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Copy the script and paste it into your executor.
().deletewhendupefound =
localplr = :().LocalPlayer
mouse = localplr:()
lib = (:())()
lib.()
main = lib.()
originalstates = {}
originalstates2 = {}
repeats = {}
()
mapfound =
touch = ()
donttouch = ()
frictionless = ()
falsecollide = ()
firecd = ()
customfunc = ()
(v)
v:()
(v) ==
originalstates[v] = { = v.CFrame}
.(repeats,()
pcf = v.CFrame
v.CFrame = localplr.Character.HumanoidRootPart.CFrame
.()
v.CFrame = pcf
)
(v) ==
originalstates[v] = {CanTouch = v.CanTouch}
.(repeats,()
v.CanTouch =
)
(v) ==
cpp = v.CustomPhysicalProperties
originalstates[v] = {CustomPhysicalProperties = cpp}
.(repeats,()
v.CustomPhysicalProperties = PhysicalProperties.(cpp.Density,,cpp.Elasticity,,cpp.ElasticityWeight)
)
(v) ==
originalstates[v] = {CanCollide = v.CanCollide}
.(repeats,()
v.CanCollide =
)
(v) ==
.(repeats,()
(v:(),)
)
(v)
(v)
mapfound =
touch = ()
donttouch = ()
frictionless = ()
falsecollide = ()
firecd = ()
customfunc = ()
v.Name == v.Name == v.Name == v.Name == v.Name == v.Name == v.Name == v.Name == v.Name ==
donttouch = returntrue
v.Name == v.Name ==
frictionless = returntrue
v.Name == v.Name == v.Name ==
donttouch = (v)
v.Name == v.Name ==
v.Name ==
customfunc = (v)
v.Parent.Name ==
originalstates[v] = {CanTouch = v.CanTouch, CanCollide = v.CanCollide}
.(repeats,()
v.CanTouch =
v.CanCollide =
)
v.Name ==
touch = (v)
v.Color == .(,,)
donttouch = (v)
v.Color ~= .(,,)
v.Name ==
firecd = (v)
.(v.Name:(),) v:()
v.Name ==
donttouch = (v)
v:()
v.Name ==
touch = (v)
v.Name ==
v.Name ==
frictionless = returntrue
v.Name ==
firecd = (v)
v.Name == v:()
v.Name ==
donttouch = (v)
v.Name == v.Name ==
falsecollide = (v)
v.Parent.Parent.Name ==
v.Name ==
touch = (v)
v.Name ==
v.Name ==
touch = (v)
v.Parent.Name ==
v.Name == v.Name ==
falsecollide = (v)
v.Parent.Name ==
mapfound =
mapfound
i,v (v:())
(v)
v.DescendantAdded:(dodescendant)
och = .ChildAdded:(domap)
i,v (:())
(v)
pem =
em =
lib.(,main,(bool)
em = bool
)
lib.(,main,(inp)
:().SetCurPoints:((inp-))
)
doingtp =
lib.(,main,()
finishes = {}
i,v (:())
v.Name == v.Parent:()
.(finishes,v.Parent)
finish =
#finishes ==
finish = finishes[]
#finishes >
finish =
i,v (finishes)
finish ==
finish = {v,v.Color.G}
.(v.BrickColor.Name:(),) (finish[].Transparency > finish[]:(.LobbyObby))
finish = {v,v.Color.G}
finish = finish[]
doingtp == finish ~= finish.Parent ~=
doingtp =
pcf = finish.CFrame
pct = finish.CanTouch
pcc = finish.CanCollide
finish.CanCollide =
finish.CanTouch =
finish.CFrame = localplr.Character:()
.()
finish.CanTouch = pct
finish.CanCollide = pcc
finish.CFrame = pcf
doingtp =
)
lib.(,main,()
i,v (.Spleef:())
v.Parent.Name == v.Parent.Parent.Name == v.Parent.Parent.Parent.Name ==
.(()
pcf = v.CFrame
pct = v.CanTouch
pcc = v.CanCollide
v.CanCollide =
v.CanTouch =
v.CFrame = localplr.Character:()
.()
v.CanTouch = pct
v.CanCollide = pcc
v.CFrame = pcf
)()
)
lib.(,main,()
i,v (.CrumblingWorld:())
v:()
.(()
pcf = v.CFrame
pct = v.CanTouch
pcc = v.CanCollide
v.CanCollide =
v.CanTouch =
v.CFrame = localplr.Character:()
.()
v.CanTouch = pct
v.CanCollide = pcc
v.CFrame = pcf
)()
)
lib.(,main,()
localplr.Character:(.(,,--(/)))
)
spmb =
lib.(,main,(bool)
spmb = bool
)
spmb2 =
lib.(,main,(bool)
spmb2 = bool
)
delayball =
lib.(,main,(num)
num == num =
delayball = (num)
)
ballheight =
lib.(,main,(num)
num == num =
ballheight = (num)
)
spmv =
lib.(,main,(bool)
spmv = bool
)
spmnum =
lib.(,main,(num)
num == num =
spmnum = (num)
)
hbox =
(ft)
hbox ~=
i,v (.Players:())
v ~= localplr v.Character v.Character:()
hrp = v.Character.HumanoidRootPart
ft originalstates2[hrp]
originalstates2[hrp] = {Transparency = hrp.Transparency,Size = hrp.Size}
hrp.Transparency =
hrp.Size = .(hbox,hbox,hbox)
i,v (.Players:())
v ~= localplr v.Character v.Character:() originalstates2[v.Character.HumanoidRootPart]
hrp = v.Character.HumanoidRootPart
i2,v2 (originalstates2[hrp])
hrp[i2] = v2
originalstates2[hrp] =
lib.(,main,(num)
num == num =
hbox = (num)
()
)
ors = :().RenderStepped:(()
em
i,v (repeats)
s,e = (() .(v)() )
s
(e)
repeats[i] =
pem em
i,v (originalstates)
i2,v2 (v)
i[i2] = v2
pem = em
)
destroyed =
v_u_2 = .Players.LocalPlayer
()
s,e = (()
v8 = (ballheight == .(,)) ballheight
v9 = .ReplicatedStorage.FootballBall
v10 = v_u_2.Character.HumanoidRootPart.CFrame.LookVector * (v8 * + )
v11 = v8 * +
v9:(v10 + .(, v11, ))
)
s (e)
()
s,e = (()
v8 = (ballheight == .(,)) ballheight
v9 = .ReplicatedStorage.ShotPutBall
v10 = v_u_2.Character.HumanoidRootPart.CFrame.LookVector * (v8 * + )
v11 = v8 * +
v9:(v11*)
)
s (e)
.(()
.(delayball)
spmb
.(v12)()
spmb2
.(v13)()
destroyed ==
)()
.(()
spmv
v8 = (spmnum == .(,)) spmnum
.ReplicatedStorage.SetCurPoints:(v8,)
.()
destroyed ==
)()
.(()
.()
()
destroyed ==
)()
lib.ondestroyedfunc = ()
och:()
em =
spmb =
spmb2 =
spmv =
destroyed =
hbox =
()
.()
ors:()
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: rawscripts.net.
SET POINTS easy mode (doesnt support some mini games) hitboxes for some games spam shot put and soccer balls (put negative on shot put to shoot it backwards) Note: marble sieges, dodgeball, and conveyor survival register on the server, which means if you touch the kill part while easy mode is on it will still register, use infinite yield or something to avoid kill objects but dont fly out of the minigame or the game will detect and eliminate you from the minigame