Run it
Copy the script and paste it into your executor.
YOUR_CLASS =
sg = .(, .CoreGui); sg.Name =
main = .(, sg); main.Size = .(,,,); main.Position = .(,-,,-); main.BackgroundColor3 = .(,,); main.Draggable = ; main.Active =
title = .(, main); title.Size = .(,,,); title.Text = ; title.BackgroundColor3 = .(,,); title.TextColor3 = .(,,); title.Font = .Font.GothamBold
close = .(, main); close.Size = .(,,,); close.Position = .(,-,,); close.Text = ; close.BackgroundColor3 = .(,,); close.MouseButton1Click:(() sg:() )
y1 =
(text, def, cb)
b = .(, main); b.Size = .(,,,); b.Position = .(,,,y1); y1 = y1 +
b.BackgroundColor3 = def .(,,) .(,,); b.Text = (def ) .. .. text; b.TextColor3 = .(,,)
st = def; b.MouseButton1Click:(() st = st; b.Text = (st ) .. .. text; b.BackgroundColor3 = st .(,,) .(,,); (st) )
CFG = {
KillAura = ,
InfStamina = ,
Dummy = ,
TeleportToTower1 = ,
TeleportToTower2 = ,
SafeKite = ,
JiaxingLoop =
}
(, , (v) CFG.KillAura = v )
(, , (v) CFG.InfStamina = v )
(, , (v) CFG.Dummy = v )
(, , (v) CFG.TeleportToTower1 = v )
(, , (v) CFG.TeleportToTower2 = v )
(, , (v) CFG.SafeKite = v )
P = .Players.LocalPlayer
RS = :():()
Charge = RS:()
Activate = RS:()
Damage = RS:()
WS =
UIS = :()
lastEnemies = {}
newEnemies = {}
enemyGroups = {}
BOSS_NAMES = {, , , , , , }
(name)
_, b (BOSS_NAMES)
name:(b)
.(()
.()
CFG.InfStamina P:()
P.Energy.Value = .huge
)
.(()
.()
P.Character P.Character:()
P.Character.Humanoid:()
_, debuff (P.Character:())
debuff.Name:() debuff.Name:() debuff:()
)
TOWER1_CF = .(, , ) * .(, .(), )
TOWER2_CF = .(, , -)
TOWER3_CF = .(, , -)
TOWER4_CF = .(, , )
TOWER_POSITIONS = {
TOWER1_CF,
TOWER2_CF,
TOWER3_CF,
TOWER4_CF
}
TOWER_NAMES = {, , , }
.(()
.()
char = P.Character
char char:() char:().Health <=
root = char.HumanoidRootPart
CFG.TeleportToTower1
root.CFrame = TOWER1_CF
CFG.TeleportToTower1 =
CFG.SafeKite =
()
CFG.TeleportToTower2
root.CFrame = TOWER2_CF
CFG.TeleportToTower2 =
CFG.SafeKite =
()
)
teleporting =
currentTowerIndex =
teleportKey = .KeyCode.J
()
teleporting
teleporting =
CFG.SafeKite =
()
.(()
teleporting
char = P.Character
char char:() char:().Health >
root = char.HumanoidRootPart
root.CFrame = TOWER_POSITIONS[currentTowerIndex]
( .. TOWER_NAMES[currentTowerIndex] .. .. currentTowerIndex .. )
currentTowerIndex = currentTowerIndex +
currentTowerIndex >
currentTowerIndex =
.()
)
()
teleporting
teleporting =
()
UIS.InputBegan:((input, gameProcessed)
gameProcessed
input.KeyCode == teleportKey
teleporting
()
()
)
jiaxingBtn = .(, main)
jiaxingBtn.Size = .(,,,); jiaxingBtn.Position = .(,,,y1)
jiaxingBtn.BackgroundColor3 = .(,,);
jiaxingBtn.Text = ;
jiaxingBtn.TextColor3 = .(,,)
jiaxingBtn.Font = .Font.GothamBold
jiaxingBtn.MouseButton1Click:(()
teleporting
()
jiaxingBtn.Text =
jiaxingBtn.BackgroundColor3 = .(,,)
()
jiaxingBtn.Text =
jiaxingBtn.BackgroundColor3 = .(,,)
)
.(()
.()
CFG.KillAura
char = P.Character
char char:() char:().Health <=
root = char.HumanoidRootPart
currentEnemies = {}
validEnemies = {}
enemyGroups = {}
_, e WS.Characters.Enemies:()
CFG.Dummy e.Name ==
hum = e:()
hum hum.Health <=
eroot = e:()
eroot
currentEnemies[e] =
enemyGroups[e.Name] enemyGroups[e.Name] = {count=, enemies={}, isBoss=(e.Name)}
enemyGroups[e.Name].count +=
.(enemyGroups[e.Name].enemies, {Enemy=e, Humanoid=hum, RootPart=eroot, IsNew= lastEnemies[e], Distance=(root.Position - eroot.Position).Magnitude})
lastEnemies[e]
newEnemies[e] = {Enemy=e, Humanoid=hum, RootPart=eroot, SpawnTime=.()}
( .. e.Name)
.(validEnemies, {
Enemy = e, Humanoid = hum, RootPart = eroot,
IsNew = lastEnemies[e], Distance = (root.Position - eroot.Position).Magnitude,
GroupCount = enemyGroups[e.Name].count, IsBoss = (e.Name)
})
lastEnemies = currentEnemies
k (newEnemies) currentEnemies[k] newEnemies[k] =
.(validEnemies, (a, b)
a.IsNew b.IsNew
a.IsNew b.IsNew
a.GroupCount > b.GroupCount
a.GroupCount < b.GroupCount
a.IsBoss b.IsBoss
a.IsBoss b.IsBoss
a.Distance < b.Distance
)
name, data (enemyGroups)
data.count > ( .. name .. .. data.count .. (data.isBoss ))
#validEnemies >
t = validEnemies[]
e, hum, eroot = t.Enemy, t.Humanoid, t.RootPart
KITE_DIST = CFG.SafeKite
t.Distance > KITE_DIST +
root.CFrame = root.CFrame:(.(root.Position, eroot.Position + .(,,)), )
t.Distance < KITE_DIST -
root.CFrame = root.CFrame * .(,,)
pos = eroot.Position + .(.(-,), .(,), .(-,))
(() Charge:(YOUR_CLASS, {Mousepos = pos}) )
.()
(() Activate:(YOUR_CLASS, {Charge=, Mousepos=pos, ComboNum=}, , ) )
.()
(() Damage:(hum, YOUR_CLASS) )
msg = .. e.Name .. .. .(hum.Health) .. .. .(t.Distance)
t.IsNew msg = .. msg
t.GroupCount > msg = .. t.GroupCount .. .. msg
t.IsBoss msg = .. msg
(msg)
)
()
.StarterGui:(, {
Title = ;
Text = ;
Duration =
})Auto get FALLEN (i get 80 point and fallen !!!) 1. : Do not close anything; click the pink button at the very bottom of the script. 2.When the Cazar-fallen warrior (boss) says: I need to end you for good. Ruby Cataclysm! Click the pink button again to close it until the screen stops shaking, then reopen it. 3.Enjoy your points and fallen class until the very end!!! Notice : I'm not sure if Ruby Cataclysm causes screen shaking, but it probably does.
Skill Based Boss Fights