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Copy the script and paste it into your executor.
.__KillFXCleanup (.__KillFXCleanup)
Players = :()
TweenService = :()
Debris = :()
Lighting = :()
RunService = :()
UserInputService = :()
SoundService = :()
player = Players.LocalPlayer
R = .random
ONE, UP = .one, .(, , )
state = {
selected = ,
mode = ,
sound = ,
quality = ,
kills = ,
}
MODES = { , , }
RANGE =
conns, gui = {},
(sig, fn)
c = sig:(fn)
.(conns, c)
c
.__KillFXCleanup = ()
_, c (conns) (() c:() )
gui gui:()
() .CurrentCamera
SND = {
boom = ,
bass = ,
ping = ,
snap = ,
glass = ,
}
TEX_SPARK =
TEX_FIRE =
TEX_SMOKE =
(obj, t, props, style, dir)
tw = TweenService:(obj, TweenInfo.(t, style .EasingStyle.Quad, dir .EasingDirection.Out), props)
tw:()
tw
(shape, size, color, cf, transparency, material, life)
p = .()
p.Anchored, p.CanCollide, p.CanQuery, p.CanTouch, p.CastShadow = , , , ,
p.Shape = shape
p.Size = size
p.Color = color
p.Material = material .Material.Neon
p.Transparency = transparency
p.CFrame = cf
p.Parent =
Debris:(p, life )
p
(a, b, c)
c
NumberSequence.({ NumberSequenceKeypoint.(, a), NumberSequenceKeypoint.(, b), NumberSequenceKeypoint.(, c) })
NumberSequence.({ NumberSequenceKeypoint.(, a), NumberSequenceKeypoint.(, b) })
(pos, cfg, count)
count = .(, .(count * state.quality))
holder = (.PartType.Ball, ONE, .(), .(pos), )
(c, n, glowLayer)
e = .()
e.Rate =
e.Texture = c.Texture TEX_SPARK
e.Color = c.Color ColorSequence.(.(, , ))
e.Size = c.Size (, )
e.Lifetime = c.Lifetime NumberRange.(, )
e.Speed = c.Speed NumberRange.(, )
e.SpreadAngle = c.Spread .(, )
e.LightEmission = c.LightEmission
e.LightInfluence =
e.Drag = c.Drag
e.Acceleration = c.Acceleration .zero
e.RotSpeed = NumberRange.(-, )
e.Rotation = NumberRange.(, )
e.Transparency = NumberSequence.({ NumberSequenceKeypoint.(, ), NumberSequenceKeypoint.(, ), NumberSequenceKeypoint.(, ) })
e.Parent = holder
e:(n)
(cfg, count, )
cfg.NoGlow count >=
({
Color = cfg.Color, Texture = TEX_SPARK, Size = (, , ), Lifetime = NumberRange.(, ),
Speed = NumberRange.(, ), Drag = , Spread = cfg.Spread,
}, .(.(count * ), , ), )
holder
(pos, color, size, life)
(pos, {
Color = ColorSequence.(color), Speed = NumberRange.(, ), Lifetime = NumberRange.(life, life),
Size = NumberSequence.({ NumberSequenceKeypoint.(, size * ), NumberSequenceKeypoint.(, size), NumberSequenceKeypoint.(, ) }),
Drag = , NoGlow = ,
}, )
(part, color, life, width)
a0, a1 = .(), .()
a0.Position, a1.Position = .(, width / , ), .(, -width / , )
a0.Parent, a1.Parent = part, part
t = .()
t.Attachment0, t.Attachment1 = a0, a1
t.Color = ColorSequence.(color, .(, , ))
t.Transparency = (, )
t.WidthScale = (, )
t.Lifetime = life
t.LightEmission =
t.FaceCamera =
t.Parent = part
t
(pos, color, count, material, speed, size)
count = .(, .(count * state.quality))
_ = , count
s = (
.PartType.Block,
ONE * (size ) * ( + () * ),
color,
.(pos) * .(() * , () * , () * ),
,
material
)
dir = .(() - , () * + , () - ).Unit
(s, + () * , {
Position = pos + dir * speed * ( + ()) - .(, , ),
Orientation = .((, ), (, ), (, )),
Transparency = ,
})
(pos, color, brightness, range, t)
p = (.PartType.Ball, ONE * , color, .(pos), )
l = .()
l.Color, l.Brightness, l.Range = color, brightness, range
l.Parent = p
(l, t, { Brightness = , Range = })
(pos, color, endSize, t, startTransparency)
r = (.PartType.Cylinder, .(, , ), color, .(pos) * .(, , .pi / ), startTransparency )
(r, t, { Size = .(, endSize, endSize), Transparency = })
(pos, color, endSize, t)
s = (.PartType.Ball, ONE * , color, .(pos), , .Material.ForceField)
(s, t, { Size = ONE * endSize, Transparency = })
(pos, color, height, width, t)
p = (.PartType.Cylinder, .(, width, width), color, .(pos + UP * height / ) * .(, , .pi / ), )
(p, , { Size = .(height, width, width) })
.(, ()
(p, t, { Size = .(height, , ), Transparency = })
)
(color, t, strength)
strength = strength
cc = .()
cc.Brightness, cc.Contrast, cc.TintColor = strength, strength * , color
cc.Parent = Lighting
(cc, t, { Brightness = , Contrast = , TintColor = .(, , ) })
bl = .()
bl.Intensity, bl.Size, bl.Threshold = strength * , ,
bl.Parent = Lighting
(bl, t * , { Intensity = })
Debris:(cc, t + )
Debris:(bl, t * + )
(size, t)
b = .()
b.Size = size
b.Parent = Lighting
(b, t, { Size = })
Debris:(b, t + )
(power, duration)
.(()
t0 = .()
.() - t0 < duration
char = player.Character
hum = char char:()
hum
k = - (.() - t0) / duration
hum.CameraOffset = .((() - ) * power * k, (() - ) * power * k, )
RunService.RenderStepped:()
char = player.Character
hum = char char:()
hum hum.CameraOffset = .zero
)
punching, baseFov = ,
(amount, t)
c = ()
c
punching == baseFov = c.FieldOfView
punching +=
c.FieldOfView = baseFov + amount
tw = (c, t, { FieldOfView = baseFov }, .EasingStyle.Quart)
tw.Completed:(() punching -= )
(s, fx)
(class, props)
e = .(class)
k, v (props) e[k] = v
e.Parent = s
fx ==
(, { DecayTime = , Density = , Diffusion = , DryLevel = , WetLevel = - })
(, { LowGain = , MidGain = -, HighGain = - })
(, { Level = })
fx ==
(, { LowGain = , MidGain = -, HighGain = - })
(, { DecayTime = , Density = , Diffusion = , DryLevel = , WetLevel = - })
fx ==
(, { LowGain = -, MidGain = , HighGain = })
(, { DecayTime = , Density = , Diffusion = , DryLevel = , WetLevel = - })
fx ==
(, { LowGain = -, MidGain = -, HighGain = })
(, { DecayTime = , Density = , Diffusion = , DryLevel = -, WetLevel = })
(id, vol, pitch, fx, )
state.sound
()
s = .()
s.SoundId, s.Volume, s.PlaybackSpeed = id, vol , pitch
(s, fx)
s.Parent = SoundService
s:()
Debris:(s, )
> .(, go) ()
(power, )
power = power
(SND.boom, * power, , , )
(SND.bass, * power, , , )
(SND.boom, * power, , , ( ) + )
(SND.snap, * power, , , )
(pitch)
(SND.ping, , * (pitch ), )
(SND.snap, , * (pitch ), )
(SND.bass, , , )
(vol)
(SND.ping, vol , , )
(SND.ping, (vol ) * , , , )
(SND.ping, (vol ) * , , , )
(dur, p0, p1, vol)
state.sound
vol = vol
s = .()
s.SoundId, s.Looped, s.Volume, s.PlaybackSpeed = SND.ping, , vol, p0
(s, )
s.Parent = SoundService
s:()
(s, dur, { PlaybackSpeed = p1, Volume = vol * }, .EasingStyle.Quad, .EasingDirection.In)
.(dur, () s:() s:() )
(char)
list = {}
char
_, d (char:())
d:() .(list, d)
list
(inst)
inst:() inst:() inst:() inst.Transparency =
_, d (inst:())
d:() d:() d:() d.Transparency =
(char)
char (char)
(char)
_, p ((char))
p.Anchored =
p.CanCollide =
(char, pos, force, dur, spin)
_, p ((char))
p.Anchored, p.CanCollide = ,
away = p.Position - pos
away = (away.Magnitude < ) UP away.Unit
away = (away + .((() - ) * , , (() - ) * )).Unit
(p, dur, {
= p.CFrame * .(() * spin, () * spin, () * spin) + away * force * ( + () * ),
Transparency = ,
})
(pos, text, color, size)
a = (.PartType.Ball, ONE * , color, .(pos + .(, , )), , , )
bb = .()
bb.Size, bb.AlwaysOnTop, bb.Adornee = .(, ), , a
bb.Parent = a
l = .()
l.Size, l.BackgroundTransparency = .(, ),
l.Text, l.Font, l.TextSize, l.TextColor3 = text, .Font.GothamBlack, size , color
l.Parent = bb
st = .()
st.Thickness, st.Color = , .(, , )
st.Parent = l
(a, , { Position = a.Position + .(, , ) })
.(, ()
(l, , { TextTransparency = })
(st, , { Transparency = })
)
EFFECTS = {}
(name, color, fn)
.(EFFECTS, { name = name, color = color, fn = fn })
(, .(, , ), (char, pos)
orange, yellow = .(, , ), .(, , )
()
(.(, , ), , )
(, )
(, )
(, )
(pos, orange, , , )
(pos, yellow, , )
(pos, orange, , )
(pos, yellow, , )
(pos, orange, , , )
core = (.PartType.Ball, ONE * , .(, , ), .(pos), )
(core, , { Size = ONE * , Transparency = })
fire = (.PartType.Ball, ONE * , orange, .(pos), )
(fire, , { Size = ONE * , Transparency = })
i = ,
.((i - ) * , ()
(pos, i == yellow orange, + i * , )
)
stem = (.PartType.Cylinder, .(, , ), orange, .(pos) * .(, , .pi / ), )
(stem, , { Size = .(, , ), = .(pos + UP * ) * .(, , .pi / ) })
disc = (.PartType.Cylinder, .(, , ), yellow, .(pos) * .(, , .pi / ), )
(disc, , { Size = .(, , ), = .(pos + UP * ) * .(, , .pi / ) })
capBall = (.PartType.Ball, ONE * , orange, .(pos), )
(capBall, , { Size = ONE * , Position = pos + UP * })
.(, ()
(stem, , { Transparency = })
(disc, , { Transparency = })
(capBall, , { Transparency = })
)
(pos, { Color = ColorSequence.(yellow, orange), Speed = NumberRange.(, ), Texture = TEX_FIRE, Size = (, ), Lifetime = NumberRange.(, ), Acceleration = .(, , ) }, )
(pos, { Color = ColorSequence.(.(, , )), Texture = TEX_SMOKE, LightEmission = , Speed = NumberRange.(, ), Lifetime = NumberRange.(, ), Size = (, ), Acceleration = .(, , ), NoGlow = }, )
(pos, { Color = ColorSequence.(yellow), Speed = NumberRange.(, ), Acceleration = .(, -, ) }, )
(pos, orange, , .Material.Neon, , )
(char, pos, , , )
)
(a, b, thick, color, tr, depth)
segs =
prev = a
dir = b - a
i = , segs
target
i == segs
target = b
target = a + dir * (i / segs) + .((() - ) * , (() - ) * , (() - ) * )
dist = (target - prev).Magnitude
dist >
seg = (.PartType.Block, .(thick, thick, dist), color, .(prev, target) * .(, , -dist / ), tr)
(seg, , { Transparency = , Size = .(thick * , thick * , dist) })
depth < i > i < segs - () <
(target, target + .((() - ) * , -( + () * ), (() - ) * ), thick * , color, tr, depth + )
prev = target
(, .(, , ), (char, pos)
blue, white = .(, , ), .(, , )
(char)
strike = ,
top = pos + .((() - ) * , , (() - ) * )
(top, pos, , blue, , )
(top, pos, , white, , )
( + strike * )
(.(, , ), , )
(, )
(, )
(pos, blue, , , )
(pos, white, , )
(pos, { Color = ColorSequence.(white, blue), Speed = NumberRange.(, ) }, )
_ = ,
_, p ((char))
p.Material = .Material.Neon
p.Color = (() < ) white blue
.()
.()
_, p ((char))
p.Material = .Material.SmoothPlastic
p.Color = .(, , )
()
(pos, blue, , )
(, )
(pos, white, , )
(pos, blue, , )
(pos, { Color = ColorSequence.(white, blue), Speed = NumberRange.(, ) }, )
(char, pos, , , )
)
(, .(, , ), (char, pos)
ice, deep = .(, , ), .(, , )
(char)
_, p ((char))
p.Material = .Material.Ice
p.Color = ice
(SND.snap, , , )
(SND.glass, , , )
(.(, , ), , )
(pos, ice, , )
(pos, { Color = ColorSequence.(.(, , ), ice), Speed = NumberRange.(, ), Lifetime = NumberRange.(, ) }, )
spikes = {}
i = ,
ang = i / * .pi * + () *
r = + () *
base = pos + .(.(ang) * r, -, .(ang) * r)
h = + () *
sp = (.PartType.Block, .(, , ), (() < ) ice deep, .(base) * .((() - ) * , () * , (() - ) * ), , .Material.Glass)
(sp, + () * , { Size = .(, h, ), = sp.CFrame * .(, h / , ) })
.(spikes, sp)
.()
()
(SND.glass, , , )
(SND.glass, , , , )
(char)
_, sp (spikes) (sp, , { Transparency = })
(pos, ice, , .Material.Ice, , )
(pos, .(, , ), , .Material.Glass, , )
(pos, ice, , )
(pos, ice, , )
(pos + .(, -, ), deep, , )
(pos, { Color = ColorSequence.(.(, , )), Speed = NumberRange.(, ), Acceleration = .(, -, ), Lifetime = NumberRange.(, ) }, )
(pos, ice, , , )
(.(, , ), , )
(, )
(, )
)
(, .(, , ), (char, pos)
parts = (char)
(char)
(SND.bass, , , )
(SND.snap, , , , )
wind = .(, , () * - )
_, p (parts)
p.Transparency <
vol = p.Size.X * p.Size.Y * p.Size.Z
n = .(.(vol * * state.quality), , )
col = p.Color
_ = , n
off = .((() - ) * p.Size.X, (() - ) * p.Size.Y, (() - ) * p.Size.Z)
at = p.CFrame:(off)
c = (.PartType.Block, ONE * ( + () * ), col, .(at) * .(() * , () * , () * ), , .Material.SmoothPlastic, )
height = .((at.Y - pos.Y + ) / , , )
= ( - height) * + () *
.(, ()
(c, + () * , {
Position = at + wind * ( + () * ) + .(, () * , (() - ) * ),
Orientation = .((, ), (, ), (, )),
Size = ONE * ,
Transparency = ,
Color = .(, , ),
}, .EasingStyle.Sine, .EasingDirection.In)
() <
(at, { Color = ColorSequence.(.(, , )), Texture = TEX_SMOKE, LightEmission = , Speed = NumberRange.(, ), Lifetime = NumberRange.(, ), Acceleration = wind * , Size = (, ), NoGlow = }, )
)
(char)
(pos, { Color = ColorSequence.(.(, , )), Speed = NumberRange.(, ), Lifetime = NumberRange.(, ), Acceleration = wind * }, )
(.(, , ), , )
)
(, .(, , ), (char, pos)
purple, orange = .(, , ), .(, , )
center = pos + UP
(SND.bass, , , )
(SND.ping, , , , )
(.(, , ), , )
halo = (.PartType.Ball, ONE, purple, .(center), , .Material.ForceField)
hole = (.PartType.Ball, ONE, .(, , ), .(center), , .Material.SmoothPlastic)
disc = (.PartType.Cylinder, .(, , ), orange, .(center) * .(, , .pi / ), )
(halo, , { Size = ONE * })
(hole, , { Size = ONE * })
(disc, , { Size = .(, , ) })
(center, purple, , , )
(center, purple, , )
_, p ((char))
p.Anchored, p.CanCollide = ,
(p, , {
= .(center) * .(() * , () * , () * ),
Size = p.Size * ,
}, .EasingStyle.Quad, .EasingDirection.In)
orbs = {}
i = , .( * state.quality)
orbs[i] = {
part = (.PartType.Block, ONE * ( + () * ), (() < ) purple orange, .(center), ),
a = () * , r = + () * , y = (() - ) * , s = + () * ,
}
(orbs[i].part, orbs[i].part.Color, , )
T, t0 = , .()
.() - t0 < T
a = (.() - t0) / T
_, o (orbs)
ang = o.a + a * o.s *
rr = o.r * ( - a) ^
o.part.Position = center + .(.(ang) * rr, o.y * ( - a), .(ang) * rr)
RunService.Heartbeat:()
_, o (orbs) o.part:()
(char)
(halo, , { Size = ONE, Transparency = }, .EasingStyle.Back, .EasingDirection.In)
(hole, , { Size = ONE * }, .EasingStyle.Back, .EasingDirection.In)
(disc, , { Size = .(, , ), Transparency = })
.()
()
(center, purple, , )
(, )
(center, purple, , )
(center, orange, , )
(center, .(, , ), , )
(center, { Color = ColorSequence.(.(, , ), purple), Speed = NumberRange.(, ) }, )
(center, purple, , .Material.Neon, , )
(.(, , ), , )
(, )
(, )
)
(, .(, , ), (char, pos)
cyan, white = .(, , ), .(, , )
(SND.ping, , , )
(SND.bass, , , )
_, p ((char))
p.Anchored, p.CanCollide = ,
(p, , { Color = white, Transparency = , Position = p.Position + .(, , ) })
(pos, { Color = ColorSequence.(white, cyan), Speed = NumberRange.(, ), Acceleration = .(, , ), Lifetime = NumberRange.(, ) }, )
(pos - UP * , cyan, , )
(pos, cyan, , )
soul = (.PartType.Ball, ONE * , white, .(pos + UP), )
pl = .()
pl.Color, pl.Brightness, pl.Range = cyan, ,
pl.Parent = soul
em = .()
em.Texture, em.Rate = TEX_SPARK, * state.quality
em.Color = ColorSequence.(white, cyan)
em.Size = (, )
em.Lifetime, em.Speed = NumberRange.(, ), NumberRange.(, )
em.SpreadAngle, em.LightEmission = .(, ),
em.Acceleration = .(, , )
em.Transparency = (, )
em.Parent = soul
trail = {}
i = ,
trail[i] = (.PartType.Ball, ONE * .( - i * , ), cyan, .(pos), + i * )
(a)
ang = a * .pi *
pos + .(.(ang) * a * , + a * a * , .(ang) * a * )
T, t0 = , .()
.() - t0 < T
a = (.() - t0) / T
soul.Position = (a)
i, tp (trail)
tp.Position = (.(a - i * , ))
RunService.Heartbeat:()
top = ()
em.Enabled =
(soul, , { Size = ONE * , Transparency = })
_, tp (trail) (tp, , { Transparency = })
()
()
(top, white, , )
(top, cyan, , )
(top, { Color = ColorSequence.(white, cyan), Speed = NumberRange.(, ) }, )
(top, cyan, , )
(top, cyan, , , )
(.(, , ), , )
)
(, .(, , ), (char, pos)
gold, bright = .(, , ), .(, , )
(char)
()
_, p ((char))
p.Material = .Material.Metal
(p, , { Color = gold })
(pos, gold, , , )
(pos, bright, , )
(pos, { Color = ColorSequence.(bright, gold), Speed = NumberRange.(, ) }, )
(pos - UP * , gold, , )
(.(, , ), , )
.()
(SND.snap, , , )
(SND.glass, , , )
()
(char)
coins = .( * state.quality)
i = , coins
dir = .(() - , , () - ).Unit
coin = (.PartType.Cylinder, .(, , ), gold, .(pos) * .(() * , () * , () * ), , .Material.Metal)
peak = pos + dir * ( + () * ) + .(, + () * , )
land = pos + dir * ( + () * ) - .(, , )
(coin, , { = .(peak) * .(() * , () * , () * ) })
.(, ()
(coin, , { = .(land) * .(() * , () * , () * ) }, .EasingStyle.Quad, .EasingDirection.In)
.(, ()
(coin, , { Transparency = })
i % == (SND.ping, , + () * , )
)
)
(pos, gold, , .Material.Metal, , )
(pos, { Color = ColorSequence.(bright, gold), Speed = NumberRange.(, ), Acceleration = .(, -, ) }, )
(pos, gold, , )
(pos, bright, , )
(.(, , ), , )
(, )
(, )
)
(, .(, , ), (char, pos)
cols = { .(, , ), .(, , ), .(, , ) }
parts = (char)
orig = {}
_, p (parts)
p.Anchored, p.CanCollide = ,
p.Material = .Material.Neon
orig[p] = p.CFrame
(SND.ping, , , )
f = ,
_, p (parts)
p.CFrame = orig[p] + .((() - ) * , (() - ) * , (() - ) * )
p.Color = cols[(, )]
p.Transparency = (() < )
_ = ,
c = cols[(, )]
px = (.PartType.Block, ONE * ( + () * ), c, .(pos + .((() - ) * , (() - ) * , (() - ) * )), )
(px, , { Transparency = })
f % == (SND.snap, , + () * , )
f % == (cols[(, )], , )
.()
_, p (parts)
p.Transparency =
(p, , { Size = .(p.Size.X * , , p.Size.Z * ), Color = cols[] }, .EasingStyle.Quad, .EasingDirection.In)
.()
(char)
()
(SND.ping, , , )
(pos, cols[], , )
(pos, { Color = ColorSequence.(cols[], cols[]), Speed = NumberRange.(, ) }, )
(pos, cols[], , )
_ = , .( * state.quality)
top = pos + .((() - ) * , + () * , (() - ) * )
col = (.PartType.Block, .(, + () * , ), cols[], .(top), , , )
.(() * , ()
(col, , { Position = top - .(, , ), Transparency = }, .EasingStyle.Sine, .EasingDirection.In)
)
(, )
)
(, .(, , ), (char, pos)
colors = {
.(, , ), .(, , ), .(, , ),
.(, , ), .(, , ), .(, , ),
}
(SND.snap, , , )
(SND.boom, , , )
(char, pos, , , )
_, c (colors)
(pos, { Color = ColorSequence.(c), Speed = NumberRange.(, ), Lifetime = NumberRange.(, ), Acceleration = .(, -, ), Drag = , Size = (, ) }, )
(pos, .(, , ), , )
(pos, .(, , ), , )
(.(, , ), , )
(, )
i = ,
.( + i * , ()
c = colors[(, #colors)]
c2 = colors[(, #colors)]
peak = pos + .((() - ) * , + () * , (() - ) * )
rocket = (.PartType.Ball, ONE * , c, .(pos), )
(rocket, c, , )
(rocket, , { Position = peak }, .EasingStyle.Quad, .EasingDirection.Out)
.()
rocket:()
(SND.boom, , + () * , )
(SND.snap, , , )
(peak, c, , , )
(peak, c, , )
(peak, { Color = ColorSequence.(c, c2), Speed = NumberRange.(, ), Lifetime = NumberRange.(, ), Acceleration = .(, -, ), Size = (, ) }, )
(peak, c, , )
)
_ = , .( * state.quality)
start = pos + .((() - ) * , + () * , (() - ) * )
rib = (.PartType.Block, .(, , ), colors[(, #colors)], .(start) * .(() * , () * , () * ), , , )
.(() * , ()
(rib, , { Position = start - .(, , ) + .((() - ) * , , (() - ) * ), Orientation = .((, ), (, ), (, )) }, .EasingStyle.Sine, .EasingDirection.InOut)
.(, () (rib, , { Transparency = }) )
)
)
(, .(, , ), (char, pos)
cols = {
.(, , ), .(, , ), .(, , ),
.(, , ), .(, , ), .(, , ),
}
gold, white = .(, , ), .(, , )
() cols[(, #cols)]
head = char:()
hpos = (head head:()) head.Position (pos + UP * )
fake
ok, cl = (() head head:() )
ok cl cl:()
_, c (cl:())
(c:() c:()) c:()
cl.Anchored, cl.CanCollide, cl.CanQuery, cl.CanTouch = , , ,
cl.CFrame = .(hpos)
cl.Parent =
Debris:(cl, )
fake = cl
fake = (.PartType.Ball, ONE * , gold, .(hpos), , .Material.Neon, )
head (head)
_, d (char:())
d:() (d)
(char)
_, p ((char))
p.Transparency <
p.Material = .Material.Neon
p.Color = ()
(SND.snap, , , )
(SND.boom, , , , )
(hpos, gold, , )
(hpos - UP, { Color = ColorSequence.(white, gold), Speed = NumberRange.(, ), Acceleration = .(, -, ), Lifetime = NumberRange.(, ) }, )
(char, pos, , , )
peak = hpos + .((() - ) * , + () * , (() - ) * )
(, , , )
(fake, gold, , )
em = .()
em.Texture, em.Rate = TEX_SPARK, * state.quality
em.Color = ColorSequence.(white, gold)
em.Size = (, )
em.Lifetime, em.Speed = NumberRange.(, ), NumberRange.(, )
em.SpreadAngle, em.LightEmission, em.LightInfluence = .(, ), ,
em.EmissionDirection = .NormalId.Bottom
em.Acceleration = .(, -, )
em.Transparency = (, )
em.Parent = fake
pl = .()
pl.Color, pl.Brightness, pl.Range = gold, ,
pl.Parent = fake
(fake, , { Position = peak, Orientation = .((, ), (, ), (, )) }, .EasingStyle.Quad, .EasingDirection.Out)
.()
fake:()
(center, a, b, scale)
( * scale)
(center, a, , , )
(center, white, * scale, )
(center, a, * scale, )
(center, a, * scale, )
(center, a, * scale, )
_, c ({ a, b })
(center, {
Color = ColorSequence.(white, c), Speed = NumberRange.( * scale, * scale),
Lifetime = NumberRange.(, ), Drag = , Acceleration = .(, -, ), Size = (, ),
}, )
tilt = .(() * , () * , () * )
i = , .( * state.quality)
ang = i / * .pi *
dir = tilt:(.(.(ang), , .(ang)))
sp = (.PartType.Ball, ONE * , b, .(center), )
(sp, b, , )
(sp, , { Position = center + dir * * scale - .(, , ), Transparency = }, .EasingStyle.Sine, .EasingDirection.Out)
(center, {
Color = ColorSequence.(gold), Speed = NumberRange.(, ), Lifetime = NumberRange.(, ),
Drag = , Acceleration = .(, -, ), Size = (, ),
}, )
(center, { Color = ColorSequence.(.(, , )), Texture = TEX_SMOKE, LightEmission = , Speed = NumberRange.(, ), Lifetime = NumberRange.(, ), Size = (, ), NoGlow = }, )
_ = ,
.( + () * , ()
at = center + .((() - ) * , (() - ) * - , (() - ) * ) * scale
(at, { Color = ColorSequence.(white), Speed = NumberRange.(, ), Lifetime = NumberRange.(, ), Size = (, ) }, )
(SND.snap, , + () * , )
)
(peak, (), (), )
(.(, , ), , )
(, )
(, )
(, )
(peak, , gold, )
.(, () (peak + .(, -, ), (), (), ) )
.(, () (peak + .(-, -, -), (), (), ) )
)
(, .(, , ), (char, pos)
fire, lava = .(, , ), .(, , )
dark = .(, , )
start = pos + .(, , -)
rock = (.PartType.Ball, ONE * , dark, .(start), , .Material.Basalt, )
(rock, fire, , )
pl = .()
pl.Color, pl.Brightness, pl.Range = fire, ,
pl.Parent = rock
em = .()
em.Texture, em.Rate = TEX_FIRE, * state.quality
em.Color = ColorSequence.(.(, , ), lava)
em.Size = (, )
em.Lifetime, em.Speed = NumberRange.(, ), NumberRange.(, )
em.SpreadAngle, em.LightEmission, em.LightInfluence = .(, ), ,
em.Transparency = (, )
em.Parent = rock
(SND.bass, , , )
(, , , )
(rock, , { Position = pos }, .EasingStyle.Quad, .EasingDirection.In)
.()
rock:()
()
(.(, , ), , )
(, )
(, )
(, )
(pos, fire, , , )
(pos, .(, , ), , )
(pos, fire, , )
(pos, fire, , )
(pos, lava, , )
(pos, lava, , , )
i = ,
.((i - ) * , () (pos - UP * , i == fire lava, + i * , ) )
scorch = (.PartType.Cylinder, .(, , ), .(, , ), .(pos - UP * ) * .(, , .pi / ), , .Material.SmoothPlastic, )
(scorch, , { Size = .(, , ) })
.(, () (scorch, , { Transparency = }) )
(pos, { Color = ColorSequence.(.(, , ), lava), Texture = TEX_FIRE, Speed = NumberRange.(, ), Size = (, ), Lifetime = NumberRange.(, ), Acceleration = .(, , ) }, )
(pos, { Color = ColorSequence.(.(, , )), Texture = TEX_SMOKE, LightEmission = , Speed = NumberRange.(, ), Lifetime = NumberRange.(, ), Size = (, ), Acceleration = .(, , ), NoGlow = }, )
(pos, { Color = ColorSequence.(fire), Speed = NumberRange.(, ), Acceleration = .(, -, ), Lifetime = NumberRange.(, ) }, )
(pos, dark, , .Material.Basalt, , )
(pos, lava, , .Material.Neon, , )
(char, pos, , , )
)
(, .(, , ), (char, pos)
cy, wh = .(, , ), .(, , )
(char)
(SND.ping, , , )
(SND.bass, , , )
_, p ((char))
p.Material = .Material.Neon
(p, , { Color = cy })
(pos, cy, , )
(pos, { Color = ColorSequence.(wh, cy), Speed = NumberRange.(, ), Lifetime = NumberRange.(, ) }, )
.()
mid = .(pos + UP * ) * .(, , .pi / )
beam = (.PartType.Cylinder, .(, , ), wh, mid, )
outer = (.PartType.Cylinder, .(, , ), cy, mid, )
()
()
(.(, , ), , )
(, )
(, )
(, )
(pos, cy, , , )
(pos, wh, , )
(pos, cy, , )
(pos - UP * , cy, , )
(pos - UP * , wh, , )
_, p ((char))
(p, , { Color = wh, Size = p.Size * , Position = p.Position + UP * , Transparency = }, .EasingStyle.Quad, .EasingDirection.In)
(pos, { Color = ColorSequence.(wh, cy), Speed = NumberRange.(, ), Spread = .(, ), Lifetime = NumberRange.(, ), Acceleration = .(, , ) }, )
(pos, { Color = ColorSequence.(wh, cy), Speed = NumberRange.(, ) }, )
_ = ,
(pos + UP * , pos + .((() - ) * , -, (() - ) * ), , cy, , )
.(, ()
(beam, , { Size = .(, , ), Transparency = })
(outer, , { Size = .(, , ), Transparency = })
)
)
(, .(, , ), (char, pos)
gold, white = .(, , ), .(, , )
(char)
()
(SND.bass, , , )
(pos - UP * , white, , , )
(pos, gold, , )
(pos, gold, , , )
(.(, , ), , )
(pos - UP * , gold, , )
(pos, gold, , )
_, p ((char))
p.Material = .Material.Neon
(p, , { Color = white })
(p, , { Position = p.Position + UP * , Transparency = }, .EasingStyle.Sine, .EasingDirection.In)
c = ()
look = .(, , -)
right = .(, , )
c
lv = .(c.CFrame.LookVector.X, , c.CFrame.LookVector.Z)
lv.Magnitude >
look = lv.Unit
right = look:(UP)
feathers = {}
side = -, ,
row = ,
i = ,
len = + row * + i *
p = (.PartType.Block, .(, , len), (row == ) gold white, .(pos), , .Material.Neon, )
.(feathers, { p = p, side = side, th = .(- + i * + row * ), len = len })
(pos + UP * , { Color = ColorSequence.(white, gold), Speed = NumberRange.(, ), Acceleration = .(, , ), Lifetime = NumberRange.(, ) }, )
T, t0 = , .()
top = pos
.() - t0 < T
a = (.() - t0) / T
flap = .(a * .pi * ) * * ( - a * )
center = pos + UP * ( + a * a * )
top = center
tr =
a < tr = - a / a > tr = (a - ) /
_, f (feathers)
th = f.th + flap
d = right * f.side * .(th) + UP * .(th)
mid = center + right * f.side * + d * (f.len / )
f.p.CFrame = .(mid, mid + d, look)
f.p.Transparency = .(tr, , )
RunService.Heartbeat:()
_, f (feathers) f.p:()
()
(top, white, , )
(top, gold, , )
(top, gold, , )
(top, { Color = ColorSequence.(white, gold), Speed = NumberRange.(, ), Acceleration = .(, , ), Lifetime = NumberRange.(, ) }, )
(.(, , ), , )
)
(, .(, , ), (char, pos)
pool = {}
_, e (EFFECTS)
e.name ~= .(pool, e)
pool[(, #pool)].(char, pos)
)
byName = {}
_, e (EFFECTS) byName[e.name] = e
combo, lastKill = ,
updateKills = ()
(char, pos)
e = byName[state.selected]
e .(e.fn, char, pos)
(char, pos)
e = byName[state.selected]
e
.() - lastKill < combo += combo =
lastKill = .()
state.kills +=
()
pl = Players:(char)
name = pl pl.DisplayName char.Name
(pos, .. .(name), e.color, )
combo >
.(, () (pos + .(, , ), .. combo .. , .(, , ), ) )
(char, pos)
(cf)
m = .()
m.Name =
(name, size, offset, color)
p = .()
p.Name, p.Size, p.Anchored, p.CanCollide, p.Color = name, size, , , color
p.CFrame = cf * .(offset)
p.Parent = m
skin, shirt, pants = .(, , ), .(, , ), .(, , )
(, .(, , ), .(, , ), skin)
(, .(, , ), .zero, shirt)
(, .(, , ), .(-, , ), skin)
(, .(, , ), .(, , ), skin)
(, .(, , ), .(-, -, ), pants)
(, .(, , ), .(, -, ), pants)
m.Parent =
Debris:(m, )
m, m.Torso.Position
()
char = player.Character
root = char char:()
root
flat = .(root.CFrame.LookVector.X, , root.CFrame.LookVector.Z)
flat.Magnitude < flat = .(, , -)
at = root.Position + flat.Unit *
dummy, pos = (.(at))
(dummy, pos)
lastInput =
(UserInputService.InputBegan, () lastInput = .() )
(char, hum)
char == player.Character
root = char:() char:() char.PrimaryPart
pos = root root.Position
pos
ok, pv = (() char:().Position )
ok pos = pv
pos
myChar = player.Character
myRoot = myChar myChar:()
dist = myRoot (pos - myRoot.Position).Magnitude .huge
yes =
tag = hum:()
tag tag.Value == player
yes =
state.mode ==
yes = (.() - lastInput < ) dist <
state.mode ==
yes = dist <= RANGE
yes =
yes (char, pos)
watched = {}
(hum)
watched[hum]
char = hum.Parent
char char:()
watched[hum] =
done = hum.Health <=
(hum.Died, ()
done
done =
(char, hum)
)
(hum.HealthChanged, (h)
h >
done =
done
done =
(char, hum)
)
_, d (:())
d:() (d)
(.DescendantAdded, (d)
d:() .(watch, d)
)
(class, props, parent)
o = .(class)
k, v (props) o[k] = v
o.Parent = parent
o
()
ok, ui = (() () )
ok (ui) == ui
player:()
BG = .(, , )
CARD = .(, , )
CARD_ON = .(, , )
gui = (, {
Name = , ResetOnSpawn = , IgnoreGuiInset = ,
ZIndexBehavior = .ZIndexBehavior.Sibling, DisplayOrder = ,
}, ())
openBtn = (, {
Size = .(, ),
Position = .(, , , -),
BackgroundColor3 = BG,
Text = ,
Font = .Font.GothamBlack,
TextSize = ,
TextColor3 = .(, , ),
AutoButtonColor = ,
ZIndex = ,
}, gui)
(, { CornerRadius = .(, ) }, openBtn)
openStroke = (, { Color = byName[state.selected].color, Thickness = }, openBtn)
TweenService:(openStroke, TweenInfo.(, .EasingStyle.Sine, .EasingDirection.InOut, -, ), { Thickness = }):()
holder = (, {
AnchorPoint = .(, ), Position = .(, ),
Size = .(, ), BackgroundTransparency = , Visible = , ZIndex = ,
}, gui)
fit = (, {}, holder)
panel = (, {
AnchorPoint = .(, ), Position = .(, ),
Size = .(, ), BackgroundColor3 = BG,
}, holder)
pop = (, { Scale = }, panel)
(, { CornerRadius = .(, ) }, panel)
panelStroke = (, { Color = byName[state.selected].color, Thickness = }, panel)
(, {
Position = .(, ), Size = .(, ),
BackgroundTransparency = , Text = , Font = .Font.GothamBlack,
TextSize = , TextColor3 = .(, , ), TextXAlignment = .TextXAlignment.Left,
}, panel)
killsLabel = (, {
Position = .(, -, , ), Size = .(, ),
BackgroundTransparency = , Text = , Font = .Font.GothamBold,
TextSize = , TextColor3 = .(, , ), TextXAlignment = .TextXAlignment.Right,
}, panel)
updateKills = () killsLabel.Text = .. state.kills
closeBtn = (, {
AnchorPoint = .(, ), Position = .(, -, , ), Size = .(, ),
BackgroundColor3 = .(, , ), Text = , Font = .Font.GothamBlack,
TextSize = , TextColor3 = .(, , ),
}, panel)
(, { CornerRadius = .(, ) }, closeBtn)
grid = (, {
Position = .(, ), Size = .(, ),
BackgroundTransparency = , BorderSizePixel = , ScrollBarThickness = ,
CanvasSize = .(), AutomaticCanvasSize = .AutomaticSize.Y,
}, panel)
(, { CellSize = .(, ), CellPadding = .(, ), SortOrder = .SortOrder.LayoutOrder }, grid)
cards, strokes = {}, {}
testBtn
()
sel = byName[state.selected]
name, b (cards)
on = name == state.selected
(b, , { BackgroundColor3 = on CARD_ON CARD })
strokes[name].Transparency = on
(panelStroke, , { Color = sel.color })
(openStroke, , { Color = sel.color })
testBtn (testBtn, , { BackgroundColor3 = sel.color })
i, e (EFFECTS)
b = (, {
BackgroundColor3 = CARD, Text = e.name, Font = .Font.GothamBold, TextSize = ,
TextColor3 = .(, , ), AutoButtonColor = , LayoutOrder = i,
}, grid)
(, { CornerRadius = .(, ) }, b)
(, { PaddingLeft = .(, ) }, b)
strokes[e.name] = (, { Color = e.color, Thickness = , Transparency = }, b)
bar = (, { Size = .(, , , ), Position = .(, -, , ), BackgroundColor3 = e.color }, b)
(, { CornerRadius = .(, ) }, bar)
cards[e.name] = b
b.MouseButton1Click:(()
state.selected = e.name
()
)
controls = (, { Position = .(, ), Size = .(, ), BackgroundTransparency = }, panel)
(, { FillDirection = .FillDirection.Horizontal, Padding = .(, ), SortOrder = .SortOrder.LayoutOrder }, controls)
(text, order)
b = (, {
Size = .(, ), BackgroundColor3 = CARD, Text = text, Font = .Font.GothamBold,
TextSize = , TextColor3 = .(, , ), TextWrapped = , AutoButtonColor = , LayoutOrder = order,
}, controls)
(, { CornerRadius = .(, ) }, b)
b
testBtn = (, )
testBtn.Font, testBtn.TextSize = .Font.GothamBlack,
testBtn.BackgroundColor3 = byName[state.selected].color
testBtn.MouseButton1Click:(testEffect)
modeBtn = (, )
() modeBtn.Text = .. MODES[state.mode]
modeBtn.MouseButton1Click:(()
state.mode = state.mode % #MODES +
()
)
soundBtn = (, )
() soundBtn.Text = .. (state.sound )
soundBtn.MouseButton1Click:(()
state.sound = state.sound
()
)
qualBtn = (, )
() qualBtn.Text = .. (state.quality >= )
qualBtn.MouseButton1Click:(()
state.quality = (state.quality >= )
()
)
()
()
()
()
()
c = ()
c
vp = c.ViewportSize
fit.Scale = .(.(vp.X * / , vp.Y * / ), , )
()
() (():(), refit)
(open)
open
()
pop.Scale =
holder.Visible =
(pop, , { Scale = }, .EasingStyle.Back)
holder.Visible =
() ( holder.Visible)
closeBtn.MouseButton1Click:(() () )
(UserInputService.InputBegan, (input, processed)
processed input.KeyCode == .KeyCode.K ()
)
dragging, moved, dragStart, startPos = , , ,
openBtn.InputBegan:((input)
input.UserInputType == .UserInputType.MouseButton1 input.UserInputType == .UserInputType.Touch
dragging, moved = ,
dragStart, startPos = input.Position, openBtn.Position
input.Changed:(()
input.UserInputState == .UserInputState.End
dragging =
moved ()
)
)
(UserInputService.InputChanged, (input)
dragging (input.UserInputType == .UserInputType.MouseMovement input.UserInputType == .UserInputType.Touch)
d = input.Position - dragStart
d.Magnitude > moved =
moved
openBtn.Position = .(startPos.X.Scale, startPos.X.Offset + d.X, startPos.Y.Scale, startPos.Y.Offset + d.Y)
)
()Kill effects

Universal