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Copy the script and paste it into your executor.
Bypass =
FELOADLIBRARY = {}
(:()[].Source)()
(:()[].Source)()
Player = :().LocalPlayer
TweenService = :()
Create = FELOADLIBRARY.Create
Player = :().LocalPlayer
ZTfade=
ZT=
MeHasDied =
mouse = Player:()
agresive =
Target = .()
Character= .non
Torso = Character.Torso
Torso.Transparency =
Head = Character.Head
Humanoid = Character.Humanoid
LeftArm = Character[]
LeftLeg = Character[]
RightArm = Character[]
RightLeg = Character[]
RootPart = Character[]
Anim=
inairvel=
WalkAnimStep =
sine =
change =
pantdown =
shirtdown =
reap =
gpressed =
Animstep =
WalkAnimMove=
Combo =
attack=
pant =
shirt =
RJ = Character.HumanoidRootPart:()
Neck = Character.Torso:()
RootCF = .(-, , )
NeckCF = .(, , , -, -, -, , , , , , )
forWFB =
forWRL =
Effects=.(,Character)
Effects.Name=
it=.new
vt=.new
cf=.new
euler=.fromEulerAnglesXYZ
angles=.Angles
cn = .new
mr=.rad
mememode=
IT = .new
CF = .new
VT = .new
RAD = .rad
C3 = .new
UD2 = .new
BRICKC = BrickColor.new
ANGLES = .Angles
EULER = .fromEulerAnglesXYZ
COS = .cos
ACOS = .acos
SIN = .sin
ASIN = .asin
ABS = .abs
MRANDOM = .random
FLOOR = .floor
lastid=
s2=(,Torso)
CurId =
s2.EmitterSize =
s2c=s2:()
playsong =
s2.SoundId = lastid
playsong ==
()
s2:()
playsong ==
s2:()
lastsongpos=
crosshair = .(,Character)
crosshair.Size = .(,,,)
crosshair.Enabled =
imgl = .(,crosshair)
imgl.Position = .(,,,)
imgl.Size = .(,,,)
imgl.Image =
imgl.BackgroundTransparency =
imgl.ImageTransparency =
imgl.ImageColor3 = .(,,)
crosshair.StudsOffset = .(,,-)
GROWL =
ROAR =
ECHOBLAST =
CAST =
ALCHEMY =
BUILDUP =
BIGBUILDUP =
IMPACT =
LARGE_EXPLOSION =
TURNUP =
Weld37 = .()
Weld39 = .()
Part36 = .()
Part38 = .()
Model13 = .()
Character:()
Character.Animate:()
(part)
part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = , , , , ,
CFuncs = {
Part = {Create = (Parent, Material, Reflectance, Transparency, BColor, Name, Size)
Part = ()({Parent = Parent, Reflectance = Reflectance, Transparency = Transparency, CanCollide = , Locked = , BrickColor = BrickColor.((BColor)), Name = Name, Size = Size, Material = Material})
(Part)
Part
}
,
Mesh = {Create = (Mesh, Part, MeshType, MeshId, OffSet, Scale)
Msh = (Mesh)({Parent = Part, Offset = OffSet, Scale = Scale})
Mesh ==
Msh.MeshType = MeshType
Msh.MeshId = MeshId
Msh
}
,
Mesh = {Create = (Mesh, Part, MeshType, MeshId, OffSet, Scale)
Msh = (Mesh)({Parent = Part, Offset = OffSet, Scale = Scale})
Mesh ==
Msh.MeshType = MeshType
Msh.MeshId = MeshId
Msh
}
,
Weld = {Create = (Parent, Part0, Part1, C0, C1)
Weld = ()({Parent = Parent, Part0 = Part0, Part1 = Part1, C0 = C0, C1 = C1})
Weld
}
,
Sound = {Create = (id, par, vol, pit)
.(.(()
S = ()({Volume = vol, Pitch = pit , SoundId = ..id, Parent = par })
()
S:()
:():(S, )
))
}
,
ParticleEmitter = {Create = (Parent, Color1, Color2, LightEmission, Size, Texture, Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance, EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed, VelocitySpread)
fp = ()({Parent = Parent, Color = ColorSequence.(Color1, Color2), LightEmission = LightEmission, Size = Size, Texture = Texture, Transparency = Transparency, ZOffset = ZOffset, Acceleration = Accel, Drag = Drag, LockedToPart = LockedToPart, VelocityInheritance = VelocityInheritance, EmissionDirection = EmissionDirection, Enabled = Enabled, Lifetime = LifeTime, Rate = Rate, Rotation = Rotation, RotSpeed = RotSpeed, Speed = Speed, VelocitySpread = VelocitySpread})
fp
}
}
.(()
Character Character:() Character:().Health <=
MeHasDied =
()
)()
Frame_Speed = /
ArtificialHB = .(, )
ArtificialHB.Name =
:()
frame = Frame_Speed
tf =
allowframeloss =
tossremainder =
lastframe = ()
.ArtificialHB:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
.ArtificialHB:()
lastframe = ()
i = , .(tf / frame)
.ArtificialHB:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
(NUMBER)
NUMBER == NUMBER ==
ArtificialHB.Event:()
i = , NUMBER
ArtificialHB.Event:()
so = (id, par, vol, pit)
CFuncs.Sound.(id, par, vol, pit)
(parent,part0,part1,c0)
weld=()
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
weld
rayCast = (Pos, Dir, Max, Ignore)
:():(Ray.(Pos, Dir.unit * (Max )), Ignore)
(SPart,CFr,MoveStyle2,outorin2,AnimTime)
MoveStyle = .EasingStyle[MoveStyle2]
outorin = .EasingDirection[outorin2]
dahspeed=
attack == mememode ==
dahspeed=
SPart.Name==
dahspeed=
tweeningInformation = TweenInfo.(
AnimTime/dahspeed,
MoveStyle,
outorin,
,
,
)
MoveCF = CFr
tweenanim = TweenService:(SPart,tweeningInformation,MoveCF)
tweenanim:()
(Parent,ig)
Instances = {}
Ignore=
ig ~=
Ignore = ig
(Parent,Ignore)
i, v (Parent:())
v ~= Ignore
(v,Ignore)
.(Instances, v)
(Parent,Ignore)
Instances
(parent,part0,part1,c0)
weld=()
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
weld
(parent,part0,part1,c0)
weld=()
weld.Parent=parent
weld.Part0=part0
weld.Part1=part1
weld.C0=c0
weld
ArmorParts = {}
(Part1,Part2,scan,Extra)
EXCF = Part2.CFrame * Extra
i, v3 (scan:())
v3:()
STW=(v3,v3,Part1,EXCF:(v3.CFrame):() )
v3.Anchored=
v3.Massless =
v3.CanCollide=
v3.Parent = Part1
v3.Locked =
v3:()
.(ArmorParts,{Part = v3,Par = v3.Parent,Col = v3.Color,Mat=v3.Material.Name })
v3:()
Part1.Transparency=
(Part1,Part2,scan,Extra)
EXCF = Part2.CFrame * Extra
i, v3 (scan:())
v3:()
STW=(v3,v3,Part1,EXCF:(v3.CFrame):() )
v3.Anchored=
v3.Massless =
v3.CanCollide=
v3.Parent = Part1
v3.Locked =
v3:()
v3:()
Part1.Transparency=
SToneTexture = ()({
Texture = ,
= .(/, /, /),
})
(part)
.(.(()
i = ,,
Tx = SToneTexture:()
Tx.Face = i
Tx.Parent=part
))
New = (Object, Parent, Name, Data)
Object = .(Object)
Index, Value (Data {})
Object[Index] = Value
Object.Parent = Parent
Object.Name = Name
Object
(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
NEWMESH = (MESH)
MESH ==
NEWMESH.MeshType = MESHTYPE
MESHID ~= MESHID ~=
NEWMESH.MeshId = ..MESHID
TEXTUREID ~= TEXTUREID ~=
NEWMESH.TextureId = ..TEXTUREID
NEWMESH.Offset = OFFSET (, , )
NEWMESH.Scale = SCALE
NEWMESH.Parent = PARENT
NEWMESH
(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
NEWPART = ()
NEWPART.formFactor = FORMFACTOR
NEWPART.Reflectance = REFLECTANCE
NEWPART.Transparency = TRANSPARENCY
NEWPART.CanCollide =
NEWPART.Locked =
NEWPART.Anchored =
ANCHOR ==
NEWPART.Anchored =
NEWPART.BrickColor = ((BRICKCOLOR))
NEWPART.Name = NAME
NEWPART.Size = SIZE
NEWPART.Position = Torso.Position
NEWPART.Material = MATERIAL
NEWPART:()
NEWPART.Parent = PARENT
NEWPART
S = ()
(ID, PARENT, VOLUME, PITCH, DOESLOOP)
NEWSOUND =
.(.(()
NEWSOUND = S:()
NEWSOUND.Parent = PARENT
NEWSOUND.Volume = VOLUME
NEWSOUND.Pitch = PITCH
NEWSOUND.SoundId = ..ID
NEWSOUND:()
DOESLOOP ==
NEWSOUND.Looped =
() NEWSOUND.Playing ==
NEWSOUND:()
))
NEWSOUND
(Table)
TYPE = (Table.EffectType )
SIZE = (Table.Size (,,))
ENDSIZE = (Table.Size2 (,,))
TRANSPARENCY = (Table.Transparency )
ENDTRANSPARENCY = (Table.Transparency2 )
CFRAME = (Table.CFrame Torso.CFrame)
MOVEDIRECTION = (Table.MoveToPos )
ROTATION1 = (Table.RotationX )
ROTATION2 = (Table.RotationY )
ROTATION3 = (Table.RotationZ )
MATERIAL = (Table.Material )
COLOR = (Table.Color (,,))
TIME = (Table.Time )
SOUNDID = (Table.SoundID )
SOUNDPITCH = (Table.SoundPitch )
SOUNDVOLUME = (Table.SoundVolume )
.(.(()
PLAYSSOUND =
SOUND =
EFFECT = (, Effects, MATERIAL, , TRANSPARENCY, (), , (,,), )
SOUNDID ~= SOUNDPITCH ~= SOUNDVOLUME ~=
PLAYSSOUND =
SOUND = (SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, )
EFFECT.Color = COLOR
MSH =
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (,EFFECT)
MSH.Scale = (SIZE.X,SIZE.X,SIZE.X)
TYPE ==
MSH = (,EFFECT)
MSH.Scale = (SIZE.X,SIZE.X,SIZE.X)
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,-SIZE.X/))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X,SIZE.X,), (,,))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X/,,SIZE.X/), (,,))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X/,,SIZE.X/), (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
MSH ~=
MOVESPEED =
MOVEDIRECTION ~=
MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude/TIME
GROWTH = SIZE - ENDSIZE
TRANS = TRANSPARENCY - ENDTRANSPARENCY
TYPE ==
(EFFECT,{ = CFRAME*(((,)),((,)),((,)))},,,TIME/)
(EFFECT,{ = CFRAME},,,)
()
(EFFECT,{Transparency = EFFECT.Transparency - TRANS},,,TIME/)
TYPE ==
(EFFECT,{ = CFRAME*(((,)),((,)),((,)))},,,)
(EFFECT,{ = EFFECT.CFrame*((ROTATION1),(ROTATION2),(ROTATION3))},,,)
MOVEDIRECTION ~=
ORI = EFFECT.Orientation
(EFFECT,{=(MOVEDIRECTION)},,,TIME/)
(EFFECT,{Orientation=ORI},,,TIME/)
MSH.Scale = MSH.Scale - GROWTH/TIME
(MSH,{Scale=ENDSIZE},,,TIME/)
TYPE ==
(MSH,{Offset=(,,-MSH.Scale.X/)},,,TIME/)
LOOP = , TIME+
()
TYPE ==
MOVEDIRECTION ~=
ORI = EFFECT.Orientation
:():(EFFECT, )
PLAYSSOUND ==
EFFECT:()
SOUND.Stopped:(()
EFFECT:()
)
PLAYSSOUND ==
EFFECT:()
() SOUND.Playing ==
EFFECT:()
))
( Parent, Material, Reflectance, Transparency, BColor, Name, Size)
Part = (){
Parent = Parent,
Reflectance = Reflectance,
Transparency = Transparency,
CanCollide = ,
Locked = ,
BrickColor = BrickColor.((BColor)),
Name = Name,
Size = Size,
Material = Material,
}
(Part)
Part
Particle2_1 = (){
Color = ColorSequence.(. (,,), . (/, /, /)),
Transparency = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)}),
Size = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)}),
Texture = ,
Lifetime = NumberRange.(,),
Rate = ,
VelocitySpread = ,
Rotation = NumberRange.(),
RotSpeed = NumberRange.(-,),
Speed = NumberRange.(),
LightEmission = ,
LockedToPart = ,
Acceleration = .(, , ),
EmissionDirection = ,
Drag = ,
Enabled =
}
BEGONE_Particle = (){
Color = ColorSequence.(. (,,), . (, , )),
Transparency = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)}),
Size = NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)}),
Texture = ,
Lifetime = NumberRange.(),
Rate = ,
VelocitySpread = ,
Rotation = NumberRange.(),
RotSpeed = NumberRange.(-,),
Speed = NumberRange.(),
LightEmission = ,
LockedToPart = ,
Acceleration = .(, -, ),
EmissionDirection = ,
Drag = ,
ZOffset = ,
Enabled =
}
Damagefunc = (Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
hit.Parent ==
h = hit.Parent:()
_,v (hit.Parent:())
v:()
h.Health >
h = v
h ==
h ~= h.Health < xss=removed xss=removed> minim
blocked =
block.Value = block.Value -
(block.Value)
blocked ==
h.Health = h.Health - Damage
(Part.CFrame * .(, , Part.Size.Z / ).p + .(, , ), -Damage, , .(,,))
h.Health = h.Health - Damage /
(Part.CFrame * .(, , Part.Size.Z / ).p + .(, , ), -Damage, , .(,,))
Type ==
hum = h
hum.PlatformStand =
.(.((HHumanoid)
()
HHumanoid.PlatformStand =
), hum)
FoundTorso = h.Parent:() h.Parent:()
angle = hit.Position - (Property.Position + .(, , )).unit
bodvol = ()({P = , maxForce = .(.huge, , .huge), velocity = .(Part.Position,FoundTorso.Position).lookVector * knockback, Parent = hit})
rl = ()({P = , maxTorque = .(, , ) * , angularvelocity = .(.(-, ), .(-, ), .(-, )), Parent = hit})
:():(bodvol, )
:():(rl, )
Type ==
hum = h
hum.PlatformStand =
.(.((HHumanoid)
Combo = ()
HHumanoid.PlatformStand =
), hum)
angle = hit.Position - (Property.Position + .(, , )).unit
bodvol = ()({P = , maxForce = .(.huge, , .huge), velocity = .(Part.Position,Property.Position).lookVector * knockback})
rl = ()({P = , maxTorque = .(, , ) * , angularvelocity = .(.(-, ), .(-, ), .(-, )), Parent = hit})
:():(bodvol, )
:():(rl, )
bodyVelocity2 = ()({velocity = .(, , ), P = , maxForce = .(, , ), Parent = RootPart})
:():(bodyVelocity2, )
Type ==
FoundTorso = h.Parent:() h.Parent:()
angle = hit.Position - (Property.Position + .(, , )).unit
bodvol = ()({P = , maxForce = .(.huge, , .huge), velocity = .(Part.Position,FoundTorso.Position).lookVector * knockback, Parent = hit})
:():(bodvol, )
Type==
HTorso = hit.Parent:() hit.Parent:()
tags =
_,v2 , HTorso:()
v2:() v2.Name ==
tags=tags+
tags < xss=removed xss=removed FATag.Name = v.Anchored= xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed YourGone.Anchored= xss=removed YourGone.Name = xss=removed YourGone.Material = xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed NewParticle.Transparency=NumberSequence.({NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)}) xss=removed xss=removed NewParticle.Texture = xss=removed xss=removed xss=removed xss=removed xss=removed v.Anchored= v.Material = xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed v.Anchored= v.Material = xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed id= xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed Name = xss=removed xss=removed xss=removed c.Name = xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed Text = xss=removed xss=removed xss=removed xss=removed TextLabel.TextTransparency= xss=removed xss=removed EffectPart.CFrame=.(Pos) TextLabel.TextTransparency= (TextLabel,{TextTransparency=}, (TextLabel,{Rotation=.(-,)}, (TextLabel,{TextColor3=.(,,)}, xss=removed xss=removed Type= xss=removed Type= Type=Type2 xss=removed Type= xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed DGP.Position=DGP.Position xss=removed xss=removed MainEffectHolder=.( xss=removed xss=removed xss=removed xss=removed MainEffectHolder.Anchored= xss=removed MainEffectHolder.Name = xss=removed MainEffectHolder.Material = xss=removed EffectAttach=.( xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed EffectAttach2=.( xss=removed xss=removed v.Transparency = xss=removed xss=removed RJW=(RJ.Parent,RJ.Part0,RJ.Part1,RJ.C0) xss=removed xss=removed NeckW=(Neck.Parent,Neck.Part0,Neck.Part1,Neck.C0) xss=removed xss=removed RW=(Torso,Torso,RightArm,(,,)) LW=(Torso,Torso,LeftArm,(,,)) RH=(Torso,Torso,RightLeg,(,,)) LH=(Torso,Torso,LeftLeg,(,,)) xss=removed xss=removed xss=removed xss=removed (RJW,{C0=RootCF*.(,,)}, (NeckW,{C0=NeckCF*.(,,)}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, (RJW,{C0=RootCF*.(,,)*(.(),.(),.())}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.())}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, attack= dahspeed= xss=removed xss=removed dahspeed= (RJW,{C0=RootCF*.(,,)*(.(),.(),.(-))}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.())}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, (RJW,{C0=RootCF*.(,-,)*(.(-),.(),.())}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.(-))}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, xss=removed attack= dahspeed= xss=removed xss=removed dahspeed= (RJW,{C0=RootCF*.(,,)*(.(-),.(),.())}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.(-))}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, (RJW,{C0=RootCF*.(,-,)*(.(),.(),.(-))}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.())}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, xss=removed attack= dahspeed= xss=removed xss=removed dahspeed= (RJW,{C0=RootCF*.(,,)*(.(-),.(),.())}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.(-))}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, (RJW,{C0=RootCF*.(,-,)*(.(),.(),.(-))}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.())}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, xss=removed attack= dahspeed= xss=removed xss=removed dahspeed= (RJW,{C0=RootCF*.(,,)*(.(-),.(),.(-))}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.())}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, (RJW,{C0=RootCF*.(,-,)*(.(),.(),.())}, (NeckW,{C0=NeckCF*.(,,)*(.(-),.(),.(-))}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, xss=removed attack= dahspeed= xss=removed xss=removed dahspeed= (RJW,{C0=RootCF*.(,,)*(.(-),.(),.())}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.(-))}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, (RJW,{C0=RootCF*.(,-,)*(.(),.(),.(-))}, (NeckW,{C0=NeckCF*.(,,)*(.(-),.(),.())}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, xss=removed attack= dahspeed= xss=removed xss=removed dahspeed= (RJW,{C0=RootCF*.(,-,-)*(.(),.(),.())}, (NeckW,{C0=NeckCF*.(,,)*(.(-),.(),.())}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, (RJW,{C0=RootCF*.(,-,-)*(.(),.(),.())}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.())}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, xss=removed attack= dahspeed= xss=removed xss=removed dahspeed= xss=removed i =,, (RJW,{C0=RootCF*.(,-+*i,-)*(.(-*i),.(),.(*i))}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.())}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, xss=removed (RJW,{C0=RootCF*.(,,)*(.(),.(),.(-))}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.())}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, xss=removed (RJW,{C0=RootCF*.(-*.(i),*.(i),i/)*(.(-**i),.(),.(*i*))}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.(-))}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, (RJW,{C0=RootCF*.(,,)*(.(-),.(),.(-))}, (NeckW,{C0=NeckCF*.(,,)*(.(),.(),.())}, (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-, xss=removed xss=removed Humanoid.WalkSpeed= xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed Button1DownF=() xss=removed xss=removed xss=removed Button1UpF=() xss=removed xss=removed KeyDownF=(key) xss=removed xss=removed xss=removed xss=removed xss=removed xss=removed (RJW,{C0=RootCF*.(,,-)*(.(),.(* (NeckW,{C0=NeckCF*.(,,)*(.(-),.(* (RW,{C0=.( (LW,{C0=.(-, (RH,{C0=.(, (LH,{C0=.(-,>
laying =
)()
() laying ==
attack =
key ==
isruning ==
isruning=
key ==
playsong ==
playsong =
s2:()
playsong ==
playsong =
s2:()
key == mememode ==
CurId = CurId +
CurId >
CurId =
(..CurId)
CurId ==
lastid=
CurId ==
lastid=
CurId ==
lastid=
CurId ==
lastid=
CurId ==
lastid=
CurId ==
lastid=
lastsongpos =
s2.TimePosition = lastsongpos
mouse.KeyDown:(KeyDownF)
Anim =
.(()
MeHasDied
inairvel=((Humanoid.MoveDirection * .(, , )).magnitude)*
inairvel >
inairvel=
inairvel=inairvel/*
()
attack ==
Anim ==
change = *
(RJW,{C0=RootCF* (, + (/) * .(sine / ), - + * .(sine / )) * (.(- - * .(sine / ))+(inairvel*forWFB)/, .()-(inairvel*forWRL)/, .())},,,)
(NeckW,{C0=NeckCF*.(,,)*(.(- + * .(sine / )), .(), .(-))},,,)
(RW,{C0=( + * .(sine / ) , + * .(sine / ), ) * (.( - * .(sine / )), .(-), .( + * .(sine / )))},,,)
(LW,{C0=(- + * .(sine / ), + * .(sine / ), ) * (.( - * .(sine / )), .(), .(- - * .(sine / )))},,,)
(RH,{C0=.(, -+ * .(sine / ), -) * .(.(- -* .(sine / )),.(),.())},,,)
(LH,{C0=.(-, -+ * .(sine / ), -) * .(.(- +* .(sine / )),.(),.())},,,)
Anim ==
change = *
(RJW,{C0=RootCF*(, + (/) * .(sine / ), - + * .(sine / )) * (.( - * .(sine / ))-(inairvel*forWFB)/, .()+(inairvel*forWRL)/, .())},,,)
(NeckW,{C0=NeckCF*.(,,)*(.( + * .(sine / )), .(), .(-))},,,)
(RW,{C0=( + * .(sine / ) , + * .(sine / ), ) * (.( - * .(sine / )), .(-), .( + * .(sine / )))},,,)
(LW,{C0=(- + * .(sine / ), + * .(sine / ), ) * (.( - * .(sine / )), .(), .(- - * .(sine / )))},,,)
(RH,{C0=.(, -+ * .(sine / ), -) * .(.(- -* .(sine / )),.(),.())},,,)
(LH,{C0=.(-, -+ * .(sine / ), -) * .(.(- +* .(sine / )),.(),.())},,,)
Anim ==
dahspeed=
attack == mememode ==
dahspeed=
agresive ==
change = (*)*dahspeed
Humanoid.JumpPower =
Humanoid.WalkSpeed=
ADNum =
(RJW,{C0=RootCF*(, , - + * .(sine / +ADNum* .(sine / *))) * (.( - * .(sine / )), .(( + * .(sine / )/)), .(-))},,,)
(NeckW,{C0=NeckCF*(.( - * .(sine / +ADNum* .(sine / *))), .(- * .(sine / )), .( - * .(sine / +* .(sine / ))))},,,)
(RW,{C0=( + * .(sine / ) , + * .(sine / ), ) * (.( + * .(sine / )), .(-), .( + * .(sine / )))},,,)
(LW,{C0=(- + * .(sine / ), + * .(sine / ), ) * (.( + * .(sine / )), .(), .(- - * .(sine / )))},,,)
(RH,{C0=.(, -- * .(sine / +ADNum* .(sine / *)), ) * .(.( - * .(sine / )),.(),.(- * .(sine / )))},,,)
(LH,{C0=.(-, -- * .(sine / +ADNum* .(sine / *)), ) * .(.( - * .(sine / )),.(),.(-- * .(sine / )))},,,)
change = (*)*dahspeed
Humanoid.JumpPower =
Humanoid.WalkSpeed=
ADNum =
(RJW,{C0=RootCF*(, , - + * .(sine / +ADNum* .(sine / *))) * (.( - * .(sine / )), .(( + * .(sine / )/)), .(-))},,,)
(NeckW,{C0=NeckCF*(.(- - * .(sine / +ADNum* .(sine / *))), .(- * .(sine / )), .( - * .(sine / +* .(sine / ))))},,,)
(RW,{C0=( + * .(sine / ) , + * .(sine / ), ) * (.( + * .(sine / )), .(), .( + * .(sine / )))},,,)
(LW,{C0=(- + * .(sine / ), + * .(sine / ), ) * (.( + * .(sine / )), .(-), .(- - * .(sine / )))},,,)
(RH,{C0=.(, -- * .(sine / +ADNum* .(sine / *)), ) * .(.( - * .(sine / )),.(),.(- * .(sine / )))},,,)
(LH,{C0=.(-, -- * .(sine / +ADNum* .(sine / *)), ) * .(.( - * .(sine / )),.(),.(-- * .(sine / )))},,,)
Anim ==
agresive ==
speed=
mememode ==
speed=
change = *speed
Humanoid.JumpPower = *speed
Humanoid.WalkSpeed=*speed
RH2 = (-forWRL/ * .(sine / ),,forWFB/ * .(sine / ))*(.(-forWFB*) * .(sine / ),,.(-forWRL*) * .(sine / ))
LH2 = (forWRL/ * .(sine / ),,-forWFB/ * .(sine / ))*(.(forWFB*) * .(sine / ),,.(forWRL*) * .(sine / ))
(RJW,{C0=RootCF*.(, , - + * .(sine / ) + -.(sine / ) / ) * (.((forWFB* - forWFB * .(sine / ))*), .((-forWRL* - -forWRL * .(sine / ))*) , .( * .(sine / )))},,,WalkAnimMove/speed)
(NeckW,{C0=NeckCF*.(, , + * .(sine / )) * (.((-forWFB* - -forWFB * .(sine / ))*), .((forWRL* - forWRL * .(sine / ))*), .(-forWRL*+- * .(sine / )))},,,WalkAnimMove/speed)
(RW,{C0=( + * .(sine / ) , + forWRL/* .(sine / ), ) * (.( + forWFB* * .(sine / )), .(), .( + forWRL* * .(sine / )))},,,WalkAnimMove/speed)
(LW,{C0=(- + * .(sine / ), + forWRL/ * .(sine / ), ) * (.( - forWFB* * .(sine / )), .(), .(- - forWRL* * .(sine / )))},,,WalkAnimMove/speed)
(RH,{C0=.(, -+ * .(sine / ), -+* .(sine / ))*RH2 * .(.( - * .(sine / )),.(),.(- * .(sine / )))},,,WalkAnimMove/speed)
(LH,{C0=.(-, -- * .(sine / ), --* .(sine / ))*LH2 * .(.( + * .(sine / )),.(),.(-- * .(sine / )))},,,WalkAnimMove/speed)
speed=
mememode ==
speed=
change = *speed
Humanoid.JumpPower = *speed
Humanoid.WalkSpeed=*speed
RH2 = (-forWRL/ * .(sine / ),,forWFB/ * .(sine / ))*(.(forWFB*) * .(sine / ),(-forWRL*/* .(sine / )),.(forWRL*/ * .(sine / )))
LH2 = (forWRL/ * .(sine / ),,-forWFB/ * .(sine / ))*(.(forWFB*) * .(sine / ),(forWRL*/* .(sine / )),.(-forWRL*/* .(sine / )) )
(RJW,{C0=RootCF*.(forWRL* * .(sine / ), forWFB* * .(sine / ) , - - * .(sine / ) + -.(sine / ) / ) * (.(+( forWFB * .(sine / ))*), .(( -forWRL * .(sine / ))*) , .((-forWRL * .(sine / ))*))},,,WalkAnimMove/speed)
(NeckW,{C0=NeckCF*.(, , + * .(sine / )) * (.(-+(-forWFB* - -forWFB * .(sine / ))*), .((forWRL* - forWRL * .(sine / ))*), .(-forWRL*+- * .(sine / )))},,,WalkAnimMove/speed)
(RW,{C0=( + * .(sine / ) , -forWFB** .(sine / ), -) * (.( - forWFB* * .(sine / )), .(), .(-+(-forWRL** .(sine / )) + * .(sine / )))},,,WalkAnimMove/speed)
(LW,{C0=(- + * .(sine / ), -forWFB** .(sine / ), -) * (.( - forWFB* * .(sine / )), .(), .(+(forWRL** .(sine / )) - * .(sine / )))},,,WalkAnimMove/speed)
(RH,{C0=.(, -- * .(sine / ), --* .(sine / ))*RH2 * .(.( - * .(sine / )),.(),.(-- * .(sine / )))},,,WalkAnimMove/speed)
(LH,{C0=.(-, -- * .(sine / ), --* .(sine / ))*LH2 * .(.( - * .(sine / )),.(),.(- * .(sine / )))},,,WalkAnimMove/speed)
Anim ==
(RJW,{C0=RootCF*.(,,)*(.(),.(),.())},,,)
(NeckW,{C0=NeckCF*.(,,)*(.(),.(),.())},,,)
(RW,{C0=.( , , -)*(.(),.(),.())},,,)
(LW,{C0=.(-, , -)*(.(),.(),.())},,,)
(RH,{C0=.(, -, )*(.(),.(),.())},,,)
(LH,{C0=.(-, -, )*(.(),.(),.())},,,)
)()
.(.(()
Humanoid.Health>
MeHasDied
sine = sine + change
hitfloor = (RootPart.Position, .(RootPart.Position, RootPart.Position - .(, , )).lookVector, , Character)
Character:()
Character:():()
torvel = (Humanoid.MoveDirection * .(, , )).magnitude
velderp = RootPart.Velocity.y
RootPart.Velocity.y > hitfloor ==
Anim =
RootPart.Velocity.y < - hitfloor ==
Anim =
Humanoid.Sit ==
Anim =
torvel < hitfloor ~=
Anim =
torvel > hitfloor ~=
Anim =
Anim =
Ccf=RootPart.CFrame
Walktest1 = Humanoid.MoveDirection*Ccf.LookVector
Walktest2 = Humanoid.MoveDirection*Ccf.RightVector
forWFB = Walktest1.X+Walktest1.Z
forWRL = Walktest2.X+Walktest2.Z
.(.(()
s2.Parent == s2 ==
s2 = s2c:()
s2.Parent = Torso
s2.Name =
s2.Pitch =
s2.Volume =
s2.Looped =
s2.archivable =
s2.TimePosition = lastsongpos
playsong ==
s2:()
playsong ==
s2:()
lastsongpos=s2.TimePosition
s2.Pitch =
s2.Volume =
s2.Looped =
s2.SoundId = lastid
s2.EmitterSize =
))
()
))Obfuscated. The code is scrambled, so you can't read what it does. Common for key systems, but take care.
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: pastebin.com, www.roblox.com.
Don't ask what I'm up to, I just randomly felt like posting this lmao

Universal