print("Successfully Loaded Script! Fawn Shiesty#3621") game:GetService("StarterGui"):SetCore("SendNotification", { Title = "Script Loaded"; Text = "Type /timeout to crash server. Press F1 to enable anti-crash." }) --- PMS local function SendNotification(title,text,duration,...) game.StarterGui:SetCore("SendNotification", { Title = title; Text = text; Icon = ""; Duration = duration; }) end game.Players.ChildAdded:Connect(function(player) if not pcall (function() SendNotification("Player Joined",""..player.Name.." has joined the server.",2.7 ) end) then print ("Error") end end) game.Players.ChildRemoved:Connect(function(player) if not pcall (function() SendNotification("Player Left",""..player.Name.." has left the server.",2.7 ) end) then print ("Error") end end) for i,v in pairs(game:GetService("CoreGui"):GetChildren()) do if v.Name == "PurchasePromptApp" then v:Remove() end end for i,v in pairs(game:GetService("CoreGui"):GetChildren()) do if v.Name == "PrisonBreakerV1.6" then v:Remove() end end --- Crash cmd game.Players.LocalPlayer.Chatted:connect(function(msg) if msg == "/timeout" or msg == ".timeout" then local Players = game:GetService("Players") local RStorage = game:GetService("ReplicatedStorage") local SendCrash = RStorage:WaitForChild("ShootEvent") local packetamount = 100000 local packetsend = 150 local bulletlength = math.huge local Tool = "Remington 870" function getCrashTool() local Player = Players.LocalPlayer local Backpack = Player:FindFirstChild("Backpack") workspace.Remote.ItemHandler:InvokeServer(workspace.Prison_ITEMS.giver[Tool].ITEMPICKUP) return Backpack:FindFirstChild(Tool) end function crash() local CrashTable = { } for i=1, packetamount do CrashTable[i] = { Cframe = CFrame.new(), Distance = bulletlength } end for i=1, packetsend do SendCrash:FireServer(CrashTable,getCrashTool()) end end crash() end end) game:GetService("UserInputService").InputBegan:connect(function(inputObject, gameProcessedEvent) if gameProcessedEvent then return end if inputObject.KeyCode == Enum.KeyCode.F1 then local anticrash = game:GetService("Players").LocalPlayer.PlayerScripts.ClientGunReplicator anticrash.Disabled = not anticrash.Disabled game.StarterGui:SetCore("SendNotification", { Title = "Anti-Crash"; Text = tostring(anticrash.Disabled); }) end end) --- PM --This script reveals ALL hidden messages in the default chat enabled = true --chat "/logs" to toggle! logOnMyself = false --if true will check your messages too public = false --if true will chat the logs publicly (fun, risky) publicItalics = true --if true will use /me to stand out privateProperties = { --customize private logs Color = Color3.fromRGB(0,255,255); Font = Enum.Font.SourceSansBold; TextSize = 18; } local StarterGui = game:GetService("StarterGui") local Players = game:GetService("Players") local player = Players.LocalPlayer or Players:GetPropertyChangedSignal("LocalPlayer"):Wait() or Players.LocalPlayer local saymsg = game:GetService("ReplicatedStorage"):WaitForChild("DefaultChatSystemChatEvents"):WaitForChild("SayMessageRequest") local getmsg = game:GetService("ReplicatedStorage"):WaitForChild("DefaultChatSystemChatEvents"):WaitForChild("OnMessageDoneFiltering") local instance = (_G.chatlogInstance or 0) + 1 _G.chatlogInstance = instance local function onChatted(p,msg) if _G.chatlogInstance == instance then if p==player and msg:lower():sub(1,4)=="/log" then enabled = not enabled wait(0.3) privateProperties.Text = "(Logs "..(enabled and "en" or "dis").."abled)" StarterGui:SetCore("ChatMakeSystemMessage",privateProperties) elseif enabled and (logOnMyself==true or p~=player) then msg = msg:gsub("[\n\r]",''):gsub("\t",' '):gsub("[ ]+",' ') local hidden = true local conn = getmsg.OnClientEvent:Connect(function(packet,channel) if packet.SpeakerUserId==p.UserId and packet.Message==msg:sub(#msg-#packet.Message+1) and (channel=="All" or (channel=="Team" and public==false and Players[packet.FromSpeaker].Team==player.Team)) then hidden = false end end) wait(1) conn:Disconnect() if hidden and enabled then if public then saymsg:FireServer((publicItalics and "/me " or '').."(LOG) [".. p.Name .."]: "..msg,"All") else privateProperties.Text = "(LOG) [".. p.Name .."]: "..msg StarterGui:SetCore("ChatMakeSystemMessage",privateProperties) end end end end end for _,p in ipairs(Players:GetPlayers()) do p.Chatted:Connect(function(msg) onChatted(p,msg) end) end Players.PlayerAdded:Connect(function(p) p.Chatted:Connect(function(msg) onChatted(p,msg) end) end) privateProperties.Text = "(LOG "..(enabled and "En" or "Dis").."abled)" StarterGui:SetCore("ChatMakeSystemMessage",privateProperties) if not player.PlayerGui:FindFirstChild("Chat") then wait(3) end local chatFrame = player.PlayerGui.Chat.Frame chatFrame.ChatChannelParentFrame.Visible = true chatFrame.ChatBarParentFrame.Position = chatFrame.ChatChannelParentFrame.Position+UDim2.new(UDim.new(),chatFrame.ChatChannelParentFrame.Size.Y)
Write, Run & Share Lua code online using OneCompiler's Lua online compiler for free. It's one of the robust, feature-rich online compilers for Lua language, running the latest Lua version 5.4. Getting started with the OneCompiler's Lua editor is easy and fast. The editor shows sample boilerplate code when you choose language as Lua and start coding.
OneCompiler's Lua online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample Lua program which takes name as input and prints hello message with your name.
name = io.read("*a")
print ("Hello ", name)
Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.
-- global variables
a = 10
-- local variables
local x = 30
Value Type | Description |
---|---|
number | Represents numbers |
string | Represents text |
nil | Differentiates values whether it has data or not |
boolean | Value can be either true or false |
function | Represents a sub-routine |
userdata | Represents arbitary C data |
thread | Represents independent threads of execution. |
table | Can hold any value except nil |
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while(condition)
do
--code
end
Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.
repeat
--code
until( condition )
For loop is used to iterate a set of statements based on a condition.
for init,max/min value, increment
do
--code
end
Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.
optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end