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Copy the script and paste it into your executor.
Players = :()
Lighting = :()
Workspace = :()
TweenService = :()
UserInputService = :()
Debris = :()
LocalPlayer = Players.LocalPlayer
PlayerGui = LocalPlayer:()
SKY_ID =
State = {
Sky=, Chaos=, Shake=, Fire=, Fog=,
SkyFlicker=, Particles=, Beams=, Highlights=,
GuiSpam=, Sound=, Property=, CFrameStorm=,
Invert=, Weird=, Camera=, Disco=,
Active={}, Parts={}, FireParts={}, Sounds={}, Guis={}, Beams={},
Highlights={}, Particles={},
}
Log = {}
(m)
.(Log, ..os.()....m)
#Log > .(Log,)
(() (..m) )
(p)
p p.Parent
n = .(p.Name)
n== n==
n:() n:() n:()
p.Size.Y<= p.Size.X>= p.Size.Z>=
p.Position.Y<-
()
g = .(); g.IgnoreGuiInset=; g.ResetOnSpawn=; g.Parent=PlayerGui
bg = .(); bg.Size=.(,,,); bg.BackgroundColor3=.(,,)
bg.BackgroundTransparency=; bg.BorderSizePixel=; bg.Parent=g
t = .(); t.Size=.(,,,); t.Position=.(,,,)
t.BackgroundTransparency=; t.Text=; t.TextColor3=.(,,)
t.TextStrokeColor3=.(,,); t.TextStrokeTransparency=
t.Font=.Font.GothamBlack; t.TextScaled=; t.Parent=bg
s = .(); s.Size=.(,,,); s.Position=.(,,,)
s.BackgroundTransparency=; s.Text=
s.TextColor3=.(,,); s.Font=.Font.Code; s.TextScaled=; s.Parent=bg
.(); g:()
(on)
State.Sky = on
_, v (Lighting:())
v:() v:()
on
sky = .()
sky.SkyboxBk=SKY_ID; sky.SkyboxDn=SKY_ID; sky.SkyboxFt=SKY_ID
sky.SkyboxLf=SKY_ID; sky.SkyboxRt=SKY_ID; sky.SkyboxUp=SKY_ID
sky.Parent=Lighting
Lighting.Ambient=.(,,)
Lighting.OutdoorAmbient=.(,,)
Lighting.Ambient=.(,,)
Lighting.OutdoorAmbient=.(,,)
(on)
State.Chaos = on
on
shapes = {.PartType.Ball, .PartType.Block, .PartType.Cylinder, .PartType.Wedge}
mats = {.Material.Neon, .Material.ForceField, .Material.Glass, .Material.Ice}
i = ,
p = .()
p.Shape = shapes[.(,#shapes)]
p.Size = .(.(,), .(,), .(,))
p.Position = .(.(-,), .(,), .(-,))
p.Anchored =
p.CanCollide =
p.Material = mats[.(,#mats)]
p.BrickColor = BrickColor.()
p.Parent = Workspace
.(State.Parts, p)
_, p (State.Parts) p p.Parent p:()
State.Parts = {}
(on)
State.Shake = on
on
.(()
State.Shake
_, obj (Workspace:())
obj:() (obj) obj.Anchored
(()
obj.CFrame = obj.CFrame * .(.(-,)/, , .(-,)/)
)
.()
)
(on)
State.Fire = on
on
.(()
State.Fire
_, obj (Workspace:())
State.Fire
obj:() obj:() .() <
f = .()
f.Name =
f.Heat =
f.Size = .(,)
f.Color = .(, .(,), )
f.Parent = obj
.(State.FireParts, f)
.()
)
_, f (State.FireParts) f f.Parent f:()
State.FireParts = {}
(on)
State.Fog = on
on
.(()
State.Fog
(()
Lighting.FogEnd = .(, )
Lighting.FogColor = .(.(,), .(,), .(,))
)
.()
)
(on)
State.SkyFlicker = on
on
.(()
State.SkyFlicker
_, v (Lighting:())
v:() v:()
s = .()
s.SkyboxBk=SKY_ID; s.SkyboxDn=SKY_ID; s.SkyboxFt=SKY_ID
s.SkyboxLf=SKY_ID; s.SkyboxRt=SKY_ID; s.SkyboxUp=SKY_ID
s.Parent=Lighting
.()
)
(on)
State.Particles = on
on
.(()
State.Particles
i = ,
e = .()
e.Rate =
e.Lifetime = NumberRange.(,)
e.Speed = NumberRange.(,)
e.SpreadAngle = .(,)
e.Color = ColorSequence.(.(.(,),.(,),.(,)))
e.Size = NumberSequence.(.(,))
e.Parent = Workspace.Terrain
.(State.Particles, e)
.()
)
_, e (State.Particles) e e.Parent e:()
State.Particles = {}
(on)
State.Beams = on
on
.(()
State.Beams
i = ,
a0 = .()
a0.Position = .(.(-,), .(,), .(-,))
a0.Parent = Workspace.Terrain
a1 = .()
a1.Position = .(.(-,), .(,), .(-,))
a1.Parent = Workspace.Terrain
b = .()
b.Attachment0 = a0; b.Attachment1 = a1
b.Width0 = ; b.Width1 = ; b.FaceCamera =
b.Color = ColorSequence.(.(.(,),.(,),.(,)))
b.Parent = Workspace.Terrain
.(State.Beams, b)
.(State.Beams, a0)
.(State.Beams, a1)
.()
)
_, b (State.Beams) b b.Parent b:()
State.Beams = {}
(on)
State.Highlights = on
on
.(()
State.Highlights
_, o (Workspace:())
State.Highlights
o:() o:()
(()
h = .()
h.Name =
h.FillColor = .(.(,),.(,),.(,))
h.OutlineColor = .(.(,),.(,),.(,))
h.FillTransparency =
h.Parent = o
.(State.Highlights, h)
)
.()
)
_, h (State.Highlights) h h.Parent h:()
State.Highlights = {}
(on)
State.GuiSpam = on
on
.(()
State.GuiSpam
i = ,
g = .(); g.IgnoreGuiInset=; g.Parent=PlayerGui
f = .()
f.Size = .(, .(,), , .(,))
f.Position = .(.(), , .(), )
f.BackgroundColor3 = .(.(,),.(,),.(,))
f.BackgroundTransparency =
f.Parent = g
.(State.Guis, g)
.()
)
_, g (State.Guis) g g.Parent g:()
State.Guis = {}
(on)
State.Sound = on
on
.(()
State.Sound
i = ,
s = .()
s.SoundId = ..(.(, ))
s.Volume =
s.Playing =
s.Parent = Workspace
.(State.Sounds, s)
.()
)
_, s (State.Sounds) s s.Parent s:()
State.Sounds = {}
(on)
State.Property = on
on
.(()
State.Property
_, o (Workspace:())
State.Property
o:()
(()
o.Color = .(.(,),.(,),.(,))
)
.()
)
(on)
State.CFrameStorm = on
on
.(()
State.CFrameStorm
_, o (Workspace:())
State.CFrameStorm
o:() (o) o.Anchored
(()
o.CFrame = o.CFrame * .(.(.(-,)), .(.(-,)), .(.(-,)))
)
.()
)
(on)
State.Invert = on
on
.(()
State.Invert
_, plr (Players:())
c = plr.Character
c
hrp = c:()
hrp hrp.CFrame = hrp.CFrame * .(.(),,)
.()
)
(on)
State.Weird = on
on
.(()
State.Weird
_, plr (Players:())
c = plr.Character
c
hrp = c:()
hrp hrp.AssemblyAngularVelocity = .(, .(,), )
.()
)
(on)
State.Camera = on
on
.(()
State.Camera
cam = Workspace.CurrentCamera
cam
cam.CameraType = .CameraType.Scriptable
cam.CFrame = .(.(-,), .(,), .(-,))
* .(.(.(-,)), .(.(-,)), .(.(-,)))
.()
)
cam = Workspace.CurrentCamera
cam cam.CameraType = .CameraType.Custom
(on)
State.Disco = on
on
.(()
State.Disco
(()
Lighting.Ambient = .(.(,),.(,),.(,))
Lighting.OutdoorAmbient = .(.(,),.(,),.(,))
Lighting.ClockTime = .() *
Lighting.Brightness = .(,)
)
.()
)
()
()
(); (); (); ()
(); (); (); ()
(); (); (); ()
(); (); (); ()
()
()
(); (); (); ()
(); (); (); ()
(); (); (); ()
(); (); (); (); ()
_, v (Lighting:())
v:() v:()
Lighting.Ambient = .(,,)
Lighting.OutdoorAmbient = .(,,)
Lighting.FogEnd =
Lighting.Brightness =
()
gui = .(); gui.Name=; gui.ResetOnSpawn=; gui.Parent=PlayerGui
main = .()
main.Size = .(, , , ); main.Position = .(, , , )
main.BackgroundColor3 = .(,,); main.BorderSizePixel =
main.Active = ; main.Draggable = ; main.Parent = gui
mc = .(); mc.CornerRadius = .(,); mc.Parent = main
ms = .(); ms.Color = .(,,); ms.Thickness = ; ms.Parent = main
titleBar = .()
titleBar.Size = .(,,,); titleBar.BackgroundColor3 = .(,,)
titleBar.BorderSizePixel = ; titleBar.Parent = main
tbc = .(); tbc.CornerRadius = .(,); tbc.Parent = titleBar
title = .()
title.Size = .(,-,,); title.Position = .(,,,)
title.BackgroundTransparency = ; title.Text =
title.TextColor3 = .(,,); title.Font = .Font.GothamBlack
title.TextScaled = ; title.TextXAlignment = .TextXAlignment.Left; title.Parent = titleBar
close = .()
close.Size = .(,,,); close.Position = .(,-,,)
close.BackgroundColor3 = .(,,); close.Text =
close.TextColor3 = .(,,); close.Font = .Font.GothamBlack
close.TextScaled = ; close.BorderSizePixel = ; close.Parent = titleBar
cc = .(); cc.CornerRadius = .(,); cc.Parent = close
close.MouseButton1Click:(() gui:() )
tabBar = .()
tabBar.Size = .(,-,,); tabBar.Position = .(,,,)
tabBar.BackgroundColor3 = .(,,); tabBar.BorderSizePixel =
tabBar.Parent = main
tbc2 = .(); tbc2.CornerRadius = .(,); tbc2.Parent = tabBar
tabL = .()
tabL.FillDirection = .FillDirection.Horizontal
tabL.Padding = .(,); tabL.SortOrder = .SortOrder.LayoutOrder
tabL.Parent = tabBar
pages = {}
tabs = {}
(id, label)
b = .()
b.Size = .(, , , ); b.Position = .(, , , )
b.BackgroundColor3 = .(,,); b.Text = label
b.TextColor3 = .(,,); b.Font = .Font.GothamBold
b.TextSize = ; b.BorderSizePixel = ; b.Parent = tabBar
c = .(); c.CornerRadius = .(,); c.Parent = b
tabs[id] = b
b.MouseButton1Click:(()
n,p (pages) p.Visible = (n==id)
n,t (tabs)
t.BackgroundColor3 = (n==id) .(,,) .(,,)
t.TextColor3 = (n==id) .(,,) .(,,)
)
(id)
p = .()
p.Size = .(,-,,-); p.Position = .(,,,)
p.BackgroundTransparency = ; p.BorderSizePixel =
p.ScrollBarThickness = ; p.ScrollBarImageColor3 = .(,,)
p.CanvasSize = .(,,,); p.AutomaticCanvasSize = .AutomaticSize.Y
p.Visible = ; p.Parent = main
pages[id] = p
l = .()
l.Padding = .(,); l.SortOrder = .SortOrder.LayoutOrder; l.Parent = p
(pageId, text, color, cb)
b = .()
b.Size = .(,-,,); b.BackgroundColor3 = color .(,,)
b.Text = text; b.TextColor3 = .(,,); b.Font = .Font.GothamBold
b.TextScaled = ; b.BorderSizePixel = ; b.Parent = pages[pageId]
c = .(); c.CornerRadius = .(,); c.Parent = b
s = .(); s.Color = .(,,); s.Thickness = ; s.Parent = b
b.MouseButton1Click:(cb)
b
(, )
()
big = (, , .(,,), ()
State.Active.all
()
State.Active.all =
big.Text =
big.BackgroundColor3 = .(,,)
()
State.Active.all =
big.Text =
big.BackgroundColor3 = .(,,)
)
big.Size = .(,-,,)
(, , , () ( State.Sky) )
(, , , () ( State.Chaos) )
(, , , () ( State.Shake) )
(, , , () ( State.Fire) )
(, , , () ( State.Fog) )
(, , , () ( State.SkyFlicker) )
(, , , () ( State.Particles) )
(, , , () ( State.Beams) )
(, , , () ( State.Highlights) )
(, , , () ( State.GuiSpam) )
(, , , () ( State.Sound) )
(, , , () ( State.Property) )
(, , , () ( State.CFrameStorm) )
(, , , () ( State.Invert) )
(, , , () ( State.Weird) )
(, , , () ( State.Camera) )
(, , , () ( State.Disco) )
(, , .(,,), ()
()
State.Active.all =
big.Text =
big.BackgroundColor3 = .(,,)
)
(, )
()
devFrame = .()
devFrame.Size = .(,-,,); devFrame.BackgroundColor3 = .(,,)
devFrame.BorderSizePixel = ; devFrame.Parent = pages.dev
dfc = .(); dfc.CornerRadius = .(,); dfc.Parent = devFrame
dfs = .(); dfs.Color = .(,,); dfs.Thickness = ; dfs.Parent = devFrame
devTitle = .()
devTitle.Size = .(,-,,); devTitle.Position = .(,,,)
devTitle.BackgroundTransparency = ; devTitle.Text =
devTitle.TextColor3 = .(,,); devTitle.Font = .Font.GothamBlack
devTitle.TextScaled = ; devTitle.TextXAlignment = .TextXAlignment.Left; devTitle.Parent = devFrame
devSub = .()
devSub.Size = .(,-,,); devSub.Position = .(,,,)
devSub.BackgroundTransparency = ; devSub.Text =
devSub.TextColor3 = .(,,); devSub.Font = .Font.Gotham
devSub.TextScaled = ; devSub.TextXAlignment = .TextXAlignment.Left; devSub.Parent = devFrame
(, )
()
logFrame = .()
logFrame.Size = .(,-,,-); logFrame.Position = .(,,,)
logFrame.BackgroundColor3 = .(,,); logFrame.BorderSizePixel =
logFrame.Parent = pages.log
lfc = .(); lfc.CornerRadius = .(,); lfc.Parent = logFrame
logText = .()
logText.Size = .(,-,,-); logText.Position = .(,,,)
logText.BackgroundTransparency = ; logText.Text =
logText.TextColor3 = .(,,); logText.Font = .Font.Code
logText.TextSize = ; logText.TextXAlignment = .TextXAlignment.Left
logText.TextYAlignment = .TextYAlignment.Top; logText.TextWrapped =
logText.Parent = logFrame
.(()
logText.Parent
logText.Text = ..os.()....table.(Log, )
.()
)
(, )
()
info = .()
info.Size = .(,-,,); info.Position = .(,,,)
info.BackgroundColor3 = .(,,); info.BorderSizePixel =
info.Text = .({
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
}, )
info.TextColor3 = .(,,); info.Font = .Font.Code
info.TextSize = ; info.TextXAlignment = .TextXAlignment.Left
info.TextYAlignment = .TextYAlignment.Top; info.TextWrapped = ; info.Parent = pages.info
infoc = .(); infoc.CornerRadius = .(,); infoc.Parent = info
n,t (tabs)
t.BackgroundColor3 = (n==) .(,,) .(,,)
t.TextColor3 = (n==) .(,,) .(,,)
pages.chaos.Visible =
UserInputService.InputBegan:((input, gp)
gp
k = input.KeyCode
k == .KeyCode.Z ( State.Sky)
k == .KeyCode.C ( State.Chaos)
k == .KeyCode.G ( State.Shake)
k == .KeyCode.M ( State.Fire)
k == .KeyCode.F ( State.Fog)
k == .KeyCode.J ( State.Invert)
k == .KeyCode.O ( State.Weird)
k == .KeyCode.V ( State.Camera)
k == .KeyCode.D ( State.Disco)
k == .KeyCode.P
()
State.Active.all =
big.Text =
big.BackgroundColor3 = .(,,)
k == .KeyCode.RightShift
State.Active.all
()
State.Active.all =
big.Text =
big.BackgroundColor3 = .(,,)
()
State.Active.all =
big.Text =
big.BackgroundColor3 = .(,,)
)
()
.()
()
()GNU/MEME v13 – MEME CHAOS POWERED BY GNU LUA GNU/MEME v13 – MEME CHAOS is a visual chaos and entertainment project designed to transform the Roblox environment through a wide collection of dynamic visual effects, randomized environmental changes, lighting modifications, particle systems, and unusual character effects. Built around a custom graphical interface, GNU/MEME combines multiple visual systems into one centralized control panel, allowing users to experiment with different effects and create unpredictable, meme-inspired environments. ✨ Main Features - Sky Changer: Modifies the skybox and ambient lighting. - Map Chaos: Creates 150 randomly shaped and colored objects throughout the environment. - Ground Shake: Adds subtle shaking effects to anchored ground objects. - Visual Fire: Applies decorative fire effects to objects. - Dynamic Fog: Randomizes fog colors and visibility. - Sky Flicker: Produces rapidly changing sky visuals. - Particle System: Generates colorful particle effects. - Beam Effects: Creates randomly colored beams across the environment. - Object Highlights: Adds colorful visual highlights. - GUI Spam: Generates randomly positioned graphical elements. - Sou

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