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Copy the script and paste it into your executor.
InventoryChanger = { Functions = {}, Selected = {}, Skins = {}, Owned = {} };
Utilities = {};
(watermark, message)
LPH_OBFUSCATED
(..watermark.., message);
;
;
(, )
().InventoryConnections
().InventoryConnections = {};
;
players = :();
client = players.LocalPlayer;
tween_service = :();
Utilities.AddConnection = (signal, func)
connect = signal:(func);
.(().InventoryConnections, { signal = signal, func = func, connect = connect });
connect;
;
Utilities.Unload = ()
_, tbl (().InventoryConnections)
(tbl) ~=
tbl:();
;
().InventoryConnections = {};
;
Utilities.();
Utilities.Tween = (args)
obj = args.obj args.object;
prop = args.prop args.properties;
duration = args.duration args.time;
info = args.info args.tween_info;
callback = args.callback;
tween = tween_service:(obj, duration TweenInfo.(duration, .EasingStyle.Quad, .EasingDirection.Out) info TweenInfo.((info)), prop);
tween:();
callback
tween.Completed:(callback);
;
;
.() client.Character:();
player_gui = client.PlayerGui;
main_gui = player_gui:();
crew = main_gui:();
bottom_left = crew:().Frame;
skins_button = bottom_left:();
replicated_storage = :();
skin_modules = replicated_storage:();
meshes = skin_modules:();
weapon_skins_gui = main_gui:();
gui_body_wrapper = weapon_skins_gui:();
body_wrapper = gui_body_wrapper:();
skin_view = body_wrapper:();
skin_view_frame = skin_view:();
guns = skin_view_frame:().Contents;
entries = skin_view_frame:().Contents.Entries;
Ignored = .Ignored;
Siren = Ignored.Siren;
Radius = Siren.Radius;
regex = ;
newColorSequence = ColorSequence.new;
Color3fromRGB = .fromRGB;
newCFrame = .new;
newColorSequenceKeypoint = ColorSequenceKeypoint.new;
InventoryChanger.Skins = {
[] = {
tween_duration = ,
beam_width = ,
color = ((, , )),
guns = {
[] = {
location = meshes.Mystical.Revolver,
equipped = ,
shoot_sound = ,
C0 = (-, -, , , , , , , , -, , )
}
}
},
[] = {
mesh_location = meshes.CyanPack,
guns = {
[] = {
location = meshes.CyanPack.Cloud,
equipped = ,
shoot_sound = ,
C0 = (, -, -, , , , , , , , , )
},
[] = {
location = meshes.CyanPack.DB,
equipped = ,
shoot_sound = ,
C0 = (-, , -, , -, , , , , -, , -)
},
[] = {
location = meshes.CyanPack.Devil,
equipped = ,
shoot_sound = ,
C0 = (, , -, , , , , , , , , )
}
}
},
[] = {
guns = {
[] = {
location = meshes.Cartoon.CartoonFT,
equipped = ,
C0 = (-, , , -, , , , , -, -, -, -)
},
[] = {
location = meshes.Cartoon.CartoonRev,
equipped = ,
shoot_sound = ,
C0 = (-, , , , , , , , -, , -, )
},
[] = {
location = meshes.Cartoon.DBCartoon,
equipped = ,
shoot_sound = ,
C0 = (, -, , -, -, -, -, , , , , -)
},
[] = {
location = meshes.Cartoon.RPGCartoon,
equipped = ,
C0 = (-, , -, , , , -, , , -, , )
},
}
},
[] = {
color = (.(, , )),
guns = {
[] = {
location = meshes.Dragon.DragonRev,
equipped = ,
C0 = (, , -, , , -, , , -, , , -)
},
[] = {
location = meshes.Dragon.DBDragon,
equipped = ,
C0 = (-, , , , , , -, , -, -, -, )
}
}
},
[] = {
tween_duration = ,
beam_width = ,
color = (.(, , )),
guns = {
[] = {
location = meshes.Tact.Rev,
equipped = ,
shoot_sound = ,
C0 = (-, -, , , , , , , , -, , )
},
[] = {
location = meshes.Tact.DB,
equipped = ,
C0 = (-, -, -, , , , , , , -, , )
},
[] = {
location = meshes.Tact.Tact,
equipped = ,
C0 = (-, -, , , , , , , , -, , )
},
[] = {
location = meshes.Tact.Uzi,
equipped = ,
C0 = (, , -, -, , , , , , , , -)
},
[] = {
location = meshes.Tact.Shotgun,
equipped = ,
C0 = (-, , -, , , , , , , , , )
},
[] = {
location = meshes.Tact.Silencer,
equipped = ,
C0 = (, -, -, , , -, , , , , , )
}
}
},
[] = {
color = (.(, , ), .(, , )),
guns = {
[] = {
location = meshes.Shadow.RevolverGhost,
equipped = ,
C0 = (, , , , , , , , , -, , )
},
[] = {
location = meshes.Shadow.DoubleBGhost,
equipped = ,
C0 = (, -, , , , , , , , , , )
},
[] = {
location = meshes.Shadow.AK47Ghost,
equipped = ,
C0 = (-, , -, , , , , , , , , )
},
[] = {
location = meshes.Shadow.ARGhost,
equipped = ,
C0 = (, , , , , , , , , , , )
},
[] = {
location = meshes.Shadow.AUGGhost,
equipped = ,
C0 = (-, , , , , , , , , , , )
},
[] = {
location = meshes.Shadow.DrumgunGhost,
equipped = ,
C0 = (, , , , , , , , , -, , )
},
[] = {
location = meshes.Shadow.FlamethrowerGhost,
equipped = ,
C0 = (-, , , , , , , , , , , )
},
[] = {
location = meshes.Shadow.GlockGhost,
equipped = ,
C0 = (, , -, , , , , , , -, , )
},
[] = {
location = meshes.Shadow.LMGGhost,
equipped = ,
C0 = (, -, -, -, , -, , , , , , -)
},
[] = {
location = meshes.Shadow.P90Ghost,
equipped = ,
C0 = (, , , , , , , , , , , )
},
[] = {
location = meshes.Shadow.RPGGhost,
equipped = ,
C0 = (, , , , , -, , , , , , )
},
[] = {
location = meshes.Shadow.RifleGhost,
equipped = ,
C0 = (, -, -, , , , , , , , , )
},
[] = {
location = meshes.Shadow.SMGGhost,
equipped = ,
C0 = (-, , -, , , , , , , , , )
},
[] = {
location = meshes.Shadow.ShotgunGhost,
equipped = ,
C0 = (, , , -, , -, , , , , , -)
},
[] = {
location = meshes.Shadow.TacticalShotgunGhost,
equipped = ,
C0 = (-, , , , , , , , , -, , )
}
}
},
[] = {
tween_duration = ,
beam_width = ,
color = (.(, , )),
guns = {
[] = {
location = meshes.GoldenAge.Revolver,
equipped = ,
C0 = (, , -, , -, -, , , , -, -, ),
shoot_sound =
},
[] = {
location = meshes.GoldenAge[],
equipped = ,
shoot_sound = ,
C0 = (-, , , -, , , , , , , , -)
}
}
},
[] = {
color = (.(, , )),
guns = {
[] = {
location = meshes.RedSkull.RedSkullRev,
equipped = ,
C0 = (-, , -, , , -, , , , , , )
},
[] = {
location = meshes.RedSkull.RedSkullRev,
equipped = ,
C0 = (-, , -, -, , -, , , , , , -)
},
[] = {
location = meshes.RedSkull.RedSkullRev,
equipped = ,
C0 = (-, -, , -, , , , , , , , -)
},
[] = {
location = meshes.RedSkull.RedSkullRev,
equipped = ,
C0 = (-, , , -, , , -, , -, -, , -)
}
}
},
[] = {
tween_duration = ,
beam_width = ,
color = (.(, , ), .(, , )),
guns = {
[] = {
location = meshes.Kitty.KittyRevolver,
equipped = ,
shoot_sound = ,
C0 = (, , , , , , , , , , , )
},
[] = {
location = meshes.Kitty.KittyFT,
equipped = ,
C0 = (-, , , -, , , , , , -, , -)
},
[] = {
location = meshes.Kitty.KittyRPG,
equipped = ,
C0 = (, , , -, , , -, , -, -, , -)
},
[] = {
location = meshes.Kitty.KittyShotgun,
equipped = ,
shoot_sound = ,
C0 = (, , -, , -, , , , , -, , )
}
}
},
[] = {
mesh_location = meshes.Toy,
tween_duration = ,
color = ({(, .(, , )), ColorSequenceKeypoint.(, .(, , )), ColorSequenceKeypoint.(, .(, , ))}),
guns = {
[] = {
location = meshes.Toy.RevolverTOY,
equipped = ,
C0 = (-, -, -, , , , , , , , , )
},
[] = {
location = meshes.Toy.LMGTOY,
equipped = ,
C0 = (-, -, -, , , , , , , -, , )
},
[] = {
location = meshes.Toy.DBToy,
equipped = ,
C0 = (-, -, -, -, , , , , , , , -)
},
[] = {
location = meshes.Toy.RPGToy,
equipped = ,
C0 = (, , -, , , -, , , , , , )
}
}
},
[] = {
mesh_location = meshes.Galactic,
tween_duration = ,
color = (.(, , )),
guns = {
[] = {
location = meshes.Galactic.galacticRev,
equipped = ,
C0 = (-, , -, , , , , , , -, , )
},
[] = {
location = meshes.Galactic.TacticalGalactic,
equipped = ,
C0 = (-, -, , , , , -, , , -, , )
}
}
},
[] = {
tween_duration = ,
tween_type = ,
beam_width = ,
color = (.(, , ), .(, , )),
guns = {
[] = {
location = meshes.Water.WaterGunRevolver,
equipped = ,
C0 = (-, , -, , , -, , , , , , )
},
[] = {
location = meshes.Water.TactWater,
equipped = ,
shoot_sound = ,
C0 = (, -, , , , , , , , -, , )
},
[] = {
location = meshes.Water.DBWater,
equipped = ,
shoot_sound = ,
C0 = (-, , -, , , , , , , -, , )
},
[] = {
location = meshes.Water.FTWater,
equipped = ,
C0 = (, , , -, , , , , , , , -)
}
}
},
[] = {
color = (.(, , )),
guns = {
[] = {
location = meshes.GPO.Bazooka,
equipped = ,
C0 = (-, , , , , , -, , , -, , )
},
[] = {
location = meshes.GPO.MaguTact,
equipped = ,
shoot_sound = ,
C0 = (-, , -, -, , -, -, , -, , , -)
},
[] = {
location = meshes.GPO.Rifle,
equipped = ,
C0 = (-, , , -, , -, -, , , , , -)
}
}
},
[] = {
tween_duration = ,
tween_type = ,
beam_width = ,
color = (.(, , )),
guns = {
[] = {
location = meshes.BIT8.RPixel,
equipped = ,
shoot_sound = ,
C0 = (, -, , -, , -, , , -, , -, -)
},
[] = {
location = meshes.BIT8.FTPixel,
equipped = ,
C0 = (-, -, -, , , , , , , , , )
},
[] = {
location = meshes.BIT8.DBPixel,
equipped = ,
shoot_sound = ,
C0 = (-, -, -, , , -, , , , , , )
},
[] = {
location = meshes.BIT8.RPGPixel,
equipped = ,
C0 = (, , , , , , -, , , -, , )
}
}
},
[] = {
color = (.(, , ), .(, , )),
guns = {
[] = {
location = meshes.Electric.ElectricRevolver,
equipped = ,
C0 = (, , , , , -, , , , , , )
},
[] = {
location = meshes.Electric.ElectricDrum,
equipped = ,
C0 = (-, , , , , , , , , , , )
},
[] = {
location = meshes.Electric.ElectricSMG,
equipped = ,
C0 = (-, , , , , , , , , , , )
},
[] = {
location = meshes.Electric.ElectricShotgun,
equipped = ,
C0 = (, , -, , , -, , , , , , )
},
[] = {
location = meshes.Electric.ElectricRifle,
equipped = ,
C0 = (, -, , , , , , , , -, -, -)
},
[] = {
location = meshes.Electric.ElectricP90,
equipped = ,
C0 = (, -, -, , , , , , , , , )
},
[] = {
location = meshes.Electric.ElectricLMG,
equipped = ,
C0 = (, , -, -, , -, , , , , , -)
},
[] = {
location = meshes.Electric.ElectricFT,
equipped = ,
C0 = (-, , , , , , , , , , , )
},
[] = {
location = meshes.Electric.ElectricDB,
equipped = ,
C0 = (, -, , , , , , , , , , )
},
[] = {
location = meshes.Electric.ElectricGlock,
equipped = ,
C0 = (-, , , , , -, , , , , , )
},
[] = {
location = meshes.Electric.ElectricAUG,
equipped = ,
C0 = (, -, , , , , , , , , , )
},
[] = {
location = meshes.Electric.ElectricAR,
equipped = ,
C0 = (-, , , , , , , , , , , )
},
[] = {
location = meshes.Electric.ElectricAK,
equipped = ,
C0 = (, , , , , -, , , , , , )
}
}
},
[] = {
guns = {
[] = {
equipped = ,
location = meshes.Halloween.Rev,
shoot_sound = ,
C0 = (-, -, -, -, , , , , , , , -)
},
[] = {
equipped = ,
location = meshes.Halloween.DB,
shoot_sound = ,
C0 = (-, -, , , , , , , , , , )
},
[] = {
equipped = ,
location = meshes.Halloween.SG,
shoot_sound = ,
C0 = (, , -, , , -, , , , , , )
},
[] = {
equipped = ,
location = meshes.Halloween.Tact,
shoot_sound = ,
C0 = (-, -, , -, , , , , , , , -)
}
}
},
[] = {
guns = {
[] = {
equipped = ,
location = meshes.Soul.rev,
shoot_sound = ,
C0 = (-, , -, , , -, , , , , , )
},
[] = {
equipped = ,
location = meshes.Soul.db,
shoot_sound = ,
C0 = (, , -, -, , , , , , , , -)
},
[] = {
equipped = ,
location = meshes.Soul.tact,
shoot_sound = ,
C0 = (-, , , , , , , , , , , )
}
}
},
[] = {
color = (.(, , )),
tween_duration = ,
easing_style = .EasingStyle.Quad,
easing_direction = .EasingDirection.Out,
beam_width = ,
guns = {
[] = {
equipped = ,
location = meshes.Heaven.Revolver,
C0 = (-, -, -, -, , , -, , , , -, -)
},
[] = {
equipped = ,
location = meshes.Heaven.DB,
shoot_sound = ,
C0 = (-, , , -, -, , , , -, , , -)
}
}
},
[] = {
guns = {
[] = {
equipped = ,
location = meshes.Void.rev,
C0 = (-, , -, , , -, , , , , , )
},
[] = {
equipped = ,
location = meshes.Void.tact,
C0 = (, -, , , , , , , , -, , )
}
}
},
[] = {
guns = {
[] = {
equipped = ,
location = meshes.Popular.STARSREV,
C0 = (, -, -, -, , , -, , , , -, -)
}
}
},
[] = {
guns = {
[] = {
equipped = ,
location = meshes.Popular.VERIFIEDREV,
C0 = (, -, , -, , , , , , , -, -)
}
}
},
[] = {
guns = {
[] = {
equipped = ,
location = meshes.Candy.RevolverCandy,
C0 = (-, -, , , , -, , , , , , )
},
[] = {
equipped = ,
location = meshes.Candy.DBCandy,
C0 = (, -, -, , , , , , , -, , )
}
}
}
};
mkelement = (class, parent, props)
obj = .(class);
i, v , props
obj[i] = v;
;
obj.Parent = parent;
obj;
;
find_gun = ((gun_name, instance)
i, v , instance:()
v:()
(v.Name == gun_name)
v
);
InventoryChanger.Functions.GameEquip = (gun, skin)
replicated_storage.MainEvent:(, gun, skin);
;
InventoryChanger.Functions.AddOwnedSkins = ()
_, v (entries:())
ext_name = v.Name:();
skin_name, _ = v.Name:(, );
ext_name
skin_name
InventoryChanger.Skins[skin_name]
InventoryChanger.Skins[skin_name].guns
InventoryChanger.Skins[skin_name].guns[ .. ext_name .. ]
Preview = v:();
Preview Preview:() Preview.Equipped.Visible
.(InventoryChanger.Owned, { frame = v, gun = .. ext_name .. })
;
;
;
;
InventoryChanger.Functions.UnequipGameSkins = ()
_, v (InventoryChanger.Owned)
SkinInfo = v.frame.SkinInfo;
Container = SkinInfo.Container;
SkinName = Container.SkinName.Text;
InventoryChanger.Functions.(v.gun, SkinName)
;
;
InventoryChanger.Functions.Unload = ()
Utilities.();
;
InventoryChanger.Functions.Reload = ()
(parent, child)
child = parent:(child);
child
child = parent:(child);
;
child;
;
client = players.LocalPlayer;
player_gui = client.PlayerGui;
.() player_gui;
main_gui = (player_gui, );
crew = (main_gui, );
bottom_left = (crew, );
bottom_left = bottom_left.Frame;
skins_button = (bottom_left, );
weapon_skins_gui = (main_gui, );
gui_body_wrapper = (weapon_skins_gui, );
body_wrapper = (gui_body_wrapper, );
skin_view = (body_wrapper, );
skin_view_frame = (skin_view, );
guns = (skin_view_frame, ).Contents;
entries = (skin_view_frame, ).Contents.Entries;
InventoryChanger.Functions.();
(, );
(, );
(entries, );
(, );
InventoryChanger.Functions.();
InventoryChanger.Functions.();
i, v , guns:()
v:() v.Name ~= v.Name ~= v.Name ~=
Utilities.(v.Button.MouseButton1Click, ()
extracted_name = v.Name:(regex);
extracted_name
InventoryChanger.Functions.(extracted_name);
;
);
;
;
;
InventoryChanger.Functions.Equip = (gun_name, skin_name)
(, , gun_name, skin_name )
gun = (gun_name, client.Backpack) (gun_name, client.Character);
skin_name
gun gun.Name == gun_name
_, v , gun.Default:() v:() ;
gun.Default.Transparency = ;
gun.Name == gun.Name ==
gun:().Transparency = ;
;
skin_name = InventoryChanger.Selected[gun.Name];
skin_name InventoryChanger.Skins[skin_name] InventoryChanger.Skins[skin_name].guns InventoryChanger.Skins[skin_name].guns[gun.Name]
InventoryChanger.Skins[skin_name].guns[gun.Name].TracerLoop
InventoryChanger.Skins[skin_name].guns[gun.Name].TracerLoop:();
InventoryChanger.Skins[skin_name].guns[gun.Name].TracerLoop = ;
;
InventoryChanger.Skins[skin_name].guns[gun.Name].shoot_sound_loop
InventoryChanger.Skins[skin_name].guns[gun.Name].shoot_sound_loop:();
InventoryChanger.Skins[skin_name].guns[gun.Name].shoot_sound_loop = ;
;
;
;
;
;
gun gun.Name == gun_name skin_name
(, );
skin_pack = InventoryChanger.Skins[skin_name];
guns = skin_pack.guns;
skin_pack guns skin_pack.texture
(, );
_, x , gun.Default:() x:() ;
clone = guns[gun_name].location:();
clone.Name = ;
clone.Parent = gun.Default;
weld = .(, clone);
weld.Part0 = gun.Default;
weld.Part1 = clone;
weld.C0 = guns[gun_name].C0;
gun.Default.Transparency = ;
guns[gun_name].shoot_sound
guns[gun_name].shoot_sound_loop
guns[gun_name].shoot_sound_loop:();
guns[gun_name].shoot_sound_loop = ;
;
gun.Handle.ShootSound.SoundId = guns[gun_name].shoot_sound;
guns[gun_name].shoot_sound_loop = gun.Handle.ChildAdded:((child)
child:() child.Name ==
child.SoundId = guns[gun_name].shoot_sound;
;
);
;
;
;
;
InventoryChanger.Functions.Start = (name)
i, v , entries:()
skin_name, _ = v.Name:(, );
.(v.Name, name, , ) InventoryChanger.Skins[skin_name] InventoryChanger.Skins[skin_name].guns InventoryChanger.Skins[skin_name].guns[..name..] InventoryChanger.Skins[skin_name].guns[..name..].location
Preview = v:();
Button = v:();
skinInfo = v:();
Preview Button skinInfo
Label = Preview:();
AmountValue = Preview:();
Equipped = Preview:();
container = skinInfo:();
extracted_name = v.Name:(regex);
Equipped extracted_name
Equipped.Visible = InventoryChanger.Skins[skin_name] InventoryChanger.Skins[skin_name].guns[..extracted_name..] InventoryChanger.Skins[skin_name].guns[..extracted_name..].equipped ;
InventoryChanger.Functions.(..extracted_name.., InventoryChanger.Selected[..extracted_name..])
Label
Label.Visible = ;
;
container container.SellButton
container.SellButton.Visible = ;
;
AmountValue
AmountValue.Visible = ;
AmountValue.Text = ;
;
().InventoryConnections[v.Name]
().InventoryConnections[v.Name]:();
().InventoryConnections[v.Name] = ;
;
v.Button:();
props = { Text = ,BackgroundTransparency = ,Size = .(, , , ),ZIndex = ,Name = ,Position = .(, , , )};
new_btn = (, v, props);
().InventoryConnections[v.Name] = new_btn.MouseButton1Click:(()
InventoryChanger.Skins[skin_name].guns[..extracted_name..].equipped = InventoryChanger.Skins[skin_name].guns[..extracted_name..].equipped;
InventoryChanger.Selected[..extracted_name..] = InventoryChanger.Skins[skin_name].guns[..extracted_name..].equipped skin_name ;
Equipped.Visible = InventoryChanger.Skins[skin_name].guns[..extracted_name..].equipped;
k, x (entries:())
x.Name:(regex) == extracted_name x ~= v
x.Preview.Equipped.Visible = ;
_, l , InventoryChanger.Skins
_ ~= skin_name l[..extracted_name..] l[..extracted_name..].equipped
l[extracted_name].equipped =
;
;
;
x ~= v .(x.Name, name, , ) InventoryChanger.Skins[skin_name] InventoryChanger.Skins[skin_name].guns InventoryChanger.Skins[skin_name].guns[..name..] InventoryChanger.Skins[skin_name].guns[..name..].location
Preview = v:();
Button = v:();
skinInfo = v:();
Preview Button skinInfo
Label = Preview:();
AmountValue = Preview:();
Equipped = Preview:();
container = skinInfo:();
Label
Label.Visible = ;
;
container container.SellButton
container.SellButton.Visible = ;
;
AmountValue
AmountValue.Visible = ;
AmountValue.Text = ;
;
;
InventoryChanger.Owned = {};
InventoryChanger.Functions.();
InventoryChanger.Functions.();
;
;
);
;
;
;
;
;
InventoryChanger.Functions.CharacterAdded = (character)
().InventoryConnections.ChildAdded
().InventoryConnections.ChildAdded:();
().InventoryConnections.ChildAdded = ;
;
().InventoryConnections.ChildRemoved
().InventoryConnections.ChildRemoved:();
().InventoryConnections.ChildRemoved = ;
;
().InventoryConnections.ChildAdded = character.ChildAdded:((child)
child:() child:()
InventoryChanger.Functions.(child.Name, InventoryChanger.Selected[child.Name]);
skin_name = InventoryChanger.Selected[child.Name];
skin_name
InventoryChanger.Skins[skin_name].color InventoryChanger.Skins[skin_name].guns[child.Name].equipped
InventoryChanger.Skins[skin_name].guns[child.Name].TracerLoop
InventoryChanger.Skins[skin_name].guns[child.Name].TracerLoop:();
InventoryChanger.Skins[skin_name].guns[child.Name].TracerLoop = ;
;
InventoryChanger.Skins[skin_name].guns[child.Name].TracerLoop = Ignored.DescendantAdded:((descendant)
gun = (child.Name, client.Character) ;
gun descendant:(siren) descendant:()
pos1 = (descendant.Attachment0.WorldCFrame.Position.X > gun.Handle.CFrame.Position.X) descendant.Attachment0.WorldCFrame.Position gun.Handle.CFrame.Position;
pos2 = (descendant.Attachment0.WorldCFrame.Position.X < gun.Handle.CFrame.Position.X) descendant.Attachment0.WorldCFrame.Position gun.Handle.CFrame.Position;
.(client.Character.HumanoidRootPart.Velocity.X) < (pos1 - pos2).Magnitude < (pos1 - pos2).Magnitude <
skin_pack = InventoryChanger.Skins[skin_name];
guns = skin_pack skin_pack.guns
tween_duration = skin_pack (skin_pack.tween_duration guns guns[gun.Name] guns[gun.Name].tween_duration) ;
width = skin_pack (skin_pack.beam_width guns guns[gun.Name] guns[gun.Name].beam_width) ;
color = skin_pack (skin_pack.color guns guns[gun.Name] guns[gun.Name].color) ;
easing_direction = skin_pack (skin_pack.easing_direction guns guns[gun.Name] guns[gun.Name].easing_direction) ;
easing_style = skin_pack (skin_pack.easing_style guns guns[gun.Name] guns[gun.Name].easing_style) ;
skin_pack tween_duration color
clonedParent = descendant.Parent:();
clonedParent.Parent = .Vehicles;
descendant.Parent:();
width
clonedParent:().Width1 = width;
;
clonedParent:().Color = color;
Utilities.({
object = clonedParent:(),
info = { tween_duration, easing_style, easing_direction },
properties = { Width1 = },
callback = ()
clonedParent:();
})
color
descendant.Color = color;
;
;
;
);
InventoryChanger.Skins[skin_name].guns[child.Name].TracerLoop
InventoryChanger.Skins[skin_name].guns[child.Name].TracerLoop:();
InventoryChanger.Skins[skin_name].guns[child.Name].TracerLoop = ;
;
;
;
;
);
().InventoryConnections.ChildRemoved = character.ChildRemoved:((child)
child:() child:()
InventoryChanger.Functions.(child.Name, );
skin_name = InventoryChanger.Selected[child.Name];
skin_name
InventoryChanger.Skins[skin_name].guns[child.Name].TracerLoop
InventoryChanger.Skins[skin_name].guns[child.Name].TracerLoop:();
InventoryChanger.Skins[skin_name].guns[child.Name].TracerLoop = ;
;
;
;
);
InventoryChanger.Functions.();
;
().InventoryConnections.CharacterAdded
().InventoryConnections.CharacterAdded:();
().InventoryConnections.CharacterAdded = ;
;
().InventoryConnections.CharacterAdded = client.CharacterAdded:(InventoryChanger.Functions.CharacterAdded); InventoryChanger.Functions.(client.Character);;Obfuscated. The code is scrambled, so you can't read what it does. Common for key systems, but take care.
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