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().deletewhendupefound =
localplr = .Players.LocalPlayer
lib = (:())()
lib.()
maintab = lib.()
slaptab = lib.()
buildtab = lib.()
lib.(,maintab)
apb =
ofs = -
conn = {}
lib.(,maintab,(bool)
apb = bool
apb
.()
(()
(:(,) .Players:(,)).PlaceBlock:((localplr.Character.HumanoidRootPart.CFrame + .(,ofs,)) * .(.(),,))
)
)
lib.(,maintab,(txt)
ofs = (txt)
)
(:())()
av =
lib.(,maintab,(bool)
av = bool
,)
af =
lib.(,maintab,(bool)
af = bool
)
(c)
c:()
c:():(()
af c.Anchored ==
c.Anchored =
)
c:()
c:():(()
af c.WalkSpeed <
c.WalkSpeed =
)
c:():(()
af c.JumpPower <
c.JumpPower =
)
OrgDestroyHeight = .FallenPartsDestroyHeight
.FallenPartsDestroyHeight = -
antivoidloop = :().Stepped:(()
root = (localplr.Character localplr.Character:())
av root root.Position.Y <= OrgDestroyHeight +
root.Velocity = root.Velocity + .(, , )
)
(c)
.(conn,c.DescendantAdded:((child)
nse .(child.Name,)
child:()
localplr.Character.Humanoid.Sit =
localplr.Character.Humanoid.PlatformStand =
(child)
))
.(conn,c.ChildAdded:((child)
(child)
))
i,v (c:())
(v)
localplr.Character
(localplr.Character)
.(conn,localplr.CharacterAdded:(onca))
aw =
amtw =
lib.(,maintab,(txt)
amtw = (txt)
)
lib.(,maintab,(bool)
aw = bool
winpad =
i,v (:())
v:() v.Color == .(,,) v:()
winpad = v
aw
.()
i=,amtw
localplr.Character:(winpad.CFrame)
winpad.ProximityPrompt.HoldDuration =
(winpad.ProximityPrompt,)
)
fxyz = .(,,)
lib.(,maintab,(txt)
xyz = .(txt,)
fxyz = .((xyz[]),(xyz[]),(xyz[]))
)
lib.(,maintab,()
event =
i,v (.Players:())
v:() v.Backpack:(,)
event = v.Backpack:(,).Parent.Event
v.Character v.Character:(,)
event = v.Character:(,).Parent.Event
event
i,v (.Players:())
v.Character v ~= localplr
.()
event:(,v.Character,fxyz)
)
plrnames = {}
plrs = {}
plrdd = lib.(,maintab,{},(plr)
event =
splr = plrs[plr]
i,v (.Players:())
v:() v.Backpack:(,)
event = v.Backpack:(,).Parent.Event
v.Character v.Character:(,)
event = v.Character:(,).Parent.Event
event
event:(,splr.Character,fxyz)
)
(plr)
plr
plr.DisplayName == plr.Name
plr.Name
plr.DisplayName....plr.Name
lib.(,maintab,()
event =
localplr.Character:() localplr.Backpack:()
.ReplicatedStorage.EquipSlapEvent:()
localplr.Backpack:(,).Parent = localplr.Character
event = localplr.Character.SwapperSlap.Event
localplr.Backpack:()
localplr.Backpack.SwapperSlap.Parent = localplr.Character
event = localplr.Character.SwapperSlap.Event
event
i,v (.Players:())
v.Character v ~= localplr
event:(,localplr.Character.HumanoidRootPart.Position,localplr.Character.HumanoidRootPart.Position,v)
)
plrdd2 = lib.(,maintab,{},(plr)
event =
splr = plrs[plr]
localplr.Character:() localplr.Backpack:()
.ReplicatedStorage.EquipSlapEvent:()
localplr.Backpack:(,).Parent = localplr.Character
event = localplr.Character.SwapperSlap.Event
localplr.Backpack:()
localplr.Backpack.SwapperSlap.Parent = localplr.Character
event = localplr.Character.SwapperSlap.Event
event
event:(,localplr.Character.HumanoidRootPart.Position,localplr.Character.HumanoidRootPart.Position,splr)
)
(plr,ns)
name = (plr)
.(plrnames,name)
.(plrnames,(a,b)
a:() < b:()
)
ns
lib.(plrdd,plrnames)
lib.(plrdd2,plrnames)
plrs[name] = plr
i,v (.Players:())
(v,)
lib.(plrdd,plrnames)
lib.(plrdd2,plrnames)
.(conn,.Players.PlayerAdded:(dp))
.(conn,.Players.PlayerRemoving:(()
name = (plr)
(()
plrs[name] =
.(plrnames,.(plrnames,name))
)
.(plrnames,(a,b)
a:() < b:()
)
lib.(plrdd,plrnames)
lib.(plrdd2,plrnames)
))
asb =
lib.(,maintab,(bool)
asb = bool
asb
.()
(()
(:(,) .Players:(,)).Event:()
)
)
asbh =
lib.(,maintab,(bool)
asbh = bool
asbh
.()
(()
(:(,) .Players:(,)).BlackholeEvent:()
)
)
ass =
resetsw =
lib.(,maintab,(bool)
ass = bool
ass
.()
resetsw +=
event =
resetsw% ==
localplr.Character:()
localplr.Character.SwapperSlap:()
localplr.Backpack:()
localplr.Backpack.SwapperSlap:()
.ReplicatedStorage.EquipSlapEvent:()
localplr.Backpack:(,).Parent = localplr.Character
event = localplr.Character.SwapperSlap.Event
localplr.Character:()
event = localplr.Character.SwapperSlap.Event
localplr.Backpack:()
event = localplr.Backpack.SwapperSlap.Event
event
i,v (.Players:())
v.Character v ~= localplr
(()
event:(,v.Character.HumanoidRootPart.Position,localplr.Character.HumanoidRootPart.Position,v)
)
)
nkbd =
(kb)
kb:() (kb.Color == .(,,) kb.Color == .(,,) kb.Color == .(,,) kb.Color == .(,,)) kb:()
kb.CanTouch = nkbd
()
i,v (:())
v:()
(v)
v:()
i,v (v:())
(v)
lib.(,maintab,(bool)
nkbd = bool
()
)
cd =
cd2 =
slapsize = .(, , )
(part)
part.Massless =
.(conn,localplr.Backpack.ChildAdded:((child)
cd child:() child:()
child.Speed.Value = cd
cd2 child:() child:()
(child.Handle)
child.Handle.Size = slapsize*cd2
))
lib.(,slaptab,(txt)
txt = (txt)
txt == -
cd =
cd = txt
cd
i,v (localplr.Backpack:())
v:() v:()
v.Speed.Value = cd
i,v (localplr.Character:())
v:() v:()
v.Speed.Value = cd
)
lib.(,slaptab,(txt)
txt = (txt)
txt == -
cd2 =
cd2 = txt
cd2
i,v (localplr.Backpack:())
v:() v:()
(v.Handle)
v.Handle.Size = slapsize*cd2
i,v (localplr.Character:())
v:() v:()
(v.Handle)
v.Handle.Size = slapsize*cd2
)
lib.(,slaptab)
names = {}
i,v (.ReplicatedStorage.SlapTools:())
sgs = .(v.Name,,)
.(names,sgs)
.(names,(a,b)
a:() < b:()
)
i,v (names)
lib.(..v,slaptab,()
sgs = .(v,,)
localplr.Backpack:(sgs)
localplr.Backpack[sgs]:()
.ReplicatedStorage.EquipSlapEvent:(sgs)
localplr.Backpack:(sgs,).Parent = localplr.Character
)
partcfr = {}
().savedblockz
partcfr = ().savedblockz
lib.(,buildtab)
lib.(,buildtab)
pa = lib.(,buildtab)
wt = lib.(,buildtab)
awt = lib.(,buildtab)
mouse = localplr:()
singleframe = /
credit =
display = .()
display.Anchored =
display.Transparency =
display.Color = .(,,)
display.Size = .(,,)
display.CanCollide =
display.CastShadow =
display.Name =
display.CanQuery =
display.Parent =
display2 = .()
display2.FillTransparency =
display2.OutlineColor = .(,,)
display2.DepthMode = .HighlightDepthMode.Occluded
display2.Parent = .CoreGui
on =
obs =
mb =
dist =
snapcf =
snapcf2 =
(int)
(int*)/(.pi*)
(cframe)
x,y,z = cframe:()
cfr2 = {.(.((x)/)*),.(.((y)/)*),.(.((z)/)*)}
.(cframe.Position) * .(.(cfr2))
(cframe)
.(.(cframe.Position.X),.(cframe.Position.Y),.(cframe.Position.Z)) * (cframe - cframe.Position)
()
cfr = (.(((mouse.Hit.Position - localplr.Character:().Position).Unit * dist)) * mouse.Hit.Rotation) + localplr.Character:().Position
snapcf
cfr = (cfr)
snapcf2
cfr = (cfr)
cfr
deq =
lib.(,buildtab,()
localplr.Backpack:(..credit)
localplr.Backpack[..credit]:()
localplr.Character:(..credit)
localplr.Character[..credit]:()
localplr.Backpack:(..credit)
localplr.Backpack[..credit]:()
localplr.Character:(..credit)
localplr.Character[..credit]:()
fb = .()
fb.Name = ..credit
fb.RequiresHandle =
fb.Equipped:(()
display.Transparency =
)
fb.Unequipped:(()
display.Transparency =
)
fb.Parent = localplr.Backpack
fb.Activated:(()
hit = mouse.Hit
snapcf
hit = (hit)
obs
hit = ()
snapcf2
hit = (hit)
.(partcfr,hit)
lib.(..(#partcfr),pa)
plcbl = :(,) .Players:(,)
plcbl
plcbl:(hit)
)
fb = .()
fb.Name = ..credit
fb.RequiresHandle =
fb.Equipped:(()
deq =
)
fb.Unequipped:(()
deq =
)
fb.Parent = localplr.Backpack
fb.Activated:(()
display2.Adornee ~=
i,v (partcfr)
v.Position == display2.Adornee.Position
partcfr[i] =
lib.(..(#partcfr),pa)
)
)
lib.(,buildtab,(bool)
mb = bool
,)
lib.(,buildtab,()
partcfr[#partcfr] =
lib.(..(#partcfr),pa)
)
lib.(,buildtab,()
partcfr = {}
lib.(..(#partcfr),pa)
)
lib.(,buildtab,(bool)
obs = bool
)
lib.(,buildtab,,,(num)
dist = num
)
lib.(,buildtab,(bool)
snapcf = bool
)
lib.(,buildtab,(bool)
snapcf2 = bool
)
.(()
on
.()
(()
obs
display.CFrame = ()
hit = mouse.Hit
snapcf
hit = (hit)
snapcf2
hit = (hit)
display.CFrame = hit
mouse.Target mouse.Target.Name == deq
display2.Adornee = mouse.Target
display2.Adornee =
)
)()
()
ping =
(()
ps = .CoreGui:(,)
i,v (ps:())
v:() v.StatsMiniTextPanelClass.TitleLabel.Text ==
ping = (.(v.StatsMiniTextPanelClass.ValueLabel.Text,,.(v.StatsMiniTextPanelClass.ValueLabel.Text,)-))/
)
ping
ping =
ping
.(()
on
s = ()
waittime = ((-(#partcfr/)*singleframe))-()
.(waittime)
mb (:(,) .Players:(,))
plcbl = :(,) .Players:(,)
i,v (partcfr)
i% ==
.()
plcbl:(v)
localplr.Backpack:(..credit) localplr.Character:(..credit)
.ReplicatedStorage.EquipSlapEvent:()
lib.(..(waittime+((#partcfr/)*singleframe)),wt)
lib.(..(() - s),awt)
)()
plrf = .()
plrf.Name =
plrf.Parent =
mouse.TargetFilter = plrf
(c)
c.Parent = plrf
(p)
p.Character
(p.Character)
.(conn,p.CharacterAdded:(oca))
.(conn,.Players.PlayerAdded:(opa))
i,v (.Players:())
(v)
lib.ondestroyedfunc = ()
apb =
nse =
aw =
asb =
asbh =
ass =
nkbd =
on =
av =
af =
()
i,v (conn)
v:()
i,v (localplr.Backpack:())
v:() v:()
v.Handle.Massless =
v.Handle.Size = slapsize
i,v (localplr.Character:())
v:() v:()
v.Handle.Massless =
v.Handle.Size = slapsize
localplr.Backpack:(..credit)
localplr.Backpack[..credit]:()
localplr.Character:(..credit)
localplr.Character[..credit]:()
localplr.Backpack:(..credit)
localplr.Backpack[..credit]:()
localplr.Character:(..credit)
localplr.Character[..credit]:()
display:()
display2:()
.FallenPartsDestroyHeight = OrgDestroyHeight
i,v (plrf:())
v.Parent =
plrf:()
().savedblockz = partcfr
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: rawscripts.net.
Troll Slapping Tower