Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
LocalPlayer = Players.LocalPlayer
mouse = LocalPlayer:()
SOUND_PHYSICS =
SOUND_ABSORB =
SOUND_CLAP =
LOUD_VOLUME =
LOUD_ROLLOFF =
PHYSICS_RANGE =
CLAP_RANGE =
FLY_FORCE =
ABSORB_PULL_SPEED =
ABSORB_COLLIDE_SPEED =
CLAP_FORCE =
tool = .()
tool.Name =
tool.RequiresHandle =
tool.Parent = LocalPlayer:()
gui = .()
gui.Name =
gui.ResetOnSpawn =
gui.Enabled =
gui.Parent = LocalPlayer:()
main = .()
main.Size = .(, , , )
main.Position = .(, -, , -)
main.BackgroundColor3 = .(, , )
main.BorderSizePixel =
main.Active =
main.Draggable =
main.Parent = gui
corner = .()
corner.CornerRadius = .(, )
corner.Parent = main
red_button = .()
red_button.Size = .(, -, , )
red_button.Position = .(, , , )
red_button.BackgroundColor3 = .(, , )
red_button.Text =
red_button.TextColor3 = .(, , )
red_button.Font = .Font.GothamBold
red_button.TextSize =
red_button.Parent = main
red_corner = .()
red_corner.CornerRadius = .(, )
red_corner.Parent = red_button
status_label = .()
status_label.Size = .(, -, , )
status_label.Position = .(, , , )
status_label.BackgroundTransparency =
status_label.Text =
status_label.TextColor3 = .(, , )
status_label.Font = .Font.Gotham
status_label.TextSize =
status_label.Parent = main
(text, y_pos, color)
btn = .()
btn.Size = .(, -, , )
btn.Position = .(, , , y_pos)
btn.BackgroundColor3 = color
btn.Text = text
btn.TextColor3 = .(, , )
btn.Font = .Font.GothamBold
btn.TextSize =
btn.Parent = main
c = .()
c.CornerRadius = .(, )
c.Parent = btn
btn
physics_btn = (, , .(, , ))
absorb_btn = (, , .(, , ))
clap_btn = (, , .(, , ))
(sound_id, parent)
sound = .()
sound.SoundId = sound_id
sound.Volume = LOUD_VOLUME
sound.RollOffMaxDistance = LOUD_ROLLOFF
sound.RollOffMode = .RollOffMode.Linear
sound.Parent = parent
sound:()
:():(sound, )
sound
(range, include_npcs, include_parts)
char = LocalPlayer.Character
root = char char:()
root {}
targets = {}
include_npcs
_, model (:())
model:()
humanoid = model:()
hrp = model:() model.PrimaryPart
humanoid hrp humanoid.Health > Players:(model)
(hrp.Position - root.Position).Magnitude <= range
.(targets, {kind = , model = model, hrp = hrp, humanoid = humanoid})
include_parts
_, part (:())
part:() part.Anchored ==
ancestor_model = part:()
ancestor_model ancestor_model:()
(part.Position - root.Position).Magnitude <= range
.(targets, {kind = , part = part})
targets
()
parts = {}
_, part (:())
part:() part.Anchored ==
ancestor_model = part:()
ancestor_model ancestor_model:()
.(parts, part)
parts
physics_btn.MouseButton1Click:(()
char = LocalPlayer.Character
root = char char:()
root
(SOUND_PHYSICS, root)
targets = (PHYSICS_RANGE, , )
float_conns = {}
_, t (targets)
t.kind ==
(()
_, part (t.model:())
part:() part.Anchored =
t.humanoid.PlatformStand =
bv = .()
bv.MaxForce = .(, , )
bv.Velocity = .(, , )
bv.Parent = t.hrp
.(float_conns, bv)
)
t.kind ==
(()
bv = .()
bv.MaxForce = .(, , )
bv.Velocity = .(, , )
bv.Parent = t.part
.(float_conns, bv)
)
.(, ()
_, bv (float_conns)
(() bv:() )
_, t (targets)
t.kind == t.hrp.Parent
(()
dir = (t.hrp.Position - root.Position)
away = (dir.Magnitude > dir.Unit .(,,))
t.hrp.AssemblyLinearVelocity = away * FLY_FORCE + .(, FLY_FORCE * , )
)
t.kind == t.part.Parent
(()
dir = (t.part.Position - root.Position)
away = (dir.Magnitude > dir.Unit .(,,))
t.part.AssemblyLinearVelocity = away * FLY_FORCE + .(, FLY_FORCE * , )
)
)
)
absorbed_parts = {}
waiting_for_target =
(part)
part
model = part:()
model
humanoid = model:()
hrp = model:() model.PrimaryPart
humanoid hrp humanoid.Health >
hrp
absorb_btn.MouseButton1Click:(()
char = LocalPlayer.Character
root = char char:()
root
(SOUND_ABSORB, root)
targets = ()
absorbed_parts = targets
conns = {}
_, part (targets)
conn
conn = RunService.Heartbeat:(()
part.Parent root.Parent waiting_for_target
dir = (root.Position - part.Position)
dir.Magnitude <
part.AssemblyLinearVelocity = dir.Unit * ABSORB_PULL_SPEED
)
.(conns, conn)
.(, ()
_, c (conns) (() c:() )
)
waiting_for_target =
status_label.Text =
click_conn
click_conn = mouse.Button1Down:(()
target_hrp = (mouse.Target)
target_hrp
waiting_for_target =
status_label.Text =
click_conn:()
hit_conns = {}
_, part (absorbed_parts)
part.Parent
hc
hc = RunService.Heartbeat:(()
part.Parent target_hrp.Parent
hc hc:()
dir = (target_hrp.Position - part.Position)
dir.Magnitude <
hc hc:()
part.AssemblyLinearVelocity = dir.Unit * ABSORB_COLLIDE_SPEED
)
.(hit_conns, hc)
.(, ()
_, hc (hit_conns) (() hc:() )
)
)
.(, ()
waiting_for_target
waiting_for_target =
status_label.Text =
click_conn click_conn:()
)
)
clap_btn.MouseButton1Click:(()
char = LocalPlayer.Character
root = char char:()
root
(SOUND_CLAP, root)
forward = root.CFrame.LookVector
targets = (CLAP_RANGE, , )
_, t (targets)
t.kind ==
(()
_, part (t.model:())
part:() part.Anchored =
t.humanoid.PlatformStand =
t.hrp.AssemblyLinearVelocity = forward * CLAP_FORCE
)
t.kind ==
(()
t.part.AssemblyLinearVelocity = forward * CLAP_FORCE
)
)
tool.Equipped:(() gui.Enabled = )
tool.Unequipped:(() gui.Enabled = )
()A version of Omni man but with tool physics control mostly better for trolling in nds

Universal