Run it
Copy the script and paste it into your executor.
Players = :()
UserInputService = :()
SoundService = :()
Workspace = :()
Lighting = :()
RunService = :()
CollectionService = :()
player = Players.LocalPlayer
playerGui = player:()
START_SOUND_ID =
BUTTON_SOUND_ID =
BACKROOMS_SOUND_ID =
ENTITY_SOUND_ID =
ATTACK_SOUND_ID =
(soundId, volume)
volume = volume
sound = .()
sound.SoundId = .. soundId
sound.Volume = volume
sound.Parent = SoundService
sound:()
sound.Ended:(()
sound:()
)
(START_SOUND_ID)
screenGui = .()
screenGui.Name =
screenGui.ResetOnSpawn =
screenGui.ZIndexBehavior = .ZIndexBehavior.Sibling
screenGui.Parent = playerGui
mainFrame = .()
mainFrame.Name =
mainFrame.Size = .(, , , )
mainFrame.Position = .(, , , )
mainFrame.BackgroundColor3 = .(, , )
mainFrame.BorderSizePixel =
mainFrame.BackgroundTransparency =
mainFrame.Parent = screenGui
corner = .()
corner.CornerRadius = .(, )
corner.Parent = mainFrame
border = .()
border.Color = .(, , )
border.Thickness =
border.Parent = mainFrame
title = .()
title.Name =
title.Size = .(, , , )
title.Position = .(, , , )
title.BackgroundColor3 = .(, , )
title.TextColor3 = .(, , )
title.Text =
title.Font = .Font.GothamBold
title.TextSize =
title.Parent = mainFrame
titleCorner = .()
titleCorner.CornerRadius = .(, )
titleCorner.Parent = title
controlContainer = .()
controlContainer.Name =
controlContainer.Size = .(, -, , )
controlContainer.Position = .(, , , -)
controlContainer.BackgroundTransparency =
controlContainer.Parent = mainFrame
controlLayout = .()
controlLayout.CellSize = .(, -, , )
controlLayout.CellPadding = .(, , , )
controlLayout.HorizontalAlignment = .HorizontalAlignment.Center
controlLayout.Parent = controlContainer
toggleButton = .()
toggleButton.Name =
toggleButton.Size = .(, , , )
toggleButton.BackgroundColor3 = .(, , )
toggleButton.TextColor3 = .(, , )
toggleButton.Text =
toggleButton.Font = .Font.Gotham
toggleButton.TextSize =
toggleButton.Parent = controlContainer
toggleCorner = .()
toggleCorner.CornerRadius = .(, )
toggleCorner.Parent = toggleButton
pinButton = .()
pinButton.Name =
pinButton.Size = .(, , , )
pinButton.BackgroundColor3 = .(, , )
pinButton.TextColor3 = .(, , )
pinButton.Text =
pinButton.Font = .Font.Gotham
pinButton.TextSize =
pinButton.Parent = controlContainer
pinCorner = .()
pinCorner.CornerRadius = .(, )
pinCorner.Parent = pinButton
buttonContainer = .()
buttonContainer.Name =
buttonContainer.Size = .(, -, , -)
buttonContainer.Position = .(, , , )
buttonContainer.BackgroundTransparency =
buttonContainer.Visible =
buttonContainer.Parent = mainFrame
layout = .()
layout.Padding = .(, )
layout.HorizontalAlignment = .HorizontalAlignment.Center
layout.VerticalAlignment = .VerticalAlignment.Top
layout.Parent = buttonContainer
(text, color, height)
height = height
button = .()
button.Name = text ..
button.Size = .(, , , height)
button.BackgroundColor3 = color
button.TextColor3 = .(, , )
button.Text = text
button.Font = .Font.GothamMedium
button.TextSize =
button.AutoButtonColor =
buttonCorner = .()
buttonCorner.CornerRadius = .(, )
buttonCorner.Parent = button
button
(width, height)
maze = {}
x = , width
maze[x] = {}
y = , height
maze[x][y] =
stack = {}
startX, startY = ,
maze[startX][startY] =
.(stack, {x = startX, y = startY})
directions = {
{dx = , dy = },
{dx = -, dy = },
{dx = , dy = },
{dx = , dy = -}
}
#stack >
current = stack[#stack]
available = {}
_, dir (directions)
nx, ny = current.x + dir.dx, current.y + dir.dy
nx >= nx <= width ny >= ny <= height maze[nx][ny] ==
wallX, wallY = current.x + dir.dx/, current.y + dir.dy/
maze[wallX] maze[wallX][wallY] ==
.(available, {dx = dir.dx, dy = dir.dy})
#available >
chosen = available[.(, #available)]
wallX, wallY = current.x + chosen.dx/, current.y + chosen.dy/
newX, newY = current.x + chosen.dx, current.y + chosen.dy
maze[wallX][wallY] =
maze[newX][newY] =
.(stack, {x = newX, y = newY})
.(stack)
maze[][] =
maze[width][height-] =
maze
entities = {}
entityConnections = {}
(position, color, speed, aggression)
entityFolder = Workspace:()
entityFolder
model = .()
model.Name = .. #entities +
model.Parent = entityFolder
mainPart = .()
mainPart.Name =
mainPart.Size = .(, , )
mainPart.Position = position
mainPart.Anchored =
mainPart.CanCollide =
mainPart.Material = .Material.SmoothPlastic
mainPart.Color = color .(, , )
mainPart.BrickColor = BrickColor.()
mainPart.BottomSurface = .SurfaceType.Smooth
mainPart.TopSurface = .SurfaceType.Smooth
mainPart.Parent = model
light = .(, mainPart)
light.Brightness =
light.Range =
light.Color = color .(, , )
light.Shadows =
head = .()
head.Name =
head.Size = .(, , )
head.Position = position + .(, , )
head.Anchored =
head.CanCollide =
head.Material = .Material.Glass
head.Color = .(, , )
head.Transparency =
head.BrickColor = BrickColor.()
head.Parent = model
eye1 = .()
eye1.Name =
eye1.Size = .(, , )
eye1.Position = position + .(-, , )
eye1.Anchored =
eye1.CanCollide =
eye1.Material = .Material.Neon
eye1.Color = .(, , )
eye1.Parent = model
eye2 = .()
eye2.Name =
eye2.Size = .(, , )
eye2.Position = position + .(, , )
eye2.Anchored =
eye2.CanCollide =
eye2.Material = .Material.Neon
eye2.Color = .(, , )
eye2.Parent = model
i = -, ,
arm = .()
arm.Name = .. ((i + ) / )
arm.Size = .(, , )
arm.Position = position + .(i * , , )
arm.Anchored =
arm.CanCollide =
arm.Material = .Material.SmoothPlastic
arm.Color = .(, , )
arm.Parent = model
weld1 = .()
weld1.Name =
weld1.Part0 = mainPart
weld1.Part1 = head
weld1.C0 = .(, , )
weld1.Parent = mainPart
weld2 = .()
weld2.Name =
weld2.Part0 = head
weld2.Part1 = eye1
weld2.C0 = .(-, , )
weld2.Parent = head
weld3 = .()
weld3.Name =
weld3.Part0 = head
weld3.Part1 = eye2
weld3.C0 = .(, , )
weld3.Parent = head
weld4 = .()
weld4.Name =
weld4.Part0 = mainPart
weld4.Part1 = model:()
weld4.C0 = .(-, -, )
weld4.Parent = mainPart
weld5 = .()
weld5.Name =
weld5.Part0 = mainPart
weld5.Part1 = model:()
weld5.C0 = .(, -, )
weld5.Parent = mainPart
sound = .()
sound.Name =
sound.SoundId = .. ENTITY_SOUND_ID
sound.Looped =
sound.Volume =
sound.Parent = model
sound:()
entityData = {
model = model,
mainPart = mainPart,
speed = speed ,
aggression = aggression ,
state = ,
target = ,
lastAttack = ,
attackCooldown = ,
color = color,
position = position
}
.(entities, entityData)
CollectionService:(model, )
entityData
(dt)
character = player.Character
character
humanoidRootPart = character:()
humanoidRootPart
playerPos = humanoidRootPart.Position
i, entity (entities)
entity.model entity.model.Parent
entityPos = entity.mainPart.Position
distance = (playerPos - entityPos).Magnitude
distance <
entity.state =
entity.target = playerPos
direction = (playerPos - entityPos).Unit
newPos = entityPos + direction * entity.speed * dt
entity.mainPart.CFrame = .(newPos, playerPos) * .(, .pi, )
distance <
now = ()
now - entity.lastAttack > entity.attackCooldown
entity.state =
entity.lastAttack = now
(ATTACK_SOUND_ID, )
flash = .()
flash.Name =
flash.Size = .(, , )
flash.Position = entityPos
flash.Anchored =
flash.CanCollide =
flash.Material = .Material.Neon
flash.Color = .(, , )
flash.Transparency =
flash.Parent = Workspace
:():(flash, TweenInfo.(), {Transparency = }):()
.()
flash:()
character character:()
character.Humanoid.Health =
entity.state =
entity.state ==
t = .(() * ) * +
entity.mainPart.Color = .( + t * , , )
entity.state =
.() <
entity.mainPart.CFrame = entity.mainPart.CFrame * .(, .() * .pi * , )
entity.mainPart.Color = .(, , )
.(entities, i)
()
i, entity (entities)
entity.model entity.model.Parent
entity.model:()
entities = {}
BASE_POSITION = .(, , )
(floorY, roomHeight, backroomsFolder, roomWidth, roomLength)
anomalies = {}
halfWidth = roomWidth /
halfLength = roomLength /
i = ,
angle = .() * .pi *
radius = .(, halfWidth - )
size = + .(, )
anomalyPos = .(
BASE_POSITION.X + .(angle) * radius,
floorY,
BASE_POSITION.Z + .(angle) * radius
)
anomalyPos = .(
.(anomalyPos.X, -halfWidth + size/ + , halfWidth - size/ - ),
floorY,
.(anomalyPos.Z, -halfLength + size/ + , halfLength - size/ - )
)
marker = .()
marker.Name = .. i
marker.Size = .(size, , size)
marker.Position = anomalyPos + .(, roomHeight/, )
marker.Anchored =
marker.CanCollide =
marker.Transparency =
marker.Material = .Material.Neon
marker.Color = .(, , )
marker.Parent = backroomsFolder
beam = .()
beam.Name = .. i
beam.Size = .(size/, , size/)
beam.Position = anomalyPos + .(, roomHeight + , )
beam.Anchored =
beam.CanCollide =
beam.Transparency =
beam.Material = .Material.Neon
beam.Color = .(, , )
beam.Parent = backroomsFolder
.(anomalies, { = , position = anomalyPos, size = size})
i = ,
angle = .() * .pi *
radius = .(, halfWidth - )
size = + .(, )
anomalyPos = .(
BASE_POSITION.X + .(angle) * radius,
floorY,
BASE_POSITION.Z + .(angle) * radius
)
anomalyPos = .(
.(anomalyPos.X, -halfWidth + size/ + , halfWidth - size/ - ),
floorY,
.(anomalyPos.Z, -halfLength + size/ + , halfLength - size/ - )
)
redFloor = .()
redFloor.Name = .. i
redFloor.Size = .(size, , size)
redFloor.Position = anomalyPos
redFloor.Anchored =
redFloor.CanCollide =
redFloor.Material = .Material.Neon
redFloor.Color = .(, , )
redFloor.Parent = backroomsFolder
wallSize =
wallPositions = {
.(size/, roomHeight/, ),
.(-size/, roomHeight/, ),
.(, roomHeight/, size/),
.(, roomHeight/, -size/)
}
_, offset (wallPositions)
wall = .()
wall.Name = .. i
wall.Size = .(size, roomHeight, wallSize)
wall.Position = anomalyPos + offset
wall.Anchored =
wall.CanCollide =
wall.Material = .Material.Neon
wall.Color = .(, , )
wall.Transparency =
wall.Parent = backroomsFolder
redLight = .()
redLight.Parent = redFloor
redLight.Brightness =
redLight.Range = size
redLight.Color = .(, , )
.(anomalies, { = , position = anomalyPos, size = size})
i = ,
angle = .() * .pi *
radius = .(, halfWidth - )
size = + .(, )
anomalyPos = .(
BASE_POSITION.X + .(angle) * radius,
floorY,
BASE_POSITION.Z + .(angle) * radius
)
anomalyPos = .(
.(anomalyPos.X, -halfWidth + size/ + , halfWidth - size/ - ),
floorY,
.(anomalyPos.Z, -halfLength + size/ + , halfLength - size/ - )
)
blueFloor = .()
blueFloor.Name = .. i
blueFloor.Size = .(size, , size)
blueFloor.Position = anomalyPos
blueFloor.Anchored =
blueFloor.CanCollide =
blueFloor.Material = .Material.Neon
blueFloor.Color = .(, , )
blueFloor.Parent = backroomsFolder
blueLight = .()
blueLight.Parent = blueFloor
blueLight.Brightness =
blueLight.Range = size
blueLight.Color = .(, , )
.(anomalies, { = , position = anomalyPos, size = size})
i = ,
angle = .() * .pi *
radius = .(, halfWidth - )
size = + .(, )
anomalyPos = .(
BASE_POSITION.X + .(angle) * radius,
floorY,
BASE_POSITION.Z + .(angle) * radius
)
anomalyPos = .(
.(anomalyPos.X, -halfWidth + size/ + , halfWidth - size/ - ),
floorY,
.(anomalyPos.Z, -halfLength + size/ + , halfLength - size/ - )
)
blackFloor = .()
blackFloor.Name = .. i
blackFloor.Size = .(size, , size)
blackFloor.Position = anomalyPos
blackFloor.Anchored =
blackFloor.CanCollide =
blackFloor.Material = .Material.Slate
blackFloor.Color = .(, , )
blackFloor.BrickColor = BrickColor.()
blackFloor.Parent = backroomsFolder
j = ,
blackWall = .()
blackWall.Name = .. i .. .. j
blackWall.Size = .(size + , roomHeight, )
blackWall.CFrame = .(anomalyPos) * .(, (j-) * .pi/, ) * .(, , size/ + )
blackWall.Anchored =
blackWall.CanCollide =
blackWall.Material = .Material.Slate
blackWall.Color = .(, , )
blackWall.BrickColor = BrickColor.()
blackWall.Parent = backroomsFolder
.(anomalies, { = , position = anomalyPos, size = size})
i = ,
angle = .() * .pi *
radius = .(, halfWidth - )
length = + .(, )
startPos = .(
BASE_POSITION.X + .(angle) * radius,
floorY,
BASE_POSITION.Z + .(angle) * radius
)
startPos = .(
.(startPos.X, -halfWidth + , halfWidth - ),
floorY,
.(startPos.Z, -halfLength + , halfLength - )
)
endPos = startPos + .(.(angle + .pi/) * length, , .(angle + .pi/) * length)
endPos = .(
.(endPos.X, -halfWidth + , halfWidth - ),
floorY,
.(endPos.Z, -halfLength + , halfLength - )
)
j = , .(length / )
t = j / (length / )
pos = startPos:(endPos, t)
corridor = .()
corridor.Name = .. i .. .. j
corridor.Size = .(, roomHeight * , )
corridor.Position = pos + .(, roomHeight, )
corridor.Anchored =
corridor.CanCollide =
corridor.Material = .Material.Plastic
corridor.Color = .(, , )
corridor.Parent = backroomsFolder
.(anomalies, { = , position = startPos, length = length})
anomalies
(floorY, backroomsFolder, roomWidth, roomLength)
()
halfWidth = roomWidth /
halfLength = roomLength /
entityCount =
i = , entityCount
angle = .() * .pi *
radius = .(, )
pos = .(
BASE_POSITION.X + .(angle) * radius,
floorY + ,
BASE_POSITION.Z + .(angle) * radius
)
pos = .(
.(pos.X, -halfWidth + , halfWidth - ),
floorY + ,
.(pos.Z, -halfLength + , halfLength - )
)
colorChoice = .(, )
color
colorChoice ==
color = .(, , )
colorChoice ==
color = .(, , )
color = .(, , )
speed = + .(, )
aggression = + .() *
(pos, color, speed, aggression)
entityCount
()
existingFolder = Workspace:()
existingFolder
existingFolder:()
()
atmosphere = Workspace:()
atmosphere
atmosphere:()
backroomsFolder = .(, Workspace)
backroomsFolder.Name =
Lighting.Ambient = .(, , )
Lighting.Brightness =
Lighting.Outlines =
roomWidth =
roomLength =
roomHeight =
halfWidth = roomWidth /
halfLength = roomLength /
floorY = BASE_POSITION.Y - roomHeight/ +
floorSegments =
segmentWidth = roomWidth / floorSegments
segmentLength = roomLength / floorSegments
sx = , floorSegments -
sz = , floorSegments -
floor = .(, backroomsFolder)
floor.Name = .(, sx, sz)
floor.Size = .(segmentWidth + , , segmentLength + )
floor.Position = .(
BASE_POSITION.X - halfWidth + segmentWidth/ + sx * segmentWidth,
floorY,
BASE_POSITION.Z - halfLength + segmentLength/ + sz * segmentLength
)
floor.Anchored =
floor.CanCollide =
floor.Material = .Material.Fabric
floor.Color = .(, , )
sx = , floorSegments -
sz = , floorSegments -
ceiling = .(, backroomsFolder)
ceiling.Name = .(, sx, sz)
ceiling.Size = .(segmentWidth + , , segmentLength + )
ceiling.Position = .(
BASE_POSITION.X - halfWidth + segmentWidth/ + sx * segmentWidth,
floorY + roomHeight - ,
BASE_POSITION.Z - halfLength + segmentLength/ + sz * segmentLength
)
ceiling.Anchored =
ceiling.CanCollide =
ceiling.Material = .Material.Plastic
ceiling.Color = .(, , )
ceiling.Transparency =
wallThickness =
sx = , floorSegments -
northWall = .(, backroomsFolder)
northWall.Name = .. sx
northWall.Size = .(segmentWidth + , roomHeight, wallThickness)
northWall.Position = .(
BASE_POSITION.X - halfWidth + segmentWidth/ + sx * segmentWidth,
floorY + roomHeight/,
BASE_POSITION.Z + halfLength
)
northWall.Anchored =
northWall.CanCollide =
northWall.Material = .Material.Plastic
northWall.Color = .(, , )
sx = , floorSegments -
southWall = .(, backroomsFolder)
southWall.Name = .. sx
southWall.Size = .(segmentWidth + , roomHeight, wallThickness)
southWall.Position = .(
BASE_POSITION.X - halfWidth + segmentWidth/ + sx * segmentWidth,
floorY + roomHeight/,
BASE_POSITION.Z - halfLength
)
southWall.Anchored =
southWall.CanCollide =
southWall.Material = .Material.Plastic
southWall.Color = .(, , )
sz = , floorSegments -
eastWall = .(, backroomsFolder)
eastWall.Name = .. sz
eastWall.Size = .(wallThickness, roomHeight, segmentLength + )
eastWall.Position = .(
BASE_POSITION.X + halfWidth,
floorY + roomHeight/,
BASE_POSITION.Z - halfLength + segmentLength/ + sz * segmentLength
)
eastWall.Anchored =
eastWall.CanCollide =
eastWall.Material = .Material.Plastic
eastWall.Color = .(, , )
sz = , floorSegments -
westWall = .(, backroomsFolder)
westWall.Name = .. sz
westWall.Size = .(wallThickness, roomHeight, segmentLength + )
westWall.Position = .(
BASE_POSITION.X - halfWidth,
floorY + roomHeight/,
BASE_POSITION.Z - halfLength + segmentLength/ + sz * segmentLength
)
westWall.Anchored =
westWall.CanCollide =
westWall.Material = .Material.Plastic
westWall.Color = .(, , )
mazeWidth =
mazeHeight =
cellSize =
maze = (mazeWidth, mazeHeight)
mazeFolder = .(, backroomsFolder)
mazeFolder.Name =
mazeOffsetX = BASE_POSITION.X -
mazeOffsetZ = BASE_POSITION.Z -
x = , mazeWidth
y = , mazeHeight
maze[x][y] == (x % == y % == )
wallX = mazeOffsetX + (x - ) * cellSize
wallZ = mazeOffsetZ + (y - ) * cellSize
.(wallX) < halfWidth - cellSize .(wallZ) < halfLength - cellSize
wall = .(, mazeFolder)
wall.Name = .(, x, y)
wall.Size = .(cellSize, roomHeight - , cellSize)
wall.Position = .(
wallX,
floorY + (roomHeight - ) / + ,
wallZ
)
wall.Anchored =
wall.CanCollide =
wall.Material = .Material.Plastic
wall.Color = .(, , )
anomalies = (floorY, roomHeight, backroomsFolder, roomWidth, roomLength)
entityCount = (floorY, backroomsFolder, roomWidth, roomLength)
i = ,
roomSizeX = + .(, )
roomSizeZ = + .(, )
angle = .() * .pi *
radius = .(, )
roomPos = .(
BASE_POSITION.X + .(angle) * radius,
floorY + (roomHeight - ) / + ,
BASE_POSITION.Z + .(angle) * radius
)
roomPos = .(
.(roomPos.X, -halfWidth + roomSizeX/ + , halfWidth - roomSizeX/ - ),
floorY + (roomHeight - ) / + ,
.(roomPos.Z, -halfLength + roomSizeZ/ + , halfLength - roomSizeZ/ - )
)
room = .(, backroomsFolder)
room.Name = .. i
room.Size = .(roomSizeX, roomHeight - , roomSizeZ)
room.Position = roomPos
room.Anchored =
room.CanCollide =
room.Material = .Material.Plastic
room.Color = .( + .(), + .(), + .())
lightSpacing =
x = -halfWidth + , halfWidth - , lightSpacing
z = -halfLength + , halfLength - , lightSpacing
light = .(, backroomsFolder)
light.Name = .(, x, z)
light.Size = .(, , )
light.Position = .(BASE_POSITION.X + x, floorY + roomHeight - , BASE_POSITION.Z + z)
light.Anchored =
light.CanCollide =
light.Material = .Material.Neon
light.Color = .(, , )
pointLight = .(, light)
pointLight.Brightness =
pointLight.Range =
pointLight.Color = .(, , )
atmosphere = .(, Workspace)
atmosphere.Name =
atmosphere.Density =
atmosphere.Color = .(, , )
atmosphere.Decay = .(, , )
atmosphere.Glare =
atmosphere.Haze =
soundFolder = .(, backroomsFolder)
soundFolder.Name =
fanSound = .(, soundFolder)
fanSound.Name =
fanSound.SoundId = .. BACKROOMS_SOUND_ID
fanSound.Looped =
fanSound.Volume =
fanSound:()
horrorSound = .(, soundFolder)
horrorSound.Name =
horrorSound.SoundId =
horrorSound.Looped =
horrorSound.Volume =
horrorSound:()
character = player.Character
character character:()
character.HumanoidRootPart.CFrame = .(
BASE_POSITION.X,
floorY + ,
BASE_POSITION.Z
)
{
folder = backroomsFolder,
width = roomWidth,
length = roomLength,
height = roomHeight,
position = BASE_POSITION,
entityCount = entityCount,
anomalyCount = #anomalies
}
()
backroomsFolder = Workspace:()
backroomsFolder
backroomsFolder:()
()
atmosphere = Workspace:()
atmosphere
atmosphere:()
Lighting.Ambient = .(, , )
Lighting.Brightness =
noclipButton = (, .(, , ), )
noclipButton.Parent = buttonContainer
frontRoomButton = (, .(, , ), )
frontRoomButton.Parent = buttonContainer
statusLabel = .()
statusLabel.Name =
statusLabel.Size = .(, -, , )
statusLabel.Position = .(, , , -)
statusLabel.BackgroundTransparency =
statusLabel.TextColor3 = .(, , )
statusLabel.Text =
statusLabel.Font = .Font.Gotham
statusLabel.TextSize =
statusLabel.TextWrapped =
statusLabel.TextXAlignment = .TextXAlignment.Left
statusLabel.Parent = mainFrame
isGUIPinned =
()
isGUIPinned = isGUIPinned
isGUIPinned
pinButton.Text =
pinButton.BackgroundColor3 = .(, , )
statusLabel.Text =
statusLabel.TextColor3 = .(, , )
pinButton.Text =
pinButton.BackgroundColor3 = .(, , )
statusLabel.Text =
statusLabel.TextColor3 = .(, , )
RunService.Heartbeat:((dt)
(dt)
)
noclipButton.MouseButton1Click:(()
(BUTTON_SOUND_ID)
statusLabel.Text =
statusLabel.TextColor3 = .(, , )
success, result = (()
()
)
success
info = result
statusLabel.Text = .(,
info.entityCount , info.anomalyCount )
statusLabel.TextColor3 = .(, , )
.()
statusLabel.Text =
statusLabel.Text = .. (result)
statusLabel.TextColor3 = .(, , )
)
frontRoomButton.MouseButton1Click:(()
(BUTTON_SOUND_ID)
backroomsExists = Workspace:() ~=
backroomsExists
statusLabel.Text =
statusLabel.TextColor3 = .(, , )
statusLabel.Text =
statusLabel.TextColor3 = .(, , )
message = ()
statusLabel.Text = .. message
statusLabel.TextColor3 = .(, , )
)
pinButton.MouseButton1Click:(()
(BUTTON_SOUND_ID)
()
statusLabel.Text = isGUIPinned
statusLabel.TextColor3 = .(, , )
)
toggleButton.MouseButton1Click:(()
(BUTTON_SOUND_ID)
buttonContainer.Visible
buttonContainer.Visible =
mainFrame.Size = .(, , , )
toggleButton.Text =
statusLabel.Text =
buttonContainer.Visible =
mainFrame.Size = .(, , , )
toggleButton.Text =
statusLabel.Text = isGUIPinned
)
dragging =
dragStart, startPos
(input)
isGUIPinned
dragging =
dragStart = input.Position
startPos = mainFrame.Position
input.Changed:(()
input.UserInputState == .UserInputState.End
dragging =
)
(input)
dragging isGUIPinned
delta = input.Position - dragStart
mainFrame.Position = .(
startPos.X.Scale,
startPos.X.Offset + delta.X,
startPos.Y.Scale,
startPos.Y.Offset + delta.Y
)
title.InputBegan:((input)
input.UserInputType == .UserInputType.MouseButton1 input.UserInputType == .UserInputType.Touch
(input)
)
title.InputChanged:((input)
input.UserInputType == .UserInputType.MouseMovement input.UserInputType == .UserInputType.Touch
(input)
)
statusLabel.Text =
.()
statusLabel.Text = This is aimed at completing the backroom on the client side, and the target [entity] NPC also operates completely on the client side.
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Universal