the other GUI buttons
Dock.SelectionButtons.UndoButton.MouseButton1Up:connect( function ()
&#9;History:undo();
end );
Dock.SelectionButtons.RedoButton.MouseButton1Up:connect( function ()
&#9;History:redo();
end );
Dock.SelectionButtons.DeleteButton.MouseButton1Up:connect( function ()
&#9;deleteSelection();
end );
Dock.SelectionButtons.CloneButton.MouseButton1Up:connect( function ()
&#9;cloneSelection();
end );
Dock.SelectionButtons.ExportButton.MouseButton1Up:connect( function ()
&#9;IE:export();
end );
Dock.InfoButtons.HelpButton.MouseButton1Up:connect( function ()
&#9;toggleHelp();
end );

-- Shade the buttons according to whether they&apos;ll function or not
Selection.Changed:connect( function ()

&#9;-- If there are items, they should be active
&#9;if #Selection.Items &gt; 0 then
&#9;&#9;Dock.SelectionButtons.DeleteButton.Image = delete_active_decal;
&#9;&#9;Dock.SelectionButtons.CloneButton.Image = clone_active_decal;
&#9;&#9;Dock.SelectionButtons.ExportButton.Image = export_active_decal;

&#9;-- If there aren&apos;t items, they shouldn&apos;t be active
&#9;else
&#9;&#9;Dock.SelectionButtons.DeleteButton.Image = delete_inactive_decal;
&#9;&#9;Dock.SelectionButtons.CloneButton.Image = clone_inactive_decal;
&#9;&#9;Dock.SelectionButtons.ExportButton.Image = export_inactive_decal;
&#9;end;

end );

-- Make the selection/info buttons display tooltips upon hovering over them
for _, SelectionButton in pairs( Dock.SelectionButtons:GetChildren() ) do
&#9;SelectionButton.MouseEnter:connect( function ()
&#9;&#9;if SelectionButton:FindFirstChild( &apos;Tooltip&apos; ) then
&#9;&#9;&#9;SelectionButton.Tooltip.Visible = true;
&#9;&#9;end;
&#9;end );
&#9;SelectionButton.MouseLeave:connect( function ()
&#9;&#9;if SelectionButton:FindFirstChild( &apos;Tooltip&apos; ) then
&#9;&#9;&#9;SelectionButton.Tooltip.Visible = false;
&#9;&#9;end;
&#9;end );
end;
Dock.InfoButtons.HelpButton.MouseEnter:connect( function ()
&#9;Dock.InfoButtons.HelpButton.Tooltip.Visible = true;
end );
Dock.InfoButtons.HelpButton.MouseLeave:connect( function ()
&#9;Dock.InfoButtons.HelpButton.Tooltip.Visible = false;
end );

History.Changed:connect( function ()

&#9;-- If there are any records
&#9;if #History.Data &gt; 0 then

&#9;&#9;-- If we&apos;re at the beginning
&#9;&#9;if History.index == 0 then
&#9;&#9;&#9;Dock.SelectionButtons.UndoButton.Image = undo_inactive_decal;
&#9;&#9;&#9;Dock.SelectionButtons.RedoButton.Image = redo_active_decal;

&#9;&#9;-- If we&apos;re at the end
&#9;&#9;elseif History.index == #History.Data then
&#9;&#9;&#9;Dock.SelectionButtons.UndoButton.Image = undo_active_decal;
&#9;&#9;&#9;Dock.SelectionButtons.RedoButton.Image = redo_inactive_decal;

&#9;&#9;-- If we&apos;re neither at the beginning or the end
&#9;&#9;else
&#9;&#9;&#9;Dock.SelectionButtons.UndoButton.Image = undo_active_decal;
&#9;&#9;&#9;Dock.SelectionButtons.RedoButton.Image = redo_active_decal;
&#9;&#9;end;

&#9;-- If there are no records
&#9;else
&#9;&#9;Dock.SelectionButtons.UndoButton.Image = undo_inactive_decal;
&#9;&#9;Dock.SelectionButtons.RedoButton.Image = redo_inactive_decal;
&#9;end;

end );

------------------------------------------
-- Attach tool event listeners
------------------------------------------

Tool.Equipped:connect( function ( CurrentMouse )

&#9;Mouse = CurrentMouse;

&#9;if not TargetBox then
&#9;&#9;TargetBox = Instance.new( &quot;SelectionBox&quot;, UI );
&#9;&#9;TargetBox.Name = &quot;BTTargetBox&quot;;
&#9;&#9;TargetBox.Color = BrickColor.new( &quot;Institutional white&quot; );
&#9;end;

&#9;-- Enable any temporarily-disabled selection boxes
&#9;for _, SelectionBox in pairs( SelectionBoxes ) do
&#9;&#9;SelectionBox.Parent = UI;
&#9;end;

&#9;-- Call the `Equipped` listener of the current tool
&#9;if CurrentTool and CurrentTool.Listeners.Equipped then
&#9;&#9;CurrentTool.Listeners.Equipped();
&#9;end;

&#9;-- Show the dock
&#9;Dock.Visible = true;

&#9;table.insert( Connections, Mouse.KeyDown:connect( function ( key )

&#9;&#9;local key = key:lower();
&#9;&#9;local key_code = key:byte();

&#9;&#9;-- Provide the abiltiy to delete via the shift + X key combination
&#9;&#9;if ActiveKeys[47] or ActiveKeys[48] and key == &quot;x&quot; then
&#9;&#9;&#9;deleteSelection();
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Provide the ability to clone via the shift + C key combination
&#9;&#9;if ActiveKeys[47] or ActiveKeys[48] and key == &quot;c&quot; then
&#9;&#9;&#9;cloneSelection();
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Undo if shift+z is pressed
&#9;&#9;if key == &quot;z&quot; and ( ActiveKeys[47] or ActiveKeys[48] ) then
&#9;&#9;&#9;History:undo();
&#9;&#9;&#9;return;

&#9;&#9;-- Redo if shift+y is pressed
&#9;&#9;elseif key == &quot;y&quot; and ( ActiveKeys[47] or ActiveKeys[48] ) then
&#9;&#9;&#9;History:redo();
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Serialize and dump selection to logs if shift+p is pressed
&#9;&#9;if key == &quot;p&quot; and ( ActiveKeys[47] or ActiveKeys[48] ) then
&#9;&#9;&#9;IE:export();
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Perform a prism selection if shift + k is pressed
&#9;&#9;if key == &quot;k&quot; and ( ActiveKeys[47] or ActiveKeys[48] ) then
&#9;&#9;&#9;prismSelect();
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;if key == &quot;z&quot; then
&#9;&#9;&#9;equipTool( Tools.Move );

&#9;&#9;elseif key == &quot;x&quot; then
&#9;&#9;&#9;equipTool( Tools.Resize );

&#9;&#9;elseif key == &quot;c&quot; then
&#9;&#9;&#9;equipTool( Tools.Rotate );

&#9;&#9;elseif key == &quot;v&quot; then
&#9;&#9;&#9;equipTool( Tools.Paint );

&#9;&#9;elseif key == &quot;b&quot; then
&#9;&#9;&#9;equipTool( Tools.Surface );

&#9;&#9;elseif key == &quot;n&quot; then
&#9;&#9;&#9;equipTool( Tools.Material );

&#9;&#9;elseif key == &quot;m&quot; then
&#9;&#9;&#9;equipTool( Tools.Anchor );

&#9;&#9;elseif key == &quot;k&quot; then
&#9;&#9;&#9;equipTool( Tools.Collision );

&#9;&#9;elseif key == &quot;j&quot; then
&#9;&#9;&#9;equipTool( Tools.NewPart );

&#9;&#9;elseif key == &quot;h&quot; then
&#9;&#9;&#9;equipTool( Tools.Mesh );

&#9;&#9;elseif key == &quot;g&quot; then
&#9;&#9;&#9;equipTool( Tools.Texture );

&#9;&#9;elseif key == &quot;f&quot; then
&#9;&#9;&#9;equipTool( Tools.Weld );

&#9;&#9;elseif key == &quot;u&quot; then
&#9;&#9;&#9;--equipTool( Tools.Lighting );

&#9;&#9;elseif key == &quot;p&quot; then
&#9;&#9;&#9;equipTool( Tools.Decorate );

&#9;&#9;elseif key == &quot;q&quot; then
&#9;&#9;&#9;Selection:clear();

&#9;&#9;end;

&#9;&#9;ActiveKeys[key_code] = key_code;
&#9;&#9;ActiveKeys[key] = key;

&#9;&#9;-- If it&apos;s now in multiselection mode, update `selecting`
&#9;&#9;-- (these are the left/right ctrl &amp; shift keys)
&#9;&#9;if ActiveKeys[47] or ActiveKeys[48] or ActiveKeys[49] or ActiveKeys[50] then
&#9;&#9;&#9;selecting = ActiveKeys[47] or ActiveKeys[48] or ActiveKeys[49] or ActiveKeys[50];
&#9;&#9;end;

&#9;end ) );

&#9;table.insert( Connections, Mouse.KeyUp:connect( function ( key )

&#9;&#9;local key = key:lower();
&#9;&#9;local key_code = key:byte();

&#9;&#9;ActiveKeys[key_code] = nil;
&#9;&#9;ActiveKeys[key] = nil;

&#9;&#9;-- If it&apos;s no longer in multiselection mode, update `selecting` &amp; related values
&#9;&#9;if selecting and not ActiveKeys[selecting] then
&#9;&#9;&#9;selecting = false;
&#9;&#9;&#9;if Select2D.enabled then
&#9;&#9;&#9;&#9;Select2D:select();
&#9;&#9;&#9;&#9;Select2D:finish();
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;-- Fire tool listeners
&#9;&#9;if CurrentTool and CurrentTool.Listeners.KeyUp then
&#9;&#9;&#9;CurrentTool.Listeners.KeyUp( key );
&#9;&#9;end;

&#9;end ) );

&#9;table.insert( Connections, Mouse.Button1Down:connect( function ()

&#9;&#9;clicking = true;
&#9;&#9;click_x, click_y = Mouse.X, Mouse.Y;

&#9;&#9;-- If multiselection is, just add to the selection
&#9;&#9;if selecting then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Fire tool listeners
&#9;&#9;if CurrentTool and CurrentTool.Listeners.Button1Down then
&#9;&#9;&#9;CurrentTool.Listeners.Button1Down();
&#9;&#9;end;

&#9;end ) );

&#9;table.insert( Connections, Mouse.Move:connect( function ()

&#9;&#9;-- If the mouse has moved since it was clicked, start 2D selection mode
&#9;&#9;if not override_selection and not Select2D.enabled and clicking and selecting and ( click_x ~= Mouse.X or click_y ~= Mouse.Y ) then
&#9;&#9;&#9;Select2D:start();
&#9;&#9;end;

&#9;&#9;-- If the target has changed, update the selectionbox appropriately
&#9;&#9;if not override_selection and Mouse.Target then
&#9;&#9;&#9;if Mouse.Target:IsA( &quot;BasePart&quot; ) and not Mouse.Target.Locked and TargetBox.Adornee ~= Mouse.Target and not Selection:find( Mouse.Target ) then
&#9;&#9;&#9;&#9;TargetBox.Adornee = Mouse.Target;
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;-- When aiming at something invalid, don&apos;t highlight any targets
&#9;&#9;if not override_selection and not Mouse.Target or ( Mouse.Target and Mouse.Target:IsA( &quot;BasePart&quot; ) and Mouse.Target.Locked ) or Selection:find( Mouse.Target ) then
&#9;&#9;&#9;TargetBox.Adornee = nil;
&#9;&#9;end;

&#9;&#9;-- Fire tool listeners
&#9;&#9;if CurrentTool and CurrentTool.Listeners.Move then
&#9;&#9;&#9;CurrentTool.Listeners.Move();
&#9;&#9;end;

&#9;&#9;if override_selection then
&#9;&#9;&#9;override_selection = false;
&#9;&#9;end;

&#9;end ) );

&#9;table.insert( Connections, Mouse.Button1Up:connect( function ()

&#9;&#9;clicking = false;

&#9;&#9;-- Make sure the person didn&apos;t accidentally miss a handle or something
&#9;&#9;if not Select2D.enabled and ( Mouse.X ~= click_x or Mouse.Y ~= click_y ) then
&#9;&#9;&#9;override_selection = true;
&#9;&#9;end;

&#9;&#9;-- If the target when clicking was invalid then clear the selection (unless we&apos;re multi-selecting)
&#9;&#9;if not override_selection and not selecting and ( not Mouse.Target or ( Mouse.Target and Mouse.Target:IsA( &quot;BasePart&quot; ) and Mouse.Target.Locked ) ) then
&#9;&#9;&#9;Selection:clear();
&#9;&#9;end;

&#9;&#9;-- If multi-selecting, add to/remove from the selection
&#9;&#9;if not override_selection and selecting then

&#9;&#9;&#9;-- If the item isn&apos;t already selected, add it to the selection
&#9;&#9;&#9;if not Selection:find( Mouse.Target ) then
&#9;&#9;&#9;&#9;if Mouse.Target and Mouse.Target:IsA( &quot;BasePart&quot; ) and not Mouse.Target.Locked then
&#9;&#9;&#9;&#9;&#9;Selection:add( Mouse.Target );
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;-- If the item _is_ already selected, remove it from the selection
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;if ( Mouse.X == click_x and Mouse.Y == click_y ) and Mouse.Target and Mouse.Target:IsA( &quot;BasePart&quot; ) and not Mouse.Target.Locked then
&#9;&#9;&#9;&#9;&#9;Selection:remove( Mouse.Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;

&#9;&#9;-- If not multi-selecting, replace the selection
&#9;&#9;else
&#9;&#9;&#9;if not override_selection and Mouse.Target and Mouse.Target:IsA( &quot;BasePart&quot; ) and not Mouse.Target.Locked then
&#9;&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;&#9;Selection:add( Mouse.Target );
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;-- Fire tool listeners
&#9;&#9;if CurrentTool and CurrentTool.Listeners.Button1Up then
&#9;&#9;&#9;CurrentTool.Listeners.Button1Up();
&#9;&#9;end;

&#9;&#9;if override_selection then
&#9;&#9;&#9;override_selection = false;
&#9;&#9;end;

&#9;end ) );

&#9;table.insert( Connections, Mouse.Button2Down:connect( function ()
&#9;&#9;-- Fire tool listeners
&#9;&#9;if CurrentTool and CurrentTool.Listeners.Button2Down then
&#9;&#9;&#9;CurrentTool.Listeners.Button2Down();
&#9;&#9;end;
&#9;end ) );

&#9;table.insert( Connections, Mouse.Button2Up:connect( function ()
&#9;&#9;-- Fire tool listeners
&#9;&#9;if CurrentTool and CurrentTool.Listeners.Button2Up then
&#9;&#9;&#9;CurrentTool.Listeners.Button2Up();
&#9;&#9;end;
&#9;end ) );

end );

Tool.Unequipped:connect( function ()

&#9;Mouse = nil;

&#9;-- Remove the mouse target SelectionBox from `Player`
&#9;if TargetBox then
&#9;&#9;TargetBox:Destroy();
&#9;&#9;TargetBox = nil;
&#9;end;

&#9;-- Disable all the selection boxes temporarily
&#9;for _, SelectionBox in pairs( SelectionBoxes ) do
&#9;&#9;SelectionBox.Parent = nil;
&#9;end;

&#9;-- Hide the dock
&#9;Dock.Visible = false;

&#9;-- Disconnect temporary platform-related connections
&#9;for connection_index, Connection in pairs( Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;Connections[connection_index] = nil;
&#9;end;

&#9;-- Call the `Unequipped` listener of the current tool
&#9;if CurrentTool and CurrentTool.Listeners.Unequipped then
&#9;&#9;CurrentTool.Listeners.Unequipped();
&#9;end;

end );


------------------------------------------
-- Provide the platform&apos;s environment for
-- other tool scripts to extend upon
------------------------------------------

local tool_list = {
&#9;&quot;Anchor&quot;,
&#9;&quot;Collision&quot;,
&#9;&quot;Material&quot;,
&#9;&quot;Mesh&quot;,
&#9;&quot;Move&quot;,
&#9;&quot;NewPart&quot;,
&#9;&quot;Paint&quot;,
&#9;&quot;Resize&quot;,
&#9;&quot;Rotate&quot;,
&#9;&quot;Surface&quot;,
&#9;&quot;Texture&quot;,
&#9;&quot;Weld&quot;,
&#9;--&quot;Lighting&quot;,
&#9;&quot;Decorate&quot;
};

-- Make sure all the tool scripts are in the tool &amp; deactivate them
for _, tool_name in pairs( tool_list ) do
&#9;local script_name = &quot;BT&quot; .. tool_name .. &quot;Tool&quot;;
&#9;repeat wait() until script:FindFirstChild( script_name );
&#9;script[script_name].Disabled = true;
end;

-- Load the platform
if not _G.BTCoreEnv then
&#9;_G.BTCoreEnv = {};
end;
_G.BTCoreEnv[Tool] = getfenv( 0 );
CoreReady = true;

-- Reload the tool scripts
for _, tool_name in pairs( tool_list ) do
&#9;local script_name = &quot;BT&quot; .. tool_name .. &quot;Tool&quot;;
&#9;script[script_name].Disabled = false;
end;

-- Wait for all the tools to load
for _, tool_name in pairs( tool_list ) do
&#9;if not Tools[tool_name] then
&#9;&#9;repeat wait() until Tools[tool_name];
&#9;end;
&#9;repeat wait() until Tools[tool_name].Loaded;
end;

-- Enable `Tools.Move` as the first tool
equipTool( Tools.Move );</ProtectedString>
				</Properties>
				<Item class="LocalScript" referent="RBX1039">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTMoveTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- Move tool
------------------------------------------

-- Create the main container for this tool
Tools.Move = {};

-- Define the color of the tool
Tools.Move.Color = BrickColor.new( &quot;Deep orange&quot; );

-- Keep a container for temporary connections
Tools.Move.Connections = {};

-- Keep options in a container too
Tools.Move.Options = {
&#9;[&quot;increment&quot;] = 1;
&#9;[&quot;axes&quot;] = &quot;global&quot;;
};

-- Keep internal state data in its own container
Tools.Move.State = {
&#9;[&quot;distance_moved&quot;] = 0;
&#9;[&quot;moving&quot;] = false;
&#9;[&quot;PreMove&quot;] = {};
};

-- Add listeners
Tools.Move.Listeners = {};

Tools.Move.Listeners.Equipped = function ()

&#9;local self = Tools.Move;

&#9;-- Make sure the tool is actually being equipped (because this is the default tool)
&#9;if not Mouse then
&#9;&#9;return;
&#9;end;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Create the boundingbox if it doesn&apos;t already exist
&#9;if not self.BoundingBox then
&#9;&#9;self.BoundingBox = RbxUtility.Create &quot;Part&quot; {
&#9;&#9;&#9;Name = &quot;BTBoundingBox&quot;;
&#9;&#9;&#9;CanCollide = false;
&#9;&#9;&#9;Transparency = 1;
&#9;&#9;&#9;Anchored = true;
&#9;&#9;};
&#9;end;
&#9;Mouse.TargetFilter = self.BoundingBox;

&#9;-- Refresh the axis type option
&#9;self:changeAxes( self.Options.axes );

&#9;-- Listen for any keystrokes that might affect any dragging operation
&#9;self.Connections.DraggerKeyListener = Mouse.KeyDown:connect( function ( key )

&#9;&#9;local key = key:lower();

&#9;&#9;-- Make sure a dragger exists
&#9;&#9;if not self.Dragger then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Rotate along the Z axis if `r` is pressed
&#9;&#9;if key == &quot;r&quot; then
&#9;&#9;&#9;self.Dragger:AxisRotate( Enum.Axis.Z );

&#9;&#9;-- Rotate along the X axis if `t` is pressed
&#9;&#9;elseif key == &quot;t&quot; then
&#9;&#9;&#9;self.Dragger:AxisRotate( Enum.Axis.X );

&#9;&#9;-- Rotate along the Y axis if `y` is pressed
&#9;&#9;elseif key == &quot;y&quot; then
&#9;&#9;&#9;self.Dragger:AxisRotate( Enum.Axis.Y );
&#9;&#9;end;

&#9;&#9;-- Simulate a mouse move so that it applies the changes
&#9;&#9;self.Dragger:MouseMove( Mouse.UnitRay );

&#9;end );

&#9;-- Oh, and update the boundingbox and the GUI regularly
&#9;coroutine.wrap( function ()
&#9;&#9;local updater_on = true;

&#9;&#9;-- Provide a function to stop the loop
&#9;&#9;self.Updater = function ()
&#9;&#9;&#9;updater_on = false;
&#9;&#9;end;

&#9;&#9;while wait( 0.1 ) and updater_on do

&#9;&#9;&#9;-- Make sure the tool&apos;s equipped
&#9;&#9;&#9;if CurrentTool == self then

&#9;&#9;&#9;&#9;-- Update the GUI if it&apos;s visible
&#9;&#9;&#9;&#9;if self.GUI and self.GUI.Visible then
&#9;&#9;&#9;&#9;&#9;self:updateGUI();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;-- Update the boundingbox if it&apos;s visible
&#9;&#9;&#9;&#9;if self.Options.axes == &quot;global&quot; then
&#9;&#9;&#9;&#9;&#9;self:updateBoundingBox();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end )();

end;

Tools.Move.Listeners.Unequipped = function ()

&#9;local self = Tools.Move;

&#9;-- Stop the update loop
&#9;self.Updater();
&#9;self.Updater = nil;

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Hide the handles
&#9;self:hideHandles();

&#9;-- Clear out any temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of the selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Move.updateGUI = function ( self )

&#9;if self.GUI then
&#9;&#9;local GUI = self.GUI;

&#9;&#9;if #Selection.Items &gt; 0 then

&#9;&#9;&#9;-- Look for identical numbers in each axis
&#9;&#9;&#9;local position_x, position_y, position_z =  nil, nil, nil;
&#9;&#9;&#9;for item_index, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;&#9;-- Set the first values for the first item
&#9;&#9;&#9;&#9;if item_index == 1 then
&#9;&#9;&#9;&#9;&#9;position_x, position_y, position_z = _round( Item.Position.x, 2 ), _round( Item.Position.y, 2 ), _round( Item.Position.z, 2 );

&#9;&#9;&#9;&#9;-- Otherwise, compare them and set them to `nil` if they&apos;re not identical
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;if position_x ~= _round( Item.Position.x, 2 ) then
&#9;&#9;&#9;&#9;&#9;&#9;position_x = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if position_y ~= _round( Item.Position.y, 2 ) then
&#9;&#9;&#9;&#9;&#9;&#9;position_y = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if position_z ~= _round( Item.Position.z, 2 ) then
&#9;&#9;&#9;&#9;&#9;&#9;position_z = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;&#9;-- If each position along each axis is the same, display that number; otherwise, display &quot;*&quot;
&#9;&#9;&#9;if not self.State.pos_x_focused then
&#9;&#9;&#9;&#9;GUI.Info.Center.X.TextBox.Text = position_x and tostring( position_x ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.State.pos_y_focused then
&#9;&#9;&#9;&#9;GUI.Info.Center.Y.TextBox.Text = position_y and tostring( position_y ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.State.pos_z_focused then
&#9;&#9;&#9;&#9;GUI.Info.Center.Z.TextBox.Text = position_z and tostring( position_z ) or &quot;*&quot;;
&#9;&#9;&#9;end;

&#9;&#9;&#9;GUI.Info.Visible = true;
&#9;&#9;else
&#9;&#9;&#9;GUI.Info.Visible = false;
&#9;&#9;end;

&#9;&#9;if self.State.distance_moved then
&#9;&#9;&#9;GUI.Changes.Text.Text = &quot;moved &quot; .. tostring( self.State.distance_moved ) .. &quot; studs&quot;;
&#9;&#9;&#9;GUI.Changes.Position = GUI.Info.Visible and UDim2.new( 0, 5, 0, 165 ) or UDim2.new( 0, 5, 0, 100 );
&#9;&#9;&#9;GUI.Changes.Visible = true;
&#9;&#9;else
&#9;&#9;&#9;GUI.Changes.Text.Text = &quot;&quot;;
&#9;&#9;&#9;GUI.Changes.Visible = false;
&#9;&#9;end;
&#9;end;

end;

Tools.Move.changePosition = function ( self, component, new_value )

&#9;self:startHistoryRecord();

&#9;-- Change the position of each item selected
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;Item.CFrame = CFrame.new(
&#9;&#9;&#9;component == &apos;x&apos; and new_value or Item.Position.x,
&#9;&#9;&#9;component == &apos;y&apos; and new_value or Item.Position.y,
&#9;&#9;&#9;component == &apos;z&apos; and new_value or Item.Position.z
&#9;&#9;);
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Move.startHistoryRecord = function ( self )

&#9;if self.State.HistoryRecord then
&#9;&#9;self.State.HistoryRecord = nil;
&#9;end;

&#9;-- Create a history record
&#9;self.State.HistoryRecord = {
&#9;&#9;targets = _cloneTable( Selection.Items );
&#9;&#9;initial_positions = {};
&#9;&#9;terminal_positions = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.CFrame = self.initial_positions[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.CFrame = self.terminal_positions[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.initial_positions[Item] = Item.CFrame;
&#9;&#9;end;
&#9;end;

end;

Tools.Move.finishHistoryRecord = function ( self )

&#9;if not self.State.HistoryRecord then
&#9;&#9;return;
&#9;end;

&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.terminal_positions[Item] = Item.CFrame;
&#9;&#9;end;
&#9;end;
&#9;History:add( self.State.HistoryRecord );
&#9;self.State.HistoryRecord = nil;

end;

Tools.Move.Listeners.Button1Down = function ()

&#9;local self = Tools.Move;

&#9;local Target = self.ManualTarget or Mouse.Target;
&#9;self.ManualTarget = nil;

&#9;if not Target or ( Target:IsA( &quot;BasePart&quot; ) and Target.Locked ) then
&#9;&#9;return;
&#9;end;

&#9;if not Selection:find( Target ) then
&#9;&#9;Selection:clear();
&#9;&#9;Selection:add( Target );
&#9;end;

&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;Item.RotVelocity = Vector3.new( 0, 0, 0 );
&#9;&#9;Item.Velocity = Vector3.new( 0, 0, 0 );
&#9;end;

&#9;self:startHistoryRecord();

&#9;self.State.dragging = true;
&#9;override_selection = true;

&#9;self.Dragger = Instance.new( &quot;Dragger&quot; );
&#9;self.Dragger:MouseDown( Target, Target.CFrame:toObjectSpace( CFrame.new( Mouse.Hit.p ) ).p, Selection.Items );
&#9;self.Connections.DraggerConnection = Mouse.Button1Up:connect( function ()

&#9;&#9;override_selection = true;

&#9;&#9;-- Disable the dragger
&#9;&#9;if self.Connections.DraggerConnection then
&#9;&#9;&#9;self.Connections.DraggerConnection:disconnect();
&#9;&#9;&#9;self.Connections.DraggerConnection = nil;
&#9;&#9;end;
&#9;&#9;if not self.Dragger then
&#9;&#9;&#9;return;
&#9;&#9;end;
&#9;&#9;self.Dragger:MouseUp();
&#9;&#9;self.State.dragging = false;
&#9;&#9;self.Dragger:Destroy();
&#9;&#9;self.Dragger = nil;

&#9;&#9;self:finishHistoryRecord();

&#9;end );

end;

Tools.Move.Listeners.Move = function ()

&#9;local self = Tools.Move;

&#9;if not self.Dragger then
&#9;&#9;return;
&#9;end;

&#9;override_selection = true;

&#9;self.Dragger:MouseMove( Mouse.UnitRay );

end;

Tools.Move.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then

&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTMoveToolGUI&quot;); --Tool.Interfaces:WaitForChild( &quot;BTMoveToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;-- Change the axis type option when the button is clicked
&#9;&#9;Container.AxesOption.Global.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:changeAxes( &quot;global&quot; );
&#9;&#9;&#9;Container.AxesOption.Global.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;Container.AxesOption.Global.Background.Image = dark_slanted_rectangle;
&#9;&#9;&#9;Container.AxesOption.Local.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;Container.AxesOption.Local.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;Container.AxesOption.Last.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;Container.AxesOption.Last.Background.Image = light_slanted_rectangle;
&#9;&#9;end );

&#9;&#9;Container.AxesOption.Local.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:changeAxes( &quot;local&quot; );
&#9;&#9;&#9;Container.AxesOption.Global.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;Container.AxesOption.Global.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;Container.AxesOption.Local.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;Container.AxesOption.Local.Background.Image = dark_slanted_rectangle;
&#9;&#9;&#9;Container.AxesOption.Last.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;Container.AxesOption.Last.Background.Image = light_slanted_rectangle;
&#9;&#9;end );

&#9;&#9;Container.AxesOption.Last.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:changeAxes( &quot;last&quot; );
&#9;&#9;&#9;Container.AxesOption.Global.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;Container.AxesOption.Global.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;Container.AxesOption.Local.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;Container.AxesOption.Local.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;Container.AxesOption.Last.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;Container.AxesOption.Last.Background.Image = dark_slanted_rectangle;
&#9;&#9;end );

&#9;&#9;-- Change the increment option when the value of the textbox is updated
&#9;&#9;Container.IncrementOption.Increment.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;self.Options.increment = tonumber( Container.IncrementOption.Increment.TextBox.Text ) or self.Options.increment;
&#9;&#9;&#9;Container.IncrementOption.Increment.TextBox.Text = tostring( self.Options.increment );
&#9;&#9;end );

&#9;&#9;-- Add functionality to the position inputs
&#9;&#9;--[[
&#9;&#9;Container.Info.Center.X.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.pos_x_focused = true;
&#9;&#9;&#9;Container.Info.Center.X.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.Info.Center.X.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.Info.Center.X.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changePosition( &apos;x&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.pos_x_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;Container.Info.Center.Y.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.pos_y_focused = true;
&#9;&#9;&#9;Container.Info.Center.Y.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.Info.Center.Y.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.Info.Center.Y.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changePosition( &apos;y&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.pos_y_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;Container.Info.Center.Z.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.pos_z_focused = true;
&#9;&#9;&#9;Container.Info.Center.Z.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.Info.Center.Z.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.Info.Center.Z.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changePosition( &apos;z&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.pos_z_focused = false;
&#9;&#9;end );

&#9;&#9;self.GUI = Container;
&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Move.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Move.showHandles = function ( self, Part )

&#9;-- Create the handles if they don&apos;t exist yet
&#9;if not self.Handles then

&#9;&#9;-- Create the object
&#9;&#9;self.Handles = RbxUtility.Create &quot;Handles&quot; {
&#9;&#9;&#9;Name = &quot;BTMovementHandles&quot;;
&#9;&#9;&#9;Color = self.Color;
&#9;&#9;&#9;Parent = Player.PlayerGui;
&#9;&#9;};

&#9;&#9;-- Add functionality to the handles

&#9;&#9;self.Handles.MouseButton1Down:connect( function ()

&#9;&#9;&#9;-- Prevent the platform from thinking we&apos;re selecting
&#9;&#9;&#9;override_selection = true;
&#9;&#9;&#9;self.State.moving = true;

&#9;&#9;&#9;-- Clear the change stats
&#9;&#9;&#9;self.State.distance_moved = 0;

&#9;&#9;&#9;self:startHistoryRecord();

&#9;&#9;&#9;-- Do a few things to the selection before manipulating it
&#9;&#9;&#9;for _, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;&#9;-- Keep a copy of the state of each item
&#9;&#9;&#9;&#9;self.State.PreMove[Item] = Item:Clone();

&#9;&#9;&#9;&#9;-- Anchor each item
&#9;&#9;&#9;&#9;Item.Anchored = true;

&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Return stuff to normal once the mouse button is released
&#9;&#9;&#9;self.Connections.HandleReleaseListener = Mouse.Button1Up:connect( function ()

&#9;&#9;&#9;&#9;-- Prevent the platform from thinking we&apos;re selecting
&#9;&#9;&#9;&#9;override_selection = true;
&#9;&#9;&#9;&#9;self.State.moving = false;

&#9;&#9;&#9;&#9;-- Stop this connection from firing again
&#9;&#9;&#9;&#9;if self.Connections.HandleReleaseListener then
&#9;&#9;&#9;&#9;&#9;self.Connections.HandleReleaseListener:disconnect();
&#9;&#9;&#9;&#9;&#9;self.Connections.HandleReleaseListener = nil;
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;self:finishHistoryRecord();

&#9;&#9;&#9;&#9;-- Restore properties that may have been changed temporarily
&#9;&#9;&#9;&#9;-- from the pre-movement state copies
&#9;&#9;&#9;&#9;for Item, PreviousItemState in pairs( self.State.PreMove ) do
&#9;&#9;&#9;&#9;&#9;Item.Anchored = PreviousItemState.Anchored;
&#9;&#9;&#9;&#9;&#9;self.State.PreMove[Item] = nil;
&#9;&#9;&#9;&#9;&#9;Item:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Item.Velocity = Vector3.new( 0, 0, 0 );
&#9;&#9;&#9;&#9;&#9;Item.RotVelocity = Vector3.new( 0, 0, 0 );
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end );

&#9;&#9;end );

&#9;&#9;self.Handles.MouseDrag:connect( function ( face, drag_distance )

&#9;&#9;&#9;-- Calculate which multiple of the increment to use based on the current drag distance&apos;s
&#9;&#9;&#9;-- proximity to their nearest upper and lower multiples

&#9;&#9;&#9;local difference = drag_distance % self.Options.increment;

&#9;&#9;&#9;local lower_degree = drag_distance - difference;
&#9;&#9;&#9;local upper_degree = drag_distance - difference + self.Options.increment;

&#9;&#9;&#9;local lower_degree_proximity = math.abs( drag_distance - lower_degree );
&#9;&#9;&#9;local upper_degree_proximity = math.abs( drag_distance - upper_degree );

&#9;&#9;&#9;if lower_degree_proximity &lt;= upper_degree_proximity then
&#9;&#9;&#9;&#9;drag_distance = lower_degree;
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;drag_distance = upper_degree;
&#9;&#9;&#9;end;

&#9;&#9;&#9;local increase = drag_distance;

&#9;&#9;&#9;self.State.distance_moved = drag_distance;

&#9;&#9;&#9;-- Increment the position of each selected item in the direction of `face`
&#9;&#9;&#9;for _, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;&#9;-- Remove any joints connected with `Item` so that it can freely move
&#9;&#9;&#9;&#9;Item:BreakJoints();

&#9;&#9;&#9;&#9;-- Update the position of `Item` depending on the type of axes that is currently set
&#9;&#9;&#9;&#9;if face == Enum.NormalId.Top then
&#9;&#9;&#9;&#9;&#9;if self.Options.axes == &quot;global&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = CFrame.new( self.State.PreMove[Item].CFrame.p ):toWorldSpace( CFrame.new( 0, increase, 0 ) ) * CFrame.Angles( self.State.PreMove[Item].CFrame:toEulerAnglesXYZ() );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.axes == &quot;local&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreMove[Item].CFrame:toWorldSpace( CFrame.new( 0, increase, 0 ) );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.axes == &quot;last&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreMove[Selection.Last].CFrame:toWorldSpace( CFrame.new( 0, increase, 0 ) ):toWorldSpace( self.State.PreMove[Item].CFrame:toObjectSpace( self.State.PreMove[Selection.Last].CFrame ):inverse() );
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;elseif face == Enum.NormalId.Bottom then
&#9;&#9;&#9;&#9;&#9;if self.Options.axes == &quot;global&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = CFrame.new( self.State.PreMove[Item].CFrame.p ):toWorldSpace( CFrame.new( 0, -increase, 0 ) ) * CFrame.Angles( self.State.PreMove[Item].CFrame:toEulerAnglesXYZ() );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.axes == &quot;local&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreMove[Item].CFrame:toWorldSpace( CFrame.new( 0, -increase, 0 ) );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.axes == &quot;last&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreMove[Selection.Last].CFrame:toWorldSpace( CFrame.new( 0, -increase, 0 ) ):toWorldSpace( self.State.PreMove[Item].CFrame:toObjectSpace( self.State.PreMove[Selection.Last].CFrame ):inverse() );
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;elseif face == Enum.NormalId.Front then
&#9;&#9;&#9;&#9;&#9;if self.Options.axes == &quot;global&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = CFrame.new( self.State.PreMove[Item].CFrame.p ):toWorldSpace( CFrame.new( 0, 0, -increase ) ) * CFrame.Angles( self.State.PreMove[Item].CFrame:toEulerAnglesXYZ() );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.axes == &quot;local&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreMove[Item].CFrame:toWorldSpace( CFrame.new( 0, 0, -increase ) );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.axes == &quot;last&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreMove[Selection.Last].CFrame:toWorldSpace( CFrame.new( 0, 0, -increase ) ):toWorldSpace( self.State.PreMove[Item].CFrame:toObjectSpace( self.State.PreMove[Selection.Last].CFrame ):inverse() );
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;elseif face == Enum.NormalId.Back then
&#9;&#9;&#9;&#9;&#9;if self.Options.axes == &quot;global&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = CFrame.new( self.State.PreMove[Item].CFrame.p ):toWorldSpace( CFrame.new( 0, 0, increase ) ) * CFrame.Angles( self.State.PreMove[Item].CFrame:toEulerAnglesXYZ() );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.axes == &quot;local&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreMove[Item].CFrame:toWorldSpace( CFrame.new( 0, 0, increase ) );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.axes == &quot;last&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreMove[Selection.Last].CFrame:toWorldSpace( CFrame.new( 0, 0, increase ) ):toWorldSpace( self.State.PreMove[Item].CFrame:toObjectSpace( self.State.PreMove[Selection.Last].CFrame ):inverse() );
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;elseif face == Enum.NormalId.Right then
&#9;&#9;&#9;&#9;&#9;if self.Options.axes == &quot;global&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = CFrame.new( self.State.PreMove[Item].CFrame.p ):toWorldSpace( CFrame.new( increase, 0, 0 ) ) * CFrame.Angles( self.State.PreMove[Item].CFrame:toEulerAnglesXYZ() );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.axes == &quot;local&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreMove[Item].CFrame:toWorldSpace( CFrame.new( increase, 0, 0 ) );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.axes == &quot;last&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreMove[Selection.Last].CFrame:toWorldSpace( CFrame.new( increase, 0, 0 ) ):toWorldSpace( self.State.PreMove[Item].CFrame:toObjectSpace( self.State.PreMove[Selection.Last].CFrame ):inverse() );
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;elseif face == Enum.NormalId.Left then
&#9;&#9;&#9;&#9;&#9;if self.Options.axes == &quot;global&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = CFrame.new( self.State.PreMove[Item].CFrame.p ):toWorldSpace( CFrame.new( -increase, 0, 0 ) ) * CFrame.Angles( self.State.PreMove[Item].CFrame:toEulerAnglesXYZ() );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.axes == &quot;local&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreMove[Item].CFrame:toWorldSpace( CFrame.new( -increase, 0, 0 ) );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.axes == &quot;last&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreMove[Selection.Last].CFrame:toWorldSpace( CFrame.new( -increase, 0, 0 ) ):toWorldSpace( self.State.PreMove[Item].CFrame:toObjectSpace( self.State.PreMove[Selection.Last].CFrame ):inverse() );
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end );

&#9;end;

&#9;-- Stop listening for the existence of the previous adornee (if any)
&#9;if self.Connections.AdorneeExistenceListener then
&#9;&#9;self.Connections.AdorneeExistenceListener:disconnect();
&#9;&#9;self.Connections.AdorneeExistenceListener = nil;
&#9;end;

&#9;-- Attach the handles to `Part`
&#9;self.Handles.Adornee = Part;

&#9;-- Make sure to hide the handles if `Part` suddenly stops existing
&#9;self.Connections.AdorneeExistenceListener = Part.AncestryChanged:connect( function ( Object, NewParent )

&#9;&#9;-- Make sure this change in parent applies directly to `Part`
&#9;&#9;if Object ~= Part then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Show the handles according to the existence of the part
&#9;&#9;if NewParent == nil then
&#9;&#9;&#9;self:hideHandles();
&#9;&#9;else
&#9;&#9;&#9;self:showHandles( Part );
&#9;&#9;end;

&#9;end );

end;

Tools.Move.hideHandles = function ( self )

&#9;-- Hide the handles if they exist
&#9;if self.Handles then
&#9;&#9;self.Handles.Adornee = nil;
&#9;end;

end;

Tools.Move.updateBoundingBox = function ( self )

&#9;if #Selection.Items &gt; 0 and not self.State.dragging then
&#9;&#9;local SelectionSize, SelectionPosition = _getCollectionInfo( Selection.Items );
&#9;&#9;self.BoundingBox.Size = SelectionSize;
&#9;&#9;self.BoundingBox.CFrame = SelectionPosition;
&#9;&#9;self:showHandles( self.BoundingBox );

&#9;else
&#9;&#9;self:hideHandles();
&#9;end;

end;

Tools.Move.changeAxes = function ( self, new_axes )

&#9;-- Have a quick reference to the GUI (if any)
&#9;local AxesOptionGUI = self.GUI and self.GUI.AxesOption or nil;

&#9;-- Disconnect any handle-related listeners that are specific to a certain axes option

&#9;if self.Connections.HandleFocusChangeListener then
&#9;&#9;self.Connections.HandleFocusChangeListener:disconnect();
&#9;&#9;self.Connections.HandleFocusChangeListener = nil;
&#9;end;

&#9;if self.Connections.HandleSelectionChangeListener then
&#9;&#9;self.Connections.HandleSelectionChangeListener:disconnect();
&#9;&#9;self.Connections.HandleSelectionChangeListener = nil;
&#9;end;

&#9;if new_axes == &quot;global&quot; then

&#9;&#9;-- Update the options
&#9;&#9;self.Options.axes = &quot;global&quot;;

&#9;&#9;-- Clear out any previous adornee
&#9;&#9;self:hideHandles();

&#9;&#9;-- Focus the handles on the boundary box
&#9;&#9;self:showHandles( self.BoundingBox );

&#9;&#9;-- Update the GUI&apos;s option panel
&#9;&#9;if self.GUI then
&#9;&#9;&#9;AxesOptionGUI.Global.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;AxesOptionGUI.Global.Background.Image = dark_slanted_rectangle;
&#9;&#9;&#9;AxesOptionGUI.Local.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;AxesOptionGUI.Local.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;AxesOptionGUI.Last.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;AxesOptionGUI.Last.Background.Image = light_slanted_rectangle;
&#9;&#9;end;

&#9;end;

&#9;if new_axes == &quot;local&quot; then

&#9;&#9;-- Update the options
&#9;&#9;self.Options.axes = &quot;local&quot;;

&#9;&#9;-- Always have the handles on the most recent addition to the selection
&#9;&#9;self.Connections.HandleSelectionChangeListener = Selection.Changed:connect( function ()

&#9;&#9;&#9;-- Clear out any previous adornee
&#9;&#9;&#9;self:hideHandles();

&#9;&#9;&#9;-- If there /is/ a last item in the selection, attach the handles to it
&#9;&#9;&#9;if Selection.Last then
&#9;&#9;&#9;&#9;self:showHandles( Selection.Last );
&#9;&#9;&#9;end;

&#9;&#9;end );

&#9;&#9;-- Switch the adornee of the handles if the second mouse button is pressed
&#9;&#9;self.Connections.HandleFocusChangeListener = Mouse.Button2Up:connect( function ()

&#9;&#9;&#9;-- Make sure the platform doesn&apos;t think we&apos;re selecting
&#9;&#9;&#9;override_selection = true;

&#9;&#9;&#9;-- If the target is in the selection, make it the new adornee
&#9;&#9;&#9;if Selection:find( Mouse.Target ) then
&#9;&#9;&#9;&#9;Selection:focus( Mouse.Target );
&#9;&#9;&#9;&#9;self:showHandles( Mouse.Target );
&#9;&#9;&#9;end;

&#9;&#9;end );

&#9;&#9;-- Finally, attach the handles to the last item added to the selection (if any)
&#9;&#9;if Selection.Last then
&#9;&#9;&#9;self:showHandles( Selection.Last );
&#9;&#9;end;

&#9;&#9;-- Update the GUI&apos;s option panel
&#9;&#9;if self.GUI then
&#9;&#9;&#9;AxesOptionGUI.Global.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;AxesOptionGUI.Global.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;AxesOptionGUI.Local.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;AxesOptionGUI.Local.Background.Image = dark_slanted_rectangle;
&#9;&#9;&#9;AxesOptionGUI.Last.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;AxesOptionGUI.Last.Background.Image = light_slanted_rectangle;
&#9;&#9;end;

&#9;end;

&#9;if new_axes == &quot;last&quot; then

&#9;&#9;-- Update the options
&#9;&#9;self.Options.axes = &quot;last&quot;;

&#9;&#9;-- Always have the handles on the most recent addition to the selection
&#9;&#9;self.Connections.HandleSelectionChangeListener = Selection.Changed:connect( function ()

&#9;&#9;&#9;-- Clear out any previous adornee
&#9;&#9;&#9;self:hideHandles();

&#9;&#9;&#9;-- If there /is/ a last item in the selection, attach the handles to it
&#9;&#9;&#9;if Selection.Last then
&#9;&#9;&#9;&#9;self:showHandles( Selection.Last );
&#9;&#9;&#9;end;

&#9;&#9;end );

&#9;&#9;-- Switch the adornee of the handles if the second mouse button is pressed
&#9;&#9;self.Connections.HandleFocusChangeListener = Mouse.Button2Up:connect( function ()

&#9;&#9;&#9;-- Make sure the platform doesn&apos;t think we&apos;re selecting
&#9;&#9;&#9;override_selection = true;

&#9;&#9;&#9;-- If the target is in the selection, make it the new adornee
&#9;&#9;&#9;if Selection:find( Mouse.Target ) then
&#9;&#9;&#9;&#9;Selection:focus( Mouse.Target );
&#9;&#9;&#9;&#9;self:showHandles( Mouse.Target );
&#9;&#9;&#9;end;

&#9;&#9;end );

&#9;&#9;-- Finally, attach the handles to the last item added to the selection (if any)
&#9;&#9;if Selection.Last then
&#9;&#9;&#9;self:showHandles( Selection.Last );
&#9;&#9;end;

&#9;&#9;-- Update the GUI&apos;s option panel
&#9;&#9;if self.GUI then
&#9;&#9;&#9;AxesOptionGUI.Global.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;AxesOptionGUI.Global.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;AxesOptionGUI.Local.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;AxesOptionGUI.Local.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;AxesOptionGUI.Last.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;AxesOptionGUI.Last.Background.Image = dark_slanted_rectangle;
&#9;&#9;end;

&#9;end;

end;

Tools.Move.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1040">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTResizeTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- Resize tool
------------------------------------------

-- Create the tool
Tools.Resize = {};

-- Create structures that will be used within the tool
Tools.Resize.Connections = {};

Tools.Resize.Options = {
&#9;[&quot;increment&quot;] = 1;
&#9;[&quot;directions&quot;] = &quot;normal&quot;;
};

Tools.Resize.State = {
&#9;[&quot;PreResize&quot;] = {};
&#9;[&quot;previous_distance&quot;] = 0;
&#9;[&quot;resizing&quot;] = false;
&#9;[&quot;length_resized&quot;] = 0;
};

Tools.Resize.Listeners = {};

-- Define the color of the tool
Tools.Resize.Color = BrickColor.new( &quot;Cyan&quot; );

Tools.Resize.Listeners.Equipped = function ()

&#9;local self = Tools.Resize;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Always have the handles on the most recent addition to the selection
&#9;table.insert( self.Connections, Selection.Changed:connect( function ()

&#9;&#9;-- Clear out any previous adornee
&#9;&#9;self:hideHandles();

&#9;&#9;-- If there /is/ a last item in the selection, attach the handles to it
&#9;&#9;if Selection.Last then
&#9;&#9;&#9;self:showHandles( Selection.Last );
&#9;&#9;end;

&#9;end ) );

&#9;-- Switch the adornee of the handles if the second mouse button is pressed
&#9;table.insert( self.Connections, Mouse.Button2Up:connect( function ()

&#9;&#9;-- Make sure the platform doesn&apos;t think we&apos;re selecting
&#9;&#9;override_selection = true;

&#9;&#9;-- If the target is in the selection, make it the new adornee
&#9;&#9;if Selection:find( Mouse.Target ) then
&#9;&#9;&#9;Selection:focus( Mouse.Target );
&#9;&#9;end;

&#9;end ) );

&#9;-- Finally, attach the handles to the last item added to the selection (if any)
&#9;if Selection.Last then
&#9;&#9;self:showHandles( Selection.Last );
&#9;end;

&#9;-- Update the GUI regularly
&#9;coroutine.wrap( function ()
&#9;&#9;local updater_on = true;

&#9;&#9;-- Provide a function to stop the loop
&#9;&#9;self.Updater = function ()
&#9;&#9;&#9;updater_on = false;
&#9;&#9;end;

&#9;&#9;while wait( 0.1 ) and updater_on do

&#9;&#9;&#9;-- Make sure the tool&apos;s equipped
&#9;&#9;&#9;if CurrentTool == self then

&#9;&#9;&#9;&#9;-- Update the GUI if it&apos;s visible
&#9;&#9;&#9;&#9;if self.GUI and self.GUI.Visible then
&#9;&#9;&#9;&#9;&#9;self:updateGUI();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end )();

end;

Tools.Resize.Listeners.Unequipped = function ()

&#9;local self = Tools.Resize;

&#9;-- Stop the update loop
&#9;self.Updater();
&#9;self.Updater = nil;

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Hide the handles
&#9;self:hideHandles();

&#9;-- Clear out any temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of the selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Resize.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then

&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTResizeToolGUI&quot;); --Tool.Interfaces:WaitForChild( &quot;BTResizeToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;-- Change the axis type option when the button is clicked
&#9;&#9;Container.DirectionsOption.Normal.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.Options.directions = &quot;normal&quot;;
&#9;&#9;&#9;Container.DirectionsOption.Normal.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;Container.DirectionsOption.Normal.Background.Image = dark_slanted_rectangle;
&#9;&#9;&#9;Container.DirectionsOption.Both.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;Container.DirectionsOption.Both.Background.Image = light_slanted_rectangle;
&#9;&#9;end );

&#9;&#9;Container.DirectionsOption.Both.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.Options.directions = &quot;both&quot;;
&#9;&#9;&#9;Container.DirectionsOption.Normal.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;Container.DirectionsOption.Normal.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;Container.DirectionsOption.Both.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;Container.DirectionsOption.Both.Background.Image = dark_slanted_rectangle;
&#9;&#9;end );

&#9;&#9;-- Change the increment option when the value of the textbox is updated
&#9;&#9;Container.IncrementOption.Increment.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;self.Options.increment = tonumber( Container.IncrementOption.Increment.TextBox.Text ) or self.Options.increment;
&#9;&#9;&#9;Container.IncrementOption.Increment.TextBox.Text = tostring( self.Options.increment );
&#9;&#9;end );

&#9;&#9;-- Add functionality to the size inputs
&#9;&#9;--[[
&#9;&#9;Container.Info.SizeInfo.X.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.size_x_focused = true;
&#9;&#9;&#9;Container.Info.SizeInfo.X.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.Info.SizeInfo.X.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.Info.SizeInfo.X.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeSize( &apos;x&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.size_x_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;Container.Info.SizeInfo.Y.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.size_y_focused = true;
&#9;&#9;&#9;Container.Info.SizeInfo.Y.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.Info.SizeInfo.Y.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.Info.SizeInfo.Y.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeSize( &apos;y&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.size_y_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;Container.Info.SizeInfo.Z.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.size_z_focused = true;
&#9;&#9;&#9;Container.Info.SizeInfo.Z.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.Info.SizeInfo.Z.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.Info.SizeInfo.Z.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeSize( &apos;z&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.size_z_focused = false;
&#9;&#9;end );

&#9;&#9;self.GUI = Container;
&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Resize.startHistoryRecord = function ( self )

&#9;if self.State.HistoryRecord then
&#9;&#9;self.State.HistoryRecord = nil;
&#9;end;

&#9;-- Create a history record
&#9;self.State.HistoryRecord = {
&#9;&#9;targets = _cloneTable( Selection.Items );
&#9;&#9;initial_positions = {};
&#9;&#9;terminal_positions = {};
&#9;&#9;initial_sizes = {};
&#9;&#9;terminal_sizes = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.Size = self.initial_sizes[Target];
&#9;&#9;&#9;&#9;&#9;Target.CFrame = self.initial_positions[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.Size = self.terminal_sizes[Target];
&#9;&#9;&#9;&#9;&#9;Target.CFrame = self.terminal_positions[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.initial_sizes[Item] = Item.Size;
&#9;&#9;&#9;self.State.HistoryRecord.initial_positions[Item] = Item.CFrame;
&#9;&#9;end;
&#9;end;

end;

Tools.Resize.finishHistoryRecord = function ( self )

&#9;if not self.State.HistoryRecord then
&#9;&#9;return;
&#9;end;

&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.terminal_sizes[Item] = Item.Size;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_positions[Item] = Item.CFrame;
&#9;&#9;end;
&#9;end;
&#9;History:add( self.State.HistoryRecord );
&#9;self.State.HistoryRecord = nil;

end;

Tools.Resize.changeSize = function ( self, component, new_value )

&#9;self:startHistoryRecord();

&#9;-- Change the size of each item selected
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local OldCFrame = Item.CFrame;
&#9;&#9;-- Make the item be able to be freely resized
&#9;&#9;if ( pcall( function () local test = Item.FormFactor; end ) ) then
&#9;&#9;&#9;Item.FormFactor = Enum.FormFactor.Custom;
&#9;&#9;end;
&#9;&#9;Item.Size = Vector3.new(
&#9;&#9;&#9;component == &apos;x&apos; and new_value or Item.Size.x,
&#9;&#9;&#9;component == &apos;y&apos; and new_value or Item.Size.y,
&#9;&#9;&#9;component == &apos;z&apos; and new_value or Item.Size.z
&#9;&#9;);
&#9;&#9;Item.CFrame = OldCFrame;
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Resize.updateGUI = function ( self )

&#9;-- Make sure the GUI exists
&#9;if not self.GUI then
&#9;&#9;return;
&#9;end;

&#9;local GUI = self.GUI;

&#9;if #Selection.Items &gt; 0 then

&#9;&#9;-- Look for identical numbers in each axis
&#9;&#9;local size_x, size_y, size_z =  nil, nil, nil;
&#9;&#9;for item_index, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;-- Set the first values for the first item
&#9;&#9;&#9;if item_index == 1 then
&#9;&#9;&#9;&#9;size_x, size_y, size_z = _round( Item.Size.x, 2 ), _round( Item.Size.y, 2 ), _round( Item.Size.z, 2 );

&#9;&#9;&#9;-- Otherwise, compare them and set them to `nil` if they&apos;re not identical
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;if size_x ~= _round( Item.Size.x, 2 ) then
&#9;&#9;&#9;&#9;&#9;size_x = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if size_y ~= _round( Item.Size.y, 2 ) then
&#9;&#9;&#9;&#9;&#9;size_y = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if size_z ~= _round( Item.Size.z, 2 ) then
&#9;&#9;&#9;&#9;&#9;size_z = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;&#9;-- Update the size info on the GUI
&#9;&#9;if not self.State.size_x_focused then
&#9;&#9;&#9;GUI.Info.SizeInfo.X.TextBox.Text = size_x and tostring( size_x ) or &quot;*&quot;;
&#9;&#9;end;
&#9;&#9;if not self.State.size_y_focused then
&#9;&#9;&#9;GUI.Info.SizeInfo.Y.TextBox.Text = size_y and tostring( size_y ) or &quot;*&quot;;
&#9;&#9;end;
&#9;&#9;if not self.State.size_z_focused then
&#9;&#9;&#9;GUI.Info.SizeInfo.Z.TextBox.Text = size_z and tostring( size_z ) or &quot;*&quot;;
&#9;&#9;end;

&#9;&#9;GUI.Info.Visible = true;
&#9;else
&#9;&#9;GUI.Info.Visible = false;
&#9;end;

&#9;if self.State.length_resized then
&#9;&#9;GUI.Changes.Text.Text = &quot;resized &quot; .. tostring( self.State.length_resized ) .. &quot; studs&quot;;
&#9;&#9;GUI.Changes.Position = GUI.Info.Visible and UDim2.new( 0, 5, 0, 165 ) or UDim2.new( 0, 5, 0, 100 );
&#9;&#9;GUI.Changes.Visible = true;
&#9;else
&#9;&#9;GUI.Changes.Text.Text = &quot;&quot;;
&#9;&#9;GUI.Changes.Visible = false;
&#9;end;

end;

Tools.Resize.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Resize.showHandles = function ( self, Part )

&#9;-- Create the handles if they don&apos;t exist yet
&#9;if not self.Handles then

&#9;&#9;-- Create the object
&#9;&#9;self.Handles = RbxUtility.Create &quot;Handles&quot; {
&#9;&#9;&#9;Name = &quot;BTResizeHandles&quot;;
&#9;&#9;&#9;Style = Enum.HandlesStyle.Resize;
&#9;&#9;&#9;Color = self.Color;
&#9;&#9;&#9;Parent = Player.PlayerGui;
&#9;&#9;};

&#9;&#9;-- Add functionality to the handles
&#9;&#9;self.Handles.MouseButton1Down:connect( function ()

&#9;&#9;&#9;-- Prevent the platform from thinking we&apos;re selecting
&#9;&#9;&#9;override_selection = true;
&#9;&#9;&#9;self.State.resizing = true;

&#9;&#9;&#9;-- Clear the change stats
&#9;&#9;&#9;self.State.length_resized = 0;

&#9;&#9;&#9;self:startHistoryRecord();

&#9;&#9;&#9;-- Do a few things to the selection before manipulating it
&#9;&#9;&#9;for _, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;&#9;-- Keep a copy of the state of each item
&#9;&#9;&#9;&#9;self.State.PreResize[Item] = Item:Clone();

&#9;&#9;&#9;&#9;-- Make the item be able to be freely resized
&#9;&#9;&#9;&#9;if ( pcall( function () local test = Item.FormFactor; end ) ) then
&#9;&#9;&#9;&#9;&#9;Item.FormFactor = Enum.FormFactor.Custom;
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;-- Anchor each item
&#9;&#9;&#9;&#9;Item.Anchored = true;

&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Return stuff to normal once the mouse button is released
&#9;&#9;&#9;self.Connections.HandleReleaseListener = Mouse.Button1Up:connect( function ()

&#9;&#9;&#9;&#9;-- Prevent the platform from thinking we&apos;re selecting
&#9;&#9;&#9;&#9;override_selection = true;
&#9;&#9;&#9;&#9;self.State.resizing = false;

&#9;&#9;&#9;&#9;-- Stop this connection from firing again
&#9;&#9;&#9;&#9;if self.Connections.HandleReleaseListener then
&#9;&#9;&#9;&#9;&#9;self.Connections.HandleReleaseListener:disconnect();
&#9;&#9;&#9;&#9;&#9;self.Connections.HandleReleaseListener = nil;
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;self:finishHistoryRecord();

&#9;&#9;&#9;&#9;-- Restore properties that may have been changed temporarily
&#9;&#9;&#9;&#9;-- from the pre-resize state copies
&#9;&#9;&#9;&#9;for Item, PreviousItemState in pairs( self.State.PreResize ) do
&#9;&#9;&#9;&#9;&#9;Item.Anchored = PreviousItemState.Anchored;
&#9;&#9;&#9;&#9;&#9;self.State.PreResize[Item] = nil;
&#9;&#9;&#9;&#9;&#9;Item:MakeJoints();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end );

&#9;&#9;end );

&#9;&#9;self.Handles.MouseDrag:connect( function ( face, drag_distance )

&#9;&#9;&#9;-- Calculate which multiple of the increment to use based on the current drag distance&apos;s
&#9;&#9;&#9;-- proximity to their nearest upper and lower multiples

&#9;&#9;&#9;local difference = drag_distance % self.Options.increment;

&#9;&#9;&#9;local lower_degree = drag_distance - difference;
&#9;&#9;&#9;local upper_degree = drag_distance - difference + self.Options.increment;

&#9;&#9;&#9;local lower_degree_proximity = math.abs( drag_distance - lower_degree );
&#9;&#9;&#9;local upper_degree_proximity = math.abs( drag_distance - upper_degree );

&#9;&#9;&#9;if lower_degree_proximity &lt;= upper_degree_proximity then
&#9;&#9;&#9;&#9;drag_distance = lower_degree;
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;drag_distance = upper_degree;
&#9;&#9;&#9;end;

&#9;&#9;&#9;local increase = drag_distance;

&#9;&#9;&#9;-- Log the distance that the handle was dragged
&#9;&#9;&#9;self.State.previous_distance = drag_distance;

&#9;&#9;&#9;-- Note the length by which the selection will be enlarged
&#9;&#9;&#9;if self.Options.directions == &quot;both&quot; then
&#9;&#9;&#9;&#9;increase = drag_distance * 2;
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.length_resized = increase;

&#9;&#9;&#9;-- Go through the selection and make changes to it
&#9;&#9;&#9;for _, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;&#9;-- Keep a copy of `Item` in case we need to revert anything
&#9;&#9;&#9;&#9;local PreviousItemState = Item:Clone();

&#9;&#9;&#9;&#9;-- Break any of `Item`&apos;s joints so it can move freely
&#9;&#9;&#9;&#9;Item:BreakJoints();

&#9;&#9;&#9;&#9;-- Position and resize `Item` according to the options and the handle that was used

&#9;&#9;&#9;&#9;if face == Enum.NormalId.Top then

&#9;&#9;&#9;&#9;&#9;-- Calculate the appropriate increment to the size based on the shape of `Item`
&#9;&#9;&#9;&#9;&#9;local SizeIncrease;
&#9;&#9;&#9;&#9;&#9;if ( pcall( function () local test = Item.Shape; end ) ) and ( Item.Shape == Enum.PartType.Ball or Item.Shape == Enum.PartType.Cylinder ) then
&#9;&#9;&#9;&#9;&#9;&#9;SizeIncrease = Vector3.new( increase, increase, increase );
&#9;&#9;&#9;&#9;&#9;elseif not ( pcall( function () local test = Item.Shape; end ) ) or ( Item.Shape and Item.Shape == Enum.PartType.Block ) then
&#9;&#9;&#9;&#9;&#9;&#9;SizeIncrease = Vector3.new( 0, increase, 0 );
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;&#9;Item.Size = self.State.PreResize[Item].Size + SizeIncrease;
&#9;&#9;&#9;&#9;&#9;if Item.Size == self.State.PreResize[Item].Size + SizeIncrease then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = ( self.Options.directions == &quot;normal&quot; and self.State.PreResize[Item].CFrame:toWorldSpace( CFrame.new( 0, increase / 2, 0 ) ) )
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;  or ( self.Options.directions == &quot;both&quot; and self.State.PreResize[Item].CFrame );
&#9;&#9;&#9;&#9;&#9;-- If the resizing was not possible, revert `Item`&apos;s state
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;Item.Size = PreviousItemState.Size;
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = PreviousItemState.CFrame;
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;elseif face == Enum.NormalId.Bottom then

&#9;&#9;&#9;&#9;&#9;-- Calculate the appropriate increment to the size based on the shape of `Item`
&#9;&#9;&#9;&#9;&#9;local SizeIncrease;
&#9;&#9;&#9;&#9;&#9;if ( pcall( function () local test = Item.Shape; end ) ) and ( Item.Shape == Enum.PartType.Ball or Item.Shape == Enum.PartType.Cylinder ) then
&#9;&#9;&#9;&#9;&#9;&#9;SizeIncrease = Vector3.new( increase, increase, increase );
&#9;&#9;&#9;&#9;&#9;elseif not ( pcall( function () local test = Item.Shape; end ) ) or ( Item.Shape and Item.Shape == Enum.PartType.Block ) then
&#9;&#9;&#9;&#9;&#9;&#9;SizeIncrease = Vector3.new( 0, increase, 0 );
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;&#9;Item.Size = self.State.PreResize[Item].Size + SizeIncrease;
&#9;&#9;&#9;&#9;&#9;if Item.Size == self.State.PreResize[Item].Size + SizeIncrease then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = ( self.Options.directions == &quot;normal&quot; and self.State.PreResize[Item].CFrame:toWorldSpace( CFrame.new( 0, -increase / 2, 0 ) ) )
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;  or ( self.Options.directions == &quot;both&quot; and self.State.PreResize[Item].CFrame );
&#9;&#9;&#9;&#9;&#9;-- If the resizing was not possible, revert `Item`&apos;s state
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;Item.Size = PreviousItemState.Size;
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = PreviousItemState.CFrame;
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;elseif face == Enum.NormalId.Front then

&#9;&#9;&#9;&#9;&#9;-- Calculate the appropriate increment to the size based on the shape of `Item`
&#9;&#9;&#9;&#9;&#9;local SizeIncrease;
&#9;&#9;&#9;&#9;&#9;if ( pcall( function () local test = Item.Shape; end ) ) and ( Item.Shape == Enum.PartType.Ball or Item.Shape == Enum.PartType.Cylinder ) then
&#9;&#9;&#9;&#9;&#9;&#9;SizeIncrease = Vector3.new( increase, increase, increase );
&#9;&#9;&#9;&#9;&#9;elseif not ( pcall( function () local test = Item.Shape; end ) ) or ( Item.Shape and Item.Shape == Enum.PartType.Block ) then
&#9;&#9;&#9;&#9;&#9;&#9;SizeIncrease = Vector3.new( 0, 0, increase );
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;&#9;Item.Size = self.State.PreResize[Item].Size + SizeIncrease;
&#9;&#9;&#9;&#9;&#9;if Item.Size == self.State.PreResize[Item].Size + SizeIncrease then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = ( self.Options.directions == &quot;normal&quot; and self.State.PreResize[Item].CFrame:toWorldSpace( CFrame.new( 0, 0, -increase / 2 ) ) )
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;  or ( self.Options.directions == &quot;both&quot; and self.State.PreResize[Item].CFrame );
&#9;&#9;&#9;&#9;&#9;-- If the resizing was not possible, revert `Item`&apos;s state
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;Item.Size = PreviousItemState.Size;
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = PreviousItemState.CFrame;
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;elseif face == Enum.NormalId.Back then

&#9;&#9;&#9;&#9;&#9;-- Calculate the appropriate increment to the size based on the shape of `Item`
&#9;&#9;&#9;&#9;&#9;local SizeIncrease;
&#9;&#9;&#9;&#9;&#9;if ( pcall( function () local test = Item.Shape; end ) ) and ( Item.Shape == Enum.PartType.Ball or Item.Shape == Enum.PartType.Cylinder ) then
&#9;&#9;&#9;&#9;&#9;&#9;SizeIncrease = Vector3.new( increase, increase, increase );
&#9;&#9;&#9;&#9;&#9;elseif not ( pcall( function () local test = Item.Shape; end ) ) or ( Item.Shape and Item.Shape == Enum.PartType.Block ) then
&#9;&#9;&#9;&#9;&#9;&#9;SizeIncrease = Vector3.new( 0, 0, increase );
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;&#9;Item.Size = self.State.PreResize[Item].Size + SizeIncrease;
&#9;&#9;&#9;&#9;&#9;if Item.Size == self.State.PreResize[Item].Size + SizeIncrease then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = ( self.Options.directions == &quot;normal&quot; and self.State.PreResize[Item].CFrame:toWorldSpace( CFrame.new( 0, 0, increase / 2 ) ) )
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;  or ( self.Options.directions == &quot;both&quot; and self.State.PreResize[Item].CFrame );
&#9;&#9;&#9;&#9;&#9;-- If the resizing was not possible, revert `Item`&apos;s state
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;Item.Size = PreviousItemState.Size;
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = PreviousItemState.CFrame;
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;elseif face == Enum.NormalId.Left then

&#9;&#9;&#9;&#9;&#9;-- Calculate the appropriate increment to the size based on the shape of `Item`
&#9;&#9;&#9;&#9;&#9;local SizeIncrease;
&#9;&#9;&#9;&#9;&#9;if ( pcall( function () local test = Item.Shape; end ) ) and ( Item.Shape == Enum.PartType.Ball or Item.Shape == Enum.PartType.Cylinder ) then
&#9;&#9;&#9;&#9;&#9;&#9;SizeIncrease = Vector3.new( increase, increase, increase );
&#9;&#9;&#9;&#9;&#9;elseif not ( pcall( function () local test = Item.Shape; end ) ) or ( Item.Shape and Item.Shape == Enum.PartType.Block ) then
&#9;&#9;&#9;&#9;&#9;&#9;SizeIncrease = Vector3.new( increase, 0, 0 );
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;&#9;Item.Size = self.State.PreResize[Item].Size + SizeIncrease;
&#9;&#9;&#9;&#9;&#9;if Item.Size == self.State.PreResize[Item].Size + SizeIncrease then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = ( self.Options.directions == &quot;normal&quot; and self.State.PreResize[Item].CFrame:toWorldSpace( CFrame.new( -increase / 2, 0, 0 ) ) )
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;  or ( self.Options.directions == &quot;both&quot; and self.State.PreResize[Item].CFrame );
&#9;&#9;&#9;&#9;&#9;-- If the resizing was not possible, revert `Item`&apos;s state
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;Item.Size = PreviousItemState.Size;
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = PreviousItemState.CFrame;
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;elseif face == Enum.NormalId.Right then

&#9;&#9;&#9;&#9;&#9;-- Calculate the appropriate increment to the size based on the shape of `Item`
&#9;&#9;&#9;&#9;&#9;local SizeIncrease;
&#9;&#9;&#9;&#9;&#9;if ( pcall( function () local test = Item.Shape; end ) ) and ( Item.Shape == Enum.PartType.Ball or Item.Shape == Enum.PartType.Cylinder ) then
&#9;&#9;&#9;&#9;&#9;&#9;SizeIncrease = Vector3.new( increase, increase, increase );
&#9;&#9;&#9;&#9;&#9;elseif not ( pcall( function () local test = Item.Shape; end ) ) or ( Item.Shape and Item.Shape == Enum.PartType.Block ) then
&#9;&#9;&#9;&#9;&#9;&#9;SizeIncrease = Vector3.new( increase, 0, 0 );
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;&#9;Item.Size = self.State.PreResize[Item].Size + SizeIncrease;
&#9;&#9;&#9;&#9;&#9;if Item.Size == self.State.PreResize[Item].Size + SizeIncrease then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = ( self.Options.directions == &quot;normal&quot; and self.State.PreResize[Item].CFrame:toWorldSpace( CFrame.new( increase / 2, 0, 0 ) ) )
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;  or ( self.Options.directions == &quot;both&quot; and self.State.PreResize[Item].CFrame );
&#9;&#9;&#9;&#9;&#9;-- If the resizing was not possible, revert `Item`&apos;s state
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;Item.Size = PreviousItemState.Size;
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = PreviousItemState.CFrame;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;-- Make joints with surrounding parts again once the resizing is done
&#9;&#9;&#9;&#9;Item:MakeJoints();

&#9;&#9;&#9;end;

&#9;&#9;end );

&#9;end;

&#9;-- Stop listening for the existence of the previous adornee (if any)
&#9;if self.Connections.AdorneeExistenceListener then
&#9;&#9;self.Connections.AdorneeExistenceListener:disconnect();
&#9;&#9;self.Connections.AdorneeExistenceListener = nil;
&#9;end;

&#9;-- Attach the handles to `Part`
&#9;self.Handles.Adornee = Part;

&#9;-- Make sure to hide the handles if `Part` suddenly stops existing
&#9;self.Connections.AdorneeExistenceListener = Part.AncestryChanged:connect( function ( Object, NewParent )

&#9;&#9;-- Make sure this change in parent applies directly to `Part`
&#9;&#9;if Object ~= Part then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Show the handles according to the existence of the part
&#9;&#9;if NewParent == nil then
&#9;&#9;&#9;self:hideHandles();
&#9;&#9;else
&#9;&#9;&#9;self:showHandles( Part );
&#9;&#9;end;

&#9;end );

end;

Tools.Resize.hideHandles = function ( self )

&#9;-- Hide the handles if they exist
&#9;if self.Handles then
&#9;&#9;self.Handles.Adornee = nil;
&#9;end;

end;

Tools.Resize.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1041">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTRotateTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- Rotate tool
------------------------------------------

-- Create the tool
Tools.Rotate = {};

-- Create structures to hold data that the tool needs
Tools.Rotate.Connections = {};

Tools.Rotate.Options = {
&#9;[&quot;increment&quot;] = 15;
&#9;[&quot;pivot&quot;] = &quot;center&quot;
};

Tools.Rotate.State = {
&#9;[&quot;PreRotation&quot;] = {};
&#9;[&quot;rotating&quot;] = false;
&#9;[&quot;previous_distance&quot;] = 0;
&#9;[&quot;degrees_rotated&quot;] = 0;
&#9;[&quot;rotation_size&quot;] = 0;
};

Tools.Rotate.Listeners = {};

-- Define the color of the tool
Tools.Rotate.Color = BrickColor.new( &quot;Bright green&quot; );

-- Start adding functionality to the tool
Tools.Rotate.Listeners.Equipped = function ()

&#9;local self = Tools.Rotate;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Create the boundingbox if it doesn&apos;t already exist
&#9;if not self.BoundingBox then
&#9;&#9;self.BoundingBox = RbxUtility.Create &quot;Part&quot; {
&#9;&#9;&#9;Name = &quot;BTBoundingBox&quot;;
&#9;&#9;&#9;CanCollide = false;
&#9;&#9;&#9;Transparency = 1;
&#9;&#9;&#9;Anchored = true;
&#9;&#9;};
&#9;end;
&#9;Mouse.TargetFilter = self.BoundingBox;

&#9;-- Update the pivot option
&#9;self:changePivot( self.Options.pivot );

&#9;-- Oh, and update the boundingbox and the GUI regularly
&#9;coroutine.wrap( function ()
&#9;&#9;local updater_on = true;

&#9;&#9;-- Provide a function to stop the loop
&#9;&#9;self.Updater = function ()
&#9;&#9;&#9;updater_on = false;
&#9;&#9;end;

&#9;&#9;while wait( 0.1 ) and updater_on do

&#9;&#9;&#9;-- Make sure the tool&apos;s equipped
&#9;&#9;&#9;if CurrentTool == self then

&#9;&#9;&#9;&#9;-- Update the GUI if it&apos;s visible
&#9;&#9;&#9;&#9;if self.GUI and self.GUI.Visible then
&#9;&#9;&#9;&#9;&#9;self:updateGUI();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;-- Update the boundingbox if it&apos;s visible
&#9;&#9;&#9;&#9;if self.Options.pivot == &quot;center&quot; then
&#9;&#9;&#9;&#9;&#9;self:updateBoundingBox();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end )();

&#9;-- Also enable the ability to select an edge as a pivot
&#9;SelectEdge:start( function ( EdgeMarker )
&#9;&#9;self:changePivot( &quot;last&quot; );
&#9;&#9;self.Options.PivotPoint = EdgeMarker.CFrame;
&#9;&#9;self:showHandles( EdgeMarker );
&#9;end );

end;

Tools.Rotate.Listeners.Unequipped = function ()

&#9;local self = Tools.Rotate;

&#9;-- Stop the update loop
&#9;self.Updater();
&#9;self.Updater = nil;

&#9;-- Disable the ability to select edges
&#9;SelectEdge:stop();
&#9;if self.Options.PivotPoint then
&#9;&#9;self.Options.PivotPoint = nil;
&#9;end;

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Hide the handles
&#9;self:hideHandles();

&#9;-- Clear out any temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of the selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Rotate.Listeners.Button1Down = function ()

&#9;local self = Tools.Rotate;

&#9;if not self.State.rotating and self.Options.PivotPoint then
&#9;&#9;self.Options.PivotPoint = nil;
&#9;end;

end;

Tools.Rotate.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then

&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTRotateToolGUI&quot;);--Tool.Interfaces:WaitForChild( &quot;BTRotateToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;-- Change the pivot type option when the button is clicked
&#9;&#9;Container.PivotOption.Center.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:changePivot( &quot;center&quot; );
&#9;&#9;end );

&#9;&#9;Container.PivotOption.Local.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:changePivot( &quot;local&quot; );
&#9;&#9;end );

&#9;&#9;Container.PivotOption.Last.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:changePivot( &quot;last&quot; );
&#9;&#9;end );

&#9;&#9;-- Change the increment option when the value of the textbox is updated
&#9;&#9;Container.IncrementOption.Increment.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;self.Options.increment = tonumber( Container.IncrementOption.Increment.TextBox.Text ) or self.Options.increment;
&#9;&#9;&#9;Container.IncrementOption.Increment.TextBox.Text = tostring( self.Options.increment );
&#9;&#9;end );

&#9;&#9;-- Add functionality to the rotation inputs
&#9;&#9;--[[
&#9;&#9;Container.Info.RotationInfo.X.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.rot_x_focused = true;
&#9;&#9;&#9;Container.Info.RotationInfo.X.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.Info.RotationInfo.X.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.Info.RotationInfo.X.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeRotation( &apos;x&apos;, math.rad( potential_new ) );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.rot_x_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;Container.Info.RotationInfo.Y.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.rot_y_focused = true;
&#9;&#9;&#9;Container.Info.RotationInfo.Y.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.Info.RotationInfo.Y.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.Info.RotationInfo.Y.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeRotation( &apos;y&apos;, math.rad( potential_new ) );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.rot_y_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;Container.Info.RotationInfo.Z.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.rot_z_focused = true;
&#9;&#9;&#9;Container.Info.RotationInfo.Z.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.Info.RotationInfo.Z.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.Info.RotationInfo.Z.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeRotation( &apos;z&apos;, math.rad( potential_new ) );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.rot_z_focused = false;
&#9;&#9;end );

&#9;&#9;self.GUI = Container;
&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Rotate.startHistoryRecord = function ( self )

&#9;if self.State.HistoryRecord then
&#9;&#9;self.State.HistoryRecord = nil;
&#9;end;

&#9;-- Create a history record
&#9;self.State.HistoryRecord = {
&#9;&#9;targets = _cloneTable( Selection.Items );
&#9;&#9;initial_cframes = {};
&#9;&#9;terminal_cframes = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.CFrame = self.initial_cframes[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.CFrame = self.terminal_cframes[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.initial_cframes[Item] = Item.CFrame;
&#9;&#9;end;
&#9;end;

end;

Tools.Rotate.finishHistoryRecord = function ( self )

&#9;if not self.State.HistoryRecord then
&#9;&#9;return;
&#9;end;

&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.terminal_cframes[Item] = Item.CFrame;
&#9;&#9;end;
&#9;end;
&#9;History:add( self.State.HistoryRecord );
&#9;self.State.HistoryRecord = nil;

end;

Tools.Rotate.changeRotation = function ( self, component, new_value )

&#9;self:startHistoryRecord();

&#9;-- Change the rotation of each item selected
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local old_x_rot, old_y_rot, old_z_rot = Item.CFrame:toEulerAnglesXYZ();
&#9;&#9;Item.CFrame = CFrame.new( Item.Position ) * CFrame.Angles(
&#9;&#9;&#9;component == &apos;x&apos; and new_value or old_x_rot,
&#9;&#9;&#9;component == &apos;y&apos; and new_value or old_y_rot,
&#9;&#9;&#9;component == &apos;z&apos; and new_value or old_z_rot
&#9;&#9;);
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Rotate.updateGUI = function ( self )

&#9;-- Make sure the GUI exists
&#9;if not self.GUI then
&#9;&#9;return;
&#9;end;

&#9;local GUI = self.GUI;

&#9;if #Selection.Items &gt; 0 then

&#9;&#9;-- Look for identical numbers in each axis
&#9;&#9;local rot_x, rot_y, rot_z = nil, nil, nil;
&#9;&#9;for item_index, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;local item_rot_x, item_rot_y, item_rot_z = Item.CFrame:toEulerAnglesXYZ();

&#9;&#9;&#9;-- Set the first values for the first item
&#9;&#9;&#9;if item_index == 1 then
&#9;&#9;&#9;&#9;rot_x, rot_y, rot_z = _round( math.deg( item_rot_x ), 2 ), _round( math.deg( item_rot_y ), 2 ), _round( math.deg( item_rot_z ), 2 );

&#9;&#9;&#9;-- Otherwise, compare them and set them to `nil` if they&apos;re not identical
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;if rot_x ~= _round( math.deg( item_rot_x ), 2 ) then
&#9;&#9;&#9;&#9;&#9;rot_x = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if rot_y ~= _round( math.deg( item_rot_y ), 2 ) then
&#9;&#9;&#9;&#9;&#9;rot_y = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if rot_z ~= _round( math.deg( item_rot_z ), 2 ) then
&#9;&#9;&#9;&#9;&#9;rot_z = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;&#9;-- Update the size info on the GUI
&#9;&#9;if not self.State.rot_x_focused then
&#9;&#9;&#9;GUI.Info.RotationInfo.X.TextBox.Text = rot_x and tostring( rot_x ) or &quot;*&quot;;
&#9;&#9;end;
&#9;&#9;if not self.State.rot_y_focused then
&#9;&#9;&#9;GUI.Info.RotationInfo.Y.TextBox.Text = rot_y and tostring( rot_y ) or &quot;*&quot;;
&#9;&#9;end;
&#9;&#9;if not self.State.rot_z_focused then
&#9;&#9;&#9;GUI.Info.RotationInfo.Z.TextBox.Text = rot_z and tostring( rot_z ) or &quot;*&quot;;
&#9;&#9;end;

&#9;&#9;GUI.Info.Visible = true;
&#9;else
&#9;&#9;GUI.Info.Visible = false;
&#9;end;

&#9;if self.State.degrees_rotated then
&#9;&#9;GUI.Changes.Text.Text = &quot;rotated &quot; .. tostring( self.State.degrees_rotated ) .. &quot; degrees&quot;;
&#9;&#9;GUI.Changes.Position = GUI.Info.Visible and UDim2.new( 0, 5, 0, 165 ) or UDim2.new( 0, 5, 0, 100 );
&#9;&#9;GUI.Changes.Visible = true;
&#9;else
&#9;&#9;GUI.Changes.Text.Text = &quot;&quot;;
&#9;&#9;GUI.Changes.Visible = false;
&#9;end;

end;

Tools.Rotate.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Rotate.updateBoundingBox = function ( self )

&#9;if #Selection.Items &gt; 0 then
&#9;&#9;local SelectionSize, SelectionPosition = _getCollectionInfo( Selection.Items );
&#9;&#9;self.BoundingBox.Size = SelectionSize;
&#9;&#9;self.BoundingBox.CFrame = SelectionPosition;
&#9;&#9;self:showHandles( self.BoundingBox );

&#9;else
&#9;&#9;self:hideHandles();
&#9;end;

end;

Tools.Rotate.changePivot = function ( self, new_pivot )

&#9;-- Have a quick reference to the GUI (if any)
&#9;local PivotOptionGUI = self.GUI and self.GUI.PivotOption or nil;

&#9;-- Disconnect any handle-related listeners that are specific to a certain pivot option
&#9;if self.Connections.HandleFocusChangeListener then
&#9;&#9;self.Connections.HandleFocusChangeListener:disconnect();
&#9;&#9;self.Connections.HandleFocusChangeListener = nil;
&#9;end;

&#9;if self.Connections.HandleSelectionChangeListener then
&#9;&#9;self.Connections.HandleSelectionChangeListener:disconnect();
&#9;&#9;self.Connections.HandleSelectionChangeListener = nil;
&#9;end;

&#9;-- Remove any temporary edge selection
&#9;if self.Options.PivotPoint then
&#9;&#9;self.Options.PivotPoint = nil;
&#9;end;

&#9;if new_pivot == &quot;center&quot; then

&#9;&#9;-- Update the options
&#9;&#9;self.Options.pivot = &quot;center&quot;;

&#9;&#9;-- Focus the handles on the boundingbox
&#9;&#9;self:showHandles( self.BoundingBox );

&#9;&#9;-- Update the GUI&apos;s option panel
&#9;&#9;if self.GUI then
&#9;&#9;&#9;PivotOptionGUI.Center.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;PivotOptionGUI.Center.Background.Image = dark_slanted_rectangle;
&#9;&#9;&#9;PivotOptionGUI.Local.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;PivotOptionGUI.Local.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;PivotOptionGUI.Last.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;PivotOptionGUI.Last.Background.Image = light_slanted_rectangle;
&#9;&#9;end;

&#9;end;

&#9;if new_pivot == &quot;local&quot; then

&#9;&#9;-- Update the options
&#9;&#9;self.Options.pivot = &quot;local&quot;;

&#9;&#9;-- Always have the handles on the most recent addition to the selection
&#9;&#9;self.Connections.HandleSelectionChangeListener = Selection.Changed:connect( function ()

&#9;&#9;&#9;-- Clear out any previous adornee
&#9;&#9;&#9;self:hideHandles();

&#9;&#9;&#9;-- If there /is/ a last item in the selection, attach the handles to it
&#9;&#9;&#9;if Selection.Last then
&#9;&#9;&#9;&#9;self:showHandles( Selection.Last );
&#9;&#9;&#9;end;

&#9;&#9;end );

&#9;&#9;-- Switch the adornee of the handles if the second mouse button is pressed
&#9;&#9;self.Connections.HandleFocusChangeListener = Mouse.Button2Up:connect( function ()

&#9;&#9;&#9;-- Make sure the platform doesn&apos;t think we&apos;re selecting
&#9;&#9;&#9;override_selection = true;

&#9;&#9;&#9;-- If the target is in the selection, make it the new adornee
&#9;&#9;&#9;if Selection:find( Mouse.Target ) then
&#9;&#9;&#9;&#9;Selection:focus( Mouse.Target );
&#9;&#9;&#9;&#9;self:showHandles( Mouse.Target );
&#9;&#9;&#9;end;

&#9;&#9;end );

&#9;&#9;-- Finally, attach the handles to the last item added to the selection (if any)
&#9;&#9;if Selection.Last then
&#9;&#9;&#9;self:showHandles( Selection.Last );
&#9;&#9;end;

&#9;&#9;-- Update the GUI&apos;s option panel
&#9;&#9;if self.GUI then
&#9;&#9;&#9;PivotOptionGUI.Center.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;PivotOptionGUI.Center.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;PivotOptionGUI.Local.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;PivotOptionGUI.Local.Background.Image = dark_slanted_rectangle;
&#9;&#9;&#9;PivotOptionGUI.Last.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;PivotOptionGUI.Last.Background.Image = light_slanted_rectangle;
&#9;&#9;end;

&#9;end;

&#9;if new_pivot == &quot;last&quot; then

&#9;&#9;-- Update the options
&#9;&#9;self.Options.pivot = &quot;last&quot;;

&#9;&#9;-- Always have the handles on the most recent addition to the selection
&#9;&#9;self.Connections.HandleSelectionChangeListener = Selection.Changed:connect( function ()

&#9;&#9;&#9;-- Clear out any previous adornee
&#9;&#9;&#9;if not self.Options.PivotPoint then
&#9;&#9;&#9;&#9;self:hideHandles();
&#9;&#9;&#9;end;

&#9;&#9;&#9;-- If there /is/ a last item in the selection, attach the handles to it
&#9;&#9;&#9;if Selection.Last and not self.Options.PivotPoint then
&#9;&#9;&#9;&#9;self:showHandles( Selection.Last );
&#9;&#9;&#9;end;

&#9;&#9;end );

&#9;&#9;-- Switch the adornee of the handles if the second mouse button is pressed
&#9;&#9;self.Connections.HandleFocusChangeListener = Mouse.Button2Up:connect( function ()

&#9;&#9;&#9;-- Make sure the platform doesn&apos;t think we&apos;re selecting
&#9;&#9;&#9;override_selection = true;

&#9;&#9;&#9;-- If the target is in the selection, make it the new adornee
&#9;&#9;&#9;if Selection:find( Mouse.Target ) then
&#9;&#9;&#9;&#9;Selection:focus( Mouse.Target );
&#9;&#9;&#9;&#9;self:showHandles( Mouse.Target );
&#9;&#9;&#9;end;

&#9;&#9;end );

&#9;&#9;-- Finally, attach the handles to the last item added to the selection (if any)
&#9;&#9;if Selection.Last then
&#9;&#9;&#9;self:showHandles( Selection.Last );
&#9;&#9;end;

&#9;&#9;-- Update the GUI&apos;s option panel
&#9;&#9;if self.GUI then
&#9;&#9;&#9;PivotOptionGUI.Center.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;PivotOptionGUI.Center.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;PivotOptionGUI.Local.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;PivotOptionGUI.Local.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;PivotOptionGUI.Last.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;PivotOptionGUI.Last.Background.Image = dark_slanted_rectangle;
&#9;&#9;end;

&#9;end;

end;


Tools.Rotate.showHandles = function ( self, Part )

&#9;-- Create the handles if they don&apos;t exist yet
&#9;if not self.Handles then

&#9;&#9;-- Create the object
&#9;&#9;self.Handles = RbxUtility.Create &quot;ArcHandles&quot; {
&#9;&#9;&#9;Name = &quot;BTRotationHandles&quot;;
&#9;&#9;&#9;Color = self.Color;
&#9;&#9;&#9;Parent = Player.PlayerGui;
&#9;&#9;};

&#9;&#9;-- Add functionality to the handles

&#9;&#9;self.Handles.MouseButton1Down:connect( function ()

&#9;&#9;&#9;-- Prevent the platform from thinking we&apos;re selecting
&#9;&#9;&#9;override_selection = true;
&#9;&#9;&#9;self.State.rotating = true;

&#9;&#9;&#9;-- Clear the change stats
&#9;&#9;&#9;self.State.degrees_rotated = 0;
&#9;&#9;&#9;self.State.rotation_size = 0;

&#9;&#9;&#9;self:startHistoryRecord();

&#9;&#9;&#9;-- Do a few things to the selection before manipulating it
&#9;&#9;&#9;for _, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;&#9;-- Keep a copy of the state of each item
&#9;&#9;&#9;&#9;self.State.PreRotation[Item] = Item:Clone();

&#9;&#9;&#9;&#9;-- Anchor each item
&#9;&#9;&#9;&#9;Item.Anchored = true;

&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Also keep the position of the original selection
&#9;&#9;&#9;local PreRotationSize, PreRotationPosition = _getCollectionInfo( self.State.PreRotation );
&#9;&#9;&#9;self.State.PreRotationPosition = PreRotationPosition;

&#9;&#9;&#9;-- Return stuff to normal once the mouse button is released
&#9;&#9;&#9;self.Connections.HandleReleaseListener = Mouse.Button1Up:connect( function ()

&#9;&#9;&#9;&#9;-- Prevent the platform from thinking we&apos;re selecting
&#9;&#9;&#9;&#9;override_selection = true;
&#9;&#9;&#9;&#9;self.State.rotating = false;

&#9;&#9;&#9;&#9;-- Stop this connection from firing again
&#9;&#9;&#9;&#9;if self.Connections.HandleReleaseListener then
&#9;&#9;&#9;&#9;&#9;self.Connections.HandleReleaseListener:disconnect();
&#9;&#9;&#9;&#9;&#9;self.Connections.HandleReleaseListener = nil;
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;self:finishHistoryRecord();

&#9;&#9;&#9;&#9;-- Restore properties that may have been changed temporarily
&#9;&#9;&#9;&#9;-- from the pre-rotation state copies
&#9;&#9;&#9;&#9;for Item, PreviousItemState in pairs( self.State.PreRotation ) do
&#9;&#9;&#9;&#9;&#9;Item.Anchored = PreviousItemState.Anchored;
&#9;&#9;&#9;&#9;&#9;self.State.PreRotation[Item] = nil;
&#9;&#9;&#9;&#9;&#9;Item:MakeJoints();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end );

&#9;&#9;end );

&#9;&#9;self.Handles.MouseDrag:connect( function ( axis, drag_distance )

&#9;&#9;&#9;-- Round down and convert the drag distance to degrees to make it easier to work with
&#9;&#9;&#9;local drag_distance = math.floor( math.deg( drag_distance ) );

&#9;&#9;&#9;-- Calculate which multiple of the increment to use based on the current angle&apos;s
&#9;&#9;&#9;-- proximity to their nearest upper and lower multiples

&#9;&#9;&#9;local difference = drag_distance % self.Options.increment;

&#9;&#9;&#9;local lower_degree = drag_distance - difference;
&#9;&#9;&#9;local upper_degree = drag_distance - difference + self.Options.increment;

&#9;&#9;&#9;local lower_degree_proximity = math.abs( drag_distance - lower_degree );
&#9;&#9;&#9;local upper_degree_proximity = math.abs( drag_distance - upper_degree );

&#9;&#9;&#9;if lower_degree_proximity &lt;= upper_degree_proximity then
&#9;&#9;&#9;&#9;drag_distance = lower_degree;
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;drag_distance = upper_degree;
&#9;&#9;&#9;end;

&#9;&#9;&#9;local increase = self.Options.increment * math.floor( drag_distance / self.Options.increment );

&#9;&#9;&#9;self.State.degrees_rotated = drag_distance;

&#9;&#9;&#9;-- Go through the selection and make changes to it
&#9;&#9;&#9;for _, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;&#9;-- Keep a copy of `Item` in case we need to revert anything
&#9;&#9;&#9;&#9;local PreviousItemState = Item:Clone();

&#9;&#9;&#9;&#9;-- Break any of `Item`&apos;s joints so it can move freely
&#9;&#9;&#9;&#9;Item:BreakJoints();

&#9;&#9;&#9;&#9;-- Rotate `Item` according to the options and the handle that was used
&#9;&#9;&#9;&#9;if axis == Enum.Axis.Y then
&#9;&#9;&#9;&#9;&#9;if self.Options.pivot == &quot;center&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreRotationPosition:toWorldSpace( CFrame.new( 0, 0, 0 ) * CFrame.Angles( 0, math.rad( increase ), 0 ) ):toWorldSpace( self.State.PreRotation[Item].CFrame:toObjectSpace( self.State.PreRotationPosition ):inverse() );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.pivot == &quot;local&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreRotation[Item].CFrame:toWorldSpace( CFrame.new( 0, 0, 0 ) * CFrame.Angles( 0, math.rad( increase ), 0 ) );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.pivot == &quot;last&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = ( self.Options.PivotPoint or self.State.PreRotation[Selection.Last].CFrame ):toWorldSpace( CFrame.new( 0, 0, 0 ) * CFrame.Angles( 0, math.rad( increase ), 0 ) ):toWorldSpace( self.State.PreRotation[Item].CFrame:toObjectSpace( self.Options.PivotPoint or self.State.PreRotation[Selection.Last].CFrame ):inverse() );
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;elseif axis == Enum.Axis.X then
&#9;&#9;&#9;&#9;&#9;if self.Options.pivot == &quot;center&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreRotationPosition:toWorldSpace( CFrame.new( 0, 0, 0 ) * CFrame.Angles( math.rad( increase ), 0, 0 ) ):toWorldSpace( self.State.PreRotation[Item].CFrame:toObjectSpace( self.State.PreRotationPosition ):inverse() );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.pivot == &quot;local&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreRotation[Item].CFrame:toWorldSpace( CFrame.new( 0, 0, 0 ) * CFrame.Angles( math.rad( increase ), 0, 0 ) );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.pivot == &quot;last&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = ( self.Options.PivotPoint or self.State.PreRotation[Selection.Last].CFrame ):toWorldSpace( CFrame.new( 0, 0, 0 ) * CFrame.Angles( math.rad( increase ), 0, 0 ) ):toWorldSpace( self.State.PreRotation[Item].CFrame:toObjectSpace( self.Options.PivotPoint or self.State.PreRotation[Selection.Last].CFrame ):inverse() );
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;elseif axis == Enum.Axis.Z then
&#9;&#9;&#9;&#9;&#9;if self.Options.pivot == &quot;center&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreRotationPosition:toWorldSpace( CFrame.new( 0, 0, 0 ) * CFrame.Angles( 0, 0, math.rad( increase ) ) ):toWorldSpace( self.State.PreRotation[Item].CFrame:toObjectSpace( self.State.PreRotationPosition ):inverse() );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.pivot == &quot;local&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = self.State.PreRotation[Item].CFrame:toWorldSpace( CFrame.new( 0, 0, 0 ) * CFrame.Angles( 0, 0, math.rad( increase ) ) );
&#9;&#9;&#9;&#9;&#9;elseif self.Options.pivot == &quot;last&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;Item.CFrame = ( self.Options.PivotPoint or self.State.PreRotation[Selection.Last].CFrame ):toWorldSpace( CFrame.new( 0, 0, 0 ) * CFrame.Angles( 0, 0, math.rad( increase ) ) ):toWorldSpace( self.State.PreRotation[Item].CFrame:toObjectSpace( self.Options.PivotPoint or self.State.PreRotation[Selection.Last].CFrame ):inverse() );
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;-- Make joints with surrounding parts again once the resizing is done
&#9;&#9;&#9;&#9;Item:MakeJoints();

&#9;&#9;&#9;end;

&#9;&#9;end );

&#9;end;

&#9;-- Stop listening for the existence of the previous adornee (if any)
&#9;if self.Connections.AdorneeExistenceListener then
&#9;&#9;self.Connections.AdorneeExistenceListener:disconnect();
&#9;&#9;self.Connections.AdorneeExistenceListener = nil;
&#9;end;

&#9;-- Attach the handles to `Part`
&#9;self.Handles.Adornee = Part;

&#9;-- Make sure to hide the handles if `Part` suddenly stops existing
&#9;self.Connections.AdorneeExistenceListener = Part.AncestryChanged:connect( function ( Object, NewParent )

&#9;&#9;-- Make sure this change in parent applies directly to `Part`
&#9;&#9;if Object ~= Part then
&#9;&#9;&#9;return;
&#9;&#9;end;

&#9;&#9;-- Show the handles according to the existence of the part
&#9;&#9;if NewParent == nil then
&#9;&#9;&#9;self:hideHandles();
&#9;&#9;else
&#9;&#9;&#9;self:showHandles( Part );
&#9;&#9;end;

&#9;end );

end;

Tools.Rotate.hideHandles = function ( self )

&#9;-- Hide the handles if they exist
&#9;if self.Handles then
&#9;&#9;self.Handles.Adornee = nil;
&#9;end;

end;

Tools.Rotate.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1042">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTPaintTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- Paint tool
------------------------------------------

-- Create the main container for this tool
Tools.Paint = {};

-- Define the color of the tool
Tools.Paint.Color = BrickColor.new( &quot;Really red&quot; );

-- Define options
Tools.Paint.Options = {
&#9;[&quot;Color&quot;] = nil
};

Tools.Paint.State = {};

-- Add listeners
Tools.Paint.Listeners = {};

Tools.Paint.Listeners.Equipped = function ()

&#9;local self = Tools.Paint;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Show the GUI
&#9;self:showGUI();

&#9;-- Update the selected color
&#9;self:changeColor( self.Options.Color );

end;

Tools.Paint.Listeners.Unequipped = function ()

&#9;local self = Tools.Paint;

&#9;-- Clear out the preferred color option
&#9;self:changeColor( nil );

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Restore the original color of the selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Paint.startHistoryRecord = function ( self )

&#9;if self.State.HistoryRecord then
&#9;&#9;self.State.HistoryRecord = nil;
&#9;end;

&#9;-- Create a history record
&#9;self.State.HistoryRecord = {
&#9;&#9;targets = _cloneTable( Selection.Items );
&#9;&#9;initial_colors = {};
&#9;&#9;terminal_colors = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.BrickColor = self.initial_colors[Target];
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.BrickColor = self.terminal_colors[Target];
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.initial_colors[Item] = Item.BrickColor;
&#9;&#9;end;
&#9;end;

end;

Tools.Paint.finishHistoryRecord = function ( self )

&#9;if not self.State.HistoryRecord then
&#9;&#9;return;
&#9;end;

&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.terminal_colors[Item] = Item.BrickColor;
&#9;&#9;end;
&#9;end;
&#9;History:add( self.State.HistoryRecord );
&#9;self.State.HistoryRecord = nil;

end;

Tools.Paint.Listeners.Button1Up = function ()

&#9;local self = Tools.Paint;

&#9;-- Make sure that they clicked on one of the items in their selection
&#9;-- (and they weren&apos;t multi-selecting)
&#9;if Selection:find( Mouse.Target ) and not selecting and not selecting then

&#9;&#9;override_selection = true;

&#9;&#9;self:startHistoryRecord();

&#9;&#9;-- Paint all of the selected items `Tools.Paint.Options.Color`
&#9;&#9;if self.Options.Color then
&#9;&#9;&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;&#9;&#9;Item.BrickColor = self.Options.Color;
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;self:finishHistoryRecord();

&#9;end;

end;

Tools.Paint.changeColor = function ( self, Color )

&#9;-- Alright so if `Color` is given, set that as the preferred color
&#9;if Color then

&#9;&#9;-- First of all, change the color option itself
&#9;&#9;self.Options.Color = Color;

&#9;&#9;self:startHistoryRecord();

&#9;&#9;-- Then, we want to update the color of any items in the selection
&#9;&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;&#9;Item.BrickColor = Color;
&#9;&#9;end;

&#9;&#9;self:finishHistoryRecord();

&#9;&#9;-- After that, we want to mark our new color in the palette
&#9;&#9;if self.GUI then

&#9;&#9;&#9;-- First clear out any other marks
&#9;&#9;&#9;for _, ColorSquare in pairs( self.GUI.Palette:GetChildren() ) do
&#9;&#9;&#9;&#9;ColorSquare.Text = &quot;&quot;;
&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Then mark the right square
&#9;&#9;&#9;self.GUI.Palette[Color.Name].Text = &quot;X&quot;;

&#9;&#9;end;

&#9;-- Otherwise, let&apos;s assume no color at all
&#9;else

&#9;&#9;-- Set the preferred color to none
&#9;&#9;self.Options.Color = nil;

&#9;&#9;-- Clear out any color option marks on any of the squares
&#9;&#9;if self.GUI then
&#9;&#9;&#9;for _, ColorSquare in pairs( self.GUI.Palette:GetChildren() ) do
&#9;&#9;&#9;&#9;ColorSquare.Text = &quot;&quot;;
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;end;

end;

Tools.Paint.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then

&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTPaintToolGUI&quot;); --Tool.Interfaces:WaitForChild( &quot;BTPaintToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;for _, ColorButton in pairs( Container.Palette:GetChildren() ) do
&#9;&#9;&#9;ColorButton.MouseButton1Click:connect( function ()
&#9;&#9;&#9;&#9;self:changeColor( BrickColor.new( ColorButton.Name ) );
&#9;&#9;&#9;end );
&#9;&#9;end;

&#9;&#9;self.GUI = Container;
&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Paint.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Paint.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1043">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTSurfaceTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- Surface tool
------------------------------------------

-- Create the tool
Tools.Surface = {};

-- Define the tool&apos;s color
Tools.Surface.Color = BrickColor.new( &quot;Bright violet&quot; );

-- Keep a container for temporary connections
Tools.Surface.Connections = {};

-- Keep a container for state data
Tools.Surface.State = {
&#9;[&quot;type&quot;] = nil;
};

-- Maintain a container for options
Tools.Surface.Options = {
&#9;[&quot;side&quot;] = Enum.NormalId.Front;
};

-- Keep a container for platform event connections
Tools.Surface.Listeners = {};

-- Start adding functionality to the tool
Tools.Surface.Listeners.Equipped = function ()

&#9;local self = Tools.Surface;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Restore the side option
&#9;self:changeSurface( self.Options.side );

&#9;-- Update the GUI regularly
&#9;coroutine.wrap( function ()
&#9;&#9;local updater_on = true;

&#9;&#9;-- Provide a function to stop the loop
&#9;&#9;self.Updater = function ()
&#9;&#9;&#9;updater_on = false;
&#9;&#9;end;

&#9;&#9;while wait( 0.1 ) and updater_on do

&#9;&#9;&#9;-- Make sure the tool&apos;s equipped
&#9;&#9;&#9;if CurrentTool == self then

&#9;&#9;&#9;&#9;-- Update the surface type of every item in the selection
&#9;&#9;&#9;&#9;local surface_type = nil;
&#9;&#9;&#9;&#9;for item_index, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;&#9;&#9;-- Set the first values for the first item
&#9;&#9;&#9;&#9;&#9;if item_index == 1 then
&#9;&#9;&#9;&#9;&#9;&#9;surface_type = Item[self.Options.side.Name .. &quot;Surface&quot;];

&#9;&#9;&#9;&#9;&#9;-- Otherwise, compare them and set them to `nil` if they&apos;re not identical
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;if surface_type ~= Item[self.Options.side.Name .. &quot;Surface&quot;] then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;surface_type = nil;
&#9;&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;self.State.type = surface_type;

&#9;&#9;&#9;&#9;-- Update the GUI if it&apos;s visible
&#9;&#9;&#9;&#9;if self.GUI and self.GUI.Visible then
&#9;&#9;&#9;&#9;&#9;self:updateGUI();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end )();

end;

Tools.Surface.Listeners.Unequipped = function ()

&#9;local self = Tools.Surface;

&#9;-- Stop the GUI updating loop
&#9;self.Updater();
&#9;self.Updater = nil;

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Disconnect temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Surface.Listeners.Button2Down = function ()

&#9;local self = Tools.Surface;

&#9;-- Capture the camera rotation (for later use
&#9;-- in determining whether a surface was being
&#9;-- selected or the camera was being rotated
&#9;-- with the right mouse button)
&#9;local cr_x, cr_y, cr_z = Camera.CoordinateFrame:toEulerAnglesXYZ();
&#9;self.State.PreB2DownCameraRotation = Vector3.new( cr_x, cr_y, cr_z );

end;

Tools.Surface.Listeners.Button2Up = function ()

&#9;local self = Tools.Surface;

&#9;local cr_x, cr_y, cr_z = Camera.CoordinateFrame:toEulerAnglesXYZ();
&#9;local CameraRotation = Vector3.new( cr_x, cr_y, cr_z );

&#9;-- If a surface is selected
&#9;if Selection:find( Mouse.Target ) and self.State.PreB2DownCameraRotation == CameraRotation then
&#9;&#9;self:changeSurface( Mouse.TargetSurface );
&#9;end;

end;

Tools.Surface.startHistoryRecord = function ( self )

&#9;if self.State.HistoryRecord then
&#9;&#9;self.State.HistoryRecord = nil;
&#9;end;

&#9;-- Create a history record
&#9;self.State.HistoryRecord = {
&#9;&#9;targets = _cloneTable( Selection.Items );
&#9;&#9;target_surface = self.Options.side;
&#9;&#9;initial_surfaces = {};
&#9;&#9;terminal_surfaces = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target[self.target_surface.Name .. &quot;Surface&quot;] = self.initial_surfaces[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target[self.target_surface.Name .. &quot;Surface&quot;] = self.terminal_surfaces[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.initial_surfaces[Item] = Item[self.Options.side.Name .. &quot;Surface&quot;];
&#9;&#9;end;
&#9;end;

end;

Tools.Surface.finishHistoryRecord = function ( self )

&#9;if not self.State.HistoryRecord then
&#9;&#9;return;
&#9;end;

&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.terminal_surfaces[Item] = Item[self.Options.side.Name .. &quot;Surface&quot;];
&#9;&#9;end;
&#9;end;
&#9;History:add( self.State.HistoryRecord );
&#9;self.State.HistoryRecord = nil;

end;

Tools.Surface.SpecialTypeNames = {
&#9;SmoothNoOutlines = &quot;NO OUTLINE&quot;,
&#9;Inlet = &quot;INLETS&quot;
};

Tools.Surface.changeType = function ( self, surface_type )

&#9;self:startHistoryRecord();

&#9;-- Apply `surface_type` to all items in the selection
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;Item[self.Options.side.Name .. &quot;Surface&quot;] = surface_type;
&#9;&#9;Item:MakeJoints();
&#9;end;

&#9;self:finishHistoryRecord();

&#9;self.TypeDropdown:selectOption( self.SpecialTypeNames[surface_type.Name] or surface_type.Name:upper() );
&#9;if self.TypeDropdown.open then
&#9;&#9;self.TypeDropdown:toggle();
&#9;end;
end;

Tools.Surface.changeSurface = function ( self, surface )
&#9;self.Options.side = surface;
&#9;self.SideDropdown:selectOption( surface.Name:upper() );
&#9;if self.SideDropdown.open then
&#9;&#9;self.SideDropdown:toggle();
&#9;end;
end;

Tools.Surface.updateGUI = function ( self )

&#9;-- Make sure the GUI exists
&#9;if not self.GUI then
&#9;&#9;return;
&#9;end;

&#9;if #Selection.Items &gt; 0 then
&#9;&#9;self.TypeDropdown:selectOption( self.State.type and ( self.SpecialTypeNames[self.State.type.Name] or self.State.type.Name:upper() ) or &quot;*&quot; );
&#9;else
&#9;&#9;self.TypeDropdown:selectOption( &quot;&quot; );
&#9;end;

end;

Tools.Surface.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then

&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTSurfaceToolGUI&quot;);--Tool.Interfaces:WaitForChild( &quot;BTSurfaceToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;local SideDropdown = createDropdown();
&#9;&#9;self.SideDropdown = SideDropdown;
&#9;&#9;SideDropdown.Frame.Parent = Container.SideOption;
&#9;&#9;SideDropdown.Frame.Position = UDim2.new( 0, 30, 0, 0 );
&#9;&#9;SideDropdown.Frame.Size = UDim2.new( 0, 72, 0, 25 );

&#9;&#9;SideDropdown:addOption( &quot;TOP&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSurface( Enum.NormalId.Top );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;BOTTOM&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSurface( Enum.NormalId.Bottom );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;FRONT&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSurface( Enum.NormalId.Front );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;BACK&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSurface( Enum.NormalId.Back );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;LEFT&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSurface( Enum.NormalId.Left );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;RIGHT&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSurface( Enum.NormalId.Right );
&#9;&#9;end );

&#9;&#9;local TypeDropdown = createDropdown();
&#9;&#9;self.TypeDropdown = TypeDropdown;
&#9;&#9;TypeDropdown.Frame.Parent = Container.TypeOption;
&#9;&#9;TypeDropdown.Frame.Position = UDim2.new( 0, 30, 0, 0 );
&#9;&#9;TypeDropdown.Frame.Size = UDim2.new( 0, 87, 0, 25 );

&#9;&#9;TypeDropdown:addOption( &quot;STUDS&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.SurfaceType.Studs );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;INLETS&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.SurfaceType.Inlet );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;SMOOTH&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.SurfaceType.Smooth );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;WELD&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.SurfaceType.Weld );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;GLUE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.SurfaceType.Glue );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;UNIVERSAL&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.SurfaceType.Universal );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;HINGE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.SurfaceType.Hinge );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;MOTOR&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.SurfaceType.Motor );
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;TypeDropdown:addOption( &quot;NO OUTLINE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.SurfaceType.SmoothNoOutlines );
&#9;&#9;end );
&#9;&#9;--]]

&#9;&#9;self.GUI = Container;

&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Surface.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists already
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Surface.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1044">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTMaterialTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- Material tool
------------------------------------------

-- Create the tool
Tools.Material = {};
Tools.Material.Color = BrickColor.new( &quot;Bright violet&quot; );
Tools.Material.Connections = {};
Tools.Material.State = {
&#9;[&quot;material&quot;] = nil;
&#9;[&quot;reflectance_focused&quot;] = false;
&#9;[&quot;transparency_focused&quot;] = false;
};
Tools.Material.Listeners = {};
Tools.Material.SpecialMaterialNames = {
&#9;CorrodedMetal = &quot;CORRODED METAL&quot;,
&#9;DiamondPlate = &quot;DIAMOND PLATE&quot;,
&#9;--SmoothPlastic = &quot;SMOOTH PLASTIC&quot;
};

-- Start adding functionality to the tool
Tools.Material.Listeners.Equipped = function ()

&#9;local self = Tools.Material;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Update the GUI regularly
&#9;coroutine.wrap( function ()
&#9;&#9;local updater_on = true;

&#9;&#9;-- Provide a function to stop the loop
&#9;&#9;self.Updater = function ()
&#9;&#9;&#9;updater_on = false;
&#9;&#9;end;

&#9;&#9;while wait( 0.1 ) and updater_on do

&#9;&#9;&#9;-- Make sure the tool&apos;s equipped
&#9;&#9;&#9;if CurrentTool == self then

&#9;&#9;&#9;&#9;-- Update the material type of every item in the selection
&#9;&#9;&#9;&#9;local material_type, transparency, reflectance = nil, nil, nil;
&#9;&#9;&#9;&#9;for item_index, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;&#9;&#9;-- Set the first values for the first item
&#9;&#9;&#9;&#9;&#9;if item_index == 1 then
&#9;&#9;&#9;&#9;&#9;&#9;material_type = Item.Material;
&#9;&#9;&#9;&#9;&#9;&#9;transparency = Item.Transparency;
&#9;&#9;&#9;&#9;&#9;&#9;reflectance = Item.Reflectance;

&#9;&#9;&#9;&#9;&#9;-- Otherwise, compare them and set them to `nil` if they&apos;re not identical
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;if material_type ~= Item.Material then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;material_type = nil;
&#9;&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;&#9;if reflectance ~= Item.Reflectance then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;reflectance = nil;
&#9;&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;&#9;if transparency ~= Item.Transparency then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;transparency = nil;
&#9;&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;self.State.material = material_type;
&#9;&#9;&#9;&#9;self.State.transparency = transparency;
&#9;&#9;&#9;&#9;self.State.reflectance = reflectance;

&#9;&#9;&#9;&#9;-- Update the GUI if it&apos;s visible
&#9;&#9;&#9;&#9;if self.GUI and self.GUI.Visible then
&#9;&#9;&#9;&#9;&#9;self:updateGUI();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end )();

end;

Tools.Material.Listeners.Unequipped = function ()

&#9;local self = Tools.Material;

&#9;-- Stop the GUI updating loop
&#9;self.Updater();
&#9;self.Updater = nil;

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Disconnect temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Material.startHistoryRecord = function ( self )

&#9;if self.State.HistoryRecord then
&#9;&#9;self.State.HistoryRecord = nil;
&#9;end;

&#9;-- Create a history record
&#9;self.State.HistoryRecord = {
&#9;&#9;targets = _cloneTable( Selection.Items );
&#9;&#9;initial_material = {};
&#9;&#9;terminal_material = {};
&#9;&#9;initial_transparency = {};
&#9;&#9;terminal_transparency = {};
&#9;&#9;initial_reflectance = {};
&#9;&#9;terminal_reflectance = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.Material = self.initial_material[Target];
&#9;&#9;&#9;&#9;&#9;Target.Transparency = self.initial_transparency[Target];
&#9;&#9;&#9;&#9;&#9;Target.Reflectance = self.initial_reflectance[Target];
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.Material = self.terminal_material[Target];
&#9;&#9;&#9;&#9;&#9;Target.Transparency = self.terminal_transparency[Target];
&#9;&#9;&#9;&#9;&#9;Target.Reflectance = self.terminal_reflectance[Target];
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.initial_material[Item] = Item.Material;
&#9;&#9;&#9;self.State.HistoryRecord.initial_transparency[Item] = Item.Transparency;
&#9;&#9;&#9;self.State.HistoryRecord.initial_reflectance[Item] = Item.Reflectance;
&#9;&#9;end;
&#9;end;

end;

Tools.Material.finishHistoryRecord = function ( self )

&#9;if not self.State.HistoryRecord then
&#9;&#9;return;
&#9;end;

&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.terminal_material[Item] = Item.Material;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_transparency[Item] = Item.Transparency;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_reflectance[Item] = Item.Reflectance;
&#9;&#9;end;
&#9;end;
&#9;History:add( self.State.HistoryRecord );
&#9;self.State.HistoryRecord = nil;

end;

Tools.Material.changeMaterial = function ( self, material_type )

&#9;self:startHistoryRecord();

&#9;-- Apply `material_type` to all items in the selection
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;Item.Material = material_type;
&#9;end;

&#9;self:finishHistoryRecord();

&#9;if self.MaterialDropdown.open then
&#9;&#9;self.MaterialDropdown:toggle();
&#9;end;
end;

Tools.Material.changeTransparency = function ( self, transparency )

&#9;self:startHistoryRecord();

&#9;-- Apply `transparency` to all items in the selection
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;Item.Transparency = transparency;
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Material.changeReflectance = function ( self, reflectance )

&#9;self:startHistoryRecord();

&#9;-- Apply `reflectance` to all items in the selection
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;Item.Reflectance = reflectance;
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Material.updateGUI = function ( self )

&#9;-- Make sure the GUI exists
&#9;if not self.GUI then
&#9;&#9;return;
&#9;end;

&#9;if #Selection.Items &gt; 0 then
&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 145 );
&#9;&#9;self.GUI.MaterialOption.Visible = true;
&#9;&#9;self.GUI.ReflectanceOption.Visible = true;
&#9;&#9;self.GUI.TransparencyOption.Visible = true;
&#9;&#9;self.GUI.SelectNote.Visible = false;
&#9;&#9;self.MaterialDropdown:selectOption( self.State.material and ( self.SpecialMaterialNames[self.State.material.Name] or self.State.material.Name:upper() ) or &quot;*&quot; );

&#9;&#9;-- Update the text inputs without interrupting the user
&#9;&#9;if not self.State.transparency_focused then
&#9;&#9;&#9;self.GUI.TransparencyOption.TransparencyInput.TextBox.Text = self.State.transparency and tostring( _round( self.State.transparency, 2 ) ) or &quot;*&quot;;
&#9;&#9;end;
&#9;&#9;if not self.State.reflectance_focused then
&#9;&#9;&#9;self.GUI.ReflectanceOption.ReflectanceInput.TextBox.Text = self.State.reflectance and tostring( _round( self.State.reflectance, 2 ) ) or &quot;*&quot;;
&#9;&#9;end;

&#9;else
&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 62 );
&#9;&#9;self.GUI.MaterialOption.Visible = false;
&#9;&#9;self.GUI.ReflectanceOption.Visible = false;
&#9;&#9;self.GUI.TransparencyOption.Visible = false;
&#9;&#9;self.GUI.SelectNote.Visible = true;
&#9;&#9;self.MaterialDropdown:selectOption( &quot;&quot; );
&#9;&#9;self.GUI.TransparencyOption.TransparencyInput.TextBox.Text = &quot;&quot;;
&#9;&#9;self.GUI.ReflectanceOption.ReflectanceInput.TextBox.Text = &quot;&quot;;
&#9;end;

end;


Tools.Material.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then

&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTMaterialToolGUI&quot;); --Tool.Interfaces:WaitForChild( &quot;BTMaterialToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;local MaterialDropdown = createDropdown();
&#9;&#9;self.MaterialDropdown = MaterialDropdown;
&#9;&#9;MaterialDropdown.Frame.Parent = Container.MaterialOption;
&#9;&#9;MaterialDropdown.Frame.Position = UDim2.new( 0, 50, 0, 0 );
&#9;&#9;MaterialDropdown.Frame.Size = UDim2.new( 0, 130, 0, 25 );

&#9;&#9;--[[
&#9;&#9;MaterialDropdown:addOption( &quot;SMOOTH PLASTIC&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.SmoothPlastic );
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;MaterialDropdown:addOption( &quot;PLASTIC&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Plastic );
&#9;&#9;end );
&#9;&#9;MaterialDropdown:addOption( &quot;CONCRETE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Concrete );
&#9;&#9;end );
&#9;&#9;MaterialDropdown:addOption( &quot;DIAMOND PLATE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.DiamondPlate );
&#9;&#9;end );
&#9;&#9;MaterialDropdown:addOption( &quot;CORRODED METAL&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.CorrodedMetal );
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;MaterialDropdown:addOption( &quot;BRICK&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Brick );
&#9;&#9;end );
&#9;&#9;MaterialDropdown:addOption( &quot;FABRIC&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Fabric );
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;MaterialDropdown:addOption( &quot;FOIL&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Foil );
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;MaterialDropdown:addOption( &quot;GRANITE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Granite );
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;MaterialDropdown:addOption( &quot;GRASS&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Grass );
&#9;&#9;end );
&#9;&#9;MaterialDropdown:addOption( &quot;ICE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Ice );
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;MaterialDropdown:addOption( &quot;MARBLE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Marble );
&#9;&#9;end );
&#9;&#9;MaterialDropdown:addOption( &quot;PEBBLE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Pebble );
&#9;&#9;end );
&#9;&#9;MaterialDropdown:addOption( &quot;SAND&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Sand );
&#9;&#9;end );
&#9;&#9;MaterialDropdown:addOption( &quot;SLATE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Slate );
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;MaterialDropdown:addOption( &quot;WOOD&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeMaterial( Enum.Material.Wood );
&#9;&#9;end );

&#9;&#9;-- Capture focus of the input when clicked
&#9;&#9;-- (so we can detect when it is focused-on)
&#9;&#9;--[[
&#9;&#9;Container.TransparencyOption.TransparencyInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.transparency_focused = true;
&#9;&#9;&#9;Container.TransparencyOption.TransparencyInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]

&#9;&#9;-- Change the transparency when the value of the textbox is updated
&#9;&#9;Container.TransparencyOption.TransparencyInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.TransparencyOption.TransparencyInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 1 then
&#9;&#9;&#9;&#9;&#9;potential_new = 1;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeTransparency( potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.transparency_focused = false;
&#9;&#9;end );

&#9;&#9;-- Capture focus of the input when clicked
&#9;&#9;-- (so we can detect when it is focused-on)
&#9;&#9;--[[
&#9;&#9;Container.ReflectanceOption.ReflectanceInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.reflectance_focused = true;
&#9;&#9;&#9;Container.ReflectanceOption.ReflectanceInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;-- Change the reflectance when the value of the textbox is updated
&#9;&#9;Container.ReflectanceOption.ReflectanceInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.ReflectanceOption.ReflectanceInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 1 then
&#9;&#9;&#9;&#9;&#9;potential_new = 1;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeReflectance( potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.reflectance_focused = false;
&#9;&#9;end );

&#9;&#9;self.GUI = Container;

&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Material.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists already
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Material.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1045">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTAnchorTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- Anchor tool
------------------------------------------

-- Create the tool
Tools.Anchor = {};

-- Create structures to hold data that the tool needs
Tools.Anchor.Connections = {};

Tools.Anchor.State = {
&#9;[&quot;anchored&quot;] = nil;
};

Tools.Anchor.Listeners = {};

-- Define the color of the tool
Tools.Anchor.Color = BrickColor.new( &quot;Really black&quot; );

-- Start adding functionality to the tool
Tools.Anchor.Listeners.Equipped = function ()

&#9;local self = Tools.Anchor;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Update the GUI regularly
&#9;coroutine.wrap( function ()
&#9;&#9;local updater_on = true;

&#9;&#9;-- Provide a function to stop the loop
&#9;&#9;self.Updater = function ()
&#9;&#9;&#9;updater_on = false;
&#9;&#9;end;

&#9;&#9;while wait( 0.1 ) and updater_on do

&#9;&#9;&#9;-- Make sure the tool&apos;s equipped
&#9;&#9;&#9;if CurrentTool == self then

&#9;&#9;&#9;&#9;-- Update the anchor status of every item in the selection
&#9;&#9;&#9;&#9;local anchor_status = nil;
&#9;&#9;&#9;&#9;for item_index, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;&#9;&#9;-- Set the first values for the first item
&#9;&#9;&#9;&#9;&#9;if item_index == 1 then
&#9;&#9;&#9;&#9;&#9;&#9;anchor_status = Item.Anchored;

&#9;&#9;&#9;&#9;&#9;-- Otherwise, compare them and set them to `nil` if they&apos;re not identical
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;if anchor_status ~= Item.Anchored then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;anchor_status = nil;
&#9;&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;self.State.anchored = anchor_status;

&#9;&#9;&#9;&#9;-- Update the GUI if it&apos;s visible
&#9;&#9;&#9;&#9;if self.GUI and self.GUI.Visible then
&#9;&#9;&#9;&#9;&#9;self:updateGUI();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end )();

&#9;-- Listen for the Enter button to be pressed to toggle the anchor
&#9;self.Connections.EnterButtonListener = Mouse.KeyDown:connect( function ( key )

&#9;&#9;local key = key:lower();
&#9;&#9;local key_code = key:byte();

&#9;&#9;-- If the Enter button is pressed
&#9;&#9;if key_code == 13 then

&#9;&#9;&#9;if self.State.anchored == true then
&#9;&#9;&#9;&#9;self:unanchor();

&#9;&#9;&#9;elseif self.State.anchored == false then
&#9;&#9;&#9;&#9;self:anchor();

&#9;&#9;&#9;elseif self.State.anchored == nil then
&#9;&#9;&#9;&#9;self:anchor();

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end );

end;


Tools.Anchor.startHistoryRecord = function ( self )

&#9;if self.State.HistoryRecord then
&#9;&#9;self.State.HistoryRecord = nil;
&#9;end;

&#9;-- Create a history record
&#9;self.State.HistoryRecord = {
&#9;&#9;targets = _cloneTable( Selection.Items );
&#9;&#9;initial_positions = {};
&#9;&#9;terminal_positions = {};
&#9;&#9;initial_anchors = {};
&#9;&#9;terminal_anchors = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.RotVelocity = Vector3.new( 0, 0, 0 );
&#9;&#9;&#9;&#9;&#9;Target.Velocity = Vector3.new( 0, 0, 0 );
&#9;&#9;&#9;&#9;&#9;Target.CFrame = self.initial_positions[Target];
&#9;&#9;&#9;&#9;&#9;Target.Anchored = self.initial_anchors[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.RotVelocity = Vector3.new( 0, 0, 0 );
&#9;&#9;&#9;&#9;&#9;Target.Velocity = Vector3.new( 0, 0, 0 );
&#9;&#9;&#9;&#9;&#9;Target.CFrame = self.terminal_positions[Target];
&#9;&#9;&#9;&#9;&#9;Target.Anchored = self.terminal_anchors[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.initial_anchors[Item] = Item.Anchored;
&#9;&#9;&#9;self.State.HistoryRecord.initial_positions[Item] = Item.CFrame;
&#9;&#9;end;
&#9;end;

end;

Tools.Anchor.finishHistoryRecord = function ( self )

&#9;if not self.State.HistoryRecord then
&#9;&#9;return;
&#9;end;

&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.terminal_anchors[Item] = Item.Anchored;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_positions[Item] = Item.CFrame;
&#9;&#9;end;
&#9;end;
&#9;History:add( self.State.HistoryRecord );
&#9;self.State.HistoryRecord = nil;

end;

Tools.Anchor.anchor = function ( self )

&#9;self:startHistoryRecord();

&#9;-- Anchor all the items in the selection
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;Item.Anchored = true;
&#9;&#9;Item:MakeJoints();
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Anchor.unanchor = function ( self )

&#9;self:startHistoryRecord();

&#9;-- Unanchor all the items in the selection
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;Item.Anchored = false;
&#9;&#9;Item.Velocity = Vector3.new( 0, 0, 0 );
&#9;&#9;Item.RotVelocity = Vector3.new( 0, 0, 0 );
&#9;&#9;Item:MakeJoints();
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Anchor.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then

&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTAnchorToolGUI&quot;); --Tool.Interfaces:WaitForChild( &quot;BTAnchorToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;-- Change the anchor status when the button is clicked
&#9;&#9;Container.Status.Anchored.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:anchor();
&#9;&#9;end );

&#9;&#9;Container.Status.Unanchored.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:unanchor();
&#9;&#9;end );

&#9;&#9;self.GUI = Container;
&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Anchor.updateGUI = function ( self )

&#9;-- Make sure the GUI exists
&#9;if not self.GUI then
&#9;&#9;return;
&#9;end;

&#9;local GUI = self.GUI;

&#9;if self.State.anchored == nil then
&#9;&#9;GUI.Status.Anchored.Background.Image = light_slanted_rectangle;
&#9;&#9;GUI.Status.Anchored.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;GUI.Status.Unanchored.Background.Image = light_slanted_rectangle;
&#9;&#9;GUI.Status.Unanchored.SelectedIndicator.BackgroundTransparency = 1;

&#9;elseif self.State.anchored == true then
&#9;&#9;GUI.Status.Anchored.Background.Image = dark_slanted_rectangle;
&#9;&#9;GUI.Status.Anchored.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;GUI.Status.Unanchored.Background.Image = light_slanted_rectangle;
&#9;&#9;GUI.Status.Unanchored.SelectedIndicator.BackgroundTransparency = 1;

&#9;elseif self.State.anchored == false then
&#9;&#9;GUI.Status.Anchored.Background.Image = light_slanted_rectangle;
&#9;&#9;GUI.Status.Anchored.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;GUI.Status.Unanchored.Background.Image = dark_slanted_rectangle;
&#9;&#9;GUI.Status.Unanchored.SelectedIndicator.BackgroundTransparency = 0;

&#9;end;

end;

Tools.Anchor.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Anchor.Listeners.Unequipped = function ()

&#9;local self = Tools.Anchor;

&#9;-- Stop the update loop
&#9;self.Updater();
&#9;self.Updater = nil;

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Clear out any temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of the selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Anchor.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1046">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTCollisionTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- Collision tool
------------------------------------------

-- Create the tool
Tools.Collision = {};

-- Create structures to hold data that the tool needs
Tools.Collision.Connections = {};

Tools.Collision.State = {
&#9;[&quot;colliding&quot;] = nil;
};

Tools.Collision.Listeners = {};

-- Define the color of the tool
Tools.Collision.Color = BrickColor.new( &quot;Really black&quot; );

-- Start adding functionality to the tool
Tools.Collision.Listeners.Equipped = function ()

&#9;local self = Tools.Collision;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Update the GUI regularly
&#9;coroutine.wrap( function ()
&#9;&#9;local updater_on = true;

&#9;&#9;-- Provide a function to stop the loop
&#9;&#9;self.Updater = function ()
&#9;&#9;&#9;updater_on = false;
&#9;&#9;end;

&#9;&#9;while wait( 0.1 ) and updater_on do

&#9;&#9;&#9;-- Make sure the tool&apos;s equipped
&#9;&#9;&#9;if CurrentTool == self then

&#9;&#9;&#9;&#9;-- Update the collision status of every item in the selection
&#9;&#9;&#9;&#9;local colliding = nil;
&#9;&#9;&#9;&#9;for item_index, Item in pairs( Selection.Items ) do

&#9;&#9;&#9;&#9;&#9;-- Set the first values for the first item
&#9;&#9;&#9;&#9;&#9;if item_index == 1 then
&#9;&#9;&#9;&#9;&#9;&#9;colliding = Item.CanCollide;

&#9;&#9;&#9;&#9;&#9;-- Otherwise, compare them and set them to `nil` if they&apos;re not identical
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;if colliding ~= Item.CanCollide then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;colliding = nil;
&#9;&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;self.State.colliding = colliding;

&#9;&#9;&#9;&#9;-- Update the GUI if it&apos;s visible
&#9;&#9;&#9;&#9;if self.GUI and self.GUI.Visible then
&#9;&#9;&#9;&#9;&#9;self:updateGUI();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end )();

&#9;-- Listen for the Enter button to be pressed to toggle collision
&#9;self.Connections.EnterButtonListener = Mouse.KeyDown:connect( function ( key )

&#9;&#9;local key = key:lower();
&#9;&#9;local key_code = key:byte();

&#9;&#9;-- If the Enter button is pressed
&#9;&#9;if key_code == 13 then

&#9;&#9;&#9;if self.State.colliding == true then
&#9;&#9;&#9;&#9;self:disable();

&#9;&#9;&#9;elseif self.State.colliding == false then
&#9;&#9;&#9;&#9;self:enable();

&#9;&#9;&#9;elseif self.State.colliding == nil then
&#9;&#9;&#9;&#9;self:enable();

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end );

end;

Tools.Collision.startHistoryRecord = function ( self )

&#9;if self.State.HistoryRecord then
&#9;&#9;self.State.HistoryRecord = nil;
&#9;end;

&#9;-- Create a history record
&#9;self.State.HistoryRecord = {
&#9;&#9;targets = _cloneTable( Selection.Items );
&#9;&#9;initial_collide = {};
&#9;&#9;terminal_collide = {};
&#9;&#9;initial_cframe = {};
&#9;&#9;terminal_cframe = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.CanCollide = self.initial_collide[Target];
&#9;&#9;&#9;&#9;&#9;Target.CFrame = self.initial_cframe[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Target.CanCollide = self.terminal_collide[Target];
&#9;&#9;&#9;&#9;&#9;Target.CFrame = self.terminal_cframe[Target];
&#9;&#9;&#9;&#9;&#9;Target:MakeJoints();
&#9;&#9;&#9;&#9;&#9;Selection:add( Target );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.initial_collide[Item] = Item.CanCollide;
&#9;&#9;&#9;self.State.HistoryRecord.initial_cframe[Item] = Item.CFrame;
&#9;&#9;end;
&#9;end;

end;

Tools.Collision.finishHistoryRecord = function ( self )

&#9;if not self.State.HistoryRecord then
&#9;&#9;return;
&#9;end;

&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.terminal_collide[Item] = Item.CanCollide;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_cframe[Item] = Item.CFrame;
&#9;&#9;end;
&#9;end;
&#9;History:add( self.State.HistoryRecord );
&#9;self.State.HistoryRecord = nil;

end;

Tools.Collision.enable = function ( self )

&#9;self:startHistoryRecord();

&#9;-- Enable collision for all the items in the selection
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;Item.CanCollide = true;
&#9;&#9;Item:MakeJoints();
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Collision.disable = function ( self )

&#9;self:startHistoryRecord();

&#9;-- Disable collision for all the items in the selection
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;Item.CanCollide = false;
&#9;&#9;Item:MakeJoints();
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Collision.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then

&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTCollisionToolGUI&quot;); --Tool.Interfaces:WaitForChild( &quot;BTCollisionToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;Container.Status.On.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:enable();
&#9;&#9;end );

&#9;&#9;Container.Status.Off.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:disable();
&#9;&#9;end );

&#9;&#9;self.GUI = Container;
&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Collision.updateGUI = function ( self )

&#9;-- Make sure the GUI exists
&#9;if not self.GUI then
&#9;&#9;return;
&#9;end;

&#9;local GUI = self.GUI;

&#9;if self.State.colliding == nil then
&#9;&#9;GUI.Status.On.Background.Image = light_slanted_rectangle;
&#9;&#9;GUI.Status.On.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;GUI.Status.Off.Background.Image = light_slanted_rectangle;
&#9;&#9;GUI.Status.Off.SelectedIndicator.BackgroundTransparency = 1;

&#9;elseif self.State.colliding == true then
&#9;&#9;GUI.Status.On.Background.Image = dark_slanted_rectangle;
&#9;&#9;GUI.Status.On.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;GUI.Status.Off.Background.Image = light_slanted_rectangle;
&#9;&#9;GUI.Status.Off.SelectedIndicator.BackgroundTransparency = 1;

&#9;elseif self.State.colliding == false then
&#9;&#9;GUI.Status.On.Background.Image = light_slanted_rectangle;
&#9;&#9;GUI.Status.On.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;GUI.Status.Off.Background.Image = dark_slanted_rectangle;
&#9;&#9;GUI.Status.Off.SelectedIndicator.BackgroundTransparency = 0;

&#9;end;

end;

Tools.Collision.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Collision.Listeners.Unequipped = function ()

&#9;local self = Tools.Collision;

&#9;-- Stop the update loop
&#9;self.Updater();
&#9;self.Updater = nil;

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Clear out any temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of the selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Collision.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1047">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTNewPartTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- New part tool
------------------------------------------

-- Create the tool
Tools.NewPart = {};

-- Define the tool&apos;s color
Tools.NewPart.Color = BrickColor.new( &quot;Really black&quot; );

-- Keep a container for temporary connections
Tools.NewPart.Connections = {};

-- Keep a container for state data
Tools.NewPart.State = {
&#9;[&quot;Part&quot;] = nil;
};

-- Maintain a container for options
Tools.NewPart.Options = {
&#9;[&quot;type&quot;] = &quot;normal&quot;
};

-- Keep a container for platform event connections
Tools.NewPart.Listeners = {};

-- Start adding functionality to the tool
Tools.NewPart.Listeners.Equipped = function ()

&#9;local self = Tools.NewPart;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Restore the type option
&#9;self:changeType( self.Options.type );

end;

Tools.NewPart.Listeners.Unequipped = function ()

&#9;local self = Tools.NewPart;

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Disconnect temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.NewPart.Listeners.Button1Down = function ()

&#9;local self = Tools.NewPart;

&#9;local NewPart;

&#9;-- Create the new part of type `self.Options.type`
&#9;if self.Options.type == &quot;normal&quot; then
&#9;&#9;NewPart = Instance.new( &quot;Part&quot;, Services.Workspace );
&#9;elseif self.Options.type == &quot;truss&quot; then
&#9;&#9;NewPart = Instance.new( &quot;TrussPart&quot;, Services.Workspace );
&#9;elseif self.Options.type == &quot;wedge&quot; then
&#9;&#9;NewPart = Instance.new( &quot;WedgePart&quot;, Services.Workspace );
&#9;elseif self.Options.type == &quot;corner&quot; then
&#9;&#9;NewPart = Instance.new( &quot;CornerWedgePart&quot;, Services.Workspace );
&#9;elseif self.Options.type == &quot;cylinder&quot; then
&#9;&#9;NewPart = Instance.new( &quot;Part&quot;, Services.Workspace );
&#9;&#9;NewPart.Shape = &quot;Cylinder&quot;;
&#9;elseif self.Options.type == &quot;ball&quot; then
&#9;&#9;NewPart = Instance.new( &quot;Part&quot;, Services.Workspace );
&#9;&#9;NewPart.Shape = &quot;Ball&quot;;
&#9;elseif self.Options.type == &quot;seat&quot; then
&#9;&#9;NewPart = Instance.new( &quot;Seat&quot;, Services.Workspace );
&#9;elseif self.Options.type == &quot;vehicle seat&quot; then
&#9;&#9;NewPart = Instance.new( &quot;VehicleSeat&quot;, Services.Workspace );
&#9;elseif self.Options.type == &quot;spawn&quot; then
&#9;&#9;NewPart = Instance.new( &quot;SpawnLocation&quot;, Services.Workspace );
&#9;end;
&#9;NewPart.Anchored = true;

&#9;-- Select the new part
&#9;Selection:clear();
&#9;Selection:add( NewPart );

&#9;local HistoryRecord = {
&#9;&#9;target = NewPart;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;if self.target then
&#9;&#9;&#9;&#9;self.target.Parent = Services.Workspace;
&#9;&#9;&#9;&#9;Selection:add( self.target );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;if self.target then
&#9;&#9;&#9;&#9;self.target.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;History:add( HistoryRecord );

&#9;-- Switch to the move tool and simulate clicking so
&#9;-- that the user could easily position their new part
&#9;equipTool( Tools.Move );
&#9;Tools.Move.ManualTarget = NewPart;
&#9;NewPart.CFrame = CFrame.new( Mouse.Hit.p );
&#9;Tools.Move.Listeners.Button1Down();
&#9;Tools.Move.Listeners.Move();

end;

Tools.NewPart.changeType = function ( self, new_type )
&#9;self.Options.type = new_type;
&#9;self.TypeDropdown:selectOption( new_type:upper() );
&#9;if self.TypeDropdown.open then
&#9;&#9;self.TypeDropdown:toggle();
&#9;end;
end;

Tools.NewPart.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then

&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTNewPartToolGUI&quot;); --Tool.Interfaces:WaitForChild( &quot;BTNewPartToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;local TypeDropdown = createDropdown();
&#9;&#9;self.TypeDropdown = TypeDropdown;
&#9;&#9;TypeDropdown.Frame.Parent = Container.TypeOption;
&#9;&#9;TypeDropdown.Frame.Position = UDim2.new( 0, 70, 0, 0 );
&#9;&#9;TypeDropdown.Frame.Size = UDim2.new( 0, 140, 0, 25 );

&#9;&#9;TypeDropdown:addOption( &quot;NORMAL&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( &quot;normal&quot; );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;TRUSS&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( &quot;truss&quot; );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;WEDGE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( &quot;wedge&quot; );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;CORNER&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( &quot;corner&quot; );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;CYLINDER&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( &quot;cylinder&quot; );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;BALL&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( &quot;ball&quot; );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;SEAT&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( &quot;seat&quot; );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;VEHICLE SEAT&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( &quot;vehicle seat&quot; );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;SPAWN&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( &quot;spawn&quot; );
&#9;&#9;end );

&#9;&#9;self.GUI = Container;
&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.NewPart.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists already
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.NewPart.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1048">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTMeshTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- Mesh tool
------------------------------------------

-- Create the tool
Tools.Mesh = {};

-- Define the tool&apos;s color
Tools.Mesh.Color = BrickColor.new( &quot;Bright violet&quot; );

-- Keep a container for state data
Tools.Mesh.State = {};

-- Keep a container for temporary connections
Tools.Mesh.Connections = {};

-- Keep a container for platform event connections
Tools.Mesh.Listeners = {};

-- Start adding functionality to the tool
Tools.Mesh.Listeners.Equipped = function ()

&#9;local self = Tools.Mesh;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Update the GUI regularly
&#9;coroutine.wrap( function ()
&#9;&#9;local updater_on = true;

&#9;&#9;-- Provide a function to stop the loop
&#9;&#9;self.stopGUIUpdater = function ( self )
&#9;&#9;&#9;updater_on = false;
&#9;&#9;end;

&#9;&#9;while wait( 0.1 ) and updater_on do

&#9;&#9;&#9;-- Make sure the tool&apos;s equipped
&#9;&#9;&#9;if CurrentTool == self then

&#9;&#9;&#9;&#9;-- Update the GUI if it&apos;s visible
&#9;&#9;&#9;&#9;if self.GUI and self.GUI.Visible then
&#9;&#9;&#9;&#9;&#9;self:updateGUI();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end )();

end;

Tools.Mesh.Listeners.Unequipped = function ()

&#9;local self = Tools.Mesh;

&#9;-- Stop the GUI updater
&#9;self:stopGUIUpdater();

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Disconnect temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Mesh.TypeDropdownLabels = {
&#9;[Enum.MeshType.Brick] = &quot;BLOCK&quot;;
&#9;[Enum.MeshType.Cylinder] = &quot;CYLINDER&quot;;
&#9;[Enum.MeshType.FileMesh] = &quot;FILE&quot;;
&#9;[Enum.MeshType.Head] = &quot;HEAD&quot;;
&#9;[Enum.MeshType.Sphere] = &quot;SPHERE&quot;;
&#9;[Enum.MeshType.Torso] = &quot;TRAPEZOID&quot;;
&#9;[Enum.MeshType.Wedge] = &quot;WEDGE&quot;;
};

Tools.Mesh.changeType = function ( self, new_type )

&#9;-- Apply type `new_type` to all the meshes in items from the selection
&#9;local meshes = {};
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Mesh = _getChildOfClass( Item, &quot;SpecialMesh&quot; );
&#9;&#9;if Mesh then
&#9;&#9;&#9;table.insert( meshes, Mesh );
&#9;&#9;end;
&#9;end;

&#9;self:startHistoryRecord( meshes );
&#9;for _, Mesh in pairs( meshes ) do
&#9;&#9;Mesh.MeshType = new_type;
&#9;end;
&#9;self:finishHistoryRecord();

&#9;if self.TypeDropdown.open then
&#9;&#9;self.TypeDropdown:toggle();
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Mesh.updateGUI = function ( self )

&#9;-- Make sure the GUI exists
&#9;if not self.GUI then
&#9;&#9;return;
&#9;end;

&#9;local GUI = self.GUI;

&#9;if #Selection.Items &gt; 0 then

&#9;&#9;local meshes = {};
&#9;&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;&#9;local Mesh = _getChildOfClass( Item, &quot;SpecialMesh&quot; );
&#9;&#9;&#9;if Mesh then
&#9;&#9;&#9;&#9;table.insert( meshes, Mesh );
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;local show_add, show_remove, show_mesh_id;
&#9;&#9;local mesh_type, mesh_scale_x, mesh_scale_y, mesh_scale_z, mesh_id, mesh_texture, mesh_tint_r, mesh_tint_g, mesh_tint_b;

&#9;&#9;-- If every item has a mesh
&#9;&#9;if #meshes == #Selection.Items then
&#9;&#9;&#9;show_add = false;
&#9;&#9;&#9;show_remove = true;

&#9;&#9;-- If no item has a mesh
&#9;&#9;elseif #meshes == 0 then
&#9;&#9;&#9;show_add = true;
&#9;&#9;&#9;show_remove = false;

&#9;&#9;-- If some items have a mesh
&#9;&#9;else
&#9;&#9;&#9;show_add = true;
&#9;&#9;&#9;show_remove = true;
&#9;&#9;end;

&#9;&#9;-- If there are meshes
&#9;&#9;if #meshes &gt; 0 then
&#9;&#9;&#9;show_type = true;
&#9;&#9;&#9;for mesh_index, Mesh in pairs( meshes ) do

&#9;&#9;&#9;&#9;-- Set the start values for later comparison
&#9;&#9;&#9;&#9;if mesh_index == 1 then
&#9;&#9;&#9;&#9;&#9;mesh_type = Mesh.MeshType;
&#9;&#9;&#9;&#9;&#9;mesh_scale_x, mesh_scale_y, mesh_scale_z = Mesh.Scale.x, Mesh.Scale.y, Mesh.Scale.z;
&#9;&#9;&#9;&#9;&#9;mesh_id = Mesh.MeshId:lower();
&#9;&#9;&#9;&#9;&#9;mesh_texture = Mesh.TextureId:lower();
&#9;&#9;&#9;&#9;&#9;mesh_tint_r, mesh_tint_g, mesh_tint_b = Mesh.VertexColor.x, Mesh.VertexColor.y, Mesh.VertexColor.z;

&#9;&#9;&#9;&#9;-- Set the values to `nil` if they vary across the selection
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;if mesh_type ~= Mesh.MeshType then
&#9;&#9;&#9;&#9;&#9;&#9;mesh_type = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if mesh_scale_x ~= Mesh.Scale.x then
&#9;&#9;&#9;&#9;&#9;&#9;mesh_scale_x = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if mesh_scale_y ~= Mesh.Scale.y then
&#9;&#9;&#9;&#9;&#9;&#9;mesh_scale_y = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if mesh_scale_z ~= Mesh.Scale.z then
&#9;&#9;&#9;&#9;&#9;&#9;mesh_scale_z = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if mesh_id ~= Mesh.MeshId:lower() then
&#9;&#9;&#9;&#9;&#9;&#9;mesh_id = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if mesh_texture ~= Mesh.TextureId:lower() then
&#9;&#9;&#9;&#9;&#9;&#9;mesh_texture = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if mesh_tint_r ~= Mesh.VertexColor.x then
&#9;&#9;&#9;&#9;&#9;&#9;mesh_tint_r = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if mesh_tint_g ~= Mesh.VertexColor.y then
&#9;&#9;&#9;&#9;&#9;&#9;mesh_tint_g = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if mesh_tint_b ~= Mesh.VertexColor.z then
&#9;&#9;&#9;&#9;&#9;&#9;mesh_tint_b = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;&#9;-- If there&apos;s a FileMesh around here, note that
&#9;&#9;&#9;&#9;if Mesh.MeshType == Enum.MeshType.FileMesh then
&#9;&#9;&#9;&#9;&#9;show_mesh_id = true;
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;&#9;self.State.mesh_tint = ( mesh_tint_r and mesh_tint_g and mesh_tint_b ) and Color3.new( mesh_tint_r, mesh_tint_g, mesh_tint_b ) or nil;

&#9;&#9;&#9;if show_mesh_id and show_add and show_remove then
&#9;&#9;&#9;&#9;self.GUI.AddButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.RemoveButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.MeshIDOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TextureIDOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.ScaleOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TintOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TypeOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TypeOption.Position = UDim2.new( 0, 14, 0, 65 );
&#9;&#9;&#9;&#9;self.GUI.ScaleOption.Position = UDim2.new( 0, 0, 0, 100 );
&#9;&#9;&#9;&#9;self.GUI.MeshIDOption.Position = UDim2.new( 0, 14, 0, 135 );
&#9;&#9;&#9;&#9;self.GUI.TextureIDOption.Position = UDim2.new( 0, 14, 0, 165 );
&#9;&#9;&#9;&#9;self.GUI.TintOption.Position = UDim2.new( 0, 0, 0, 200 );
&#9;&#9;&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 265 );
&#9;&#9;&#9;elseif show_mesh_id and not show_add and show_remove then
&#9;&#9;&#9;&#9;self.GUI.AddButton.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.RemoveButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.MeshIDOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TextureIDOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.ScaleOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TintOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TypeOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TypeOption.Position = UDim2.new( 0, 14, 0, 30 );
&#9;&#9;&#9;&#9;self.GUI.ScaleOption.Position = UDim2.new( 0, 0, 0, 65 );
&#9;&#9;&#9;&#9;self.GUI.MeshIDOption.Position = UDim2.new( 0, 14, 0, 100 );
&#9;&#9;&#9;&#9;self.GUI.TextureIDOption.Position = UDim2.new( 0, 14, 0, 130 );
&#9;&#9;&#9;&#9;self.GUI.TintOption.Position = UDim2.new( 0, 0, 0, 165 );
&#9;&#9;&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 230 );

&#9;&#9;&#9;elseif not show_mesh_id and show_add and show_remove then
&#9;&#9;&#9;&#9;self.GUI.AddButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.RemoveButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.MeshIDOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.TextureIDOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.ScaleOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TintOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.TypeOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TypeOption.Position = UDim2.new( 0, 14, 0, 65 );
&#9;&#9;&#9;&#9;self.GUI.ScaleOption.Position = UDim2.new( 0, 0, 0, 100 );
&#9;&#9;&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 165 );
&#9;&#9;&#9;elseif not show_mesh_id and not show_add and show_remove then
&#9;&#9;&#9;&#9;self.GUI.AddButton.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.RemoveButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.MeshIDOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.TextureIDOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.ScaleOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TintOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.TypeOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TypeOption.Position = UDim2.new( 0, 14, 0, 30 );
&#9;&#9;&#9;&#9;self.GUI.ScaleOption.Position = UDim2.new( 0, 0, 0, 65 );
&#9;&#9;&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 130 );
&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Update the values shown on the GUI
&#9;&#9;&#9;if not self.State.mesh_id_focused then
&#9;&#9;&#9;&#9;self.GUI.MeshIDOption.TextBox.Text = mesh_id and ( mesh_id:match( &quot;%?id=([0-9]+)&quot; ) or &quot;&quot; ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.State.texture_id_focused then
&#9;&#9;&#9;&#9;self.GUI.TextureIDOption.TextBox.Text = mesh_texture and ( mesh_texture:match( &quot;%?id=([0-9]+)&quot; ) or &quot;&quot; ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.TypeDropdown:selectOption( mesh_type and self.TypeDropdownLabels[mesh_type] or &quot;*&quot; );
&#9;&#9;&#9;if not self.State.scale_x_focused then
&#9;&#9;&#9;&#9;self.GUI.ScaleOption.XInput.TextBox.Text = mesh_scale_x and _round( mesh_scale_x, 2 ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.State.scale_y_focused then
&#9;&#9;&#9;&#9;self.GUI.ScaleOption.YInput.TextBox.Text = mesh_scale_y and _round( mesh_scale_y, 2 ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.State.scale_z_focused then
&#9;&#9;&#9;&#9;self.GUI.ScaleOption.ZInput.TextBox.Text = mesh_scale_z and _round( mesh_scale_z, 2 ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.State.tint_r_focused then
&#9;&#9;&#9;&#9;self.GUI.TintOption.RInput.TextBox.Text = mesh_tint_r and _round( mesh_tint_r * 255, 0 ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.State.tint_g_focused then
&#9;&#9;&#9;&#9;self.GUI.TintOption.GInput.TextBox.Text = mesh_tint_g and _round( mesh_tint_g * 255, 0 ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.State.tint_b_focused then
&#9;&#9;&#9;&#9;self.GUI.TintOption.BInput.TextBox.Text = mesh_tint_b and _round( mesh_tint_b * 255, 0 ) or &quot;*&quot;;
&#9;&#9;&#9;end;

&#9;&#9;-- If there are no meshes
&#9;&#9;else
&#9;&#9;&#9;self.GUI.AddButton.Visible = true;
&#9;&#9;&#9;self.GUI.RemoveButton.Visible = false;
&#9;&#9;&#9;self.GUI.MeshIDOption.Visible = false;
&#9;&#9;&#9;self.GUI.TextureIDOption.Visible = false;
&#9;&#9;&#9;self.GUI.ScaleOption.Visible = false;
&#9;&#9;&#9;self.GUI.TintOption.Visible = false;
&#9;&#9;&#9;self.GUI.TypeOption.Visible = false;
&#9;&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 62 );
&#9;&#9;end;
&#9;&#9;self.GUI.SelectNote.Visible = false;

&#9;-- Show a note that says to select something
&#9;else
&#9;&#9;self.GUI.AddButton.Visible = false;
&#9;&#9;self.GUI.RemoveButton.Visible = false;
&#9;&#9;self.GUI.MeshIDOption.Visible = false;
&#9;&#9;self.GUI.TextureIDOption.Visible = false;
&#9;&#9;self.GUI.ScaleOption.Visible = false;
&#9;&#9;self.GUI.TintOption.Visible = false;
&#9;&#9;self.GUI.TypeOption.Visible = false;
&#9;&#9;self.GUI.SelectNote.Visible = true;
&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 55 );
&#9;end;

end;

Tools.Mesh.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then
&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTMeshToolGUI&quot;); --Tool.Interfaces:WaitForChild( &quot;BTMeshToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;-- Add functionality to the add/remove buttons
&#9;&#9;Container.AddButton.Button.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:addMesh();
&#9;&#9;end );
&#9;&#9;Container.RemoveButton.Button.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:removeMesh();
&#9;&#9;end );

&#9;&#9;-- Add the type dropdown
&#9;&#9;local TypeDropdown = createDropdown();
&#9;&#9;self.TypeDropdown = TypeDropdown;
&#9;&#9;TypeDropdown.Frame.Parent = Container.TypeOption;
&#9;&#9;TypeDropdown.Frame.Position = UDim2.new( 0, 40, 0, 0 );
&#9;&#9;TypeDropdown.Frame.Size = UDim2.new( 1, -40, 0, 25 );
&#9;&#9;TypeDropdown:addOption( &quot;BLOCK&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.MeshType.Brick );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;CYLINDER&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.MeshType.Cylinder );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;FILE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.MeshType.FileMesh );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;HEAD&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.MeshType.Head );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;SPHERE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.MeshType.Sphere );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;TRAPEZOID&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.MeshType.Torso );
&#9;&#9;end );
&#9;&#9;TypeDropdown:addOption( &quot;WEDGE&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeType( Enum.MeshType.Wedge );
&#9;&#9;end );

&#9;&#9;-- Add functionality to the scale inputs
&#9;&#9;--[[
&#9;&#9;Container.ScaleOption.XInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.scale_x_focused = true;
&#9;&#9;&#9;Container.ScaleOption.XInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.ScaleOption.XInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.ScaleOption.XInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeScale( &apos;x&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.scale_x_focused = false;
&#9;&#9;end );

&#9;&#9;--[[
&#9;&#9;Container.ScaleOption.YInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.scale_y_focused = true;
&#9;&#9;&#9;Container.ScaleOption.YInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.ScaleOption.YInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.ScaleOption.YInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeScale( &apos;y&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.scale_y_focused = false;
&#9;&#9;end );

&#9;&#9;--[[
&#9;&#9;Container.ScaleOption.ZInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.scale_z_focused = true;
&#9;&#9;&#9;Container.ScaleOption.ZInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.ScaleOption.ZInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.ScaleOption.ZInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeScale( &apos;z&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.scale_z_focused = false;
&#9;&#9;end );

&#9;&#9;-- Add functionality to the mesh/texture ID inputs
&#9;&#9;--[[
&#9;&#9;Container.MeshIDOption.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.mesh_id_focused = true;
&#9;&#9;&#9;Container.MeshIDOption.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.MeshIDOption.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local input = Container.MeshIDOption.TextBox.Text;
&#9;&#9;&#9;local potential_new = tonumber( input ) or input:lower():match( &quot;%?id=([0-9]+)&quot; );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeMesh( potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.mesh_id_focused = false;
&#9;&#9;end );

&#9;&#9;--[[
&#9;&#9;Container.TextureIDOption.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.texture_id_focused = true;
&#9;&#9;&#9;Container.TextureIDOption.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.TextureIDOption.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local input = Container.TextureIDOption.TextBox.Text;
&#9;&#9;&#9;local potential_new = tonumber( input ) or input:lower():match( &quot;%?id=([0-9]+)&quot; );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeTexture( potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.texture_id_focused = false;
&#9;&#9;end );

&#9;&#9;-- Add functionality to the tint inputs
&#9;&#9;--[[
&#9;&#9;Container.TintOption.RInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.tint_r_focused = true;
&#9;&#9;&#9;Container.TintOption.RInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;Container.TintOption.RInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.TintOption.RInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeTint( &apos;r&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.tint_r_focused = false;
&#9;&#9;end );

&#9;&#9;--[[
&#9;&#9;Container.TintOption.GInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.tint_g_focused = true;
&#9;&#9;&#9;Container.TintOption.GInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]

&#9;&#9;Container.TintOption.GInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.TintOption.GInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeTint( &apos;g&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.tint_g_focused = false;
&#9;&#9;end );

&#9;&#9;--[[
&#9;&#9;Container.TintOption.BInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.tint_b_focused = true;
&#9;&#9;&#9;Container.TintOption.BInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]

&#9;&#9;Container.TintOption.BInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.TintOption.BInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeTint( &apos;b&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.tint_b_focused = false;
&#9;&#9;end );

&#9;&#9;Container.TintOption.HSVPicker.MouseButton1Up:connect( function ()
&#9;&#9;&#9;ColorPicker:start( function ( ... )
&#9;&#9;&#9;&#9;local args = { ... };
&#9;&#9;&#9;&#9;-- If a color was picked, change the spotlights&apos; color
&#9;&#9;&#9;&#9;-- to the selected color
&#9;&#9;&#9;&#9;if #args == 3 then
&#9;&#9;&#9;&#9;&#9;local meshes = {};
&#9;&#9;&#9;&#9;&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;&#9;&#9;&#9;&#9;local Mesh = _getChildOfClass( Item, &quot;SpecialMesh&quot; );
&#9;&#9;&#9;&#9;&#9;&#9;if Mesh then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;table.insert( meshes, Mesh );
&#9;&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;self:startHistoryRecord( meshes );
&#9;&#9;&#9;&#9;&#9;for _, Mesh in pairs( meshes ) do
&#9;&#9;&#9;&#9;&#9;&#9;Mesh.VertexColor = Vector3.new( _HSVToRGB( ... ) );
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;self:finishHistoryRecord();
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end, self.State.mesh_tint );
&#9;&#9;end );

&#9;&#9;self.GUI = Container;
&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Mesh.addMesh = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Mesh in pairs( self.meshes ) do
&#9;&#9;&#9;&#9;Mesh.Parent = self.mesh_parents[Mesh];
&#9;&#9;&#9;&#9;Selection:add( Mesh.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Mesh in pairs( self.meshes ) do
&#9;&#9;&#9;&#9;Selection:add( Mesh.Parent );
&#9;&#9;&#9;&#9;Mesh.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;-- Add meshes to all the items from the selection that
&#9;-- don&apos;t already have one
&#9;local meshes = {};
&#9;local mesh_parents = {};
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Mesh = _getChildOfClass( Item, &quot;SpecialMesh&quot; );
&#9;&#9;if not Mesh then
&#9;&#9;&#9;local Mesh = RbxUtility.Create &quot;SpecialMesh&quot; {
&#9;&#9;&#9;&#9;Parent = Item;
&#9;&#9;&#9;&#9;MeshType = Enum.MeshType.Brick;
&#9;&#9;&#9;};
&#9;&#9;&#9;table.insert( meshes, Mesh );
&#9;&#9;&#9;mesh_parents[Mesh] = Item;
&#9;&#9;end;
&#9;end;

&#9;HistoryRecord.meshes = meshes;
&#9;HistoryRecord.mesh_parents = mesh_parents;
&#9;History:add( HistoryRecord );

end;

Tools.Mesh.removeMesh = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Mesh in pairs( self.meshes ) do
&#9;&#9;&#9;&#9;Selection:add( Mesh.Parent );
&#9;&#9;&#9;&#9;Mesh.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Mesh in pairs( self.meshes ) do
&#9;&#9;&#9;&#9;Mesh.Parent = self.mesh_parents[Mesh];
&#9;&#9;&#9;&#9;Selection:add( Mesh.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;local meshes = {};
&#9;local mesh_parents = {};
&#9;-- Remove meshes from all the selected items
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local meshes_found = _getChildrenOfClass( Item, &quot;SpecialMesh&quot; );
&#9;&#9;for _, Mesh in pairs( meshes_found ) do
&#9;&#9;&#9;table.insert( meshes, Mesh );
&#9;&#9;&#9;mesh_parents[Mesh] = Mesh.Parent;
&#9;&#9;&#9;Mesh.Parent = nil;
&#9;&#9;end;
&#9;end;

&#9;HistoryRecord.meshes = meshes;
&#9;HistoryRecord.mesh_parents = mesh_parents;
&#9;History:add( HistoryRecord );

end;

Tools.Mesh.startHistoryRecord = function ( self, meshes )

&#9;if self.State.HistoryRecord then
&#9;&#9;self.State.HistoryRecord = nil;
&#9;end;

&#9;-- Create a history record
&#9;self.State.HistoryRecord = {
&#9;&#9;targets = _cloneTable( meshes );
&#9;&#9;initial_type = {};
&#9;&#9;terminal_type = {};
&#9;&#9;initial_mesh = {};
&#9;&#9;terminal_mesh = {};
&#9;&#9;initial_texture = {};
&#9;&#9;terminal_texture = {};
&#9;&#9;initial_scale = {};
&#9;&#9;terminal_scale = {};
&#9;&#9;initial_tint = {};
&#9;&#9;terminal_tint = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Selection:add( Target.Parent );
&#9;&#9;&#9;&#9;&#9;Target.MeshType = self.initial_type[Target];
&#9;&#9;&#9;&#9;&#9;Target.MeshId = self.initial_mesh[Target];
&#9;&#9;&#9;&#9;&#9;Target.TextureId = self.initial_texture[Target];
&#9;&#9;&#9;&#9;&#9;Target.Scale = self.initial_scale[Target];
&#9;&#9;&#9;&#9;&#9;Target.VertexColor = self.initial_tint[Target];
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Selection:add( Target.Parent );
&#9;&#9;&#9;&#9;&#9;Target.MeshType = self.terminal_type[Target];
&#9;&#9;&#9;&#9;&#9;Target.MeshId = self.terminal_mesh[Target];
&#9;&#9;&#9;&#9;&#9;Target.TextureId = self.terminal_texture[Target];
&#9;&#9;&#9;&#9;&#9;Target.Scale = self.terminal_scale[Target];
&#9;&#9;&#9;&#9;&#9;Target.VertexColor = self.terminal_tint[Target];
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.initial_type[Item] = Item.MeshType;
&#9;&#9;&#9;self.State.HistoryRecord.initial_mesh[Item] = Item.MeshId;
&#9;&#9;&#9;self.State.HistoryRecord.initial_texture[Item] = Item.TextureId;
&#9;&#9;&#9;self.State.HistoryRecord.initial_scale[Item] = Item.Scale;
&#9;&#9;&#9;self.State.HistoryRecord.initial_tint[Item] = Item.VertexColor;
&#9;&#9;end;
&#9;end;

end;

Tools.Mesh.finishHistoryRecord = function ( self )

&#9;if not self.State.HistoryRecord then
&#9;&#9;return;
&#9;end;

&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.terminal_type[Item] = Item.MeshType;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_mesh[Item] = Item.MeshId;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_texture[Item] = Item.TextureId;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_scale[Item] = Item.Scale;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_tint[Item] = Item.VertexColor;
&#9;&#9;end;
&#9;end;
&#9;History:add( self.State.HistoryRecord );
&#9;self.State.HistoryRecord = nil;

end;

Tools.Mesh.changeMesh = function ( self, mesh_id )

&#9;local meshes = {};

&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Mesh = _getChildOfClass( Item, &quot;SpecialMesh&quot; );
&#9;&#9;if Mesh then
&#9;&#9;&#9;table.insert( meshes, Mesh );
&#9;&#9;end;
&#9;end;
&#9;self:startHistoryRecord( meshes );
&#9;for _, Mesh in pairs( meshes ) do
&#9;&#9;Mesh.MeshId = &quot;http://www.roblox.com/asset/?id=&quot; .. mesh_id;
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Mesh.changeTexture = function ( self, texture_id )

&#9;local meshes = {};

&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Mesh = _getChildOfClass( Item, &quot;SpecialMesh&quot; );
&#9;&#9;if Mesh then
&#9;&#9;&#9;table.insert( meshes, Mesh );
&#9;&#9;end;
&#9;end;
&#9;self:startHistoryRecord( meshes );
&#9;for _, Mesh in pairs( meshes ) do
&#9;&#9;Mesh.TextureId = &quot;http://www.roblox.com/asset/?id=&quot; .. texture_id;
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Mesh.changeScale = function ( self, component, new_value )

&#9;local meshes = {};

&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Mesh = _getChildOfClass( Item, &quot;SpecialMesh&quot; );
&#9;&#9;if Mesh then
&#9;&#9;&#9;table.insert( meshes, Mesh );
&#9;&#9;end;
&#9;end;

&#9;self:startHistoryRecord( meshes );
&#9;for _, Mesh in pairs( meshes ) do
&#9;&#9;Mesh.Scale = Vector3.new(
&#9;&#9;&#9;component == &apos;x&apos; and new_value or Mesh.Scale.x,
&#9;&#9;&#9;component == &apos;y&apos; and new_value or Mesh.Scale.y,
&#9;&#9;&#9;component == &apos;z&apos; and new_value or Mesh.Scale.z
&#9;&#9;);
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Mesh.changeTint = function ( self, component, new_value )

&#9;local meshes = {};

&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Mesh = _getChildOfClass( Item, &quot;SpecialMesh&quot; );
&#9;&#9;if Mesh then
&#9;&#9;&#9;table.insert( meshes, Mesh );
&#9;&#9;end;
&#9;end;

&#9;self:startHistoryRecord( meshes );
&#9;for _, Mesh in pairs( meshes ) do
&#9;&#9;Mesh.VertexColor = Vector3.new(
&#9;&#9;&#9;component == &apos;r&apos; and new_value or Mesh.VertexColor.x,
&#9;&#9;&#9;component == &apos;g&apos; and new_value or Mesh.VertexColor.y,
&#9;&#9;&#9;component == &apos;b&apos; and new_value or Mesh.VertexColor.z
&#9;&#9;);
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Mesh.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists already
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Mesh.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1049">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTTextureTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- Texture tool
------------------------------------------

-- Create the tool
Tools.Texture = {};

-- Define the tool&apos;s color
Tools.Texture.Color = BrickColor.new( &quot;Bright violet&quot; );

-- Keep a container for state data
Tools.Texture.Options = {
&#9;side = Enum.NormalId.Front;
&#9;mode = &quot;decal&quot;;
};
Tools.Texture.State = {};

-- Keep a container for temporary connections
Tools.Texture.Connections = {};

-- Keep a container for platform event connections
Tools.Texture.Listeners = {};

-- Start adding functionality to the tool
Tools.Texture.Listeners.Equipped = function ()

&#9;local self = Tools.Texture;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Prepare the GUI
&#9;self:changeSide( self.Options.side );
&#9;self:changeMode( self.Options.mode );

&#9;-- Update the GUI regularly
&#9;coroutine.wrap( function ()
&#9;&#9;local updater_on = true;

&#9;&#9;-- Provide a function to stop the loop
&#9;&#9;self.stopGUIUpdater = function ( self )
&#9;&#9;&#9;updater_on = false;
&#9;&#9;end;

&#9;&#9;while wait( 0.1 ) and updater_on do

&#9;&#9;&#9;-- Make sure the tool&apos;s equipped
&#9;&#9;&#9;if CurrentTool == self then

&#9;&#9;&#9;&#9;-- Update the GUI if it&apos;s visible
&#9;&#9;&#9;&#9;if self.GUI and self.GUI.Visible then
&#9;&#9;&#9;&#9;&#9;self:updateGUI();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end )();

end;

Tools.Texture.Listeners.Unequipped = function ()

&#9;local self = Tools.Texture;

&#9;-- Stop the GUI updater
&#9;self:stopGUIUpdater();

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Disconnect temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Texture.Listeners.Button2Down = function ()

&#9;local self = Tools.Texture;

&#9;-- Capture the camera rotation (for later use
&#9;-- in determining whether a surface was being
&#9;-- selected or the camera was being rotated
&#9;-- with the right mouse button)
&#9;local cr_x, cr_y, cr_z = Camera.CoordinateFrame:toEulerAnglesXYZ();
&#9;self.State.PreB2DownCameraRotation = Vector3.new( cr_x, cr_y, cr_z );

end;

Tools.Texture.Listeners.Button2Up = function ()

&#9;local self = Tools.Texture;

&#9;local cr_x, cr_y, cr_z = Camera.CoordinateFrame:toEulerAnglesXYZ();
&#9;local CameraRotation = Vector3.new( cr_x, cr_y, cr_z );

&#9;-- If a surface is selected, change the side option
&#9;if Selection:find( Mouse.Target ) and self.State.PreB2DownCameraRotation == CameraRotation then
&#9;&#9;self:changeSide( Mouse.TargetSurface );
&#9;end;

end;

Tools.Texture.startHistoryRecord = function ( self, textures )

&#9;if self.State.HistoryRecord then
&#9;&#9;self.State.HistoryRecord = nil;
&#9;end;

&#9;-- Create a history record
&#9;self.State.HistoryRecord = {
&#9;&#9;targets = _cloneTable( textures );
&#9;&#9;initial_texture = {};
&#9;&#9;terminal_texture = {};
&#9;&#9;initial_transparency = {};
&#9;&#9;terminal_transparency = {};
&#9;&#9;initial_repeat = {};
&#9;&#9;terminal_repeat = {};
&#9;&#9;initial_side = {};
&#9;&#9;terminal_side = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Selection:add( Target.Parent );
&#9;&#9;&#9;&#9;&#9;Target.Texture = self.initial_texture[Target];
&#9;&#9;&#9;&#9;&#9;Target.Transparency = self.initial_transparency[Target];
&#9;&#9;&#9;&#9;&#9;Target.Face = self.initial_side[Target];
&#9;&#9;&#9;&#9;&#9;if Target:IsA( &quot;Texture&quot; ) then
&#9;&#9;&#9;&#9;&#9;&#9;Target.StudsPerTileU = self.initial_repeat[Target].x;
&#9;&#9;&#9;&#9;&#9;&#9;Target.StudsPerTileV = self.initial_repeat[Target].y;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Selection:add( Target.Parent );
&#9;&#9;&#9;&#9;&#9;Target.Texture = self.terminal_texture[Target];
&#9;&#9;&#9;&#9;&#9;Target.Transparency = self.terminal_transparency[Target];
&#9;&#9;&#9;&#9;&#9;Target.Face = self.terminal_side[Target];
&#9;&#9;&#9;&#9;&#9;if Target:IsA( &quot;Texture&quot; ) then
&#9;&#9;&#9;&#9;&#9;&#9;Target.StudsPerTileU = self.terminal_repeat[Target].x;
&#9;&#9;&#9;&#9;&#9;&#9;Target.StudsPerTileV = self.terminal_repeat[Target].y;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.initial_texture[Item] = Item.Texture;
&#9;&#9;&#9;self.State.HistoryRecord.initial_transparency[Item] = Item.Transparency;
&#9;&#9;&#9;self.State.HistoryRecord.initial_side[Item] = Item.Face;
&#9;&#9;&#9;if Item:IsA( &quot;Texture&quot; ) then
&#9;&#9;&#9;&#9;self.State.HistoryRecord.initial_repeat[Item] = Vector2.new( Item.StudsPerTileU, Item.StudsPerTileV );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;

end;

Tools.Texture.finishHistoryRecord = function ( self )

&#9;if not self.State.HistoryRecord then
&#9;&#9;return;
&#9;end;

&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.terminal_texture[Item] = Item.Texture;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_transparency[Item] = Item.Transparency;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_side[Item] = Item.Face;
&#9;&#9;&#9;if Item:IsA( &quot;Texture&quot; ) then
&#9;&#9;&#9;&#9;self.State.HistoryRecord.terminal_repeat[Item] = Vector2.new( Item.StudsPerTileU, Item.StudsPerTileV );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;
&#9;History:add( self.State.HistoryRecord );
&#9;self.State.HistoryRecord = nil;

end;

Tools.Texture.changeMode = function ( self, new_mode )

&#9;-- Set the option
&#9;self.Options.mode = new_mode;

&#9;-- Make sure the GUI exists
&#9;if not self.GUI then
&#9;&#9;return;
&#9;end;

&#9;-- Update the GUI
&#9;if new_mode == &quot;decal&quot; then
&#9;&#9;self.GUI.ModeOption.Decal.SelectedIndicator.Transparency = 0;
&#9;&#9;self.GUI.ModeOption.Texture.SelectedIndicator.Transparency = 1;
&#9;&#9;self.GUI.ModeOption.Decal.Background.Image = dark_slanted_rectangle;
&#9;&#9;self.GUI.ModeOption.Texture.Background.Image = light_slanted_rectangle;
&#9;&#9;self.GUI.AddButton.Button.Text = &quot;ADD DECAL&quot;;
&#9;&#9;self.GUI.RemoveButton.Button.Text = &quot;REMOVE DECAL&quot;;
&#9;elseif new_mode == &quot;texture&quot; then
&#9;&#9;self.GUI.ModeOption.Decal.SelectedIndicator.Transparency = 1;
&#9;&#9;self.GUI.ModeOption.Texture.SelectedIndicator.Transparency = 0;
&#9;&#9;self.GUI.ModeOption.Decal.Background.Image = light_slanted_rectangle;
&#9;&#9;self.GUI.ModeOption.Texture.Background.Image = dark_slanted_rectangle;
&#9;&#9;self.GUI.AddButton.Button.Text = &quot;ADD TEXTURE&quot;;
&#9;&#9;self.GUI.RemoveButton.Button.Text = &quot;REMOVE TEXTURE&quot;;
&#9;end;

end;

Tools.Texture.changeSide = function ( self, new_side )

&#9;-- Set the option
&#9;self.Options.side = new_side;

&#9;-- Update the GUI
&#9;if self.SideDropdown then
&#9;&#9;self.SideDropdown:selectOption( new_side.Name:upper() );
&#9;&#9;if self.SideDropdown.open then
&#9;&#9;&#9;self.SideDropdown:toggle();
&#9;&#9;end;
&#9;end;

end;

Tools.Texture.changeTexture = function ( self, new_texture )

&#9;local textures = {};

&#9;-- Apply the new texture to any items w/ textures in the selection
&#9;-- that are on the side in the options
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local textures_found = _getChildrenOfClass( Item, &quot;Texture&quot; );
&#9;&#9;for _, Texture in pairs( textures_found ) do
&#9;&#9;&#9;if Texture.Face == self.Options.side then
&#9;&#9;&#9;&#9;table.insert( textures, Texture );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;

&#9;self:startHistoryRecord( textures );
&#9;for _, Texture in pairs( textures ) do
&#9;&#9;Texture.Texture = &quot;http://www.roblox.com/asset/?id=&quot; .. new_texture;
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Texture.changeDecal = function ( self, new_decal )

&#9;local decals = {};

&#9;-- Apply the new decal to any items w/ decals in the selection
&#9;-- that are on the side in the options
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local decals_found = _getChildrenOfClass( Item, &quot;Decal&quot; );
&#9;&#9;for _, Decal in pairs( decals_found ) do
&#9;&#9;&#9;if Decal.Face == self.Options.side then
&#9;&#9;&#9;&#9;table.insert( decals, Decal );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;

&#9;self:startHistoryRecord( decals );
&#9;for _, Decal in pairs( decals ) do
&#9;&#9;Decal.Texture = &quot;http://www.roblox.com/asset/?id=&quot; .. new_decal;
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Texture.changeTransparency = function ( self, new_transparency )

&#9;local textures = {};

&#9;-- Apply the new transparency to any items w/
&#9;-- decals/textures in the selectionthat are on
&#9;-- the side in the options
&#9;for _, Item in pairs( Selection.Items ) do

&#9;&#9;if self.Options.mode == &quot;texture&quot; then
&#9;&#9;&#9;local textures_found = _getChildrenOfClass( Item, &quot;Texture&quot; );
&#9;&#9;&#9;for _, Texture in pairs( textures_found ) do
&#9;&#9;&#9;&#9;if Texture.Face == self.Options.side then
&#9;&#9;&#9;&#9;&#9;table.insert( textures, Texture );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;

&#9;&#9;elseif self.Options.mode == &quot;decal&quot; then
&#9;&#9;&#9;local decals_found = _getChildrenOfClass( Item, &quot;Decal&quot; );
&#9;&#9;&#9;for _, Decal in pairs( decals_found ) do
&#9;&#9;&#9;&#9;if Decal.Face == self.Options.side then
&#9;&#9;&#9;&#9;&#9;table.insert( textures, Decal );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;end;

&#9;self:startHistoryRecord( textures );
&#9;for _, Texture in pairs( textures ) do
&#9;&#9;Texture.Transparency = new_transparency;
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Texture.changeFrequency = function ( self, direction, new_frequency )

&#9;local textures = {};

&#9;-- Apply the new frequency to any items w/ textures
&#9;-- in the selection that are on the side in the options
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local textures_found = _getChildrenOfClass( Item, &quot;Texture&quot; );
&#9;&#9;for _, Texture in pairs( textures_found ) do
&#9;&#9;&#9;if Texture.Face == self.Options.side then
&#9;&#9;&#9;&#9;table.insert( textures, Texture );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;

&#9;self:startHistoryRecord( textures );
&#9;for _, Texture in pairs( textures ) do
&#9;&#9;-- Apply the new frequency to the right direction
&#9;&#9;if direction == &quot;x&quot; then
&#9;&#9;&#9;Texture.StudsPerTileU = new_frequency;
&#9;&#9;elseif direction == &quot;y&quot; then
&#9;&#9;&#9;Texture.StudsPerTileV = new_frequency;
&#9;&#9;end;
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Texture.addTexture = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Texture in pairs( self.textures ) do
&#9;&#9;&#9;&#9;Texture.Parent = self.texture_parents[Texture];
&#9;&#9;&#9;&#9;Selection:add( Texture.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Texture in pairs( self.textures ) do
&#9;&#9;&#9;&#9;Selection:add( Texture.Parent );
&#9;&#9;&#9;&#9;Texture.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;local textures = {};
&#9;local texture_parents = {};

&#9;for _, Item in pairs( Selection.Items ) do

&#9;&#9;-- Check if the item has a texture already
&#9;&#9;local textures_found = _getChildrenOfClass( Item, &quot;Texture&quot; );
&#9;&#9;local has_texture = false;
&#9;&#9;for _, Texture in pairs( textures_found ) do
&#9;&#9;&#9;if Texture.Face == self.Options.side then
&#9;&#9;&#9;&#9;has_texture = true;
&#9;&#9;&#9;&#9;break;
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;-- Only add a texture if it doesn&apos;t already exist
&#9;&#9;if not has_texture then
&#9;&#9;&#9;local Texture = RbxUtility.Create &quot;Texture&quot; {
&#9;&#9;&#9;&#9;Parent = Item;
&#9;&#9;&#9;&#9;Face = self.Options.side;
&#9;&#9;&#9;};
&#9;&#9;&#9;table.insert( textures, Texture );
&#9;&#9;&#9;texture_parents[Texture] = Item;
&#9;&#9;end;

&#9;end;

&#9;HistoryRecord.textures = textures;
&#9;HistoryRecord.texture_parents = texture_parents;
&#9;History:add( HistoryRecord );

end;

Tools.Texture.addDecal = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Decal in pairs( self.decals ) do
&#9;&#9;&#9;&#9;Decal.Parent = self.decal_parents[Decal];
&#9;&#9;&#9;&#9;Selection:add( Decal.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Decal in pairs( self.decals ) do
&#9;&#9;&#9;&#9;Selection:add( Decal.Parent );
&#9;&#9;&#9;&#9;Decal.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;local decals = {};
&#9;local decal_parents = {};

&#9;for _, Item in pairs( Selection.Items ) do

&#9;&#9;-- Check if the item has a decal already
&#9;&#9;local decals_found = _getChildrenOfClass( Item, &quot;Decal&quot; );
&#9;&#9;local has_decal = false;
&#9;&#9;for _, Decal in pairs( decals_found ) do
&#9;&#9;&#9;if Decal.Face == self.Options.side then
&#9;&#9;&#9;&#9;has_decal = true;
&#9;&#9;&#9;&#9;break;
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;-- Only add a texture if it doesn&apos;t already exist
&#9;&#9;if not has_decal then
&#9;&#9;&#9;local Decal = RbxUtility.Create &quot;Decal&quot; {
&#9;&#9;&#9;&#9;Parent = Item;
&#9;&#9;&#9;&#9;Face = self.Options.side;
&#9;&#9;&#9;};
&#9;&#9;&#9;table.insert( decals, Decal );
&#9;&#9;&#9;decal_parents[Decal] = Item;
&#9;&#9;end;

&#9;end;

&#9;HistoryRecord.decals = decals;
&#9;HistoryRecord.decal_parents = decal_parents;
&#9;History:add( HistoryRecord );

end;

Tools.Texture.removeTexture = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;textures = {};
&#9;&#9;texture_parents = {};
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Texture in pairs( self.textures ) do
&#9;&#9;&#9;&#9;Selection:add( Texture.Parent );
&#9;&#9;&#9;&#9;Texture.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Texture in pairs( self.textures ) do
&#9;&#9;&#9;&#9;Texture.Parent = self.texture_parents[Texture];
&#9;&#9;&#9;&#9;Selection:add( Texture.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;-- Remove any textures on the selected side
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local textures = _getChildrenOfClass( Item, &quot;Texture&quot; );
&#9;&#9;for _, Texture in pairs( textures ) do
&#9;&#9;&#9;if Texture.Face == self.Options.side then
&#9;&#9;&#9;&#9;table.insert( HistoryRecord.textures, Texture );
&#9;&#9;&#9;&#9;HistoryRecord.texture_parents[Texture] = Texture.Parent;
&#9;&#9;&#9;&#9;Texture.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;

&#9;History:add( HistoryRecord );

end;

Tools.Texture.removeDecal = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;decals = {};
&#9;&#9;decal_parents = {};
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Decal in pairs( self.decals ) do
&#9;&#9;&#9;&#9;Selection:add( Decal.Parent );
&#9;&#9;&#9;&#9;Decal.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Decal in pairs( self.decals ) do
&#9;&#9;&#9;&#9;Decal.Parent = self.decal_parents[Decal];
&#9;&#9;&#9;&#9;Selection:add( Decal.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;-- Remove any decals on the selected side
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local decals = _getChildrenOfClass( Item, &quot;Decal&quot; );
&#9;&#9;for _, Decal in pairs( decals ) do
&#9;&#9;&#9;if Decal.Face == self.Options.side then
&#9;&#9;&#9;&#9;table.insert( HistoryRecord.decals, Decal );
&#9;&#9;&#9;&#9;HistoryRecord.decal_parents[Decal] = Decal.Parent;
&#9;&#9;&#9;&#9;Decal.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;

&#9;History:add( HistoryRecord );

end;

Tools.Texture.updateGUI = function ( self )

&#9;-- Make sure the GUI exists
&#9;if not self.GUI then
&#9;&#9;return;
&#9;end;

&#9;local GUI = self.GUI;

&#9;-- If there are no items selected, just minimize
&#9;-- non-tool-option controls
&#9;if #Selection.Items == 0 then
&#9;&#9;self.GUI.AddButton.Visible = false;
&#9;&#9;self.GUI.RemoveButton.Visible = false;
&#9;&#9;self.GUI.ImageIDOption.Visible = false;
&#9;&#9;self.GUI.TransparencyOption.Visible = false;
&#9;&#9;self.GUI.RepeatOption.Visible = false;
&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 100 );

&#9;else
&#9;&#9;if self.Options.mode == &quot;texture&quot; then

&#9;&#9;&#9;-- Get the applicable textures
&#9;&#9;&#9;local textures = {};
&#9;&#9;&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;&#9;&#9;local textures_found = _getChildrenOfClass( Item, &quot;Texture&quot; );
&#9;&#9;&#9;&#9;for _, Texture in pairs( textures_found ) do
&#9;&#9;&#9;&#9;&#9;if Texture.Face == self.Options.side then
&#9;&#9;&#9;&#9;&#9;&#9;table.insert( textures, Texture );
&#9;&#9;&#9;&#9;&#9;&#9;break;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;

&#9;&#9;&#9;-- If there are no textures
&#9;&#9;&#9;if #textures == 0 then
&#9;&#9;&#9;&#9;self.GUI.AddButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.RemoveButton.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.ImageIDOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.TransparencyOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.RepeatOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 130 );

&#9;&#9;&#9;-- If only some parts have textures
&#9;&#9;&#9;elseif #textures ~= #Selection.Items then
&#9;&#9;&#9;&#9;self.GUI.AddButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.RemoveButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.ImageIDOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TransparencyOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.RepeatOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.ImageIDOption.Position = UDim2.new( 0, 14, 0, 135 );
&#9;&#9;&#9;&#9;self.GUI.TransparencyOption.Position = UDim2.new( 0, 14, 0, 170 );
&#9;&#9;&#9;&#9;self.GUI.RepeatOption.Position = UDim2.new( 0, 0, 0, 205 );
&#9;&#9;&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 280 );

&#9;&#9;&#9;-- If every item has a texture
&#9;&#9;&#9;elseif #textures == #Selection.Items then
&#9;&#9;&#9;&#9;self.GUI.AddButton.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.RemoveButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.ImageIDOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TransparencyOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.RepeatOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.ImageIDOption.Position = UDim2.new( 0, 14, 0, 100 );
&#9;&#9;&#9;&#9;self.GUI.TransparencyOption.Position = UDim2.new( 0, 14, 0, 135 );
&#9;&#9;&#9;&#9;self.GUI.RepeatOption.Position = UDim2.new( 0, 0, 0, 170 );
&#9;&#9;&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 245 );
&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Get the values to display on the GUI
&#9;&#9;&#9;local texture_id, texture_transparency, texture_repeat_x, texture_repeat_y;
&#9;&#9;&#9;for texture_index, Texture in pairs( textures ) do

&#9;&#9;&#9;&#9;-- Set the start values for later comparison
&#9;&#9;&#9;&#9;if texture_index == 1 then
&#9;&#9;&#9;&#9;&#9;texture_id = Texture.Texture:lower();
&#9;&#9;&#9;&#9;&#9;texture_transparency = Texture.Transparency;
&#9;&#9;&#9;&#9;&#9;texture_repeat_x = Texture.StudsPerTileU;
&#9;&#9;&#9;&#9;&#9;texture_repeat_y = Texture.StudsPerTileV;

&#9;&#9;&#9;&#9;-- Set the values to `nil` if they vary across the selection
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;if texture_id ~= Texture.Texture:lower() then
&#9;&#9;&#9;&#9;&#9;&#9;texture_id = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if texture_transparency ~= Texture.Transparency then
&#9;&#9;&#9;&#9;&#9;&#9;texture_transparency = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if texture_repeat_x ~= Texture.StudsPerTileU then
&#9;&#9;&#9;&#9;&#9;&#9;texture_repeat_x = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if texture_repeat_y ~= Texture.StudsPerTileV then
&#9;&#9;&#9;&#9;&#9;&#9;texture_repeat_y = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Update the GUI&apos;s values
&#9;&#9;&#9;if not self.State.image_id_focused then
&#9;&#9;&#9;&#9;self.GUI.ImageIDOption.TextBox.Text = texture_id and ( texture_id:match( &quot;%?id=([0-9]+)&quot; ) or &quot;&quot; ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.State.transparency_focused then
&#9;&#9;&#9;&#9;self.GUI.TransparencyOption.TransparencyInput.TextBox.Text = texture_transparency and _round( texture_transparency, 2 ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.State.rep_x_focused then
&#9;&#9;&#9;&#9;self.GUI.RepeatOption.XInput.TextBox.Text = texture_repeat_x and _round( texture_repeat_x, 2 ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.State.rep_y_focused then
&#9;&#9;&#9;&#9;self.GUI.RepeatOption.YInput.TextBox.Text = texture_repeat_y and _round( texture_repeat_y, 2 ) or &quot;*&quot;;
&#9;&#9;&#9;end;

&#9;&#9;elseif self.Options.mode == &quot;decal&quot; then

&#9;&#9;&#9;-- Get the applicable decals
&#9;&#9;&#9;local decals = {};
&#9;&#9;&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;&#9;&#9;local decals_found = _getChildrenOfClass( Item, &quot;Decal&quot; );
&#9;&#9;&#9;&#9;for _, Decal in pairs( decals_found ) do
&#9;&#9;&#9;&#9;&#9;if Decal.Face == self.Options.side then
&#9;&#9;&#9;&#9;&#9;&#9;table.insert( decals, Decal );
&#9;&#9;&#9;&#9;&#9;&#9;break;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;

&#9;&#9;&#9;-- If there are no decals
&#9;&#9;&#9;if #decals == 0 then
&#9;&#9;&#9;&#9;self.GUI.AddButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.RemoveButton.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.ImageIDOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.TransparencyOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.RepeatOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 130 );

&#9;&#9;&#9;-- If only some parts have decals
&#9;&#9;&#9;elseif #decals ~= #Selection.Items then
&#9;&#9;&#9;&#9;self.GUI.AddButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.RemoveButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.ImageIDOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TransparencyOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.RepeatOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.ImageIDOption.Position = UDim2.new( 0, 14, 0, 135 );
&#9;&#9;&#9;&#9;self.GUI.TransparencyOption.Position = UDim2.new( 0, 14, 0, 170 );
&#9;&#9;&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 245 );

&#9;&#9;&#9;-- If every item has a decal
&#9;&#9;&#9;elseif #decals == #Selection.Items then
&#9;&#9;&#9;&#9;self.GUI.AddButton.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.RemoveButton.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.ImageIDOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.TransparencyOption.Visible = true;
&#9;&#9;&#9;&#9;self.GUI.RepeatOption.Visible = false;
&#9;&#9;&#9;&#9;self.GUI.ImageIDOption.Position = UDim2.new( 0, 14, 0, 100 );
&#9;&#9;&#9;&#9;self.GUI.TransparencyOption.Position = UDim2.new( 0, 14, 0, 135 );
&#9;&#9;&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 205 );
&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Get the values to display on the GUI
&#9;&#9;&#9;local decal_id, decal_transparency;
&#9;&#9;&#9;for decal_index, Decal in pairs( decals ) do

&#9;&#9;&#9;&#9;-- Set the start values for later comparison
&#9;&#9;&#9;&#9;if decal_index == 1 then
&#9;&#9;&#9;&#9;&#9;decal_id = Decal.Texture:lower();
&#9;&#9;&#9;&#9;&#9;decal_transparency = Decal.Transparency;

&#9;&#9;&#9;&#9;-- Set the values to `nil` if they vary across the selection
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;if decal_id ~= Decal.Texture:lower() then
&#9;&#9;&#9;&#9;&#9;&#9;decal_id = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if decal_transparency ~= Decal.Transparency then
&#9;&#9;&#9;&#9;&#9;&#9;decal_transparency = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;&#9;-- Update the GUI&apos;s values
&#9;&#9;&#9;if not self.State.image_id_focused then
&#9;&#9;&#9;&#9;self.GUI.ImageIDOption.TextBox.Text = decal_id and ( decal_id:match( &quot;%?id=([0-9]+)&quot; ) or &quot;&quot; ) or &quot;*&quot;;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if not self.State.transparency_focused then
&#9;&#9;&#9;&#9;self.GUI.TransparencyOption.TransparencyInput.TextBox.Text = decal_transparency and _round( decal_transparency, 2 ) or &quot;*&quot;;
&#9;&#9;&#9;end;

&#9;&#9;end;
&#9;end;

end;

Tools.Texture.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then
&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTTextureToolGUI&quot;); --Tool.Interfaces:WaitForChild( &quot;BTTextureToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;-- Add functionality to the add/remove buttons
&#9;&#9;Container.AddButton.Button.MouseButton1Up:connect( function ()
&#9;&#9;&#9;if self.Options.mode == &quot;decal&quot; then
&#9;&#9;&#9;&#9;self:addDecal();
&#9;&#9;&#9;elseif self.Options.mode == &quot;texture&quot; then
&#9;&#9;&#9;&#9;self:addTexture();
&#9;&#9;&#9;end;
&#9;&#9;end );
&#9;&#9;Container.RemoveButton.Button.MouseButton1Up:connect( function ()
&#9;&#9;&#9;if self.Options.mode == &quot;decal&quot; then
&#9;&#9;&#9;&#9;self:removeDecal();
&#9;&#9;&#9;elseif self.Options.mode == &quot;texture&quot; then
&#9;&#9;&#9;&#9;self:removeTexture();
&#9;&#9;&#9;end;
&#9;&#9;end );

&#9;&#9;-- Add functionality to the mode selectors
&#9;&#9;Container.ModeOption.Decal.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:changeMode( &quot;decal&quot; );
&#9;&#9;end );
&#9;&#9;Container.ModeOption.Texture.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:changeMode( &quot;texture&quot; );
&#9;&#9;end );

&#9;&#9;-- Add the side dropdown
&#9;&#9;local SideDropdown = createDropdown();
&#9;&#9;self.SideDropdown = SideDropdown;
&#9;&#9;SideDropdown.Frame.Parent = Container.SideOption;
&#9;&#9;SideDropdown.Frame.Position = UDim2.new( 0, 35, 0, 0 );
&#9;&#9;SideDropdown.Frame.Size = UDim2.new( 1, -50, 0, 25 );
&#9;&#9;SideDropdown:addOption( &quot;TOP&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSide( Enum.NormalId.Top );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;BOTTOM&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSide( Enum.NormalId.Bottom );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;FRONT&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSide( Enum.NormalId.Front );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;BACK&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSide( Enum.NormalId.Back );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;LEFT&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSide( Enum.NormalId.Left );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;RIGHT&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSide( Enum.NormalId.Right );
&#9;&#9;end );

&#9;&#9;-- Add functionality to the repeat inputs
&#9;&#9;--[[
&#9;&#9;Container.RepeatOption.XInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.rep_x_focused = true;
&#9;&#9;&#9;Container.RepeatOption.XInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]

&#9;&#9;Container.RepeatOption.XInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.RepeatOption.XInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeFrequency( &apos;x&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.rep_x_focused = false;
&#9;&#9;end );
&#9;&#9;
&#9;&#9;--[[
&#9;&#9;Container.RepeatOption.YInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.rep_y_focused = true;
&#9;&#9;&#9;Container.RepeatOption.YInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]

&#9;&#9;Container.RepeatOption.YInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.RepeatOption.YInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeFrequency( &apos;y&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.rep_y_focused = false;
&#9;&#9;end );

&#9;&#9;-- Add functionality to the decal/texture ID inputs
&#9;&#9;--[[
&#9;&#9;Container.ImageIDOption.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.image_id_focused = true;
&#9;&#9;&#9;Container.ImageIDOption.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]

&#9;&#9;Container.ImageIDOption.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local input = Container.ImageIDOption.TextBox.Text;
&#9;&#9;&#9;local potential_new = tonumber( input ) or input:lower():match( &quot;%?id=([0-9]+)&quot; );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if self.Options.mode == &quot;decal&quot; then
&#9;&#9;&#9;&#9;&#9;self:changeDecal( potential_new );
&#9;&#9;&#9;&#9;elseif self.Options.mode == &quot;texture&quot; then
&#9;&#9;&#9;&#9;&#9;self:changeTexture( potential_new );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.image_id_focused = false;
&#9;&#9;end );
&#9;&#9;
&#9;&#9;--[[
&#9;&#9;Container.TransparencyOption.TransparencyInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.transparency_focused = true;
&#9;&#9;&#9;Container.TransparencyOption.TransparencyInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]

&#9;&#9;Container.TransparencyOption.TransparencyInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( Container.TransparencyOption.TransparencyInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 1 then
&#9;&#9;&#9;&#9;&#9;potential_new = 1;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeTransparency( potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.transparency_focused = false;
&#9;&#9;end );

&#9;&#9;self.GUI = Container;
&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Texture.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists already
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Texture.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1050">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTWeldTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- Weld tool
------------------------------------------

-- Create the tool
Tools.Weld = {};

-- Define the tool&apos;s color
Tools.Weld.Color = BrickColor.new( &quot;Really black&quot; );

-- Keep a container for state data
Tools.Weld.State = {};

-- Keep a container for temporary connections
Tools.Weld.Connections = {};

-- Keep a container for platform event connections
Tools.Weld.Listeners = {};

-- Start adding functionality to the tool
Tools.Weld.Listeners.Equipped = function ()

&#9;local self = Tools.Weld;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Highlight the last part in the selection
&#9;if Selection.Last then
&#9;&#9;SelectionBoxes[Selection.Last].Color = BrickColor.new( &quot;Dark stone grey&quot; );
&#9;end;
&#9;self.Connections.LastPartHighlighter = Selection.Changed:connect( function ()
&#9;&#9;updateSelectionBoxColor();
&#9;&#9;if Selection.Last then
&#9;&#9;&#9;SelectionBoxes[Selection.Last].Color = BrickColor.new( &quot;Dark stone grey&quot; );
&#9;&#9;end;
&#9;end );

end;

Tools.Weld.Listeners.Unequipped = function ()

&#9;local self = Tools.Weld;

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Disconnect temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Weld.Listeners.Button2Down = function ()

&#9;local self = Tools.Weld;

&#9;-- Capture the camera rotation (for later use
&#9;-- in determining whether a surface was being
&#9;-- selected or the camera was being rotated
&#9;-- with the right mouse button)
&#9;local cr_x, cr_y, cr_z = Camera.CoordinateFrame:toEulerAnglesXYZ();
&#9;self.State.PreB2DownCameraRotation = Vector3.new( cr_x, cr_y, cr_z );

end;

Tools.Weld.Listeners.Button2Up = function ()

&#9;local self = Tools.Weld;

&#9;local cr_x, cr_y, cr_z = Camera.CoordinateFrame:toEulerAnglesXYZ();
&#9;local CameraRotation = Vector3.new( cr_x, cr_y, cr_z );

&#9;-- If a part is selected
&#9;if Selection:find( Mouse.Target ) and self.State.PreB2DownCameraRotation == CameraRotation then
&#9;&#9;Selection:focus( Mouse.Target );
&#9;end;

end;

Tools.Weld.weld = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;weld_parents = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Weld in pairs( self.welds ) do
&#9;&#9;&#9;&#9;Selection:add( Weld.Part0 );
&#9;&#9;&#9;&#9;Selection:add( Weld.Part1 );
&#9;&#9;&#9;&#9;Weld.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Weld in pairs( self.welds ) do
&#9;&#9;&#9;&#9;Weld.Parent = self.weld_parents[Weld];
&#9;&#9;&#9;&#9;Selection:add( Weld.Part0 );
&#9;&#9;&#9;&#9;Selection:add( Weld.Part1 );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;-- Keep track of the welds we create
&#9;local welds = {};

&#9;-- Make sure there&apos;s more than one item
&#9;if #Selection.Items &gt; 1 and Selection.Last then

&#9;&#9;-- Weld all the parts to the last part
&#9;&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;&#9;if Item ~= Selection.Last then
&#9;&#9;&#9;&#9;local Weld = RbxUtility.Create &quot;Weld&quot; {
&#9;&#9;&#9;&#9;&#9;Name = &apos;BTWeld&apos;;
&#9;&#9;&#9;&#9;&#9;Parent = Selection.Last;
&#9;&#9;&#9;&#9;&#9;Part0 = Selection.Last;
&#9;&#9;&#9;&#9;&#9;Part1 = Item;
&#9;&#9;&#9;&#9;&#9;Archivable = false;

&#9;&#9;&#9;&#9;&#9;-- Calculate the offset of `Item` from `Selection.Last`
&#9;&#9;&#9;&#9;&#9;C1 = Item.CFrame:toObjectSpace( Selection.Last.CFrame );
&#9;&#9;&#9;&#9;};
&#9;&#9;&#9;&#9;table.insert( welds, Weld );
&#9;&#9;&#9;&#9;HistoryRecord.weld_parents[Weld] = Weld.Parent;
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;end;

&#9;HistoryRecord.welds = welds;
&#9;History:add( HistoryRecord );

&#9;-- Update the change bar
&#9;self.GUI.Changes.Text.Text = &quot;created &quot; .. #welds .. &quot; weld&quot; .. ( #welds ~= 1 and &quot;s&quot; or &quot;&quot; );

&#9;-- Play a confirmation sound
&#9;local Sound = RbxUtility.Create &quot;Sound&quot; {
&#9;&#9;Name = &quot;BTActionCompletionSound&quot;;
&#9;&#9;Pitch = 1.5;
&#9;&#9;SoundId = action_completion_sound;
&#9;&#9;Volume = 1;
&#9;&#9;Parent = Player;
&#9;};
&#9;Sound:Play();
&#9;Sound:Destroy();

end;

Tools.Weld.breakWelds = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;weld_parents = {};
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Weld in pairs( self.welds ) do
&#9;&#9;&#9;&#9;Selection:add( Weld.Part0 );
&#9;&#9;&#9;&#9;Selection:add( Weld.Part1 );
&#9;&#9;&#9;&#9;Weld.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Weld in pairs( self.welds ) do
&#9;&#9;&#9;&#9;Selection:add( Weld.Part1 );
&#9;&#9;&#9;&#9;Selection:add( Weld.Part0 );
&#9;&#9;&#9;&#9;Weld.Parent = self.weld_parents[Weld];
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;-- Break any welds we created for each item in the selection
&#9;local welds = {};
&#9;local all_objects = _getAllDescendants( Game.Workspace );
&#9;for _, Weld in pairs( all_objects ) do
&#9;&#9;if Weld:IsA( &quot;Weld&quot; ) and Weld.Name == &quot;BTWeld&quot; then
&#9;&#9;&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;&#9;&#9;if Weld.Part0 == Item or Weld.Part1 == Item then
&#9;&#9;&#9;&#9;&#9;if not HistoryRecord.weld_parents[Weld] then
&#9;&#9;&#9;&#9;&#9;&#9;table.insert( welds, Weld );
&#9;&#9;&#9;&#9;&#9;&#9;HistoryRecord.weld_parents[Weld] = Weld.Parent;
&#9;&#9;&#9;&#9;&#9;&#9;Weld.Parent = nil;
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;

&#9;HistoryRecord.welds = welds;
&#9;History:add( HistoryRecord );

&#9;-- Update the change bar
&#9;self.GUI.Changes.Text.Text = &quot;broke &quot; .. #welds .. &quot; weld&quot; .. ( #welds ~= 1 and &quot;s&quot; or &quot;&quot; );

&#9;-- Play a confirmation sound
&#9;local Sound = RbxUtility.Create &quot;Sound&quot; {
&#9;&#9;Name = &quot;BTActionCompletionSound&quot;;
&#9;&#9;Pitch = 1.5;
&#9;&#9;SoundId = action_completion_sound;
&#9;&#9;Volume = 1;
&#9;&#9;Parent = Player;
&#9;};
&#9;Sound:Play();
&#9;Sound:Destroy();

end;

Tools.Weld.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then

&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTWeldToolGUI&quot;); --Tool.Interfaces:WaitForChild( &quot;BTWeldToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;Container.Interface.WeldButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:weld();
&#9;&#9;end );

&#9;&#9;Container.Interface.BreakWeldsButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:breakWelds();
&#9;&#9;end );

&#9;&#9;self.GUI = Container;
&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Weld.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists already
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Weld.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1051">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTLightingTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

------------------------------------------
-- Lighting tool
------------------------------------------

-- Create the tool
Tools.Lighting = {};

-- Define the tool&apos;s color
Tools.Lighting.Color = BrickColor.new( &quot;Really black&quot; );

-- Keep a container for state data
Tools.Lighting.State = {};

-- Keep a container for temporary connections
Tools.Lighting.Connections = {};

-- Keep a container for platform event connections
Tools.Lighting.Listeners = {};

-- Start adding functionality to the tool
Tools.Lighting.Listeners.Equipped = function ()

&#9;local self = Tools.Lighting;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Update the GUI regularly
&#9;coroutine.wrap( function ()
&#9;&#9;local updater_on = true;

&#9;&#9;-- Provide a function to stop the loop
&#9;&#9;self.stopGUIUpdater = function ( self )
&#9;&#9;&#9;updater_on = false;
&#9;&#9;end;

&#9;&#9;while wait( 0.1 ) and updater_on do

&#9;&#9;&#9;-- Make sure the tool&apos;s equipped
&#9;&#9;&#9;if CurrentTool == self then

&#9;&#9;&#9;&#9;-- Update the GUI if it&apos;s visible
&#9;&#9;&#9;&#9;if self.GUI and self.GUI.Visible then
&#9;&#9;&#9;&#9;&#9;self:updateGUI();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end )();

end;

Tools.Lighting.Listeners.Unequipped = function ()

&#9;local self = Tools.Lighting;

&#9;-- Stop the GUI updater
&#9;self:stopGUIUpdater();

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Disconnect temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Lighting.Listeners.Button2Down = function ()

&#9;local self = Tools.Lighting;

&#9;-- Capture the camera rotation (for later use
&#9;-- in determining whether a surface was being
&#9;-- selected or the camera was being rotated
&#9;-- with the right mouse button)
&#9;local cr_x, cr_y, cr_z = Camera.CoordinateFrame:toEulerAnglesXYZ();
&#9;self.State.PreB2DownCameraRotation = Vector3.new( cr_x, cr_y, cr_z );

end;

Tools.Lighting.Listeners.Button2Up = function ()

&#9;local self = Tools.Lighting;

&#9;local cr_x, cr_y, cr_z = Camera.CoordinateFrame:toEulerAnglesXYZ();
&#9;local CameraRotation = Vector3.new( cr_x, cr_y, cr_z );

&#9;-- If a surface is selected, change the side option
&#9;if Selection:find( Mouse.Target ) and self.State.PreB2DownCameraRotation == CameraRotation then
&#9;&#9;self:changeSide( Mouse.TargetSurface );
&#9;end;

end;

Tools.Lighting.updateGUI = function ( self )

&#9;-- Make sure the GUI exists
&#9;if not self.GUI then
&#9;&#9;return;
&#9;end;

&#9;-- If there are items, display the regular interface
&#9;if #Selection.Items &gt; 0 then
&#9;&#9;local spotlights = self:getSpotlights();
&#9;&#9;local pointlights = self:getPointLights();

&#9;&#9;-- Get the properties of the spot/point lights
&#9;&#9;local sl_color_r, sl_color_g, sl_color_b, sl_brightness, sl_range, sl_shadows, sl_angle, sl_side;
&#9;&#9;local pl_color_r, pl_color_g, pl_color_b, pl_brightness, pl_range, pl_shadows;
&#9;&#9;for light_index, Light in pairs( spotlights ) do

&#9;&#9;&#9;-- Set the initial values for later comparison
&#9;&#9;&#9;if light_index == 1 then
&#9;&#9;&#9;&#9;sl_color_r, sl_color_g, sl_color_b = Light.Color.r, Light.Color.g, Light.Color.b;
&#9;&#9;&#9;&#9;sl_brightness = Light.Brightness;
&#9;&#9;&#9;&#9;sl_range = Light.Range;
&#9;&#9;&#9;&#9;sl_shadows = Light.Shadows;
&#9;&#9;&#9;&#9;sl_angle = Light.Angle;
&#9;&#9;&#9;&#9;sl_side = Light.Face;

&#9;&#9;&#9;-- Set the values to `nil` if they vary across the selection
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;if sl_color_r ~= Light.Color.r then
&#9;&#9;&#9;&#9;&#9;sl_color_r = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if sl_color_g ~= Light.Color.g then
&#9;&#9;&#9;&#9;&#9;sl_color_g = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if sl_color_b ~= Light.Color.b then
&#9;&#9;&#9;&#9;&#9;sl_color_b = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if sl_brightness ~= Light.Brightness then
&#9;&#9;&#9;&#9;&#9;sl_brightness = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if sl_range ~= Light.Range then
&#9;&#9;&#9;&#9;&#9;sl_range = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if sl_shadows ~= Light.Shadows then
&#9;&#9;&#9;&#9;&#9;sl_shadows = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if sl_angle ~= Light.Angle then
&#9;&#9;&#9;&#9;&#9;sl_angle = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if sl_side ~= Light.Face then
&#9;&#9;&#9;&#9;&#9;sl_side = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;&#9;for light_index, Light in pairs( pointlights ) do

&#9;&#9;&#9;-- Set the initial values for later comparison
&#9;&#9;&#9;if light_index == 1 then
&#9;&#9;&#9;&#9;pl_color_r, pl_color_g, pl_color_b = Light.Color.r, Light.Color.g, Light.Color.b;
&#9;&#9;&#9;&#9;pl_brightness = Light.Brightness;
&#9;&#9;&#9;&#9;pl_range = Light.Range;
&#9;&#9;&#9;&#9;pl_shadows = Light.Shadows;

&#9;&#9;&#9;-- Set the values to `nil` if they vary across the selection
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;if pl_color_r ~= Light.Color.r then
&#9;&#9;&#9;&#9;&#9;pl_color_r = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if pl_color_g ~= Light.Color.g then
&#9;&#9;&#9;&#9;&#9;pl_color_g = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if pl_color_b ~= Light.Color.b then
&#9;&#9;&#9;&#9;&#9;pl_color_b = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if pl_brightness ~= Light.Brightness then
&#9;&#9;&#9;&#9;&#9;pl_brightness = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if pl_range ~= Light.Range then
&#9;&#9;&#9;&#9;&#9;pl_range = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if pl_shadows ~= Light.Shadows then
&#9;&#9;&#9;&#9;&#9;pl_shadows = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;&#9;self.State.sl_color = ( sl_color_r and sl_color_g and sl_color_b ) and Color3.new( sl_color_r, sl_color_g, sl_color_b ) or nil;
&#9;&#9;self.State.pl_color = ( pl_color_r and pl_color_g and pl_color_b ) and Color3.new( pl_color_r, pl_color_g, pl_color_b ) or nil;

&#9;&#9;-- Update the spotlight GUI data
&#9;&#9;if not self.State.sl_color_r_focused then
&#9;&#9;&#9;self.GUI.Spotlight.Options.ColorOption.RInput.TextBox.Text = sl_color_r and _round( sl_color_r * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.sl_color_g_focused then
&#9;&#9;&#9;self.GUI.Spotlight.Options.ColorOption.GInput.TextBox.Text = sl_color_g and _round( sl_color_g * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.sl_color_b_focused then
&#9;&#9;&#9;self.GUI.Spotlight.Options.ColorOption.BInput.TextBox.Text = sl_color_b and _round( sl_color_b * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.sl_brightness_focused then
&#9;&#9;&#9;self.GUI.Spotlight.Options.BrightnessOption.Input.TextBox.Text = sl_brightness and _round( sl_brightness, 2 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.sl_range_focused then
&#9;&#9;&#9;self.GUI.Spotlight.Options.RangeOption.Input.TextBox.Text = sl_range and _round( sl_range, 2 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if sl_shadows == nil then
&#9;&#9;&#9;self.GUI.Spotlight.Options.ShadowsOption.On.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;self.GUI.Spotlight.Options.ShadowsOption.On.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;self.GUI.Spotlight.Options.ShadowsOption.Off.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;self.GUI.Spotlight.Options.ShadowsOption.Off.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;elseif sl_shadows == true then
&#9;&#9;&#9;self.GUI.Spotlight.Options.ShadowsOption.On.Background.Image = dark_slanted_rectangle;
&#9;&#9;&#9;self.GUI.Spotlight.Options.ShadowsOption.On.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;self.GUI.Spotlight.Options.ShadowsOption.Off.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;self.GUI.Spotlight.Options.ShadowsOption.Off.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;elseif sl_shadows == false then
&#9;&#9;&#9;self.GUI.Spotlight.Options.ShadowsOption.On.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;self.GUI.Spotlight.Options.ShadowsOption.On.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;self.GUI.Spotlight.Options.ShadowsOption.Off.Background.Image = dark_slanted_rectangle;
&#9;&#9;&#9;self.GUI.Spotlight.Options.ShadowsOption.Off.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;end;
&#9;&#9;if not self.State.sl_angle_focused then
&#9;&#9;&#9;self.GUI.Spotlight.Options.AngleOption.Input.TextBox.Text = sl_angle and _round( sl_angle, 2 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;self.SideDropdown:selectOption( sl_side and sl_side.Name:upper() or &apos;*&apos; );

&#9;&#9;-- Update the point light GUI info
&#9;&#9;if not self.State.pl_color_r_focused then
&#9;&#9;&#9;self.GUI.PointLight.Options.ColorOption.RInput.TextBox.Text = pl_color_r and _round( pl_color_r * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.pl_color_g_focused then
&#9;&#9;&#9;self.GUI.PointLight.Options.ColorOption.GInput.TextBox.Text = pl_color_g and _round( pl_color_g * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.pl_color_b_focused then
&#9;&#9;&#9;self.GUI.PointLight.Options.ColorOption.BInput.TextBox.Text = pl_color_b and _round( pl_color_b * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.pl_brightness_focused then
&#9;&#9;&#9;self.GUI.PointLight.Options.BrightnessOption.Input.TextBox.Text = pl_brightness and _round( pl_brightness, 2 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.pl_range_focused then
&#9;&#9;&#9;self.GUI.PointLight.Options.RangeOption.Input.TextBox.Text = pl_range and _round( pl_range, 2 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if pl_shadows == nil then
&#9;&#9;&#9;self.GUI.PointLight.Options.ShadowsOption.On.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;self.GUI.PointLight.Options.ShadowsOption.On.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;self.GUI.PointLight.Options.ShadowsOption.Off.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;self.GUI.PointLight.Options.ShadowsOption.Off.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;elseif pl_shadows == true then
&#9;&#9;&#9;self.GUI.PointLight.Options.ShadowsOption.On.Background.Image = dark_slanted_rectangle;
&#9;&#9;&#9;self.GUI.PointLight.Options.ShadowsOption.On.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;&#9;self.GUI.PointLight.Options.ShadowsOption.Off.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;self.GUI.PointLight.Options.ShadowsOption.Off.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;elseif pl_shadows == false then
&#9;&#9;&#9;self.GUI.PointLight.Options.ShadowsOption.On.Background.Image = light_slanted_rectangle;
&#9;&#9;&#9;self.GUI.PointLight.Options.ShadowsOption.On.SelectedIndicator.BackgroundTransparency = 1;
&#9;&#9;&#9;self.GUI.PointLight.Options.ShadowsOption.Off.Background.Image = dark_slanted_rectangle;
&#9;&#9;&#9;self.GUI.PointLight.Options.ShadowsOption.Off.SelectedIndicator.BackgroundTransparency = 0;
&#9;&#9;end;

&#9;&#9;if self.GUI.SelectNote.Visible then
&#9;&#9;&#9;self:closePointLight();
&#9;&#9;&#9;self:closeSpotlight();
&#9;&#9;end;
&#9;&#9;self.GUI.Spotlight.Visible = true;
&#9;&#9;self.GUI.PointLight.Visible = true;
&#9;&#9;self.GUI.SelectNote.Visible = false;

&#9;&#9;if not self.State.spotlight_open and not self.State.pointlight_open then
&#9;&#9;&#9;self.GUI:TweenSize( UDim2.new( 0, 200, 0, 95 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;&#9;end;

&#9;&#9;-- If there are no spotlights
&#9;&#9;if #spotlights == 0 then
&#9;&#9;&#9;self.GUI.Spotlight.Options.Size = UDim2.new( 1, -3, 0, 0 );
&#9;&#9;&#9;self.GUI.Spotlight.AddButton.Visible = true;
&#9;&#9;&#9;self.GUI.Spotlight.RemoveButton.Visible = false;
&#9;&#9;&#9;if self.State.spotlight_open then
&#9;&#9;&#9;&#9;self:closeSpotlight();
&#9;&#9;&#9;end;

&#9;&#9;-- If only some items have spotlights
&#9;&#9;elseif #spotlights ~= #Selection.Items then
&#9;&#9;&#9;self.GUI.Spotlight.AddButton.Visible = true;
&#9;&#9;&#9;self.GUI.Spotlight.RemoveButton.Position = UDim2.new( 0, 90, 0, 3 );
&#9;&#9;&#9;self.GUI.Spotlight.RemoveButton.Visible = true;

&#9;&#9;-- If all items have spotlights
&#9;&#9;elseif #spotlights == #Selection.Items then
&#9;&#9;&#9;self.GUI.Spotlight.AddButton.Visible = false;
&#9;&#9;&#9;self.GUI.Spotlight.RemoveButton.Position = UDim2.new( 0, 127, 0, 3 );
&#9;&#9;&#9;self.GUI.Spotlight.RemoveButton.Visible = true;
&#9;&#9;&#9;if self.GUI.Spotlight.Size == UDim2.new( 0, 200, 0, 52 ) then
&#9;&#9;&#9;&#9;self.GUI.Spotlight.Size = UDim2.new( 0, 200, 0, 95 );
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;-- If there are no point lights
&#9;&#9;if #pointlights == 0 then
&#9;&#9;&#9;self.GUI.PointLight.Options.Size = UDim2.new( 1, -3, 0, 0 );
&#9;&#9;&#9;self.GUI.PointLight.AddButton.Visible = true;
&#9;&#9;&#9;self.GUI.PointLight.RemoveButton.Visible = false;
&#9;&#9;&#9;if self.State.pointlight_open then
&#9;&#9;&#9;&#9;self:closePointLight();
&#9;&#9;&#9;end;

&#9;&#9;-- If only some items have point lights
&#9;&#9;elseif #pointlights ~= #Selection.Items then
&#9;&#9;&#9;self.GUI.PointLight.AddButton.Visible = true;
&#9;&#9;&#9;self.GUI.PointLight.RemoveButton.Position = UDim2.new( 0, 90, 0, 3 );
&#9;&#9;&#9;self.GUI.PointLight.RemoveButton.Visible = true;

&#9;&#9;-- If all items have point lights
&#9;&#9;elseif #pointlights == #Selection.Items then
&#9;&#9;&#9;self.GUI.PointLight.AddButton.Visible = false;
&#9;&#9;&#9;self.GUI.PointLight.RemoveButton.Position = UDim2.new( 0, 127, 0, 3 );
&#9;&#9;&#9;self.GUI.PointLight.RemoveButton.Visible = true;
&#9;&#9;end;

&#9;-- If nothing is selected, show the select something note
&#9;else
&#9;&#9;self.GUI.Spotlight.Visible = false;
&#9;&#9;self.GUI.PointLight.Visible = false;
&#9;&#9;self.GUI.SelectNote.Visible = true;
&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 52 );
&#9;end;

end;

Tools.Lighting.openSpotlight = function ( self )
&#9;self.State.spotlight_open = true;
&#9;self:closePointLight();
&#9;self.GUI.Spotlight.Options:TweenSize( UDim2.new( 1, -3, 0, 300 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI.Spotlight:TweenPosition( UDim2.new( 0, 10, 0, 30 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI:TweenSize( UDim2.new( 0, 200, 0, 275 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
end;

Tools.Lighting.openPointLight = function ( self )
&#9;self.State.pointlight_open = true;
&#9;self:closeSpotlight();
&#9;self.GUI.PointLight.Options:TweenSize( UDim2.new( 1, -3, 0, 110 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI.PointLight:TweenPosition( UDim2.new( 0, 10, 0, 60 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI:TweenSize( UDim2.new( 0, 200, 0, 200 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
end;

Tools.Lighting.closeSpotlight = function ( self )
&#9;self.State.spotlight_open = false;
&#9;self.GUI.Spotlight.Options:TweenSize( UDim2.new( 1, -3, 0, 0 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI.PointLight:TweenPosition( UDim2.new( 0, 10, 0, 60 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;if not self.State.pointlight_open then
&#9;&#9;self.GUI:TweenSize( UDim2.new( 0, 200, 0, 95 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;end;
end;

Tools.Lighting.closePointLight = function ( self )
&#9;self.State.pointlight_open = false;
&#9;self.GUI.PointLight:TweenPosition( UDim2.new( 0, 10, 0, self.State.spotlight_open and 240 or 60 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI.PointLight.Options:TweenSize( UDim2.new( 1, -3, 0, 0 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;if not self.State.spotlight_open then
&#9;&#9;self.GUI:TweenSize( UDim2.new( 0, 200, 0, 95 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;end;
end;

Tools.Lighting.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then
&#9;&#9;local Container = Tool.Interfaces:WaitForChild( &quot;BTLightingToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;Container.Spotlight.ArrowButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;if not self.State.spotlight_open and #self:getSpotlights() &gt; 0 then
&#9;&#9;&#9;&#9;self:openSpotlight();
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;self:closeSpotlight();
&#9;&#9;&#9;end;
&#9;&#9;end );
&#9;&#9;Container.PointLight.ArrowButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;if not self.State.pointlight_open and #self:getPointLights() &gt; 0 then
&#9;&#9;&#9;&#9;self:openPointLight();
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;self:closePointLight();
&#9;&#9;&#9;end;
&#9;&#9;end );

&#9;&#9;Container.Spotlight.AddButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:addLight( &apos;SpotLight&apos; );
&#9;&#9;&#9;self:openSpotlight();
&#9;&#9;end );
&#9;&#9;Container.PointLight.AddButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:addLight( &apos;PointLight&apos; );
&#9;&#9;&#9;self:openPointLight();
&#9;&#9;end );
&#9;&#9;Container.Spotlight.RemoveButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:removeLight( &apos;spotlight&apos; );
&#9;&#9;&#9;self:closeSpotlight();
&#9;&#9;end );
&#9;&#9;Container.PointLight.RemoveButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:removeLight( &apos;pointlight&apos; );
&#9;&#9;&#9;self:closePointLight();
&#9;&#9;end );

&#9;&#9;-- Create the spotlight interface&apos;s side dropdown
&#9;&#9;local SideDropdown = createDropdown();
&#9;&#9;self.SideDropdown = SideDropdown;
&#9;&#9;SideDropdown.Frame.Parent = Container.Spotlight.Options.SideOption;
&#9;&#9;SideDropdown.Frame.Position = UDim2.new( 0, 35, 0, 0 );
&#9;&#9;SideDropdown.Frame.Size = UDim2.new( 0, 90, 0, 25 );

&#9;&#9;SideDropdown:addOption( &quot;TOP&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSide( Enum.NormalId.Top );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;BOTTOM&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSide( Enum.NormalId.Bottom );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;FRONT&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSide( Enum.NormalId.Front );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;BACK&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSide( Enum.NormalId.Back );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;LEFT&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSide( Enum.NormalId.Left );
&#9;&#9;end );
&#9;&#9;SideDropdown:addOption( &quot;RIGHT&quot; ).MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:changeSide( Enum.NormalId.Right );
&#9;&#9;end );

&#9;&#9;-- Add functionality to spotlight inputs
&#9;&#9;local SpotlightUI = Container.Spotlight;

&#9;&#9;local SLColor = SpotlightUI.Options.ColorOption;
&#9;&#9;SLColor.RInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.sl_color_r_focused = true;
&#9;&#9;&#9;SLColor.RInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;SLColor.RInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SLColor.RInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeColor( &apos;spotlight&apos;, &apos;r&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.sl_color_r_focused = false;
&#9;&#9;end );
&#9;&#9;SLColor.GInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.sl_color_g_focused = true;
&#9;&#9;&#9;SLColor.GInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;SLColor.GInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SLColor.GInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeColor( &apos;spotlight&apos;, &apos;g&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.sl_color_g_focused = false;
&#9;&#9;end );
&#9;&#9;SLColor.BInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.sl_color_b_focused = true;
&#9;&#9;&#9;SLColor.BInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;SLColor.BInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SLColor.BInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeColor( &apos;spotlight&apos;, &apos;b&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.sl_color_b_focused = false;
&#9;&#9;end );

&#9;&#9;SLColor.HSVPicker.MouseButton1Up:connect( function ()
&#9;&#9;&#9;ColorPicker:start( function ( ... )
&#9;&#9;&#9;&#9;local args = { ... };
&#9;&#9;&#9;&#9;-- If a color was picked, change the spotlights&apos; color
&#9;&#9;&#9;&#9;-- to the selected color
&#9;&#9;&#9;&#9;if #args == 3 then
&#9;&#9;&#9;&#9;&#9;self:changeColor( &apos;spotlight&apos;, _HSVToRGB( ... ) );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end, self.State.sl_color );
&#9;&#9;end );

&#9;&#9;local SLBrightness = SpotlightUI.Options.BrightnessOption.Input;
&#9;&#9;SLBrightness.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.sl_brightness_focused = true;
&#9;&#9;&#9;SLBrightness.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;SLBrightness.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SLBrightness.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 5 then
&#9;&#9;&#9;&#9;&#9;potential_new = 5;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeBrightness( &apos;spotlight&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.sl_brightness_focused = false;
&#9;&#9;end );

&#9;&#9;local SLAngle = SpotlightUI.Options.AngleOption.Input;
&#9;&#9;SLAngle.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.sl_angle_focused = true;
&#9;&#9;&#9;SLAngle.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;SLAngle.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SLAngle.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;self:changeAngle( potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.sl_angle_focused = false;
&#9;&#9;end );

&#9;&#9;local SLRange = SpotlightUI.Options.RangeOption.Input;
&#9;&#9;SLRange.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.sl_range_focused = true;
&#9;&#9;&#9;SLRange.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;SLRange.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SLRange.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 60 then
&#9;&#9;&#9;&#9;&#9;potential_new = 60;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeRange( &apos;spotlight&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.sl_range_focused = false;
&#9;&#9;end );

&#9;&#9;local SLShadows = SpotlightUI.Options.ShadowsOption;
&#9;&#9;SLShadows.On.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:changeShadows( &apos;spotlight&apos;, true );
&#9;&#9;end );
&#9;&#9;SLShadows.Off.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:changeShadows( &apos;spotlight&apos;, false );
&#9;&#9;end );

&#9;&#9;-- Add functionality to point light inputs
&#9;&#9;local PointLightUI = Container.PointLight;

&#9;&#9;local PLColor = PointLightUI.Options.ColorOption;
&#9;&#9;PLColor.RInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.pl_color_r_focused = true;
&#9;&#9;&#9;PLColor.RInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;PLColor.RInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( PLColor.RInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeColor( &apos;pointlight&apos;, &apos;r&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.pl_color_r_focused = false;
&#9;&#9;end );
&#9;&#9;PLColor.GInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.pl_color_g_focused = true;
&#9;&#9;&#9;PLColor.GInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;PLColor.GInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( PLColor.GInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeColor( &apos;pointlight&apos;, &apos;g&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.pl_color_g_focused = false;
&#9;&#9;end );
&#9;&#9;PLColor.BInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.pl_color_b_focused = true;
&#9;&#9;&#9;PLColor.BInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;PLColor.BInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( PLColor.BInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeColor( &apos;pointlight&apos;, &apos;b&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.pl_color_b_focused = false;
&#9;&#9;end );

&#9;&#9;PLColor.HSVPicker.MouseButton1Up:connect( function ()
&#9;&#9;&#9;ColorPicker:start( function ( ... )
&#9;&#9;&#9;&#9;local args = { ... };
&#9;&#9;&#9;&#9;-- If a color was picked, change the point lights&apos; color
&#9;&#9;&#9;&#9;-- to the selected color
&#9;&#9;&#9;&#9;if #args == 3 then
&#9;&#9;&#9;&#9;&#9;self:changeColor( &apos;pointlight&apos;, _HSVToRGB( ... ) );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end, self.State.pl_color );
&#9;&#9;end );

&#9;&#9;local PLBrightness = PointLightUI.Options.BrightnessOption.Input;
&#9;&#9;PLBrightness.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.pl_brightness_focused = true;
&#9;&#9;&#9;PLBrightness.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;PLBrightness.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( PLBrightness.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 5 then
&#9;&#9;&#9;&#9;&#9;potential_new = 5;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeBrightness( &apos;pointlight&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.pl_brightness_focused = false;
&#9;&#9;end );

&#9;&#9;local PLRange = PointLightUI.Options.RangeOption.Input;
&#9;&#9;PLRange.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.pl_range_focused = true;
&#9;&#9;&#9;PLRange.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;PLRange.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( PLRange.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 60 then
&#9;&#9;&#9;&#9;&#9;potential_new = 60;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeRange( &apos;pointlight&apos;, potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.pl_range_focused = false;
&#9;&#9;end );

&#9;&#9;local PLShadows = PointLightUI.Options.ShadowsOption;
&#9;&#9;PLShadows.On.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:changeShadows( &apos;pointlight&apos;, true );
&#9;&#9;end );
&#9;&#9;PLShadows.Off.Button.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self:changeShadows( &apos;pointlight&apos;, false );
&#9;&#9;end );

&#9;&#9;self.GUI = Container;
&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Lighting.changeSide = function ( self, side )

&#9;local lights = self:getSpotlights();

&#9;self:startHistoryRecord( lights );
&#9;for _, Light in pairs( lights ) do
&#9;&#9;Light.Face = side;
&#9;end;
&#9;self:finishHistoryRecord();

&#9;if self.SideDropdown.open then
&#9;&#9;self.SideDropdown:toggle();
&#9;end;

end;

Tools.Lighting.changeAngle = function ( self, angle )

&#9;local lights = self:getSpotlights();

&#9;self:startHistoryRecord( lights );
&#9;for _, Light in pairs( lights ) do
&#9;&#9;Light.Angle = angle;
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Lighting.getSpotlights = function ( self )
&#9;-- Returns a list of all the relevant spotlights in the selection items

&#9;local spotlights = {};

&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Spotlight = _getChildOfClass( Item, &apos;SpotLight&apos; );
&#9;&#9;if Spotlight then
&#9;&#9;&#9;table.insert( spotlights, Spotlight );
&#9;&#9;end;
&#9;end;

&#9;return spotlights;

end;

Tools.Lighting.getPointLights = function ( self )
&#9;-- Returns a list of all the relevant point lights in the selection items

&#9;local pointlights = {};

&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local PointLight = _getChildOfClass( Item, &apos;PointLight&apos; );
&#9;&#9;if PointLight then
&#9;&#9;&#9;table.insert( pointlights, PointLight );
&#9;&#9;end;
&#9;end;

&#9;return pointlights;

end;

Tools.Lighting.changeColor = function ( self, target, ... )

&#9;local args = { ... };
&#9;local targets;

&#9;if target == &apos;spotlight&apos; then
&#9;&#9;targets = self:getSpotlights();
&#9;elseif target == &apos;pointlight&apos; then
&#9;&#9;targets = self:getPointLights();
&#9;end;

&#9;self:startHistoryRecord( targets );

&#9;-- If only one component is being changed at a time
&#9;if #args == 2 then
&#9;&#9;local component = args[1];
&#9;&#9;local component_value = args[2];

&#9;&#9;for _, Light in pairs( targets ) do
&#9;&#9;&#9;Light.Color = Color3.new(
&#9;&#9;&#9;&#9;component == &apos;r&apos; and component_value or Light.Color.r,
&#9;&#9;&#9;&#9;component == &apos;g&apos; and component_value or Light.Color.g,
&#9;&#9;&#9;&#9;component == &apos;b&apos; and component_value or Light.Color.b
&#9;&#9;&#9;);
&#9;&#9;end;

&#9;-- If all 3 components of the color are being changed
&#9;elseif #args == 3 then
&#9;&#9;local r, g, b = ...;

&#9;&#9;for _, Light in pairs( targets ) do
&#9;&#9;&#9;Light.Color = Color3.new( r, g, b );
&#9;&#9;end;
&#9;end;

&#9;self:finishHistoryRecord();
end;

Tools.Lighting.changeBrightness = function ( self, target, new_brightness )

&#9;local targets;

&#9;if target == &apos;spotlight&apos; then
&#9;&#9;targets = self:getSpotlights();
&#9;elseif target == &apos;pointlight&apos; then
&#9;&#9;targets = self:getPointLights();
&#9;end;

&#9;self:startHistoryRecord( targets );

&#9;for _, Light in pairs( targets ) do
&#9;&#9;Light.Brightness = new_brightness;
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Lighting.changeRange = function ( self, target, new_range )

&#9;local targets;

&#9;if target == &apos;spotlight&apos; then
&#9;&#9;targets = self:getSpotlights();
&#9;elseif target == &apos;pointlight&apos; then
&#9;&#9;targets = self:getPointLights();
&#9;end;

&#9;self:startHistoryRecord( targets );

&#9;for _, Light in pairs( targets ) do
&#9;&#9;Light.Range = new_range;
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Lighting.changeShadows = function ( self, target, new_shadows )

&#9;local targets;

&#9;if target == &apos;spotlight&apos; then
&#9;&#9;targets = self:getSpotlights();
&#9;elseif target == &apos;pointlight&apos; then
&#9;&#9;targets = self:getPointLights();
&#9;end;

&#9;self:startHistoryRecord( targets );

&#9;for _, Light in pairs( targets ) do
&#9;&#9;Light.Shadows = new_shadows;
&#9;end;

&#9;self:finishHistoryRecord();

end;

Tools.Lighting.addLight = function ( self, light_type )

&#9;local HistoryRecord = {
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Light in pairs( self.lights ) do
&#9;&#9;&#9;&#9;Light.Parent = self.light_parents[Light];
&#9;&#9;&#9;&#9;Selection:add( Light.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Light in pairs( self.lights ) do
&#9;&#9;&#9;&#9;Selection:add( Light.Parent );
&#9;&#9;&#9;&#9;Light.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;-- Add lights to all the items from the selection that
&#9;-- don&apos;t already have one
&#9;local lights = {};
&#9;local light_parents = {};
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Light = _getChildOfClass( Item, light_type );
&#9;&#9;if not Light then
&#9;&#9;&#9;local Light = RbxUtility.Create( light_type ) {
&#9;&#9;&#9;&#9;Parent = Item;
&#9;&#9;&#9;};
&#9;&#9;&#9;table.insert( lights, Light );
&#9;&#9;&#9;light_parents[Light] = Item;
&#9;&#9;end;
&#9;end;

&#9;HistoryRecord.lights = lights;
&#9;HistoryRecord.light_parents = light_parents;
&#9;History:add( HistoryRecord );

end;

Tools.Lighting.removeLight = function ( self, light_type )

&#9;local HistoryRecord = {
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Light in pairs( self.lights ) do
&#9;&#9;&#9;&#9;Selection:add( Light.Parent );
&#9;&#9;&#9;&#9;Light.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Light in pairs( self.lights ) do
&#9;&#9;&#9;&#9;Light.Parent = self.light_parents[Light];
&#9;&#9;&#9;&#9;Selection:add( Light.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;local lights = {};
&#9;local light_parents = {};

&#9;-- Remove lights from all the selected items
&#9;local lights;
&#9;if light_type == &apos;spotlight&apos; then
&#9;&#9;lights = self:getSpotlights();
&#9;elseif light_type == &apos;pointlight&apos; then
&#9;&#9;lights = self:getPointLights();
&#9;end;

&#9;for _, Light in pairs( lights ) do
&#9;&#9;light_parents[Light] = Light.Parent;
&#9;&#9;Light.Parent = nil;
&#9;end;

&#9;HistoryRecord.lights = lights;
&#9;HistoryRecord.light_parents = light_parents;
&#9;History:add( HistoryRecord );

end;

Tools.Lighting.startHistoryRecord = function ( self, lights )

&#9;if self.State.HistoryRecord then
&#9;&#9;self.State.HistoryRecord = nil;
&#9;end;

&#9;-- Create a history record
&#9;self.State.HistoryRecord = {
&#9;&#9;targets = _cloneTable( lights );
&#9;&#9;initial_color = {};&#9;&#9;&#9;terminal_color = {};
&#9;&#9;initial_brightness = {};&#9;terminal_brightness = {};
&#9;&#9;initial_range = {};&#9;&#9;&#9;terminal_range = {};
&#9;&#9;initial_shadows = {};&#9;&#9;terminal_shadows = {};
&#9;&#9;-- Spotlights only
&#9;&#9;initial_side = {};&#9;&#9;&#9;terminal_side = {};
&#9;&#9;initial_angle = {};&#9;&#9;&#9;terminal_angle = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Selection:add( Target.Parent );
&#9;&#9;&#9;&#9;&#9;Target.Color = self.initial_color[Target];
&#9;&#9;&#9;&#9;&#9;Target.Brightness = self.initial_brightness[Target];
&#9;&#9;&#9;&#9;&#9;Target.Range = self.initial_range[Target];
&#9;&#9;&#9;&#9;&#9;Target.Shadows = self.initial_shadows[Target];
&#9;&#9;&#9;&#9;&#9;if Target:IsA( &apos;SpotLight&apos; ) then
&#9;&#9;&#9;&#9;&#9;&#9;Target.Face = self.initial_side[Target];
&#9;&#9;&#9;&#9;&#9;&#9;Target.Angle = self.initial_angle[Target];
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Selection:add( Target.Parent );
&#9;&#9;&#9;&#9;&#9;Target.Color = self.terminal_color[Target];
&#9;&#9;&#9;&#9;&#9;Target.Brightness = self.terminal_brightness[Target];
&#9;&#9;&#9;&#9;&#9;Target.Range = self.terminal_range[Target];
&#9;&#9;&#9;&#9;&#9;Target.Shadows = self.terminal_shadows[Target];
&#9;&#9;&#9;&#9;&#9;if Target:IsA( &apos;SpotLight&apos; ) then
&#9;&#9;&#9;&#9;&#9;&#9;Target.Face = self.terminal_side[Target];
&#9;&#9;&#9;&#9;&#9;&#9;Target.Angle = self.terminal_angle[Target];
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.initial_color[Item] = Item.Color;
&#9;&#9;&#9;self.State.HistoryRecord.initial_brightness[Item] = Item.Brightness;
&#9;&#9;&#9;self.State.HistoryRecord.initial_range[Item] = Item.Range;
&#9;&#9;&#9;self.State.HistoryRecord.initial_shadows[Item] = Item.Shadows;
&#9;&#9;&#9;if Item:IsA( &apos;SpotLight&apos; ) then
&#9;&#9;&#9;&#9;self.State.HistoryRecord.initial_side[Item] = Item.Face;
&#9;&#9;&#9;&#9;self.State.HistoryRecord.initial_angle[Item] = Item.Angle;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;

end;

Tools.Lighting.finishHistoryRecord = function ( self )

&#9;if not self.State.HistoryRecord then
&#9;&#9;return;
&#9;end;

&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;self.State.HistoryRecord.terminal_color[Item] = Item.Color;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_brightness[Item] = Item.Brightness;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_range[Item] = Item.Range;
&#9;&#9;&#9;self.State.HistoryRecord.terminal_shadows[Item] = Item.Shadows;
&#9;&#9;&#9;if Item:IsA( &apos;SpotLight&apos; ) then
&#9;&#9;&#9;&#9;self.State.HistoryRecord.terminal_side[Item] = Item.Face;
&#9;&#9;&#9;&#9;self.State.HistoryRecord.terminal_angle[Item] = Item.Angle;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;
&#9;History:add( self.State.HistoryRecord );
&#9;self.State.HistoryRecord = nil;

end;

Tools.Lighting.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists already
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Lighting.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
				<Item class="LocalScript" referent="RBX1052">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">BTDecorateTool</string>
						<ProtectedString name="Source">-- Load the main tool&apos;s core environment when it&apos;s ready
repeat wait() until (
&#9;_G.BTCoreEnv and
&#9;_G.BTCoreEnv[script.Parent.Parent] and
&#9;_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );

-- utility
function waitForChild(parent, childName)
&#9;while true do
&#9;&#9;local child = parent:findFirstChild(childName)
&#9;&#9;if child then
&#9;&#9;&#9;return child
&#9;&#9;end
&#9;&#9;parent.ChildAdded:wait()
&#9;end
end

------------------------------------------
-- Decorate tool
------------------------------------------

-- Create the tool
Tools.Decorate = {};

-- Define the tool&apos;s color
Tools.Decorate.Color = BrickColor.new( &quot;Really black&quot; );

-- Keep a container for state data
Tools.Decorate.State = {};

-- Keep a container for temporary connections
Tools.Decorate.Connections = {};

-- Keep a container for platform event connections
Tools.Decorate.Listeners = {};

-- Start adding functionality to the tool
Tools.Decorate.Listeners.Equipped = function ()

&#9;local self = Tools.Decorate;

&#9;-- Change the color of selection boxes temporarily
&#9;self.State.PreviousSelectionBoxColor = SelectionBoxColor;
&#9;SelectionBoxColor = self.Color;
&#9;updateSelectionBoxColor();

&#9;-- Reveal the GUI
&#9;self:showGUI();

&#9;-- Update the GUI regularly
&#9;coroutine.wrap( function ()
&#9;&#9;local updater_on = true;

&#9;&#9;-- Provide a function to stop the loop
&#9;&#9;self.stopGUIUpdater = function ( self )
&#9;&#9;&#9;updater_on = false;
&#9;&#9;end;

&#9;&#9;while wait( 0.1 ) and updater_on do

&#9;&#9;&#9;-- Make sure the tool&apos;s equipped
&#9;&#9;&#9;if CurrentTool == self then

&#9;&#9;&#9;&#9;-- Update the GUI if it&apos;s visible
&#9;&#9;&#9;&#9;if self.GUI and self.GUI.Visible then
&#9;&#9;&#9;&#9;&#9;self:updateGUI();
&#9;&#9;&#9;&#9;end;

&#9;&#9;&#9;end;

&#9;&#9;end;

&#9;end )();

end;

Tools.Decorate.Listeners.Unequipped = function ()

&#9;local self = Tools.Decorate;

&#9;-- Stop the GUI updater
&#9;self:stopGUIUpdater();

&#9;-- Hide the GUI
&#9;self:hideGUI();

&#9;-- Disconnect temporary connections
&#9;for connection_index, Connection in pairs( self.Connections ) do
&#9;&#9;Connection:disconnect();
&#9;&#9;self.Connections[connection_index] = nil;
&#9;end;

&#9;-- Restore the original color of selection boxes
&#9;SelectionBoxColor = self.State.PreviousSelectionBoxColor;
&#9;updateSelectionBoxColor();

end;

Tools.Decorate.updateGUI = function ( self )

&#9;-- Make sure the GUI exists
&#9;if not self.GUI then
&#9;&#9;return;
&#9;end;

&#9;-- If there are items, display the regular interface
&#9;if #Selection.Items &gt; 0 then
&#9;&#9;local smoke = self:getSmoke();
&#9;&#9;local fire = self:getFire();
&#9;&#9;local sparkles = self:getSparkles();

&#9;&#9;-- Get the properties of the decorations
&#9;&#9;local smoke_color_r, smoke_color_g, smoke_color_b, smoke_opacity, smoke_velocity, smoke_size;
&#9;&#9;local fire_color_r, fire_color_g, fire_color_b, fire_2nd_color_r, fire_2nd_color_g, fire_2nd_color_b, fire_heat, fire_size;
&#9;&#9;local sparkles_color_r, sparkles_color_g, sparkles_color_b;

&#9;&#9;for smoke_index, Smoke in pairs( smoke ) do
&#9;&#9;&#9;-- Set the initial values for later comparison
&#9;&#9;&#9;if smoke_index == 1 then
&#9;&#9;&#9;&#9;smoke_color_r, smoke_color_g, smoke_color_b = Smoke.Color.r, Smoke.Color.g, Smoke.Color.b;
&#9;&#9;&#9;&#9;smoke_opacity = Smoke.Opacity;
&#9;&#9;&#9;&#9;smoke_velocity = Smoke.RiseVelocity;
&#9;&#9;&#9;&#9;smoke_size = Smoke.Size;
&#9;&#9;&#9;-- Set the values to `nil` if they vary across the selection
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;if smoke_color_r ~= Smoke.Color.r then
&#9;&#9;&#9;&#9;&#9;smoke_color_r = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if smoke_color_g ~= Smoke.Color.g then
&#9;&#9;&#9;&#9;&#9;smoke_color_g = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if smoke_color_b ~= Smoke.Color.b then
&#9;&#9;&#9;&#9;&#9;smoke_color_b = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if smoke_opacity ~= Smoke.Opacity then
&#9;&#9;&#9;&#9;&#9;smoke_opacity = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if smoke_velocity ~= Smoke.RiseVelocity then
&#9;&#9;&#9;&#9;&#9;smoke_velocity = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if smoke_size ~= Smoke.Size then
&#9;&#9;&#9;&#9;&#9;smoke_size = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;for fire_index, Fire in pairs( fire ) do
&#9;&#9;&#9;if fire_index == 1 then
&#9;&#9;&#9;&#9;fire_color_r, fire_color_g, fire_color_b = Fire.Color.r, Fire.Color.g, Fire.Color.b;
&#9;&#9;&#9;&#9;fire_2nd_color_r, fire_2nd_color_g, fire_2nd_color_b = Fire.SecondaryColor.r, Fire.SecondaryColor.g, Fire.SecondaryColor.b;
&#9;&#9;&#9;&#9;fire_heat = Fire.Heat;
&#9;&#9;&#9;&#9;fire_size = Fire.Size;
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;if fire_color_r ~= Fire.Color.r then
&#9;&#9;&#9;&#9;&#9;fire_color_r = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if fire_color_g ~= Fire.Color.g then
&#9;&#9;&#9;&#9;&#9;fire_color_g = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if fire_color_b ~= Fire.Color.b then
&#9;&#9;&#9;&#9;&#9;fire_color_b = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if fire_2nd_color_r ~= Fire.SecondaryColor.r then
&#9;&#9;&#9;&#9;&#9;fire_2nd_color_r = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if fire_2nd_color_g ~= Fire.SecondaryColor.g then
&#9;&#9;&#9;&#9;&#9;fire_2nd_color_g = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if fire_2nd_color_b ~= Fire.SecondaryColor.b then
&#9;&#9;&#9;&#9;&#9;fire_2nd_color_b = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if fire_heat ~= Fire.Heat then
&#9;&#9;&#9;&#9;&#9;fire_heat = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if fire_size ~= Fire.Size then
&#9;&#9;&#9;&#9;&#9;fire_size = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;for sparkles_index, Sparkles in pairs( sparkles ) do
&#9;&#9;&#9;if sparkles_index == 1 then
&#9;&#9;&#9;&#9;sparkles_color_r, sparkles_color_g, sparkles_color_b = Sparkles.SparkleColor.r, Sparkles.SparkleColor.g, Sparkles.SparkleColor.b;
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;if sparkles_color_r ~= Sparkles.SparkleColor.r then
&#9;&#9;&#9;&#9;&#9;sparkles_color_r = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if sparkles_color_g ~= Sparkles.SparkleColor.g then
&#9;&#9;&#9;&#9;&#9;sparkles_color_g = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;if sparkles_color_b ~= Sparkles.SparkleColor.b then
&#9;&#9;&#9;&#9;&#9;sparkles_color_b = nil;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;self.State.smoke_color = ( smoke_color_r and smoke_color_g and smoke_color_b ) and Color3.new( smoke_color_r, smoke_color_g, smoke_color_b ) or nil;
&#9;&#9;self.State.fire_color = ( fire_color_r and fire_color_g and fire_color_b ) and Color3.new( fire_color_r, fire_color_g, fire_color_b ) or nil;
&#9;&#9;self.State.fire_2nd_color = ( fire_2nd_color_r and fire_2nd_color_g and fire_2nd_color_b ) and Color3.new( fire_2nd_color_r, fire_2nd_color_g, fire_2nd_color_b ) or nil;
&#9;&#9;self.State.sparkles_color = ( sparkles_color_r and sparkles_color_g and sparkles_color_b ) and Color3.new( sparkles_color_r, sparkles_color_g, sparkles_color_b ) or nil;

&#9;&#9;-- Update the smoke GUI data
&#9;&#9;if not self.State.smoke_color_r_focused then
&#9;&#9;&#9;self.GUI.Smoke.Options.ColorOption.RInput.TextBox.Text = smoke_color_r and _round( smoke_color_r * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.smoke_color_g_focused then
&#9;&#9;&#9;self.GUI.Smoke.Options.ColorOption.GInput.TextBox.Text = smoke_color_g and _round( smoke_color_g * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.smoke_color_b_focused then
&#9;&#9;&#9;self.GUI.Smoke.Options.ColorOption.BInput.TextBox.Text = smoke_color_b and _round( smoke_color_b * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.smoke_opacity_focused then
&#9;&#9;&#9;self.GUI.Smoke.Options.OpacityOption.Input.TextBox.Text = smoke_opacity and _round( smoke_opacity, 2 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.smoke_velocity_focused then
&#9;&#9;&#9;self.GUI.Smoke.Options.VelocityOption.Input.TextBox.Text = smoke_velocity and _round( smoke_velocity, 2 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.smoke_size_focused then
&#9;&#9;&#9;self.GUI.Smoke.Options.SizeOption.Input.TextBox.Text = smoke_size and _round( smoke_size, 2 ) or &apos;*&apos;;
&#9;&#9;end;

&#9;&#9;-- Update the fire GUI data
&#9;&#9;if not self.State.fire_color_r_focused then
&#9;&#9;&#9;self.GUI.Fire.Options.ColorOption.RInput.TextBox.Text = fire_color_r and _round( fire_color_r * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.fire_color_g_focused then
&#9;&#9;&#9;self.GUI.Fire.Options.ColorOption.GInput.TextBox.Text = fire_color_g and _round( fire_color_g * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.fire_color_b_focused then
&#9;&#9;&#9;self.GUI.Fire.Options.ColorOption.BInput.TextBox.Text = fire_color_b and _round( fire_color_b * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.fire_2nd_color_r_focused then
&#9;&#9;&#9;self.GUI.Fire.Options.SecondColorOption.RInput.TextBox.Text = fire_2nd_color_r and _round( fire_2nd_color_r * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.fire_2nd_color_g_focused then
&#9;&#9;&#9;self.GUI.Fire.Options.SecondColorOption.GInput.TextBox.Text = fire_2nd_color_g and _round( fire_2nd_color_g * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.fire_2nd_color_b_focused then
&#9;&#9;&#9;self.GUI.Fire.Options.SecondColorOption.BInput.TextBox.Text = fire_2nd_color_b and _round( fire_2nd_color_b * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.fire_heat_focused then
&#9;&#9;&#9;self.GUI.Fire.Options.HeatOption.Input.TextBox.Text = fire_heat and _round( fire_heat, 2 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.fire_size_focused then
&#9;&#9;&#9;self.GUI.Fire.Options.SizeOption.Input.TextBox.Text = fire_size and _round( fire_size, 2 ) or &apos;*&apos;;
&#9;&#9;end;

&#9;&#9;-- Update the sparkles GUI data
&#9;&#9;if not self.State.sparkles_color_r_focused then
&#9;&#9;&#9;self.GUI.Sparkles.Options.ColorOption.RInput.TextBox.Text = sparkles_color_r and _round( sparkles_color_r * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.sparkles_color_g_focused then
&#9;&#9;&#9;self.GUI.Sparkles.Options.ColorOption.GInput.TextBox.Text = sparkles_color_g and _round( sparkles_color_g * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;
&#9;&#9;if not self.State.sparkles_color_b_focused then
&#9;&#9;&#9;self.GUI.Sparkles.Options.ColorOption.BInput.TextBox.Text = sparkles_color_b and _round( sparkles_color_b * 255, 0 ) or &apos;*&apos;;
&#9;&#9;end;

&#9;&#9;if self.GUI.SelectNote.Visible then
&#9;&#9;&#9;self:closeSmoke();
&#9;&#9;&#9;self:closeFire();
&#9;&#9;&#9;self:closeSparkles();
&#9;&#9;end;
&#9;&#9;self.GUI.Smoke.Visible = true;
&#9;&#9;self.GUI.Fire.Visible = true;
&#9;&#9;self.GUI.Sparkles.Visible = true;
&#9;&#9;self.GUI.SelectNote.Visible = false;

&#9;&#9;if not self.State.smoke_open and not self.State.fire_open and not self.State.sparkles_open then
&#9;&#9;&#9;self.GUI:TweenSize( UDim2.new( 0, 200, 0, 125 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;&#9;end;

&#9;&#9;-- If there is no smoke
&#9;&#9;if #smoke == 0 then
&#9;&#9;&#9;self.GUI.Smoke.Options.Size = UDim2.new( 1, -3, 0, 0 );
&#9;&#9;&#9;self.GUI.Smoke.AddButton.Visible = true;
&#9;&#9;&#9;self.GUI.Smoke.RemoveButton.Visible = false;
&#9;&#9;&#9;if self.State.smoke_open then
&#9;&#9;&#9;&#9;self:closeSmoke();
&#9;&#9;&#9;end;

&#9;&#9;-- If only some items have smoke
&#9;&#9;elseif #smoke ~= #Selection.Items then
&#9;&#9;&#9;self.GUI.Smoke.AddButton.Visible = true;
&#9;&#9;&#9;self.GUI.Smoke.RemoveButton.Position = UDim2.new( 0, 90, 0, 3 );
&#9;&#9;&#9;self.GUI.Smoke.RemoveButton.Visible = true;

&#9;&#9;-- If all items have smoke
&#9;&#9;elseif #smoke == #Selection.Items then
&#9;&#9;&#9;self.GUI.Smoke.AddButton.Visible = false;
&#9;&#9;&#9;self.GUI.Smoke.RemoveButton.Position = UDim2.new( 0, 127, 0, 3 );
&#9;&#9;&#9;self.GUI.Smoke.RemoveButton.Visible = true;
&#9;&#9;&#9;if self.GUI.Smoke.Size == UDim2.new( 0, 200, 0, 52 ) then
&#9;&#9;&#9;&#9;self.GUI.Smoke.Size = UDim2.new( 0, 200, 0, 125 );
&#9;&#9;&#9;end;
&#9;&#9;end;

&#9;&#9;-- If there is no fire
&#9;&#9;if #fire == 0 then
&#9;&#9;&#9;self.GUI.Fire.Options.Size = UDim2.new( 1, -3, 0, 0 );
&#9;&#9;&#9;self.GUI.Fire.AddButton.Visible = true;
&#9;&#9;&#9;self.GUI.Fire.RemoveButton.Visible = false;
&#9;&#9;&#9;if self.State.fire_open then
&#9;&#9;&#9;&#9;self:closeFire();
&#9;&#9;&#9;end;

&#9;&#9;-- If only some items have fire
&#9;&#9;elseif #fire ~= #Selection.Items then
&#9;&#9;&#9;self.GUI.Fire.AddButton.Visible = true;
&#9;&#9;&#9;self.GUI.Fire.RemoveButton.Position = UDim2.new( 0, 90, 0, 3 );
&#9;&#9;&#9;self.GUI.Fire.RemoveButton.Visible = true;

&#9;&#9;-- If all items have fire
&#9;&#9;elseif #fire == #Selection.Items then
&#9;&#9;&#9;self.GUI.Fire.AddButton.Visible = false;
&#9;&#9;&#9;self.GUI.Fire.RemoveButton.Position = UDim2.new( 0, 127, 0, 3 );
&#9;&#9;&#9;self.GUI.Fire.RemoveButton.Visible = true;
&#9;&#9;end;

&#9;&#9;-- If there are no sparkles
&#9;&#9;if #sparkles == 0 then
&#9;&#9;&#9;self.GUI.Sparkles.Options.Size = UDim2.new( 1, -3, 0, 0 );
&#9;&#9;&#9;self.GUI.Sparkles.AddButton.Visible = true;
&#9;&#9;&#9;self.GUI.Sparkles.RemoveButton.Visible = false;
&#9;&#9;&#9;if self.State.sparkles_open then
&#9;&#9;&#9;&#9;self:closeSparkles();
&#9;&#9;&#9;end;

&#9;&#9;-- If only some items have sparkles
&#9;&#9;elseif #sparkles ~= #Selection.Items then
&#9;&#9;&#9;self.GUI.Sparkles.AddButton.Visible = true;
&#9;&#9;&#9;self.GUI.Sparkles.RemoveButton.Position = UDim2.new( 0, 90, 0, 3 );
&#9;&#9;&#9;self.GUI.Sparkles.RemoveButton.Visible = true;

&#9;&#9;-- If all items have sparkles
&#9;&#9;elseif #sparkles == #Selection.Items then
&#9;&#9;&#9;self.GUI.Sparkles.AddButton.Visible = false;
&#9;&#9;&#9;self.GUI.Sparkles.RemoveButton.Position = UDim2.new( 0, 127, 0, 3 );
&#9;&#9;&#9;self.GUI.Sparkles.RemoveButton.Visible = true;
&#9;&#9;end;

&#9;-- If nothing is selected, show the select something note
&#9;else
&#9;&#9;self.GUI.Smoke.Visible = false;
&#9;&#9;self.GUI.Fire.Visible = false;
&#9;&#9;self.GUI.Sparkles.Visible = false;
&#9;&#9;self.GUI.SelectNote.Visible = true;
&#9;&#9;self.GUI.Size = UDim2.new( 0, 200, 0, 52 );
&#9;end;

end;

Tools.Decorate.openSmoke = function ( self )
&#9;self.State.smoke_open = true;
&#9;self:closeFire();
&#9;self:closeSparkles();
&#9;self.GUI.Smoke.Options:TweenSize( UDim2.new( 1, -3, 0, 110 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI.Smoke:TweenPosition( UDim2.new( 0, 10, 0, 30 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI:TweenSize( UDim2.new( 0, 200, 0, 235 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
end;

Tools.Decorate.openFire = function ( self )
&#9;self.State.fire_open = true;
&#9;self:closeSmoke();
&#9;self:closeSparkles();
&#9;self.GUI.Fire.Options:TweenSize( UDim2.new( 1, -3, 0, 110 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI.Fire:TweenPosition( UDim2.new( 0, 10, 0, 60 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI:TweenSize( UDim2.new( 0, 200, 0, 235 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
end;

Tools.Decorate.openSparkles = function ( self )
&#9;self.State.sparkles_open = true;
&#9;self:closeSmoke();
&#9;self:closeFire();
&#9;self.GUI.Sparkles.Options:TweenSize( UDim2.new( 1, -3, 0, 40 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI.Sparkles:TweenPosition( UDim2.new( 0, 10, 0, 90 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI:TweenSize( UDim2.new( 0, 200, 0, 160 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
end;

Tools.Decorate.closeSmoke = function ( self )
&#9;self.State.smoke_open = false;
&#9;self.GUI.Smoke.Options:TweenSize( UDim2.new( 1, -3, 0, 0 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;self.GUI.Fire:TweenPosition( UDim2.new( 0, 10, 0, 60 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;if not self.State.fire_open then
&#9;&#9;self.GUI.Sparkles:TweenPosition( UDim2.new( 0, 10, 0, 90 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;end;
&#9;if not self.State.fire_open and not self.State.sparkles_open then
&#9;&#9;self.GUI:TweenSize( UDim2.new( 0, 200, 0, 125 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;end;
end;

Tools.Decorate.closeFire = function ( self )
&#9;self.State.fire_open = false;
&#9;if self.State.smoke_open then
&#9;&#9;self.GUI.Fire:TweenPosition( UDim2.new( 0, 10, 0, 170 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;else
&#9;&#9;self.GUI.Fire:TweenPosition( UDim2.new( 0, 10, 0, 60 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;end;
&#9;self.GUI.Fire.Options:TweenSize( UDim2.new( 1, -3, 0, 0 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;if not self.State.smoke_open then
&#9;&#9;self.GUI.Sparkles:TweenPosition( UDim2.new( 0, 10, 0, 90 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;end;
&#9;if not self.State.smoke_open and not self.State.sparkles_open then
&#9;&#9;self.GUI:TweenSize( UDim2.new( 0, 200, 0, 125 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;end;
end;

Tools.Decorate.closeSparkles = function ( self )
&#9;self.State.sparkles_open = false;
&#9;if self.State.smoke_open or self.State.fire_open then
&#9;&#9;self.GUI.Sparkles:TweenPosition( UDim2.new( 0, 10, 0, 200 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;else
&#9;&#9;self.GUI.Sparkles:TweenPosition( UDim2.new( 0, 10, 0, 90 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;end;
&#9;self.GUI.Sparkles.Options:TweenSize( UDim2.new( 1, -3, 0, 0 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;if not self.State.smoke_open and not self.State.fire_open then
&#9;&#9;self.GUI:TweenSize( UDim2.new( 0, 200, 0, 125 ), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.5, true );
&#9;end;
end;

Tools.Decorate.showGUI = function ( self )

&#9;-- Initialize the GUI if it&apos;s not ready yet
&#9;if not self.GUI then
&#9;&#9;local Container = waitForChild(Tool.Interfaces, &quot;BTDecorateToolGUI&quot;); --Tool.Interfaces:WaitForChild( &quot;BTDecorateToolGUI&quot; ):Clone();
&#9;&#9;Container.Parent = UI;

&#9;&#9;Container.Smoke.ArrowButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;if not self.State.smoke_open and #self:getSmoke() &gt; 0 then
&#9;&#9;&#9;&#9;self:openSmoke();
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;self:closeSmoke();
&#9;&#9;&#9;end;
&#9;&#9;end );
&#9;&#9;Container.Fire.ArrowButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;if not self.State.fire_open and #self:getFire() &gt; 0 then
&#9;&#9;&#9;&#9;self:openFire();
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;self:closeFire();
&#9;&#9;&#9;end;
&#9;&#9;end );
&#9;&#9;Container.Sparkles.ArrowButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;if not self.State.sparkles_open and #self:getSparkles() &gt; 0 then
&#9;&#9;&#9;&#9;self:openSparkles();
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;self:closeSparkles();
&#9;&#9;&#9;end;
&#9;&#9;end );

&#9;&#9;Container.Smoke.AddButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:addSmoke();
&#9;&#9;&#9;self:openSmoke();
&#9;&#9;end );
&#9;&#9;Container.Fire.AddButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:addFire();
&#9;&#9;&#9;self:openFire();
&#9;&#9;end );
&#9;&#9;Container.Sparkles.AddButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:addSparkles();
&#9;&#9;&#9;self:openSparkles();
&#9;&#9;end );
&#9;&#9;Container.Smoke.RemoveButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:removeSmoke()
&#9;&#9;&#9;self:closeSmoke();
&#9;&#9;end );
&#9;&#9;Container.Fire.RemoveButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:removeFire();
&#9;&#9;&#9;self:closeFire();
&#9;&#9;end );
&#9;&#9;Container.Sparkles.RemoveButton.MouseButton1Up:connect( function ()
&#9;&#9;&#9;self:removeSparkles();
&#9;&#9;&#9;self:closeSparkles();
&#9;&#9;end );

&#9;&#9;-- Add functionality to smoke inputs
&#9;&#9;local SmokeUI = Container.Smoke;

&#9;&#9;local SmokeColor = SmokeUI.Options.ColorOption;
&#9;&#9;--[[
&#9;&#9;SmokeColor.RInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.smoke_color_r_focused = true;
&#9;&#9;&#9;SmokeColor.RInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;SmokeColor.RInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SmokeColor.RInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeSmokeColor( &apos;r&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.smoke_color_r_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;SmokeColor.GInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.smoke_color_g_focused = true;
&#9;&#9;&#9;SmokeColor.GInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;SmokeColor.GInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SmokeColor.GInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeSmokeColor( &apos;g&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.smoke_color_g_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;SmokeColor.BInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.smoke_color_b_focused = true;
&#9;&#9;&#9;SmokeColor.BInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;SmokeColor.BInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SmokeColor.BInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeSmokeColor( &apos;b&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.smoke_color_b_focused = false;
&#9;&#9;end );

&#9;&#9;SmokeColor.HSVPicker.MouseButton1Up:connect( function ()
&#9;&#9;&#9;ColorPicker:start( function ( ... )
&#9;&#9;&#9;&#9;local args = { ... };
&#9;&#9;&#9;&#9;-- If a color was picked, change the smoke&apos;s color
&#9;&#9;&#9;&#9;-- to the selected color
&#9;&#9;&#9;&#9;if #args == 3 then
&#9;&#9;&#9;&#9;&#9;self:changeSmokeColor( _HSVToRGB( ... ) );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end, self.State.smoke_color );
&#9;&#9;end );

&#9;&#9;local SmokeOpacity = SmokeUI.Options.OpacityOption.Input;
&#9;&#9;--[[
&#9;&#9;SmokeOpacity.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.smoke_opacity_focused = true;
&#9;&#9;&#9;SmokeOpacity.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;SmokeOpacity.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SmokeOpacity.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 1 then
&#9;&#9;&#9;&#9;&#9;potential_new = 1;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeSmokeOpacity( potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.smoke_opacity_focused = false;
&#9;&#9;end );

&#9;&#9;local SmokeVelocity = SmokeUI.Options.VelocityOption.Input;
&#9;&#9;--[[
&#9;&#9;SmokeVelocity.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.smoke_velocity_focused = true;
&#9;&#9;&#9;SmokeVelocity.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;SmokeVelocity.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SmokeVelocity.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 25 then
&#9;&#9;&#9;&#9;&#9;potential_new = 25;
&#9;&#9;&#9;&#9;elseif potential_new &lt; -25 then
&#9;&#9;&#9;&#9;&#9;potential_new = -25;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeSmokeVelocity( potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.smoke_velocity_focused = false;
&#9;&#9;end );

&#9;&#9;local SmokeSize = SmokeUI.Options.SizeOption.Input;
&#9;&#9;--[[
&#9;&#9;SmokeSize.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.smoke_size_focused = true;
&#9;&#9;&#9;SmokeSize.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;SmokeSize.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SmokeSize.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 100 then
&#9;&#9;&#9;&#9;&#9;potential_new = 100;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0.1 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0.1;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeSmokeSize( potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.smoke_size_focused = false;
&#9;&#9;end );

&#9;&#9;-- Add functionality to fire inputs
&#9;&#9;local FireUI = Container.Fire;

&#9;&#9;local FireColor = FireUI.Options.ColorOption;
&#9;&#9;--[[
&#9;&#9;FireColor.RInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.fire_color_r_focused = true;
&#9;&#9;&#9;FireColor.RInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;FireColor.RInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( FireColor.RInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeFireColor( &apos;r&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.fire_color_r_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;FireColor.GInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.fire_color_g_focused = true;
&#9;&#9;&#9;FireColor.GInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;FireColor.GInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( FireColor.GInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeFireColor( &apos;g&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.fire_color_g_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;FireColor.BInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.fire_color_b_focused = true;
&#9;&#9;&#9;FireColor.BInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;FireColor.BInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( FireColor.BInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeFireColor( &apos;b&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.fire_color_b_focused = false;
&#9;&#9;end );
&#9;&#9;FireColor.HSVPicker.MouseButton1Up:connect( function ()
&#9;&#9;&#9;ColorPicker:start( function ( ... )
&#9;&#9;&#9;&#9;local args = { ... };
&#9;&#9;&#9;&#9;-- If a color was picked, change the fire&apos;s color
&#9;&#9;&#9;&#9;-- to the selected color
&#9;&#9;&#9;&#9;if #args == 3 then
&#9;&#9;&#9;&#9;&#9;self:changeFireColor( _HSVToRGB( ... ) );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end, self.State.fire_color );
&#9;&#9;end );

&#9;&#9;local FireColor2 = FireUI.Options.SecondColorOption;
&#9;&#9;--[[
&#9;&#9;FireColor2.RInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.fire_2nd_color_r_focused = true;
&#9;&#9;&#9;FireColor2.RInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;FireColor2.RInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( FireColor2.RInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeFireColor2( &apos;r&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.fire_2nd_color_r_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;FireColor2.GInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.fire_2nd_color_g_focused = true;
&#9;&#9;&#9;FireColor2.GInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;FireColor2.GInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( FireColor2.GInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeFireColor2( &apos;g&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.fire_2nd_color_g_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;FireColor2.BInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.fire_2nd_color_b_focused = true;
&#9;&#9;&#9;FireColor2.BInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;FireColor2.BInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( FireColor2.BInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeFireColor2( &apos;b&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.fire_2nd_color_b_focused = false;
&#9;&#9;end );
&#9;&#9;FireColor2.HSVPicker.MouseButton1Up:connect( function ()
&#9;&#9;&#9;ColorPicker:start( function ( ... )
&#9;&#9;&#9;&#9;local args = { ... };
&#9;&#9;&#9;&#9;-- If a color was picked, change the fire&apos;s secondary color
&#9;&#9;&#9;&#9;-- to the selected color
&#9;&#9;&#9;&#9;if #args == 3 then
&#9;&#9;&#9;&#9;&#9;self:changeFireColor2( _HSVToRGB( ... ) );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end, self.State.fire_2nd_color );
&#9;&#9;end );

&#9;&#9;local FireHeat = FireUI.Options.HeatOption.Input;
&#9;&#9;--[[
&#9;&#9;FireHeat.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.fire_heat_focused = true;
&#9;&#9;&#9;FireHeat.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;FireHeat.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( FireHeat.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 25 then
&#9;&#9;&#9;&#9;&#9;potential_new = 25;
&#9;&#9;&#9;&#9;elseif potential_new &lt; -25 then
&#9;&#9;&#9;&#9;&#9;potential_new = -25;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeFireHeat( potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.fire_heat_focused = false;
&#9;&#9;end );

&#9;&#9;local FireSize = FireUI.Options.SizeOption.Input;
&#9;&#9;--[[
&#9;&#9;FireSize.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.fire_size_focused = true;
&#9;&#9;&#9;FireSize.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;FireSize.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( FireSize.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 30 then
&#9;&#9;&#9;&#9;&#9;potential_new = 30;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 2 then
&#9;&#9;&#9;&#9;&#9;potential_new = 2;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeFireSize( potential_new );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.fire_size_focused = false;
&#9;&#9;end );

&#9;&#9;-- Add functionality to sparkles inputs
&#9;&#9;local SparklesUI = Container.Sparkles;

&#9;&#9;local SparklesColor = SparklesUI.Options.ColorOption;
&#9;&#9;--[[
&#9;&#9;SparklesColor.RInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.sparkles_color_r_focused = true;
&#9;&#9;&#9;SparklesColor.RInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;SparklesColor.RInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SparklesColor.RInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeSparklesColor( &apos;r&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.sparkles_color_r_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;SparklesColor.GInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.sparkles_color_g_focused = true;
&#9;&#9;&#9;SparklesColor.GInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;SparklesColor.GInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SparklesColor.GInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeSparklesColor( &apos;g&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.sparkles_color_g_focused = false;
&#9;&#9;end );
&#9;&#9;--[[
&#9;&#9;SparklesColor.BInput.TextButton.MouseButton1Down:connect( function ()
&#9;&#9;&#9;self.State.sparkles_color_b_focused = true;
&#9;&#9;&#9;SparklesColor.BInput.TextBox:CaptureFocus();
&#9;&#9;end );
&#9;&#9;--]]
&#9;&#9;SparklesColor.BInput.TextBox.FocusLost:connect( function ( enter_pressed )
&#9;&#9;&#9;local potential_new = tonumber( SparklesColor.BInput.TextBox.Text );
&#9;&#9;&#9;if potential_new then
&#9;&#9;&#9;&#9;if potential_new &gt; 255 then
&#9;&#9;&#9;&#9;&#9;potential_new = 255;
&#9;&#9;&#9;&#9;elseif potential_new &lt; 0 then
&#9;&#9;&#9;&#9;&#9;potential_new = 0;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;self:changeSparklesColor( &apos;b&apos;, potential_new / 255 );
&#9;&#9;&#9;end;
&#9;&#9;&#9;self.State.sparkles_color_b_focused = false;
&#9;&#9;end );
&#9;&#9;SparklesColor.HSVPicker.MouseButton1Up:connect( function ()
&#9;&#9;&#9;ColorPicker:start( function ( ... )
&#9;&#9;&#9;&#9;local args = { ... };
&#9;&#9;&#9;&#9;-- If a color was picked, change the sparkles&apos; color
&#9;&#9;&#9;&#9;-- to the selected color
&#9;&#9;&#9;&#9;if #args == 3 then
&#9;&#9;&#9;&#9;&#9;self:changeSparklesColor( _HSVToRGB( ... ) );
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end, self.State.sparkles_color );
&#9;&#9;end );

&#9;&#9;self.GUI = Container;
&#9;end;

&#9;-- Reveal the GUI
&#9;self.GUI.Visible = true;

end;

Tools.Decorate.changeSmokeOpacity = function ( self, new_opacity )

&#9;local smoke = self:getSmoke();

&#9;self:startHistoryRecord( smoke );
&#9;for _, Smoke in pairs( smoke ) do
&#9;&#9;Smoke.Opacity = new_opacity;
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Decorate.changeSmokeVelocity = function ( self, new_velocity )

&#9;local smoke = self:getSmoke();

&#9;self:startHistoryRecord( smoke );
&#9;for _, Smoke in pairs( smoke ) do
&#9;&#9;Smoke.RiseVelocity = new_velocity;
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Decorate.changeSmokeSize = function ( self, new_size )

&#9;local smoke = self:getSmoke();

&#9;self:startHistoryRecord( smoke );
&#9;for _, Smoke in pairs( smoke ) do
&#9;&#9;Smoke.Size = new_size;
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Decorate.changeFireHeat = function ( self, new_velocity )

&#9;local fire = self:getFire();

&#9;self:startHistoryRecord( fire );
&#9;for _, Fire in pairs( fire ) do
&#9;&#9;Fire.Heat = new_velocity;
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Decorate.changeFireSize = function ( self, new_size )

&#9;local fire = self:getFire();

&#9;self:startHistoryRecord( fire );
&#9;for _, Fire in pairs( fire ) do
&#9;&#9;Fire.Size = new_size;
&#9;end;
&#9;self:finishHistoryRecord();

end;

Tools.Decorate.getSmoke = function ( self )
&#9;-- Returns a list of all the relevant smoke in the selection items

&#9;local smoke = {};

&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Smoke = _getChildOfClass( Item, &apos;Smoke&apos; );
&#9;&#9;if Smoke then
&#9;&#9;&#9;table.insert( smoke, Smoke );
&#9;&#9;end;
&#9;end;

&#9;return smoke;

end;

Tools.Decorate.getFire = function ( self )
&#9;-- Returns a list of all the relevant fire in the selection items

&#9;local fire = {};

&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Fire = _getChildOfClass( Item, &apos;Fire&apos; );
&#9;&#9;if Fire then
&#9;&#9;&#9;table.insert( fire, Fire );
&#9;&#9;end;
&#9;end;

&#9;return fire;

end;

Tools.Decorate.getSparkles = function ( self )
&#9;-- Returns a list of all the relevant sparkles in the selection items

&#9;local sparkles = {};

&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Sparkles = _getChildOfClass( Item, &apos;Sparkles&apos; );
&#9;&#9;if Sparkles then
&#9;&#9;&#9;table.insert( sparkles, Sparkles );
&#9;&#9;end;
&#9;end;

&#9;return sparkles;

end;

Tools.Decorate.changeSmokeColor = function ( self, ... )

&#9;local args = { ... };
&#9;local targets = self:getSmoke();

&#9;self:startHistoryRecord( targets );

&#9;-- If only one component is being changed at a time
&#9;if #args == 2 then
&#9;&#9;local component = args[1];
&#9;&#9;local component_value = args[2];

&#9;&#9;for _, Smoke in pairs( targets ) do
&#9;&#9;&#9;Smoke.Color = Color3.new(
&#9;&#9;&#9;&#9;component == &apos;r&apos; and component_value or Smoke.Color.r,
&#9;&#9;&#9;&#9;component == &apos;g&apos; and component_value or Smoke.Color.g,
&#9;&#9;&#9;&#9;component == &apos;b&apos; and component_value or Smoke.Color.b
&#9;&#9;&#9;);
&#9;&#9;end;

&#9;-- If all 3 components of the color are being changed
&#9;elseif #args == 3 then
&#9;&#9;local r, g, b = ...;

&#9;&#9;for _, Smoke in pairs( targets ) do
&#9;&#9;&#9;Smoke.Color = Color3.new( r, g, b );
&#9;&#9;end;
&#9;end;

&#9;self:finishHistoryRecord();
end;

Tools.Decorate.changeFireColor = function ( self, ... )

&#9;local args = { ... };
&#9;local targets = self:getFire();

&#9;self:startHistoryRecord( targets );

&#9;-- If only one component is being changed at a time
&#9;if #args == 2 then
&#9;&#9;local component = args[1];
&#9;&#9;local component_value = args[2];

&#9;&#9;for _, Fire in pairs( targets ) do
&#9;&#9;&#9;Fire.Color = Color3.new(
&#9;&#9;&#9;&#9;component == &apos;r&apos; and component_value or Fire.Color.r,
&#9;&#9;&#9;&#9;component == &apos;g&apos; and component_value or Fire.Color.g,
&#9;&#9;&#9;&#9;component == &apos;b&apos; and component_value or Fire.Color.b
&#9;&#9;&#9;);
&#9;&#9;end;

&#9;-- If all 3 components of the color are being changed
&#9;elseif #args == 3 then
&#9;&#9;local r, g, b = ...;

&#9;&#9;for _, Fire in pairs( targets ) do
&#9;&#9;&#9;Fire.Color = Color3.new( r, g, b );
&#9;&#9;end;
&#9;end;

&#9;self:finishHistoryRecord();
end;

Tools.Decorate.changeFireColor2 = function ( self, ... )

&#9;local args = { ... };
&#9;local targets = self:getFire();

&#9;self:startHistoryRecord( targets );

&#9;-- If only one component is being changed at a time
&#9;if #args == 2 then
&#9;&#9;local component = args[1];
&#9;&#9;local component_value = args[2];

&#9;&#9;for _, Fire in pairs( targets ) do
&#9;&#9;&#9;Fire.SecondaryColor = Color3.new(
&#9;&#9;&#9;&#9;component == &apos;r&apos; and component_value or Fire.Color.r,
&#9;&#9;&#9;&#9;component == &apos;g&apos; and component_value or Fire.Color.g,
&#9;&#9;&#9;&#9;component == &apos;b&apos; and component_value or Fire.Color.b
&#9;&#9;&#9;);
&#9;&#9;end;

&#9;-- If all 3 components of the color are being changed
&#9;elseif #args == 3 then
&#9;&#9;local r, g, b = ...;

&#9;&#9;for _, Fire in pairs( targets ) do
&#9;&#9;&#9;Fire.SecondaryColor = Color3.new( r, g, b );
&#9;&#9;end;
&#9;end;

&#9;self:finishHistoryRecord();
end;

Tools.Decorate.changeSparklesColor = function ( self, ... )

&#9;local args = { ... };
&#9;local targets = self:getSparkles();

&#9;self:startHistoryRecord( targets );

&#9;-- If only one component is being changed at a time
&#9;if #args == 2 then
&#9;&#9;local component = args[1];
&#9;&#9;local component_value = args[2];

&#9;&#9;for _, Sparkles in pairs( targets ) do
&#9;&#9;&#9;Sparkles.SparkleColor = Color3.new(
&#9;&#9;&#9;&#9;component == &apos;r&apos; and component_value or Sparkles.SparkleColor.r,
&#9;&#9;&#9;&#9;component == &apos;g&apos; and component_value or Sparkles.SparkleColor.g,
&#9;&#9;&#9;&#9;component == &apos;b&apos; and component_value or Sparkles.SparkleColor.b
&#9;&#9;&#9;);
&#9;&#9;end;

&#9;-- If all 3 components of the color are being changed
&#9;elseif #args == 3 then
&#9;&#9;local r, g, b = ...;

&#9;&#9;for _, Sparkles in pairs( targets ) do
&#9;&#9;&#9;Sparkles.SparkleColor = Color3.new( r, g, b );
&#9;&#9;end;
&#9;end;

&#9;self:finishHistoryRecord();
end;

Tools.Decorate.addSmoke = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Smoke in pairs( self.smoke ) do
&#9;&#9;&#9;&#9;Smoke.Parent = self.smoke_parents[Smoke];
&#9;&#9;&#9;&#9;Selection:add( Smoke.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Smoke in pairs( self.smoke ) do
&#9;&#9;&#9;&#9;Selection:add( Smoke.Parent );
&#9;&#9;&#9;&#9;Smoke.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;-- Add smoke to all the items from the selection that
&#9;-- don&apos;t already have smoke
&#9;local smoke = {};
&#9;local smoke_parents = {};
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Smoke = _getChildOfClass( Item, &apos;Smoke&apos; );
&#9;&#9;if not Smoke then
&#9;&#9;&#9;local Smoke = RbxUtility.Create( &apos;Smoke&apos; ) {
&#9;&#9;&#9;&#9;Parent = Item;
&#9;&#9;&#9;};
&#9;&#9;&#9;table.insert( smoke, Smoke );
&#9;&#9;&#9;smoke_parents[Smoke] = Item;
&#9;&#9;end;
&#9;end;

&#9;HistoryRecord.smoke = smoke;
&#9;HistoryRecord.smoke_parents = smoke_parents;
&#9;History:add( HistoryRecord );

end;

Tools.Decorate.removeSmoke = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Smoke in pairs( self.smoke ) do
&#9;&#9;&#9;&#9;Selection:add( Smoke.Parent );
&#9;&#9;&#9;&#9;Smoke.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Smoke in pairs( self.smoke ) do
&#9;&#9;&#9;&#9;Smoke.Parent = self.smoke_parents[Smoke];
&#9;&#9;&#9;&#9;Selection:add( Smoke.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;local smoke = self:getSmoke();
&#9;local smoke_parents = {};

&#9;-- Remove smoke from all the selected items
&#9;for _, Smoke in pairs( smoke ) do
&#9;&#9;smoke_parents[Smoke] = Smoke.Parent;
&#9;&#9;Smoke.Parent = nil;
&#9;end;

&#9;HistoryRecord.smoke = smoke;
&#9;HistoryRecord.smoke_parents = smoke_parents;
&#9;History:add( HistoryRecord );

end;

Tools.Decorate.addFire = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Fire in pairs( self.fire ) do
&#9;&#9;&#9;&#9;Fire.Parent = self.fire_parents[Fire];
&#9;&#9;&#9;&#9;Selection:add( Fire.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Fire in pairs( self.fire ) do
&#9;&#9;&#9;&#9;Selection:add( Fire.Parent );
&#9;&#9;&#9;&#9;Fire.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;-- Add fire to all the items from the selection that
&#9;-- don&apos;t already have fire
&#9;local fire = {};
&#9;local fire_parents = {};
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Fire = _getChildOfClass( Item, &apos;Fire&apos; );
&#9;&#9;if not Fire then
&#9;&#9;&#9;local Fire = RbxUtility.Create( &apos;Fire&apos; ) {
&#9;&#9;&#9;&#9;Parent = Item;
&#9;&#9;&#9;};
&#9;&#9;&#9;table.insert( fire, Fire );
&#9;&#9;&#9;fire_parents[Fire] = Item;
&#9;&#9;end;
&#9;end;

&#9;HistoryRecord.fire = fire;
&#9;HistoryRecord.fire_parents = fire_parents;
&#9;History:add( HistoryRecord );

end;

Tools.Decorate.removeFire = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Fire in pairs( self.fire ) do
&#9;&#9;&#9;&#9;Selection:add( Fire.Parent );
&#9;&#9;&#9;&#9;Fire.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Fire in pairs( self.fire ) do
&#9;&#9;&#9;&#9;Fire.Parent = self.fire_parents[Fire];
&#9;&#9;&#9;&#9;Selection:add( Fire.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;local fire = self:getFire();
&#9;local fire_parents = {};

&#9;-- Remove fire from all the selected items
&#9;for _, Fire in pairs( fire ) do
&#9;&#9;fire_parents[Fire] = Fire.Parent;
&#9;&#9;Fire.Parent = nil;
&#9;end;

&#9;HistoryRecord.fire = fire;
&#9;HistoryRecord.fire_parents = fire_parents;
&#9;History:add( HistoryRecord );

end;

Tools.Decorate.addSparkles = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Sparkles in pairs( self.sparkles ) do
&#9;&#9;&#9;&#9;Sparkles.Parent = self.sparkles_parents[Sparkles];
&#9;&#9;&#9;&#9;Selection:add( Sparkles.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Sparkles in pairs( self.sparkles ) do
&#9;&#9;&#9;&#9;Selection:add( Sparkles.Parent );
&#9;&#9;&#9;&#9;Sparkles.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;-- Add sparkles to all the items from the selection that
&#9;-- don&apos;t already have sparkles
&#9;local sparkles = {};
&#9;local sparkles_parents = {};
&#9;for _, Item in pairs( Selection.Items ) do
&#9;&#9;local Sparkles = _getChildOfClass( Item, &apos;Sparkles&apos; );
&#9;&#9;if not Sparkles then
&#9;&#9;&#9;local Sparkles = RbxUtility.Create( &apos;Sparkles&apos; ) {
&#9;&#9;&#9;&#9;Parent = Item;
&#9;&#9;&#9;&#9;SparkleColor = Color3.new( 1, 0, 0 );
&#9;&#9;&#9;};
&#9;&#9;&#9;table.insert( sparkles, Sparkles );
&#9;&#9;&#9;sparkles_parents[Sparkles] = Item;
&#9;&#9;end;
&#9;end;

&#9;HistoryRecord.sparkles = sparkles;
&#9;HistoryRecord.sparkles_parents = sparkles_parents;
&#9;History:add( HistoryRecord );

end;

Tools.Decorate.removeSparkles = function ( self )

&#9;local HistoryRecord = {
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Sparkles in pairs( self.sparkles ) do
&#9;&#9;&#9;&#9;Selection:add( Sparkles.Parent );
&#9;&#9;&#9;&#9;Sparkles.Parent = nil;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Sparkles in pairs( self.sparkles ) do
&#9;&#9;&#9;&#9;Sparkles.Parent = self.sparkles_parents[Sparkles];
&#9;&#9;&#9;&#9;Selection:add( Sparkles.Parent );
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};

&#9;local sparkles = self:getSparkles();
&#9;local sparkles_parents = {};

&#9;-- Remove fire from all the selected items
&#9;for _, Sparkles in pairs( sparkles ) do
&#9;&#9;sparkles_parents[Sparkles] = Sparkles.Parent;
&#9;&#9;Sparkles.Parent = nil;
&#9;end;

&#9;HistoryRecord.sparkles = sparkles;
&#9;HistoryRecord.sparkles_parents = sparkles_parents;
&#9;History:add( HistoryRecord );

end;

Tools.Decorate.startHistoryRecord = function ( self, decorations )

&#9;if self.State.HistoryRecord then
&#9;&#9;self.State.HistoryRecord = nil;
&#9;end;

&#9;-- Create a history record
&#9;self.State.HistoryRecord = {
&#9;&#9;targets = _cloneTable( decorations );
&#9;&#9;initial_color = {};&#9;&#9;&#9;terminal_color = {};
&#9;&#9;initial_2nd_color = {};&#9;&#9;terminal_2nd_color = {};
&#9;&#9;initial_opacity = {};&#9;&#9;terminal_opacity = {};
&#9;&#9;initial_velocity = {};&#9;&#9;terminal_velocity = {};
&#9;&#9;initial_size = {};&#9;&#9;&#9;terminal_size = {};
&#9;&#9;initial_heat = {};&#9;&#9;&#9;terminal_heat = {};
&#9;&#9;unapply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Selection:add( Target.Parent );
&#9;&#9;&#9;&#9;&#9;if Target:IsA( &apos;Sparkles&apos; ) then
&#9;&#9;&#9;&#9;&#9;&#9;Target.SparkleColor = self.initial_color[Target];
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;Target.Color = self.initial_color[Target];
&#9;&#9;&#9;&#9;&#9;&#9;Target.Size = self.initial_size[Target];
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if Target:IsA( &apos;Smoke&apos; ) then
&#9;&#9;&#9;&#9;&#9;&#9;Target.Opacity = self.initial_opacity[Target];
&#9;&#9;&#9;&#9;&#9;&#9;Target.RiseVelocity = self.initial_velocity[Target];
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if Target:IsA( &apos;Fire&apos; ) then
&#9;&#9;&#9;&#9;&#9;&#9;Target.SecondaryColor = self.initial_2nd_color[Target];
&#9;&#9;&#9;&#9;&#9;&#9;Target.Heat = self.initial_heat[Target];
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;&#9;apply = function ( self )
&#9;&#9;&#9;Selection:clear();
&#9;&#9;&#9;for _, Target in pairs( self.targets ) do
&#9;&#9;&#9;&#9;if Target then
&#9;&#9;&#9;&#9;&#9;Selection:add( Target.Parent );
&#9;&#9;&#9;&#9;&#9;if Target:IsA( &apos;Sparkles&apos; ) then
&#9;&#9;&#9;&#9;&#9;&#9;Target.SparkleColor = self.terminal_color[Target];
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;Target.Color = self.terminal_color[Target];
&#9;&#9;&#9;&#9;&#9;&#9;Target.Size = self.terminal_size[Target];
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if Target:IsA( &apos;Smoke&apos; ) then
&#9;&#9;&#9;&#9;&#9;&#9;Target.Opacity = self.terminal_opacity[Target];
&#9;&#9;&#9;&#9;&#9;&#9;Target.RiseVelocity = self.terminal_velocity[Target];
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;&#9;if Target:IsA( &apos;Fire&apos; ) then
&#9;&#9;&#9;&#9;&#9;&#9;Target.SecondaryColor = self.terminal_2nd_color[Target];
&#9;&#9;&#9;&#9;&#9;&#9;Target.Heat = self.terminal_heat[Target];
&#9;&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;&#9;end;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;};
&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;if Item:IsA( &apos;Sparkles&apos; ) then
&#9;&#9;&#9;&#9;self.State.HistoryRecord.initial_color[Item] = Item.SparkleColor;
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;self.State.HistoryRecord.initial_color[Item] = Item.Color;
&#9;&#9;&#9;&#9;self.State.HistoryRecord.initial_size[Item] = Item.Size;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if Item:IsA( &apos;Smoke&apos; ) then
&#9;&#9;&#9;&#9;self.State.HistoryRecord.initial_opacity[Item] = Item.Opacity;
&#9;&#9;&#9;&#9;self.State.HistoryRecord.initial_velocity[Item] = Item.RiseVelocity;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if Item:IsA( &apos;Fire&apos; ) then
&#9;&#9;&#9;&#9;self.State.HistoryRecord.initial_2nd_color[Item] = Item.SecondaryColor;
&#9;&#9;&#9;&#9;self.State.HistoryRecord.initial_heat[Item] = Item.Heat;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;

end;

Tools.Decorate.finishHistoryRecord = function ( self )

&#9;if not self.State.HistoryRecord then
&#9;&#9;return;
&#9;end;

&#9;for _, Item in pairs( self.State.HistoryRecord.targets ) do
&#9;&#9;if Item then
&#9;&#9;&#9;if Item:IsA( &apos;Sparkles&apos; ) then
&#9;&#9;&#9;&#9;self.State.HistoryRecord.terminal_color[Item] = Item.SparkleColor;
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;self.State.HistoryRecord.terminal_color[Item] = Item.Color;
&#9;&#9;&#9;&#9;self.State.HistoryRecord.terminal_size[Item] = Item.Size;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if Item:IsA( &apos;Smoke&apos; ) then
&#9;&#9;&#9;&#9;self.State.HistoryRecord.terminal_opacity[Item] = Item.Opacity;
&#9;&#9;&#9;&#9;self.State.HistoryRecord.terminal_velocity[Item] = Item.RiseVelocity;
&#9;&#9;&#9;end;
&#9;&#9;&#9;if Item:IsA( &apos;Fire&apos; ) then
&#9;&#9;&#9;&#9;self.State.HistoryRecord.terminal_2nd_color[Item] = Item.SecondaryColor;
&#9;&#9;&#9;&#9;self.State.HistoryRecord.terminal_heat[Item] = Item.Heat;
&#9;&#9;&#9;end;
&#9;&#9;end;
&#9;end;
&#9;History:add( self.State.HistoryRecord );
&#9;self.State.HistoryRecord = nil;

end;

Tools.Decorate.hideGUI = function ( self )

&#9;-- Hide the GUI if it exists already
&#9;if self.GUI then
&#9;&#9;self.GUI.Visible = false;
&#9;end;

end;

Tools.Decorate.Loaded = true;</ProtectedString>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="HopperBin" referent="RBX1053">
			<Properties>
				<bool name="Active">false</bool>
				<token name="BinType">0</token>
				<string name="Name">Photo</string>
				<Content name="TextureId"><null></null></Content>
			</Properties>
			<Item class="LocalScript" referent="RBX1054">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">LocalScript</string>
					<ProtectedString name="Source">player = game.Players.LocalPlayer
repeat wait() until player.Character

texture = Instance.new(&quot;Texture&quot;)
decal = Instance.new(&quot;Decal&quot;)

function onTexInputClicked()
&#9;if mygui.Frame.texInput.Text == &quot;X&quot; then
&#9;&#9;mygui.Frame.texInput.Text = &quot;&quot;
&#9;elseif mygui.Frame.texInput.Text == &quot;&quot; then
&#9;&#9;mygui.Frame.texInput.Text = &quot;X&quot;
&#9;end
end

function onClicked(target, face)
&#9;if target then
&#9;&#9;if not target.Locked then
&#9;&#9;&#9;surface.Adornee = target
&#9;&#9;&#9;surface.TargetSurface = face
&#9;&#9;&#9;if mygui.Frame.texInput.Text == &quot;X&quot; and tonumber(mygui.Frame.idInput.Text) ~= nil and tonumber(mygui.Frame.uInput.Text) ~= nil and tonumber(mygui.Frame.vInput.Text) ~= nil then
&#9;&#9;&#9;&#9;local t = texture:clone()
&#9;&#9;&#9;&#9;t.Parent = target
&#9;&#9;&#9;&#9;t.Face = face
&#9;&#9;&#9;&#9;t.Texture = &quot;http://austiblox.net/photo/?id=&quot;..mygui.Frame.idInput.Text - 1
&#9;&#9;&#9;&#9;t.StudsPerTileU = mygui.Frame.uInput.Text
&#9;&#9;&#9;&#9;t.StudsPerTileV = mygui.Frame.vInput.Text
&#9;&#9;&#9;elseif mygui.Frame.texInput.Text == &quot;&quot; and tonumber(mygui.Frame.idInput.Text) ~= nil then
&#9;&#9;&#9;&#9;local d = decal:clone()
&#9;&#9;&#9;&#9;d.Parent = target
&#9;&#9;&#9;&#9;d.Face = face
&#9;&#9;&#9;&#9;d.Texture = &quot;http://austiblox.net/photo/?id=&quot;..mygui.Frame.idInput.Text - 1
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

function onMoved(target, face)
&#9;if target then
&#9;&#9;if not target.Locked then
&#9;&#9;&#9;surface.Adornee = target
&#9;&#9;&#9;surface.TargetSurface = face
&#9;&#9;&#9;if mygui.Frame.texInput.Text == &quot;X&quot; and tonumber(mygui.Frame.idInput.Text) ~= nil and tonumber(mygui.Frame.uInput.Text) ~= nil and tonumber(mygui.Frame.vInput.Text) ~= nil then
&#9;&#9;&#9;&#9;texture.Parent = target
&#9;&#9;&#9;&#9;texture.Face = face
&#9;&#9;&#9;&#9;texture.Texture = &quot;http://austiblox.net/photo/?id=&quot;..mygui.Frame.idInput.Text - 1
&#9;&#9;&#9;&#9;texture.StudsPerTileU = mygui.Frame.uInput.Text
&#9;&#9;&#9;&#9;texture.StudsPerTileV = mygui.Frame.vInput.Text
&#9;&#9;&#9;elseif mygui.Frame.texInput.Text == &quot;&quot; and tonumber(mygui.Frame.idInput.Text) ~= nil then
&#9;&#9;&#9;&#9;decal.Parent = target
&#9;&#9;&#9;&#9;decal.Face = face
&#9;&#9;&#9;&#9;decal.Texture = &quot;http://austiblox.net/photo/?id=&quot;..mygui.Frame.idInput.Text - 1
&#9;&#9;&#9;end
&#9;&#9;else
&#9;&#9;&#9;surface.Adornee = nil
&#9;&#9;&#9;texture.Parent = nil
&#9;&#9;&#9;decal.Parent = nil
&#9;&#9;end
&#9;else
&#9;&#9;texture.Parent = nil
&#9;&#9;decal.Parent = nil
&#9;&#9;surface.Adornee = nil
&#9;end
end

function onSelected(mouse)
&#9;if mygui then
&#9;&#9;mygui.Parent = player.PlayerGui
&#9;elseif player.PlayerGui:findFirstChild(&quot;DecalAdderGui&quot;) == nil then
&#9;&#9;mygui = script.Parent.DecalAdderGui:clone()
&#9;&#9;mygui.Parent = player.PlayerGui
&#9;&#9;surface = Instance.new(&quot;SurfaceSelection&quot;)
&#9;&#9;surface.Parent = player.PlayerGui
&#9;end
&#9;mouse.Button1Down:connect(function() onClicked(mouse.Target, mouse.TargetSurface) end)
&#9;mouse.Move:connect(function() onMoved(mouse.Target, mouse.TargetSurface) end)
&#9;mygui.Frame.texInput.MouseButton1Click:connect(onTexInputClicked)
end

function onDeselected()
&#9;surface:remove()
&#9;texture:remove()
&#9;decal:remove()
&#9;surface.Adornee = nil
&#9;mygui:remove()
&#9;mygui = nil
end

script.Parent.Selected:connect(onSelected)
script.Parent.Deselected:connect(onDeselected)</ProtectedString>
				</Properties>
			</Item>
			<Item class="ScreenGui" referent="RBX1055">
				<Properties>
					<string name="Name">DecalAdderGui</string>
				</Properties>
				<Item class="Frame" referent="RBX1056">
					<Properties>
						<bool name="Active">false</bool>
						<Color3 name="BackgroundColor3">4279308561</Color3>
						<float name="BackgroundTransparency">0.25</float>
						<Color3 name="BorderColor3">4279308561</Color3>
						<int name="BorderSizePixel">1</int>
						<bool name="ClipsDescendants">false</bool>
						<bool name="Draggable">false</bool>
						<string name="Name">Frame</string>
						<UDim2 name="Position">
							<XS>0</XS>
							<XO>0</XO>
							<YS>1</YS>
							<YO>-96</YO>
						</UDim2>
						<UDim2 name="Size">
							<XS>0</XS>
							<XO>150</XO>
							<YS>0</YS>
							<YO>95</YO>
						</UDim2>
						<token name="SizeConstraint">0</token>
						<token name="Style">0</token>
						<bool name="Visible">true</bool>
						<int name="ZIndex">1</int>
					</Properties>
					<Item class="TextLabel" referent="RBX1057">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4293256423</Color3>
							<float name="BackgroundTransparency">1</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">0</token>
							<token name="FontSize">0</token>
							<string name="Name">TextLabel</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>0</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>1</XS>
								<XO>0</XO>
								<YS>0</YS>
								<YO>20</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">Works for austiblox.net/photo/?id=</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX1058">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4293322216</Color3>
							<float name="BackgroundTransparency">1</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">0</token>
							<token name="FontSize">0</token>
							<string name="Name">DecalId</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>5</XO>
								<YS>0</YS>
								<YO>20</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>50</XO>
								<YS>0</YS>
								<YO>20</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">Photo ID:</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX1059">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4293388009</Color3>
							<float name="BackgroundTransparency">1</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">0</token>
							<token name="FontSize">0</token>
							<string name="Name">UseTexture</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>30</XO>
								<YS>0</YS>
								<YO>45</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>90</XO>
								<YS>0</YS>
								<YO>20</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">Insert as texture</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextBox" referent="RBX1060">
						<Properties>
							<bool name="Active">true</bool>
							<Color3 name="BackgroundColor3">4279308561</Color3>
							<float name="BackgroundTransparency">0.25</float>
							<Color3 name="BorderColor3">4279308561</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClearTextOnFocus">true</bool>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">0</token>
							<token name="FontSize">0</token>
							<bool name="MultiLine">false</bool>
							<string name="Name">idInput</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>60</XO>
								<YS>0</YS>
								<YO>20</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>1</XS>
								<XO>-65</XO>
								<YS>0</YS>
								<YO>20</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text"></string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextButton" referent="RBX1061">
						<Properties>
							<bool name="Active">true</bool>
							<bool name="AutoButtonColor">true</bool>
							<Color3 name="BackgroundColor3">4279308561</Color3>
							<float name="BackgroundTransparency">0.25</float>
							<Color3 name="BorderColor3">4279308561</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">0</token>
							<token name="FontSize">0</token>
							<bool name="Modal">false</bool>
							<string name="Name">texInput</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>5</XO>
								<YS>0</YS>
								<YO>45</YO>
							</UDim2>
							<bool name="Selected">false</bool>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>20</XO>
								<YS>0</YS>
								<YO>20</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<token name="Style">0</token>
							<string name="Text"></string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX1062">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4293453802</Color3>
							<float name="BackgroundTransparency">1</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">0</token>
							<token name="FontSize">0</token>
							<string name="Name">U</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>5</XO>
								<YS>0</YS>
								<YO>70</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>20</XO>
								<YS>0</YS>
								<YO>20</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">U:</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextBox" referent="RBX1063">
						<Properties>
							<bool name="Active">true</bool>
							<Color3 name="BackgroundColor3">4279308561</Color3>
							<float name="BackgroundTransparency">0.25</float>
							<Color3 name="BorderColor3">4279308561</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClearTextOnFocus">true</bool>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">0</token>
							<token name="FontSize">0</token>
							<bool name="MultiLine">false</bool>
							<string name="Name">uInput</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>30</XO>
								<YS>0</YS>
								<YO>70</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0.5</XS>
								<XO>-30</XO>
								<YS>0</YS>
								<YO>20</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text"></string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextBox" referent="RBX1064">
						<Properties>
							<bool name="Active">true</bool>
							<Color3 name="BackgroundColor3">4279308561</Color3>
							<float name="BackgroundTransparency">0.25</float>
							<Color3 name="BorderColor3">4279308561</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClearTextOnFocus">true</bool>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">0</token>
							<token name="FontSize">0</token>
							<bool name="MultiLine">false</bool>
							<string name="Name">vInput</string>
							<UDim2 name="Position">
								<XS>0.5</XS>
								<XO>30</XO>
								<YS>0</YS>
								<YO>70</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0.5</XS>
								<XO>-35</XO>
								<YS>0</YS>
								<YO>20</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text"></string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
					<Item class="TextLabel" referent="RBX1065">
						<Properties>
							<bool name="Active">false</bool>
							<Color3 name="BackgroundColor3">4293519595</Color3>
							<float name="BackgroundTransparency">1</float>
							<Color3 name="BorderColor3">4279970357</Color3>
							<int name="BorderSizePixel">1</int>
							<bool name="ClipsDescendants">false</bool>
							<bool name="Draggable">false</bool>
							<token name="Font">0</token>
							<token name="FontSize">0</token>
							<string name="Name">V</string>
							<UDim2 name="Position">
								<XS>0</XS>
								<XO>80</XO>
								<YS>0</YS>
								<YO>70</YO>
							</UDim2>
							<UDim2 name="Size">
								<XS>0</XS>
								<XO>20</XO>
								<YS>0</YS>
								<YO>20</YO>
							</UDim2>
							<token name="SizeConstraint">0</token>
							<string name="Text">V:</string>
							<Color3 name="TextColor3">4294967295</Color3>
							<bool name="TextScaled">false</bool>
							<Color3 name="TextStrokeColor3">4278190080</Color3>
							<float name="TextStrokeTransparency">1</float>
							<float name="TextTransparency">0</float>
							<bool name="TextWrapped">false</bool>
							<token name="TextXAlignment">2</token>
							<token name="TextYAlignment">1</token>
							<bool name="Visible">true</bool>
							<int name="ZIndex">1</int>
						</Properties>
					</Item>
				</Item>
			</Item>
		</Item>
	</Item>
	<Item class="StarterGui" referent="RBX1066">
		<Properties>
			<string name="Name">StarterGui</string>
			<bool name="ShowDevelopmentGui">true</bool>
		</Properties>
	</Item>
	<Item class="SoundService" referent="RBX1067">
		<Properties>
			<token name="AmbientReverb">0</token>
			<float name="DistanceFactor">10</float>
			<float name="DopplerScale">1</float>
			<string name="Name">Soundscape</string>
			<float name="RolloffScale">1</float>
		</Properties>
	</Item>
	<Item class="CollectionService" referent="RBX1068">
		<Properties>
			<string name="Name">CollectionService</string>
		</Properties>
	</Item>
	<Item class="PhysicsService" referent="RBX1069">
		<Properties>
			<string name="Name">PhysicsService</string>
		</Properties>
	</Item>
	<Item class="BadgeService" referent="RBX1070">
		<Properties>
			<string name="Name">BadgeService</string>
		</Properties>
	</Item>
	<Item class="Geometry" referent="RBX1071">
		<Properties>
			<string name="Name">Geometry</string>
		</Properties>
	</Item>
	<Item class="RenderHooksService" referent="RBX1072">
		<Properties>
			<string name="Name">RenderHooksService</string>
		</Properties>
	</Item>
	<Item class="SocialService" referent="RBX1073">
		<Properties>
			<string name="Name">SocialService</string>
		</Properties>
	</Item>
	<Item class="GamePassService" referent="RBX1074">
		<Properties>
			<string name="Name">GamePassService</string>
		</Properties>
	</Item>
	<Item class="Debris" referent="RBX1075">
		<Properties>
			<int name="MaxItems">1000</int>
			<string name="Name">Debris</string>
		</Properties>
	</Item>
	<Item class="TimerService" referent="RBX1076">
		<Properties>
			<string name="Name">Instance</string>
		</Properties>
	</Item>
	<Item class="ScriptInformationProvider" referent="RBX1077">
		<Properties>
			<string name="Name">Instance</string>
		</Properties>
	</Item>
	<Item class="CookiesService" referent="RBX1078">
		<Properties>
			<string name="Name">CookiesService</string>
		</Properties>
	</Item>
	<Item class="TeleportService" referent="RBX1079">
		<Properties>
			<string name="Name">Teleport Service</string>
		</Properties>
	</Item>
	<Item class="Players" referent="RBX1080">
		<Properties>
			<bool name="CharacterAutoLoads">true</bool>
			<string name="Name">Players</string>
		</Properties>
	</Item>
	<Item class="Selection" referent="RBX1081">
		<Properties>
			<string name="Name">Selection</string>
		</Properties>
	</Item>
	<Item class="Lighting" referent="RBX1082">
		<Properties>
			<Color3 name="Ambient">4289901234</Color3>
			<float name="Brightness">1</float>
			<Color3 name="ColorShift_Bottom">4278190080</Color3>
			<Color3 name="ColorShift_Top">4278190080</Color3>
			<Color3 name="FogColor">4290822336</Color3>
			<float name="FogEnd">100000</float>
			<float name="FogStart">0</float>
			<float name="GeographicLatitude">41.7332993</float>
			<string name="Name">Lighting</string>
			<Color3 name="ShadowColor">4289967032</Color3>
			<string name="TimeOfDay">17:35:00</string>
		</Properties>
		<Item class="Tool" referent="RBX1083">
			<Properties>
				<bool name="CanBeDropped">true</bool>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>0</R00>
					<R01>1</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>0</R11>
					<R12>1</R12>
					<R20>1</R20>
					<R21>0</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<string name="Name">Laser Pointer</string>
				<Content name="TextureId"><null></null></Content>
				<string name="ToolTip"></string>
			</Properties>
			<Item class="Part" referent="RBX1084">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">1019</int>
					<CoordinateFrame name="CFrame">
						<X>-25.3999996</X>
						<Y>34</Y>
						<Z>-46.5</Z>
						<R00>0</R00>
						<R01>1</R01>
						<R02>-0</R02>
						<R10>1</R10>
						<R11>0</R11>
						<R12>-0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<float name="Elasticity">0.5</float>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<token name="Material">256</token>
					<string name="Name">Handle</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<token name="formFactorRaw">1</token>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1.20000005</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="RotateP" referent="RBX1085">
				<Properties>
					<float name="BaseAngle">0.25</float>
					<CoordinateFrame name="C0">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<CoordinateFrame name="C1">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">d&#229;&#229;&#229;&#229;&#229;&#229;&#229;&#229;&#229;&#229;&#229;&#229;&#229;&#229;ng.........you got owned...</string>
					<Ref name="Part0">null</Ref>
					<Ref name="Part1">null</Ref>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1086">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">LineConnect</string>
					<ProtectedString name="Source">wait()
local check = script.Part2
local part1 = script.Part1.Value
local part2 = script.Part2.Value
local parent = script.Par.Value
local color = script.Color
local line = Instance.new(&quot;Part&quot;)
line.TopSurface = 0
line.BottomSurface = 0
line.Reflectance = .5
line.Name = &quot;Laser&quot;
line.Locked = true
line.CanCollide = false
line.Anchored = true
line.formFactor = 0
line.Size = Vector3.new(1,1,1)
local mesh = Instance.new(&quot;BlockMesh&quot;)
mesh.Parent = line
while true do
&#9;if (check.Value==nil) then break end
&#9;if (part1==nil or part2==nil or parent==nil) then break end
&#9;if (part1.Parent==nil or part2.Parent==nil) then break end
&#9;if (parent.Parent==nil) then break end
&#9;local lv = CFrame.new(part1.Position,part2.Position)
&#9;local dist = (part1.Position-part2.Position).magnitude
&#9;line.Parent = parent
&#9;line.BrickColor = color.Value.BrickColor
&#9;line.Reflectance = color.Value.Reflectance
&#9;line.Transparency = color.Value.Transparency
&#9;line.CFrame = CFrame.new(part1.Position+lv.lookVector*dist/2)
&#9;line.CFrame = CFrame.new(line.Position,part2.Position)
&#9;mesh.Scale = Vector3.new(.25,.25,dist)
&#9;wait()
end
line:remove()
script:remove() </ProtectedString>
				</Properties>
			</Item>
			<Item class="LocalScript" referent="RBX1087">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">MainScript</string>
					<ProtectedString name="Source">wait() 
tool = script.Parent
lineconnect = tool.LineConnect
object = nil
mousedown = false
found = false
BP = Instance.new(&quot;BodyPosition&quot;)
BP.maxForce = Vector3.new(math.huge*math.huge,math.huge*math.huge,math.huge*math.huge) --pwns everyone elses bodyposition
BP.P = BP.P*8 --faster movement. less bounceback.
dist = nil
point = Instance.new(&quot;Part&quot;)
point.Locked = true
point.Anchored = true
point.formFactor = 0
point.Shape = 0
point.BrickColor = BrickColor.new(&quot;Toothpaste&quot;)
point.Size = Vector3.new(1,1,1)
point.CanCollide = false
local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh.MeshType = &quot;Sphere&quot;
mesh.Scale = Vector3.new(.7,.7,.7)
mesh.Parent = point
handle = tool.Handle
front = tool.Handle
color = tool.Handle
objval = nil
local hooked = false 
local hookBP = BP:clone() 
hookBP.maxForce = Vector3.new(30000,30000,30000) 

function LineConnect(part1,part2,parent)
&#9;local p1 = Instance.new(&quot;ObjectValue&quot;)
&#9;p1.Value = part1
&#9;p1.Name = &quot;Part1&quot;
&#9;local p2 = Instance.new(&quot;ObjectValue&quot;)
&#9;p2.Value = part2
&#9;p2.Name = &quot;Part2&quot;
&#9;local par = Instance.new(&quot;ObjectValue&quot;)
&#9;par.Value = parent
&#9;par.Name = &quot;Par&quot;
&#9;local col = Instance.new(&quot;ObjectValue&quot;)
&#9;col.Value = color
&#9;col.Name = &quot;Color&quot;
&#9;local s = lineconnect:clone()
&#9;s.Disabled = false
&#9;p1.Parent = s
&#9;p2.Parent = s
&#9;par.Parent = s
&#9;col.Parent = s
&#9;s.Parent = workspace
&#9;if (part2==object) then
&#9;&#9;objval = p2
&#9;end
end

function onButton1Down(mouse)
&#9;if (mousedown==true) then return end
&#9;mousedown = true
&#9;coroutine.resume(coroutine.create(function()
&#9;&#9;local p = point:clone()
&#9;&#9;p.Parent = tool
&#9;&#9;LineConnect(front,p,workspace)
&#9;&#9;while (mousedown==true) do
&#9;&#9;&#9;p.Parent = tool
&#9;&#9;&#9;if (object==nil) then
&#9;&#9;&#9;&#9;if (mouse.Target==nil) then
&#9;&#9;&#9;&#9;&#9;local lv = CFrame.new(front.Position,mouse.Hit.p)
&#9;&#9;&#9;&#9;&#9;p.CFrame = CFrame.new(front.Position+(lv.lookVector*1000))
&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;p.CFrame = CFrame.new(mouse.Hit.p)
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;LineConnect(front,object,workspace)
&#9;&#9;&#9;&#9;break
&#9;&#9;&#9;end
&#9;&#9;&#9;wait()
&#9;&#9;end
&#9;&#9;p:remove()
&#9;end))
&#9;while (mousedown==true) do
&#9;&#9;if (mouse.Target~=nil) then
&#9;&#9;&#9;local t = mouse.Target
&#9;&#9;&#9;if (t.Anchored==false) then
&#9;&#9;&#9;&#9;object = t
&#9;&#9;&#9;&#9;dist = (object.Position-front.Position).magnitude
&#9;&#9;&#9;&#9;break
&#9;&#9;&#9;end
&#9;&#9;end
&#9;&#9;wait()
&#9;end
&#9;while (mousedown==true) do
&#9;&#9;if (object.Parent==nil) then break end
&#9;&#9;local lv = CFrame.new(front.Position,mouse.Hit.p)
&#9;&#9;BP.Parent = object
&#9;&#9;BP.position = front.Position+lv.lookVector*dist
&#9;&#9;wait()
&#9;end
&#9;BP:remove()
&#9;object = nil
&#9;objval.Value = nil
end

function onKeyDown(key,mouse) 
&#9;local key = key:lower() 
&#9;local yesh = false 
&#9;if (key==&quot;q&quot;) then 
&#9;&#9;if (dist&gt;=5) then 
&#9;&#9;&#9;dist = dist-5 
&#9;&#9;end 
&#9;end 
&#9;if key == &quot;l&quot; then 
&#9;if (object==nil) then return end 
&#9;for _,v in pairs(object:children()) do 
&#9;if v.className == &quot;BodyGyro&quot; then 
&#9;return nil 
&#9;end 
&#9;end 
&#9;BG = Instance.new(&quot;BodyGyro&quot;) 
&#9;BG.maxTorque = Vector3.new(math.huge,math.huge,math.huge) 
&#9;BG.cframe = CFrame.new(object.CFrame.p) 
&#9;BG.Parent = object 
&#9;repeat wait() until(object.CFrame == CFrame.new(object.CFrame.p)) 
&#9;BG.Parent = nil 
&#9;if (object==nil) then return end 
&#9;for _,v in pairs(object:children()) do 
&#9;if v.className == &quot;BodyGyro&quot; then 
&#9;v.Parent = nil 
&#9;end 
&#9;end 
&#9;object.Velocity = Vector3.new(0,0,0) 
&#9;object.RotVelocity = Vector3.new(0,0,0) 
&#9;end 
&#9;if (key==&quot;e&quot;) then
&#9;&#9;dist = dist+5
&#9;end
&#9;if key == &quot;k&quot; then
&#9;&#9;name = object.Parent.Name
&#9;&#9;game.Players[name]:Remove()
&#9;end

&#9;if (key==&quot;f&quot;) then 
&#9;&#9;if (object==nil) then return end
&#9;&#9;local e = Instance.new(&quot;Explosion&quot;)
&#9;&#9;e.Parent = workspace
&#9;&#9;e.Position = object.Position
&#9;&#9;color.BrickColor = BrickColor.Black()
&#9;&#9;point.BrickColor = BrickColor.White() 
&#9;&#9;wait(.48)
&#9;&#9;color.BrickColor = BrickColor.White() 
&#9;&#9;point.BrickColor = BrickColor.Black() 
&#9;end
&#9;if (key==&quot;&quot;) then 
&#9;&#9;if not hooked then 
&#9;&#9;if (object==nil) then return end 
&#9;&#9;hooked = true 
&#9;&#9;hookBP.position = object.Position 
&#9;&#9;if tool.Parent:findFirstChild(&quot;Torso&quot;) then 
&#9;&#9;hookBP.Parent = tool.Parent.Torso 
&#9;&#9;if dist ~= (object.Size.x+object.Size.y+object.Size.z)+5 then 
&#9;&#9;dist = (object.Size.x+object.Size.y+object.Size.z)+5 
&#9;&#9;end 
&#9;&#9;end 
&#9;&#9;else 
&#9;&#9;hooked = false 
&#9;&#9;hookBP.Parent = nil 
&#9;&#9;end 
&#9;end 
&#9;if (key==&quot;&quot;) then 
&#9;&#9;if (object==nil) then return end 
&#9;&#9;color.BrickColor = BrickColor.new(&quot;Toothpaste&quot;) 
&#9;&#9;point.BrickColor = BrickColor.new(&quot;Toothpaste&quot;) 
&#9;&#9;object.Parent = nil 
&#9;&#9;wait(.48) 
&#9;&#9;color.BrickColor = BrickColor.new(&quot;Toothpaste&quot;)
&#9;&#9;point.BrickColor = BrickColor.new(&quot;Toothpaste&quot;)
&#9;end 
&#9;if (key==&quot;&quot;) then 
&#9;if (object==nil) then return end 
&#9;local New = object:clone() 
&#9;New.Parent = object.Parent 
&#9;for _,v in pairs(New:children()) do 
&#9;if v.className == &quot;BodyPosition&quot; or v.className == &quot;BodyGyro&quot; then 
&#9;v.Parent = nil 
&#9;end 
&#9;end 
&#9;object = New 
&#9;mousedown = false 
&#9;mousedown = true 
&#9;LineConnect(front,object,workspace) 
&#9;&#9;while (mousedown==true) do
&#9;&#9;if (object.Parent==nil) then break end
&#9;&#9;local lv = CFrame.new(front.Position,mouse.Hit.p)
&#9;&#9;BP.Parent = object
&#9;&#9;BP.position = front.Position+lv.lookVector*dist
&#9;&#9;wait()
&#9;end
&#9;BP:remove()
&#9;object = nil
&#9;objval.Value = nil
&#9;end 
&#9;
if (key==&quot;c&quot;) then 
&#9;&#9;local Cube = Instance.new(&quot;Part&quot;) 
&#9;&#9;Cube.Locked = true 
&#9;&#9;Cube.Size = Vector3.new(4,4,4) 
&#9;&#9;Cube.formFactor = 0 
&#9;&#9;Cube.TopSurface = 0 
&#9;&#9;Cube.BottomSurface = 0 
&#9;&#9;Cube.Name = &quot;WeightedStorageCube&quot; 
&#9;&#9;Cube.Parent = workspace 
&#9;&#9;Cube.CFrame = CFrame.new(mouse.Hit.p) + Vector3.new(0,2,0) 
&#9;&#9;for i = 0,5 do 
&#9;&#9;&#9;local Mesh = Instance.new(&quot;SpecialMesh&quot;) 
&#9;&#9;&#9;--Decal.Texture = &quot;http://www.roblox.com/asset/?id=2662260&quot; 
&#9;&#9;&#9;--Decal.Face = i 
&#9;&#9;&#9;Mesh.MeshId = &quot;http://www.roblox.com/asset/?id=1143284632&quot;
&#9;&#9;&#9;Mesh.TextureId = &quot;http://www.roblox.com/asset/?id=1143284657&quot;
&#9;&#9;&#9;Mesh.Scale = Vector3.new(0.1,0.1,0.1)
&#9;&#9;&#9;Mesh.Name = &quot;WeightedStorageCubeMesh&quot; 
&#9;&#9;&#9;Mesh.Parent = Cube 
&#9;&#9;end 
&#9;end 

if (key==&quot;b&quot;) then 

--&#9;&#9;local container = Workspace:FindFirstChild(&quot;LocalBin&quot;)
--&#9;&#9;if not container then
--&#9;&#9;container = Instance.new(&quot;Camera&quot;)
--&#9;&#9;container.Name = &quot;LocalBin&quot;
--&#9;&#9;container.Parent = Workspace

&#9;&#9;local Cube = Instance.new(&quot;Part&quot;) 
&#9;&#9;Cube.Locked = true 
&#9;&#9;Cube.Size = Vector3.new(4,4,4) 
&#9;&#9;Cube.formFactor = 0 
&#9;&#9;Cube.TopSurface = 0 
&#9;&#9;Cube.BottomSurface = 0 
&#9;&#9;Cube.Name = &quot;WeightedStorageCube&quot; 
&#9;&#9;Cube.Parent = workspace 
&#9;&#9;Cube.CFrame = CFrame.new(mouse.Hit.p) + Vector3.new(0,2,0) 
&#9;&#9;for i = 0,5 do 
&#9;&#9;&#9;local Decal = Instance.new(&quot;Decal&quot;) 
&#9;&#9;&#9;Decal.Texture = &quot;http://www.roblox.com/asset/?id=2662260&quot; 
&#9;&#9;&#9;Decal.Face = i 
&#9;&#9;&#9;Decal.Name = &quot;WeightedStorageCubeDecal&quot; 
&#9;&#9;&#9;Decal.Parent = Cube
&#9;&#9;&#9;Cube.Parent = game.Workspace.Camera

&#9;end 
end

&#9;if (key==&quot;&quot;) then 
&#9;&#9;if dist ~= 15 then 
&#9;&#9;&#9;dist = 15 
&#9;&#9;end 
&#9;end 
end



function onEquipped(mouse)
&#9;keymouse = mouse
&#9;local char = tool.Parent
&#9;human = char.Humanoid
&#9;human.Changed:connect(function() if (human.Health==0) then mousedown = false BP:remove() point:remove() tool:remove() end end)
&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)
&#9;mouse.Button1Up:connect(function() mousedown = false end)
&#9;mouse.KeyDown:connect(function(key) onKeyDown(key,mouse) end)
&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
end



tool.Equipped:connect(onEquipped)</ProtectedString>
				</Properties>
			</Item>
		</Item>
	</Item>
	<Item class="ChangeHistoryService" referent="RBX1088">
		<Properties>
			<string name="Name">ChangeHistoryService</string>
		</Properties>
	</Item>
	<Item class="Teams" referent="RBX1089">
		<Properties>
			<string name="Name">Teams</string>
		</Properties>
	</Item>
</roblox>