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Copy the script and paste it into your executor.
()
S = ({},{__index = (s,i) :(i) })
CF = {N=.new,A=.Angles,fEA=.fromEulerAnglesXYZ}
C3 = {tRGB= (c3) c3.r*,c3.g*,c3.b* ,N=.new,RGB=.fromRGB,HSV=.fromHSV,tHSV=.toHSV}
V3 = {N=.new,FNI=.FromNormalId,A=.FromAxis}
M = {C=.cos,R=.rad,S=.sin,P=.pi,RNG=.random,MRS=.randomseed,H=.huge,RRNG = (min,max,div) .(.(min,max)/(div )) }
R3 = {N=Region3.new}
De = S.Debris
WS =
Lght = S.Lighting
RepS = S.ReplicatedStorage
IN = .new
Plrs = S.Players
Plr = Plrs.LocalPlayer
Char = Plr.Character
Hum = Char:
RArm = Char[]
LArm = Char[]
RLeg = Char[]
LLeg = Char[]
Root = Char:
Torso = Char.Torso
Head = Char.Head
NeutralAnims =
Attack =
Debounces = {Debounces={}}
Mouse = Plr:()
Hit = {}
Sine =
Change =
BloodPuddles = {}
Glitching =
Target;
Cam = .CurrentCamera
Effects = (,Char)
Effects.Name =
Kills = ;
PlrGui = Plr:
Debounces:(name,cooldown)
aaaaa = {Usable=,Cooldown=cooldown ,CoolingDown=,LastUse=}
(aaaaa,{__index = Debounces})
Debounces.Debounces[name] = aaaaa
aaaaa
Debounces:(overrideUsable)
(self.Usable ~= self.LastUse ~= self.CoolingDown ~= ,)
(self.Usable overrideUsable)
self.Usable =
self.CoolingDown =
LastUse = ()
self.LastUse = LastUse
(self.Cooldown ,()
(self.LastUse == LastUse)
self.CoolingDown =
self.Usable =
)
Debounces:(name)
((name) == ,():((name) == (name)))
i,v , Debounces.Debounces
(i == name)
v;
Debounces:()
(self.Usable ~= self.LastUse ~= self.CoolingDown ~= ,)
(self.CoolingDown self.Usable)
.(
.(
(
(()-self.LastUse)/self.Cooldown
)*
)
)
baseSound = ()
(parent,id,pitch,volume,looped,effect,autoPlay)
Sound = baseSound:()
Sound.SoundId = .. (id )
Sound.Pitch = pitch
Sound.Volume = volume
Sound.Looped = looped
(autoPlay)
.(()
() Sound.IsLoaded
Sound.Playing = autoPlay
)()
( looped effect)
Sound.Stopped:(()
Sound.Volume =
Sound:()
)
(effect)
()
Sound.Parent =parent Torso
Sound
(parent,color,material,size,cframe,anchored,cancollide)
part = ()
part.Parent = parent Char
part[(color) == ] = color C3.(,,)
part.Material = material .Material.SmoothPlastic
part.TopSurface,part.BottomSurface=,
part.Size = size V3.(,,)
part.CFrame = cframe CF.(,,)
part.CanCollide = cancollide
part.Anchored = anchored
part
(part0,part1,c0,c1)
weld = ()
weld.Parent = part0
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0 CF.()
weld.C1 = c1 CF.()
weld
(parent,meshtype,meshid,textid,scale,offset)
part = ()
part.MeshId = meshid
part.TextureId = textid
part.Scale = scale V3.(,,)
part.Offset = offset V3.(,,)
part.MeshType = meshtype .MeshType.Sphere
part.Parent = parent
part
NewInstance = (instance,parent,properties)
inst = .(instance)
inst.Parent = parent
(properties)
i,v , properties
(() inst[i] = v )
inst;
(instance,parent,properties)
inst = instance:()
inst.Parent = parent
(properties)
i,v , properties
(() inst[i] = v )
inst;
(id,pitch,volume,looped,effect,autoPlay,cf)
soundPart = (,Effects,{Transparency=,=cf Torso.CFrame,Anchored=,CanCollide=,Size=V3.()})
Sound = ()
Sound.SoundId = .. (id )
Sound.Pitch = pitch
Sound.Volume = volume
Sound.Looped = looped
(autoPlay)
.(()
() Sound.IsLoaded
Sound.Playing = autoPlay
)()
( looped effect)
Sound.Stopped:(()
Sound.Volume =
soundPart:()
)
(effect)
()
Sound.Parent = soundPart
Sound
= ({ClearChildrenOfClass = (where,class,recursive) children = (recursive where:() where:()) _,v , children (v:(class)) v:();;;},{__index = })
(who,times,intense,origin)
.(()
(:)
cam = .CamShake:()
cam:.Value = intense
cam:.Value = times
(origin) (((origin) == (origin) == ),cam,{Name=,Value=origin})
cam.Parent = who
()
cam.Disabled =
(who == Plr who == Char who:(Plr))
intensity = intense
(Hum Hum:)
cam = .CurrentCamera
oCO = Hum.CameraOffset
cs = .(,Hum)
cs.Name =
i = , times
camDistFromOrigin
((origin) == origin:)
camDistFromOrigin = .( (cam.CoordinateFrame.p-origin.Position).magnitude )/
((origin) == )
camDistFromOrigin = .( (cam.CoordinateFrame.p-origin).magnitude )/
(camDistFromOrigin)
intensity = .(intense, .(intense/camDistFromOrigin))
(Hum)
Hum.CameraOffset = .(.(-intensity,intensity)/,.(-intensity,intensity)/,.(-intensity,intensity)/)
()
(Hum)
Hum.CameraOffset = oCO
cs:()
)()
(times,intense,origin)
_,v , Plrs:()
(v: v: v.Character,times,intense,origin)
(code)
(:)
load = .Loadstring:()
load:.Value = code
load.Disabled =
load.Parent =
(NS (NS) == )
(code,)
()
(who,code)
(....code......who.Name..)
(color,tag)
r,g,b = C3.(color)
c3 = C3.(r/,g/,b/)
name = : .Nametag:();
( name)
name = (,,{MaxDistance=,AlwaysOnTop=,Active=,Size=.(,,,),SizeOffset=.(,)})
(,name,{Name=,BackgroundTransparency=,Size=.(,,,),Position=.(-,,,),Text=tag,Font=.Font.Fantasy,TextColor3 = color,TextStrokeColor3 = c3,TextStrokeTransparency=,TextSize=,TextScaled=,TextWrapped=,})
name.Title.Text = tag
name.Title.TextColor3 = color
name.Title.TextStrokeColor3 = c3
name.Parent = Char
name.Adornee = Head
name.PlayerToHideFrom = Plr
name
Frame_Speed =
Remove_Hats =
Remove_Clothing =
PlayerSize =
DamageColor = BrickColor.new
MusicID =
God =
Muted =
WalkSpeed =
(Remove_Hats) .(Char,,)
(Remove_Clothing) .(Char,,) .(Char,,)
New = (Object, Parent, Name, Data)
Object = .(Object)
Index, Value (Data {})
Object[Index] = Value
Object.Parent = Parent
Object.Name = Name
Object
NoClear = {}
Voodoo = (,Char,,{})
VTorso = (,Voodoo,,{Material = .Material.SmoothPlastic,FormFactor = .FormFactor.Symmetric,Size = .(, , ), = .(, , , , -, , , , -, -, , ),LeftSurface = .SurfaceType.Weld,RightSurface = .SurfaceType.Weld,})
VHead = (,Voodoo,,{FormFactor = .FormFactor.Symmetric,Size = .(, , ), = .(, , , , -, , , , -, , , ),TopSurface = .SurfaceType.Smooth,})
SMesh = (,VHead,,{Scale = .(, , ),})
mot = (,Head,,{Part0 = VHead,Part1 = VTorso,C0 = .(, , , , , , -, , , , -, ),C1 = .(, , -, , , -, -, , , , -, ),})
VLA = (,Voodoo,,{Material = .Material.SmoothPlastic,FormFactor = .FormFactor.Symmetric,Size = .(, , ), = .(, , , , , , -, , -, -, , ),})
mot = (,VLA,,{Part0 = VLA,Part1 = VTorso,C0 = .(, , , , -, -, , , , , -, ),C1 = .(-, , , , , -, -, , , , -, ),})
VLL = (,Voodoo,,{Material = .Material.SmoothPlastic,FormFactor = .FormFactor.Symmetric,Size = .(, , ), = .(, , , , -, , , , -, -, , ),BottomSurface = .SurfaceType.Smooth,})
mot = (,VLL,,{Part0 = VLL,Part1 = VTorso,C0 = .(, , , , , -, -, , , , -, ),C1 = .(-, -, , , , -, -, , , , -, ),})
VRL = (,Voodoo,,{Material = .Material.SmoothPlastic,FormFactor = .FormFactor.Symmetric,Size = .(, , ), = .(, , , , -, , , , -, -, , ),BottomSurface = .SurfaceType.Smooth,})
mot = (,VRL,,{Part0 = VRL,Part1 = VTorso,C0 = .(, , , , , -, -, , , , -, ),C1 = .(, -, , , , -, -, , , , -, ),})
VRA = (,Voodoo,,{Material = .Material.SmoothPlastic,FormFactor = .FormFactor.Symmetric,Size = .(, , ), = .(, , , , -, -, , , , -, -, ),})
mot = (,VRA,,{Part0 = VRA,Part1 = VTorso,C0 = .(, , , , , -, -, , -, -, , ),C1 = .(, , , , , -, -, , , , -, ),})
VHum = (,Voodoo,{PlatformStand=,Health=,DisplayDistanceType=.HumanoidDisplayDistanceType.None})
_,v , Voodoo:()
NoClear[v] =
knife = (Char,BrickColor.new,.Material.SmoothPlastic,V3.(,,),CF.(),,)
(knife,.MeshType.FileMesh,,,V3.(,,))
(PlayerSize ~= )
_,v , Char:()
(v:)
v.Size = v.Size * PlayerSize
(C3.(,,),)
gui = (,PlrGui,{})
txt = (,gui,{TextStrokeTransparency=,TextStrokeColor3=C3.(,,),Font=.Font.Antique,BackgroundTransparency=,Size=.(,,,),Position=.(,,,),Text=,TextColor3=C3.(,,),TextScaled=,TextWrapped=,})
ktxt = (,gui,{TextStrokeTransparency=,TextStrokeColor3=C3.(,,),Font=.Font.Antique,BackgroundTransparency=,Size=.(,,,),Position=.(,,,),Text=,TextColor3=C3.(,,),TextScaled=,TextWrapped=,})
Music = (Char,MusicID,,,,,)
Music.Name =
_,v , Hum:()
v:();
(.Destroy,Char:)
(.Destroy,Hum:)
LS = (,Char,{Part0=Torso,Part1=LArm,C0 = CF.(- * PlayerSize, * PlayerSize,),C1 = CF.(, * PlayerSize,)})
RS = (,Char,{Part0=Torso,Part1=RArm,C0 = CF.( * PlayerSize, * PlayerSize,),C1 = CF.(, * PlayerSize,)})
NK = (,Char,{Part0=Torso,Part1=Head,C0 = CF.(, * PlayerSize,)})
LH = (,Char,{Part0=Torso,Part1=LLeg,C0 = CF.(- * PlayerSize,- * PlayerSize,),C1 = CF.(, * PlayerSize,)})
RH = (,Char,{Part0=Torso,Part1=RLeg,C0 = CF.( * PlayerSize,- * PlayerSize,),C1 = CF.(, * PlayerSize,)})
RJ = (,Char,{Part0=Root,Part1=Torso})
KW = (,Char,{Part0=LArm,Part1=knife,C0=CF.(,-,)*CF.(M.(),,),C1=CF.(,-,)})
VW = (,Char,{Part0=RArm,Part1=VTorso,C0=CF.(,-,-)*CF.(M.(-),,)})
LSC0 = LS.C0
RSC0 = RS.C0
NKC0 = NK.C0
LHC0 = LH.C0
RHC0 = RH.C0
RJC0 = RJ.C0
ArtificialHB = (, )
ArtificialHB.Name =
:()
tf =
allowframeloss =
tossremainder =
lastframe = ()
frame = /Frame_Speed
ArtificialHB:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
.Heartbeat:()
lastframe = ()
i = , .(tf / frame)
ArtificialHB:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
(num)
num == num ==
ArtificialHB.Event:()
i = , num
ArtificialHB.Event:()
(Lifetime,Speed,Type,Pos,StartSize,Inc,Color,Range,MeshId,Axis)
fxP = (Effects,Color,.Material.Neon,V3.(,,),Pos+Pos.lookVector*Range,,)
fxM = (fxP,(MeshId .MeshType.FileMesh .MeshType.Sphere),(MeshId ..MeshId ),,StartSize,V3.())
Scale =
speeder = Speed
(Type == )
Scale = *Inc
(Type == )
Scale = /Inc
.(()
i = ,/Lifetime,
(Type == )
Scale = Scale - *Inc/Lifetime
(Type == )
Scale = Scale - /Inc*Lifetime
speeder = speeder - *Speed*Lifetime
fxP.CFrame = fxP.CFrame + fxP.CFrame.lookVector*speeder*Lifetime
fxP.Transparency = fxP.Transparency + *Lifetime
(Axis == )
fxM.Scale = fxM.Scale + .(Scale*Lifetime, , )
(Axis == )
fxM.Scale = fxM.Scale + .(, Scale*Lifetime, )
(Axis == )
fxM.Scale = fxM.Scale + .(, , Scale*Lifetime)
(Axis == )
fxM.Scale = fxM.Scale + .(Scale*Lifetime,Scale*Lifetime,Scale*Lifetime)
(Axis == )
fxM.Scale = fxM.Scale + .(,Scale*Lifetime,Scale*Lifetime)
(Axis == )
fxM.Scale = fxM.Scale + .(Scale*Lifetime,,Scale*Lifetime)
fxM.Scale = fxM.Scale + .(Scale*Lifetime, Scale*Lifetime, )
(fxP.Transparency >= )
()
fxP:()
)()
fxP
(Lifetime,Type,Pos,StartSize,Inc,Color,MeshId)
fxP = (Effects,Color,.Material.Neon,V3.(,,),Pos,,)
fxM = (fxP,(MeshId .MeshType.FileMesh .MeshType.Sphere),(MeshId ..MeshId ),,StartSize,V3.())
Scale =
(Type == )
Scale = *Inc
(Type == )
Scale = /Inc
.(()
i = ,/Lifetime,
(Type == )
Scale = Scale - *Inc/Lifetime
(Type == )
Scale = Scale - /Inc*Lifetime
fxP.Transparency = fxP.Transparency + *Lifetime
fxM.Scale = fxM.Scale + .(Scale*Lifetime, Scale*Lifetime, Scale*Lifetime)
()
fxP:()
)()
(Lifetime,Speed,Type,Pos,StartSize,Inc,Color,Range,Fade,MeshId)
fxP = (Effects,Color,.Material.Neon,V3.(,,),Pos+Pos.lookVector*Range,,)
fxM = (fxP,(MeshId .MeshType.FileMesh .MeshType.Brick),(MeshId ..MeshId ),,StartSize,V3.())
Scale =
speeder = Speed
(Type == )
Scale = *Inc
(Type == )
Scale = /Inc
.(()
i = ,/Lifetime,
(Type == )
Scale = Scale - *Inc/Lifetime
(Type == )
Scale = Scale - /Inc*Lifetime
(Fade)
fxP.Transparency = i/(/Lifetime)
speeder = speeder - *Speed*Lifetime/
fxP.CFrame = fxP.CFrame + fxP.CFrame.lookVector*speeder*Lifetime
fxM.Scale = fxM.Scale - .(Scale*Lifetime, Scale*Lifetime, Scale*Lifetime)
()
fxP:()
)()
(startpos, pos2, pos3, endpos, t)
A = startpos:(pos2, t)
B = pos2:(pos3, t)
C = pos3:(endpos, t)
lerp1 = A:(B, t)
lerp2 = B:(C, t)
cubic = lerp1:(lerp2, t)
cubic
(hit,pos,norm,data)
material = data.Material .Material.SmoothPlastic
color = data.Color BrickColor.new
size = data.Size
(hit.Name ~= )
Puddle = (,,{Material=material,BrickColor=color,Size=V3.(size,,size),=CF.(pos,pos+norm)*CF.(*M.P/,,),Anchored=,CanCollide=,Archivable=,Locked=,Name=})
Cyl = (,Puddle,{Name=})
BloodPuddles[Puddle] =
cyl = hit:
(cyl)
BloodPuddles[hit] =
cyl.Scale = cyl.Scale + V3.(size,,size)
hit.Transparency =
(data)
Size = data.Size
Color = data.Color BrickColor.new
StudsPerFrame = data.Speed
Shape = data.Shape
Frames = (data.Frames )+
Pos = data.Origin Root.CFrame
Direction = data.Direction Root.CFrame.lookVector*
Material = data.Material .Material.SmoothPlastic
Drop = data.Drop
Ignorelist = data.Ignorelist
Bullet = (Effects,Color,Material,V3.(Size,Size,Size),Pos,,)
BMesh = (Bullet,.MeshType.Brick,,,V3.(,,),V3.())
(Shape == )
BMesh.MeshType = .MeshType.Sphere
(Shape == )
BMesh.MeshType = .MeshType.Head
(Shape == )
BMesh.MeshType = .MeshType.Cylinder
.(()
i = , Frames
Pos = Pos * CF.(,-(Drop*i),)
hit,pos,norm,dist = (Bullet.CFrame.p,CF.(Pos.p,Direction)*CF.(,,-(StudsPerFrame*i)).p,StudsPerFrame)
(hit ( hit.Parent hit.Parent: hit.Parent:))
(hit,pos,norm,data)
;
Bullet.CFrame = CF.(Pos.p,Direction)*CF.(,,-(StudsPerFrame*i))
()
Bullet:()
)()
(duration,color,scale,pos,endScale,increment)
{
Effect=,
Color=color,
Size=scale,
Mesh={MeshType=.MeshType.Sphere},
=pos,
FXSettings={
EndSize=endScale,
EndIsIncrement=increment
}
}
(duration,color,scale,pos,endScale,increment)
{
Effect=,
Color=color,
Size=scale,
Mesh={MeshType=.MeshType.FileMesh,MeshId=},
=pos,
FXSettings={
EndSize=endScale,
EndIsIncrement=increment
}
}
(duration,color,scale,pos,endScale,increment)
{
Effect=,
Color=color,
Size=scale,
=pos,
FXSettings={
EndSize=endScale,
EndIsIncrement=increment
}
}
(data)
Size = data.Size V3.(,,)
Color = data.Color BrickColor.new
StudsPerFrame = data.Speed
Shape = data.Shape
Frames = data.Frames
Pos = data.Origin Torso.CFrame
Direction = data.Direction Mouse.Hit
Material = data.Material .Material.Neon
OnHit = data.HitFunction (hit,pos)
{
Effect=,
Color=Color,
Size=V3.(,,),
Mesh={MeshType=.MeshType.Sphere},
=CF.(pos),
FXSettings={
EndSize=V3.(,,),
EndIsIncrement=
}
}
i = ,
angles = CF.(M.(-,),M.(-,),M.(-,))
{
Effect=,
Frames=,
Size=V3.(,,),
=CF.(CF.(pos)*angles*CF.(,,-).p,pos),
Mesh = {MeshType=.MeshType.Sphere},
Material=.Material.Neon,
Color=Color,
MoveDirection=CF.(CF.(pos)*angles*CF.(,,-).p,pos).p,
}
Bullet = (Effects,Color,Material,Size,Pos,,)
BMesh = (Bullet,.MeshType.Brick,,,V3.(,,),V3.())
(Shape == )
BMesh.MeshType = .MeshType.Sphere
(Shape == )
BMesh.MeshType = .MeshType.Head
(Shape == )
BMesh.MeshType = .MeshType.Cylinder
.(()
i = , Frames+
hit,pos,norm,dist = (Bullet.CFrame.p,CF.(Bullet.CFrame.p,Direction.p)*CF.(,,-StudsPerFrame).p,StudsPerFrame)
(hit)
(hit,pos,norm,dist)
;
Bullet.CFrame = CF.(Bullet.CFrame.p,Direction.p)*CF.(,,-StudsPerFrame)
()
Bullet:()
)()
(data)
sCF,eCF = data.StartCFrame,data.EndCFrame
(sCF,)
(eCF,)
parts = data.PartCount
zapRot = data.ZapRotation {-,}
startThick = data.StartSize ;
endThick = data.EndSize startThick/;
color = data.Color BrickColor.new
= data.Delay
delayInc = data.DelayInc
lastLightning;
MagZ = (sCF.p - eCF.p).magnitude
thick = startThick
inc = (startThick/parts)-(endThick/parts)
i = , parts
pos = sCF.p
(lastLightning)
pos = lastLightning.CFrame*CF.(,,MagZ/parts/).p
= + delayInc
zapPart = (Effects,color,.Material.Neon,V3.(thick,thick,MagZ/parts),CF.(pos),,)
posie = CF.(pos,eCF.p)*CF.(,,MagZ/parts).p+V3.(M.((zapRot)),M.((zapRot)),M.((zapRot)))
(parts == i)
MagZ = (pos-eCF.p).magnitude
zapPart.Size = V3.(endThick,endThick,MagZ)
zapPart.CFrame = CF.(pos, eCF.p)*CF.(,,-MagZ/)
{Effect=,Size=V3.(thick,thick,thick),=eCF*CF.(M.(-,),M.(-,),M.(-,)),Color=color,Frames=*,FXSettings={EndSize=V3.(thick*,thick*,thick*)}}
zapPart.CFrame = CF.(pos,posie)*CF.(,,MagZ/parts/)
lastLightning = zapPart
{Effect=,Manual=zapPart,Frames=}
thick=thick-inc
(data)
Color = data.Color BrickColor.new
StartPos = data.Start Torso.Position
EndPos = data.End Mouse.Hit.p
SegLength = data.SegL
Thicc = data.Thickness
Fades = data.Fade
Parent = data.Parent Effects
MaxD = data.MaxDist
Branch = data.Branches
Material = data.Material .Material.Neon
Raycasts = data.Raycasts
Offset = data.Offset {,}
AddMesh = (data.Mesh == data.Mesh)
((StartPos-EndPos).magnitude > MaxD)
EndPos = CF.(StartPos,EndPos)*CF.(,,-MaxD).p
hit,pos,norm,dist=,EndPos,,(StartPos-EndPos).magnitude
(Raycasts)
hit,pos,norm,dist = (StartPos,EndPos,MaxD)
segments = dist/SegLength
model = (,Parent)
model.Name =
Last;
i = , segments
size = (segments-i)/
prt = (model,Color,Material,V3.(Thicc+size,SegLength,Thicc+size),CF.(),,)
(AddMesh) (,prt)
(Last .(segments) == i)
MagZ = (Last.CFrame*CF.(,-SegLength/,).p-EndPos).magnitude
prt.Size = V3.(Thicc+size,MagZ,Thicc+size)
prt.CFrame = CF.(Last.CFrame*CF.(,-SegLength/,).p,EndPos)*CF.(M.(),,)*CF.(,-MagZ/,)
( Last)
prt.CFrame = CF.(StartPos,pos)*CF.(M.(),,)*CF.(,-SegLength/,)
prt.CFrame = CF.(Last.CFrame*CF.(,-SegLength/,).p,CF.(pos)*CF.(M.(M.(,)),M.(M.(,)),M.(M.(,)))*CF.(,,SegLength/+(segments-i)).p)*CF.(M.(),,)*CF.(,-SegLength/,)
Last = prt
(Branch)
choice = M.(,+((segments-i)*))
(choice == )
LastB;
i2 = ,M.(,)
size2 = ((segments-i)/)/i2
prt = (model,Color,Material,V3.(Thicc+size2,SegLength,Thicc+size2),CF.(),,)
(AddMesh) (,prt)
( LastB)
prt.CFrame = CF.(Last.CFrame*CF.(,-SegLength/,).p,Last.CFrame*CF.(,-SegLength/,)*CF.(,,M.(,))*CF.(,Thicc*,)*CF.(,,-).p)*CF.(M.(),,)*CF.(,-SegLength/,)
prt.CFrame = CF.(LastB.CFrame*CF.(,-SegLength/,).p,LastB.CFrame*CF.(,-SegLength/,)*CF.(,,M.(,))*CF.(,Thicc*,)*CF.(,,-).p)*CF.(M.(),,)*CF.(,-SegLength/,)
LastB = prt
(Fades > )
.(()
i = , Fades
_,v , model:()
(v:)
v.Transparency = (i/Fades)
()
model:()
)()
S.Debris:(model,)
{End=(Last Last.CFrame*CF.(,-Last.Size.Y/,).p),Last=Last,Model=model}
(obj,props,time,easing,direction,repeats,backwards)
info = TweenInfo.(time , easing .EasingStyle.Quad, direction .EasingDirection.Out, repeats , backwards )
tween = S.TweenService:(obj, info, props)
tween:()
(data)
FX = data.Effect
Parent = data.Parent Effects
Color = data.Color C3.(,,)
Size = data.Size V3.(,,)
MoveDir = data.MoveDirection
MeshData = data.Mesh
SndData = data.Sound
Frames = data.Frames
Manual = data.Manual
Material = data.Material
CFra = data.CFrame Torso.CFrame
Settings = data.FXSettings {}
Shape = data.Shape .PartType.Block
Snd,Prt,Msh;
RotInc = data.RotInc {,,}
((RotInc) == )
RotInc = {RotInc,RotInc,RotInc}
.(()
(Manual (Manual) == Manual:)
Prt = Manual
Prt = (Parent,Color,Material,Size,CFra,,)
Prt.Shape = Shape
((MeshData) == )
Msh = (Prt,MeshData.MeshType,MeshData.MeshId,MeshData.TextureId,MeshData.Scale,MeshData.Offset)
((MeshData) == )
Msh = MeshData:()
Msh.Parent = Prt
(Shape == .PartType.Block)
Msh = (Prt,.MeshType.Brick)
((SndData) == (SndData) == )
Snd = (Prt,SndData.SoundId,SndData.Pitch,SndData.Volume,,,)
(Snd)
() Snd.Playing Snd.IsLoaded Snd.TimeLength >
Frames = Snd.TimeLength * Frame_Speed/Snd.Pitch
Size = (Msh Msh.Scale Size)
grow = Size-(Settings.EndSize (Msh Msh.Scale Size)/)
MoveSpeed = ;
(MoveDir)
MoveSpeed = (CFra.p - MoveDir).magnitude/Frames
(FX ~= )
Frame = , Frames
(FX == )
Prt.Transparency = (Frame/Frames)
(FX == )
( Settings.EndSize)
Settings.EndSize = V3.(,,)
(Settings.EndIsIncrement)
(Msh)
Msh.Scale = Msh.Scale + Settings.EndSize
Prt.Size = Prt.Size + Settings.EndSize
(Msh)
Msh.Scale = Msh.Scale - grow/Frames
Prt.Size = Prt.Size - grow/Frames
(FX == )
( Settings.EndSize)
Settings.EndSize = V3.(,,)
(Settings.EndIsIncrement)
(Msh)
Msh.Scale = Msh.Scale + Settings.EndSize
Prt.Size = Prt.Size + Settings.EndSize
(Msh)
Msh.Scale = Msh.Scale - grow/Frames
Prt.Size = Prt.Size - grow/Frames
Prt.Transparency = (Frame/Frames)
(Settings.RandomizeCFrame)
Prt.CFrame = Prt.CFrame * CF.(M.(-,),M.(-,),M.(-,))
Prt.CFrame = Prt.CFrame * CF.((RotInc))
(MoveDir MoveSpeed)
Orientation = Prt.Orientation
Prt.CFrame = CF.(Prt.Position,MoveDir)*CF.(,,-MoveSpeed)
Prt.Orientation = Orientation
()
Prt:()
start,third,fourth,endP = Settings.Start,Settings.Third,Settings.Fourth,Settings.End
( Settings.End Settings.Home) endP = Settings.Home.CFrame
(start endP)
quarter = third start:(endP, ) * CF.(M.(-,),M.(,),M.(-,))
threequarter = fourth start:(endP, ) * CF.(M.(-,),M.(,),M.(-,))
Frame = , , (Settings.Speed )
(Settings.Home)
endP = Settings.Home.CFrame
Prt.CFrame = (start, quarter, threequarter, endP, Frame)
(Settings.RemoveOnGoal)
Prt:()
Prt:()
(start,)
(endP,)
)()
Prt,Msh,Snd
(whom)
torso = (whom: whom: whom: whom: whom:)
(torso)
(torso torso:)
Model = .(,Effects)
Model.Name = whom.Name..
whom:()
Soul = (Model,BrickColor.new,,V3.(,,),torso.CFrame,,)
Soul.Name =
(,Model,{Health=,MaxHealth=})
{
Effect=,
Manual = Soul,
FXSettings={
Start=torso.CFrame,
Home = Torso,
RemoveOnGoal = ,
}
}
lastPoint = Soul.CFrame.p
i = , ,
point = .(lastPoint, Soul.Position) * .(-.pi/, , )
mag = (lastPoint - Soul.Position).magnitude
{
Effect = ,
= point * CF.(, mag/, ),
Size = V3.(,mag+,),
Color = Soul.BrickColor
}
lastPoint = Soul.CFrame.p
()
i = ,
{
Effect=,
Color = BrickColor.new,
MoveDirection = (Torso.CFrame*.(M.(-,),M.(-,),M.(-,))).p
}
(cf,mult)
a,b,c,d,e,f,g,h,i,j,k,l = cf:()
CF.(a*mult,b*mult,c*mult,d*mult,e*mult,f*mult,g*mult,h*mult,i*mult,j*mult,k*mult,l*mult)
()
_,v , Voodoo:()
( NoClear[v])
v:()
VRA.Color = C3.(,,)
VLA.Color = C3.(,,)
VRL.Color = C3.(,,)
VLL.Color = C3.(,,)
VTorso.Color = C3.(,,)
VHead.Color = C3.(,,)
(who)
h = who:
()
(h h.Health <= )
Target = who
_,v , who:()
(v: v:)
v:().Parent = Voodoo
(v: v.Name == )
v.face:().Parent = VHead
(v:)
VTorso.BrickColor = v.TorsoColor
VHead.BrickColor = v.HeadColor
VLA.BrickColor = v.LeftArmColor
VRA.BrickColor = v.RightArmColor
VLL.BrickColor = v.LeftLegColor
VRL.BrickColor = v.RightLegColor
(Voodoo:(v.Name) Voodoo[v.Name]: v:)
Voodoo[v.Name].Color = v.Color
(startPos,endPos,range,ignoreList)
ray = Ray.(startPos,(endPos-startPos).unit*range)
part,pos,norm = :(ray,ignoreList {Char},,)
part,pos,norm,(pos (startPos-pos).magnitude)
(point,range,ignore)
:(R3.(point-V3.(,,)*range/,point+V3.(,,)*range/),ignore,)
(startCF,endCF,alpha)
startCF:(endCF, alpha)
(char)
char (char: char: char: char:)
(Pos, Text, Time, Color)
.(()
Rate = ( / Frame_Speed)
Pos = (Pos .(, , ))
Text = (Text )
Time = (Time )
Color = (Color .(, , ))
EffectPart = (,Effects,{
Material=.Material.SmoothPlastic,
Reflectance = ,
Transparency = ,
BrickColor = BrickColor.(Color),
Name = ,
Size = .(,,),
Anchored = ,
= CF.(Pos)
})
BillboardGui = (,EffectPart,{
Size = .(, , , ),
Adornee = EffectPart,
})
TextLabel = (,BillboardGui,{
BackgroundTransparency = ,
Size = .(, , , ),
Text = Text,
Font = ,
TextColor3 = Color,
TextStrokeColor3 = .(,,),
TextStrokeTransparency=,
TextScaled = ,
})
S.Debris:(EffectPart, (Time))
EffectPart.Parent =
(, ()
(EffectPart,{=CF.(Pos)*CF.(,,)},Time,.EasingStyle.Elastic,.EasingDirection.Out)
Frames = (Time / Rate)
Frame = , Frames
()
Percent = (Frame / Frames)
TextLabel.TextTransparency = Percent
TextLabel.TextStrokeTransparency = Percent
EffectPart EffectPart.Parent
EffectPart:()
) )()
(data)
Who = data.Who;
MinDam = data.MinimumDamage ;
MaxDam = data.MaximumDamage ;
MaxHP = data.MaxHP ;
DB = data.Debounce ;
CritData = data.Crit {}
CritChance = CritData.Chance ;
CritMultiplier = CritData.Multiplier ;
DamageEffects = data.DamageFX {}
DamageType = DamageEffects.Type
DeathFunction = DamageEffects.DeathFunction
(Who,)
Humanoid = Who:
DoneDamage = M.(MinDam,MaxDam) * (M.(,) <= CritChance CritMultiplier )
canHit =
(Humanoid)
_, p (Hit)
p[] == Humanoid
(() - p[] <= DB)
canHit =
Hit[_] =
(canHit)
.(Hit,{Humanoid,()})
HitTorso = (Who)
player = S.Players:(Who)
( player player.UserId ~= player.UserId ~= player.UserId ~= )
(Humanoid.MaxHealth >= MaxHP Humanoid.Health > )
Humanoid.Health = ;
Who:();
(DeathFunction) (Who,Humanoid)
c = .(,Hum)
c.Name =
c.Value = Plr
S.Debris:(c,)
(Who: Humanoid.Health > )
((Who.Head.CFrame * CF.(, , (Who.Head.Size.Z / )).p+V3.(,,)+V3.(M.(-,),,M.(-,))), DoneDamage, , DamageColor.Color)
(Humanoid.Health > Humanoid.Health-DoneDamage <= ) (DeathFunction) (Who,Humanoid)
Humanoid.Health = Humanoid.Health - DoneDamage
(DamageType == HitTorso)
up = DamageEffects.KnockUp
back = DamageEffects.KnockBack
origin = DamageEffects.Origin Root
decay = DamageEffects.Decay ;
bfos = .(,HitTorso)
bfos.P =
bfos.MaxForce = .(.huge,.huge,.huge)
bfos.Velocity = .(,up,) + (origin.CFrame.lookVector * back)
S.Debris:(bfos,decay)
(dude)
Kills = Kills +
t = (dude)
h = dude:
(dude == Target)
Target =
()
(h) .(,h).Name =
(t)
(t,,,,,,)
pe = (,t,{Size=NumberSequence.(,),Enabled=,Texture=,Speed=NumberRange.(),VelocitySpread=,Color=ColorSequence.(C3.(,,)),Transparency=NumberSequence.(,),ZOffset=,Acceleration=V3.(,-,),EmissionDirection=.NormalId.Top,Lifetime=NumberRange.(),Rate=,Rotation=NumberRange.(-,),RotSpeed=NumberRange.(-,),})
pe:()
(,,,t.CFrame,V3.(,,),,C3.(,,),,,)
()
.(()
()
i = , ,
_,v , dude:()
(v: v.Name ~= )
v.Transparency = i
()
_,v , dude:()
(v:)
v:()
)()
dude:()
(dude)
t = (dude)
h = dude:
(t h)
pe = (,t,{Color=ColorSequence.(C3.(,,),C3.(,,)),LightEmission=,Size=NumberSequence.(,),Transparency=NumberSequence.(,),Texture=,ZOffset=,EmissionDirection=.NormalId.Top,Rate=,Lifetime=NumberRange.(),Speed=NumberRange.()})
(t,,,,,,)
(t,,,,,,)
.(()
h.Health = h.Health - (h.MaxHealth/) () h.Health <=
dude:()
( h:) Kills = Kills +
h:()
(dude == Target)
Target =
()
(,,,t.CFrame,V3.(,,),,C3.(,,),,,)
()
i = , ,
_,v , dude:()
(v: v.Name ~= )
v.Transparency = i
v.Color = C3.(,,)
v.Material = .Material.Slate
()
_,v , dude:()
(v:)
v:()
)()
(where,range,options)
hit = {}
_,v , (where,range,{Char})
(v.Parent v.Parent: hit[v.Parent])
callTable = {Who=v.Parent}
hit[v.Parent] =
_,v , options callTable[_] = v
(callTable)
hit
(where,range,amount)
healed = {}
_,v , (where,range,{Char})
hum = (v.Parent v.Parent: )
(hum healed[hum])
hum.Health = hum.Health + amount
(v.Parent: hum.Health > )
((v.Parent.Head.CFrame * CF.(, , (v.Parent.Head.Size.Z / )).p+V3.(,,)), ..amount, , BrickColor.new.Color)
()
Attack =
NeutralAnims =
Target = Target
i = , ,
()
Alpha =
RJ.C0 = RJ.C0:(.(-, -, -, , , , , , , , -, ),Alpha)
LH.C0 = LH.C0:(.(-, -, -, , , , -, , -, -, , ),Alpha)
RH.C0 = RH.C0:(.(, -, -, , -, , , , -, , , ),Alpha)
LS.C0 = LS.C0:(.(-, , -, , -, , -, , , -, -, ),Alpha)
RS.C0 = RS.C0:(.(, , , , -, , , -, -, , , -),Alpha)
NK.C0 = NK.C0:(.(, , , , -, , -, , , -, -, ),Alpha)
knife.Transparency =
Match = (,Char,,{})
Handle = (,Match,,{BrickColor = BrickColor.(),Material = .Material.Wood,FormFactor = .FormFactor.Custom,Size = .(, , ), = .(, , , , -, -, , , , , -, ),CanCollide = ,BottomSurface = .SurfaceType.Smooth,TopSurface = .SurfaceType.Smooth,Color = .(, , ),})
FXHead = (,Match,,{BrickColor = BrickColor.(),Material = .Material.Concrete,FormFactor = .FormFactor.Custom,Size = .(, , ), = .(, , , , -, -, , , -, , -, ),BottomSurface = .SurfaceType.Smooth,TopSurface = .SurfaceType.Smooth,Color = .(, , ),})
Mesh = (,FXHead,,{MeshType = .MeshType.Sphere,})
mot = (,FXHead,,{Part0 = FXHead,Part1 = Handle,C0 = .(, , , , , , -, , -, -, -, ),C1 = .(-, , -, , , , -, , -, -, , ),})
MHead = (,Match,,{BrickColor = BrickColor.(),Material = .Material.Concrete,FormFactor = .FormFactor.Custom,Size = .(, , ), = .(, , , , -, -, , , -, , -, ),BottomSurface = .SurfaceType.Smooth,TopSurface = .SurfaceType.Smooth,Color = .(, , ),})
mot = (,MHead,,{Part0 = MHead,Part1 = Handle,C0 = .(, , , , , , -, , -, -, -, ),C1 = .(-, , , , , , -, , -, -, , ),}) Mesh = (,Handle,,{Scale = .(, , ),})
fire = (,FXHead,{
Color = ColorSequence.(C3.(,,),C3.(,,)),
LightEmission=,
LightInfluence=,
Size=NumberSequence.{NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)},
Texture=,
Transparency=NumberSequence.{NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,),NumberSequenceKeypoint.(,)},
ZOffset=,
Acceleration=V3.(,,),
LockedToPart=,
EmissionDirection=.NormalId.Top,
Lifetime=NumberRange.(),
Rate=,
Speed=NumberRange.()
})
HW = (,Char,{Part0=LArm,Part1=Handle,C0=CF.(,-,)*CF.(M.(-),,)})
i = , ,
()
Alpha =
RJ.C0 = RJ.C0:(.(-, -, , , , , , , , , -, ),Alpha)
LH.C0 = LH.C0:(.(-, -, -, , , , -, , -, -, , ),Alpha)
RH.C0 = RH.C0:(.(, -, -, , -, , , , -, , , ),Alpha)
LS.C0 = LS.C0:(.(-, , , , , -, -, -, -, -, , -),Alpha)
RS.C0 = RS.C0:(.(, , , , -, , , -, -, , , -),Alpha)
NK.C0 = NK.C0:(.(, , , , , , -, , -, -, -, ),Alpha)
i = , ,
()
Alpha =
RJ.C0 = RJ.C0:(.(-, -, -, , , , , , , , -, ),Alpha)
LH.C0 = LH.C0:(.(-, -, -, , , , -, , -, -, , ),Alpha)
RH.C0 = RH.C0:(.(, -, -, , -, , , , -, , , ),Alpha)
LS.C0 = LS.C0:(.(-, , -, , -, , -, -, -, , , -),Alpha)
RS.C0 = RS.C0:(.(, , , , -, , , -, -, , , -),Alpha)
NK.C0 = NK.C0:(.(-, , -, , , -, -, , , , -, ),Alpha)
(Target)
i = , ,
()
Alpha =
RJ.C0 = RJ.C0:(.(-, -, -, , , , , , , , -, ),Alpha)
LH.C0 = LH.C0:(.(-, -, -, , , , -, , -, -, , ),Alpha)
RH.C0 = RH.C0:(.(, -, -, , -, , , , -, , , ),Alpha)
LS.C0 = LS.C0:(.(-, , -, , -, -, -, -, -, , , -),Alpha)
RS.C0 = RS.C0:(.(, , -, , , , , -, -, -, , -),Alpha)
NK.C0 = NK.C0:(.(-, , , , , -, -, , , , -, ),Alpha)
i = , ,
()
Alpha =
RJ.C0 = RJ.C0:(.(-, -, -, , , , , , , , -, ),Alpha)
LH.C0 = LH.C0:(.(-, -, -, , , , -, , -, -, , ),Alpha)
RH.C0 = RH.C0:(.(, -, -, , -, , , , -, , , ),Alpha)
LS.C0 = LS.C0:(.(-, , -, , -, , -, , , -, -, ),Alpha)
RS.C0 = RS.C0:(.(, , , , -, , , -, -, , , -),Alpha)
NK.C0 = NK.C0:(.(, , , , -, , -, , , -, -, ),Alpha)
knife.Transparency =
Match:()
Attack =
NeutralAnims =
()
Attack =
NeutralAnims =
WalkSpeed =
Target = Target
i = , ,
()
Alpha =
RJ.C0 = RJ.C0:(.(-, -, -, , , , , , , , -, ),Alpha)
LH.C0 = LH.C0:(.(-, -, -, , , , -, , -, -, , ),Alpha)
RH.C0 = RH.C0:(.(, -, -, , -, , , , -, , , ),Alpha)
LS.C0 = LS.C0:(.(-, , -, , , , , -, , , , -),Alpha)
RS.C0 = RS.C0:(.(, , -, , , , , -, -, -, , -),Alpha)
NK.C0 = NK.C0:(.(, , , , , -, -, , , , -, ),Alpha)
gay = Plrs:(Target)
( gay Plr.UserId == gay.UserId ~= gay.UserId ~= gay.UserId ~= )
(Target)
i = , ,
()
Alpha =
RJ.C0 = RJ.C0:(.(-, -, -, , , , , , , , -, ),Alpha)
LH.C0 = LH.C0:(.(-, -, -, , , , -, , -, -, , ),Alpha)
RH.C0 = RH.C0:(.(, -, -, , -, , , , -, , , ),Alpha)
LS.C0 = LS.C0:(.(-, , -, , -, , , -, -, , , ),Alpha)
RS.C0 = RS.C0:(.(, , -, , , , , -, -, -, , -),Alpha)
NK.C0 = NK.C0:(.(, , , , , -, -, , , , -, ),Alpha)
i = , ,
()
Alpha =
RJ.C0 = RJ.C0:(.(-, -, -, , , , , , , , -, ),Alpha)
LH.C0 = LH.C0:(.(-, -, -, , , , -, , -, -, , ),Alpha)
RH.C0 = RH.C0:(.(, -, -, , -, , , , -, , , ),Alpha)
LS.C0 = LS.C0:(.(-, , , , , , , -, -, , , -),Alpha)
RS.C0 = RS.C0:(.(, , -, , , , , -, -, -, , -),Alpha)
NK.C0 = NK.C0:(.(, , , , , -, -, , , , -, ),Alpha)
i = , ,
()
Alpha =
RJ.C0 = RJ.C0:(.(-, -, -, , , , , , , , -, ),Alpha)
LH.C0 = LH.C0:(.(-, -, -, , , , -, , -, -, , ),Alpha)
RH.C0 = RH.C0:(.(, -, -, , -, , , , -, , , ),Alpha)
LS.C0 = LS.C0:(.(-, .875704765, -0.619495153, 0.324934751, -0.587293684, 0.74128288, 0.638849139, -0.441647798, -0.629935622, 0.697343588, 0.678255379, 0.231685296),Alpha)
RS.C0 = RS.C0:lerp(CFrame.new(1.34997082, 0.691436887, -0.00414918363, 0.308846682, -0.493054748, -0.813330948, -0.13198103, 0.824647903, -0.550033391, 0.94190836, 0.277220637, 0.18961516),Alpha)
NK.C0 = NK.C0:lerp(CFrame.new(4.42750752e-06, 1.50000238, 4.23006713e-06, 0.827343702, 0.0163316131, -0.561455429, -0.00340057909, 0.99970448, 0.024066925, 0.56168288, -0.0180016756, 0.827154636),Alpha)
end
for i = 0, .9, 0.1 do
swait()
local Alpha = .2
RJ.C0 = RJ.C0:lerp(CFrame.new(-2.16149999e-07, -0.0789605081, -7.11530447e-07, 0.999989629, 2.49221875e-06, 1.27442513e-06, 2.73494675e-06, 0.965795875, 0.259301215, 5.88124067e-07, -0.259299994, 0.965785265),Alpha)
LH.C0 = LH.C0:lerp(CFrame.new(-0.500001371, -1.02113628, -5.54323196e-06, 0.996183932, 0.0871576071, 5.81604752e-07, -0.0841722414, 0.96212101, -0.259300053, -0.0225983392, 0.258314729, 0.965785265),Alpha)
RH.C0 = RH.C0:lerp(CFrame.new(0.49999243, -1.02113175, -5.66244125e-06, 0.996184528, -0.0871521831, 5.94584947e-07, 0.0841772109, 0.962120533, -0.259300053, 0.0226008799, 0.25831449, 0.965785265),Alpha)
LS.C0 = LS.C0:lerp(CFrame.new(-1.34198368, 0.383808315, 0.099660337, 0.324967146, 0.259882778, 0.90930742, 0.638826787, -0.76930356, -0.00842937827, 0.697345734, 0.583627462, -0.416016668),Alpha)
RS.C0 = RS.C0:lerp(CFrame.new(1.34997082, 0.691436887, -0.00414918363, 0.308846682, -0.493054748, -0.813330948, -0.13198103, 0.824647903, -0.550033391, 0.94190836, 0.277220637, 0.18961516),Alpha)
NK.C0 = NK.C0:lerp(CFrame.new(4.42750752e-06, 1.50000238, 4.23006713e-06, 0.827343702, 0.0163316131, -0.561455429, -0.00340057909, 0.99970448, 0.024066925, 0.56168288, -0.0180016756, 0.827154636),Alpha)
end
end
WalkSpeed = 8
Attack = false
NeutralAnims = true
end
Mouse.KeyDown:connect(function(k)
if(Attack)then return end
if(k == 'q')then
local targ = (Mouse.Target and Mouse.Target.Parent)
if(targ and GetTorso(targ) and targ:FindFirstChildOfClass'Humanoid')then
ChangeTarget(targ)
end
elseif(k == 'z' and Target)then
BurnANigga()
end
end)
Mouse.Button1Down:connect(function()
if(Attack)then return end
if(Target)then
KillVoodoo()
else
end
end)
coroutine.wrap(function()
while true do
if(M.RNG(1,350) == 1 and not Glitching)then
for i = 1, M.RNG(100,300)/100 do
local TP = Music.TimePosition
Glitching = true
swait(M.RNG(15,30))
Glitching = false
Music.TimePosition = TP
end
end
swait()
end
end)()
local Texts = {"INSANITY","BURN","DIE","CRY","VOODOO","NO STRINGS ATTACHED"}
coroutine.wrap(function()
while true do
if(M.RNG(1,65) >= (Glitching and 5 or 40))then
local frame = NewInstance("Frame",gui,{Size=UDim2.new(.26,0,.07,0),BackgroundTransparency=1,Position=UDim2.new(M.RNG(0,100)/100,0,M.RNG(0,100)/100,0)})
local fat = Texts[M.RNG(1,#Texts)]
local toxt = "";
for i = 1, #fat do
if(M.RNG(1,2) == 1)then
toxt = toxt..fat:sub(i,i):lower()
else
toxt = toxt..fat:sub(i,i)
end
end
local rot = M.RNG(-15,15)
local txt = NewInstance('TextLabel',frame,{Rotation=rot,TextTransparency=1,Text=toxt,TextColor3=C3.N(M.RNG(50,100)/100,0,0),FontSize=M.RNG(8,14),Font=Enum.Font.Antique})
coroutine.wrap(function()
for i = 1, 30 do
swait()
txt.Rotation = rot+M.RNG(-15,15)
txt.TextTransparency = txt.TextTransparency - 1/30
end
for i = 1, 30 do
swait()
txt.Rotation = rot+M.RNG(-15,15)
txt.TextTransparency = txt.TextTransparency + 1/30
end
txt:destroy()
end)()
end
swait()
end
end)()
local FT,RA,LA,RL,LL = Instance.new("BlockMesh"),Instance.new("BlockMesh"),Instance.new("BlockMesh"),Instance.new("BlockMesh"),Instance.new("BlockMesh")
local Meshes = {FT,RA,LA,RL,LL}
for _,v in next, Char:GetDescendants() do
if(v:IsA'DataModelMesh')then
table.insert(Meshes,v)
end
end
while true do
swait()
if(Target and (not Target.Parent or not Target:FindFirstChildOfClass'Humanoid' or Target:FindFirstChildOfClass'Humanoid'.Health <= 0))then
Target = nil
ResetVoodoo()
end
txt.Rotation = M.RNG(-150,150)/150
txt.Text = 'Target: '..(Target and Target.Name or '')
ktxt.Rotation = M.RNG(-150,150)/150
ktxt.Text = 'Kills: '..Kills
Hum.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None
VHum.PlatformStand = true
VHum:ChangeState(Enum.HumanoidStateType.Physics)
VHum:SetStateEnabled(Enum.HumanoidStateType.Dead,false)
Sine = Sine + Change
if(not Music or not Music.Parent)then
local tp = (Music and Music.TimePosition)
Music = Sound(Char,MusicID,1,10,true,false,true)
Music.Name = 'Music'
Music.TimePosition = tp
end
Music.SoundId = "rbxassetid://"..MusicID
Music.Parent = Torso
Music.Pitch = (Glitching and M.RNG(55,175)/100 or 1)
Music.Volume = 3
if(not Muted)then
Music:Resume()
else
Music:Pause()
end
if(God)then
Hum.MaxHealth = 1e100
Hum.Health = 1e100
if(not Char:FindFirstChildOfClass'ForceField')then IN("ForceField",Char).Visible = false end
Hum.Name = M.RNG()*100
end
local hitfloor,posfloor = workspace:FindPartOnRay(Ray.new(Root.CFrame.p,((CFrame.new(Root.Position,Root.Position - Vector3.new(0,1,0))).lookVector).unit * (4*PlayerSize)), Char)
local Walking = (math.abs(Root.Velocity.x) > 1 or math.abs(Root.Velocity.z) > 1)
local State = (Hum.PlatformStand and 'Paralyzed' or Hum.Sit and 'Sit' or not hitfloor and Root.Velocity.y < -1 and "Fall" or not hitfloor and Root.Velocity.y > 1 and "Jump" or hitfloor and Walking and (Hum.WalkSpeed < 24 and "Walk" or "Run") or hitfloor and "Idle")
if(not Effects or not Effects.Parent)then
Effects = IN("Model",Char)
Effects.Name = "Effects"
end
if(State == 'Run')then
local wsVal = 16 / (Hum.WalkSpeed/16)
local Alpha = math.min(.2 * (Hum.WalkSpeed/16),1)
Change = 1
RH.C1 = RH.C1:lerp(CF.N(0,1-.5*M.C(Sine/wsVal)/2,.5*M.C(Sine/wsVal)/2)*CF.A(M.R(25-15*M.C(Sine/wsVal))+-M.S(Sine/wsVal)/2,0,0),Alpha)
LH.C1 = LH.C1:lerp(CF.N(0,1+.5*M.C(Sine/wsVal)/2,-.5*M.C(Sine/wsVal)/2)*CF.A(M.R(25+15*M.C(Sine/wsVal))+M.S(Sine/wsVal)/2,0,0),Alpha)
elseif(State == 'Walk')then
local wsVal = 7 / (Hum.WalkSpeed/16)
local Alpha = math.min(.15 * (Hum.WalkSpeed/16),1)
Change = 1
RH.C1 = RH.C1:lerp(CF.N(0,1-.5*M.C(Sine/wsVal)/2,.5*M.C(Sine/wsVal)/2)*CF.A(M.R(15-5*M.C(Sine/wsVal))+-M.S(Sine/wsVal)/2,0,0),Alpha)
LH.C1 = LH.C1:lerp(CF.N(0,1+.5*M.C(Sine/wsVal)/2,-.5*M.C(Sine/wsVal)/2)*CF.A(M.R(15+5*M.C(Sine/wsVal))+M.S(Sine/wsVal)/2,0,0),Alpha)
else
RH.C1 = RH.C1:lerp(CF.N(0,1,0),.2)
LH.C1 = LH.C1:lerp(CF.N(0,1,0),.2)
end
Hum.WalkSpeed = WalkSpeed
if(Remove_Hats)then Instance.ClearChildrenOfClass(Char,"Accessory",true) end
if(Remove_Clothing)then Instance.ClearChildrenOfClass(Char,"Clothing",true) Instance.ClearChildrenOfClass(Char,"ShirtGraphic",true) end
if(Glitching)then
Hum.CameraOffset = V3.N(M.RNG(-25,25)/100,M.RNG(-25,25)/100,M.RNG(-25,25)/100)
elseif(not Hum:FindFirstChild'CamShaking')then
Hum.CameraOffset = V3.N(0,0,0)
end
if(Glitching)then
RA.Parent = RArm
LA.Parent = LArm
FT.Parent = Torso
RL.Parent = RLeg
LL.Parent = LLeg
for _,v in next, Meshes do
v.Offset = V3.N(M.RNG(-25,25)/100,M.RNG(-25,25)/100,M.RNG(-25,25)/100)
end
RLeg.Material = Enum.Material.Neon
LLeg.Material = Enum.Material.Neon
RArm.Material = Enum.Material.Neon
LArm.Material = Enum.Material.Neon
Torso.Material = Enum.Material.Neon
Head.Material = Enum.Material.Neon
else
for _,v in next, Meshes do
v.Offset = V3.N(0,0,0)
end
RA.Parent = nil
LA.Parent = nil
FT.Parent = nil
RL.Parent = nil
LL.Parent = nil
RLeg.Material = Enum.Material.SmoothPlastic
LLeg.Material = Enum.Material.SmoothPlastic
RArm.Material = Enum.Material.SmoothPlastic
LArm.Material = Enum.Material.SmoothPlastic
Torso.Material = Enum.Material.SmoothPlastic
Head.Material = Enum.Material.SmoothPlastic
end
if(NeutralAnims)then
if(State == 'Idle')then
local Alpha = .1
Change = 1
NK.C0 = NK.C0:lerp(NKC0*CF.A(M.RRNG(-5,5),M.RRNG(-5,5),M.RRNG(-5,5)),.3)
if(M.RNG(1,45) == 45)then
NK.C0 = NK.C0:lerp(NKC0*CF.N(0,0,0)*CF.A(M.RRNG(15,65),M.RRNG(-35,35),0),1)
end
if(not Glitching)then
RJ.C0 = RJ.C0:lerp(RJC0*CF.N(0,-.1+.05*M.C(Sine/24),0)*CF.A(M.R(-15),0,0),Alpha)
LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(15),0,M.R(-5-5*M.C(Sine/24))),Alpha)
RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(105-5*M.C(Sine/24)),M.R(25),M.R(5+5*M.C(Sine/16))),Alpha)
LH.C0 = LH.C0:lerp(LHC0*CF.N(0,0-.05*M.C(Sine/24),0)*CF.A(M.R(15),0,M.R(-5)),Alpha)
RH.C0 = RH.C0:lerp(RHC0*CF.N(0,0-.05*M.C(Sine/24),0)*CF.A(M.R(15),0,M.R(5)),Alpha)
else
RJ.C0 = RJ.C0:lerp(RJC0*CF.N(0,-.2+.1*M.C(Sine/24),0)*CF.A(M.R(-45),0,0),1)
LS.C0 = LS.C0:lerp(LSC0*CF.N(0,.1*M.C(Sine/24),0)*CF.A(M.R(180),0,M.R(25)+M.RRNG(-3,3)),1)
RS.C0 = RS.C0:lerp(RSC0*CF.N(0,.1*M.C(Sine/24),0)*CF.A(M.R(180),0,M.R(-25)+M.RRNG(-3,3)),1)
LH.C0 = LH.C0:lerp(LHC0*CF.N(0,-.1*M.C(Sine/24),0)*CF.A(M.R(45),0,M.R(-5)),1)
RH.C0 = RH.C0:lerp(RHC0*CF.N(0,-.1*M.C(Sine/24),0)*CF.A(M.R(45),0,M.R(5)),1)
NK.C0 = NK.C0:lerp(NKC0*CF.N(0,0,-.2)*CF.A(M.R(-25),0,0)*CF.A(M.RRNG(-5,5),M.RRNG(-3,3),0),.1)
end
elseif(State == 'Run')then
local wsVal = 7 / (Hum.WalkSpeed/16)
local Alpha = math.min(.2 * (Hum.WalkSpeed/16),1)
RJ.C0 = RJ.C0:lerp(CF.N(0,0-.1*M.C(Sine/(wsVal/2)),0)*CF.A(M.R(-15+2.5*M.C(Sine/(wsVal/2))),M.R(8*M.C(Sine/wsVal)),0),Alpha)
NK.C0 = NK.C0:lerp(NKC0,Alpha)
LS.C0 = LS.C0:lerp(LSC0*CF.N(0,0,0-.3*M.S(Sine/wsVal))*CF.A(M.R(0+45*M.S(Sine/wsVal)),0,M.R(-5)),Alpha)
RS.C0 = RS.C0:lerp(RSC0*CF.N(0,0,0+.3*M.S(Sine/wsVal))*CF.A(M.R(0-45*M.S(Sine/wsVal)),0,M.R(5)),Alpha)
LH.C0 = LH.C0:lerp(LHC0*CF.N(0,0+.1*M.C(Sine/(wsVal/2)),0)*CF.A(0,-M.R(4*M.C(Sine/wsVal)),0),Alpha)
RH.C0 = RH.C0:lerp(RHC0*CF.N(0,0+.1*M.C(Sine/(wsVal/2)),0)*CF.A(0,-M.R(4*M.C(Sine/wsVal)),0),Alpha)
elseif(State == 'Walk')then
local wsVal = 7 / (Hum.WalkSpeed/16)
local Alpha = math.min(.15 * (Hum.WalkSpeed/16),1)
NK.C0 = NK.C0:lerp(NKC0*CF.A(0,-Head.RotVelocity.y/75,0)*CF.A(M.RRNG(-5,5),M.RRNG(-5,5),M.RRNG(-5,5)),.3)
if(M.RNG(1,45) == 45)then
NK.C0 = NK.C0:lerp(NKC0*CF.N(0,0,0)*CF.A(M.RRNG(15,65),M.RRNG(-35,35),0),1)
end
if(not Glitching)then
RJ.C0 = RJ.C0:lerp(CF.N(0,-.075+.1*M.C(Sine/(wsVal/2)+-M.S(Sine/(wsVal/2))/7),0)*CF.A(M.R(-15-2.5*M.C(Sine/(wsVal/2))),M.R(4*M.C(Sine/wsVal)),Root.RotVelocity.y/75),Alpha)
LS.C0 = LS.C0:lerp(LSC0*CF.N(0,0,-.27*M.C(Sine/wsVal))*CF.A(M.R(28*M.C(Sine/wsVal)),0,M.R(-5-7*M.S(Sine/wsVal))+LArm.RotVelocity.y/35),Alpha)
RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(105-5*M.C(Sine/24)),M.R(25),M.R(5+5*M.C(Sine/16))),Alpha)
LH.C0 = LH.C0:lerp(LHC0*CF.N(0,0-.1*M.C(Sine/(wsVal/2)),0)*CF.A(M.R(15+2.5*M.C(Sine/(wsVal/2))),M.R(-4*M.C(Sine/wsVal)),0),Alpha)
RH.C0 = RH.C0:lerp(RHC0*CF.N(0,0-.1*M.C(Sine/(wsVal/2)),0)*CF.A(M.R(15+2.5*M.C(Sine/(wsVal/2))),M.R(-4*M.C(Sine/wsVal)),0),Alpha)
else
RJ.C0 = RJ.C0:lerp(RJC0*CF.N(0,-.2+.1*M.C(Sine/24),0)*CF.A(M.R(-45),0,0),1)
LS.C0 = LS.C0:lerp(LSC0*CF.N(0,.1*M.C(Sine/24),0)*CF.A(M.R(180),0,M.R(25)+M.RRNG(-3,3)),1)
RS.C0 = RS.C0:lerp(RSC0*CF.N(0,.1*M.C(Sine/24),0)*CF.A(M.R(180),0,M.R(-25)+M.RRNG(-3,3)),1)
LH.C0 = LH.C0:lerp(LHC0*CF.N(0,-.1*M.C(Sine/24),0)*CF.A(M.R(45),0,M.R(-5)),1)
RH.C0 = RH.C0:lerp(RHC0*CF.N(0,-.1*M.C(Sine/24),0)*CF.A(M.R(45),0,M.R(5)),1)
NK.C0 = NK.C0:lerp(NKC0*CF.N(0,0,-.2)*CF.A(M.R(-25),0,0)*CF.A(M.RRNG(-5,5),M.RRNG(-3,3),0),.1)
end
elseif(State == 'Jump')then
local Alpha = .1
local idk = math.min(math.max(Root.Velocity.Y/50,-M.R(90)),M.R(90))
LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)),Alpha)
RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)),Alpha)
RJ.C0 = RJ.C0:lerp(RJC0*CF.A(math.min(math.max(Root.Velocity.Y/100,-M.R(45)),M.R(45)),0,0),Alpha)
NK.C0 = NK.C0:lerp(NKC0*CF.A(math.min(math.max(Root.Velocity.Y/100,-M.R(45)),M.R(45)),0,0),Alpha)
LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha)
RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha)
elseif(State == 'Fall')then
local Alpha = .1
local idk = math.min(math.max(Root.Velocity.Y/50,-M.R(90)),M.R(90))
LS.C0 = LS.C0:lerp(LSC0*CF.A(M.R(-5),0,M.R(-90)+idk),Alpha)
RS.C0 = RS.C0:lerp(RSC0*CF.A(M.R(-5),0,M.R(90)-idk),Alpha)
RJ.C0 = RJ.C0:lerp(RJC0*CF.A(math.min(math.max(Root.Velocity.Y/100,-M.R(45)),M.R(45)),0,0),Alpha)
NK.C0 = NK.C0:lerp(NKC0*CF.A(math.min(math.max(Root.Velocity.Y/100,-M.R(45)),M.R(45)),0,0),Alpha)
LH.C0 = LH.C0:lerp(LHC0*CF.A(0,0,M.R(-5)),Alpha)
RH.C0 = RH.C0:lerp(RHC0*CF.N(0,1,-1)*CF.A(M.R(-5),0,M.R(5)),Alpha)
elseif(State == 'Paralyzed')then
elseif(State == 'Sit')then
end
end
for i,v in next, BloodPuddles do
local mesh = i:FindFirstChild'CylinderMesh'
BloodPuddles[i] = v + 1
if(not mesh or i.Transparency >= 1)then
i:destroy()
BloodPuddles[i] = nil
elseif(v >= Frame_Speed*4)then
local trans = (v-Frame_Speed*4)/(Frame_Speed*2)
i.Transparency = trans
if(mesh.Scale.Z > 0)then
mesh.Scale = mesh.Scale-V3.N(.05,0,.05)
end
else
i.Transparency = 0
end
end
end
Universal